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three.core.js 1.3 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2025 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '182dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * A `source + destination` blending equation.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const AddEquation = 100;
  150. /**
  151. * A `source - destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const SubtractEquation = 101;
  157. /**
  158. * A `destination - source` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const ReverseSubtractEquation = 102;
  164. /**
  165. * A blend equation that uses the minimum of source and destination.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const MinEquation = 103;
  171. /**
  172. * A blend equation that uses the maximum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MaxEquation = 104;
  178. /**
  179. * Multiplies all colors by `0`.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const ZeroFactor = 200;
  185. /**
  186. * Multiplies all colors by `1`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const OneFactor = 201;
  192. /**
  193. * Multiplies all colors by the source colors.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const SrcColorFactor = 202;
  199. /**
  200. * Multiplies all colors by `1` minus each source color.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const OneMinusSrcColorFactor = 203;
  206. /**
  207. * Multiplies all colors by the source alpha value.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const SrcAlphaFactor = 204;
  213. /**
  214. * Multiplies all colors by 1 minus the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const OneMinusSrcAlphaFactor = 205;
  220. /**
  221. * Multiplies all colors by the destination alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const DstAlphaFactor = 206;
  227. /**
  228. * Multiplies all colors by `1` minus the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const OneMinusDstAlphaFactor = 207;
  234. /**
  235. * Multiplies all colors by the destination color.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const DstColorFactor = 208;
  241. /**
  242. * Multiplies all colors by `1` minus each destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const OneMinusDstColorFactor = 209;
  248. /**
  249. * Multiplies the RGB colors by the smaller of either the source alpha
  250. * value or the value of `1` minus the destination alpha value. The alpha
  251. * value is multiplied by `1`.
  252. *
  253. * @type {number}
  254. * @constant
  255. */
  256. const SrcAlphaSaturateFactor = 210;
  257. /**
  258. * Multiplies all colors by a constant color.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const ConstantColorFactor = 211;
  264. /**
  265. * Multiplies all colors by `1` minus a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const OneMinusConstantColorFactor = 212;
  271. /**
  272. * Multiplies all colors by a constant alpha value.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const ConstantAlphaFactor = 213;
  278. /**
  279. * Multiplies all colors by 1 minus a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const OneMinusConstantAlphaFactor = 214;
  285. /**
  286. * Never pass.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const NeverDepth = 0;
  292. /**
  293. * Always pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const AlwaysDepth = 1;
  299. /**
  300. * Pass if the incoming value is less than the depth buffer value.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const LessDepth = 2;
  306. /**
  307. * Pass if the incoming value is less than or equal to the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessEqualDepth = 3;
  313. /**
  314. * Pass if the incoming value equals the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const EqualDepth = 4;
  320. /**
  321. * Pass if the incoming value is greater than or equal to the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const GreaterEqualDepth = 5;
  327. /**
  328. * Pass if the incoming value is greater than the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterDepth = 6;
  334. /**
  335. * Pass if the incoming value is not equal to the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const NotEqualDepth = 7;
  341. /**
  342. * Multiplies the environment map color with the surface color.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const MultiplyOperation = 0;
  348. /**
  349. * Uses reflectivity to blend between the two colors.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MixOperation = 1;
  355. /**
  356. * Adds the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const AddOperation = 2;
  362. /**
  363. * No tone mapping is applied.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const NoToneMapping = 0;
  369. /**
  370. * Linear tone mapping.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const LinearToneMapping = 1;
  376. /**
  377. * Reinhard tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const ReinhardToneMapping = 2;
  383. /**
  384. * Cineon tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const CineonToneMapping = 3;
  390. /**
  391. * ACES Filmic tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const ACESFilmicToneMapping = 4;
  397. /**
  398. * Custom tone mapping.
  399. *
  400. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  401. *
  402. * @type {number}
  403. * @constant
  404. */
  405. const CustomToneMapping = 5;
  406. /**
  407. * AgX tone mapping.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const AgXToneMapping = 6;
  413. /**
  414. * Neutral tone mapping.
  415. *
  416. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  417. *
  418. * @type {number}
  419. * @constant
  420. */
  421. const NeutralToneMapping = 7;
  422. /**
  423. * The skinned mesh shares the same world space as the skeleton.
  424. *
  425. * @type {string}
  426. * @constant
  427. */
  428. const AttachedBindMode = 'attached';
  429. /**
  430. * The skinned mesh does not share the same world space as the skeleton.
  431. * This is useful when a skeleton is shared across multiple skinned meshes.
  432. *
  433. * @type {string}
  434. * @constant
  435. */
  436. const DetachedBindMode = 'detached';
  437. /**
  438. * Maps textures using the geometry's UV coordinates.
  439. *
  440. * @type {number}
  441. * @constant
  442. */
  443. const UVMapping = 300;
  444. /**
  445. * Reflection mapping for cube textures.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const CubeReflectionMapping = 301;
  451. /**
  452. * Refraction mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeRefractionMapping = 302;
  458. /**
  459. * Reflection mapping for equirectangular textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const EquirectangularReflectionMapping = 303;
  465. /**
  466. * Refraction mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularRefractionMapping = 304;
  472. /**
  473. * Reflection mapping for PMREM textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const CubeUVReflectionMapping = 306;
  479. /**
  480. * The texture will simply repeat to infinity.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const RepeatWrapping = 1000;
  486. /**
  487. * The last pixel of the texture stretches to the edge of the mesh.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const ClampToEdgeWrapping = 1001;
  493. /**
  494. * The texture will repeats to infinity, mirroring on each repeat.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const MirroredRepeatWrapping = 1002;
  500. /**
  501. * Returns the value of the texture element that is nearest (in Manhattan distance)
  502. * to the specified texture coordinates.
  503. *
  504. * @type {number}
  505. * @constant
  506. */
  507. const NearestFilter = 1003;
  508. /**
  509. * Chooses the mipmap that most closely matches the size of the pixel being textured
  510. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  511. * to produce a texture value.
  512. *
  513. * @type {number}
  514. * @constant
  515. */
  516. const NearestMipmapNearestFilter = 1004;
  517. const NearestMipMapNearestFilter = 1004; // legacy
  518. /**
  519. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  520. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  521. * The final texture value is a weighted average of those two values.
  522. *
  523. * @type {number}
  524. * @constant
  525. */
  526. const NearestMipmapLinearFilter = 1005;
  527. const NearestMipMapLinearFilter = 1005; // legacy
  528. /**
  529. * Returns the weighted average of the four texture elements that are closest to the specified
  530. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  531. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  532. *
  533. * @type {number}
  534. * @constant
  535. */
  536. const LinearFilter = 1006;
  537. /**
  538. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  539. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  540. * center of the pixel) to produce a texture value.
  541. *
  542. * @type {number}
  543. * @constant
  544. */
  545. const LinearMipmapNearestFilter = 1007;
  546. const LinearMipMapNearestFilter = 1007; // legacy
  547. /**
  548. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  549. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  550. * is a weighted average of those two values.
  551. *
  552. * @type {number}
  553. * @constant
  554. */
  555. const LinearMipmapLinearFilter = 1008;
  556. const LinearMipMapLinearFilter = 1008; // legacy
  557. /**
  558. * An unsigned byte data type for textures.
  559. *
  560. * @type {number}
  561. * @constant
  562. */
  563. const UnsignedByteType = 1009;
  564. /**
  565. * A byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const ByteType = 1010;
  571. /**
  572. * A short data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ShortType = 1011;
  578. /**
  579. * An unsigned short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const UnsignedShortType = 1012;
  585. /**
  586. * An int data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const IntType = 1013;
  592. /**
  593. * An unsigned int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const UnsignedIntType = 1014;
  599. /**
  600. * A float data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const FloatType = 1015;
  606. /**
  607. * A half float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const HalfFloatType = 1016;
  613. /**
  614. * An unsigned short 4_4_4_4 (packed) data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const UnsignedShort4444Type = 1017;
  620. /**
  621. * An unsigned short 5_5_5_1 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort5551Type = 1018;
  627. /**
  628. * An unsigned int 24_8 data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedInt248Type = 1020;
  634. /**
  635. * An unsigned int 5_9_9_9 (packed) data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt5999Type = 35902;
  641. /**
  642. * An unsigned int 10_11_11 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt101111Type = 35899;
  648. /**
  649. * Discards the red, green and blue components and reads just the alpha component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const AlphaFormat = 1021;
  655. /**
  656. * Discards the alpha component and reads the red, green and blue component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBFormat = 1022;
  662. /**
  663. * Reads the red, green, blue and alpha components.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBAFormat = 1023;
  669. /**
  670. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const DepthFormat = 1026;
  676. /**
  677. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  678. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  679. *
  680. * @type {number}
  681. * @constant
  682. */
  683. const DepthStencilFormat = 1027;
  684. /**
  685. * Discards the green, blue and alpha components and reads just the red component.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const RedFormat = 1028;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedIntegerFormat = 1029;
  698. /**
  699. * Discards the alpha, and blue components and reads the red, and green components.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RGFormat = 1030;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGIntegerFormat = 1031;
  712. /**
  713. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGBIntegerFormat = 1032;
  719. /**
  720. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBAIntegerFormat = 1033;
  726. /**
  727. * A DXT1-compressed image in an RGB image format.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGB_S3TC_DXT1_Format = 33776;
  733. /**
  734. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGBA_S3TC_DXT1_Format = 33777;
  740. /**
  741. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT3_Format = 33778;
  747. /**
  748. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  749. * compression in how the alpha compression is done.
  750. *
  751. * @type {number}
  752. * @constant
  753. */
  754. const RGBA_S3TC_DXT5_Format = 33779;
  755. /**
  756. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGB_PVRTC_4BPPV1_Format = 35840;
  762. /**
  763. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_2BPPV1_Format = 35841;
  769. /**
  770. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGBA_PVRTC_4BPPV1_Format = 35842;
  776. /**
  777. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_2BPPV1_Format = 35843;
  783. /**
  784. * ETC1 RGB format.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGB_ETC1_Format = 36196;
  790. /**
  791. * ETC2 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC2_Format = 37492;
  797. /**
  798. * ETC2 RGBA format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGBA_ETC2_EAC_Format = 37496;
  804. /**
  805. * ASTC RGBA 4x4 format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ASTC_4x4_Format = 37808;
  811. /**
  812. * ASTC RGBA 5x4 format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const RGBA_ASTC_5x4_Format = 37809;
  818. /**
  819. * ASTC RGBA 5x5 format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RGBA_ASTC_5x5_Format = 37810;
  825. /**
  826. * ASTC RGBA 6x5 format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RGBA_ASTC_6x5_Format = 37811;
  832. /**
  833. * ASTC RGBA 6x6 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_6x6_Format = 37812;
  839. /**
  840. * ASTC RGBA 8x5 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_8x5_Format = 37813;
  846. /**
  847. * ASTC RGBA 8x6 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_8x6_Format = 37814;
  853. /**
  854. * ASTC RGBA 8x8 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_8x8_Format = 37815;
  860. /**
  861. * ASTC RGBA 10x5 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_10x5_Format = 37816;
  867. /**
  868. * ASTC RGBA 10x6 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_10x6_Format = 37817;
  874. /**
  875. * ASTC RGBA 10x8 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_10x8_Format = 37818;
  881. /**
  882. * ASTC RGBA 10x10 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_10x10_Format = 37819;
  888. /**
  889. * ASTC RGBA 12x10 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_12x10_Format = 37820;
  895. /**
  896. * ASTC RGBA 12x12 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_12x12_Format = 37821;
  902. /**
  903. * BPTC RGBA format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_BPTC_Format = 36492;
  909. /**
  910. * BPTC Signed RGB format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGB_BPTC_SIGNED_Format = 36494;
  916. /**
  917. * BPTC Unsigned RGB format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGB_BPTC_UNSIGNED_Format = 36495;
  923. /**
  924. * RGTC1 Red format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RED_RGTC1_Format = 36283;
  930. /**
  931. * RGTC1 Signed Red format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const SIGNED_RED_RGTC1_Format = 36284;
  937. /**
  938. * RGTC2 Red Green format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RED_GREEN_RGTC2_Format = 36285;
  944. /**
  945. * RGTC2 Signed Red Green format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  951. /**
  952. * Animations are played once.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const LoopOnce = 2200;
  958. /**
  959. * Animations are played with a chosen number of repetitions, each time jumping from
  960. * the end of the clip directly to its beginning.
  961. *
  962. * @type {number}
  963. * @constant
  964. */
  965. const LoopRepeat = 2201;
  966. /**
  967. * Animations are played with a chosen number of repetitions, alternately playing forward
  968. * and backward.
  969. *
  970. * @type {number}
  971. * @constant
  972. */
  973. const LoopPingPong = 2202;
  974. /**
  975. * Discrete interpolation mode for keyframe tracks.
  976. *
  977. * @type {number}
  978. * @constant
  979. */
  980. const InterpolateDiscrete = 2300;
  981. /**
  982. * Linear interpolation mode for keyframe tracks.
  983. *
  984. * @type {number}
  985. * @constant
  986. */
  987. const InterpolateLinear = 2301;
  988. /**
  989. * Smooth interpolation mode for keyframe tracks.
  990. *
  991. * @type {number}
  992. * @constant
  993. */
  994. const InterpolateSmooth = 2302;
  995. /**
  996. * Zero curvature ending for animations.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const ZeroCurvatureEnding = 2400;
  1002. /**
  1003. * Zero slope ending for animations.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const ZeroSlopeEnding = 2401;
  1009. /**
  1010. * Wrap around ending for animations.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const WrapAroundEnding = 2402;
  1016. /**
  1017. * Default animation blend mode.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const NormalAnimationBlendMode = 2500;
  1023. /**
  1024. * Additive animation blend mode. Can be used to layer motions on top of
  1025. * each other to build complex performances from smaller re-usable assets.
  1026. *
  1027. * @type {number}
  1028. * @constant
  1029. */
  1030. const AdditiveAnimationBlendMode = 2501;
  1031. /**
  1032. * For every three vertices draw a single triangle.
  1033. *
  1034. * @type {number}
  1035. * @constant
  1036. */
  1037. const TrianglesDrawMode = 0;
  1038. /**
  1039. * For each vertex draw a triangle from the last three vertices.
  1040. *
  1041. * @type {number}
  1042. * @constant
  1043. */
  1044. const TriangleStripDrawMode = 1;
  1045. /**
  1046. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1047. *
  1048. * @type {number}
  1049. * @constant
  1050. */
  1051. const TriangleFanDrawMode = 2;
  1052. /**
  1053. * Basic depth packing.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const BasicDepthPacking = 3200;
  1059. /**
  1060. * A depth value is packed into 32 bit RGBA.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const RGBADepthPacking = 3201;
  1066. /**
  1067. * A depth value is packed into 24 bit RGB.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const RGBDepthPacking = 3202;
  1073. /**
  1074. * A depth value is packed into 16 bit RG.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const RGDepthPacking = 3203;
  1080. /**
  1081. * Normal information is relative to the underlying surface.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const TangentSpaceNormalMap = 0;
  1087. /**
  1088. * Normal information is relative to the object orientation.
  1089. *
  1090. * @type {number}
  1091. * @constant
  1092. */
  1093. const ObjectSpaceNormalMap = 1;
  1094. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1095. /**
  1096. * No color space.
  1097. *
  1098. * @type {string}
  1099. * @constant
  1100. */
  1101. const NoColorSpace = '';
  1102. /**
  1103. * sRGB color space.
  1104. *
  1105. * @type {string}
  1106. * @constant
  1107. */
  1108. const SRGBColorSpace = 'srgb';
  1109. /**
  1110. * sRGB-linear color space.
  1111. *
  1112. * @type {string}
  1113. * @constant
  1114. */
  1115. const LinearSRGBColorSpace = 'srgb-linear';
  1116. /**
  1117. * Linear transfer function.
  1118. *
  1119. * @type {string}
  1120. * @constant
  1121. */
  1122. const LinearTransfer = 'linear';
  1123. /**
  1124. * sRGB transfer function.
  1125. *
  1126. * @type {string}
  1127. * @constant
  1128. */
  1129. const SRGBTransfer = 'srgb';
  1130. /**
  1131. * Sets the stencil buffer value to `0`.
  1132. *
  1133. * @type {number}
  1134. * @constant
  1135. */
  1136. const ZeroStencilOp = 0;
  1137. /**
  1138. * Keeps the current value.
  1139. *
  1140. * @type {number}
  1141. * @constant
  1142. */
  1143. const KeepStencilOp = 7680;
  1144. /**
  1145. * Sets the stencil buffer value to the specified reference value.
  1146. *
  1147. * @type {number}
  1148. * @constant
  1149. */
  1150. const ReplaceStencilOp = 7681;
  1151. /**
  1152. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1153. *
  1154. * @type {number}
  1155. * @constant
  1156. */
  1157. const IncrementStencilOp = 7682;
  1158. /**
  1159. * Decrements the current stencil buffer value. Clamps to `0`.
  1160. *
  1161. * @type {number}
  1162. * @constant
  1163. */
  1164. const DecrementStencilOp = 7683;
  1165. /**
  1166. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1167. * the maximum representable unsigned value.
  1168. *
  1169. * @type {number}
  1170. * @constant
  1171. */
  1172. const IncrementWrapStencilOp = 34055;
  1173. /**
  1174. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1175. * unsigned value when decrementing a stencil buffer value of `0`.
  1176. *
  1177. * @type {number}
  1178. * @constant
  1179. */
  1180. const DecrementWrapStencilOp = 34056;
  1181. /**
  1182. * Inverts the current stencil buffer value bitwise.
  1183. *
  1184. * @type {number}
  1185. * @constant
  1186. */
  1187. const InvertStencilOp = 5386;
  1188. /**
  1189. * Will never return true.
  1190. *
  1191. * @type {number}
  1192. * @constant
  1193. */
  1194. const NeverStencilFunc = 512;
  1195. /**
  1196. * Will return true if the stencil reference value is less than the current stencil value.
  1197. *
  1198. * @type {number}
  1199. * @constant
  1200. */
  1201. const LessStencilFunc = 513;
  1202. /**
  1203. * Will return true if the stencil reference value is equal to the current stencil value.
  1204. *
  1205. * @type {number}
  1206. * @constant
  1207. */
  1208. const EqualStencilFunc = 514;
  1209. /**
  1210. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1211. *
  1212. * @type {number}
  1213. * @constant
  1214. */
  1215. const LessEqualStencilFunc = 515;
  1216. /**
  1217. * Will return true if the stencil reference value is greater than the current stencil value.
  1218. *
  1219. * @type {number}
  1220. * @constant
  1221. */
  1222. const GreaterStencilFunc = 516;
  1223. /**
  1224. * Will return true if the stencil reference value is not equal to the current stencil value.
  1225. *
  1226. * @type {number}
  1227. * @constant
  1228. */
  1229. const NotEqualStencilFunc = 517;
  1230. /**
  1231. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const GreaterEqualStencilFunc = 518;
  1237. /**
  1238. * Will always return true.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const AlwaysStencilFunc = 519;
  1244. /**
  1245. * Never pass.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const NeverCompare = 512;
  1251. /**
  1252. * Pass if the incoming value is less than the texture value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const LessCompare = 513;
  1258. /**
  1259. * Pass if the incoming value equals the texture value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const EqualCompare = 514;
  1265. /**
  1266. * Pass if the incoming value is less than or equal to the texture value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const LessEqualCompare = 515;
  1272. /**
  1273. * Pass if the incoming value is greater than the texture value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const GreaterCompare = 516;
  1279. /**
  1280. * Pass if the incoming value is not equal to the texture value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const NotEqualCompare = 517;
  1286. /**
  1287. * Pass if the incoming value is greater than or equal to the texture value.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const GreaterEqualCompare = 518;
  1293. /**
  1294. * Always pass.
  1295. *
  1296. * @type {number}
  1297. * @constant
  1298. */
  1299. const AlwaysCompare = 519;
  1300. /**
  1301. * The contents are intended to be specified once by the application, and used many
  1302. * times as the source for drawing and image specification commands.
  1303. *
  1304. * @type {number}
  1305. * @constant
  1306. */
  1307. const StaticDrawUsage = 35044;
  1308. /**
  1309. * The contents are intended to be respecified repeatedly by the application, and
  1310. * used many times as the source for drawing and image specification commands.
  1311. *
  1312. * @type {number}
  1313. * @constant
  1314. */
  1315. const DynamicDrawUsage = 35048;
  1316. /**
  1317. * The contents are intended to be specified once by the application, and used at most
  1318. * a few times as the source for drawing and image specification commands.
  1319. *
  1320. * @type {number}
  1321. * @constant
  1322. */
  1323. const StreamDrawUsage = 35040;
  1324. /**
  1325. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1326. * many times by the application.
  1327. *
  1328. * @type {number}
  1329. * @constant
  1330. */
  1331. const StaticReadUsage = 35045;
  1332. /**
  1333. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1334. * many times by the application.
  1335. *
  1336. * @type {number}
  1337. * @constant
  1338. */
  1339. const DynamicReadUsage = 35049;
  1340. /**
  1341. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1342. * a few times by the application
  1343. *
  1344. * @type {number}
  1345. * @constant
  1346. */
  1347. const StreamReadUsage = 35041;
  1348. /**
  1349. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1350. * the source for WebGL drawing and image specification commands.
  1351. *
  1352. * @type {number}
  1353. * @constant
  1354. */
  1355. const StaticCopyUsage = 35046;
  1356. /**
  1357. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1358. * as the source for WebGL drawing and image specification commands.
  1359. *
  1360. * @type {number}
  1361. * @constant
  1362. */
  1363. const DynamicCopyUsage = 35050;
  1364. /**
  1365. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1366. * as the source for WebGL drawing and image specification commands.
  1367. *
  1368. * @type {number}
  1369. * @constant
  1370. */
  1371. const StreamCopyUsage = 35042;
  1372. /**
  1373. * GLSL 1 shader code.
  1374. *
  1375. * @type {string}
  1376. * @constant
  1377. */
  1378. const GLSL1 = '100';
  1379. /**
  1380. * GLSL 3 shader code.
  1381. *
  1382. * @type {string}
  1383. * @constant
  1384. */
  1385. const GLSL3 = '300 es';
  1386. /**
  1387. * WebGL coordinate system.
  1388. *
  1389. * @type {number}
  1390. * @constant
  1391. */
  1392. const WebGLCoordinateSystem = 2000;
  1393. /**
  1394. * WebGPU coordinate system.
  1395. *
  1396. * @type {number}
  1397. * @constant
  1398. */
  1399. const WebGPUCoordinateSystem = 2001;
  1400. /**
  1401. * Represents the different timestamp query types.
  1402. *
  1403. * @type {ConstantsTimestampQuery}
  1404. * @constant
  1405. */
  1406. const TimestampQuery = {
  1407. COMPUTE: 'compute',
  1408. RENDER: 'render'
  1409. };
  1410. /**
  1411. * Represents mouse buttons and interaction types in context of controls.
  1412. *
  1413. * @type {ConstantsInterpolationSamplingType}
  1414. * @constant
  1415. */
  1416. const InterpolationSamplingType = {
  1417. PERSPECTIVE: 'perspective',
  1418. LINEAR: 'linear',
  1419. FLAT: 'flat'
  1420. };
  1421. /**
  1422. * Represents the different interpolation sampling modes.
  1423. *
  1424. * @type {ConstantsInterpolationSamplingMode}
  1425. * @constant
  1426. */
  1427. const InterpolationSamplingMode = {
  1428. NORMAL: 'normal',
  1429. CENTROID: 'centroid',
  1430. SAMPLE: 'sample',
  1431. FIRST: 'first',
  1432. EITHER: 'either'
  1433. };
  1434. /**
  1435. * This type represents mouse buttons and interaction types in context of controls.
  1436. *
  1437. * @typedef {Object} ConstantsMouse
  1438. * @property {number} MIDDLE - The left mouse button.
  1439. * @property {number} LEFT - The middle mouse button.
  1440. * @property {number} RIGHT - The right mouse button.
  1441. * @property {number} ROTATE - A rotate interaction.
  1442. * @property {number} DOLLY - A dolly interaction.
  1443. * @property {number} PAN - A pan interaction.
  1444. **/
  1445. /**
  1446. * This type represents touch interaction types in context of controls.
  1447. *
  1448. * @typedef {Object} ConstantsTouch
  1449. * @property {number} ROTATE - A rotate interaction.
  1450. * @property {number} PAN - A pan interaction.
  1451. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1452. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1453. **/
  1454. /**
  1455. * This type represents the different timestamp query types.
  1456. *
  1457. * @typedef {Object} ConstantsTimestampQuery
  1458. * @property {string} COMPUTE - A `compute` timestamp query.
  1459. * @property {string} RENDER - A `render` timestamp query.
  1460. **/
  1461. /**
  1462. * Represents the different interpolation sampling types.
  1463. *
  1464. * @typedef {Object} ConstantsInterpolationSamplingType
  1465. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1466. * @property {string} LINEAR - Linear interpolation.
  1467. * @property {string} FLAT - Flat interpolation.
  1468. */
  1469. /**
  1470. * Represents the different interpolation sampling modes.
  1471. *
  1472. * @typedef {Object} ConstantsInterpolationSamplingMode
  1473. * @property {string} NORMAL - Normal sampling mode.
  1474. * @property {string} CENTROID - Centroid sampling mode.
  1475. * @property {string} SAMPLE - Sample-specific sampling mode.
  1476. * @property {string} FIRST - Flat interpolation using the first vertex.
  1477. * @property {string} EITHER - Flat interpolation using either vertex.
  1478. */
  1479. function arrayNeedsUint32( array ) {
  1480. // assumes larger values usually on last
  1481. for ( let i = array.length - 1; i >= 0; -- i ) {
  1482. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1483. }
  1484. return false;
  1485. }
  1486. const TYPED_ARRAYS = {
  1487. Int8Array: Int8Array,
  1488. Uint8Array: Uint8Array,
  1489. Uint8ClampedArray: Uint8ClampedArray,
  1490. Int16Array: Int16Array,
  1491. Uint16Array: Uint16Array,
  1492. Int32Array: Int32Array,
  1493. Uint32Array: Uint32Array,
  1494. Float32Array: Float32Array,
  1495. Float64Array: Float64Array
  1496. };
  1497. function getTypedArray( type, buffer ) {
  1498. return new TYPED_ARRAYS[ type ]( buffer );
  1499. }
  1500. function createElementNS( name ) {
  1501. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1502. }
  1503. function createCanvasElement() {
  1504. const canvas = createElementNS( 'canvas' );
  1505. canvas.style.display = 'block';
  1506. return canvas;
  1507. }
  1508. const _cache = {};
  1509. let _setConsoleFunction = null;
  1510. function setConsoleFunction( fn ) {
  1511. _setConsoleFunction = fn;
  1512. }
  1513. function getConsoleFunction() {
  1514. return _setConsoleFunction;
  1515. }
  1516. function log( ...params ) {
  1517. const message = 'THREE.' + params.shift();
  1518. if ( _setConsoleFunction ) {
  1519. _setConsoleFunction( 'log', message, ...params );
  1520. } else {
  1521. console.log( message, ...params );
  1522. }
  1523. }
  1524. function warn( ...params ) {
  1525. const message = 'THREE.' + params.shift();
  1526. if ( _setConsoleFunction ) {
  1527. _setConsoleFunction( 'warn', message, ...params );
  1528. } else {
  1529. console.warn( message, ...params );
  1530. }
  1531. }
  1532. function error( ...params ) {
  1533. const message = 'THREE.' + params.shift();
  1534. if ( _setConsoleFunction ) {
  1535. _setConsoleFunction( 'error', message, ...params );
  1536. } else {
  1537. console.error( message, ...params );
  1538. }
  1539. }
  1540. function warnOnce( ...params ) {
  1541. const message = params.join( ' ' );
  1542. if ( message in _cache ) return;
  1543. _cache[ message ] = true;
  1544. warn( ...params );
  1545. }
  1546. function probeAsync( gl, sync, interval ) {
  1547. return new Promise( function ( resolve, reject ) {
  1548. function probe() {
  1549. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1550. case gl.WAIT_FAILED:
  1551. reject();
  1552. break;
  1553. case gl.TIMEOUT_EXPIRED:
  1554. setTimeout( probe, interval );
  1555. break;
  1556. default:
  1557. resolve();
  1558. }
  1559. }
  1560. setTimeout( probe, interval );
  1561. } );
  1562. }
  1563. /**
  1564. * This modules allows to dispatch event objects on custom JavaScript objects.
  1565. *
  1566. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1567. *
  1568. * Code Example:
  1569. * ```js
  1570. * class Car extends EventDispatcher {
  1571. * start() {
  1572. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1573. * }
  1574. *};
  1575. *
  1576. * // Using events with the custom object
  1577. * const car = new Car();
  1578. * car.addEventListener( 'start', function ( event ) {
  1579. * alert( event.message );
  1580. * } );
  1581. *
  1582. * car.start();
  1583. * ```
  1584. */
  1585. class EventDispatcher {
  1586. /**
  1587. * Adds the given event listener to the given event type.
  1588. *
  1589. * @param {string} type - The type of event to listen to.
  1590. * @param {Function} listener - The function that gets called when the event is fired.
  1591. */
  1592. addEventListener( type, listener ) {
  1593. if ( this._listeners === undefined ) this._listeners = {};
  1594. const listeners = this._listeners;
  1595. if ( listeners[ type ] === undefined ) {
  1596. listeners[ type ] = [];
  1597. }
  1598. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1599. listeners[ type ].push( listener );
  1600. }
  1601. }
  1602. /**
  1603. * Returns `true` if the given event listener has been added to the given event type.
  1604. *
  1605. * @param {string} type - The type of event.
  1606. * @param {Function} listener - The listener to check.
  1607. * @return {boolean} Whether the given event listener has been added to the given event type.
  1608. */
  1609. hasEventListener( type, listener ) {
  1610. const listeners = this._listeners;
  1611. if ( listeners === undefined ) return false;
  1612. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1613. }
  1614. /**
  1615. * Removes the given event listener from the given event type.
  1616. *
  1617. * @param {string} type - The type of event.
  1618. * @param {Function} listener - The listener to remove.
  1619. */
  1620. removeEventListener( type, listener ) {
  1621. const listeners = this._listeners;
  1622. if ( listeners === undefined ) return;
  1623. const listenerArray = listeners[ type ];
  1624. if ( listenerArray !== undefined ) {
  1625. const index = listenerArray.indexOf( listener );
  1626. if ( index !== -1 ) {
  1627. listenerArray.splice( index, 1 );
  1628. }
  1629. }
  1630. }
  1631. /**
  1632. * Dispatches an event object.
  1633. *
  1634. * @param {Object} event - The event that gets fired.
  1635. */
  1636. dispatchEvent( event ) {
  1637. const listeners = this._listeners;
  1638. if ( listeners === undefined ) return;
  1639. const listenerArray = listeners[ event.type ];
  1640. if ( listenerArray !== undefined ) {
  1641. event.target = this;
  1642. // Make a copy, in case listeners are removed while iterating.
  1643. const array = listenerArray.slice( 0 );
  1644. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1645. array[ i ].call( this, event );
  1646. }
  1647. event.target = null;
  1648. }
  1649. }
  1650. }
  1651. 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' ];
  1652. let _seed = 1234567;
  1653. const DEG2RAD = Math.PI / 180;
  1654. const RAD2DEG = 180 / Math.PI;
  1655. /**
  1656. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1657. * (universally unique identifier).
  1658. *
  1659. * @return {string} The UUID.
  1660. */
  1661. function generateUUID() {
  1662. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1663. const d0 = Math.random() * 0xffffffff | 0;
  1664. const d1 = Math.random() * 0xffffffff | 0;
  1665. const d2 = Math.random() * 0xffffffff | 0;
  1666. const d3 = Math.random() * 0xffffffff | 0;
  1667. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1668. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1669. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1670. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1671. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1672. return uuid.toLowerCase();
  1673. }
  1674. /**
  1675. * Clamps the given value between min and max.
  1676. *
  1677. * @param {number} value - The value to clamp.
  1678. * @param {number} min - The min value.
  1679. * @param {number} max - The max value.
  1680. * @return {number} The clamped value.
  1681. */
  1682. function clamp( value, min, max ) {
  1683. return Math.max( min, Math.min( max, value ) );
  1684. }
  1685. /**
  1686. * Computes the Euclidean modulo of the given parameters that
  1687. * is `( ( n % m ) + m ) % m`.
  1688. *
  1689. * @param {number} n - The first parameter.
  1690. * @param {number} m - The second parameter.
  1691. * @return {number} The Euclidean modulo.
  1692. */
  1693. function euclideanModulo( n, m ) {
  1694. // https://en.wikipedia.org/wiki/Modulo_operation
  1695. return ( ( n % m ) + m ) % m;
  1696. }
  1697. /**
  1698. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1699. * for the given value.
  1700. *
  1701. * @param {number} x - The value to be mapped.
  1702. * @param {number} a1 - Minimum value for range A.
  1703. * @param {number} a2 - Maximum value for range A.
  1704. * @param {number} b1 - Minimum value for range B.
  1705. * @param {number} b2 - Maximum value for range B.
  1706. * @return {number} The mapped value.
  1707. */
  1708. function mapLinear( x, a1, a2, b1, b2 ) {
  1709. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1710. }
  1711. /**
  1712. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1713. * between the start and end point.
  1714. *
  1715. * @param {number} x - The start point
  1716. * @param {number} y - The end point.
  1717. * @param {number} value - A value between start and end.
  1718. * @return {number} The interpolation factor.
  1719. */
  1720. function inverseLerp( x, y, value ) {
  1721. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1722. if ( x !== y ) {
  1723. return ( value - x ) / ( y - x );
  1724. } else {
  1725. return 0;
  1726. }
  1727. }
  1728. /**
  1729. * Returns a value linearly interpolated from two known points based on the given interval -
  1730. * `t = 0` will return `x` and `t = 1` will return `y`.
  1731. *
  1732. * @param {number} x - The start point
  1733. * @param {number} y - The end point.
  1734. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1735. * @return {number} The interpolated value.
  1736. */
  1737. function lerp( x, y, t ) {
  1738. return ( 1 - t ) * x + t * y;
  1739. }
  1740. /**
  1741. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1742. * time to maintain frame rate independent movement. For details, see
  1743. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  1744. *
  1745. * @param {number} x - The current point.
  1746. * @param {number} y - The target point.
  1747. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1748. * and a lower value will make the movement more gradual.
  1749. * @param {number} dt - Delta time in seconds.
  1750. * @return {number} The interpolated value.
  1751. */
  1752. function damp( x, y, lambda, dt ) {
  1753. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1754. }
  1755. /**
  1756. * Returns a value that alternates between `0` and the given `length` parameter.
  1757. *
  1758. * @param {number} x - The value to pingpong.
  1759. * @param {number} [length=1] - The positive value the function will pingpong to.
  1760. * @return {number} The alternated value.
  1761. */
  1762. function pingpong( x, length = 1 ) {
  1763. // https://www.desmos.com/calculator/vcsjnyz7x4
  1764. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1765. }
  1766. /**
  1767. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1768. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1769. * the `min` and `max`.
  1770. *
  1771. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  1772. *
  1773. * @param {number} x - The value to evaluate based on its position between min and max.
  1774. * @param {number} min - The min value. Any x value below min will be `0`.
  1775. * @param {number} max - The max value. Any x value above max will be `1`.
  1776. * @return {number} The alternated value.
  1777. */
  1778. function smoothstep( x, min, max ) {
  1779. if ( x <= min ) return 0;
  1780. if ( x >= max ) return 1;
  1781. x = ( x - min ) / ( max - min );
  1782. return x * x * ( 3 - 2 * x );
  1783. }
  1784. /**
  1785. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  1786. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1787. *
  1788. * @param {number} x - The value to evaluate based on its position between min and max.
  1789. * @param {number} min - The min value. Any x value below min will be `0`.
  1790. * @param {number} max - The max value. Any x value above max will be `1`.
  1791. * @return {number} The alternated value.
  1792. */
  1793. function smootherstep( x, min, max ) {
  1794. if ( x <= min ) return 0;
  1795. if ( x >= max ) return 1;
  1796. x = ( x - min ) / ( max - min );
  1797. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1798. }
  1799. /**
  1800. * Returns a random integer from `<low, high>` interval.
  1801. *
  1802. * @param {number} low - The lower value boundary.
  1803. * @param {number} high - The upper value boundary
  1804. * @return {number} A random integer.
  1805. */
  1806. function randInt( low, high ) {
  1807. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1808. }
  1809. /**
  1810. * Returns a random float from `<low, high>` interval.
  1811. *
  1812. * @param {number} low - The lower value boundary.
  1813. * @param {number} high - The upper value boundary
  1814. * @return {number} A random float.
  1815. */
  1816. function randFloat( low, high ) {
  1817. return low + Math.random() * ( high - low );
  1818. }
  1819. /**
  1820. * Returns a random integer from `<-range/2, range/2>` interval.
  1821. *
  1822. * @param {number} range - Defines the value range.
  1823. * @return {number} A random float.
  1824. */
  1825. function randFloatSpread( range ) {
  1826. return range * ( 0.5 - Math.random() );
  1827. }
  1828. /**
  1829. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1830. *
  1831. * @param {number} [s] - The integer seed.
  1832. * @return {number} A random float.
  1833. */
  1834. function seededRandom( s ) {
  1835. if ( s !== undefined ) _seed = s;
  1836. // Mulberry32 generator
  1837. let t = _seed += 0x6D2B79F5;
  1838. t = Math.imul( t ^ t >>> 15, t | 1 );
  1839. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1840. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1841. }
  1842. /**
  1843. * Converts degrees to radians.
  1844. *
  1845. * @param {number} degrees - A value in degrees.
  1846. * @return {number} The converted value in radians.
  1847. */
  1848. function degToRad( degrees ) {
  1849. return degrees * DEG2RAD;
  1850. }
  1851. /**
  1852. * Converts radians to degrees.
  1853. *
  1854. * @param {number} radians - A value in radians.
  1855. * @return {number} The converted value in degrees.
  1856. */
  1857. function radToDeg( radians ) {
  1858. return radians * RAD2DEG;
  1859. }
  1860. /**
  1861. * Returns `true` if the given number is a power of two.
  1862. *
  1863. * @param {number} value - The value to check.
  1864. * @return {boolean} Whether the given number is a power of two or not.
  1865. */
  1866. function isPowerOfTwo( value ) {
  1867. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1868. }
  1869. /**
  1870. * Returns the smallest power of two that is greater than or equal to the given number.
  1871. *
  1872. * @param {number} value - The value to find a POT for.
  1873. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1874. */
  1875. function ceilPowerOfTwo( value ) {
  1876. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1877. }
  1878. /**
  1879. * Returns the largest power of two that is less than or equal to the given number.
  1880. *
  1881. * @param {number} value - The value to find a POT for.
  1882. * @return {number} The largest power of two that is less than or equal to the given number.
  1883. */
  1884. function floorPowerOfTwo( value ) {
  1885. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1886. }
  1887. /**
  1888. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  1889. * defined by the given angles and order.
  1890. *
  1891. * Rotations are applied to the axes in the order specified by order:
  1892. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1893. *
  1894. * @param {Quaternion} q - The quaternion to set.
  1895. * @param {number} a - The rotation applied to the first axis, in radians.
  1896. * @param {number} b - The rotation applied to the second axis, in radians.
  1897. * @param {number} c - The rotation applied to the third axis, in radians.
  1898. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1899. */
  1900. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1901. const cos = Math.cos;
  1902. const sin = Math.sin;
  1903. const c2 = cos( b / 2 );
  1904. const s2 = sin( b / 2 );
  1905. const c13 = cos( ( a + c ) / 2 );
  1906. const s13 = sin( ( a + c ) / 2 );
  1907. const c1_3 = cos( ( a - c ) / 2 );
  1908. const s1_3 = sin( ( a - c ) / 2 );
  1909. const c3_1 = cos( ( c - a ) / 2 );
  1910. const s3_1 = sin( ( c - a ) / 2 );
  1911. switch ( order ) {
  1912. case 'XYX':
  1913. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1914. break;
  1915. case 'YZY':
  1916. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1917. break;
  1918. case 'ZXZ':
  1919. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1920. break;
  1921. case 'XZX':
  1922. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1923. break;
  1924. case 'YXY':
  1925. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1926. break;
  1927. case 'ZYZ':
  1928. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1929. break;
  1930. default:
  1931. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1932. }
  1933. }
  1934. /**
  1935. * Denormalizes the given value according to the given typed array.
  1936. *
  1937. * @param {number} value - The value to denormalize.
  1938. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1939. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1940. */
  1941. function denormalize( value, array ) {
  1942. switch ( array.constructor ) {
  1943. case Float32Array:
  1944. return value;
  1945. case Uint32Array:
  1946. return value / 4294967295.0;
  1947. case Uint16Array:
  1948. return value / 65535.0;
  1949. case Uint8Array:
  1950. return value / 255.0;
  1951. case Int32Array:
  1952. return Math.max( value / 2147483647.0, -1 );
  1953. case Int16Array:
  1954. return Math.max( value / 32767.0, -1 );
  1955. case Int8Array:
  1956. return Math.max( value / 127.0, -1 );
  1957. default:
  1958. throw new Error( 'Invalid component type.' );
  1959. }
  1960. }
  1961. /**
  1962. * Normalizes the given value according to the given typed array.
  1963. *
  1964. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1965. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1966. * @return {number} The normalize value.
  1967. */
  1968. function normalize( value, array ) {
  1969. switch ( array.constructor ) {
  1970. case Float32Array:
  1971. return value;
  1972. case Uint32Array:
  1973. return Math.round( value * 4294967295.0 );
  1974. case Uint16Array:
  1975. return Math.round( value * 65535.0 );
  1976. case Uint8Array:
  1977. return Math.round( value * 255.0 );
  1978. case Int32Array:
  1979. return Math.round( value * 2147483647.0 );
  1980. case Int16Array:
  1981. return Math.round( value * 32767.0 );
  1982. case Int8Array:
  1983. return Math.round( value * 127.0 );
  1984. default:
  1985. throw new Error( 'Invalid component type.' );
  1986. }
  1987. }
  1988. /**
  1989. * @class
  1990. * @classdesc A collection of math utility functions.
  1991. * @hideconstructor
  1992. */
  1993. const MathUtils = {
  1994. DEG2RAD: DEG2RAD,
  1995. RAD2DEG: RAD2DEG,
  1996. /**
  1997. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1998. * (universally unique identifier).
  1999. *
  2000. * @static
  2001. * @method
  2002. * @return {string} The UUID.
  2003. */
  2004. generateUUID: generateUUID,
  2005. /**
  2006. * Clamps the given value between min and max.
  2007. *
  2008. * @static
  2009. * @method
  2010. * @param {number} value - The value to clamp.
  2011. * @param {number} min - The min value.
  2012. * @param {number} max - The max value.
  2013. * @return {number} The clamped value.
  2014. */
  2015. clamp: clamp,
  2016. /**
  2017. * Computes the Euclidean modulo of the given parameters that
  2018. * is `( ( n % m ) + m ) % m`.
  2019. *
  2020. * @static
  2021. * @method
  2022. * @param {number} n - The first parameter.
  2023. * @param {number} m - The second parameter.
  2024. * @return {number} The Euclidean modulo.
  2025. */
  2026. euclideanModulo: euclideanModulo,
  2027. /**
  2028. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2029. * for the given value.
  2030. *
  2031. * @static
  2032. * @method
  2033. * @param {number} x - The value to be mapped.
  2034. * @param {number} a1 - Minimum value for range A.
  2035. * @param {number} a2 - Maximum value for range A.
  2036. * @param {number} b1 - Minimum value for range B.
  2037. * @param {number} b2 - Maximum value for range B.
  2038. * @return {number} The mapped value.
  2039. */
  2040. mapLinear: mapLinear,
  2041. /**
  2042. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2043. * between the start and end point.
  2044. *
  2045. * @static
  2046. * @method
  2047. * @param {number} x - The start point
  2048. * @param {number} y - The end point.
  2049. * @param {number} value - A value between start and end.
  2050. * @return {number} The interpolation factor.
  2051. */
  2052. inverseLerp: inverseLerp,
  2053. /**
  2054. * Returns a value linearly interpolated from two known points based on the given interval -
  2055. * `t = 0` will return `x` and `t = 1` will return `y`.
  2056. *
  2057. * @static
  2058. * @method
  2059. * @param {number} x - The start point
  2060. * @param {number} y - The end point.
  2061. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2062. * @return {number} The interpolated value.
  2063. */
  2064. lerp: lerp,
  2065. /**
  2066. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2067. * time to maintain frame rate independent movement. For details, see
  2068. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2069. *
  2070. * @static
  2071. * @method
  2072. * @param {number} x - The current point.
  2073. * @param {number} y - The target point.
  2074. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2075. * and a lower value will make the movement more gradual.
  2076. * @param {number} dt - Delta time in seconds.
  2077. * @return {number} The interpolated value.
  2078. */
  2079. damp: damp,
  2080. /**
  2081. * Returns a value that alternates between `0` and the given `length` parameter.
  2082. *
  2083. * @static
  2084. * @method
  2085. * @param {number} x - The value to pingpong.
  2086. * @param {number} [length=1] - The positive value the function will pingpong to.
  2087. * @return {number} The alternated value.
  2088. */
  2089. pingpong: pingpong,
  2090. /**
  2091. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2092. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2093. * the `min` and `max`.
  2094. *
  2095. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2096. *
  2097. * @static
  2098. * @method
  2099. * @param {number} x - The value to evaluate based on its position between min and max.
  2100. * @param {number} min - The min value. Any x value below min will be `0`.
  2101. * @param {number} max - The max value. Any x value above max will be `1`.
  2102. * @return {number} The alternated value.
  2103. */
  2104. smoothstep: smoothstep,
  2105. /**
  2106. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2107. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2108. *
  2109. * @static
  2110. * @method
  2111. * @param {number} x - The value to evaluate based on its position between min and max.
  2112. * @param {number} min - The min value. Any x value below min will be `0`.
  2113. * @param {number} max - The max value. Any x value above max will be `1`.
  2114. * @return {number} The alternated value.
  2115. */
  2116. smootherstep: smootherstep,
  2117. /**
  2118. * Returns a random integer from `<low, high>` interval.
  2119. *
  2120. * @static
  2121. * @method
  2122. * @param {number} low - The lower value boundary.
  2123. * @param {number} high - The upper value boundary
  2124. * @return {number} A random integer.
  2125. */
  2126. randInt: randInt,
  2127. /**
  2128. * Returns a random float from `<low, high>` interval.
  2129. *
  2130. * @static
  2131. * @method
  2132. * @param {number} low - The lower value boundary.
  2133. * @param {number} high - The upper value boundary
  2134. * @return {number} A random float.
  2135. */
  2136. randFloat: randFloat,
  2137. /**
  2138. * Returns a random integer from `<-range/2, range/2>` interval.
  2139. *
  2140. * @static
  2141. * @method
  2142. * @param {number} range - Defines the value range.
  2143. * @return {number} A random float.
  2144. */
  2145. randFloatSpread: randFloatSpread,
  2146. /**
  2147. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2148. *
  2149. * @static
  2150. * @method
  2151. * @param {number} [s] - The integer seed.
  2152. * @return {number} A random float.
  2153. */
  2154. seededRandom: seededRandom,
  2155. /**
  2156. * Converts degrees to radians.
  2157. *
  2158. * @static
  2159. * @method
  2160. * @param {number} degrees - A value in degrees.
  2161. * @return {number} The converted value in radians.
  2162. */
  2163. degToRad: degToRad,
  2164. /**
  2165. * Converts radians to degrees.
  2166. *
  2167. * @static
  2168. * @method
  2169. * @param {number} radians - A value in radians.
  2170. * @return {number} The converted value in degrees.
  2171. */
  2172. radToDeg: radToDeg,
  2173. /**
  2174. * Returns `true` if the given number is a power of two.
  2175. *
  2176. * @static
  2177. * @method
  2178. * @param {number} value - The value to check.
  2179. * @return {boolean} Whether the given number is a power of two or not.
  2180. */
  2181. isPowerOfTwo: isPowerOfTwo,
  2182. /**
  2183. * Returns the smallest power of two that is greater than or equal to the given number.
  2184. *
  2185. * @static
  2186. * @method
  2187. * @param {number} value - The value to find a POT for.
  2188. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2189. */
  2190. ceilPowerOfTwo: ceilPowerOfTwo,
  2191. /**
  2192. * Returns the largest power of two that is less than or equal to the given number.
  2193. *
  2194. * @static
  2195. * @method
  2196. * @param {number} value - The value to find a POT for.
  2197. * @return {number} The largest power of two that is less than or equal to the given number.
  2198. */
  2199. floorPowerOfTwo: floorPowerOfTwo,
  2200. /**
  2201. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2202. * defined by the given angles and order.
  2203. *
  2204. * Rotations are applied to the axes in the order specified by order:
  2205. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2206. *
  2207. * @static
  2208. * @method
  2209. * @param {Quaternion} q - The quaternion to set.
  2210. * @param {number} a - The rotation applied to the first axis, in radians.
  2211. * @param {number} b - The rotation applied to the second axis, in radians.
  2212. * @param {number} c - The rotation applied to the third axis, in radians.
  2213. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2214. */
  2215. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2216. /**
  2217. * Normalizes the given value according to the given typed array.
  2218. *
  2219. * @static
  2220. * @method
  2221. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2222. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2223. * @return {number} The normalize value.
  2224. */
  2225. normalize: normalize,
  2226. /**
  2227. * Denormalizes the given value according to the given typed array.
  2228. *
  2229. * @static
  2230. * @method
  2231. * @param {number} value - The value to denormalize.
  2232. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2233. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2234. */
  2235. denormalize: denormalize
  2236. };
  2237. /**
  2238. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2239. * (labeled x and y), which can be used to represent a number of things, such as:
  2240. *
  2241. * - A point in 2D space (i.e. a position on a plane).
  2242. * - A direction and length across a plane. In three.js the length will
  2243. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2244. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2245. * - Any arbitrary ordered pair of numbers.
  2246. *
  2247. * There are other things a 2D vector can be used to represent, such as
  2248. * momentum vectors, complex numbers and so on, however these are the most
  2249. * common uses in three.js.
  2250. *
  2251. * Iterating through a vector instance will yield its components `(x, y)` in
  2252. * the corresponding order.
  2253. * ```js
  2254. * const a = new THREE.Vector2( 0, 1 );
  2255. *
  2256. * //no arguments; will be initialised to (0, 0)
  2257. * const b = new THREE.Vector2( );
  2258. *
  2259. * const d = a.distanceTo( b );
  2260. * ```
  2261. */
  2262. class Vector2 {
  2263. /**
  2264. * Constructs a new 2D vector.
  2265. *
  2266. * @param {number} [x=0] - The x value of this vector.
  2267. * @param {number} [y=0] - The y value of this vector.
  2268. */
  2269. constructor( x = 0, y = 0 ) {
  2270. /**
  2271. * This flag can be used for type testing.
  2272. *
  2273. * @type {boolean}
  2274. * @readonly
  2275. * @default true
  2276. */
  2277. Vector2.prototype.isVector2 = true;
  2278. /**
  2279. * The x value of this vector.
  2280. *
  2281. * @type {number}
  2282. */
  2283. this.x = x;
  2284. /**
  2285. * The y value of this vector.
  2286. *
  2287. * @type {number}
  2288. */
  2289. this.y = y;
  2290. }
  2291. /**
  2292. * Alias for {@link Vector2#x}.
  2293. *
  2294. * @type {number}
  2295. */
  2296. get width() {
  2297. return this.x;
  2298. }
  2299. set width( value ) {
  2300. this.x = value;
  2301. }
  2302. /**
  2303. * Alias for {@link Vector2#y}.
  2304. *
  2305. * @type {number}
  2306. */
  2307. get height() {
  2308. return this.y;
  2309. }
  2310. set height( value ) {
  2311. this.y = value;
  2312. }
  2313. /**
  2314. * Sets the vector components.
  2315. *
  2316. * @param {number} x - The value of the x component.
  2317. * @param {number} y - The value of the y component.
  2318. * @return {Vector2} A reference to this vector.
  2319. */
  2320. set( x, y ) {
  2321. this.x = x;
  2322. this.y = y;
  2323. return this;
  2324. }
  2325. /**
  2326. * Sets the vector components to the same value.
  2327. *
  2328. * @param {number} scalar - The value to set for all vector components.
  2329. * @return {Vector2} A reference to this vector.
  2330. */
  2331. setScalar( scalar ) {
  2332. this.x = scalar;
  2333. this.y = scalar;
  2334. return this;
  2335. }
  2336. /**
  2337. * Sets the vector's x component to the given value
  2338. *
  2339. * @param {number} x - The value to set.
  2340. * @return {Vector2} A reference to this vector.
  2341. */
  2342. setX( x ) {
  2343. this.x = x;
  2344. return this;
  2345. }
  2346. /**
  2347. * Sets the vector's y component to the given value
  2348. *
  2349. * @param {number} y - The value to set.
  2350. * @return {Vector2} A reference to this vector.
  2351. */
  2352. setY( y ) {
  2353. this.y = y;
  2354. return this;
  2355. }
  2356. /**
  2357. * Allows to set a vector component with an index.
  2358. *
  2359. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2360. * @param {number} value - The value to set.
  2361. * @return {Vector2} A reference to this vector.
  2362. */
  2363. setComponent( index, value ) {
  2364. switch ( index ) {
  2365. case 0: this.x = value; break;
  2366. case 1: this.y = value; break;
  2367. default: throw new Error( 'index is out of range: ' + index );
  2368. }
  2369. return this;
  2370. }
  2371. /**
  2372. * Returns the value of the vector component which matches the given index.
  2373. *
  2374. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2375. * @return {number} A vector component value.
  2376. */
  2377. getComponent( index ) {
  2378. switch ( index ) {
  2379. case 0: return this.x;
  2380. case 1: return this.y;
  2381. default: throw new Error( 'index is out of range: ' + index );
  2382. }
  2383. }
  2384. /**
  2385. * Returns a new vector with copied values from this instance.
  2386. *
  2387. * @return {Vector2} A clone of this instance.
  2388. */
  2389. clone() {
  2390. return new this.constructor( this.x, this.y );
  2391. }
  2392. /**
  2393. * Copies the values of the given vector to this instance.
  2394. *
  2395. * @param {Vector2} v - The vector to copy.
  2396. * @return {Vector2} A reference to this vector.
  2397. */
  2398. copy( v ) {
  2399. this.x = v.x;
  2400. this.y = v.y;
  2401. return this;
  2402. }
  2403. /**
  2404. * Adds the given vector to this instance.
  2405. *
  2406. * @param {Vector2} v - The vector to add.
  2407. * @return {Vector2} A reference to this vector.
  2408. */
  2409. add( v ) {
  2410. this.x += v.x;
  2411. this.y += v.y;
  2412. return this;
  2413. }
  2414. /**
  2415. * Adds the given scalar value to all components of this instance.
  2416. *
  2417. * @param {number} s - The scalar to add.
  2418. * @return {Vector2} A reference to this vector.
  2419. */
  2420. addScalar( s ) {
  2421. this.x += s;
  2422. this.y += s;
  2423. return this;
  2424. }
  2425. /**
  2426. * Adds the given vectors and stores the result in this instance.
  2427. *
  2428. * @param {Vector2} a - The first vector.
  2429. * @param {Vector2} b - The second vector.
  2430. * @return {Vector2} A reference to this vector.
  2431. */
  2432. addVectors( a, b ) {
  2433. this.x = a.x + b.x;
  2434. this.y = a.y + b.y;
  2435. return this;
  2436. }
  2437. /**
  2438. * Adds the given vector scaled by the given factor to this instance.
  2439. *
  2440. * @param {Vector2} v - The vector.
  2441. * @param {number} s - The factor that scales `v`.
  2442. * @return {Vector2} A reference to this vector.
  2443. */
  2444. addScaledVector( v, s ) {
  2445. this.x += v.x * s;
  2446. this.y += v.y * s;
  2447. return this;
  2448. }
  2449. /**
  2450. * Subtracts the given vector from this instance.
  2451. *
  2452. * @param {Vector2} v - The vector to subtract.
  2453. * @return {Vector2} A reference to this vector.
  2454. */
  2455. sub( v ) {
  2456. this.x -= v.x;
  2457. this.y -= v.y;
  2458. return this;
  2459. }
  2460. /**
  2461. * Subtracts the given scalar value from all components of this instance.
  2462. *
  2463. * @param {number} s - The scalar to subtract.
  2464. * @return {Vector2} A reference to this vector.
  2465. */
  2466. subScalar( s ) {
  2467. this.x -= s;
  2468. this.y -= s;
  2469. return this;
  2470. }
  2471. /**
  2472. * Subtracts the given vectors and stores the result in this instance.
  2473. *
  2474. * @param {Vector2} a - The first vector.
  2475. * @param {Vector2} b - The second vector.
  2476. * @return {Vector2} A reference to this vector.
  2477. */
  2478. subVectors( a, b ) {
  2479. this.x = a.x - b.x;
  2480. this.y = a.y - b.y;
  2481. return this;
  2482. }
  2483. /**
  2484. * Multiplies the given vector with this instance.
  2485. *
  2486. * @param {Vector2} v - The vector to multiply.
  2487. * @return {Vector2} A reference to this vector.
  2488. */
  2489. multiply( v ) {
  2490. this.x *= v.x;
  2491. this.y *= v.y;
  2492. return this;
  2493. }
  2494. /**
  2495. * Multiplies the given scalar value with all components of this instance.
  2496. *
  2497. * @param {number} scalar - The scalar to multiply.
  2498. * @return {Vector2} A reference to this vector.
  2499. */
  2500. multiplyScalar( scalar ) {
  2501. this.x *= scalar;
  2502. this.y *= scalar;
  2503. return this;
  2504. }
  2505. /**
  2506. * Divides this instance by the given vector.
  2507. *
  2508. * @param {Vector2} v - The vector to divide.
  2509. * @return {Vector2} A reference to this vector.
  2510. */
  2511. divide( v ) {
  2512. this.x /= v.x;
  2513. this.y /= v.y;
  2514. return this;
  2515. }
  2516. /**
  2517. * Divides this vector by the given scalar.
  2518. *
  2519. * @param {number} scalar - The scalar to divide.
  2520. * @return {Vector2} A reference to this vector.
  2521. */
  2522. divideScalar( scalar ) {
  2523. return this.multiplyScalar( 1 / scalar );
  2524. }
  2525. /**
  2526. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2527. * the given 3x3 matrix.
  2528. *
  2529. * @param {Matrix3} m - The matrix to apply.
  2530. * @return {Vector2} A reference to this vector.
  2531. */
  2532. applyMatrix3( m ) {
  2533. const x = this.x, y = this.y;
  2534. const e = m.elements;
  2535. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2536. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2537. return this;
  2538. }
  2539. /**
  2540. * If this vector's x or y value is greater than the given vector's x or y
  2541. * value, replace that value with the corresponding min value.
  2542. *
  2543. * @param {Vector2} v - The vector.
  2544. * @return {Vector2} A reference to this vector.
  2545. */
  2546. min( v ) {
  2547. this.x = Math.min( this.x, v.x );
  2548. this.y = Math.min( this.y, v.y );
  2549. return this;
  2550. }
  2551. /**
  2552. * If this vector's x or y value is less than the given vector's x or y
  2553. * value, replace that value with the corresponding max value.
  2554. *
  2555. * @param {Vector2} v - The vector.
  2556. * @return {Vector2} A reference to this vector.
  2557. */
  2558. max( v ) {
  2559. this.x = Math.max( this.x, v.x );
  2560. this.y = Math.max( this.y, v.y );
  2561. return this;
  2562. }
  2563. /**
  2564. * If this vector's x or y value is greater than the max vector's x or y
  2565. * value, it is replaced by the corresponding value.
  2566. * If this vector's x or y value is less than the min vector's x or y value,
  2567. * it is replaced by the corresponding value.
  2568. *
  2569. * @param {Vector2} min - The minimum x and y values.
  2570. * @param {Vector2} max - The maximum x and y values in the desired range.
  2571. * @return {Vector2} A reference to this vector.
  2572. */
  2573. clamp( min, max ) {
  2574. // assumes min < max, componentwise
  2575. this.x = clamp( this.x, min.x, max.x );
  2576. this.y = clamp( this.y, min.y, max.y );
  2577. return this;
  2578. }
  2579. /**
  2580. * If this vector's x or y values are greater than the max value, they are
  2581. * replaced by the max value.
  2582. * If this vector's x or y values are less than the min value, they are
  2583. * replaced by the min value.
  2584. *
  2585. * @param {number} minVal - The minimum value the components will be clamped to.
  2586. * @param {number} maxVal - The maximum value the components will be clamped to.
  2587. * @return {Vector2} A reference to this vector.
  2588. */
  2589. clampScalar( minVal, maxVal ) {
  2590. this.x = clamp( this.x, minVal, maxVal );
  2591. this.y = clamp( this.y, minVal, maxVal );
  2592. return this;
  2593. }
  2594. /**
  2595. * If this vector's length is greater than the max value, it is replaced by
  2596. * the max value.
  2597. * If this vector's length is less than the min value, it is replaced by the
  2598. * min value.
  2599. *
  2600. * @param {number} min - The minimum value the vector length will be clamped to.
  2601. * @param {number} max - The maximum value the vector length will be clamped to.
  2602. * @return {Vector2} A reference to this vector.
  2603. */
  2604. clampLength( min, max ) {
  2605. const length = this.length();
  2606. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2607. }
  2608. /**
  2609. * The components of this vector are rounded down to the nearest integer value.
  2610. *
  2611. * @return {Vector2} A reference to this vector.
  2612. */
  2613. floor() {
  2614. this.x = Math.floor( this.x );
  2615. this.y = Math.floor( this.y );
  2616. return this;
  2617. }
  2618. /**
  2619. * The components of this vector are rounded up to the nearest integer value.
  2620. *
  2621. * @return {Vector2} A reference to this vector.
  2622. */
  2623. ceil() {
  2624. this.x = Math.ceil( this.x );
  2625. this.y = Math.ceil( this.y );
  2626. return this;
  2627. }
  2628. /**
  2629. * The components of this vector are rounded to the nearest integer value
  2630. *
  2631. * @return {Vector2} A reference to this vector.
  2632. */
  2633. round() {
  2634. this.x = Math.round( this.x );
  2635. this.y = Math.round( this.y );
  2636. return this;
  2637. }
  2638. /**
  2639. * The components of this vector are rounded towards zero (up if negative,
  2640. * down if positive) to an integer value.
  2641. *
  2642. * @return {Vector2} A reference to this vector.
  2643. */
  2644. roundToZero() {
  2645. this.x = Math.trunc( this.x );
  2646. this.y = Math.trunc( this.y );
  2647. return this;
  2648. }
  2649. /**
  2650. * Inverts this vector - i.e. sets x = -x and y = -y.
  2651. *
  2652. * @return {Vector2} A reference to this vector.
  2653. */
  2654. negate() {
  2655. this.x = - this.x;
  2656. this.y = - this.y;
  2657. return this;
  2658. }
  2659. /**
  2660. * Calculates the dot product of the given vector with this instance.
  2661. *
  2662. * @param {Vector2} v - The vector to compute the dot product with.
  2663. * @return {number} The result of the dot product.
  2664. */
  2665. dot( v ) {
  2666. return this.x * v.x + this.y * v.y;
  2667. }
  2668. /**
  2669. * Calculates the cross product of the given vector with this instance.
  2670. *
  2671. * @param {Vector2} v - The vector to compute the cross product with.
  2672. * @return {number} The result of the cross product.
  2673. */
  2674. cross( v ) {
  2675. return this.x * v.y - this.y * v.x;
  2676. }
  2677. /**
  2678. * Computes the square of the Euclidean length (straight-line length) from
  2679. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2680. * compare the length squared instead as it is slightly more efficient to calculate.
  2681. *
  2682. * @return {number} The square length of this vector.
  2683. */
  2684. lengthSq() {
  2685. return this.x * this.x + this.y * this.y;
  2686. }
  2687. /**
  2688. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2689. *
  2690. * @return {number} The length of this vector.
  2691. */
  2692. length() {
  2693. return Math.sqrt( this.x * this.x + this.y * this.y );
  2694. }
  2695. /**
  2696. * Computes the Manhattan length of this vector.
  2697. *
  2698. * @return {number} The length of this vector.
  2699. */
  2700. manhattanLength() {
  2701. return Math.abs( this.x ) + Math.abs( this.y );
  2702. }
  2703. /**
  2704. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2705. * with the same direction as this one, but with a vector length of `1`.
  2706. *
  2707. * @return {Vector2} A reference to this vector.
  2708. */
  2709. normalize() {
  2710. return this.divideScalar( this.length() || 1 );
  2711. }
  2712. /**
  2713. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2714. *
  2715. * @return {number} The angle in radians.
  2716. */
  2717. angle() {
  2718. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2719. return angle;
  2720. }
  2721. /**
  2722. * Returns the angle between the given vector and this instance in radians.
  2723. *
  2724. * @param {Vector2} v - The vector to compute the angle with.
  2725. * @return {number} The angle in radians.
  2726. */
  2727. angleTo( v ) {
  2728. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2729. if ( denominator === 0 ) return Math.PI / 2;
  2730. const theta = this.dot( v ) / denominator;
  2731. // clamp, to handle numerical problems
  2732. return Math.acos( clamp( theta, -1, 1 ) );
  2733. }
  2734. /**
  2735. * Computes the distance from the given vector to this instance.
  2736. *
  2737. * @param {Vector2} v - The vector to compute the distance to.
  2738. * @return {number} The distance.
  2739. */
  2740. distanceTo( v ) {
  2741. return Math.sqrt( this.distanceToSquared( v ) );
  2742. }
  2743. /**
  2744. * Computes the squared distance from the given vector to this instance.
  2745. * If you are just comparing the distance with another distance, you should compare
  2746. * the distance squared instead as it is slightly more efficient to calculate.
  2747. *
  2748. * @param {Vector2} v - The vector to compute the squared distance to.
  2749. * @return {number} The squared distance.
  2750. */
  2751. distanceToSquared( v ) {
  2752. const dx = this.x - v.x, dy = this.y - v.y;
  2753. return dx * dx + dy * dy;
  2754. }
  2755. /**
  2756. * Computes the Manhattan distance from the given vector to this instance.
  2757. *
  2758. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2759. * @return {number} The Manhattan distance.
  2760. */
  2761. manhattanDistanceTo( v ) {
  2762. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2763. }
  2764. /**
  2765. * Sets this vector to a vector with the same direction as this one, but
  2766. * with the specified length.
  2767. *
  2768. * @param {number} length - The new length of this vector.
  2769. * @return {Vector2} A reference to this vector.
  2770. */
  2771. setLength( length ) {
  2772. return this.normalize().multiplyScalar( length );
  2773. }
  2774. /**
  2775. * Linearly interpolates between the given vector and this instance, where
  2776. * alpha is the percent distance along the line - alpha = 0 will be this
  2777. * vector, and alpha = 1 will be the given one.
  2778. *
  2779. * @param {Vector2} v - The vector to interpolate towards.
  2780. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2781. * @return {Vector2} A reference to this vector.
  2782. */
  2783. lerp( v, alpha ) {
  2784. this.x += ( v.x - this.x ) * alpha;
  2785. this.y += ( v.y - this.y ) * alpha;
  2786. return this;
  2787. }
  2788. /**
  2789. * Linearly interpolates between the given vectors, where alpha is the percent
  2790. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2791. * be the second one. The result is stored in this instance.
  2792. *
  2793. * @param {Vector2} v1 - The first vector.
  2794. * @param {Vector2} v2 - The second vector.
  2795. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2796. * @return {Vector2} A reference to this vector.
  2797. */
  2798. lerpVectors( v1, v2, alpha ) {
  2799. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2800. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2801. return this;
  2802. }
  2803. /**
  2804. * Returns `true` if this vector is equal with the given one.
  2805. *
  2806. * @param {Vector2} v - The vector to test for equality.
  2807. * @return {boolean} Whether this vector is equal with the given one.
  2808. */
  2809. equals( v ) {
  2810. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2811. }
  2812. /**
  2813. * Sets this vector's x value to be `array[ offset ]` and y
  2814. * value to be `array[ offset + 1 ]`.
  2815. *
  2816. * @param {Array<number>} array - An array holding the vector component values.
  2817. * @param {number} [offset=0] - The offset into the array.
  2818. * @return {Vector2} A reference to this vector.
  2819. */
  2820. fromArray( array, offset = 0 ) {
  2821. this.x = array[ offset ];
  2822. this.y = array[ offset + 1 ];
  2823. return this;
  2824. }
  2825. /**
  2826. * Writes the components of this vector to the given array. If no array is provided,
  2827. * the method returns a new instance.
  2828. *
  2829. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2830. * @param {number} [offset=0] - Index of the first element in the array.
  2831. * @return {Array<number>} The vector components.
  2832. */
  2833. toArray( array = [], offset = 0 ) {
  2834. array[ offset ] = this.x;
  2835. array[ offset + 1 ] = this.y;
  2836. return array;
  2837. }
  2838. /**
  2839. * Sets the components of this vector from the given buffer attribute.
  2840. *
  2841. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2842. * @param {number} index - The index into the attribute.
  2843. * @return {Vector2} A reference to this vector.
  2844. */
  2845. fromBufferAttribute( attribute, index ) {
  2846. this.x = attribute.getX( index );
  2847. this.y = attribute.getY( index );
  2848. return this;
  2849. }
  2850. /**
  2851. * Rotates this vector around the given center by the given angle.
  2852. *
  2853. * @param {Vector2} center - The point around which to rotate.
  2854. * @param {number} angle - The angle to rotate, in radians.
  2855. * @return {Vector2} A reference to this vector.
  2856. */
  2857. rotateAround( center, angle ) {
  2858. const c = Math.cos( angle ), s = Math.sin( angle );
  2859. const x = this.x - center.x;
  2860. const y = this.y - center.y;
  2861. this.x = x * c - y * s + center.x;
  2862. this.y = x * s + y * c + center.y;
  2863. return this;
  2864. }
  2865. /**
  2866. * Sets each component of this vector to a pseudo-random value between `0` and
  2867. * `1`, excluding `1`.
  2868. *
  2869. * @return {Vector2} A reference to this vector.
  2870. */
  2871. random() {
  2872. this.x = Math.random();
  2873. this.y = Math.random();
  2874. return this;
  2875. }
  2876. *[ Symbol.iterator ]() {
  2877. yield this.x;
  2878. yield this.y;
  2879. }
  2880. }
  2881. /**
  2882. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2883. *
  2884. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2885. * the corresponding order.
  2886. *
  2887. * Note that three.js expects Quaternions to be normalized.
  2888. * ```js
  2889. * const quaternion = new THREE.Quaternion();
  2890. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2891. *
  2892. * const vector = new THREE.Vector3( 1, 0, 0 );
  2893. * vector.applyQuaternion( quaternion );
  2894. * ```
  2895. */
  2896. class Quaternion {
  2897. /**
  2898. * Constructs a new quaternion.
  2899. *
  2900. * @param {number} [x=0] - The x value of this quaternion.
  2901. * @param {number} [y=0] - The y value of this quaternion.
  2902. * @param {number} [z=0] - The z value of this quaternion.
  2903. * @param {number} [w=1] - The w value of this quaternion.
  2904. */
  2905. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2906. /**
  2907. * This flag can be used for type testing.
  2908. *
  2909. * @type {boolean}
  2910. * @readonly
  2911. * @default true
  2912. */
  2913. this.isQuaternion = true;
  2914. this._x = x;
  2915. this._y = y;
  2916. this._z = z;
  2917. this._w = w;
  2918. }
  2919. /**
  2920. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2921. * quaternion data are managed in flat arrays.
  2922. *
  2923. * @param {Array<number>} dst - The destination array.
  2924. * @param {number} dstOffset - An offset into the destination array.
  2925. * @param {Array<number>} src0 - The source array of the first quaternion.
  2926. * @param {number} srcOffset0 - An offset into the first source array.
  2927. * @param {Array<number>} src1 - The source array of the second quaternion.
  2928. * @param {number} srcOffset1 - An offset into the second source array.
  2929. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2930. * @see {@link Quaternion#slerp}
  2931. */
  2932. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2933. let x0 = src0[ srcOffset0 + 0 ],
  2934. y0 = src0[ srcOffset0 + 1 ],
  2935. z0 = src0[ srcOffset0 + 2 ],
  2936. w0 = src0[ srcOffset0 + 3 ];
  2937. let x1 = src1[ srcOffset1 + 0 ],
  2938. y1 = src1[ srcOffset1 + 1 ],
  2939. z1 = src1[ srcOffset1 + 2 ],
  2940. w1 = src1[ srcOffset1 + 3 ];
  2941. if ( t <= 0 ) {
  2942. dst[ dstOffset + 0 ] = x0;
  2943. dst[ dstOffset + 1 ] = y0;
  2944. dst[ dstOffset + 2 ] = z0;
  2945. dst[ dstOffset + 3 ] = w0;
  2946. return;
  2947. }
  2948. if ( t >= 1 ) {
  2949. dst[ dstOffset + 0 ] = x1;
  2950. dst[ dstOffset + 1 ] = y1;
  2951. dst[ dstOffset + 2 ] = z1;
  2952. dst[ dstOffset + 3 ] = w1;
  2953. return;
  2954. }
  2955. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  2956. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  2957. if ( dot < 0 ) {
  2958. x1 = - x1;
  2959. y1 = - y1;
  2960. z1 = - z1;
  2961. w1 = - w1;
  2962. dot = - dot;
  2963. }
  2964. let s = 1 - t;
  2965. if ( dot < 0.9995 ) {
  2966. // slerp
  2967. const theta = Math.acos( dot );
  2968. const sin = Math.sin( theta );
  2969. s = Math.sin( s * theta ) / sin;
  2970. t = Math.sin( t * theta ) / sin;
  2971. x0 = x0 * s + x1 * t;
  2972. y0 = y0 * s + y1 * t;
  2973. z0 = z0 * s + z1 * t;
  2974. w0 = w0 * s + w1 * t;
  2975. } else {
  2976. // for small angles, lerp then normalize
  2977. x0 = x0 * s + x1 * t;
  2978. y0 = y0 * s + y1 * t;
  2979. z0 = z0 * s + z1 * t;
  2980. w0 = w0 * s + w1 * t;
  2981. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  2982. x0 *= f;
  2983. y0 *= f;
  2984. z0 *= f;
  2985. w0 *= f;
  2986. }
  2987. }
  2988. dst[ dstOffset ] = x0;
  2989. dst[ dstOffset + 1 ] = y0;
  2990. dst[ dstOffset + 2 ] = z0;
  2991. dst[ dstOffset + 3 ] = w0;
  2992. }
  2993. /**
  2994. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  2995. * in flat arrays.
  2996. *
  2997. * @param {Array<number>} dst - The destination array.
  2998. * @param {number} dstOffset - An offset into the destination array.
  2999. * @param {Array<number>} src0 - The source array of the first quaternion.
  3000. * @param {number} srcOffset0 - An offset into the first source array.
  3001. * @param {Array<number>} src1 - The source array of the second quaternion.
  3002. * @param {number} srcOffset1 - An offset into the second source array.
  3003. * @return {Array<number>} The destination array.
  3004. * @see {@link Quaternion#multiplyQuaternions}.
  3005. */
  3006. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3007. const x0 = src0[ srcOffset0 ];
  3008. const y0 = src0[ srcOffset0 + 1 ];
  3009. const z0 = src0[ srcOffset0 + 2 ];
  3010. const w0 = src0[ srcOffset0 + 3 ];
  3011. const x1 = src1[ srcOffset1 ];
  3012. const y1 = src1[ srcOffset1 + 1 ];
  3013. const z1 = src1[ srcOffset1 + 2 ];
  3014. const w1 = src1[ srcOffset1 + 3 ];
  3015. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3016. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3017. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3018. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3019. return dst;
  3020. }
  3021. /**
  3022. * The x value of this quaternion.
  3023. *
  3024. * @type {number}
  3025. * @default 0
  3026. */
  3027. get x() {
  3028. return this._x;
  3029. }
  3030. set x( value ) {
  3031. this._x = value;
  3032. this._onChangeCallback();
  3033. }
  3034. /**
  3035. * The y value of this quaternion.
  3036. *
  3037. * @type {number}
  3038. * @default 0
  3039. */
  3040. get y() {
  3041. return this._y;
  3042. }
  3043. set y( value ) {
  3044. this._y = value;
  3045. this._onChangeCallback();
  3046. }
  3047. /**
  3048. * The z value of this quaternion.
  3049. *
  3050. * @type {number}
  3051. * @default 0
  3052. */
  3053. get z() {
  3054. return this._z;
  3055. }
  3056. set z( value ) {
  3057. this._z = value;
  3058. this._onChangeCallback();
  3059. }
  3060. /**
  3061. * The w value of this quaternion.
  3062. *
  3063. * @type {number}
  3064. * @default 1
  3065. */
  3066. get w() {
  3067. return this._w;
  3068. }
  3069. set w( value ) {
  3070. this._w = value;
  3071. this._onChangeCallback();
  3072. }
  3073. /**
  3074. * Sets the quaternion components.
  3075. *
  3076. * @param {number} x - The x value of this quaternion.
  3077. * @param {number} y - The y value of this quaternion.
  3078. * @param {number} z - The z value of this quaternion.
  3079. * @param {number} w - The w value of this quaternion.
  3080. * @return {Quaternion} A reference to this quaternion.
  3081. */
  3082. set( x, y, z, w ) {
  3083. this._x = x;
  3084. this._y = y;
  3085. this._z = z;
  3086. this._w = w;
  3087. this._onChangeCallback();
  3088. return this;
  3089. }
  3090. /**
  3091. * Returns a new quaternion with copied values from this instance.
  3092. *
  3093. * @return {Quaternion} A clone of this instance.
  3094. */
  3095. clone() {
  3096. return new this.constructor( this._x, this._y, this._z, this._w );
  3097. }
  3098. /**
  3099. * Copies the values of the given quaternion to this instance.
  3100. *
  3101. * @param {Quaternion} quaternion - The quaternion to copy.
  3102. * @return {Quaternion} A reference to this quaternion.
  3103. */
  3104. copy( quaternion ) {
  3105. this._x = quaternion.x;
  3106. this._y = quaternion.y;
  3107. this._z = quaternion.z;
  3108. this._w = quaternion.w;
  3109. this._onChangeCallback();
  3110. return this;
  3111. }
  3112. /**
  3113. * Sets this quaternion from the rotation specified by the given
  3114. * Euler angles.
  3115. *
  3116. * @param {Euler} euler - The Euler angles.
  3117. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3118. * @return {Quaternion} A reference to this quaternion.
  3119. */
  3120. setFromEuler( euler, update = true ) {
  3121. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3122. // http://www.mathworks.com/matlabcentral/fileexchange/
  3123. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3124. // content/SpinCalc.m
  3125. const cos = Math.cos;
  3126. const sin = Math.sin;
  3127. const c1 = cos( x / 2 );
  3128. const c2 = cos( y / 2 );
  3129. const c3 = cos( z / 2 );
  3130. const s1 = sin( x / 2 );
  3131. const s2 = sin( y / 2 );
  3132. const s3 = sin( z / 2 );
  3133. switch ( order ) {
  3134. case 'XYZ':
  3135. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3136. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3137. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3138. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3139. break;
  3140. case 'YXZ':
  3141. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3142. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3143. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3144. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3145. break;
  3146. case 'ZXY':
  3147. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3148. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3149. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3150. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3151. break;
  3152. case 'ZYX':
  3153. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3154. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3155. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3156. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3157. break;
  3158. case 'YZX':
  3159. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3160. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3161. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3162. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3163. break;
  3164. case 'XZY':
  3165. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3166. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3167. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3168. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3169. break;
  3170. default:
  3171. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3172. }
  3173. if ( update === true ) this._onChangeCallback();
  3174. return this;
  3175. }
  3176. /**
  3177. * Sets this quaternion from the given axis and angle.
  3178. *
  3179. * @param {Vector3} axis - The normalized axis.
  3180. * @param {number} angle - The angle in radians.
  3181. * @return {Quaternion} A reference to this quaternion.
  3182. */
  3183. setFromAxisAngle( axis, angle ) {
  3184. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3185. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3186. this._x = axis.x * s;
  3187. this._y = axis.y * s;
  3188. this._z = axis.z * s;
  3189. this._w = Math.cos( halfAngle );
  3190. this._onChangeCallback();
  3191. return this;
  3192. }
  3193. /**
  3194. * Sets this quaternion from the given rotation matrix.
  3195. *
  3196. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3197. * @return {Quaternion} A reference to this quaternion.
  3198. */
  3199. setFromRotationMatrix( m ) {
  3200. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3201. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3202. const te = m.elements,
  3203. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3204. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3205. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3206. trace = m11 + m22 + m33;
  3207. if ( trace > 0 ) {
  3208. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3209. this._w = 0.25 / s;
  3210. this._x = ( m32 - m23 ) * s;
  3211. this._y = ( m13 - m31 ) * s;
  3212. this._z = ( m21 - m12 ) * s;
  3213. } else if ( m11 > m22 && m11 > m33 ) {
  3214. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3215. this._w = ( m32 - m23 ) / s;
  3216. this._x = 0.25 * s;
  3217. this._y = ( m12 + m21 ) / s;
  3218. this._z = ( m13 + m31 ) / s;
  3219. } else if ( m22 > m33 ) {
  3220. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3221. this._w = ( m13 - m31 ) / s;
  3222. this._x = ( m12 + m21 ) / s;
  3223. this._y = 0.25 * s;
  3224. this._z = ( m23 + m32 ) / s;
  3225. } else {
  3226. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3227. this._w = ( m21 - m12 ) / s;
  3228. this._x = ( m13 + m31 ) / s;
  3229. this._y = ( m23 + m32 ) / s;
  3230. this._z = 0.25 * s;
  3231. }
  3232. this._onChangeCallback();
  3233. return this;
  3234. }
  3235. /**
  3236. * Sets this quaternion to the rotation required to rotate the direction vector
  3237. * `vFrom` to the direction vector `vTo`.
  3238. *
  3239. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3240. * @param {Vector3} vTo - The second (normalized) direction vector.
  3241. * @return {Quaternion} A reference to this quaternion.
  3242. */
  3243. setFromUnitVectors( vFrom, vTo ) {
  3244. // assumes direction vectors vFrom and vTo are normalized
  3245. let r = vFrom.dot( vTo ) + 1;
  3246. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3247. // vFrom and vTo point in opposite directions
  3248. r = 0;
  3249. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3250. this._x = - vFrom.y;
  3251. this._y = vFrom.x;
  3252. this._z = 0;
  3253. this._w = r;
  3254. } else {
  3255. this._x = 0;
  3256. this._y = - vFrom.z;
  3257. this._z = vFrom.y;
  3258. this._w = r;
  3259. }
  3260. } else {
  3261. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3262. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3263. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3264. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3265. this._w = r;
  3266. }
  3267. return this.normalize();
  3268. }
  3269. /**
  3270. * Returns the angle between this quaternion and the given one in radians.
  3271. *
  3272. * @param {Quaternion} q - The quaternion to compute the angle with.
  3273. * @return {number} The angle in radians.
  3274. */
  3275. angleTo( q ) {
  3276. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3277. }
  3278. /**
  3279. * Rotates this quaternion by a given angular step to the given quaternion.
  3280. * The method ensures that the final quaternion will not overshoot `q`.
  3281. *
  3282. * @param {Quaternion} q - The target quaternion.
  3283. * @param {number} step - The angular step in radians.
  3284. * @return {Quaternion} A reference to this quaternion.
  3285. */
  3286. rotateTowards( q, step ) {
  3287. const angle = this.angleTo( q );
  3288. if ( angle === 0 ) return this;
  3289. const t = Math.min( 1, step / angle );
  3290. this.slerp( q, t );
  3291. return this;
  3292. }
  3293. /**
  3294. * Sets this quaternion to the identity quaternion; that is, to the
  3295. * quaternion that represents "no rotation".
  3296. *
  3297. * @return {Quaternion} A reference to this quaternion.
  3298. */
  3299. identity() {
  3300. return this.set( 0, 0, 0, 1 );
  3301. }
  3302. /**
  3303. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3304. * quaternion is assumed to have unit length.
  3305. *
  3306. * @return {Quaternion} A reference to this quaternion.
  3307. */
  3308. invert() {
  3309. return this.conjugate();
  3310. }
  3311. /**
  3312. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3313. * quaternion represents the same rotation in the opposite direction about
  3314. * the rotational axis.
  3315. *
  3316. * @return {Quaternion} A reference to this quaternion.
  3317. */
  3318. conjugate() {
  3319. this._x *= -1;
  3320. this._y *= -1;
  3321. this._z *= -1;
  3322. this._onChangeCallback();
  3323. return this;
  3324. }
  3325. /**
  3326. * Calculates the dot product of this quaternion and the given one.
  3327. *
  3328. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3329. * @return {number} The result of the dot product.
  3330. */
  3331. dot( v ) {
  3332. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3333. }
  3334. /**
  3335. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3336. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3337. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3338. * {@link Quaternion#length}.
  3339. *
  3340. * @return {number} The squared Euclidean length.
  3341. */
  3342. lengthSq() {
  3343. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3344. }
  3345. /**
  3346. * Computes the Euclidean length (straight-line length) of this quaternion,
  3347. * considered as a 4 dimensional vector.
  3348. *
  3349. * @return {number} The Euclidean length.
  3350. */
  3351. length() {
  3352. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3353. }
  3354. /**
  3355. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3356. * the same rotation as this one, but has a length equal to `1`.
  3357. *
  3358. * @return {Quaternion} A reference to this quaternion.
  3359. */
  3360. normalize() {
  3361. let l = this.length();
  3362. if ( l === 0 ) {
  3363. this._x = 0;
  3364. this._y = 0;
  3365. this._z = 0;
  3366. this._w = 1;
  3367. } else {
  3368. l = 1 / l;
  3369. this._x = this._x * l;
  3370. this._y = this._y * l;
  3371. this._z = this._z * l;
  3372. this._w = this._w * l;
  3373. }
  3374. this._onChangeCallback();
  3375. return this;
  3376. }
  3377. /**
  3378. * Multiplies this quaternion by the given one.
  3379. *
  3380. * @param {Quaternion} q - The quaternion.
  3381. * @return {Quaternion} A reference to this quaternion.
  3382. */
  3383. multiply( q ) {
  3384. return this.multiplyQuaternions( this, q );
  3385. }
  3386. /**
  3387. * Pre-multiplies this quaternion by the given one.
  3388. *
  3389. * @param {Quaternion} q - The quaternion.
  3390. * @return {Quaternion} A reference to this quaternion.
  3391. */
  3392. premultiply( q ) {
  3393. return this.multiplyQuaternions( q, this );
  3394. }
  3395. /**
  3396. * Multiplies the given quaternions and stores the result in this instance.
  3397. *
  3398. * @param {Quaternion} a - The first quaternion.
  3399. * @param {Quaternion} b - The second quaternion.
  3400. * @return {Quaternion} A reference to this quaternion.
  3401. */
  3402. multiplyQuaternions( a, b ) {
  3403. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3404. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3405. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3406. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3407. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3408. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3409. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3410. this._onChangeCallback();
  3411. return this;
  3412. }
  3413. /**
  3414. * Performs a spherical linear interpolation between quaternions.
  3415. *
  3416. * @param {Quaternion} qb - The target quaternion.
  3417. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3418. * @return {Quaternion} A reference to this quaternion.
  3419. */
  3420. slerp( qb, t ) {
  3421. if ( t <= 0 ) return this;
  3422. if ( t >= 1 ) return this.copy( qb ); // copy calls _onChangeCallback()
  3423. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3424. let dot = this.dot( qb );
  3425. if ( dot < 0 ) {
  3426. x = - x;
  3427. y = - y;
  3428. z = - z;
  3429. w = - w;
  3430. dot = - dot;
  3431. }
  3432. let s = 1 - t;
  3433. if ( dot < 0.9995 ) {
  3434. // slerp
  3435. const theta = Math.acos( dot );
  3436. const sin = Math.sin( theta );
  3437. s = Math.sin( s * theta ) / sin;
  3438. t = Math.sin( t * theta ) / sin;
  3439. this._x = this._x * s + x * t;
  3440. this._y = this._y * s + y * t;
  3441. this._z = this._z * s + z * t;
  3442. this._w = this._w * s + w * t;
  3443. this._onChangeCallback();
  3444. } else {
  3445. // for small angles, lerp then normalize
  3446. this._x = this._x * s + x * t;
  3447. this._y = this._y * s + y * t;
  3448. this._z = this._z * s + z * t;
  3449. this._w = this._w * s + w * t;
  3450. this.normalize(); // normalize calls _onChangeCallback()
  3451. }
  3452. return this;
  3453. }
  3454. /**
  3455. * Performs a spherical linear interpolation between the given quaternions
  3456. * and stores the result in this quaternion.
  3457. *
  3458. * @param {Quaternion} qa - The source quaternion.
  3459. * @param {Quaternion} qb - The target quaternion.
  3460. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3461. * @return {Quaternion} A reference to this quaternion.
  3462. */
  3463. slerpQuaternions( qa, qb, t ) {
  3464. return this.copy( qa ).slerp( qb, t );
  3465. }
  3466. /**
  3467. * Sets this quaternion to a uniformly random, normalized quaternion.
  3468. *
  3469. * @return {Quaternion} A reference to this quaternion.
  3470. */
  3471. random() {
  3472. // Ken Shoemake
  3473. // Uniform random rotations
  3474. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3475. const theta1 = 2 * Math.PI * Math.random();
  3476. const theta2 = 2 * Math.PI * Math.random();
  3477. const x0 = Math.random();
  3478. const r1 = Math.sqrt( 1 - x0 );
  3479. const r2 = Math.sqrt( x0 );
  3480. return this.set(
  3481. r1 * Math.sin( theta1 ),
  3482. r1 * Math.cos( theta1 ),
  3483. r2 * Math.sin( theta2 ),
  3484. r2 * Math.cos( theta2 ),
  3485. );
  3486. }
  3487. /**
  3488. * Returns `true` if this quaternion is equal with the given one.
  3489. *
  3490. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3491. * @return {boolean} Whether this quaternion is equal with the given one.
  3492. */
  3493. equals( quaternion ) {
  3494. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3495. }
  3496. /**
  3497. * Sets this quaternion's components from the given array.
  3498. *
  3499. * @param {Array<number>} array - An array holding the quaternion component values.
  3500. * @param {number} [offset=0] - The offset into the array.
  3501. * @return {Quaternion} A reference to this quaternion.
  3502. */
  3503. fromArray( array, offset = 0 ) {
  3504. this._x = array[ offset ];
  3505. this._y = array[ offset + 1 ];
  3506. this._z = array[ offset + 2 ];
  3507. this._w = array[ offset + 3 ];
  3508. this._onChangeCallback();
  3509. return this;
  3510. }
  3511. /**
  3512. * Writes the components of this quaternion to the given array. If no array is provided,
  3513. * the method returns a new instance.
  3514. *
  3515. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3516. * @param {number} [offset=0] - Index of the first element in the array.
  3517. * @return {Array<number>} The quaternion components.
  3518. */
  3519. toArray( array = [], offset = 0 ) {
  3520. array[ offset ] = this._x;
  3521. array[ offset + 1 ] = this._y;
  3522. array[ offset + 2 ] = this._z;
  3523. array[ offset + 3 ] = this._w;
  3524. return array;
  3525. }
  3526. /**
  3527. * Sets the components of this quaternion from the given buffer attribute.
  3528. *
  3529. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3530. * @param {number} index - The index into the attribute.
  3531. * @return {Quaternion} A reference to this quaternion.
  3532. */
  3533. fromBufferAttribute( attribute, index ) {
  3534. this._x = attribute.getX( index );
  3535. this._y = attribute.getY( index );
  3536. this._z = attribute.getZ( index );
  3537. this._w = attribute.getW( index );
  3538. this._onChangeCallback();
  3539. return this;
  3540. }
  3541. /**
  3542. * This methods defines the serialization result of this class. Returns the
  3543. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3544. *
  3545. * @return {Array<number>} The serialized quaternion.
  3546. */
  3547. toJSON() {
  3548. return this.toArray();
  3549. }
  3550. _onChange( callback ) {
  3551. this._onChangeCallback = callback;
  3552. return this;
  3553. }
  3554. _onChangeCallback() {}
  3555. *[ Symbol.iterator ]() {
  3556. yield this._x;
  3557. yield this._y;
  3558. yield this._z;
  3559. yield this._w;
  3560. }
  3561. }
  3562. /**
  3563. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3564. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3565. *
  3566. * - A point in 3D space.
  3567. * - A direction and length in 3D space. In three.js the length will
  3568. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3569. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3570. * - Any arbitrary ordered triplet of numbers.
  3571. *
  3572. * There are other things a 3D vector can be used to represent, such as
  3573. * momentum vectors and so on, however these are the most
  3574. * common uses in three.js.
  3575. *
  3576. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3577. * the corresponding order.
  3578. * ```js
  3579. * const a = new THREE.Vector3( 0, 1, 0 );
  3580. *
  3581. * //no arguments; will be initialised to (0, 0, 0)
  3582. * const b = new THREE.Vector3( );
  3583. *
  3584. * const d = a.distanceTo( b );
  3585. * ```
  3586. */
  3587. class Vector3 {
  3588. /**
  3589. * Constructs a new 3D vector.
  3590. *
  3591. * @param {number} [x=0] - The x value of this vector.
  3592. * @param {number} [y=0] - The y value of this vector.
  3593. * @param {number} [z=0] - The z value of this vector.
  3594. */
  3595. constructor( x = 0, y = 0, z = 0 ) {
  3596. /**
  3597. * This flag can be used for type testing.
  3598. *
  3599. * @type {boolean}
  3600. * @readonly
  3601. * @default true
  3602. */
  3603. Vector3.prototype.isVector3 = true;
  3604. /**
  3605. * The x value of this vector.
  3606. *
  3607. * @type {number}
  3608. */
  3609. this.x = x;
  3610. /**
  3611. * The y value of this vector.
  3612. *
  3613. * @type {number}
  3614. */
  3615. this.y = y;
  3616. /**
  3617. * The z value of this vector.
  3618. *
  3619. * @type {number}
  3620. */
  3621. this.z = z;
  3622. }
  3623. /**
  3624. * Sets the vector components.
  3625. *
  3626. * @param {number} x - The value of the x component.
  3627. * @param {number} y - The value of the y component.
  3628. * @param {number} z - The value of the z component.
  3629. * @return {Vector3} A reference to this vector.
  3630. */
  3631. set( x, y, z ) {
  3632. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3633. this.x = x;
  3634. this.y = y;
  3635. this.z = z;
  3636. return this;
  3637. }
  3638. /**
  3639. * Sets the vector components to the same value.
  3640. *
  3641. * @param {number} scalar - The value to set for all vector components.
  3642. * @return {Vector3} A reference to this vector.
  3643. */
  3644. setScalar( scalar ) {
  3645. this.x = scalar;
  3646. this.y = scalar;
  3647. this.z = scalar;
  3648. return this;
  3649. }
  3650. /**
  3651. * Sets the vector's x component to the given value
  3652. *
  3653. * @param {number} x - The value to set.
  3654. * @return {Vector3} A reference to this vector.
  3655. */
  3656. setX( x ) {
  3657. this.x = x;
  3658. return this;
  3659. }
  3660. /**
  3661. * Sets the vector's y component to the given value
  3662. *
  3663. * @param {number} y - The value to set.
  3664. * @return {Vector3} A reference to this vector.
  3665. */
  3666. setY( y ) {
  3667. this.y = y;
  3668. return this;
  3669. }
  3670. /**
  3671. * Sets the vector's z component to the given value
  3672. *
  3673. * @param {number} z - The value to set.
  3674. * @return {Vector3} A reference to this vector.
  3675. */
  3676. setZ( z ) {
  3677. this.z = z;
  3678. return this;
  3679. }
  3680. /**
  3681. * Allows to set a vector component with an index.
  3682. *
  3683. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3684. * @param {number} value - The value to set.
  3685. * @return {Vector3} A reference to this vector.
  3686. */
  3687. setComponent( index, value ) {
  3688. switch ( index ) {
  3689. case 0: this.x = value; break;
  3690. case 1: this.y = value; break;
  3691. case 2: this.z = value; break;
  3692. default: throw new Error( 'index is out of range: ' + index );
  3693. }
  3694. return this;
  3695. }
  3696. /**
  3697. * Returns the value of the vector component which matches the given index.
  3698. *
  3699. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3700. * @return {number} A vector component value.
  3701. */
  3702. getComponent( index ) {
  3703. switch ( index ) {
  3704. case 0: return this.x;
  3705. case 1: return this.y;
  3706. case 2: return this.z;
  3707. default: throw new Error( 'index is out of range: ' + index );
  3708. }
  3709. }
  3710. /**
  3711. * Returns a new vector with copied values from this instance.
  3712. *
  3713. * @return {Vector3} A clone of this instance.
  3714. */
  3715. clone() {
  3716. return new this.constructor( this.x, this.y, this.z );
  3717. }
  3718. /**
  3719. * Copies the values of the given vector to this instance.
  3720. *
  3721. * @param {Vector3} v - The vector to copy.
  3722. * @return {Vector3} A reference to this vector.
  3723. */
  3724. copy( v ) {
  3725. this.x = v.x;
  3726. this.y = v.y;
  3727. this.z = v.z;
  3728. return this;
  3729. }
  3730. /**
  3731. * Adds the given vector to this instance.
  3732. *
  3733. * @param {Vector3} v - The vector to add.
  3734. * @return {Vector3} A reference to this vector.
  3735. */
  3736. add( v ) {
  3737. this.x += v.x;
  3738. this.y += v.y;
  3739. this.z += v.z;
  3740. return this;
  3741. }
  3742. /**
  3743. * Adds the given scalar value to all components of this instance.
  3744. *
  3745. * @param {number} s - The scalar to add.
  3746. * @return {Vector3} A reference to this vector.
  3747. */
  3748. addScalar( s ) {
  3749. this.x += s;
  3750. this.y += s;
  3751. this.z += s;
  3752. return this;
  3753. }
  3754. /**
  3755. * Adds the given vectors and stores the result in this instance.
  3756. *
  3757. * @param {Vector3} a - The first vector.
  3758. * @param {Vector3} b - The second vector.
  3759. * @return {Vector3} A reference to this vector.
  3760. */
  3761. addVectors( a, b ) {
  3762. this.x = a.x + b.x;
  3763. this.y = a.y + b.y;
  3764. this.z = a.z + b.z;
  3765. return this;
  3766. }
  3767. /**
  3768. * Adds the given vector scaled by the given factor to this instance.
  3769. *
  3770. * @param {Vector3|Vector4} v - The vector.
  3771. * @param {number} s - The factor that scales `v`.
  3772. * @return {Vector3} A reference to this vector.
  3773. */
  3774. addScaledVector( v, s ) {
  3775. this.x += v.x * s;
  3776. this.y += v.y * s;
  3777. this.z += v.z * s;
  3778. return this;
  3779. }
  3780. /**
  3781. * Subtracts the given vector from this instance.
  3782. *
  3783. * @param {Vector3} v - The vector to subtract.
  3784. * @return {Vector3} A reference to this vector.
  3785. */
  3786. sub( v ) {
  3787. this.x -= v.x;
  3788. this.y -= v.y;
  3789. this.z -= v.z;
  3790. return this;
  3791. }
  3792. /**
  3793. * Subtracts the given scalar value from all components of this instance.
  3794. *
  3795. * @param {number} s - The scalar to subtract.
  3796. * @return {Vector3} A reference to this vector.
  3797. */
  3798. subScalar( s ) {
  3799. this.x -= s;
  3800. this.y -= s;
  3801. this.z -= s;
  3802. return this;
  3803. }
  3804. /**
  3805. * Subtracts the given vectors and stores the result in this instance.
  3806. *
  3807. * @param {Vector3} a - The first vector.
  3808. * @param {Vector3} b - The second vector.
  3809. * @return {Vector3} A reference to this vector.
  3810. */
  3811. subVectors( a, b ) {
  3812. this.x = a.x - b.x;
  3813. this.y = a.y - b.y;
  3814. this.z = a.z - b.z;
  3815. return this;
  3816. }
  3817. /**
  3818. * Multiplies the given vector with this instance.
  3819. *
  3820. * @param {Vector3} v - The vector to multiply.
  3821. * @return {Vector3} A reference to this vector.
  3822. */
  3823. multiply( v ) {
  3824. this.x *= v.x;
  3825. this.y *= v.y;
  3826. this.z *= v.z;
  3827. return this;
  3828. }
  3829. /**
  3830. * Multiplies the given scalar value with all components of this instance.
  3831. *
  3832. * @param {number} scalar - The scalar to multiply.
  3833. * @return {Vector3} A reference to this vector.
  3834. */
  3835. multiplyScalar( scalar ) {
  3836. this.x *= scalar;
  3837. this.y *= scalar;
  3838. this.z *= scalar;
  3839. return this;
  3840. }
  3841. /**
  3842. * Multiplies the given vectors and stores the result in this instance.
  3843. *
  3844. * @param {Vector3} a - The first vector.
  3845. * @param {Vector3} b - The second vector.
  3846. * @return {Vector3} A reference to this vector.
  3847. */
  3848. multiplyVectors( a, b ) {
  3849. this.x = a.x * b.x;
  3850. this.y = a.y * b.y;
  3851. this.z = a.z * b.z;
  3852. return this;
  3853. }
  3854. /**
  3855. * Applies the given Euler rotation to this vector.
  3856. *
  3857. * @param {Euler} euler - The Euler angles.
  3858. * @return {Vector3} A reference to this vector.
  3859. */
  3860. applyEuler( euler ) {
  3861. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3862. }
  3863. /**
  3864. * Applies a rotation specified by an axis and an angle to this vector.
  3865. *
  3866. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3867. * @param {number} angle - The angle in radians.
  3868. * @return {Vector3} A reference to this vector.
  3869. */
  3870. applyAxisAngle( axis, angle ) {
  3871. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3872. }
  3873. /**
  3874. * Multiplies this vector with the given 3x3 matrix.
  3875. *
  3876. * @param {Matrix3} m - The 3x3 matrix.
  3877. * @return {Vector3} A reference to this vector.
  3878. */
  3879. applyMatrix3( m ) {
  3880. const x = this.x, y = this.y, z = this.z;
  3881. const e = m.elements;
  3882. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3883. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3884. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3885. return this;
  3886. }
  3887. /**
  3888. * Multiplies this vector by the given normal matrix and normalizes
  3889. * the result.
  3890. *
  3891. * @param {Matrix3} m - The normal matrix.
  3892. * @return {Vector3} A reference to this vector.
  3893. */
  3894. applyNormalMatrix( m ) {
  3895. return this.applyMatrix3( m ).normalize();
  3896. }
  3897. /**
  3898. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3899. * divides by perspective.
  3900. *
  3901. * @param {Matrix4} m - The matrix to apply.
  3902. * @return {Vector3} A reference to this vector.
  3903. */
  3904. applyMatrix4( m ) {
  3905. const x = this.x, y = this.y, z = this.z;
  3906. const e = m.elements;
  3907. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3908. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3909. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3910. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3911. return this;
  3912. }
  3913. /**
  3914. * Applies the given Quaternion to this vector.
  3915. *
  3916. * @param {Quaternion} q - The Quaternion.
  3917. * @return {Vector3} A reference to this vector.
  3918. */
  3919. applyQuaternion( q ) {
  3920. // quaternion q is assumed to have unit length
  3921. const vx = this.x, vy = this.y, vz = this.z;
  3922. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3923. // t = 2 * cross( q.xyz, v );
  3924. const tx = 2 * ( qy * vz - qz * vy );
  3925. const ty = 2 * ( qz * vx - qx * vz );
  3926. const tz = 2 * ( qx * vy - qy * vx );
  3927. // v + q.w * t + cross( q.xyz, t );
  3928. this.x = vx + qw * tx + qy * tz - qz * ty;
  3929. this.y = vy + qw * ty + qz * tx - qx * tz;
  3930. this.z = vz + qw * tz + qx * ty - qy * tx;
  3931. return this;
  3932. }
  3933. /**
  3934. * Projects this vector from world space into the camera's normalized
  3935. * device coordinate (NDC) space.
  3936. *
  3937. * @param {Camera} camera - The camera.
  3938. * @return {Vector3} A reference to this vector.
  3939. */
  3940. project( camera ) {
  3941. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  3942. }
  3943. /**
  3944. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  3945. * space into world space.
  3946. *
  3947. * @param {Camera} camera - The camera.
  3948. * @return {Vector3} A reference to this vector.
  3949. */
  3950. unproject( camera ) {
  3951. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  3952. }
  3953. /**
  3954. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  3955. * subset of the given 4x4 matrix and then normalizes the result.
  3956. *
  3957. * @param {Matrix4} m - The matrix.
  3958. * @return {Vector3} A reference to this vector.
  3959. */
  3960. transformDirection( m ) {
  3961. // input: THREE.Matrix4 affine matrix
  3962. // vector interpreted as a direction
  3963. const x = this.x, y = this.y, z = this.z;
  3964. const e = m.elements;
  3965. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  3966. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  3967. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  3968. return this.normalize();
  3969. }
  3970. /**
  3971. * Divides this instance by the given vector.
  3972. *
  3973. * @param {Vector3} v - The vector to divide.
  3974. * @return {Vector3} A reference to this vector.
  3975. */
  3976. divide( v ) {
  3977. this.x /= v.x;
  3978. this.y /= v.y;
  3979. this.z /= v.z;
  3980. return this;
  3981. }
  3982. /**
  3983. * Divides this vector by the given scalar.
  3984. *
  3985. * @param {number} scalar - The scalar to divide.
  3986. * @return {Vector3} A reference to this vector.
  3987. */
  3988. divideScalar( scalar ) {
  3989. return this.multiplyScalar( 1 / scalar );
  3990. }
  3991. /**
  3992. * If this vector's x, y or z value is greater than the given vector's x, y or z
  3993. * value, replace that value with the corresponding min value.
  3994. *
  3995. * @param {Vector3} v - The vector.
  3996. * @return {Vector3} A reference to this vector.
  3997. */
  3998. min( v ) {
  3999. this.x = Math.min( this.x, v.x );
  4000. this.y = Math.min( this.y, v.y );
  4001. this.z = Math.min( this.z, v.z );
  4002. return this;
  4003. }
  4004. /**
  4005. * If this vector's x, y or z value is less than the given vector's x, y or z
  4006. * value, replace that value with the corresponding max value.
  4007. *
  4008. * @param {Vector3} v - The vector.
  4009. * @return {Vector3} A reference to this vector.
  4010. */
  4011. max( v ) {
  4012. this.x = Math.max( this.x, v.x );
  4013. this.y = Math.max( this.y, v.y );
  4014. this.z = Math.max( this.z, v.z );
  4015. return this;
  4016. }
  4017. /**
  4018. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4019. * value, it is replaced by the corresponding value.
  4020. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4021. * it is replaced by the corresponding value.
  4022. *
  4023. * @param {Vector3} min - The minimum x, y and z values.
  4024. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4025. * @return {Vector3} A reference to this vector.
  4026. */
  4027. clamp( min, max ) {
  4028. // assumes min < max, componentwise
  4029. this.x = clamp( this.x, min.x, max.x );
  4030. this.y = clamp( this.y, min.y, max.y );
  4031. this.z = clamp( this.z, min.z, max.z );
  4032. return this;
  4033. }
  4034. /**
  4035. * If this vector's x, y or z values are greater than the max value, they are
  4036. * replaced by the max value.
  4037. * If this vector's x, y or z values are less than the min value, they are
  4038. * replaced by the min value.
  4039. *
  4040. * @param {number} minVal - The minimum value the components will be clamped to.
  4041. * @param {number} maxVal - The maximum value the components will be clamped to.
  4042. * @return {Vector3} A reference to this vector.
  4043. */
  4044. clampScalar( minVal, maxVal ) {
  4045. this.x = clamp( this.x, minVal, maxVal );
  4046. this.y = clamp( this.y, minVal, maxVal );
  4047. this.z = clamp( this.z, minVal, maxVal );
  4048. return this;
  4049. }
  4050. /**
  4051. * If this vector's length is greater than the max value, it is replaced by
  4052. * the max value.
  4053. * If this vector's length is less than the min value, it is replaced by the
  4054. * min value.
  4055. *
  4056. * @param {number} min - The minimum value the vector length will be clamped to.
  4057. * @param {number} max - The maximum value the vector length will be clamped to.
  4058. * @return {Vector3} A reference to this vector.
  4059. */
  4060. clampLength( min, max ) {
  4061. const length = this.length();
  4062. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4063. }
  4064. /**
  4065. * The components of this vector are rounded down to the nearest integer value.
  4066. *
  4067. * @return {Vector3} A reference to this vector.
  4068. */
  4069. floor() {
  4070. this.x = Math.floor( this.x );
  4071. this.y = Math.floor( this.y );
  4072. this.z = Math.floor( this.z );
  4073. return this;
  4074. }
  4075. /**
  4076. * The components of this vector are rounded up to the nearest integer value.
  4077. *
  4078. * @return {Vector3} A reference to this vector.
  4079. */
  4080. ceil() {
  4081. this.x = Math.ceil( this.x );
  4082. this.y = Math.ceil( this.y );
  4083. this.z = Math.ceil( this.z );
  4084. return this;
  4085. }
  4086. /**
  4087. * The components of this vector are rounded to the nearest integer value
  4088. *
  4089. * @return {Vector3} A reference to this vector.
  4090. */
  4091. round() {
  4092. this.x = Math.round( this.x );
  4093. this.y = Math.round( this.y );
  4094. this.z = Math.round( this.z );
  4095. return this;
  4096. }
  4097. /**
  4098. * The components of this vector are rounded towards zero (up if negative,
  4099. * down if positive) to an integer value.
  4100. *
  4101. * @return {Vector3} A reference to this vector.
  4102. */
  4103. roundToZero() {
  4104. this.x = Math.trunc( this.x );
  4105. this.y = Math.trunc( this.y );
  4106. this.z = Math.trunc( this.z );
  4107. return this;
  4108. }
  4109. /**
  4110. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4111. *
  4112. * @return {Vector3} A reference to this vector.
  4113. */
  4114. negate() {
  4115. this.x = - this.x;
  4116. this.y = - this.y;
  4117. this.z = - this.z;
  4118. return this;
  4119. }
  4120. /**
  4121. * Calculates the dot product of the given vector with this instance.
  4122. *
  4123. * @param {Vector3} v - The vector to compute the dot product with.
  4124. * @return {number} The result of the dot product.
  4125. */
  4126. dot( v ) {
  4127. return this.x * v.x + this.y * v.y + this.z * v.z;
  4128. }
  4129. // TODO lengthSquared?
  4130. /**
  4131. * Computes the square of the Euclidean length (straight-line length) from
  4132. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4133. * compare the length squared instead as it is slightly more efficient to calculate.
  4134. *
  4135. * @return {number} The square length of this vector.
  4136. */
  4137. lengthSq() {
  4138. return this.x * this.x + this.y * this.y + this.z * this.z;
  4139. }
  4140. /**
  4141. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4142. *
  4143. * @return {number} The length of this vector.
  4144. */
  4145. length() {
  4146. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4147. }
  4148. /**
  4149. * Computes the Manhattan length of this vector.
  4150. *
  4151. * @return {number} The length of this vector.
  4152. */
  4153. manhattanLength() {
  4154. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4155. }
  4156. /**
  4157. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4158. * with the same direction as this one, but with a vector length of `1`.
  4159. *
  4160. * @return {Vector3} A reference to this vector.
  4161. */
  4162. normalize() {
  4163. return this.divideScalar( this.length() || 1 );
  4164. }
  4165. /**
  4166. * Sets this vector to a vector with the same direction as this one, but
  4167. * with the specified length.
  4168. *
  4169. * @param {number} length - The new length of this vector.
  4170. * @return {Vector3} A reference to this vector.
  4171. */
  4172. setLength( length ) {
  4173. return this.normalize().multiplyScalar( length );
  4174. }
  4175. /**
  4176. * Linearly interpolates between the given vector and this instance, where
  4177. * alpha is the percent distance along the line - alpha = 0 will be this
  4178. * vector, and alpha = 1 will be the given one.
  4179. *
  4180. * @param {Vector3} v - The vector to interpolate towards.
  4181. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4182. * @return {Vector3} A reference to this vector.
  4183. */
  4184. lerp( v, alpha ) {
  4185. this.x += ( v.x - this.x ) * alpha;
  4186. this.y += ( v.y - this.y ) * alpha;
  4187. this.z += ( v.z - this.z ) * alpha;
  4188. return this;
  4189. }
  4190. /**
  4191. * Linearly interpolates between the given vectors, where alpha is the percent
  4192. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4193. * be the second one. The result is stored in this instance.
  4194. *
  4195. * @param {Vector3} v1 - The first vector.
  4196. * @param {Vector3} v2 - The second vector.
  4197. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4198. * @return {Vector3} A reference to this vector.
  4199. */
  4200. lerpVectors( v1, v2, alpha ) {
  4201. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4202. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4203. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4204. return this;
  4205. }
  4206. /**
  4207. * Calculates the cross product of the given vector with this instance.
  4208. *
  4209. * @param {Vector3} v - The vector to compute the cross product with.
  4210. * @return {Vector3} The result of the cross product.
  4211. */
  4212. cross( v ) {
  4213. return this.crossVectors( this, v );
  4214. }
  4215. /**
  4216. * Calculates the cross product of the given vectors and stores the result
  4217. * in this instance.
  4218. *
  4219. * @param {Vector3} a - The first vector.
  4220. * @param {Vector3} b - The second vector.
  4221. * @return {Vector3} A reference to this vector.
  4222. */
  4223. crossVectors( a, b ) {
  4224. const ax = a.x, ay = a.y, az = a.z;
  4225. const bx = b.x, by = b.y, bz = b.z;
  4226. this.x = ay * bz - az * by;
  4227. this.y = az * bx - ax * bz;
  4228. this.z = ax * by - ay * bx;
  4229. return this;
  4230. }
  4231. /**
  4232. * Projects this vector onto the given one.
  4233. *
  4234. * @param {Vector3} v - The vector to project to.
  4235. * @return {Vector3} A reference to this vector.
  4236. */
  4237. projectOnVector( v ) {
  4238. const denominator = v.lengthSq();
  4239. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4240. const scalar = v.dot( this ) / denominator;
  4241. return this.copy( v ).multiplyScalar( scalar );
  4242. }
  4243. /**
  4244. * Projects this vector onto a plane by subtracting this
  4245. * vector projected onto the plane's normal from this vector.
  4246. *
  4247. * @param {Vector3} planeNormal - The plane normal.
  4248. * @return {Vector3} A reference to this vector.
  4249. */
  4250. projectOnPlane( planeNormal ) {
  4251. _vector$c.copy( this ).projectOnVector( planeNormal );
  4252. return this.sub( _vector$c );
  4253. }
  4254. /**
  4255. * Reflects this vector off a plane orthogonal to the given normal vector.
  4256. *
  4257. * @param {Vector3} normal - The (normalized) normal vector.
  4258. * @return {Vector3} A reference to this vector.
  4259. */
  4260. reflect( normal ) {
  4261. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4262. }
  4263. /**
  4264. * Returns the angle between the given vector and this instance in radians.
  4265. *
  4266. * @param {Vector3} v - The vector to compute the angle with.
  4267. * @return {number} The angle in radians.
  4268. */
  4269. angleTo( v ) {
  4270. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4271. if ( denominator === 0 ) return Math.PI / 2;
  4272. const theta = this.dot( v ) / denominator;
  4273. // clamp, to handle numerical problems
  4274. return Math.acos( clamp( theta, -1, 1 ) );
  4275. }
  4276. /**
  4277. * Computes the distance from the given vector to this instance.
  4278. *
  4279. * @param {Vector3} v - The vector to compute the distance to.
  4280. * @return {number} The distance.
  4281. */
  4282. distanceTo( v ) {
  4283. return Math.sqrt( this.distanceToSquared( v ) );
  4284. }
  4285. /**
  4286. * Computes the squared distance from the given vector to this instance.
  4287. * If you are just comparing the distance with another distance, you should compare
  4288. * the distance squared instead as it is slightly more efficient to calculate.
  4289. *
  4290. * @param {Vector3} v - The vector to compute the squared distance to.
  4291. * @return {number} The squared distance.
  4292. */
  4293. distanceToSquared( v ) {
  4294. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4295. return dx * dx + dy * dy + dz * dz;
  4296. }
  4297. /**
  4298. * Computes the Manhattan distance from the given vector to this instance.
  4299. *
  4300. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4301. * @return {number} The Manhattan distance.
  4302. */
  4303. manhattanDistanceTo( v ) {
  4304. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4305. }
  4306. /**
  4307. * Sets the vector components from the given spherical coordinates.
  4308. *
  4309. * @param {Spherical} s - The spherical coordinates.
  4310. * @return {Vector3} A reference to this vector.
  4311. */
  4312. setFromSpherical( s ) {
  4313. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4314. }
  4315. /**
  4316. * Sets the vector components from the given spherical coordinates.
  4317. *
  4318. * @param {number} radius - The radius.
  4319. * @param {number} phi - The phi angle in radians.
  4320. * @param {number} theta - The theta angle in radians.
  4321. * @return {Vector3} A reference to this vector.
  4322. */
  4323. setFromSphericalCoords( radius, phi, theta ) {
  4324. const sinPhiRadius = Math.sin( phi ) * radius;
  4325. this.x = sinPhiRadius * Math.sin( theta );
  4326. this.y = Math.cos( phi ) * radius;
  4327. this.z = sinPhiRadius * Math.cos( theta );
  4328. return this;
  4329. }
  4330. /**
  4331. * Sets the vector components from the given cylindrical coordinates.
  4332. *
  4333. * @param {Cylindrical} c - The cylindrical coordinates.
  4334. * @return {Vector3} A reference to this vector.
  4335. */
  4336. setFromCylindrical( c ) {
  4337. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4338. }
  4339. /**
  4340. * Sets the vector components from the given cylindrical coordinates.
  4341. *
  4342. * @param {number} radius - The radius.
  4343. * @param {number} theta - The theta angle in radians.
  4344. * @param {number} y - The y value.
  4345. * @return {Vector3} A reference to this vector.
  4346. */
  4347. setFromCylindricalCoords( radius, theta, y ) {
  4348. this.x = radius * Math.sin( theta );
  4349. this.y = y;
  4350. this.z = radius * Math.cos( theta );
  4351. return this;
  4352. }
  4353. /**
  4354. * Sets the vector components to the position elements of the
  4355. * given transformation matrix.
  4356. *
  4357. * @param {Matrix4} m - The 4x4 matrix.
  4358. * @return {Vector3} A reference to this vector.
  4359. */
  4360. setFromMatrixPosition( m ) {
  4361. const e = m.elements;
  4362. this.x = e[ 12 ];
  4363. this.y = e[ 13 ];
  4364. this.z = e[ 14 ];
  4365. return this;
  4366. }
  4367. /**
  4368. * Sets the vector components to the scale elements of the
  4369. * given transformation matrix.
  4370. *
  4371. * @param {Matrix4} m - The 4x4 matrix.
  4372. * @return {Vector3} A reference to this vector.
  4373. */
  4374. setFromMatrixScale( m ) {
  4375. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4376. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4377. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4378. this.x = sx;
  4379. this.y = sy;
  4380. this.z = sz;
  4381. return this;
  4382. }
  4383. /**
  4384. * Sets the vector components from the specified matrix column.
  4385. *
  4386. * @param {Matrix4} m - The 4x4 matrix.
  4387. * @param {number} index - The column index.
  4388. * @return {Vector3} A reference to this vector.
  4389. */
  4390. setFromMatrixColumn( m, index ) {
  4391. return this.fromArray( m.elements, index * 4 );
  4392. }
  4393. /**
  4394. * Sets the vector components from the specified matrix column.
  4395. *
  4396. * @param {Matrix3} m - The 3x3 matrix.
  4397. * @param {number} index - The column index.
  4398. * @return {Vector3} A reference to this vector.
  4399. */
  4400. setFromMatrix3Column( m, index ) {
  4401. return this.fromArray( m.elements, index * 3 );
  4402. }
  4403. /**
  4404. * Sets the vector components from the given Euler angles.
  4405. *
  4406. * @param {Euler} e - The Euler angles to set.
  4407. * @return {Vector3} A reference to this vector.
  4408. */
  4409. setFromEuler( e ) {
  4410. this.x = e._x;
  4411. this.y = e._y;
  4412. this.z = e._z;
  4413. return this;
  4414. }
  4415. /**
  4416. * Sets the vector components from the RGB components of the
  4417. * given color.
  4418. *
  4419. * @param {Color} c - The color to set.
  4420. * @return {Vector3} A reference to this vector.
  4421. */
  4422. setFromColor( c ) {
  4423. this.x = c.r;
  4424. this.y = c.g;
  4425. this.z = c.b;
  4426. return this;
  4427. }
  4428. /**
  4429. * Returns `true` if this vector is equal with the given one.
  4430. *
  4431. * @param {Vector3} v - The vector to test for equality.
  4432. * @return {boolean} Whether this vector is equal with the given one.
  4433. */
  4434. equals( v ) {
  4435. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4436. }
  4437. /**
  4438. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4439. * and z value to be `array[ offset + 2 ]`.
  4440. *
  4441. * @param {Array<number>} array - An array holding the vector component values.
  4442. * @param {number} [offset=0] - The offset into the array.
  4443. * @return {Vector3} A reference to this vector.
  4444. */
  4445. fromArray( array, offset = 0 ) {
  4446. this.x = array[ offset ];
  4447. this.y = array[ offset + 1 ];
  4448. this.z = array[ offset + 2 ];
  4449. return this;
  4450. }
  4451. /**
  4452. * Writes the components of this vector to the given array. If no array is provided,
  4453. * the method returns a new instance.
  4454. *
  4455. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4456. * @param {number} [offset=0] - Index of the first element in the array.
  4457. * @return {Array<number>} The vector components.
  4458. */
  4459. toArray( array = [], offset = 0 ) {
  4460. array[ offset ] = this.x;
  4461. array[ offset + 1 ] = this.y;
  4462. array[ offset + 2 ] = this.z;
  4463. return array;
  4464. }
  4465. /**
  4466. * Sets the components of this vector from the given buffer attribute.
  4467. *
  4468. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4469. * @param {number} index - The index into the attribute.
  4470. * @return {Vector3} A reference to this vector.
  4471. */
  4472. fromBufferAttribute( attribute, index ) {
  4473. this.x = attribute.getX( index );
  4474. this.y = attribute.getY( index );
  4475. this.z = attribute.getZ( index );
  4476. return this;
  4477. }
  4478. /**
  4479. * Sets each component of this vector to a pseudo-random value between `0` and
  4480. * `1`, excluding `1`.
  4481. *
  4482. * @return {Vector3} A reference to this vector.
  4483. */
  4484. random() {
  4485. this.x = Math.random();
  4486. this.y = Math.random();
  4487. this.z = Math.random();
  4488. return this;
  4489. }
  4490. /**
  4491. * Sets this vector to a uniformly random point on a unit sphere.
  4492. *
  4493. * @return {Vector3} A reference to this vector.
  4494. */
  4495. randomDirection() {
  4496. // https://mathworld.wolfram.com/SpherePointPicking.html
  4497. const theta = Math.random() * Math.PI * 2;
  4498. const u = Math.random() * 2 - 1;
  4499. const c = Math.sqrt( 1 - u * u );
  4500. this.x = c * Math.cos( theta );
  4501. this.y = u;
  4502. this.z = c * Math.sin( theta );
  4503. return this;
  4504. }
  4505. *[ Symbol.iterator ]() {
  4506. yield this.x;
  4507. yield this.y;
  4508. yield this.z;
  4509. }
  4510. }
  4511. const _vector$c = /*@__PURE__*/ new Vector3();
  4512. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4513. /**
  4514. * Represents a 3x3 matrix.
  4515. *
  4516. * A Note on Row-Major and Column-Major Ordering:
  4517. *
  4518. * The constructor and {@link Matrix3#set} method take arguments in
  4519. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4520. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4521. * This means that calling:
  4522. * ```js
  4523. * const m = new THREE.Matrix();
  4524. * m.set( 11, 12, 13,
  4525. * 21, 22, 23,
  4526. * 31, 32, 33 );
  4527. * ```
  4528. * will result in the elements array containing:
  4529. * ```js
  4530. * m.elements = [ 11, 21, 31,
  4531. * 12, 22, 32,
  4532. * 13, 23, 33 ];
  4533. * ```
  4534. * and internally all calculations are performed using column-major ordering.
  4535. * However, as the actual ordering makes no difference mathematically and
  4536. * most people are used to thinking about matrices in row-major order, the
  4537. * three.js documentation shows matrices in row-major order. Just bear in
  4538. * mind that if you are reading the source code, you'll have to take the
  4539. * transpose of any matrices outlined here to make sense of the calculations.
  4540. */
  4541. class Matrix3 {
  4542. /**
  4543. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4544. * in row-major order. If no arguments are provided, the constructor
  4545. * initializes the matrix as an identity matrix.
  4546. *
  4547. * @param {number} [n11] - 1-1 matrix element.
  4548. * @param {number} [n12] - 1-2 matrix element.
  4549. * @param {number} [n13] - 1-3 matrix element.
  4550. * @param {number} [n21] - 2-1 matrix element.
  4551. * @param {number} [n22] - 2-2 matrix element.
  4552. * @param {number} [n23] - 2-3 matrix element.
  4553. * @param {number} [n31] - 3-1 matrix element.
  4554. * @param {number} [n32] - 3-2 matrix element.
  4555. * @param {number} [n33] - 3-3 matrix element.
  4556. */
  4557. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4558. /**
  4559. * This flag can be used for type testing.
  4560. *
  4561. * @type {boolean}
  4562. * @readonly
  4563. * @default true
  4564. */
  4565. Matrix3.prototype.isMatrix3 = true;
  4566. /**
  4567. * A column-major list of matrix values.
  4568. *
  4569. * @type {Array<number>}
  4570. */
  4571. this.elements = [
  4572. 1, 0, 0,
  4573. 0, 1, 0,
  4574. 0, 0, 1
  4575. ];
  4576. if ( n11 !== undefined ) {
  4577. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4578. }
  4579. }
  4580. /**
  4581. * Sets the elements of the matrix.The arguments are supposed to be
  4582. * in row-major order.
  4583. *
  4584. * @param {number} [n11] - 1-1 matrix element.
  4585. * @param {number} [n12] - 1-2 matrix element.
  4586. * @param {number} [n13] - 1-3 matrix element.
  4587. * @param {number} [n21] - 2-1 matrix element.
  4588. * @param {number} [n22] - 2-2 matrix element.
  4589. * @param {number} [n23] - 2-3 matrix element.
  4590. * @param {number} [n31] - 3-1 matrix element.
  4591. * @param {number} [n32] - 3-2 matrix element.
  4592. * @param {number} [n33] - 3-3 matrix element.
  4593. * @return {Matrix3} A reference to this matrix.
  4594. */
  4595. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4596. const te = this.elements;
  4597. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4598. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4599. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4600. return this;
  4601. }
  4602. /**
  4603. * Sets this matrix to the 3x3 identity matrix.
  4604. *
  4605. * @return {Matrix3} A reference to this matrix.
  4606. */
  4607. identity() {
  4608. this.set(
  4609. 1, 0, 0,
  4610. 0, 1, 0,
  4611. 0, 0, 1
  4612. );
  4613. return this;
  4614. }
  4615. /**
  4616. * Copies the values of the given matrix to this instance.
  4617. *
  4618. * @param {Matrix3} m - The matrix to copy.
  4619. * @return {Matrix3} A reference to this matrix.
  4620. */
  4621. copy( m ) {
  4622. const te = this.elements;
  4623. const me = m.elements;
  4624. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4625. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4626. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4627. return this;
  4628. }
  4629. /**
  4630. * Extracts the basis of this matrix into the three axis vectors provided.
  4631. *
  4632. * @param {Vector3} xAxis - The basis's x axis.
  4633. * @param {Vector3} yAxis - The basis's y axis.
  4634. * @param {Vector3} zAxis - The basis's z axis.
  4635. * @return {Matrix3} A reference to this matrix.
  4636. */
  4637. extractBasis( xAxis, yAxis, zAxis ) {
  4638. xAxis.setFromMatrix3Column( this, 0 );
  4639. yAxis.setFromMatrix3Column( this, 1 );
  4640. zAxis.setFromMatrix3Column( this, 2 );
  4641. return this;
  4642. }
  4643. /**
  4644. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4645. *
  4646. * @param {Matrix4} m - The 4x4 matrix.
  4647. * @return {Matrix3} A reference to this matrix.
  4648. */
  4649. setFromMatrix4( m ) {
  4650. const me = m.elements;
  4651. this.set(
  4652. me[ 0 ], me[ 4 ], me[ 8 ],
  4653. me[ 1 ], me[ 5 ], me[ 9 ],
  4654. me[ 2 ], me[ 6 ], me[ 10 ]
  4655. );
  4656. return this;
  4657. }
  4658. /**
  4659. * Post-multiplies this matrix by the given 3x3 matrix.
  4660. *
  4661. * @param {Matrix3} m - The matrix to multiply with.
  4662. * @return {Matrix3} A reference to this matrix.
  4663. */
  4664. multiply( m ) {
  4665. return this.multiplyMatrices( this, m );
  4666. }
  4667. /**
  4668. * Pre-multiplies this matrix by the given 3x3 matrix.
  4669. *
  4670. * @param {Matrix3} m - The matrix to multiply with.
  4671. * @return {Matrix3} A reference to this matrix.
  4672. */
  4673. premultiply( m ) {
  4674. return this.multiplyMatrices( m, this );
  4675. }
  4676. /**
  4677. * Multiples the given 3x3 matrices and stores the result
  4678. * in this matrix.
  4679. *
  4680. * @param {Matrix3} a - The first matrix.
  4681. * @param {Matrix3} b - The second matrix.
  4682. * @return {Matrix3} A reference to this matrix.
  4683. */
  4684. multiplyMatrices( a, b ) {
  4685. const ae = a.elements;
  4686. const be = b.elements;
  4687. const te = this.elements;
  4688. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4689. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4690. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4691. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4692. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4693. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4694. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4695. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4696. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4697. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4698. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4699. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4700. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4701. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4702. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4703. return this;
  4704. }
  4705. /**
  4706. * Multiplies every component of the matrix by the given scalar.
  4707. *
  4708. * @param {number} s - The scalar.
  4709. * @return {Matrix3} A reference to this matrix.
  4710. */
  4711. multiplyScalar( s ) {
  4712. const te = this.elements;
  4713. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4714. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4715. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4716. return this;
  4717. }
  4718. /**
  4719. * Computes and returns the determinant of this matrix.
  4720. *
  4721. * @return {number} The determinant.
  4722. */
  4723. determinant() {
  4724. const te = this.elements;
  4725. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4726. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4727. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4728. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4729. }
  4730. /**
  4731. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4732. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4733. * a zero matrix instead.
  4734. *
  4735. * @return {Matrix3} A reference to this matrix.
  4736. */
  4737. invert() {
  4738. const te = this.elements,
  4739. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4740. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4741. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4742. t11 = n33 * n22 - n32 * n23,
  4743. t12 = n32 * n13 - n33 * n12,
  4744. t13 = n23 * n12 - n22 * n13,
  4745. det = n11 * t11 + n21 * t12 + n31 * t13;
  4746. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4747. const detInv = 1 / det;
  4748. te[ 0 ] = t11 * detInv;
  4749. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4750. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4751. te[ 3 ] = t12 * detInv;
  4752. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4753. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4754. te[ 6 ] = t13 * detInv;
  4755. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4756. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4757. return this;
  4758. }
  4759. /**
  4760. * Transposes this matrix in place.
  4761. *
  4762. * @return {Matrix3} A reference to this matrix.
  4763. */
  4764. transpose() {
  4765. let tmp;
  4766. const m = this.elements;
  4767. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4768. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4769. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4770. return this;
  4771. }
  4772. /**
  4773. * Computes the normal matrix which is the inverse transpose of the upper
  4774. * left 3x3 portion of the given 4x4 matrix.
  4775. *
  4776. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4777. * @return {Matrix3} A reference to this matrix.
  4778. */
  4779. getNormalMatrix( matrix4 ) {
  4780. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4781. }
  4782. /**
  4783. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4784. *
  4785. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4786. * @return {Matrix3} A reference to this matrix.
  4787. */
  4788. transposeIntoArray( r ) {
  4789. const m = this.elements;
  4790. r[ 0 ] = m[ 0 ];
  4791. r[ 1 ] = m[ 3 ];
  4792. r[ 2 ] = m[ 6 ];
  4793. r[ 3 ] = m[ 1 ];
  4794. r[ 4 ] = m[ 4 ];
  4795. r[ 5 ] = m[ 7 ];
  4796. r[ 6 ] = m[ 2 ];
  4797. r[ 7 ] = m[ 5 ];
  4798. r[ 8 ] = m[ 8 ];
  4799. return this;
  4800. }
  4801. /**
  4802. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4803. *
  4804. * @param {number} tx - Offset x.
  4805. * @param {number} ty - Offset y.
  4806. * @param {number} sx - Repeat x.
  4807. * @param {number} sy - Repeat y.
  4808. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4809. * @param {number} cx - Center x of rotation.
  4810. * @param {number} cy - Center y of rotation
  4811. * @return {Matrix3} A reference to this matrix.
  4812. */
  4813. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4814. const c = Math.cos( rotation );
  4815. const s = Math.sin( rotation );
  4816. this.set(
  4817. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4818. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4819. 0, 0, 1
  4820. );
  4821. return this;
  4822. }
  4823. /**
  4824. * Scales this matrix with the given scalar values.
  4825. *
  4826. * @param {number} sx - The amount to scale in the X axis.
  4827. * @param {number} sy - The amount to scale in the Y axis.
  4828. * @return {Matrix3} A reference to this matrix.
  4829. */
  4830. scale( sx, sy ) {
  4831. this.premultiply( _m3.makeScale( sx, sy ) );
  4832. return this;
  4833. }
  4834. /**
  4835. * Rotates this matrix by the given angle.
  4836. *
  4837. * @param {number} theta - The rotation in radians.
  4838. * @return {Matrix3} A reference to this matrix.
  4839. */
  4840. rotate( theta ) {
  4841. this.premultiply( _m3.makeRotation( - theta ) );
  4842. return this;
  4843. }
  4844. /**
  4845. * Translates this matrix by the given scalar values.
  4846. *
  4847. * @param {number} tx - The amount to translate in the X axis.
  4848. * @param {number} ty - The amount to translate in the Y axis.
  4849. * @return {Matrix3} A reference to this matrix.
  4850. */
  4851. translate( tx, ty ) {
  4852. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4853. return this;
  4854. }
  4855. // for 2D Transforms
  4856. /**
  4857. * Sets this matrix as a 2D translation transform.
  4858. *
  4859. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4860. * @param {number} y - The amount to translate in the Y axis.
  4861. * @return {Matrix3} A reference to this matrix.
  4862. */
  4863. makeTranslation( x, y ) {
  4864. if ( x.isVector2 ) {
  4865. this.set(
  4866. 1, 0, x.x,
  4867. 0, 1, x.y,
  4868. 0, 0, 1
  4869. );
  4870. } else {
  4871. this.set(
  4872. 1, 0, x,
  4873. 0, 1, y,
  4874. 0, 0, 1
  4875. );
  4876. }
  4877. return this;
  4878. }
  4879. /**
  4880. * Sets this matrix as a 2D rotational transformation.
  4881. *
  4882. * @param {number} theta - The rotation in radians.
  4883. * @return {Matrix3} A reference to this matrix.
  4884. */
  4885. makeRotation( theta ) {
  4886. // counterclockwise
  4887. const c = Math.cos( theta );
  4888. const s = Math.sin( theta );
  4889. this.set(
  4890. c, - s, 0,
  4891. s, c, 0,
  4892. 0, 0, 1
  4893. );
  4894. return this;
  4895. }
  4896. /**
  4897. * Sets this matrix as a 2D scale transform.
  4898. *
  4899. * @param {number} x - The amount to scale in the X axis.
  4900. * @param {number} y - The amount to scale in the Y axis.
  4901. * @return {Matrix3} A reference to this matrix.
  4902. */
  4903. makeScale( x, y ) {
  4904. this.set(
  4905. x, 0, 0,
  4906. 0, y, 0,
  4907. 0, 0, 1
  4908. );
  4909. return this;
  4910. }
  4911. /**
  4912. * Returns `true` if this matrix is equal with the given one.
  4913. *
  4914. * @param {Matrix3} matrix - The matrix to test for equality.
  4915. * @return {boolean} Whether this matrix is equal with the given one.
  4916. */
  4917. equals( matrix ) {
  4918. const te = this.elements;
  4919. const me = matrix.elements;
  4920. for ( let i = 0; i < 9; i ++ ) {
  4921. if ( te[ i ] !== me[ i ] ) return false;
  4922. }
  4923. return true;
  4924. }
  4925. /**
  4926. * Sets the elements of the matrix from the given array.
  4927. *
  4928. * @param {Array<number>} array - The matrix elements in column-major order.
  4929. * @param {number} [offset=0] - Index of the first element in the array.
  4930. * @return {Matrix3} A reference to this matrix.
  4931. */
  4932. fromArray( array, offset = 0 ) {
  4933. for ( let i = 0; i < 9; i ++ ) {
  4934. this.elements[ i ] = array[ i + offset ];
  4935. }
  4936. return this;
  4937. }
  4938. /**
  4939. * Writes the elements of this matrix to the given array. If no array is provided,
  4940. * the method returns a new instance.
  4941. *
  4942. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  4943. * @param {number} [offset=0] - Index of the first element in the array.
  4944. * @return {Array<number>} The matrix elements in column-major order.
  4945. */
  4946. toArray( array = [], offset = 0 ) {
  4947. const te = this.elements;
  4948. array[ offset ] = te[ 0 ];
  4949. array[ offset + 1 ] = te[ 1 ];
  4950. array[ offset + 2 ] = te[ 2 ];
  4951. array[ offset + 3 ] = te[ 3 ];
  4952. array[ offset + 4 ] = te[ 4 ];
  4953. array[ offset + 5 ] = te[ 5 ];
  4954. array[ offset + 6 ] = te[ 6 ];
  4955. array[ offset + 7 ] = te[ 7 ];
  4956. array[ offset + 8 ] = te[ 8 ];
  4957. return array;
  4958. }
  4959. /**
  4960. * Returns a matrix with copied values from this instance.
  4961. *
  4962. * @return {Matrix3} A clone of this instance.
  4963. */
  4964. clone() {
  4965. return new this.constructor().fromArray( this.elements );
  4966. }
  4967. }
  4968. const _m3 = /*@__PURE__*/ new Matrix3();
  4969. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  4970. 0.4123908, 0.3575843, 0.1804808,
  4971. 0.2126390, 0.7151687, 0.0721923,
  4972. 0.0193308, 0.1191948, 0.9505322
  4973. );
  4974. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  4975. 3.2409699, -1.5373832, -0.4986108,
  4976. -0.9692436, 1.8759675, 0.0415551,
  4977. 0.0556301, -0.203977, 1.0569715
  4978. );
  4979. function createColorManagement() {
  4980. const ColorManagement = {
  4981. enabled: true,
  4982. workingColorSpace: LinearSRGBColorSpace,
  4983. /**
  4984. * Implementations of supported color spaces.
  4985. *
  4986. * Required:
  4987. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  4988. * - whitePoint: reference white [ x y ]
  4989. * - transfer: transfer function (pre-defined)
  4990. * - toXYZ: Matrix3 RGB to XYZ transform
  4991. * - fromXYZ: Matrix3 XYZ to RGB transform
  4992. * - luminanceCoefficients: RGB luminance coefficients
  4993. *
  4994. * Optional:
  4995. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  4996. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  4997. *
  4998. * Reference:
  4999. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5000. */
  5001. spaces: {},
  5002. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5003. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5004. return color;
  5005. }
  5006. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5007. color.r = SRGBToLinear( color.r );
  5008. color.g = SRGBToLinear( color.g );
  5009. color.b = SRGBToLinear( color.b );
  5010. }
  5011. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5012. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5013. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5014. }
  5015. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5016. color.r = LinearToSRGB( color.r );
  5017. color.g = LinearToSRGB( color.g );
  5018. color.b = LinearToSRGB( color.b );
  5019. }
  5020. return color;
  5021. },
  5022. workingToColorSpace: function ( color, targetColorSpace ) {
  5023. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5024. },
  5025. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5026. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5027. },
  5028. getPrimaries: function ( colorSpace ) {
  5029. return this.spaces[ colorSpace ].primaries;
  5030. },
  5031. getTransfer: function ( colorSpace ) {
  5032. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5033. return this.spaces[ colorSpace ].transfer;
  5034. },
  5035. getToneMappingMode: function ( colorSpace ) {
  5036. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5037. },
  5038. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5039. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5040. },
  5041. define: function ( colorSpaces ) {
  5042. Object.assign( this.spaces, colorSpaces );
  5043. },
  5044. // Internal APIs
  5045. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5046. return targetMatrix
  5047. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5048. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5049. },
  5050. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5051. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5052. },
  5053. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5054. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5055. },
  5056. // Deprecated
  5057. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5058. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5059. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5060. },
  5061. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5062. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5063. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5064. },
  5065. };
  5066. /******************************************************************************
  5067. * sRGB definitions
  5068. */
  5069. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5070. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5071. const D65 = [ 0.3127, 0.3290 ];
  5072. ColorManagement.define( {
  5073. [ LinearSRGBColorSpace ]: {
  5074. primaries: REC709_PRIMARIES,
  5075. whitePoint: D65,
  5076. transfer: LinearTransfer,
  5077. toXYZ: LINEAR_REC709_TO_XYZ,
  5078. fromXYZ: XYZ_TO_LINEAR_REC709,
  5079. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5080. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5081. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5082. },
  5083. [ SRGBColorSpace ]: {
  5084. primaries: REC709_PRIMARIES,
  5085. whitePoint: D65,
  5086. transfer: SRGBTransfer,
  5087. toXYZ: LINEAR_REC709_TO_XYZ,
  5088. fromXYZ: XYZ_TO_LINEAR_REC709,
  5089. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5090. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5091. },
  5092. } );
  5093. return ColorManagement;
  5094. }
  5095. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5096. function SRGBToLinear( c ) {
  5097. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5098. }
  5099. function LinearToSRGB( c ) {
  5100. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5101. }
  5102. let _canvas;
  5103. /**
  5104. * A class containing utility functions for images.
  5105. *
  5106. * @hideconstructor
  5107. */
  5108. class ImageUtils {
  5109. /**
  5110. * Returns a data URI containing a representation of the given image.
  5111. *
  5112. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5113. * @param {string} [type='image/png'] - Indicates the image format.
  5114. * @return {string} The data URI.
  5115. */
  5116. static getDataURL( image, type = 'image/png' ) {
  5117. if ( /^data:/i.test( image.src ) ) {
  5118. return image.src;
  5119. }
  5120. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5121. return image.src;
  5122. }
  5123. let canvas;
  5124. if ( image instanceof HTMLCanvasElement ) {
  5125. canvas = image;
  5126. } else {
  5127. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5128. _canvas.width = image.width;
  5129. _canvas.height = image.height;
  5130. const context = _canvas.getContext( '2d' );
  5131. if ( image instanceof ImageData ) {
  5132. context.putImageData( image, 0, 0 );
  5133. } else {
  5134. context.drawImage( image, 0, 0, image.width, image.height );
  5135. }
  5136. canvas = _canvas;
  5137. }
  5138. return canvas.toDataURL( type );
  5139. }
  5140. /**
  5141. * Converts the given sRGB image data to linear color space.
  5142. *
  5143. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5144. * @return {HTMLCanvasElement|Object} The converted image.
  5145. */
  5146. static sRGBToLinear( image ) {
  5147. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5148. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5149. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5150. const canvas = createElementNS( 'canvas' );
  5151. canvas.width = image.width;
  5152. canvas.height = image.height;
  5153. const context = canvas.getContext( '2d' );
  5154. context.drawImage( image, 0, 0, image.width, image.height );
  5155. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5156. const data = imageData.data;
  5157. for ( let i = 0; i < data.length; i ++ ) {
  5158. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5159. }
  5160. context.putImageData( imageData, 0, 0 );
  5161. return canvas;
  5162. } else if ( image.data ) {
  5163. const data = image.data.slice( 0 );
  5164. for ( let i = 0; i < data.length; i ++ ) {
  5165. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5166. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5167. } else {
  5168. // assuming float
  5169. data[ i ] = SRGBToLinear( data[ i ] );
  5170. }
  5171. }
  5172. return {
  5173. data: data,
  5174. width: image.width,
  5175. height: image.height
  5176. };
  5177. } else {
  5178. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5179. return image;
  5180. }
  5181. }
  5182. }
  5183. let _sourceId = 0;
  5184. /**
  5185. * Represents the data source of a texture.
  5186. *
  5187. * The main purpose of this class is to decouple the data definition from the texture
  5188. * definition so the same data can be used with multiple texture instances.
  5189. */
  5190. class Source {
  5191. /**
  5192. * Constructs a new video texture.
  5193. *
  5194. * @param {any} [data=null] - The data definition of a texture.
  5195. */
  5196. constructor( data = null ) {
  5197. /**
  5198. * This flag can be used for type testing.
  5199. *
  5200. * @type {boolean}
  5201. * @readonly
  5202. * @default true
  5203. */
  5204. this.isSource = true;
  5205. /**
  5206. * The ID of the source.
  5207. *
  5208. * @name Source#id
  5209. * @type {number}
  5210. * @readonly
  5211. */
  5212. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5213. /**
  5214. * The UUID of the source.
  5215. *
  5216. * @type {string}
  5217. * @readonly
  5218. */
  5219. this.uuid = generateUUID();
  5220. /**
  5221. * The data definition of a texture.
  5222. *
  5223. * @type {any}
  5224. */
  5225. this.data = data;
  5226. /**
  5227. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5228. * provides more control on how texture data should be processed. When `dataReady` is set
  5229. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5230. * the data into the GPU memory.
  5231. *
  5232. * @type {boolean}
  5233. * @default true
  5234. */
  5235. this.dataReady = true;
  5236. /**
  5237. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5238. *
  5239. * @type {number}
  5240. * @readonly
  5241. * @default 0
  5242. */
  5243. this.version = 0;
  5244. }
  5245. /**
  5246. * Returns the dimensions of the source into the given target vector.
  5247. *
  5248. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5249. * @return {(Vector2|Vector3)} The dimensions of the source.
  5250. */
  5251. getSize( target ) {
  5252. const data = this.data;
  5253. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5254. target.set( data.videoWidth, data.videoHeight, 0 );
  5255. } else if ( data instanceof VideoFrame ) {
  5256. target.set( data.displayHeight, data.displayWidth, 0 );
  5257. } else if ( data !== null ) {
  5258. target.set( data.width, data.height, data.depth || 0 );
  5259. } else {
  5260. target.set( 0, 0, 0 );
  5261. }
  5262. return target;
  5263. }
  5264. /**
  5265. * When the property is set to `true`, the engine allocates the memory
  5266. * for the texture (if necessary) and triggers the actual texture upload
  5267. * to the GPU next time the source is used.
  5268. *
  5269. * @type {boolean}
  5270. * @default false
  5271. * @param {boolean} value
  5272. */
  5273. set needsUpdate( value ) {
  5274. if ( value === true ) this.version ++;
  5275. }
  5276. /**
  5277. * Serializes the source into JSON.
  5278. *
  5279. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5280. * @return {Object} A JSON object representing the serialized source.
  5281. * @see {@link ObjectLoader#parse}
  5282. */
  5283. toJSON( meta ) {
  5284. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5285. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5286. return meta.images[ this.uuid ];
  5287. }
  5288. const output = {
  5289. uuid: this.uuid,
  5290. url: ''
  5291. };
  5292. const data = this.data;
  5293. if ( data !== null ) {
  5294. let url;
  5295. if ( Array.isArray( data ) ) {
  5296. // cube texture
  5297. url = [];
  5298. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5299. if ( data[ i ].isDataTexture ) {
  5300. url.push( serializeImage( data[ i ].image ) );
  5301. } else {
  5302. url.push( serializeImage( data[ i ] ) );
  5303. }
  5304. }
  5305. } else {
  5306. // texture
  5307. url = serializeImage( data );
  5308. }
  5309. output.url = url;
  5310. }
  5311. if ( ! isRootObject ) {
  5312. meta.images[ this.uuid ] = output;
  5313. }
  5314. return output;
  5315. }
  5316. }
  5317. function serializeImage( image ) {
  5318. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5319. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5320. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5321. // default images
  5322. return ImageUtils.getDataURL( image );
  5323. } else {
  5324. if ( image.data ) {
  5325. // images of DataTexture
  5326. return {
  5327. data: Array.from( image.data ),
  5328. width: image.width,
  5329. height: image.height,
  5330. type: image.data.constructor.name
  5331. };
  5332. } else {
  5333. warn( 'Texture: Unable to serialize Texture.' );
  5334. return {};
  5335. }
  5336. }
  5337. }
  5338. let _textureId = 0;
  5339. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5340. /**
  5341. * Base class for all textures.
  5342. *
  5343. * Note: After the initial use of a texture, its dimensions, format, and type
  5344. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5345. *
  5346. * @augments EventDispatcher
  5347. */
  5348. class Texture extends EventDispatcher {
  5349. /**
  5350. * Constructs a new texture.
  5351. *
  5352. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5353. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5354. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5355. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5356. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5357. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5358. * @param {number} [format=RGBAFormat] - The texture format.
  5359. * @param {number} [type=UnsignedByteType] - The texture type.
  5360. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5361. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5362. */
  5363. 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 ) {
  5364. super();
  5365. /**
  5366. * This flag can be used for type testing.
  5367. *
  5368. * @type {boolean}
  5369. * @readonly
  5370. * @default true
  5371. */
  5372. this.isTexture = true;
  5373. /**
  5374. * The ID of the texture.
  5375. *
  5376. * @name Texture#id
  5377. * @type {number}
  5378. * @readonly
  5379. */
  5380. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5381. /**
  5382. * The UUID of the material.
  5383. *
  5384. * @type {string}
  5385. * @readonly
  5386. */
  5387. this.uuid = generateUUID();
  5388. /**
  5389. * The name of the material.
  5390. *
  5391. * @type {string}
  5392. */
  5393. this.name = '';
  5394. /**
  5395. * The data definition of a texture. A reference to the data source can be
  5396. * shared across textures. This is often useful in context of spritesheets
  5397. * where multiple textures render the same data but with different texture
  5398. * transformations.
  5399. *
  5400. * @type {Source}
  5401. */
  5402. this.source = new Source( image );
  5403. /**
  5404. * An array holding user-defined mipmaps.
  5405. *
  5406. * @type {Array<Object>}
  5407. */
  5408. this.mipmaps = [];
  5409. /**
  5410. * How the texture is applied to the object. The value `UVMapping`
  5411. * is the default, where texture or uv coordinates are used to apply the map.
  5412. *
  5413. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5414. * @default UVMapping
  5415. */
  5416. this.mapping = mapping;
  5417. /**
  5418. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5419. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5420. *
  5421. * @type {number}
  5422. * @default 0
  5423. */
  5424. this.channel = 0;
  5425. /**
  5426. * This defines how the texture is wrapped horizontally and corresponds to
  5427. * *U* in UV mapping.
  5428. *
  5429. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5430. * @default ClampToEdgeWrapping
  5431. */
  5432. this.wrapS = wrapS;
  5433. /**
  5434. * This defines how the texture is wrapped horizontally and corresponds to
  5435. * *V* in UV mapping.
  5436. *
  5437. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5438. * @default ClampToEdgeWrapping
  5439. */
  5440. this.wrapT = wrapT;
  5441. /**
  5442. * How the texture is sampled when a texel covers more than one pixel.
  5443. *
  5444. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5445. * @default LinearFilter
  5446. */
  5447. this.magFilter = magFilter;
  5448. /**
  5449. * How the texture is sampled when a texel covers less than one pixel.
  5450. *
  5451. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5452. * @default LinearMipmapLinearFilter
  5453. */
  5454. this.minFilter = minFilter;
  5455. /**
  5456. * The number of samples taken along the axis through the pixel that has the
  5457. * highest density of texels. By default, this value is `1`. A higher value
  5458. * gives a less blurry result than a basic mipmap, at the cost of more
  5459. * texture samples being used.
  5460. *
  5461. * @type {number}
  5462. * @default 0
  5463. */
  5464. this.anisotropy = anisotropy;
  5465. /**
  5466. * The format of the texture.
  5467. *
  5468. * @type {number}
  5469. * @default RGBAFormat
  5470. */
  5471. this.format = format;
  5472. /**
  5473. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5474. * defines how the texture data is going to be stored on the GPU.
  5475. *
  5476. * This property allows to overwrite the default format.
  5477. *
  5478. * @type {?string}
  5479. * @default null
  5480. */
  5481. this.internalFormat = null;
  5482. /**
  5483. * The data type of the texture.
  5484. *
  5485. * @type {number}
  5486. * @default UnsignedByteType
  5487. */
  5488. this.type = type;
  5489. /**
  5490. * How much a single repetition of the texture is offset from the beginning,
  5491. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5492. *
  5493. * @type {Vector2}
  5494. * @default (0,0)
  5495. */
  5496. this.offset = new Vector2( 0, 0 );
  5497. /**
  5498. * How many times the texture is repeated across the surface, in each
  5499. * direction U and V. If repeat is set greater than `1` in either direction,
  5500. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5501. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5502. *
  5503. * @type {Vector2}
  5504. * @default (1,1)
  5505. */
  5506. this.repeat = new Vector2( 1, 1 );
  5507. /**
  5508. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5509. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5510. *
  5511. * @type {Vector2}
  5512. * @default (0,0)
  5513. */
  5514. this.center = new Vector2( 0, 0 );
  5515. /**
  5516. * How much the texture is rotated around the center point, in radians.
  5517. * Positive values are counter-clockwise.
  5518. *
  5519. * @type {number}
  5520. * @default 0
  5521. */
  5522. this.rotation = 0;
  5523. /**
  5524. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5525. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5526. * {@link Texture#rotation}, and {@link Texture#center}.
  5527. *
  5528. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5529. *
  5530. * @type {boolean}
  5531. * @default true
  5532. */
  5533. this.matrixAutoUpdate = true;
  5534. /**
  5535. * The uv-transformation matrix of the texture.
  5536. *
  5537. * @type {Matrix3}
  5538. */
  5539. this.matrix = new Matrix3();
  5540. /**
  5541. * Whether to generate mipmaps (if possible) for a texture.
  5542. *
  5543. * Set this to `false` if you are creating mipmaps manually.
  5544. *
  5545. * @type {boolean}
  5546. * @default true
  5547. */
  5548. this.generateMipmaps = true;
  5549. /**
  5550. * If set to `true`, the alpha channel, if present, is multiplied into the
  5551. * color channels when the texture is uploaded to the GPU.
  5552. *
  5553. * Note that this property has no effect when using `ImageBitmap`. You need to
  5554. * configure premultiply alpha on bitmap creation instead.
  5555. *
  5556. * @type {boolean}
  5557. * @default false
  5558. */
  5559. this.premultiplyAlpha = false;
  5560. /**
  5561. * If set to `true`, the texture is flipped along the vertical axis when
  5562. * uploaded to the GPU.
  5563. *
  5564. * Note that this property has no effect when using `ImageBitmap`. You need to
  5565. * configure the flip on bitmap creation instead.
  5566. *
  5567. * @type {boolean}
  5568. * @default true
  5569. */
  5570. this.flipY = true;
  5571. /**
  5572. * Specifies the alignment requirements for the start of each pixel row in memory.
  5573. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5574. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5575. *
  5576. * @type {number}
  5577. * @default 4
  5578. */
  5579. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5580. /**
  5581. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5582. *
  5583. * @type {string}
  5584. * @default NoColorSpace
  5585. */
  5586. this.colorSpace = colorSpace;
  5587. /**
  5588. * An object that can be used to store custom data about the texture. It
  5589. * should not hold references to functions as these will not be cloned.
  5590. *
  5591. * @type {Object}
  5592. */
  5593. this.userData = {};
  5594. /**
  5595. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5596. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5597. *
  5598. * @type {Array<Object>}
  5599. */
  5600. this.updateRanges = [];
  5601. /**
  5602. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5603. *
  5604. * @type {number}
  5605. * @readonly
  5606. * @default 0
  5607. */
  5608. this.version = 0;
  5609. /**
  5610. * A callback function, called when the texture is updated (e.g., when
  5611. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5612. *
  5613. * @type {?Function}
  5614. * @default null
  5615. */
  5616. this.onUpdate = null;
  5617. /**
  5618. * An optional back reference to the textures render target.
  5619. *
  5620. * @type {?(RenderTarget|WebGLRenderTarget)}
  5621. * @default null
  5622. */
  5623. this.renderTarget = null;
  5624. /**
  5625. * Indicates whether a texture belongs to a render target or not.
  5626. *
  5627. * @type {boolean}
  5628. * @readonly
  5629. * @default false
  5630. */
  5631. this.isRenderTargetTexture = false;
  5632. /**
  5633. * Indicates if a texture should be handled like a texture array.
  5634. *
  5635. * @type {boolean}
  5636. * @readonly
  5637. * @default false
  5638. */
  5639. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5640. /**
  5641. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5642. * (only relevant for render target textures).
  5643. *
  5644. * @type {number}
  5645. * @readonly
  5646. * @default 0
  5647. */
  5648. this.pmremVersion = 0;
  5649. }
  5650. /**
  5651. * The width of the texture in pixels.
  5652. */
  5653. get width() {
  5654. return this.source.getSize( _tempVec3 ).x;
  5655. }
  5656. /**
  5657. * The height of the texture in pixels.
  5658. */
  5659. get height() {
  5660. return this.source.getSize( _tempVec3 ).y;
  5661. }
  5662. /**
  5663. * The depth of the texture in pixels.
  5664. */
  5665. get depth() {
  5666. return this.source.getSize( _tempVec3 ).z;
  5667. }
  5668. /**
  5669. * The image object holding the texture data.
  5670. *
  5671. * @type {?Object}
  5672. */
  5673. get image() {
  5674. return this.source.data;
  5675. }
  5676. set image( value = null ) {
  5677. this.source.data = value;
  5678. }
  5679. /**
  5680. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5681. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5682. */
  5683. updateMatrix() {
  5684. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5685. }
  5686. /**
  5687. * Adds a range of data in the data texture to be updated on the GPU.
  5688. *
  5689. * @param {number} start - Position at which to start update.
  5690. * @param {number} count - The number of components to update.
  5691. */
  5692. addUpdateRange( start, count ) {
  5693. this.updateRanges.push( { start, count } );
  5694. }
  5695. /**
  5696. * Clears the update ranges.
  5697. */
  5698. clearUpdateRanges() {
  5699. this.updateRanges.length = 0;
  5700. }
  5701. /**
  5702. * Returns a new texture with copied values from this instance.
  5703. *
  5704. * @return {Texture} A clone of this instance.
  5705. */
  5706. clone() {
  5707. return new this.constructor().copy( this );
  5708. }
  5709. /**
  5710. * Copies the values of the given texture to this instance.
  5711. *
  5712. * @param {Texture} source - The texture to copy.
  5713. * @return {Texture} A reference to this instance.
  5714. */
  5715. copy( source ) {
  5716. this.name = source.name;
  5717. this.source = source.source;
  5718. this.mipmaps = source.mipmaps.slice( 0 );
  5719. this.mapping = source.mapping;
  5720. this.channel = source.channel;
  5721. this.wrapS = source.wrapS;
  5722. this.wrapT = source.wrapT;
  5723. this.magFilter = source.magFilter;
  5724. this.minFilter = source.minFilter;
  5725. this.anisotropy = source.anisotropy;
  5726. this.format = source.format;
  5727. this.internalFormat = source.internalFormat;
  5728. this.type = source.type;
  5729. this.offset.copy( source.offset );
  5730. this.repeat.copy( source.repeat );
  5731. this.center.copy( source.center );
  5732. this.rotation = source.rotation;
  5733. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5734. this.matrix.copy( source.matrix );
  5735. this.generateMipmaps = source.generateMipmaps;
  5736. this.premultiplyAlpha = source.premultiplyAlpha;
  5737. this.flipY = source.flipY;
  5738. this.unpackAlignment = source.unpackAlignment;
  5739. this.colorSpace = source.colorSpace;
  5740. this.renderTarget = source.renderTarget;
  5741. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5742. this.isArrayTexture = source.isArrayTexture;
  5743. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5744. this.needsUpdate = true;
  5745. return this;
  5746. }
  5747. /**
  5748. * Sets this texture's properties based on `values`.
  5749. * @param {Object} values - A container with texture parameters.
  5750. */
  5751. setValues( values ) {
  5752. for ( const key in values ) {
  5753. const newValue = values[ key ];
  5754. if ( newValue === undefined ) {
  5755. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5756. continue;
  5757. }
  5758. const currentValue = this[ key ];
  5759. if ( currentValue === undefined ) {
  5760. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  5761. continue;
  5762. }
  5763. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5764. currentValue.copy( newValue );
  5765. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5766. currentValue.copy( newValue );
  5767. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5768. currentValue.copy( newValue );
  5769. } else {
  5770. this[ key ] = newValue;
  5771. }
  5772. }
  5773. }
  5774. /**
  5775. * Serializes the texture into JSON.
  5776. *
  5777. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5778. * @return {Object} A JSON object representing the serialized texture.
  5779. * @see {@link ObjectLoader#parse}
  5780. */
  5781. toJSON( meta ) {
  5782. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5783. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5784. return meta.textures[ this.uuid ];
  5785. }
  5786. const output = {
  5787. metadata: {
  5788. version: 4.7,
  5789. type: 'Texture',
  5790. generator: 'Texture.toJSON'
  5791. },
  5792. uuid: this.uuid,
  5793. name: this.name,
  5794. image: this.source.toJSON( meta ).uuid,
  5795. mapping: this.mapping,
  5796. channel: this.channel,
  5797. repeat: [ this.repeat.x, this.repeat.y ],
  5798. offset: [ this.offset.x, this.offset.y ],
  5799. center: [ this.center.x, this.center.y ],
  5800. rotation: this.rotation,
  5801. wrap: [ this.wrapS, this.wrapT ],
  5802. format: this.format,
  5803. internalFormat: this.internalFormat,
  5804. type: this.type,
  5805. colorSpace: this.colorSpace,
  5806. minFilter: this.minFilter,
  5807. magFilter: this.magFilter,
  5808. anisotropy: this.anisotropy,
  5809. flipY: this.flipY,
  5810. generateMipmaps: this.generateMipmaps,
  5811. premultiplyAlpha: this.premultiplyAlpha,
  5812. unpackAlignment: this.unpackAlignment
  5813. };
  5814. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5815. if ( ! isRootObject ) {
  5816. meta.textures[ this.uuid ] = output;
  5817. }
  5818. return output;
  5819. }
  5820. /**
  5821. * Frees the GPU-related resources allocated by this instance. Call this
  5822. * method whenever this instance is no longer used in your app.
  5823. *
  5824. * @fires Texture#dispose
  5825. */
  5826. dispose() {
  5827. /**
  5828. * Fires when the texture has been disposed of.
  5829. *
  5830. * @event Texture#dispose
  5831. * @type {Object}
  5832. */
  5833. this.dispatchEvent( { type: 'dispose' } );
  5834. }
  5835. /**
  5836. * Transforms the given uv vector with the textures uv transformation matrix.
  5837. *
  5838. * @param {Vector2} uv - The uv vector.
  5839. * @return {Vector2} The transformed uv vector.
  5840. */
  5841. transformUv( uv ) {
  5842. if ( this.mapping !== UVMapping ) return uv;
  5843. uv.applyMatrix3( this.matrix );
  5844. if ( uv.x < 0 || uv.x > 1 ) {
  5845. switch ( this.wrapS ) {
  5846. case RepeatWrapping:
  5847. uv.x = uv.x - Math.floor( uv.x );
  5848. break;
  5849. case ClampToEdgeWrapping:
  5850. uv.x = uv.x < 0 ? 0 : 1;
  5851. break;
  5852. case MirroredRepeatWrapping:
  5853. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5854. uv.x = Math.ceil( uv.x ) - uv.x;
  5855. } else {
  5856. uv.x = uv.x - Math.floor( uv.x );
  5857. }
  5858. break;
  5859. }
  5860. }
  5861. if ( uv.y < 0 || uv.y > 1 ) {
  5862. switch ( this.wrapT ) {
  5863. case RepeatWrapping:
  5864. uv.y = uv.y - Math.floor( uv.y );
  5865. break;
  5866. case ClampToEdgeWrapping:
  5867. uv.y = uv.y < 0 ? 0 : 1;
  5868. break;
  5869. case MirroredRepeatWrapping:
  5870. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5871. uv.y = Math.ceil( uv.y ) - uv.y;
  5872. } else {
  5873. uv.y = uv.y - Math.floor( uv.y );
  5874. }
  5875. break;
  5876. }
  5877. }
  5878. if ( this.flipY ) {
  5879. uv.y = 1 - uv.y;
  5880. }
  5881. return uv;
  5882. }
  5883. /**
  5884. * Setting this property to `true` indicates the engine the texture
  5885. * must be updated in the next render. This triggers a texture upload
  5886. * to the GPU and ensures correct texture parameter configuration.
  5887. *
  5888. * @type {boolean}
  5889. * @default false
  5890. * @param {boolean} value
  5891. */
  5892. set needsUpdate( value ) {
  5893. if ( value === true ) {
  5894. this.version ++;
  5895. this.source.needsUpdate = true;
  5896. }
  5897. }
  5898. /**
  5899. * Setting this property to `true` indicates the engine the PMREM
  5900. * must be regenerated.
  5901. *
  5902. * @type {boolean}
  5903. * @default false
  5904. * @param {boolean} value
  5905. */
  5906. set needsPMREMUpdate( value ) {
  5907. if ( value === true ) {
  5908. this.pmremVersion ++;
  5909. }
  5910. }
  5911. }
  5912. /**
  5913. * The default image for all textures.
  5914. *
  5915. * @static
  5916. * @type {?Image}
  5917. * @default null
  5918. */
  5919. Texture.DEFAULT_IMAGE = null;
  5920. /**
  5921. * The default mapping for all textures.
  5922. *
  5923. * @static
  5924. * @type {number}
  5925. * @default UVMapping
  5926. */
  5927. Texture.DEFAULT_MAPPING = UVMapping;
  5928. /**
  5929. * The default anisotropy value for all textures.
  5930. *
  5931. * @static
  5932. * @type {number}
  5933. * @default 1
  5934. */
  5935. Texture.DEFAULT_ANISOTROPY = 1;
  5936. /**
  5937. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  5938. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  5939. *
  5940. * - A point in 4D space.
  5941. * - A direction and length in 4D space. In three.js the length will
  5942. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  5943. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  5944. * - Any arbitrary ordered quadruplet of numbers.
  5945. *
  5946. * There are other things a 4D vector can be used to represent, however these
  5947. * are the most common uses in *three.js*.
  5948. *
  5949. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  5950. * the corresponding order.
  5951. * ```js
  5952. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  5953. *
  5954. * //no arguments; will be initialised to (0, 0, 0, 1)
  5955. * const b = new THREE.Vector4( );
  5956. *
  5957. * const d = a.dot( b );
  5958. * ```
  5959. */
  5960. class Vector4 {
  5961. /**
  5962. * Constructs a new 4D vector.
  5963. *
  5964. * @param {number} [x=0] - The x value of this vector.
  5965. * @param {number} [y=0] - The y value of this vector.
  5966. * @param {number} [z=0] - The z value of this vector.
  5967. * @param {number} [w=1] - The w value of this vector.
  5968. */
  5969. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  5970. /**
  5971. * This flag can be used for type testing.
  5972. *
  5973. * @type {boolean}
  5974. * @readonly
  5975. * @default true
  5976. */
  5977. Vector4.prototype.isVector4 = true;
  5978. /**
  5979. * The x value of this vector.
  5980. *
  5981. * @type {number}
  5982. */
  5983. this.x = x;
  5984. /**
  5985. * The y value of this vector.
  5986. *
  5987. * @type {number}
  5988. */
  5989. this.y = y;
  5990. /**
  5991. * The z value of this vector.
  5992. *
  5993. * @type {number}
  5994. */
  5995. this.z = z;
  5996. /**
  5997. * The w value of this vector.
  5998. *
  5999. * @type {number}
  6000. */
  6001. this.w = w;
  6002. }
  6003. /**
  6004. * Alias for {@link Vector4#z}.
  6005. *
  6006. * @type {number}
  6007. */
  6008. get width() {
  6009. return this.z;
  6010. }
  6011. set width( value ) {
  6012. this.z = value;
  6013. }
  6014. /**
  6015. * Alias for {@link Vector4#w}.
  6016. *
  6017. * @type {number}
  6018. */
  6019. get height() {
  6020. return this.w;
  6021. }
  6022. set height( value ) {
  6023. this.w = value;
  6024. }
  6025. /**
  6026. * Sets the vector components.
  6027. *
  6028. * @param {number} x - The value of the x component.
  6029. * @param {number} y - The value of the y component.
  6030. * @param {number} z - The value of the z component.
  6031. * @param {number} w - The value of the w component.
  6032. * @return {Vector4} A reference to this vector.
  6033. */
  6034. set( x, y, z, w ) {
  6035. this.x = x;
  6036. this.y = y;
  6037. this.z = z;
  6038. this.w = w;
  6039. return this;
  6040. }
  6041. /**
  6042. * Sets the vector components to the same value.
  6043. *
  6044. * @param {number} scalar - The value to set for all vector components.
  6045. * @return {Vector4} A reference to this vector.
  6046. */
  6047. setScalar( scalar ) {
  6048. this.x = scalar;
  6049. this.y = scalar;
  6050. this.z = scalar;
  6051. this.w = scalar;
  6052. return this;
  6053. }
  6054. /**
  6055. * Sets the vector's x component to the given value
  6056. *
  6057. * @param {number} x - The value to set.
  6058. * @return {Vector4} A reference to this vector.
  6059. */
  6060. setX( x ) {
  6061. this.x = x;
  6062. return this;
  6063. }
  6064. /**
  6065. * Sets the vector's y component to the given value
  6066. *
  6067. * @param {number} y - The value to set.
  6068. * @return {Vector4} A reference to this vector.
  6069. */
  6070. setY( y ) {
  6071. this.y = y;
  6072. return this;
  6073. }
  6074. /**
  6075. * Sets the vector's z component to the given value
  6076. *
  6077. * @param {number} z - The value to set.
  6078. * @return {Vector4} A reference to this vector.
  6079. */
  6080. setZ( z ) {
  6081. this.z = z;
  6082. return this;
  6083. }
  6084. /**
  6085. * Sets the vector's w component to the given value
  6086. *
  6087. * @param {number} w - The value to set.
  6088. * @return {Vector4} A reference to this vector.
  6089. */
  6090. setW( w ) {
  6091. this.w = w;
  6092. return this;
  6093. }
  6094. /**
  6095. * Allows to set a vector component with an index.
  6096. *
  6097. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6098. * `2` equals to z, `3` equals to w.
  6099. * @param {number} value - The value to set.
  6100. * @return {Vector4} A reference to this vector.
  6101. */
  6102. setComponent( index, value ) {
  6103. switch ( index ) {
  6104. case 0: this.x = value; break;
  6105. case 1: this.y = value; break;
  6106. case 2: this.z = value; break;
  6107. case 3: this.w = value; break;
  6108. default: throw new Error( 'index is out of range: ' + index );
  6109. }
  6110. return this;
  6111. }
  6112. /**
  6113. * Returns the value of the vector component which matches the given index.
  6114. *
  6115. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6116. * `2` equals to z, `3` equals to w.
  6117. * @return {number} A vector component value.
  6118. */
  6119. getComponent( index ) {
  6120. switch ( index ) {
  6121. case 0: return this.x;
  6122. case 1: return this.y;
  6123. case 2: return this.z;
  6124. case 3: return this.w;
  6125. default: throw new Error( 'index is out of range: ' + index );
  6126. }
  6127. }
  6128. /**
  6129. * Returns a new vector with copied values from this instance.
  6130. *
  6131. * @return {Vector4} A clone of this instance.
  6132. */
  6133. clone() {
  6134. return new this.constructor( this.x, this.y, this.z, this.w );
  6135. }
  6136. /**
  6137. * Copies the values of the given vector to this instance.
  6138. *
  6139. * @param {Vector3|Vector4} v - The vector to copy.
  6140. * @return {Vector4} A reference to this vector.
  6141. */
  6142. copy( v ) {
  6143. this.x = v.x;
  6144. this.y = v.y;
  6145. this.z = v.z;
  6146. this.w = ( v.w !== undefined ) ? v.w : 1;
  6147. return this;
  6148. }
  6149. /**
  6150. * Adds the given vector to this instance.
  6151. *
  6152. * @param {Vector4} v - The vector to add.
  6153. * @return {Vector4} A reference to this vector.
  6154. */
  6155. add( v ) {
  6156. this.x += v.x;
  6157. this.y += v.y;
  6158. this.z += v.z;
  6159. this.w += v.w;
  6160. return this;
  6161. }
  6162. /**
  6163. * Adds the given scalar value to all components of this instance.
  6164. *
  6165. * @param {number} s - The scalar to add.
  6166. * @return {Vector4} A reference to this vector.
  6167. */
  6168. addScalar( s ) {
  6169. this.x += s;
  6170. this.y += s;
  6171. this.z += s;
  6172. this.w += s;
  6173. return this;
  6174. }
  6175. /**
  6176. * Adds the given vectors and stores the result in this instance.
  6177. *
  6178. * @param {Vector4} a - The first vector.
  6179. * @param {Vector4} b - The second vector.
  6180. * @return {Vector4} A reference to this vector.
  6181. */
  6182. addVectors( a, b ) {
  6183. this.x = a.x + b.x;
  6184. this.y = a.y + b.y;
  6185. this.z = a.z + b.z;
  6186. this.w = a.w + b.w;
  6187. return this;
  6188. }
  6189. /**
  6190. * Adds the given vector scaled by the given factor to this instance.
  6191. *
  6192. * @param {Vector4} v - The vector.
  6193. * @param {number} s - The factor that scales `v`.
  6194. * @return {Vector4} A reference to this vector.
  6195. */
  6196. addScaledVector( v, s ) {
  6197. this.x += v.x * s;
  6198. this.y += v.y * s;
  6199. this.z += v.z * s;
  6200. this.w += v.w * s;
  6201. return this;
  6202. }
  6203. /**
  6204. * Subtracts the given vector from this instance.
  6205. *
  6206. * @param {Vector4} v - The vector to subtract.
  6207. * @return {Vector4} A reference to this vector.
  6208. */
  6209. sub( v ) {
  6210. this.x -= v.x;
  6211. this.y -= v.y;
  6212. this.z -= v.z;
  6213. this.w -= v.w;
  6214. return this;
  6215. }
  6216. /**
  6217. * Subtracts the given scalar value from all components of this instance.
  6218. *
  6219. * @param {number} s - The scalar to subtract.
  6220. * @return {Vector4} A reference to this vector.
  6221. */
  6222. subScalar( s ) {
  6223. this.x -= s;
  6224. this.y -= s;
  6225. this.z -= s;
  6226. this.w -= s;
  6227. return this;
  6228. }
  6229. /**
  6230. * Subtracts the given vectors and stores the result in this instance.
  6231. *
  6232. * @param {Vector4} a - The first vector.
  6233. * @param {Vector4} b - The second vector.
  6234. * @return {Vector4} A reference to this vector.
  6235. */
  6236. subVectors( a, b ) {
  6237. this.x = a.x - b.x;
  6238. this.y = a.y - b.y;
  6239. this.z = a.z - b.z;
  6240. this.w = a.w - b.w;
  6241. return this;
  6242. }
  6243. /**
  6244. * Multiplies the given vector with this instance.
  6245. *
  6246. * @param {Vector4} v - The vector to multiply.
  6247. * @return {Vector4} A reference to this vector.
  6248. */
  6249. multiply( v ) {
  6250. this.x *= v.x;
  6251. this.y *= v.y;
  6252. this.z *= v.z;
  6253. this.w *= v.w;
  6254. return this;
  6255. }
  6256. /**
  6257. * Multiplies the given scalar value with all components of this instance.
  6258. *
  6259. * @param {number} scalar - The scalar to multiply.
  6260. * @return {Vector4} A reference to this vector.
  6261. */
  6262. multiplyScalar( scalar ) {
  6263. this.x *= scalar;
  6264. this.y *= scalar;
  6265. this.z *= scalar;
  6266. this.w *= scalar;
  6267. return this;
  6268. }
  6269. /**
  6270. * Multiplies this vector with the given 4x4 matrix.
  6271. *
  6272. * @param {Matrix4} m - The 4x4 matrix.
  6273. * @return {Vector4} A reference to this vector.
  6274. */
  6275. applyMatrix4( m ) {
  6276. const x = this.x, y = this.y, z = this.z, w = this.w;
  6277. const e = m.elements;
  6278. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6279. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6280. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6281. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6282. return this;
  6283. }
  6284. /**
  6285. * Divides this instance by the given vector.
  6286. *
  6287. * @param {Vector4} v - The vector to divide.
  6288. * @return {Vector4} A reference to this vector.
  6289. */
  6290. divide( v ) {
  6291. this.x /= v.x;
  6292. this.y /= v.y;
  6293. this.z /= v.z;
  6294. this.w /= v.w;
  6295. return this;
  6296. }
  6297. /**
  6298. * Divides this vector by the given scalar.
  6299. *
  6300. * @param {number} scalar - The scalar to divide.
  6301. * @return {Vector4} A reference to this vector.
  6302. */
  6303. divideScalar( scalar ) {
  6304. return this.multiplyScalar( 1 / scalar );
  6305. }
  6306. /**
  6307. * Sets the x, y and z components of this
  6308. * vector to the quaternion's axis and w to the angle.
  6309. *
  6310. * @param {Quaternion} q - The Quaternion to set.
  6311. * @return {Vector4} A reference to this vector.
  6312. */
  6313. setAxisAngleFromQuaternion( q ) {
  6314. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6315. // q is assumed to be normalized
  6316. this.w = 2 * Math.acos( q.w );
  6317. const s = Math.sqrt( 1 - q.w * q.w );
  6318. if ( s < 0.0001 ) {
  6319. this.x = 1;
  6320. this.y = 0;
  6321. this.z = 0;
  6322. } else {
  6323. this.x = q.x / s;
  6324. this.y = q.y / s;
  6325. this.z = q.z / s;
  6326. }
  6327. return this;
  6328. }
  6329. /**
  6330. * Sets the x, y and z components of this
  6331. * vector to the axis of rotation and w to the angle.
  6332. *
  6333. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6334. * @return {Vector4} A reference to this vector.
  6335. */
  6336. setAxisAngleFromRotationMatrix( m ) {
  6337. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6338. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6339. let angle, x, y, z; // variables for result
  6340. const epsilon = 0.01, // margin to allow for rounding errors
  6341. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6342. te = m.elements,
  6343. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6344. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6345. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6346. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6347. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6348. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6349. // singularity found
  6350. // first check for identity matrix which must have +1 for all terms
  6351. // in leading diagonal and zero in other terms
  6352. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6353. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6354. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6355. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6356. // this singularity is identity matrix so angle = 0
  6357. this.set( 1, 0, 0, 0 );
  6358. return this; // zero angle, arbitrary axis
  6359. }
  6360. // otherwise this singularity is angle = 180
  6361. angle = Math.PI;
  6362. const xx = ( m11 + 1 ) / 2;
  6363. const yy = ( m22 + 1 ) / 2;
  6364. const zz = ( m33 + 1 ) / 2;
  6365. const xy = ( m12 + m21 ) / 4;
  6366. const xz = ( m13 + m31 ) / 4;
  6367. const yz = ( m23 + m32 ) / 4;
  6368. if ( ( xx > yy ) && ( xx > zz ) ) {
  6369. // m11 is the largest diagonal term
  6370. if ( xx < epsilon ) {
  6371. x = 0;
  6372. y = 0.707106781;
  6373. z = 0.707106781;
  6374. } else {
  6375. x = Math.sqrt( xx );
  6376. y = xy / x;
  6377. z = xz / x;
  6378. }
  6379. } else if ( yy > zz ) {
  6380. // m22 is the largest diagonal term
  6381. if ( yy < epsilon ) {
  6382. x = 0.707106781;
  6383. y = 0;
  6384. z = 0.707106781;
  6385. } else {
  6386. y = Math.sqrt( yy );
  6387. x = xy / y;
  6388. z = yz / y;
  6389. }
  6390. } else {
  6391. // m33 is the largest diagonal term so base result on this
  6392. if ( zz < epsilon ) {
  6393. x = 0.707106781;
  6394. y = 0.707106781;
  6395. z = 0;
  6396. } else {
  6397. z = Math.sqrt( zz );
  6398. x = xz / z;
  6399. y = yz / z;
  6400. }
  6401. }
  6402. this.set( x, y, z, angle );
  6403. return this; // return 180 deg rotation
  6404. }
  6405. // as we have reached here there are no singularities so we can handle normally
  6406. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6407. ( m13 - m31 ) * ( m13 - m31 ) +
  6408. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6409. if ( Math.abs( s ) < 0.001 ) s = 1;
  6410. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6411. // caught by singularity test above, but I've left it in just in case
  6412. this.x = ( m32 - m23 ) / s;
  6413. this.y = ( m13 - m31 ) / s;
  6414. this.z = ( m21 - m12 ) / s;
  6415. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6416. return this;
  6417. }
  6418. /**
  6419. * Sets the vector components to the position elements of the
  6420. * given transformation matrix.
  6421. *
  6422. * @param {Matrix4} m - The 4x4 matrix.
  6423. * @return {Vector4} A reference to this vector.
  6424. */
  6425. setFromMatrixPosition( m ) {
  6426. const e = m.elements;
  6427. this.x = e[ 12 ];
  6428. this.y = e[ 13 ];
  6429. this.z = e[ 14 ];
  6430. this.w = e[ 15 ];
  6431. return this;
  6432. }
  6433. /**
  6434. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6435. * value, replace that value with the corresponding min value.
  6436. *
  6437. * @param {Vector4} v - The vector.
  6438. * @return {Vector4} A reference to this vector.
  6439. */
  6440. min( v ) {
  6441. this.x = Math.min( this.x, v.x );
  6442. this.y = Math.min( this.y, v.y );
  6443. this.z = Math.min( this.z, v.z );
  6444. this.w = Math.min( this.w, v.w );
  6445. return this;
  6446. }
  6447. /**
  6448. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6449. * value, replace that value with the corresponding max value.
  6450. *
  6451. * @param {Vector4} v - The vector.
  6452. * @return {Vector4} A reference to this vector.
  6453. */
  6454. max( v ) {
  6455. this.x = Math.max( this.x, v.x );
  6456. this.y = Math.max( this.y, v.y );
  6457. this.z = Math.max( this.z, v.z );
  6458. this.w = Math.max( this.w, v.w );
  6459. return this;
  6460. }
  6461. /**
  6462. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6463. * value, it is replaced by the corresponding value.
  6464. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6465. * it is replaced by the corresponding value.
  6466. *
  6467. * @param {Vector4} min - The minimum x, y and z values.
  6468. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6469. * @return {Vector4} A reference to this vector.
  6470. */
  6471. clamp( min, max ) {
  6472. // assumes min < max, componentwise
  6473. this.x = clamp( this.x, min.x, max.x );
  6474. this.y = clamp( this.y, min.y, max.y );
  6475. this.z = clamp( this.z, min.z, max.z );
  6476. this.w = clamp( this.w, min.w, max.w );
  6477. return this;
  6478. }
  6479. /**
  6480. * If this vector's x, y, z or w values are greater than the max value, they are
  6481. * replaced by the max value.
  6482. * If this vector's x, y, z or w values are less than the min value, they are
  6483. * replaced by the min value.
  6484. *
  6485. * @param {number} minVal - The minimum value the components will be clamped to.
  6486. * @param {number} maxVal - The maximum value the components will be clamped to.
  6487. * @return {Vector4} A reference to this vector.
  6488. */
  6489. clampScalar( minVal, maxVal ) {
  6490. this.x = clamp( this.x, minVal, maxVal );
  6491. this.y = clamp( this.y, minVal, maxVal );
  6492. this.z = clamp( this.z, minVal, maxVal );
  6493. this.w = clamp( this.w, minVal, maxVal );
  6494. return this;
  6495. }
  6496. /**
  6497. * If this vector's length is greater than the max value, it is replaced by
  6498. * the max value.
  6499. * If this vector's length is less than the min value, it is replaced by the
  6500. * min value.
  6501. *
  6502. * @param {number} min - The minimum value the vector length will be clamped to.
  6503. * @param {number} max - The maximum value the vector length will be clamped to.
  6504. * @return {Vector4} A reference to this vector.
  6505. */
  6506. clampLength( min, max ) {
  6507. const length = this.length();
  6508. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6509. }
  6510. /**
  6511. * The components of this vector are rounded down to the nearest integer value.
  6512. *
  6513. * @return {Vector4} A reference to this vector.
  6514. */
  6515. floor() {
  6516. this.x = Math.floor( this.x );
  6517. this.y = Math.floor( this.y );
  6518. this.z = Math.floor( this.z );
  6519. this.w = Math.floor( this.w );
  6520. return this;
  6521. }
  6522. /**
  6523. * The components of this vector are rounded up to the nearest integer value.
  6524. *
  6525. * @return {Vector4} A reference to this vector.
  6526. */
  6527. ceil() {
  6528. this.x = Math.ceil( this.x );
  6529. this.y = Math.ceil( this.y );
  6530. this.z = Math.ceil( this.z );
  6531. this.w = Math.ceil( this.w );
  6532. return this;
  6533. }
  6534. /**
  6535. * The components of this vector are rounded to the nearest integer value
  6536. *
  6537. * @return {Vector4} A reference to this vector.
  6538. */
  6539. round() {
  6540. this.x = Math.round( this.x );
  6541. this.y = Math.round( this.y );
  6542. this.z = Math.round( this.z );
  6543. this.w = Math.round( this.w );
  6544. return this;
  6545. }
  6546. /**
  6547. * The components of this vector are rounded towards zero (up if negative,
  6548. * down if positive) to an integer value.
  6549. *
  6550. * @return {Vector4} A reference to this vector.
  6551. */
  6552. roundToZero() {
  6553. this.x = Math.trunc( this.x );
  6554. this.y = Math.trunc( this.y );
  6555. this.z = Math.trunc( this.z );
  6556. this.w = Math.trunc( this.w );
  6557. return this;
  6558. }
  6559. /**
  6560. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6561. *
  6562. * @return {Vector4} A reference to this vector.
  6563. */
  6564. negate() {
  6565. this.x = - this.x;
  6566. this.y = - this.y;
  6567. this.z = - this.z;
  6568. this.w = - this.w;
  6569. return this;
  6570. }
  6571. /**
  6572. * Calculates the dot product of the given vector with this instance.
  6573. *
  6574. * @param {Vector4} v - The vector to compute the dot product with.
  6575. * @return {number} The result of the dot product.
  6576. */
  6577. dot( v ) {
  6578. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6579. }
  6580. /**
  6581. * Computes the square of the Euclidean length (straight-line length) from
  6582. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6583. * compare the length squared instead as it is slightly more efficient to calculate.
  6584. *
  6585. * @return {number} The square length of this vector.
  6586. */
  6587. lengthSq() {
  6588. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6589. }
  6590. /**
  6591. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6592. *
  6593. * @return {number} The length of this vector.
  6594. */
  6595. length() {
  6596. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6597. }
  6598. /**
  6599. * Computes the Manhattan length of this vector.
  6600. *
  6601. * @return {number} The length of this vector.
  6602. */
  6603. manhattanLength() {
  6604. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6605. }
  6606. /**
  6607. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6608. * with the same direction as this one, but with a vector length of `1`.
  6609. *
  6610. * @return {Vector4} A reference to this vector.
  6611. */
  6612. normalize() {
  6613. return this.divideScalar( this.length() || 1 );
  6614. }
  6615. /**
  6616. * Sets this vector to a vector with the same direction as this one, but
  6617. * with the specified length.
  6618. *
  6619. * @param {number} length - The new length of this vector.
  6620. * @return {Vector4} A reference to this vector.
  6621. */
  6622. setLength( length ) {
  6623. return this.normalize().multiplyScalar( length );
  6624. }
  6625. /**
  6626. * Linearly interpolates between the given vector and this instance, where
  6627. * alpha is the percent distance along the line - alpha = 0 will be this
  6628. * vector, and alpha = 1 will be the given one.
  6629. *
  6630. * @param {Vector4} v - The vector to interpolate towards.
  6631. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6632. * @return {Vector4} A reference to this vector.
  6633. */
  6634. lerp( v, alpha ) {
  6635. this.x += ( v.x - this.x ) * alpha;
  6636. this.y += ( v.y - this.y ) * alpha;
  6637. this.z += ( v.z - this.z ) * alpha;
  6638. this.w += ( v.w - this.w ) * alpha;
  6639. return this;
  6640. }
  6641. /**
  6642. * Linearly interpolates between the given vectors, where alpha is the percent
  6643. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6644. * be the second one. The result is stored in this instance.
  6645. *
  6646. * @param {Vector4} v1 - The first vector.
  6647. * @param {Vector4} v2 - The second vector.
  6648. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6649. * @return {Vector4} A reference to this vector.
  6650. */
  6651. lerpVectors( v1, v2, alpha ) {
  6652. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6653. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6654. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6655. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6656. return this;
  6657. }
  6658. /**
  6659. * Returns `true` if this vector is equal with the given one.
  6660. *
  6661. * @param {Vector4} v - The vector to test for equality.
  6662. * @return {boolean} Whether this vector is equal with the given one.
  6663. */
  6664. equals( v ) {
  6665. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6666. }
  6667. /**
  6668. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6669. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6670. *
  6671. * @param {Array<number>} array - An array holding the vector component values.
  6672. * @param {number} [offset=0] - The offset into the array.
  6673. * @return {Vector4} A reference to this vector.
  6674. */
  6675. fromArray( array, offset = 0 ) {
  6676. this.x = array[ offset ];
  6677. this.y = array[ offset + 1 ];
  6678. this.z = array[ offset + 2 ];
  6679. this.w = array[ offset + 3 ];
  6680. return this;
  6681. }
  6682. /**
  6683. * Writes the components of this vector to the given array. If no array is provided,
  6684. * the method returns a new instance.
  6685. *
  6686. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6687. * @param {number} [offset=0] - Index of the first element in the array.
  6688. * @return {Array<number>} The vector components.
  6689. */
  6690. toArray( array = [], offset = 0 ) {
  6691. array[ offset ] = this.x;
  6692. array[ offset + 1 ] = this.y;
  6693. array[ offset + 2 ] = this.z;
  6694. array[ offset + 3 ] = this.w;
  6695. return array;
  6696. }
  6697. /**
  6698. * Sets the components of this vector from the given buffer attribute.
  6699. *
  6700. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6701. * @param {number} index - The index into the attribute.
  6702. * @return {Vector4} A reference to this vector.
  6703. */
  6704. fromBufferAttribute( attribute, index ) {
  6705. this.x = attribute.getX( index );
  6706. this.y = attribute.getY( index );
  6707. this.z = attribute.getZ( index );
  6708. this.w = attribute.getW( index );
  6709. return this;
  6710. }
  6711. /**
  6712. * Sets each component of this vector to a pseudo-random value between `0` and
  6713. * `1`, excluding `1`.
  6714. *
  6715. * @return {Vector4} A reference to this vector.
  6716. */
  6717. random() {
  6718. this.x = Math.random();
  6719. this.y = Math.random();
  6720. this.z = Math.random();
  6721. this.w = Math.random();
  6722. return this;
  6723. }
  6724. *[ Symbol.iterator ]() {
  6725. yield this.x;
  6726. yield this.y;
  6727. yield this.z;
  6728. yield this.w;
  6729. }
  6730. }
  6731. /**
  6732. * A render target is a buffer where the video card draws pixels for a scene
  6733. * that is being rendered in the background. It is used in different effects,
  6734. * such as applying postprocessing to a rendered image before displaying it
  6735. * on the screen.
  6736. *
  6737. * @augments EventDispatcher
  6738. */
  6739. class RenderTarget extends EventDispatcher {
  6740. /**
  6741. * Render target options.
  6742. *
  6743. * @typedef {Object} RenderTarget~Options
  6744. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6745. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6746. * @property {number} [minFilter=LinearFilter] - The min filter.
  6747. * @property {number} [format=RGBAFormat] - The texture format.
  6748. * @property {number} [type=UnsignedByteType] - The texture type.
  6749. * @property {?string} [internalFormat=null] - The texture's internal format.
  6750. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6751. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6752. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6753. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6754. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6755. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6756. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6757. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6758. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6759. * @property {number} [samples=0] - The MSAA samples count.
  6760. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6761. * @property {number} [depth=1] - The texture depth.
  6762. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6763. */
  6764. /**
  6765. * Constructs a new render target.
  6766. *
  6767. * @param {number} [width=1] - The width of the render target.
  6768. * @param {number} [height=1] - The height of the render target.
  6769. * @param {RenderTarget~Options} [options] - The configuration object.
  6770. */
  6771. constructor( width = 1, height = 1, options = {} ) {
  6772. super();
  6773. options = Object.assign( {
  6774. generateMipmaps: false,
  6775. internalFormat: null,
  6776. minFilter: LinearFilter,
  6777. depthBuffer: true,
  6778. stencilBuffer: false,
  6779. resolveDepthBuffer: true,
  6780. resolveStencilBuffer: true,
  6781. depthTexture: null,
  6782. samples: 0,
  6783. count: 1,
  6784. depth: 1,
  6785. multiview: false
  6786. }, options );
  6787. /**
  6788. * This flag can be used for type testing.
  6789. *
  6790. * @type {boolean}
  6791. * @readonly
  6792. * @default true
  6793. */
  6794. this.isRenderTarget = true;
  6795. /**
  6796. * The width of the render target.
  6797. *
  6798. * @type {number}
  6799. * @default 1
  6800. */
  6801. this.width = width;
  6802. /**
  6803. * The height of the render target.
  6804. *
  6805. * @type {number}
  6806. * @default 1
  6807. */
  6808. this.height = height;
  6809. /**
  6810. * The depth of the render target.
  6811. *
  6812. * @type {number}
  6813. * @default 1
  6814. */
  6815. this.depth = options.depth;
  6816. /**
  6817. * A rectangular area inside the render target's viewport. Fragments that are
  6818. * outside the area will be discarded.
  6819. *
  6820. * @type {Vector4}
  6821. * @default (0,0,width,height)
  6822. */
  6823. this.scissor = new Vector4( 0, 0, width, height );
  6824. /**
  6825. * Indicates whether the scissor test should be enabled when rendering into
  6826. * this render target or not.
  6827. *
  6828. * @type {boolean}
  6829. * @default false
  6830. */
  6831. this.scissorTest = false;
  6832. /**
  6833. * A rectangular area representing the render target's viewport.
  6834. *
  6835. * @type {Vector4}
  6836. * @default (0,0,width,height)
  6837. */
  6838. this.viewport = new Vector4( 0, 0, width, height );
  6839. const image = { width: width, height: height, depth: options.depth };
  6840. const texture = new Texture( image );
  6841. /**
  6842. * An array of textures. Each color attachment is represented as a separate texture.
  6843. * Has at least a single entry for the default color attachment.
  6844. *
  6845. * @type {Array<Texture>}
  6846. */
  6847. this.textures = [];
  6848. const count = options.count;
  6849. for ( let i = 0; i < count; i ++ ) {
  6850. this.textures[ i ] = texture.clone();
  6851. this.textures[ i ].isRenderTargetTexture = true;
  6852. this.textures[ i ].renderTarget = this;
  6853. }
  6854. this._setTextureOptions( options );
  6855. /**
  6856. * Whether to allocate a depth buffer or not.
  6857. *
  6858. * @type {boolean}
  6859. * @default true
  6860. */
  6861. this.depthBuffer = options.depthBuffer;
  6862. /**
  6863. * Whether to allocate a stencil buffer or not.
  6864. *
  6865. * @type {boolean}
  6866. * @default false
  6867. */
  6868. this.stencilBuffer = options.stencilBuffer;
  6869. /**
  6870. * Whether to resolve the depth buffer or not.
  6871. *
  6872. * @type {boolean}
  6873. * @default true
  6874. */
  6875. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6876. /**
  6877. * Whether to resolve the stencil buffer or not.
  6878. *
  6879. * @type {boolean}
  6880. * @default true
  6881. */
  6882. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6883. this._depthTexture = null;
  6884. this.depthTexture = options.depthTexture;
  6885. /**
  6886. * The number of MSAA samples.
  6887. *
  6888. * A value of `0` disables MSAA.
  6889. *
  6890. * @type {number}
  6891. * @default 0
  6892. */
  6893. this.samples = options.samples;
  6894. /**
  6895. * Whether to this target is used in multiview rendering.
  6896. *
  6897. * @type {boolean}
  6898. * @default false
  6899. */
  6900. this.multiview = options.multiview;
  6901. }
  6902. _setTextureOptions( options = {} ) {
  6903. const values = {
  6904. minFilter: LinearFilter,
  6905. generateMipmaps: false,
  6906. flipY: false,
  6907. internalFormat: null
  6908. };
  6909. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6910. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6911. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6912. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6913. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6914. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6915. if ( options.format !== undefined ) values.format = options.format;
  6916. if ( options.type !== undefined ) values.type = options.type;
  6917. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6918. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6919. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6920. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6921. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6922. for ( let i = 0; i < this.textures.length; i ++ ) {
  6923. const texture = this.textures[ i ];
  6924. texture.setValues( values );
  6925. }
  6926. }
  6927. /**
  6928. * The texture representing the default color attachment.
  6929. *
  6930. * @type {Texture}
  6931. */
  6932. get texture() {
  6933. return this.textures[ 0 ];
  6934. }
  6935. set texture( value ) {
  6936. this.textures[ 0 ] = value;
  6937. }
  6938. set depthTexture( current ) {
  6939. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  6940. if ( current !== null ) current.renderTarget = this;
  6941. this._depthTexture = current;
  6942. }
  6943. /**
  6944. * Instead of saving the depth in a renderbuffer, a texture
  6945. * can be used instead which is useful for further processing
  6946. * e.g. in context of post-processing.
  6947. *
  6948. * @type {?DepthTexture}
  6949. * @default null
  6950. */
  6951. get depthTexture() {
  6952. return this._depthTexture;
  6953. }
  6954. /**
  6955. * Sets the size of this render target.
  6956. *
  6957. * @param {number} width - The width.
  6958. * @param {number} height - The height.
  6959. * @param {number} [depth=1] - The depth.
  6960. */
  6961. setSize( width, height, depth = 1 ) {
  6962. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  6963. this.width = width;
  6964. this.height = height;
  6965. this.depth = depth;
  6966. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  6967. this.textures[ i ].image.width = width;
  6968. this.textures[ i ].image.height = height;
  6969. this.textures[ i ].image.depth = depth;
  6970. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  6971. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  6972. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  6973. // both are evaluated on each call?
  6974. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  6975. }
  6976. }
  6977. this.dispose();
  6978. }
  6979. this.viewport.set( 0, 0, width, height );
  6980. this.scissor.set( 0, 0, width, height );
  6981. }
  6982. /**
  6983. * Returns a new render target with copied values from this instance.
  6984. *
  6985. * @return {RenderTarget} A clone of this instance.
  6986. */
  6987. clone() {
  6988. return new this.constructor().copy( this );
  6989. }
  6990. /**
  6991. * Copies the settings of the given render target. This is a structural copy so
  6992. * no resources are shared between render targets after the copy. That includes
  6993. * all MRT textures and the depth texture.
  6994. *
  6995. * @param {RenderTarget} source - The render target to copy.
  6996. * @return {RenderTarget} A reference to this instance.
  6997. */
  6998. copy( source ) {
  6999. this.width = source.width;
  7000. this.height = source.height;
  7001. this.depth = source.depth;
  7002. this.scissor.copy( source.scissor );
  7003. this.scissorTest = source.scissorTest;
  7004. this.viewport.copy( source.viewport );
  7005. this.textures.length = 0;
  7006. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7007. this.textures[ i ] = source.textures[ i ].clone();
  7008. this.textures[ i ].isRenderTargetTexture = true;
  7009. this.textures[ i ].renderTarget = this;
  7010. // ensure image object is not shared, see #20328
  7011. const image = Object.assign( {}, source.textures[ i ].image );
  7012. this.textures[ i ].source = new Source( image );
  7013. }
  7014. this.depthBuffer = source.depthBuffer;
  7015. this.stencilBuffer = source.stencilBuffer;
  7016. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7017. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7018. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7019. this.samples = source.samples;
  7020. return this;
  7021. }
  7022. /**
  7023. * Frees the GPU-related resources allocated by this instance. Call this
  7024. * method whenever this instance is no longer used in your app.
  7025. *
  7026. * @fires RenderTarget#dispose
  7027. */
  7028. dispose() {
  7029. this.dispatchEvent( { type: 'dispose' } );
  7030. }
  7031. }
  7032. /**
  7033. * A render target used in context of {@link WebGLRenderer}.
  7034. *
  7035. * @augments RenderTarget
  7036. */
  7037. class WebGLRenderTarget extends RenderTarget {
  7038. /**
  7039. * Constructs a new 3D render target.
  7040. *
  7041. * @param {number} [width=1] - The width of the render target.
  7042. * @param {number} [height=1] - The height of the render target.
  7043. * @param {RenderTarget~Options} [options] - The configuration object.
  7044. */
  7045. constructor( width = 1, height = 1, options = {} ) {
  7046. super( width, height, options );
  7047. /**
  7048. * This flag can be used for type testing.
  7049. *
  7050. * @type {boolean}
  7051. * @readonly
  7052. * @default true
  7053. */
  7054. this.isWebGLRenderTarget = true;
  7055. }
  7056. }
  7057. /**
  7058. * Creates an array of textures directly from raw buffer data.
  7059. *
  7060. * @augments Texture
  7061. */
  7062. class DataArrayTexture extends Texture {
  7063. /**
  7064. * Constructs a new data array texture.
  7065. *
  7066. * @param {?TypedArray} [data=null] - The buffer data.
  7067. * @param {number} [width=1] - The width of the texture.
  7068. * @param {number} [height=1] - The height of the texture.
  7069. * @param {number} [depth=1] - The depth of the texture.
  7070. */
  7071. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7072. super( null );
  7073. /**
  7074. * This flag can be used for type testing.
  7075. *
  7076. * @type {boolean}
  7077. * @readonly
  7078. * @default true
  7079. */
  7080. this.isDataArrayTexture = true;
  7081. /**
  7082. * The image definition of a data texture.
  7083. *
  7084. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7085. */
  7086. this.image = { data, width, height, depth };
  7087. /**
  7088. * How the texture is sampled when a texel covers more than one pixel.
  7089. *
  7090. * Overwritten and set to `NearestFilter` by default.
  7091. *
  7092. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7093. * @default NearestFilter
  7094. */
  7095. this.magFilter = NearestFilter;
  7096. /**
  7097. * How the texture is sampled when a texel covers less than one pixel.
  7098. *
  7099. * Overwritten and set to `NearestFilter` by default.
  7100. *
  7101. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7102. * @default NearestFilter
  7103. */
  7104. this.minFilter = NearestFilter;
  7105. /**
  7106. * This defines how the texture is wrapped in the depth and corresponds to
  7107. * *W* in UVW mapping.
  7108. *
  7109. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7110. * @default ClampToEdgeWrapping
  7111. */
  7112. this.wrapR = ClampToEdgeWrapping;
  7113. /**
  7114. * Whether to generate mipmaps (if possible) for a texture.
  7115. *
  7116. * Overwritten and set to `false` by default.
  7117. *
  7118. * @type {boolean}
  7119. * @default false
  7120. */
  7121. this.generateMipmaps = false;
  7122. /**
  7123. * If set to `true`, the texture is flipped along the vertical axis when
  7124. * uploaded to the GPU.
  7125. *
  7126. * Overwritten and set to `false` by default.
  7127. *
  7128. * @type {boolean}
  7129. * @default false
  7130. */
  7131. this.flipY = false;
  7132. /**
  7133. * Specifies the alignment requirements for the start of each pixel row in memory.
  7134. *
  7135. * Overwritten and set to `1` by default.
  7136. *
  7137. * @type {boolean}
  7138. * @default 1
  7139. */
  7140. this.unpackAlignment = 1;
  7141. /**
  7142. * A set of all layers which need to be updated in the texture.
  7143. *
  7144. * @type {Set<number>}
  7145. */
  7146. this.layerUpdates = new Set();
  7147. }
  7148. /**
  7149. * Describes that a specific layer of the texture needs to be updated.
  7150. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7151. * entire data texture array is sent to the GPU. Marking specific
  7152. * layers will only transmit subsets of all mipmaps associated with a
  7153. * specific depth in the array which is often much more performant.
  7154. *
  7155. * @param {number} layerIndex - The layer index that should be updated.
  7156. */
  7157. addLayerUpdate( layerIndex ) {
  7158. this.layerUpdates.add( layerIndex );
  7159. }
  7160. /**
  7161. * Resets the layer updates registry.
  7162. */
  7163. clearLayerUpdates() {
  7164. this.layerUpdates.clear();
  7165. }
  7166. }
  7167. /**
  7168. * An array render target used in context of {@link WebGLRenderer}.
  7169. *
  7170. * @augments WebGLRenderTarget
  7171. */
  7172. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7173. /**
  7174. * Constructs a new array render target.
  7175. *
  7176. * @param {number} [width=1] - The width of the render target.
  7177. * @param {number} [height=1] - The height of the render target.
  7178. * @param {number} [depth=1] - The height of the render target.
  7179. * @param {RenderTarget~Options} [options] - The configuration object.
  7180. */
  7181. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7182. super( width, height, options );
  7183. /**
  7184. * This flag can be used for type testing.
  7185. *
  7186. * @type {boolean}
  7187. * @readonly
  7188. * @default true
  7189. */
  7190. this.isWebGLArrayRenderTarget = true;
  7191. this.depth = depth;
  7192. /**
  7193. * Overwritten with a different texture type.
  7194. *
  7195. * @type {DataArrayTexture}
  7196. */
  7197. this.texture = new DataArrayTexture( null, width, height, depth );
  7198. this._setTextureOptions( options );
  7199. this.texture.isRenderTargetTexture = true;
  7200. }
  7201. }
  7202. /**
  7203. * Creates a three-dimensional texture from raw data, with parameters to
  7204. * divide it into width, height, and depth.
  7205. *
  7206. * @augments Texture
  7207. */
  7208. class Data3DTexture extends Texture {
  7209. /**
  7210. * Constructs a new data array texture.
  7211. *
  7212. * @param {?TypedArray} [data=null] - The buffer data.
  7213. * @param {number} [width=1] - The width of the texture.
  7214. * @param {number} [height=1] - The height of the texture.
  7215. * @param {number} [depth=1] - The depth of the texture.
  7216. */
  7217. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7218. // We're going to add .setXXX() methods for setting properties later.
  7219. // Users can still set in Data3DTexture directly.
  7220. //
  7221. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7222. // texture.anisotropy = 16;
  7223. //
  7224. // See #14839
  7225. super( null );
  7226. /**
  7227. * This flag can be used for type testing.
  7228. *
  7229. * @type {boolean}
  7230. * @readonly
  7231. * @default true
  7232. */
  7233. this.isData3DTexture = true;
  7234. /**
  7235. * The image definition of a data texture.
  7236. *
  7237. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7238. */
  7239. this.image = { data, width, height, depth };
  7240. /**
  7241. * How the texture is sampled when a texel covers more than one pixel.
  7242. *
  7243. * Overwritten and set to `NearestFilter` by default.
  7244. *
  7245. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7246. * @default NearestFilter
  7247. */
  7248. this.magFilter = NearestFilter;
  7249. /**
  7250. * How the texture is sampled when a texel covers less than one pixel.
  7251. *
  7252. * Overwritten and set to `NearestFilter` by default.
  7253. *
  7254. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7255. * @default NearestFilter
  7256. */
  7257. this.minFilter = NearestFilter;
  7258. /**
  7259. * This defines how the texture is wrapped in the depth and corresponds to
  7260. * *W* in UVW mapping.
  7261. *
  7262. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7263. * @default ClampToEdgeWrapping
  7264. */
  7265. this.wrapR = ClampToEdgeWrapping;
  7266. /**
  7267. * Whether to generate mipmaps (if possible) for a texture.
  7268. *
  7269. * Overwritten and set to `false` by default.
  7270. *
  7271. * @type {boolean}
  7272. * @default false
  7273. */
  7274. this.generateMipmaps = false;
  7275. /**
  7276. * If set to `true`, the texture is flipped along the vertical axis when
  7277. * uploaded to the GPU.
  7278. *
  7279. * Overwritten and set to `false` by default.
  7280. *
  7281. * @type {boolean}
  7282. * @default false
  7283. */
  7284. this.flipY = false;
  7285. /**
  7286. * Specifies the alignment requirements for the start of each pixel row in memory.
  7287. *
  7288. * Overwritten and set to `1` by default.
  7289. *
  7290. * @type {boolean}
  7291. * @default 1
  7292. */
  7293. this.unpackAlignment = 1;
  7294. }
  7295. }
  7296. /**
  7297. * A 3D render target used in context of {@link WebGLRenderer}.
  7298. *
  7299. * @augments WebGLRenderTarget
  7300. */
  7301. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7302. /**
  7303. * Constructs a new 3D render target.
  7304. *
  7305. * @param {number} [width=1] - The width of the render target.
  7306. * @param {number} [height=1] - The height of the render target.
  7307. * @param {number} [depth=1] - The height of the render target.
  7308. * @param {RenderTarget~Options} [options] - The configuration object.
  7309. */
  7310. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7311. super( width, height, options );
  7312. /**
  7313. * This flag can be used for type testing.
  7314. *
  7315. * @type {boolean}
  7316. * @readonly
  7317. * @default true
  7318. */
  7319. this.isWebGL3DRenderTarget = true;
  7320. this.depth = depth;
  7321. /**
  7322. * Overwritten with a different texture type.
  7323. *
  7324. * @type {Data3DTexture}
  7325. */
  7326. this.texture = new Data3DTexture( null, width, height, depth );
  7327. this._setTextureOptions( options );
  7328. this.texture.isRenderTargetTexture = true;
  7329. }
  7330. }
  7331. /**
  7332. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7333. */
  7334. class Box3 {
  7335. /**
  7336. * Constructs a new bounding box.
  7337. *
  7338. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7339. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7340. */
  7341. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7342. /**
  7343. * This flag can be used for type testing.
  7344. *
  7345. * @type {boolean}
  7346. * @readonly
  7347. * @default true
  7348. */
  7349. this.isBox3 = true;
  7350. /**
  7351. * The lower boundary of the box.
  7352. *
  7353. * @type {Vector3}
  7354. */
  7355. this.min = min;
  7356. /**
  7357. * The upper boundary of the box.
  7358. *
  7359. * @type {Vector3}
  7360. */
  7361. this.max = max;
  7362. }
  7363. /**
  7364. * Sets the lower and upper boundaries of this box.
  7365. * Please note that this method only copies the values from the given objects.
  7366. *
  7367. * @param {Vector3} min - The lower boundary of the box.
  7368. * @param {Vector3} max - The upper boundary of the box.
  7369. * @return {Box3} A reference to this bounding box.
  7370. */
  7371. set( min, max ) {
  7372. this.min.copy( min );
  7373. this.max.copy( max );
  7374. return this;
  7375. }
  7376. /**
  7377. * Sets the upper and lower bounds of this box so it encloses the position data
  7378. * in the given array.
  7379. *
  7380. * @param {Array<number>} array - An array holding 3D position data.
  7381. * @return {Box3} A reference to this bounding box.
  7382. */
  7383. setFromArray( array ) {
  7384. this.makeEmpty();
  7385. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7386. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7387. }
  7388. return this;
  7389. }
  7390. /**
  7391. * Sets the upper and lower bounds of this box so it encloses the position data
  7392. * in the given buffer attribute.
  7393. *
  7394. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7395. * @return {Box3} A reference to this bounding box.
  7396. */
  7397. setFromBufferAttribute( attribute ) {
  7398. this.makeEmpty();
  7399. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7400. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7401. }
  7402. return this;
  7403. }
  7404. /**
  7405. * Sets the upper and lower bounds of this box so it encloses the position data
  7406. * in the given array.
  7407. *
  7408. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7409. * @return {Box3} A reference to this bounding box.
  7410. */
  7411. setFromPoints( points ) {
  7412. this.makeEmpty();
  7413. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7414. this.expandByPoint( points[ i ] );
  7415. }
  7416. return this;
  7417. }
  7418. /**
  7419. * Centers this box on the given center vector and sets this box's width, height and
  7420. * depth to the given size values.
  7421. *
  7422. * @param {Vector3} center - The center of the box.
  7423. * @param {Vector3} size - The x, y and z dimensions of the box.
  7424. * @return {Box3} A reference to this bounding box.
  7425. */
  7426. setFromCenterAndSize( center, size ) {
  7427. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7428. this.min.copy( center ).sub( halfSize );
  7429. this.max.copy( center ).add( halfSize );
  7430. return this;
  7431. }
  7432. /**
  7433. * Computes the world-axis-aligned bounding box for the given 3D object
  7434. * (including its children), accounting for the object's, and children's,
  7435. * world transforms. The function may result in a larger box than strictly necessary.
  7436. *
  7437. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7438. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7439. * world-axis-aligned bounding box at the expense of more computation.
  7440. * @return {Box3} A reference to this bounding box.
  7441. */
  7442. setFromObject( object, precise = false ) {
  7443. this.makeEmpty();
  7444. return this.expandByObject( object, precise );
  7445. }
  7446. /**
  7447. * Returns a new box with copied values from this instance.
  7448. *
  7449. * @return {Box3} A clone of this instance.
  7450. */
  7451. clone() {
  7452. return new this.constructor().copy( this );
  7453. }
  7454. /**
  7455. * Copies the values of the given box to this instance.
  7456. *
  7457. * @param {Box3} box - The box to copy.
  7458. * @return {Box3} A reference to this bounding box.
  7459. */
  7460. copy( box ) {
  7461. this.min.copy( box.min );
  7462. this.max.copy( box.max );
  7463. return this;
  7464. }
  7465. /**
  7466. * Makes this box empty which means in encloses a zero space in 3D.
  7467. *
  7468. * @return {Box3} A reference to this bounding box.
  7469. */
  7470. makeEmpty() {
  7471. this.min.x = this.min.y = this.min.z = + Infinity;
  7472. this.max.x = this.max.y = this.max.z = - Infinity;
  7473. return this;
  7474. }
  7475. /**
  7476. * Returns true if this box includes zero points within its bounds.
  7477. * Note that a box with equal lower and upper bounds still includes one
  7478. * point, the one both bounds share.
  7479. *
  7480. * @return {boolean} Whether this box is empty or not.
  7481. */
  7482. isEmpty() {
  7483. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7484. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7485. }
  7486. /**
  7487. * Returns the center point of this box.
  7488. *
  7489. * @param {Vector3} target - The target vector that is used to store the method's result.
  7490. * @return {Vector3} The center point.
  7491. */
  7492. getCenter( target ) {
  7493. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7494. }
  7495. /**
  7496. * Returns the dimensions of this box.
  7497. *
  7498. * @param {Vector3} target - The target vector that is used to store the method's result.
  7499. * @return {Vector3} The size.
  7500. */
  7501. getSize( target ) {
  7502. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7503. }
  7504. /**
  7505. * Expands the boundaries of this box to include the given point.
  7506. *
  7507. * @param {Vector3} point - The point that should be included by the bounding box.
  7508. * @return {Box3} A reference to this bounding box.
  7509. */
  7510. expandByPoint( point ) {
  7511. this.min.min( point );
  7512. this.max.max( point );
  7513. return this;
  7514. }
  7515. /**
  7516. * Expands this box equilaterally by the given vector. The width of this
  7517. * box will be expanded by the x component of the vector in both
  7518. * directions. The height of this box will be expanded by the y component of
  7519. * the vector in both directions. The depth of this box will be
  7520. * expanded by the z component of the vector in both directions.
  7521. *
  7522. * @param {Vector3} vector - The vector that should expand the bounding box.
  7523. * @return {Box3} A reference to this bounding box.
  7524. */
  7525. expandByVector( vector ) {
  7526. this.min.sub( vector );
  7527. this.max.add( vector );
  7528. return this;
  7529. }
  7530. /**
  7531. * Expands each dimension of the box by the given scalar. If negative, the
  7532. * dimensions of the box will be contracted.
  7533. *
  7534. * @param {number} scalar - The scalar value that should expand the bounding box.
  7535. * @return {Box3} A reference to this bounding box.
  7536. */
  7537. expandByScalar( scalar ) {
  7538. this.min.addScalar( - scalar );
  7539. this.max.addScalar( scalar );
  7540. return this;
  7541. }
  7542. /**
  7543. * Expands the boundaries of this box to include the given 3D object and
  7544. * its children, accounting for the object's, and children's, world
  7545. * transforms. The function may result in a larger box than strictly
  7546. * necessary (unless the precise parameter is set to true).
  7547. *
  7548. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7549. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7550. * as little as necessary at the expense of more computation.
  7551. * @return {Box3} A reference to this bounding box.
  7552. */
  7553. expandByObject( object, precise = false ) {
  7554. // Computes the world-axis-aligned bounding box of an object (including its children),
  7555. // accounting for both the object's, and children's, world transforms
  7556. object.updateWorldMatrix( false, false );
  7557. const geometry = object.geometry;
  7558. if ( geometry !== undefined ) {
  7559. const positionAttribute = geometry.getAttribute( 'position' );
  7560. // precise AABB computation based on vertex data requires at least a position attribute.
  7561. // instancing isn't supported so far and uses the normal (conservative) code path.
  7562. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7563. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7564. if ( object.isMesh === true ) {
  7565. object.getVertexPosition( i, _vector$b );
  7566. } else {
  7567. _vector$b.fromBufferAttribute( positionAttribute, i );
  7568. }
  7569. _vector$b.applyMatrix4( object.matrixWorld );
  7570. this.expandByPoint( _vector$b );
  7571. }
  7572. } else {
  7573. if ( object.boundingBox !== undefined ) {
  7574. // object-level bounding box
  7575. if ( object.boundingBox === null ) {
  7576. object.computeBoundingBox();
  7577. }
  7578. _box$4.copy( object.boundingBox );
  7579. } else {
  7580. // geometry-level bounding box
  7581. if ( geometry.boundingBox === null ) {
  7582. geometry.computeBoundingBox();
  7583. }
  7584. _box$4.copy( geometry.boundingBox );
  7585. }
  7586. _box$4.applyMatrix4( object.matrixWorld );
  7587. this.union( _box$4 );
  7588. }
  7589. }
  7590. const children = object.children;
  7591. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7592. this.expandByObject( children[ i ], precise );
  7593. }
  7594. return this;
  7595. }
  7596. /**
  7597. * Returns `true` if the given point lies within or on the boundaries of this box.
  7598. *
  7599. * @param {Vector3} point - The point to test.
  7600. * @return {boolean} Whether the bounding box contains the given point or not.
  7601. */
  7602. containsPoint( point ) {
  7603. return point.x >= this.min.x && point.x <= this.max.x &&
  7604. point.y >= this.min.y && point.y <= this.max.y &&
  7605. point.z >= this.min.z && point.z <= this.max.z;
  7606. }
  7607. /**
  7608. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7609. * If this box and the given one are identical, this function also returns `true`.
  7610. *
  7611. * @param {Box3} box - The bounding box to test.
  7612. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7613. */
  7614. containsBox( box ) {
  7615. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7616. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7617. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7618. }
  7619. /**
  7620. * Returns a point as a proportion of this box's width, height and depth.
  7621. *
  7622. * @param {Vector3} point - A point in 3D space.
  7623. * @param {Vector3} target - The target vector that is used to store the method's result.
  7624. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7625. */
  7626. getParameter( point, target ) {
  7627. // This can potentially have a divide by zero if the box
  7628. // has a size dimension of 0.
  7629. return target.set(
  7630. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7631. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7632. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7633. );
  7634. }
  7635. /**
  7636. * Returns `true` if the given bounding box intersects with this bounding box.
  7637. *
  7638. * @param {Box3} box - The bounding box to test.
  7639. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7640. */
  7641. intersectsBox( box ) {
  7642. // using 6 splitting planes to rule out intersections.
  7643. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7644. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7645. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7646. }
  7647. /**
  7648. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7649. *
  7650. * @param {Sphere} sphere - The bounding sphere to test.
  7651. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7652. */
  7653. intersectsSphere( sphere ) {
  7654. // Find the point on the AABB closest to the sphere center.
  7655. this.clampPoint( sphere.center, _vector$b );
  7656. // If that point is inside the sphere, the AABB and sphere intersect.
  7657. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7658. }
  7659. /**
  7660. * Returns `true` if the given plane intersects with this bounding box.
  7661. *
  7662. * @param {Plane} plane - The plane to test.
  7663. * @return {boolean} Whether the given plane intersects with this bounding box.
  7664. */
  7665. intersectsPlane( plane ) {
  7666. // We compute the minimum and maximum dot product values. If those values
  7667. // are on the same side (back or front) of the plane, then there is no intersection.
  7668. let min, max;
  7669. if ( plane.normal.x > 0 ) {
  7670. min = plane.normal.x * this.min.x;
  7671. max = plane.normal.x * this.max.x;
  7672. } else {
  7673. min = plane.normal.x * this.max.x;
  7674. max = plane.normal.x * this.min.x;
  7675. }
  7676. if ( plane.normal.y > 0 ) {
  7677. min += plane.normal.y * this.min.y;
  7678. max += plane.normal.y * this.max.y;
  7679. } else {
  7680. min += plane.normal.y * this.max.y;
  7681. max += plane.normal.y * this.min.y;
  7682. }
  7683. if ( plane.normal.z > 0 ) {
  7684. min += plane.normal.z * this.min.z;
  7685. max += plane.normal.z * this.max.z;
  7686. } else {
  7687. min += plane.normal.z * this.max.z;
  7688. max += plane.normal.z * this.min.z;
  7689. }
  7690. return ( min <= - plane.constant && max >= - plane.constant );
  7691. }
  7692. /**
  7693. * Returns `true` if the given triangle intersects with this bounding box.
  7694. *
  7695. * @param {Triangle} triangle - The triangle to test.
  7696. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7697. */
  7698. intersectsTriangle( triangle ) {
  7699. if ( this.isEmpty() ) {
  7700. return false;
  7701. }
  7702. // compute box center and extents
  7703. this.getCenter( _center );
  7704. _extents.subVectors( this.max, _center );
  7705. // translate triangle to aabb origin
  7706. _v0$2.subVectors( triangle.a, _center );
  7707. _v1$7.subVectors( triangle.b, _center );
  7708. _v2$4.subVectors( triangle.c, _center );
  7709. // compute edge vectors for triangle
  7710. _f0.subVectors( _v1$7, _v0$2 );
  7711. _f1.subVectors( _v2$4, _v1$7 );
  7712. _f2.subVectors( _v0$2, _v2$4 );
  7713. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7714. // 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
  7715. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7716. let axes = [
  7717. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7718. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7719. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7720. ];
  7721. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7722. return false;
  7723. }
  7724. // test 3 face normals from the aabb
  7725. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7726. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7727. return false;
  7728. }
  7729. // finally testing the face normal of the triangle
  7730. // use already existing triangle edge vectors here
  7731. _triangleNormal.crossVectors( _f0, _f1 );
  7732. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7733. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7734. }
  7735. /**
  7736. * Clamps the given point within the bounds of this box.
  7737. *
  7738. * @param {Vector3} point - The point to clamp.
  7739. * @param {Vector3} target - The target vector that is used to store the method's result.
  7740. * @return {Vector3} The clamped point.
  7741. */
  7742. clampPoint( point, target ) {
  7743. return target.copy( point ).clamp( this.min, this.max );
  7744. }
  7745. /**
  7746. * Returns the euclidean distance from any edge of this box to the specified point. If
  7747. * the given point lies inside of this box, the distance will be `0`.
  7748. *
  7749. * @param {Vector3} point - The point to compute the distance to.
  7750. * @return {number} The euclidean distance.
  7751. */
  7752. distanceToPoint( point ) {
  7753. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7754. }
  7755. /**
  7756. * Returns a bounding sphere that encloses this bounding box.
  7757. *
  7758. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7759. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7760. */
  7761. getBoundingSphere( target ) {
  7762. if ( this.isEmpty() ) {
  7763. target.makeEmpty();
  7764. } else {
  7765. this.getCenter( target.center );
  7766. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7767. }
  7768. return target;
  7769. }
  7770. /**
  7771. * Computes the intersection of this bounding box and the given one, setting the upper
  7772. * bound of this box to the lesser of the two boxes' upper bounds and the
  7773. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7774. * there's no overlap, makes this box empty.
  7775. *
  7776. * @param {Box3} box - The bounding box to intersect with.
  7777. * @return {Box3} A reference to this bounding box.
  7778. */
  7779. intersect( box ) {
  7780. this.min.max( box.min );
  7781. this.max.min( box.max );
  7782. // 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.
  7783. if ( this.isEmpty() ) this.makeEmpty();
  7784. return this;
  7785. }
  7786. /**
  7787. * Computes the union of this box and another and the given one, setting the upper
  7788. * bound of this box to the greater of the two boxes' upper bounds and the
  7789. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7790. *
  7791. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7792. * @return {Box3} A reference to this bounding box.
  7793. */
  7794. union( box ) {
  7795. this.min.min( box.min );
  7796. this.max.max( box.max );
  7797. return this;
  7798. }
  7799. /**
  7800. * Transforms this bounding box by the given 4x4 transformation matrix.
  7801. *
  7802. * @param {Matrix4} matrix - The transformation matrix.
  7803. * @return {Box3} A reference to this bounding box.
  7804. */
  7805. applyMatrix4( matrix ) {
  7806. // transform of empty box is an empty box.
  7807. if ( this.isEmpty() ) return this;
  7808. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7809. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7810. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7811. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7812. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7813. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7814. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7815. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7816. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7817. this.setFromPoints( _points );
  7818. return this;
  7819. }
  7820. /**
  7821. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7822. * effectively moving it in 3D space.
  7823. *
  7824. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7825. * @return {Box3} A reference to this bounding box.
  7826. */
  7827. translate( offset ) {
  7828. this.min.add( offset );
  7829. this.max.add( offset );
  7830. return this;
  7831. }
  7832. /**
  7833. * Returns `true` if this bounding box is equal with the given one.
  7834. *
  7835. * @param {Box3} box - The box to test for equality.
  7836. * @return {boolean} Whether this bounding box is equal with the given one.
  7837. */
  7838. equals( box ) {
  7839. return box.min.equals( this.min ) && box.max.equals( this.max );
  7840. }
  7841. /**
  7842. * Returns a serialized structure of the bounding box.
  7843. *
  7844. * @return {Object} Serialized structure with fields representing the object state.
  7845. */
  7846. toJSON() {
  7847. return {
  7848. min: this.min.toArray(),
  7849. max: this.max.toArray()
  7850. };
  7851. }
  7852. /**
  7853. * Returns a serialized structure of the bounding box.
  7854. *
  7855. * @param {Object} json - The serialized json to set the box from.
  7856. * @return {Box3} A reference to this bounding box.
  7857. */
  7858. fromJSON( json ) {
  7859. this.min.fromArray( json.min );
  7860. this.max.fromArray( json.max );
  7861. return this;
  7862. }
  7863. }
  7864. const _points = [
  7865. /*@__PURE__*/ new Vector3(),
  7866. /*@__PURE__*/ new Vector3(),
  7867. /*@__PURE__*/ new Vector3(),
  7868. /*@__PURE__*/ new Vector3(),
  7869. /*@__PURE__*/ new Vector3(),
  7870. /*@__PURE__*/ new Vector3(),
  7871. /*@__PURE__*/ new Vector3(),
  7872. /*@__PURE__*/ new Vector3()
  7873. ];
  7874. const _vector$b = /*@__PURE__*/ new Vector3();
  7875. const _box$4 = /*@__PURE__*/ new Box3();
  7876. // triangle centered vertices
  7877. const _v0$2 = /*@__PURE__*/ new Vector3();
  7878. const _v1$7 = /*@__PURE__*/ new Vector3();
  7879. const _v2$4 = /*@__PURE__*/ new Vector3();
  7880. // triangle edge vectors
  7881. const _f0 = /*@__PURE__*/ new Vector3();
  7882. const _f1 = /*@__PURE__*/ new Vector3();
  7883. const _f2 = /*@__PURE__*/ new Vector3();
  7884. const _center = /*@__PURE__*/ new Vector3();
  7885. const _extents = /*@__PURE__*/ new Vector3();
  7886. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7887. const _testAxis = /*@__PURE__*/ new Vector3();
  7888. function satForAxes( axes, v0, v1, v2, extents ) {
  7889. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7890. _testAxis.fromArray( axes, i );
  7891. // project the aabb onto the separating axis
  7892. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7893. // project all 3 vertices of the triangle onto the separating axis
  7894. const p0 = v0.dot( _testAxis );
  7895. const p1 = v1.dot( _testAxis );
  7896. const p2 = v2.dot( _testAxis );
  7897. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7898. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7899. // points of the projected triangle are outside the projected half-length of the aabb
  7900. // the axis is separating and we can exit
  7901. return false;
  7902. }
  7903. }
  7904. return true;
  7905. }
  7906. const _box$3 = /*@__PURE__*/ new Box3();
  7907. const _v1$6 = /*@__PURE__*/ new Vector3();
  7908. const _v2$3 = /*@__PURE__*/ new Vector3();
  7909. /**
  7910. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7911. * used as a Bounding Sphere for 3D objects.
  7912. */
  7913. class Sphere {
  7914. /**
  7915. * Constructs a new sphere.
  7916. *
  7917. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7918. * @param {number} [radius=-1] - The radius of the sphere.
  7919. */
  7920. constructor( center = new Vector3(), radius = -1 ) {
  7921. /**
  7922. * This flag can be used for type testing.
  7923. *
  7924. * @type {boolean}
  7925. * @readonly
  7926. * @default true
  7927. */
  7928. this.isSphere = true;
  7929. /**
  7930. * The center of the sphere
  7931. *
  7932. * @type {Vector3}
  7933. */
  7934. this.center = center;
  7935. /**
  7936. * The radius of the sphere.
  7937. *
  7938. * @type {number}
  7939. */
  7940. this.radius = radius;
  7941. }
  7942. /**
  7943. * Sets the sphere's components by copying the given values.
  7944. *
  7945. * @param {Vector3} center - The center.
  7946. * @param {number} radius - The radius.
  7947. * @return {Sphere} A reference to this sphere.
  7948. */
  7949. set( center, radius ) {
  7950. this.center.copy( center );
  7951. this.radius = radius;
  7952. return this;
  7953. }
  7954. /**
  7955. * Computes the minimum bounding sphere for list of points.
  7956. * If the optional center point is given, it is used as the sphere's
  7957. * center. Otherwise, the center of the axis-aligned bounding box
  7958. * encompassing the points is calculated.
  7959. *
  7960. * @param {Array<Vector3>} points - A list of points in 3D space.
  7961. * @param {Vector3} [optionalCenter] - The center of the sphere.
  7962. * @return {Sphere} A reference to this sphere.
  7963. */
  7964. setFromPoints( points, optionalCenter ) {
  7965. const center = this.center;
  7966. if ( optionalCenter !== undefined ) {
  7967. center.copy( optionalCenter );
  7968. } else {
  7969. _box$3.setFromPoints( points ).getCenter( center );
  7970. }
  7971. let maxRadiusSq = 0;
  7972. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7973. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  7974. }
  7975. this.radius = Math.sqrt( maxRadiusSq );
  7976. return this;
  7977. }
  7978. /**
  7979. * Copies the values of the given sphere to this instance.
  7980. *
  7981. * @param {Sphere} sphere - The sphere to copy.
  7982. * @return {Sphere} A reference to this sphere.
  7983. */
  7984. copy( sphere ) {
  7985. this.center.copy( sphere.center );
  7986. this.radius = sphere.radius;
  7987. return this;
  7988. }
  7989. /**
  7990. * Returns `true` if the sphere is empty (the radius set to a negative number).
  7991. *
  7992. * Spheres with a radius of `0` contain only their center point and are not
  7993. * considered to be empty.
  7994. *
  7995. * @return {boolean} Whether this sphere is empty or not.
  7996. */
  7997. isEmpty() {
  7998. return ( this.radius < 0 );
  7999. }
  8000. /**
  8001. * Makes this sphere empty which means in encloses a zero space in 3D.
  8002. *
  8003. * @return {Sphere} A reference to this sphere.
  8004. */
  8005. makeEmpty() {
  8006. this.center.set( 0, 0, 0 );
  8007. this.radius = -1;
  8008. return this;
  8009. }
  8010. /**
  8011. * Returns `true` if this sphere contains the given point inclusive of
  8012. * the surface of the sphere.
  8013. *
  8014. * @param {Vector3} point - The point to check.
  8015. * @return {boolean} Whether this sphere contains the given point or not.
  8016. */
  8017. containsPoint( point ) {
  8018. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  8019. }
  8020. /**
  8021. * Returns the closest distance from the boundary of the sphere to the
  8022. * given point. If the sphere contains the point, the distance will
  8023. * be negative.
  8024. *
  8025. * @param {Vector3} point - The point to compute the distance to.
  8026. * @return {number} The distance to the point.
  8027. */
  8028. distanceToPoint( point ) {
  8029. return ( point.distanceTo( this.center ) - this.radius );
  8030. }
  8031. /**
  8032. * Returns `true` if this sphere intersects with the given one.
  8033. *
  8034. * @param {Sphere} sphere - The sphere to test.
  8035. * @return {boolean} Whether this sphere intersects with the given one or not.
  8036. */
  8037. intersectsSphere( sphere ) {
  8038. const radiusSum = this.radius + sphere.radius;
  8039. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  8040. }
  8041. /**
  8042. * Returns `true` if this sphere intersects with the given box.
  8043. *
  8044. * @param {Box3} box - The box to test.
  8045. * @return {boolean} Whether this sphere intersects with the given box or not.
  8046. */
  8047. intersectsBox( box ) {
  8048. return box.intersectsSphere( this );
  8049. }
  8050. /**
  8051. * Returns `true` if this sphere intersects with the given plane.
  8052. *
  8053. * @param {Plane} plane - The plane to test.
  8054. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8055. */
  8056. intersectsPlane( plane ) {
  8057. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8058. }
  8059. /**
  8060. * Clamps a point within the sphere. If the point is outside the sphere, it
  8061. * will clamp it to the closest point on the edge of the sphere. Points
  8062. * already inside the sphere will not be affected.
  8063. *
  8064. * @param {Vector3} point - The plane to clamp.
  8065. * @param {Vector3} target - The target vector that is used to store the method's result.
  8066. * @return {Vector3} The clamped point.
  8067. */
  8068. clampPoint( point, target ) {
  8069. const deltaLengthSq = this.center.distanceToSquared( point );
  8070. target.copy( point );
  8071. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8072. target.sub( this.center ).normalize();
  8073. target.multiplyScalar( this.radius ).add( this.center );
  8074. }
  8075. return target;
  8076. }
  8077. /**
  8078. * Returns a bounding box that encloses this sphere.
  8079. *
  8080. * @param {Box3} target - The target box that is used to store the method's result.
  8081. * @return {Box3} The bounding box that encloses this sphere.
  8082. */
  8083. getBoundingBox( target ) {
  8084. if ( this.isEmpty() ) {
  8085. // Empty sphere produces empty bounding box
  8086. target.makeEmpty();
  8087. return target;
  8088. }
  8089. target.set( this.center, this.center );
  8090. target.expandByScalar( this.radius );
  8091. return target;
  8092. }
  8093. /**
  8094. * Transforms this sphere with the given 4x4 transformation matrix.
  8095. *
  8096. * @param {Matrix4} matrix - The transformation matrix.
  8097. * @return {Sphere} A reference to this sphere.
  8098. */
  8099. applyMatrix4( matrix ) {
  8100. this.center.applyMatrix4( matrix );
  8101. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8102. return this;
  8103. }
  8104. /**
  8105. * Translates the sphere's center by the given offset.
  8106. *
  8107. * @param {Vector3} offset - The offset.
  8108. * @return {Sphere} A reference to this sphere.
  8109. */
  8110. translate( offset ) {
  8111. this.center.add( offset );
  8112. return this;
  8113. }
  8114. /**
  8115. * Expands the boundaries of this sphere to include the given point.
  8116. *
  8117. * @param {Vector3} point - The point to include.
  8118. * @return {Sphere} A reference to this sphere.
  8119. */
  8120. expandByPoint( point ) {
  8121. if ( this.isEmpty() ) {
  8122. this.center.copy( point );
  8123. this.radius = 0;
  8124. return this;
  8125. }
  8126. _v1$6.subVectors( point, this.center );
  8127. const lengthSq = _v1$6.lengthSq();
  8128. if ( lengthSq > ( this.radius * this.radius ) ) {
  8129. // calculate the minimal sphere
  8130. const length = Math.sqrt( lengthSq );
  8131. const delta = ( length - this.radius ) * 0.5;
  8132. this.center.addScaledVector( _v1$6, delta / length );
  8133. this.radius += delta;
  8134. }
  8135. return this;
  8136. }
  8137. /**
  8138. * Expands this sphere to enclose both the original sphere and the given sphere.
  8139. *
  8140. * @param {Sphere} sphere - The sphere to include.
  8141. * @return {Sphere} A reference to this sphere.
  8142. */
  8143. union( sphere ) {
  8144. if ( sphere.isEmpty() ) {
  8145. return this;
  8146. }
  8147. if ( this.isEmpty() ) {
  8148. this.copy( sphere );
  8149. return this;
  8150. }
  8151. if ( this.center.equals( sphere.center ) === true ) {
  8152. this.radius = Math.max( this.radius, sphere.radius );
  8153. } else {
  8154. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8155. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8156. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8157. }
  8158. return this;
  8159. }
  8160. /**
  8161. * Returns `true` if this sphere is equal with the given one.
  8162. *
  8163. * @param {Sphere} sphere - The sphere to test for equality.
  8164. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8165. */
  8166. equals( sphere ) {
  8167. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8168. }
  8169. /**
  8170. * Returns a new sphere with copied values from this instance.
  8171. *
  8172. * @return {Sphere} A clone of this instance.
  8173. */
  8174. clone() {
  8175. return new this.constructor().copy( this );
  8176. }
  8177. /**
  8178. * Returns a serialized structure of the bounding sphere.
  8179. *
  8180. * @return {Object} Serialized structure with fields representing the object state.
  8181. */
  8182. toJSON() {
  8183. return {
  8184. radius: this.radius,
  8185. center: this.center.toArray()
  8186. };
  8187. }
  8188. /**
  8189. * Returns a serialized structure of the bounding sphere.
  8190. *
  8191. * @param {Object} json - The serialized json to set the sphere from.
  8192. * @return {Box3} A reference to this bounding sphere.
  8193. */
  8194. fromJSON( json ) {
  8195. this.radius = json.radius;
  8196. this.center.fromArray( json.center );
  8197. return this;
  8198. }
  8199. }
  8200. const _vector$a = /*@__PURE__*/ new Vector3();
  8201. const _segCenter = /*@__PURE__*/ new Vector3();
  8202. const _segDir = /*@__PURE__*/ new Vector3();
  8203. const _diff = /*@__PURE__*/ new Vector3();
  8204. const _edge1 = /*@__PURE__*/ new Vector3();
  8205. const _edge2 = /*@__PURE__*/ new Vector3();
  8206. const _normal$1 = /*@__PURE__*/ new Vector3();
  8207. /**
  8208. * A ray that emits from an origin in a certain direction. The class is used by
  8209. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8210. * mouse picking (working out what objects in the 3D space the mouse is over)
  8211. * amongst other things.
  8212. */
  8213. class Ray {
  8214. /**
  8215. * Constructs a new ray.
  8216. *
  8217. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8218. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8219. */
  8220. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8221. /**
  8222. * The origin of the ray.
  8223. *
  8224. * @type {Vector3}
  8225. */
  8226. this.origin = origin;
  8227. /**
  8228. * The (normalized) direction of the ray.
  8229. *
  8230. * @type {Vector3}
  8231. */
  8232. this.direction = direction;
  8233. }
  8234. /**
  8235. * Sets the ray's components by copying the given values.
  8236. *
  8237. * @param {Vector3} origin - The origin.
  8238. * @param {Vector3} direction - The direction.
  8239. * @return {Ray} A reference to this ray.
  8240. */
  8241. set( origin, direction ) {
  8242. this.origin.copy( origin );
  8243. this.direction.copy( direction );
  8244. return this;
  8245. }
  8246. /**
  8247. * Copies the values of the given ray to this instance.
  8248. *
  8249. * @param {Ray} ray - The ray to copy.
  8250. * @return {Ray} A reference to this ray.
  8251. */
  8252. copy( ray ) {
  8253. this.origin.copy( ray.origin );
  8254. this.direction.copy( ray.direction );
  8255. return this;
  8256. }
  8257. /**
  8258. * Returns a vector that is located at a given distance along this ray.
  8259. *
  8260. * @param {number} t - The distance along the ray to retrieve a position for.
  8261. * @param {Vector3} target - The target vector that is used to store the method's result.
  8262. * @return {Vector3} A position on the ray.
  8263. */
  8264. at( t, target ) {
  8265. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8266. }
  8267. /**
  8268. * Adjusts the direction of the ray to point at the given vector in world space.
  8269. *
  8270. * @param {Vector3} v - The target position.
  8271. * @return {Ray} A reference to this ray.
  8272. */
  8273. lookAt( v ) {
  8274. this.direction.copy( v ).sub( this.origin ).normalize();
  8275. return this;
  8276. }
  8277. /**
  8278. * Shift the origin of this ray along its direction by the given distance.
  8279. *
  8280. * @param {number} t - The distance along the ray to interpolate.
  8281. * @return {Ray} A reference to this ray.
  8282. */
  8283. recast( t ) {
  8284. this.origin.copy( this.at( t, _vector$a ) );
  8285. return this;
  8286. }
  8287. /**
  8288. * Returns the point along this ray that is closest to the given point.
  8289. *
  8290. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8291. * @param {Vector3} target - The target vector that is used to store the method's result.
  8292. * @return {Vector3} The closest point on this ray.
  8293. */
  8294. closestPointToPoint( point, target ) {
  8295. target.subVectors( point, this.origin );
  8296. const directionDistance = target.dot( this.direction );
  8297. if ( directionDistance < 0 ) {
  8298. return target.copy( this.origin );
  8299. }
  8300. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8301. }
  8302. /**
  8303. * Returns the distance of the closest approach between this ray and the given point.
  8304. *
  8305. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8306. * @return {number} The distance.
  8307. */
  8308. distanceToPoint( point ) {
  8309. return Math.sqrt( this.distanceSqToPoint( point ) );
  8310. }
  8311. /**
  8312. * Returns the squared distance of the closest approach between this ray and the given point.
  8313. *
  8314. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8315. * @return {number} The squared distance.
  8316. */
  8317. distanceSqToPoint( point ) {
  8318. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8319. // point behind the ray
  8320. if ( directionDistance < 0 ) {
  8321. return this.origin.distanceToSquared( point );
  8322. }
  8323. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8324. return _vector$a.distanceToSquared( point );
  8325. }
  8326. /**
  8327. * Returns the squared distance between this ray and the given line segment.
  8328. *
  8329. * @param {Vector3} v0 - The start point of the line segment.
  8330. * @param {Vector3} v1 - The end point of the line segment.
  8331. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8332. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8333. * @return {number} The squared distance.
  8334. */
  8335. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8336. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8337. // It returns the min distance between the ray and the segment
  8338. // defined by v0 and v1
  8339. // It can also set two optional targets :
  8340. // - The closest point on the ray
  8341. // - The closest point on the segment
  8342. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8343. _segDir.copy( v1 ).sub( v0 ).normalize();
  8344. _diff.copy( this.origin ).sub( _segCenter );
  8345. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8346. const a01 = - this.direction.dot( _segDir );
  8347. const b0 = _diff.dot( this.direction );
  8348. const b1 = - _diff.dot( _segDir );
  8349. const c = _diff.lengthSq();
  8350. const det = Math.abs( 1 - a01 * a01 );
  8351. let s0, s1, sqrDist, extDet;
  8352. if ( det > 0 ) {
  8353. // The ray and segment are not parallel.
  8354. s0 = a01 * b1 - b0;
  8355. s1 = a01 * b0 - b1;
  8356. extDet = segExtent * det;
  8357. if ( s0 >= 0 ) {
  8358. if ( s1 >= - extDet ) {
  8359. if ( s1 <= extDet ) {
  8360. // region 0
  8361. // Minimum at interior points of ray and segment.
  8362. const invDet = 1 / det;
  8363. s0 *= invDet;
  8364. s1 *= invDet;
  8365. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8366. } else {
  8367. // region 1
  8368. s1 = segExtent;
  8369. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8370. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8371. }
  8372. } else {
  8373. // region 5
  8374. s1 = - segExtent;
  8375. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8376. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8377. }
  8378. } else {
  8379. if ( s1 <= - extDet ) {
  8380. // region 4
  8381. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8382. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8383. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8384. } else if ( s1 <= extDet ) {
  8385. // region 3
  8386. s0 = 0;
  8387. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8388. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8389. } else {
  8390. // region 2
  8391. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8392. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8393. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8394. }
  8395. }
  8396. } else {
  8397. // Ray and segment are parallel.
  8398. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8399. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8400. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8401. }
  8402. if ( optionalPointOnRay ) {
  8403. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8404. }
  8405. if ( optionalPointOnSegment ) {
  8406. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8407. }
  8408. return sqrDist;
  8409. }
  8410. /**
  8411. * Intersects this ray with the given sphere, returning the intersection
  8412. * point or `null` if there is no intersection.
  8413. *
  8414. * @param {Sphere} sphere - The sphere to intersect.
  8415. * @param {Vector3} target - The target vector that is used to store the method's result.
  8416. * @return {?Vector3} The intersection point.
  8417. */
  8418. intersectSphere( sphere, target ) {
  8419. _vector$a.subVectors( sphere.center, this.origin );
  8420. const tca = _vector$a.dot( this.direction );
  8421. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8422. const radius2 = sphere.radius * sphere.radius;
  8423. if ( d2 > radius2 ) return null;
  8424. const thc = Math.sqrt( radius2 - d2 );
  8425. // t0 = first intersect point - entrance on front of sphere
  8426. const t0 = tca - thc;
  8427. // t1 = second intersect point - exit point on back of sphere
  8428. const t1 = tca + thc;
  8429. // test to see if t1 is behind the ray - if so, return null
  8430. if ( t1 < 0 ) return null;
  8431. // test to see if t0 is behind the ray:
  8432. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8433. // in order to always return an intersect point that is in front of the ray.
  8434. if ( t0 < 0 ) return this.at( t1, target );
  8435. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8436. return this.at( t0, target );
  8437. }
  8438. /**
  8439. * Returns `true` if this ray intersects with the given sphere.
  8440. *
  8441. * @param {Sphere} sphere - The sphere to intersect.
  8442. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8443. */
  8444. intersectsSphere( sphere ) {
  8445. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8446. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8447. }
  8448. /**
  8449. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8450. * does not intersect with the plane.
  8451. *
  8452. * @param {Plane} plane - The plane to compute the distance to.
  8453. * @return {?number} Whether this ray intersects with the given sphere or not.
  8454. */
  8455. distanceToPlane( plane ) {
  8456. const denominator = plane.normal.dot( this.direction );
  8457. if ( denominator === 0 ) {
  8458. // line is coplanar, return origin
  8459. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8460. return 0;
  8461. }
  8462. // Null is preferable to undefined since undefined means.... it is undefined
  8463. return null;
  8464. }
  8465. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8466. // Return if the ray never intersects the plane
  8467. return t >= 0 ? t : null;
  8468. }
  8469. /**
  8470. * Intersects this ray with the given plane, returning the intersection
  8471. * point or `null` if there is no intersection.
  8472. *
  8473. * @param {Plane} plane - The plane to intersect.
  8474. * @param {Vector3} target - The target vector that is used to store the method's result.
  8475. * @return {?Vector3} The intersection point.
  8476. */
  8477. intersectPlane( plane, target ) {
  8478. const t = this.distanceToPlane( plane );
  8479. if ( t === null ) {
  8480. return null;
  8481. }
  8482. return this.at( t, target );
  8483. }
  8484. /**
  8485. * Returns `true` if this ray intersects with the given plane.
  8486. *
  8487. * @param {Plane} plane - The plane to intersect.
  8488. * @return {boolean} Whether this ray intersects with the given plane or not.
  8489. */
  8490. intersectsPlane( plane ) {
  8491. // check if the ray lies on the plane first
  8492. const distToPoint = plane.distanceToPoint( this.origin );
  8493. if ( distToPoint === 0 ) {
  8494. return true;
  8495. }
  8496. const denominator = plane.normal.dot( this.direction );
  8497. if ( denominator * distToPoint < 0 ) {
  8498. return true;
  8499. }
  8500. // ray origin is behind the plane (and is pointing behind it)
  8501. return false;
  8502. }
  8503. /**
  8504. * Intersects this ray with the given bounding box, returning the intersection
  8505. * point or `null` if there is no intersection.
  8506. *
  8507. * @param {Box3} box - The box to intersect.
  8508. * @param {Vector3} target - The target vector that is used to store the method's result.
  8509. * @return {?Vector3} The intersection point.
  8510. */
  8511. intersectBox( box, target ) {
  8512. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8513. const invdirx = 1 / this.direction.x,
  8514. invdiry = 1 / this.direction.y,
  8515. invdirz = 1 / this.direction.z;
  8516. const origin = this.origin;
  8517. if ( invdirx >= 0 ) {
  8518. tmin = ( box.min.x - origin.x ) * invdirx;
  8519. tmax = ( box.max.x - origin.x ) * invdirx;
  8520. } else {
  8521. tmin = ( box.max.x - origin.x ) * invdirx;
  8522. tmax = ( box.min.x - origin.x ) * invdirx;
  8523. }
  8524. if ( invdiry >= 0 ) {
  8525. tymin = ( box.min.y - origin.y ) * invdiry;
  8526. tymax = ( box.max.y - origin.y ) * invdiry;
  8527. } else {
  8528. tymin = ( box.max.y - origin.y ) * invdiry;
  8529. tymax = ( box.min.y - origin.y ) * invdiry;
  8530. }
  8531. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8532. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8533. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8534. if ( invdirz >= 0 ) {
  8535. tzmin = ( box.min.z - origin.z ) * invdirz;
  8536. tzmax = ( box.max.z - origin.z ) * invdirz;
  8537. } else {
  8538. tzmin = ( box.max.z - origin.z ) * invdirz;
  8539. tzmax = ( box.min.z - origin.z ) * invdirz;
  8540. }
  8541. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8542. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8543. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8544. //return point closest to the ray (positive side)
  8545. if ( tmax < 0 ) return null;
  8546. return this.at( tmin >= 0 ? tmin : tmax, target );
  8547. }
  8548. /**
  8549. * Returns `true` if this ray intersects with the given box.
  8550. *
  8551. * @param {Box3} box - The box to intersect.
  8552. * @return {boolean} Whether this ray intersects with the given box or not.
  8553. */
  8554. intersectsBox( box ) {
  8555. return this.intersectBox( box, _vector$a ) !== null;
  8556. }
  8557. /**
  8558. * Intersects this ray with the given triangle, returning the intersection
  8559. * point or `null` if there is no intersection.
  8560. *
  8561. * @param {Vector3} a - The first vertex of the triangle.
  8562. * @param {Vector3} b - The second vertex of the triangle.
  8563. * @param {Vector3} c - The third vertex of the triangle.
  8564. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8565. * @param {Vector3} target - The target vector that is used to store the method's result.
  8566. * @return {?Vector3} The intersection point.
  8567. */
  8568. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8569. // Compute the offset origin, edges, and normal.
  8570. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8571. _edge1.subVectors( b, a );
  8572. _edge2.subVectors( c, a );
  8573. _normal$1.crossVectors( _edge1, _edge2 );
  8574. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8575. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8576. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8577. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8578. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8579. let DdN = this.direction.dot( _normal$1 );
  8580. let sign;
  8581. if ( DdN > 0 ) {
  8582. if ( backfaceCulling ) return null;
  8583. sign = 1;
  8584. } else if ( DdN < 0 ) {
  8585. sign = -1;
  8586. DdN = - DdN;
  8587. } else {
  8588. return null;
  8589. }
  8590. _diff.subVectors( this.origin, a );
  8591. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8592. // b1 < 0, no intersection
  8593. if ( DdQxE2 < 0 ) {
  8594. return null;
  8595. }
  8596. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8597. // b2 < 0, no intersection
  8598. if ( DdE1xQ < 0 ) {
  8599. return null;
  8600. }
  8601. // b1+b2 > 1, no intersection
  8602. if ( DdQxE2 + DdE1xQ > DdN ) {
  8603. return null;
  8604. }
  8605. // Line intersects triangle, check if ray does.
  8606. const QdN = - sign * _diff.dot( _normal$1 );
  8607. // t < 0, no intersection
  8608. if ( QdN < 0 ) {
  8609. return null;
  8610. }
  8611. // Ray intersects triangle.
  8612. return this.at( QdN / DdN, target );
  8613. }
  8614. /**
  8615. * Transforms this ray with the given 4x4 transformation matrix.
  8616. *
  8617. * @param {Matrix4} matrix4 - The transformation matrix.
  8618. * @return {Ray} A reference to this ray.
  8619. */
  8620. applyMatrix4( matrix4 ) {
  8621. this.origin.applyMatrix4( matrix4 );
  8622. this.direction.transformDirection( matrix4 );
  8623. return this;
  8624. }
  8625. /**
  8626. * Returns `true` if this ray is equal with the given one.
  8627. *
  8628. * @param {Ray} ray - The ray to test for equality.
  8629. * @return {boolean} Whether this ray is equal with the given one.
  8630. */
  8631. equals( ray ) {
  8632. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8633. }
  8634. /**
  8635. * Returns a new ray with copied values from this instance.
  8636. *
  8637. * @return {Ray} A clone of this instance.
  8638. */
  8639. clone() {
  8640. return new this.constructor().copy( this );
  8641. }
  8642. }
  8643. /**
  8644. * Represents a 4x4 matrix.
  8645. *
  8646. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8647. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  8648. *
  8649. * This allows a 3D vector representing a point in 3D space to undergo
  8650. * transformations such as translation, rotation, shear, scale, reflection,
  8651. * orthogonal or perspective projection and so on, by being multiplied by the
  8652. * matrix. This is known as `applying` the matrix to the vector.
  8653. *
  8654. * A Note on Row-Major and Column-Major Ordering:
  8655. *
  8656. * The constructor and {@link Matrix3#set} method take arguments in
  8657. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  8658. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8659. * This means that calling:
  8660. * ```js
  8661. * const m = new THREE.Matrix4();
  8662. * m.set( 11, 12, 13, 14,
  8663. * 21, 22, 23, 24,
  8664. * 31, 32, 33, 34,
  8665. * 41, 42, 43, 44 );
  8666. * ```
  8667. * will result in the elements array containing:
  8668. * ```js
  8669. * m.elements = [ 11, 21, 31, 41,
  8670. * 12, 22, 32, 42,
  8671. * 13, 23, 33, 43,
  8672. * 14, 24, 34, 44 ];
  8673. * ```
  8674. * and internally all calculations are performed using column-major ordering.
  8675. * However, as the actual ordering makes no difference mathematically and
  8676. * most people are used to thinking about matrices in row-major order, the
  8677. * three.js documentation shows matrices in row-major order. Just bear in
  8678. * mind that if you are reading the source code, you'll have to take the
  8679. * transpose of any matrices outlined here to make sense of the calculations.
  8680. */
  8681. class Matrix4 {
  8682. /**
  8683. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8684. * in row-major order. If no arguments are provided, the constructor
  8685. * initializes the matrix as an identity matrix.
  8686. *
  8687. * @param {number} [n11] - 1-1 matrix element.
  8688. * @param {number} [n12] - 1-2 matrix element.
  8689. * @param {number} [n13] - 1-3 matrix element.
  8690. * @param {number} [n14] - 1-4 matrix element.
  8691. * @param {number} [n21] - 2-1 matrix element.
  8692. * @param {number} [n22] - 2-2 matrix element.
  8693. * @param {number} [n23] - 2-3 matrix element.
  8694. * @param {number} [n24] - 2-4 matrix element.
  8695. * @param {number} [n31] - 3-1 matrix element.
  8696. * @param {number} [n32] - 3-2 matrix element.
  8697. * @param {number} [n33] - 3-3 matrix element.
  8698. * @param {number} [n34] - 3-4 matrix element.
  8699. * @param {number} [n41] - 4-1 matrix element.
  8700. * @param {number} [n42] - 4-2 matrix element.
  8701. * @param {number} [n43] - 4-3 matrix element.
  8702. * @param {number} [n44] - 4-4 matrix element.
  8703. */
  8704. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8705. /**
  8706. * This flag can be used for type testing.
  8707. *
  8708. * @type {boolean}
  8709. * @readonly
  8710. * @default true
  8711. */
  8712. Matrix4.prototype.isMatrix4 = true;
  8713. /**
  8714. * A column-major list of matrix values.
  8715. *
  8716. * @type {Array<number>}
  8717. */
  8718. this.elements = [
  8719. 1, 0, 0, 0,
  8720. 0, 1, 0, 0,
  8721. 0, 0, 1, 0,
  8722. 0, 0, 0, 1
  8723. ];
  8724. if ( n11 !== undefined ) {
  8725. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8726. }
  8727. }
  8728. /**
  8729. * Sets the elements of the matrix.The arguments are supposed to be
  8730. * in row-major order.
  8731. *
  8732. * @param {number} [n11] - 1-1 matrix element.
  8733. * @param {number} [n12] - 1-2 matrix element.
  8734. * @param {number} [n13] - 1-3 matrix element.
  8735. * @param {number} [n14] - 1-4 matrix element.
  8736. * @param {number} [n21] - 2-1 matrix element.
  8737. * @param {number} [n22] - 2-2 matrix element.
  8738. * @param {number} [n23] - 2-3 matrix element.
  8739. * @param {number} [n24] - 2-4 matrix element.
  8740. * @param {number} [n31] - 3-1 matrix element.
  8741. * @param {number} [n32] - 3-2 matrix element.
  8742. * @param {number} [n33] - 3-3 matrix element.
  8743. * @param {number} [n34] - 3-4 matrix element.
  8744. * @param {number} [n41] - 4-1 matrix element.
  8745. * @param {number} [n42] - 4-2 matrix element.
  8746. * @param {number} [n43] - 4-3 matrix element.
  8747. * @param {number} [n44] - 4-4 matrix element.
  8748. * @return {Matrix4} A reference to this matrix.
  8749. */
  8750. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8751. const te = this.elements;
  8752. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8753. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8754. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8755. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8756. return this;
  8757. }
  8758. /**
  8759. * Sets this matrix to the 4x4 identity matrix.
  8760. *
  8761. * @return {Matrix4} A reference to this matrix.
  8762. */
  8763. identity() {
  8764. this.set(
  8765. 1, 0, 0, 0,
  8766. 0, 1, 0, 0,
  8767. 0, 0, 1, 0,
  8768. 0, 0, 0, 1
  8769. );
  8770. return this;
  8771. }
  8772. /**
  8773. * Returns a matrix with copied values from this instance.
  8774. *
  8775. * @return {Matrix4} A clone of this instance.
  8776. */
  8777. clone() {
  8778. return new Matrix4().fromArray( this.elements );
  8779. }
  8780. /**
  8781. * Copies the values of the given matrix to this instance.
  8782. *
  8783. * @param {Matrix4} m - The matrix to copy.
  8784. * @return {Matrix4} A reference to this matrix.
  8785. */
  8786. copy( m ) {
  8787. const te = this.elements;
  8788. const me = m.elements;
  8789. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8790. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8791. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8792. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8793. return this;
  8794. }
  8795. /**
  8796. * Copies the translation component of the given matrix
  8797. * into this matrix's translation component.
  8798. *
  8799. * @param {Matrix4} m - The matrix to copy the translation component.
  8800. * @return {Matrix4} A reference to this matrix.
  8801. */
  8802. copyPosition( m ) {
  8803. const te = this.elements, me = m.elements;
  8804. te[ 12 ] = me[ 12 ];
  8805. te[ 13 ] = me[ 13 ];
  8806. te[ 14 ] = me[ 14 ];
  8807. return this;
  8808. }
  8809. /**
  8810. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8811. *
  8812. * @param {Matrix3} m - The 3x3 matrix.
  8813. * @return {Matrix4} A reference to this matrix.
  8814. */
  8815. setFromMatrix3( m ) {
  8816. const me = m.elements;
  8817. this.set(
  8818. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8819. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8820. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8821. 0, 0, 0, 1
  8822. );
  8823. return this;
  8824. }
  8825. /**
  8826. * Extracts the basis of this matrix into the three axis vectors provided.
  8827. *
  8828. * @param {Vector3} xAxis - The basis's x axis.
  8829. * @param {Vector3} yAxis - The basis's y axis.
  8830. * @param {Vector3} zAxis - The basis's z axis.
  8831. * @return {Matrix4} A reference to this matrix.
  8832. */
  8833. extractBasis( xAxis, yAxis, zAxis ) {
  8834. xAxis.setFromMatrixColumn( this, 0 );
  8835. yAxis.setFromMatrixColumn( this, 1 );
  8836. zAxis.setFromMatrixColumn( this, 2 );
  8837. return this;
  8838. }
  8839. /**
  8840. * Sets the given basis vectors to this matrix.
  8841. *
  8842. * @param {Vector3} xAxis - The basis's x axis.
  8843. * @param {Vector3} yAxis - The basis's y axis.
  8844. * @param {Vector3} zAxis - The basis's z axis.
  8845. * @return {Matrix4} A reference to this matrix.
  8846. */
  8847. makeBasis( xAxis, yAxis, zAxis ) {
  8848. this.set(
  8849. xAxis.x, yAxis.x, zAxis.x, 0,
  8850. xAxis.y, yAxis.y, zAxis.y, 0,
  8851. xAxis.z, yAxis.z, zAxis.z, 0,
  8852. 0, 0, 0, 1
  8853. );
  8854. return this;
  8855. }
  8856. /**
  8857. * Extracts the rotation component of the given matrix
  8858. * into this matrix's rotation component.
  8859. *
  8860. * Note: This method does not support reflection matrices.
  8861. *
  8862. * @param {Matrix4} m - The matrix.
  8863. * @return {Matrix4} A reference to this matrix.
  8864. */
  8865. extractRotation( m ) {
  8866. const te = this.elements;
  8867. const me = m.elements;
  8868. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8869. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8870. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8871. te[ 0 ] = me[ 0 ] * scaleX;
  8872. te[ 1 ] = me[ 1 ] * scaleX;
  8873. te[ 2 ] = me[ 2 ] * scaleX;
  8874. te[ 3 ] = 0;
  8875. te[ 4 ] = me[ 4 ] * scaleY;
  8876. te[ 5 ] = me[ 5 ] * scaleY;
  8877. te[ 6 ] = me[ 6 ] * scaleY;
  8878. te[ 7 ] = 0;
  8879. te[ 8 ] = me[ 8 ] * scaleZ;
  8880. te[ 9 ] = me[ 9 ] * scaleZ;
  8881. te[ 10 ] = me[ 10 ] * scaleZ;
  8882. te[ 11 ] = 0;
  8883. te[ 12 ] = 0;
  8884. te[ 13 ] = 0;
  8885. te[ 14 ] = 0;
  8886. te[ 15 ] = 1;
  8887. return this;
  8888. }
  8889. /**
  8890. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8891. * the rotation specified by the given Euler angles. The rest of
  8892. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8893. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  8894. * for a complete list.
  8895. *
  8896. * @param {Euler} euler - The Euler angles.
  8897. * @return {Matrix4} A reference to this matrix.
  8898. */
  8899. makeRotationFromEuler( euler ) {
  8900. const te = this.elements;
  8901. const x = euler.x, y = euler.y, z = euler.z;
  8902. const a = Math.cos( x ), b = Math.sin( x );
  8903. const c = Math.cos( y ), d = Math.sin( y );
  8904. const e = Math.cos( z ), f = Math.sin( z );
  8905. if ( euler.order === 'XYZ' ) {
  8906. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8907. te[ 0 ] = c * e;
  8908. te[ 4 ] = - c * f;
  8909. te[ 8 ] = d;
  8910. te[ 1 ] = af + be * d;
  8911. te[ 5 ] = ae - bf * d;
  8912. te[ 9 ] = - b * c;
  8913. te[ 2 ] = bf - ae * d;
  8914. te[ 6 ] = be + af * d;
  8915. te[ 10 ] = a * c;
  8916. } else if ( euler.order === 'YXZ' ) {
  8917. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8918. te[ 0 ] = ce + df * b;
  8919. te[ 4 ] = de * b - cf;
  8920. te[ 8 ] = a * d;
  8921. te[ 1 ] = a * f;
  8922. te[ 5 ] = a * e;
  8923. te[ 9 ] = - b;
  8924. te[ 2 ] = cf * b - de;
  8925. te[ 6 ] = df + ce * b;
  8926. te[ 10 ] = a * c;
  8927. } else if ( euler.order === 'ZXY' ) {
  8928. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8929. te[ 0 ] = ce - df * b;
  8930. te[ 4 ] = - a * f;
  8931. te[ 8 ] = de + cf * b;
  8932. te[ 1 ] = cf + de * b;
  8933. te[ 5 ] = a * e;
  8934. te[ 9 ] = df - ce * b;
  8935. te[ 2 ] = - a * d;
  8936. te[ 6 ] = b;
  8937. te[ 10 ] = a * c;
  8938. } else if ( euler.order === 'ZYX' ) {
  8939. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8940. te[ 0 ] = c * e;
  8941. te[ 4 ] = be * d - af;
  8942. te[ 8 ] = ae * d + bf;
  8943. te[ 1 ] = c * f;
  8944. te[ 5 ] = bf * d + ae;
  8945. te[ 9 ] = af * d - be;
  8946. te[ 2 ] = - d;
  8947. te[ 6 ] = b * c;
  8948. te[ 10 ] = a * c;
  8949. } else if ( euler.order === 'YZX' ) {
  8950. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8951. te[ 0 ] = c * e;
  8952. te[ 4 ] = bd - ac * f;
  8953. te[ 8 ] = bc * f + ad;
  8954. te[ 1 ] = f;
  8955. te[ 5 ] = a * e;
  8956. te[ 9 ] = - b * e;
  8957. te[ 2 ] = - d * e;
  8958. te[ 6 ] = ad * f + bc;
  8959. te[ 10 ] = ac - bd * f;
  8960. } else if ( euler.order === 'XZY' ) {
  8961. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8962. te[ 0 ] = c * e;
  8963. te[ 4 ] = - f;
  8964. te[ 8 ] = d * e;
  8965. te[ 1 ] = ac * f + bd;
  8966. te[ 5 ] = a * e;
  8967. te[ 9 ] = ad * f - bc;
  8968. te[ 2 ] = bc * f - ad;
  8969. te[ 6 ] = b * e;
  8970. te[ 10 ] = bd * f + ac;
  8971. }
  8972. // bottom row
  8973. te[ 3 ] = 0;
  8974. te[ 7 ] = 0;
  8975. te[ 11 ] = 0;
  8976. // last column
  8977. te[ 12 ] = 0;
  8978. te[ 13 ] = 0;
  8979. te[ 14 ] = 0;
  8980. te[ 15 ] = 1;
  8981. return this;
  8982. }
  8983. /**
  8984. * Sets the rotation component of this matrix to the rotation specified by
  8985. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  8986. * The rest of the matrix is set to the identity.
  8987. *
  8988. * @param {Quaternion} q - The Quaternion.
  8989. * @return {Matrix4} A reference to this matrix.
  8990. */
  8991. makeRotationFromQuaternion( q ) {
  8992. return this.compose( _zero, q, _one );
  8993. }
  8994. /**
  8995. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  8996. * `target`, and oriented by the up-direction.
  8997. *
  8998. * @param {Vector3} eye - The eye vector.
  8999. * @param {Vector3} target - The target vector.
  9000. * @param {Vector3} up - The up vector.
  9001. * @return {Matrix4} A reference to this matrix.
  9002. */
  9003. lookAt( eye, target, up ) {
  9004. const te = this.elements;
  9005. _z.subVectors( eye, target );
  9006. if ( _z.lengthSq() === 0 ) {
  9007. // eye and target are in the same position
  9008. _z.z = 1;
  9009. }
  9010. _z.normalize();
  9011. _x.crossVectors( up, _z );
  9012. if ( _x.lengthSq() === 0 ) {
  9013. // up and z are parallel
  9014. if ( Math.abs( up.z ) === 1 ) {
  9015. _z.x += 0.0001;
  9016. } else {
  9017. _z.z += 0.0001;
  9018. }
  9019. _z.normalize();
  9020. _x.crossVectors( up, _z );
  9021. }
  9022. _x.normalize();
  9023. _y.crossVectors( _z, _x );
  9024. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  9025. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  9026. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  9027. return this;
  9028. }
  9029. /**
  9030. * Post-multiplies this matrix by the given 4x4 matrix.
  9031. *
  9032. * @param {Matrix4} m - The matrix to multiply with.
  9033. * @return {Matrix4} A reference to this matrix.
  9034. */
  9035. multiply( m ) {
  9036. return this.multiplyMatrices( this, m );
  9037. }
  9038. /**
  9039. * Pre-multiplies this matrix by the given 4x4 matrix.
  9040. *
  9041. * @param {Matrix4} m - The matrix to multiply with.
  9042. * @return {Matrix4} A reference to this matrix.
  9043. */
  9044. premultiply( m ) {
  9045. return this.multiplyMatrices( m, this );
  9046. }
  9047. /**
  9048. * Multiples the given 4x4 matrices and stores the result
  9049. * in this matrix.
  9050. *
  9051. * @param {Matrix4} a - The first matrix.
  9052. * @param {Matrix4} b - The second matrix.
  9053. * @return {Matrix4} A reference to this matrix.
  9054. */
  9055. multiplyMatrices( a, b ) {
  9056. const ae = a.elements;
  9057. const be = b.elements;
  9058. const te = this.elements;
  9059. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9060. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9061. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9062. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9063. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9064. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9065. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9066. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9067. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9068. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9069. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9070. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9071. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9072. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9073. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9074. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9075. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9076. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9077. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9078. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9079. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9080. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9081. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9082. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9083. return this;
  9084. }
  9085. /**
  9086. * Multiplies every component of the matrix by the given scalar.
  9087. *
  9088. * @param {number} s - The scalar.
  9089. * @return {Matrix4} A reference to this matrix.
  9090. */
  9091. multiplyScalar( s ) {
  9092. const te = this.elements;
  9093. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9094. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9095. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9096. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9097. return this;
  9098. }
  9099. /**
  9100. * Computes and returns the determinant of this matrix.
  9101. *
  9102. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  9103. *
  9104. * @return {number} The determinant.
  9105. */
  9106. determinant() {
  9107. const te = this.elements;
  9108. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9109. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9110. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9111. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9112. const t11 = n23 * n34 - n24 * n33;
  9113. const t12 = n22 * n34 - n24 * n32;
  9114. const t13 = n22 * n33 - n23 * n32;
  9115. const t21 = n21 * n34 - n24 * n31;
  9116. const t22 = n21 * n33 - n23 * n31;
  9117. const t23 = n21 * n32 - n22 * n31;
  9118. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  9119. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  9120. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  9121. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  9122. }
  9123. /**
  9124. * Transposes this matrix in place.
  9125. *
  9126. * @return {Matrix4} A reference to this matrix.
  9127. */
  9128. transpose() {
  9129. const te = this.elements;
  9130. let tmp;
  9131. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9132. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9133. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9134. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9135. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9136. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9137. return this;
  9138. }
  9139. /**
  9140. * Sets the position component for this matrix from the given vector,
  9141. * without affecting the rest of the matrix.
  9142. *
  9143. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9144. * @param {number} y - The y component of the vector.
  9145. * @param {number} z - The z component of the vector.
  9146. * @return {Matrix4} A reference to this matrix.
  9147. */
  9148. setPosition( x, y, z ) {
  9149. const te = this.elements;
  9150. if ( x.isVector3 ) {
  9151. te[ 12 ] = x.x;
  9152. te[ 13 ] = x.y;
  9153. te[ 14 ] = x.z;
  9154. } else {
  9155. te[ 12 ] = x;
  9156. te[ 13 ] = y;
  9157. te[ 14 ] = z;
  9158. }
  9159. return this;
  9160. }
  9161. /**
  9162. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  9163. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9164. * a zero matrix instead.
  9165. *
  9166. * @return {Matrix4} A reference to this matrix.
  9167. */
  9168. invert() {
  9169. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9170. const te = this.elements,
  9171. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9172. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9173. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9174. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9175. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9176. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9177. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9178. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9179. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9180. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9181. const detInv = 1 / det;
  9182. te[ 0 ] = t11 * detInv;
  9183. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9184. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9185. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9186. te[ 4 ] = t12 * detInv;
  9187. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9188. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9189. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9190. te[ 8 ] = t13 * detInv;
  9191. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9192. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9193. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9194. te[ 12 ] = t14 * detInv;
  9195. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9196. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9197. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9198. return this;
  9199. }
  9200. /**
  9201. * Multiplies the columns of this matrix by the given vector.
  9202. *
  9203. * @param {Vector3} v - The scale vector.
  9204. * @return {Matrix4} A reference to this matrix.
  9205. */
  9206. scale( v ) {
  9207. const te = this.elements;
  9208. const x = v.x, y = v.y, z = v.z;
  9209. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9210. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9211. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9212. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9213. return this;
  9214. }
  9215. /**
  9216. * Gets the maximum scale value of the three axes.
  9217. *
  9218. * @return {number} The maximum scale.
  9219. */
  9220. getMaxScaleOnAxis() {
  9221. const te = this.elements;
  9222. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9223. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9224. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9225. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9226. }
  9227. /**
  9228. * Sets this matrix as a translation transform from the given vector.
  9229. *
  9230. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9231. * @param {number} y - The amount to translate in the Y axis.
  9232. * @param {number} z - The amount to translate in the z axis.
  9233. * @return {Matrix4} A reference to this matrix.
  9234. */
  9235. makeTranslation( x, y, z ) {
  9236. if ( x.isVector3 ) {
  9237. this.set(
  9238. 1, 0, 0, x.x,
  9239. 0, 1, 0, x.y,
  9240. 0, 0, 1, x.z,
  9241. 0, 0, 0, 1
  9242. );
  9243. } else {
  9244. this.set(
  9245. 1, 0, 0, x,
  9246. 0, 1, 0, y,
  9247. 0, 0, 1, z,
  9248. 0, 0, 0, 1
  9249. );
  9250. }
  9251. return this;
  9252. }
  9253. /**
  9254. * Sets this matrix as a rotational transformation around the X axis by
  9255. * the given angle.
  9256. *
  9257. * @param {number} theta - The rotation in radians.
  9258. * @return {Matrix4} A reference to this matrix.
  9259. */
  9260. makeRotationX( theta ) {
  9261. const c = Math.cos( theta ), s = Math.sin( theta );
  9262. this.set(
  9263. 1, 0, 0, 0,
  9264. 0, c, - s, 0,
  9265. 0, s, c, 0,
  9266. 0, 0, 0, 1
  9267. );
  9268. return this;
  9269. }
  9270. /**
  9271. * Sets this matrix as a rotational transformation around the Y axis by
  9272. * the given angle.
  9273. *
  9274. * @param {number} theta - The rotation in radians.
  9275. * @return {Matrix4} A reference to this matrix.
  9276. */
  9277. makeRotationY( theta ) {
  9278. const c = Math.cos( theta ), s = Math.sin( theta );
  9279. this.set(
  9280. c, 0, s, 0,
  9281. 0, 1, 0, 0,
  9282. - s, 0, c, 0,
  9283. 0, 0, 0, 1
  9284. );
  9285. return this;
  9286. }
  9287. /**
  9288. * Sets this matrix as a rotational transformation around the Z axis by
  9289. * the given angle.
  9290. *
  9291. * @param {number} theta - The rotation in radians.
  9292. * @return {Matrix4} A reference to this matrix.
  9293. */
  9294. makeRotationZ( theta ) {
  9295. const c = Math.cos( theta ), s = Math.sin( theta );
  9296. this.set(
  9297. c, - s, 0, 0,
  9298. s, c, 0, 0,
  9299. 0, 0, 1, 0,
  9300. 0, 0, 0, 1
  9301. );
  9302. return this;
  9303. }
  9304. /**
  9305. * Sets this matrix as a rotational transformation around the given axis by
  9306. * the given angle.
  9307. *
  9308. * This is a somewhat controversial but mathematically sound alternative to
  9309. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  9310. *
  9311. * @param {Vector3} axis - The normalized rotation axis.
  9312. * @param {number} angle - The rotation in radians.
  9313. * @return {Matrix4} A reference to this matrix.
  9314. */
  9315. makeRotationAxis( axis, angle ) {
  9316. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9317. const c = Math.cos( angle );
  9318. const s = Math.sin( angle );
  9319. const t = 1 - c;
  9320. const x = axis.x, y = axis.y, z = axis.z;
  9321. const tx = t * x, ty = t * y;
  9322. this.set(
  9323. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9324. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9325. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9326. 0, 0, 0, 1
  9327. );
  9328. return this;
  9329. }
  9330. /**
  9331. * Sets this matrix as a scale transformation.
  9332. *
  9333. * @param {number} x - The amount to scale in the X axis.
  9334. * @param {number} y - The amount to scale in the Y axis.
  9335. * @param {number} z - The amount to scale in the Z axis.
  9336. * @return {Matrix4} A reference to this matrix.
  9337. */
  9338. makeScale( x, y, z ) {
  9339. this.set(
  9340. x, 0, 0, 0,
  9341. 0, y, 0, 0,
  9342. 0, 0, z, 0,
  9343. 0, 0, 0, 1
  9344. );
  9345. return this;
  9346. }
  9347. /**
  9348. * Sets this matrix as a shear transformation.
  9349. *
  9350. * @param {number} xy - The amount to shear X by Y.
  9351. * @param {number} xz - The amount to shear X by Z.
  9352. * @param {number} yx - The amount to shear Y by X.
  9353. * @param {number} yz - The amount to shear Y by Z.
  9354. * @param {number} zx - The amount to shear Z by X.
  9355. * @param {number} zy - The amount to shear Z by Y.
  9356. * @return {Matrix4} A reference to this matrix.
  9357. */
  9358. makeShear( xy, xz, yx, yz, zx, zy ) {
  9359. this.set(
  9360. 1, yx, zx, 0,
  9361. xy, 1, zy, 0,
  9362. xz, yz, 1, 0,
  9363. 0, 0, 0, 1
  9364. );
  9365. return this;
  9366. }
  9367. /**
  9368. * Sets this matrix to the transformation composed of the given position,
  9369. * rotation (Quaternion) and scale.
  9370. *
  9371. * @param {Vector3} position - The position vector.
  9372. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9373. * @param {Vector3} scale - The scale vector.
  9374. * @return {Matrix4} A reference to this matrix.
  9375. */
  9376. compose( position, quaternion, scale ) {
  9377. const te = this.elements;
  9378. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9379. const x2 = x + x, y2 = y + y, z2 = z + z;
  9380. const xx = x * x2, xy = x * y2, xz = x * z2;
  9381. const yy = y * y2, yz = y * z2, zz = z * z2;
  9382. const wx = w * x2, wy = w * y2, wz = w * z2;
  9383. const sx = scale.x, sy = scale.y, sz = scale.z;
  9384. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9385. te[ 1 ] = ( xy + wz ) * sx;
  9386. te[ 2 ] = ( xz - wy ) * sx;
  9387. te[ 3 ] = 0;
  9388. te[ 4 ] = ( xy - wz ) * sy;
  9389. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9390. te[ 6 ] = ( yz + wx ) * sy;
  9391. te[ 7 ] = 0;
  9392. te[ 8 ] = ( xz + wy ) * sz;
  9393. te[ 9 ] = ( yz - wx ) * sz;
  9394. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9395. te[ 11 ] = 0;
  9396. te[ 12 ] = position.x;
  9397. te[ 13 ] = position.y;
  9398. te[ 14 ] = position.z;
  9399. te[ 15 ] = 1;
  9400. return this;
  9401. }
  9402. /**
  9403. * Decomposes this matrix into its position, rotation and scale components
  9404. * and provides the result in the given objects.
  9405. *
  9406. * Note: Not all matrices are decomposable in this way. For example, if an
  9407. * object has a non-uniformly scaled parent, then the object's world matrix
  9408. * may not be decomposable, and this method may not be appropriate.
  9409. *
  9410. * @param {Vector3} position - The position vector.
  9411. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9412. * @param {Vector3} scale - The scale vector.
  9413. * @return {Matrix4} A reference to this matrix.
  9414. */
  9415. decompose( position, quaternion, scale ) {
  9416. const te = this.elements;
  9417. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9418. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9419. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9420. // if determine is negative, we need to invert one scale
  9421. const det = this.determinant();
  9422. if ( det < 0 ) sx = - sx;
  9423. position.x = te[ 12 ];
  9424. position.y = te[ 13 ];
  9425. position.z = te[ 14 ];
  9426. // scale the rotation part
  9427. _m1$2.copy( this );
  9428. const invSX = 1 / sx;
  9429. const invSY = 1 / sy;
  9430. const invSZ = 1 / sz;
  9431. _m1$2.elements[ 0 ] *= invSX;
  9432. _m1$2.elements[ 1 ] *= invSX;
  9433. _m1$2.elements[ 2 ] *= invSX;
  9434. _m1$2.elements[ 4 ] *= invSY;
  9435. _m1$2.elements[ 5 ] *= invSY;
  9436. _m1$2.elements[ 6 ] *= invSY;
  9437. _m1$2.elements[ 8 ] *= invSZ;
  9438. _m1$2.elements[ 9 ] *= invSZ;
  9439. _m1$2.elements[ 10 ] *= invSZ;
  9440. quaternion.setFromRotationMatrix( _m1$2 );
  9441. scale.x = sx;
  9442. scale.y = sy;
  9443. scale.z = sz;
  9444. return this;
  9445. }
  9446. /**
  9447. * Creates a perspective projection matrix. This is used internally by
  9448. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9449. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9450. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9451. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9452. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9453. * @param {number} near - The distance from the camera to the near plane.
  9454. * @param {number} far - The distance from the camera to the far plane.
  9455. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9456. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9457. * @return {Matrix4} A reference to this matrix.
  9458. */
  9459. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9460. const te = this.elements;
  9461. const x = 2 * near / ( right - left );
  9462. const y = 2 * near / ( top - bottom );
  9463. const a = ( right + left ) / ( right - left );
  9464. const b = ( top + bottom ) / ( top - bottom );
  9465. let c, d;
  9466. if ( reversedDepth ) {
  9467. c = near / ( far - near );
  9468. d = ( far * near ) / ( far - near );
  9469. } else {
  9470. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9471. c = - ( far + near ) / ( far - near );
  9472. d = ( -2 * far * near ) / ( far - near );
  9473. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9474. c = - far / ( far - near );
  9475. d = ( - far * near ) / ( far - near );
  9476. } else {
  9477. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9478. }
  9479. }
  9480. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9481. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9482. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9483. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9484. return this;
  9485. }
  9486. /**
  9487. * Creates a orthographic projection matrix. This is used internally by
  9488. * {@link OrthographicCamera#updateProjectionMatrix}.
  9489. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9490. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9491. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9492. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9493. * @param {number} near - The distance from the camera to the near plane.
  9494. * @param {number} far - The distance from the camera to the far plane.
  9495. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9496. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9497. * @return {Matrix4} A reference to this matrix.
  9498. */
  9499. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9500. const te = this.elements;
  9501. const x = 2 / ( right - left );
  9502. const y = 2 / ( top - bottom );
  9503. const a = - ( right + left ) / ( right - left );
  9504. const b = - ( top + bottom ) / ( top - bottom );
  9505. let c, d;
  9506. if ( reversedDepth ) {
  9507. c = 1 / ( far - near );
  9508. d = far / ( far - near );
  9509. } else {
  9510. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9511. c = -2 / ( far - near );
  9512. d = - ( far + near ) / ( far - near );
  9513. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9514. c = -1 / ( far - near );
  9515. d = - near / ( far - near );
  9516. } else {
  9517. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9518. }
  9519. }
  9520. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  9521. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  9522. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9523. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9524. return this;
  9525. }
  9526. /**
  9527. * Returns `true` if this matrix is equal with the given one.
  9528. *
  9529. * @param {Matrix4} matrix - The matrix to test for equality.
  9530. * @return {boolean} Whether this matrix is equal with the given one.
  9531. */
  9532. equals( matrix ) {
  9533. const te = this.elements;
  9534. const me = matrix.elements;
  9535. for ( let i = 0; i < 16; i ++ ) {
  9536. if ( te[ i ] !== me[ i ] ) return false;
  9537. }
  9538. return true;
  9539. }
  9540. /**
  9541. * Sets the elements of the matrix from the given array.
  9542. *
  9543. * @param {Array<number>} array - The matrix elements in column-major order.
  9544. * @param {number} [offset=0] - Index of the first element in the array.
  9545. * @return {Matrix4} A reference to this matrix.
  9546. */
  9547. fromArray( array, offset = 0 ) {
  9548. for ( let i = 0; i < 16; i ++ ) {
  9549. this.elements[ i ] = array[ i + offset ];
  9550. }
  9551. return this;
  9552. }
  9553. /**
  9554. * Writes the elements of this matrix to the given array. If no array is provided,
  9555. * the method returns a new instance.
  9556. *
  9557. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9558. * @param {number} [offset=0] - Index of the first element in the array.
  9559. * @return {Array<number>} The matrix elements in column-major order.
  9560. */
  9561. toArray( array = [], offset = 0 ) {
  9562. const te = this.elements;
  9563. array[ offset ] = te[ 0 ];
  9564. array[ offset + 1 ] = te[ 1 ];
  9565. array[ offset + 2 ] = te[ 2 ];
  9566. array[ offset + 3 ] = te[ 3 ];
  9567. array[ offset + 4 ] = te[ 4 ];
  9568. array[ offset + 5 ] = te[ 5 ];
  9569. array[ offset + 6 ] = te[ 6 ];
  9570. array[ offset + 7 ] = te[ 7 ];
  9571. array[ offset + 8 ] = te[ 8 ];
  9572. array[ offset + 9 ] = te[ 9 ];
  9573. array[ offset + 10 ] = te[ 10 ];
  9574. array[ offset + 11 ] = te[ 11 ];
  9575. array[ offset + 12 ] = te[ 12 ];
  9576. array[ offset + 13 ] = te[ 13 ];
  9577. array[ offset + 14 ] = te[ 14 ];
  9578. array[ offset + 15 ] = te[ 15 ];
  9579. return array;
  9580. }
  9581. }
  9582. const _v1$5 = /*@__PURE__*/ new Vector3();
  9583. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9584. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9585. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9586. const _x = /*@__PURE__*/ new Vector3();
  9587. const _y = /*@__PURE__*/ new Vector3();
  9588. const _z = /*@__PURE__*/ new Vector3();
  9589. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9590. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9591. /**
  9592. * A class representing Euler angles.
  9593. *
  9594. * Euler angles describe a rotational transformation by rotating an object on
  9595. * its various axes in specified amounts per axis, and a specified axis
  9596. * order.
  9597. *
  9598. * Iterating through an instance will yield its components (x, y, z,
  9599. * order) in the corresponding order.
  9600. *
  9601. * ```js
  9602. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9603. * const b = new THREE.Vector3( 1, 0, 1 );
  9604. * b.applyEuler(a);
  9605. * ```
  9606. */
  9607. class Euler {
  9608. /**
  9609. * Constructs a new euler instance.
  9610. *
  9611. * @param {number} [x=0] - The angle of the x axis in radians.
  9612. * @param {number} [y=0] - The angle of the y axis in radians.
  9613. * @param {number} [z=0] - The angle of the z axis in radians.
  9614. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9615. */
  9616. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9617. /**
  9618. * This flag can be used for type testing.
  9619. *
  9620. * @type {boolean}
  9621. * @readonly
  9622. * @default true
  9623. */
  9624. this.isEuler = true;
  9625. this._x = x;
  9626. this._y = y;
  9627. this._z = z;
  9628. this._order = order;
  9629. }
  9630. /**
  9631. * The angle of the x axis in radians.
  9632. *
  9633. * @type {number}
  9634. * @default 0
  9635. */
  9636. get x() {
  9637. return this._x;
  9638. }
  9639. set x( value ) {
  9640. this._x = value;
  9641. this._onChangeCallback();
  9642. }
  9643. /**
  9644. * The angle of the y axis in radians.
  9645. *
  9646. * @type {number}
  9647. * @default 0
  9648. */
  9649. get y() {
  9650. return this._y;
  9651. }
  9652. set y( value ) {
  9653. this._y = value;
  9654. this._onChangeCallback();
  9655. }
  9656. /**
  9657. * The angle of the z axis in radians.
  9658. *
  9659. * @type {number}
  9660. * @default 0
  9661. */
  9662. get z() {
  9663. return this._z;
  9664. }
  9665. set z( value ) {
  9666. this._z = value;
  9667. this._onChangeCallback();
  9668. }
  9669. /**
  9670. * A string representing the order that the rotations are applied.
  9671. *
  9672. * @type {string}
  9673. * @default 'XYZ'
  9674. */
  9675. get order() {
  9676. return this._order;
  9677. }
  9678. set order( value ) {
  9679. this._order = value;
  9680. this._onChangeCallback();
  9681. }
  9682. /**
  9683. * Sets the Euler components.
  9684. *
  9685. * @param {number} x - The angle of the x axis in radians.
  9686. * @param {number} y - The angle of the y axis in radians.
  9687. * @param {number} z - The angle of the z axis in radians.
  9688. * @param {string} [order] - A string representing the order that the rotations are applied.
  9689. * @return {Euler} A reference to this Euler instance.
  9690. */
  9691. set( x, y, z, order = this._order ) {
  9692. this._x = x;
  9693. this._y = y;
  9694. this._z = z;
  9695. this._order = order;
  9696. this._onChangeCallback();
  9697. return this;
  9698. }
  9699. /**
  9700. * Returns a new Euler instance with copied values from this instance.
  9701. *
  9702. * @return {Euler} A clone of this instance.
  9703. */
  9704. clone() {
  9705. return new this.constructor( this._x, this._y, this._z, this._order );
  9706. }
  9707. /**
  9708. * Copies the values of the given Euler instance to this instance.
  9709. *
  9710. * @param {Euler} euler - The Euler instance to copy.
  9711. * @return {Euler} A reference to this Euler instance.
  9712. */
  9713. copy( euler ) {
  9714. this._x = euler._x;
  9715. this._y = euler._y;
  9716. this._z = euler._z;
  9717. this._order = euler._order;
  9718. this._onChangeCallback();
  9719. return this;
  9720. }
  9721. /**
  9722. * Sets the angles of this Euler instance from a pure rotation matrix.
  9723. *
  9724. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9725. * @param {string} [order] - A string representing the order that the rotations are applied.
  9726. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9727. * @return {Euler} A reference to this Euler instance.
  9728. */
  9729. setFromRotationMatrix( m, order = this._order, update = true ) {
  9730. const te = m.elements;
  9731. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9732. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9733. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9734. switch ( order ) {
  9735. case 'XYZ':
  9736. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9737. if ( Math.abs( m13 ) < 0.9999999 ) {
  9738. this._x = Math.atan2( - m23, m33 );
  9739. this._z = Math.atan2( - m12, m11 );
  9740. } else {
  9741. this._x = Math.atan2( m32, m22 );
  9742. this._z = 0;
  9743. }
  9744. break;
  9745. case 'YXZ':
  9746. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9747. if ( Math.abs( m23 ) < 0.9999999 ) {
  9748. this._y = Math.atan2( m13, m33 );
  9749. this._z = Math.atan2( m21, m22 );
  9750. } else {
  9751. this._y = Math.atan2( - m31, m11 );
  9752. this._z = 0;
  9753. }
  9754. break;
  9755. case 'ZXY':
  9756. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9757. if ( Math.abs( m32 ) < 0.9999999 ) {
  9758. this._y = Math.atan2( - m31, m33 );
  9759. this._z = Math.atan2( - m12, m22 );
  9760. } else {
  9761. this._y = 0;
  9762. this._z = Math.atan2( m21, m11 );
  9763. }
  9764. break;
  9765. case 'ZYX':
  9766. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9767. if ( Math.abs( m31 ) < 0.9999999 ) {
  9768. this._x = Math.atan2( m32, m33 );
  9769. this._z = Math.atan2( m21, m11 );
  9770. } else {
  9771. this._x = 0;
  9772. this._z = Math.atan2( - m12, m22 );
  9773. }
  9774. break;
  9775. case 'YZX':
  9776. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9777. if ( Math.abs( m21 ) < 0.9999999 ) {
  9778. this._x = Math.atan2( - m23, m22 );
  9779. this._y = Math.atan2( - m31, m11 );
  9780. } else {
  9781. this._x = 0;
  9782. this._y = Math.atan2( m13, m33 );
  9783. }
  9784. break;
  9785. case 'XZY':
  9786. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9787. if ( Math.abs( m12 ) < 0.9999999 ) {
  9788. this._x = Math.atan2( m32, m22 );
  9789. this._y = Math.atan2( m13, m11 );
  9790. } else {
  9791. this._x = Math.atan2( - m23, m33 );
  9792. this._y = 0;
  9793. }
  9794. break;
  9795. default:
  9796. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9797. }
  9798. this._order = order;
  9799. if ( update === true ) this._onChangeCallback();
  9800. return this;
  9801. }
  9802. /**
  9803. * Sets the angles of this Euler instance from a normalized quaternion.
  9804. *
  9805. * @param {Quaternion} q - A normalized Quaternion.
  9806. * @param {string} [order] - A string representing the order that the rotations are applied.
  9807. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9808. * @return {Euler} A reference to this Euler instance.
  9809. */
  9810. setFromQuaternion( q, order, update ) {
  9811. _matrix$2.makeRotationFromQuaternion( q );
  9812. return this.setFromRotationMatrix( _matrix$2, order, update );
  9813. }
  9814. /**
  9815. * Sets the angles of this Euler instance from the given vector.
  9816. *
  9817. * @param {Vector3} v - The vector.
  9818. * @param {string} [order] - A string representing the order that the rotations are applied.
  9819. * @return {Euler} A reference to this Euler instance.
  9820. */
  9821. setFromVector3( v, order = this._order ) {
  9822. return this.set( v.x, v.y, v.z, order );
  9823. }
  9824. /**
  9825. * Resets the euler angle with a new order by creating a quaternion from this
  9826. * euler angle and then setting this euler angle with the quaternion and the
  9827. * new order.
  9828. *
  9829. * Warning: This discards revolution information.
  9830. *
  9831. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9832. * @return {Euler} A reference to this Euler instance.
  9833. */
  9834. reorder( newOrder ) {
  9835. _quaternion$3.setFromEuler( this );
  9836. return this.setFromQuaternion( _quaternion$3, newOrder );
  9837. }
  9838. /**
  9839. * Returns `true` if this Euler instance is equal with the given one.
  9840. *
  9841. * @param {Euler} euler - The Euler instance to test for equality.
  9842. * @return {boolean} Whether this Euler instance is equal with the given one.
  9843. */
  9844. equals( euler ) {
  9845. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9846. }
  9847. /**
  9848. * Sets this Euler instance's components to values from the given array. The first three
  9849. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9850. * defines the Euler order.
  9851. *
  9852. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9853. * @return {Euler} A reference to this Euler instance.
  9854. */
  9855. fromArray( array ) {
  9856. this._x = array[ 0 ];
  9857. this._y = array[ 1 ];
  9858. this._z = array[ 2 ];
  9859. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9860. this._onChangeCallback();
  9861. return this;
  9862. }
  9863. /**
  9864. * Writes the components of this Euler instance to the given array. If no array is provided,
  9865. * the method returns a new instance.
  9866. *
  9867. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9868. * @param {number} [offset=0] - Index of the first element in the array.
  9869. * @return {Array<number,number,number,string>} The Euler components.
  9870. */
  9871. toArray( array = [], offset = 0 ) {
  9872. array[ offset ] = this._x;
  9873. array[ offset + 1 ] = this._y;
  9874. array[ offset + 2 ] = this._z;
  9875. array[ offset + 3 ] = this._order;
  9876. return array;
  9877. }
  9878. _onChange( callback ) {
  9879. this._onChangeCallback = callback;
  9880. return this;
  9881. }
  9882. _onChangeCallback() {}
  9883. *[ Symbol.iterator ]() {
  9884. yield this._x;
  9885. yield this._y;
  9886. yield this._z;
  9887. yield this._order;
  9888. }
  9889. }
  9890. /**
  9891. * The default Euler angle order.
  9892. *
  9893. * @static
  9894. * @type {string}
  9895. * @default 'XYZ'
  9896. */
  9897. Euler.DEFAULT_ORDER = 'XYZ';
  9898. /**
  9899. * A layers object assigns an 3D object to 1 or more of 32
  9900. * layers numbered `0` to `31` - internally the layers are stored as a
  9901. * bit mask], and by default all 3D objects are a member of layer `0`.
  9902. *
  9903. * This can be used to control visibility - an object must share a layer with
  9904. * a camera to be visible when that camera's view is
  9905. * rendered.
  9906. *
  9907. * All classes that inherit from {@link Object3D} have an `layers` property which
  9908. * is an instance of this class.
  9909. */
  9910. class Layers {
  9911. /**
  9912. * Constructs a new layers instance, with membership
  9913. * initially set to layer `0`.
  9914. */
  9915. constructor() {
  9916. /**
  9917. * A bit mask storing which of the 32 layers this layers object is currently
  9918. * a member of.
  9919. *
  9920. * @type {number}
  9921. */
  9922. this.mask = 1 | 0;
  9923. }
  9924. /**
  9925. * Sets membership to the given layer, and remove membership all other layers.
  9926. *
  9927. * @param {number} layer - The layer to set.
  9928. */
  9929. set( layer ) {
  9930. this.mask = ( 1 << layer | 0 ) >>> 0;
  9931. }
  9932. /**
  9933. * Adds membership of the given layer.
  9934. *
  9935. * @param {number} layer - The layer to enable.
  9936. */
  9937. enable( layer ) {
  9938. this.mask |= 1 << layer | 0;
  9939. }
  9940. /**
  9941. * Adds membership to all layers.
  9942. */
  9943. enableAll() {
  9944. this.mask = 0xffffffff | 0;
  9945. }
  9946. /**
  9947. * Toggles the membership of the given layer.
  9948. *
  9949. * @param {number} layer - The layer to toggle.
  9950. */
  9951. toggle( layer ) {
  9952. this.mask ^= 1 << layer | 0;
  9953. }
  9954. /**
  9955. * Removes membership of the given layer.
  9956. *
  9957. * @param {number} layer - The layer to enable.
  9958. */
  9959. disable( layer ) {
  9960. this.mask &= ~ ( 1 << layer | 0 );
  9961. }
  9962. /**
  9963. * Removes the membership from all layers.
  9964. */
  9965. disableAll() {
  9966. this.mask = 0;
  9967. }
  9968. /**
  9969. * Returns `true` if this and the given layers object have at least one
  9970. * layer in common.
  9971. *
  9972. * @param {Layers} layers - The layers to test.
  9973. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  9974. */
  9975. test( layers ) {
  9976. return ( this.mask & layers.mask ) !== 0;
  9977. }
  9978. /**
  9979. * Returns `true` if the given layer is enabled.
  9980. *
  9981. * @param {number} layer - The layer to test.
  9982. * @return {boolean } Whether the given layer is enabled or not.
  9983. */
  9984. isEnabled( layer ) {
  9985. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  9986. }
  9987. }
  9988. let _object3DId = 0;
  9989. const _v1$4 = /*@__PURE__*/ new Vector3();
  9990. const _q1 = /*@__PURE__*/ new Quaternion();
  9991. const _m1$1 = /*@__PURE__*/ new Matrix4();
  9992. const _target = /*@__PURE__*/ new Vector3();
  9993. const _position$3 = /*@__PURE__*/ new Vector3();
  9994. const _scale$2 = /*@__PURE__*/ new Vector3();
  9995. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  9996. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  9997. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  9998. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  9999. /**
  10000. * Fires when the object has been added to its parent object.
  10001. *
  10002. * @event Object3D#added
  10003. * @type {Object}
  10004. */
  10005. const _addedEvent = { type: 'added' };
  10006. /**
  10007. * Fires when the object has been removed from its parent object.
  10008. *
  10009. * @event Object3D#removed
  10010. * @type {Object}
  10011. */
  10012. const _removedEvent = { type: 'removed' };
  10013. /**
  10014. * Fires when a new child object has been added.
  10015. *
  10016. * @event Object3D#childadded
  10017. * @type {Object}
  10018. */
  10019. const _childaddedEvent = { type: 'childadded', child: null };
  10020. /**
  10021. * Fires when a child object has been removed.
  10022. *
  10023. * @event Object3D#childremoved
  10024. * @type {Object}
  10025. */
  10026. const _childremovedEvent = { type: 'childremoved', child: null };
  10027. /**
  10028. * This is the base class for most objects in three.js and provides a set of
  10029. * properties and methods for manipulating objects in 3D space.
  10030. *
  10031. * @augments EventDispatcher
  10032. */
  10033. class Object3D extends EventDispatcher {
  10034. /**
  10035. * Constructs a new 3D object.
  10036. */
  10037. constructor() {
  10038. super();
  10039. /**
  10040. * This flag can be used for type testing.
  10041. *
  10042. * @type {boolean}
  10043. * @readonly
  10044. * @default true
  10045. */
  10046. this.isObject3D = true;
  10047. /**
  10048. * The ID of the 3D object.
  10049. *
  10050. * @name Object3D#id
  10051. * @type {number}
  10052. * @readonly
  10053. */
  10054. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10055. /**
  10056. * The UUID of the 3D object.
  10057. *
  10058. * @type {string}
  10059. * @readonly
  10060. */
  10061. this.uuid = generateUUID();
  10062. /**
  10063. * The name of the 3D object.
  10064. *
  10065. * @type {string}
  10066. */
  10067. this.name = '';
  10068. /**
  10069. * The type property is used for detecting the object type
  10070. * in context of serialization/deserialization.
  10071. *
  10072. * @type {string}
  10073. * @readonly
  10074. */
  10075. this.type = 'Object3D';
  10076. /**
  10077. * A reference to the parent object.
  10078. *
  10079. * @type {?Object3D}
  10080. * @default null
  10081. */
  10082. this.parent = null;
  10083. /**
  10084. * An array holding the child 3D objects of this instance.
  10085. *
  10086. * @type {Array<Object3D>}
  10087. */
  10088. this.children = [];
  10089. /**
  10090. * Defines the `up` direction of the 3D object which influences
  10091. * the orientation via methods like {@link Object3D#lookAt}.
  10092. *
  10093. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10094. *
  10095. * @type {Vector3}
  10096. */
  10097. this.up = Object3D.DEFAULT_UP.clone();
  10098. const position = new Vector3();
  10099. const rotation = new Euler();
  10100. const quaternion = new Quaternion();
  10101. const scale = new Vector3( 1, 1, 1 );
  10102. function onRotationChange() {
  10103. quaternion.setFromEuler( rotation, false );
  10104. }
  10105. function onQuaternionChange() {
  10106. rotation.setFromQuaternion( quaternion, undefined, false );
  10107. }
  10108. rotation._onChange( onRotationChange );
  10109. quaternion._onChange( onQuaternionChange );
  10110. Object.defineProperties( this, {
  10111. /**
  10112. * Represents the object's local position.
  10113. *
  10114. * @name Object3D#position
  10115. * @type {Vector3}
  10116. * @default (0,0,0)
  10117. */
  10118. position: {
  10119. configurable: true,
  10120. enumerable: true,
  10121. value: position
  10122. },
  10123. /**
  10124. * Represents the object's local rotation as Euler angles, in radians.
  10125. *
  10126. * @name Object3D#rotation
  10127. * @type {Euler}
  10128. * @default (0,0,0)
  10129. */
  10130. rotation: {
  10131. configurable: true,
  10132. enumerable: true,
  10133. value: rotation
  10134. },
  10135. /**
  10136. * Represents the object's local rotation as Quaternions.
  10137. *
  10138. * @name Object3D#quaternion
  10139. * @type {Quaternion}
  10140. */
  10141. quaternion: {
  10142. configurable: true,
  10143. enumerable: true,
  10144. value: quaternion
  10145. },
  10146. /**
  10147. * Represents the object's local scale.
  10148. *
  10149. * @name Object3D#scale
  10150. * @type {Vector3}
  10151. * @default (1,1,1)
  10152. */
  10153. scale: {
  10154. configurable: true,
  10155. enumerable: true,
  10156. value: scale
  10157. },
  10158. /**
  10159. * Represents the object's model-view matrix.
  10160. *
  10161. * @name Object3D#modelViewMatrix
  10162. * @type {Matrix4}
  10163. */
  10164. modelViewMatrix: {
  10165. value: new Matrix4()
  10166. },
  10167. /**
  10168. * Represents the object's normal matrix.
  10169. *
  10170. * @name Object3D#normalMatrix
  10171. * @type {Matrix3}
  10172. */
  10173. normalMatrix: {
  10174. value: new Matrix3()
  10175. }
  10176. } );
  10177. /**
  10178. * Represents the object's transformation matrix in local space.
  10179. *
  10180. * @type {Matrix4}
  10181. */
  10182. this.matrix = new Matrix4();
  10183. /**
  10184. * Represents the object's transformation matrix in world space.
  10185. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10186. *
  10187. * @type {Matrix4}
  10188. */
  10189. this.matrixWorld = new Matrix4();
  10190. /**
  10191. * When set to `true`, the engine automatically computes the local matrix from position,
  10192. * rotation and scale every frame.
  10193. *
  10194. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10195. *
  10196. * @type {boolean}
  10197. * @default true
  10198. */
  10199. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10200. /**
  10201. * When set to `true`, the engine automatically computes the world matrix from the current local
  10202. * matrix and the object's transformation hierarchy.
  10203. *
  10204. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10205. *
  10206. * @type {boolean}
  10207. * @default true
  10208. */
  10209. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10210. /**
  10211. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10212. * to `false`.
  10213. *
  10214. * @type {boolean}
  10215. * @default false
  10216. */
  10217. this.matrixWorldNeedsUpdate = false;
  10218. /**
  10219. * The layer membership of the 3D object. The 3D object is only visible if it has
  10220. * at least one layer in common with the camera in use. This property can also be
  10221. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10222. *
  10223. * @type {Layers}
  10224. */
  10225. this.layers = new Layers();
  10226. /**
  10227. * When set to `true`, the 3D object gets rendered.
  10228. *
  10229. * @type {boolean}
  10230. * @default true
  10231. */
  10232. this.visible = true;
  10233. /**
  10234. * When set to `true`, the 3D object gets rendered into shadow maps.
  10235. *
  10236. * @type {boolean}
  10237. * @default false
  10238. */
  10239. this.castShadow = false;
  10240. /**
  10241. * When set to `true`, the 3D object is affected by shadows in the scene.
  10242. *
  10243. * @type {boolean}
  10244. * @default false
  10245. */
  10246. this.receiveShadow = false;
  10247. /**
  10248. * When set to `true`, the 3D object is honored by view frustum culling.
  10249. *
  10250. * @type {boolean}
  10251. * @default true
  10252. */
  10253. this.frustumCulled = true;
  10254. /**
  10255. * This value allows the default rendering order of scene graph objects to be
  10256. * overridden although opaque and transparent objects remain sorted independently.
  10257. * When this property is set for an instance of {@link Group},all descendants
  10258. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10259. * render order.
  10260. *
  10261. * @type {number}
  10262. * @default 0
  10263. */
  10264. this.renderOrder = 0;
  10265. /**
  10266. * An array holding the animation clips of the 3D object.
  10267. *
  10268. * @type {Array<AnimationClip>}
  10269. */
  10270. this.animations = [];
  10271. /**
  10272. * Custom depth material to be used when rendering to the depth map. Can only be used
  10273. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10274. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10275. * material for proper shadows.
  10276. *
  10277. * Only relevant in context of {@link WebGLRenderer}.
  10278. *
  10279. * @type {(Material|undefined)}
  10280. * @default undefined
  10281. */
  10282. this.customDepthMaterial = undefined;
  10283. /**
  10284. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10285. *
  10286. * Only relevant in context of {@link WebGLRenderer}.
  10287. *
  10288. * @type {(Material|undefined)}
  10289. * @default undefined
  10290. */
  10291. this.customDistanceMaterial = undefined;
  10292. /**
  10293. * An object that can be used to store custom data about the 3D object. It
  10294. * should not hold references to functions as these will not be cloned.
  10295. *
  10296. * @type {Object}
  10297. */
  10298. this.userData = {};
  10299. }
  10300. /**
  10301. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10302. *
  10303. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10304. * @param {Object3D} object - The 3D object.
  10305. * @param {Camera} camera - The camera that is used to render the scene.
  10306. * @param {Camera} shadowCamera - The shadow camera.
  10307. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10308. * @param {Material} depthMaterial - The depth material.
  10309. * @param {Object} group - The geometry group data.
  10310. */
  10311. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10312. /**
  10313. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10314. *
  10315. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10316. * @param {Object3D} object - The 3D object.
  10317. * @param {Camera} camera - The camera that is used to render the scene.
  10318. * @param {Camera} shadowCamera - The shadow camera.
  10319. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10320. * @param {Material} depthMaterial - The depth material.
  10321. * @param {Object} group - The geometry group data.
  10322. */
  10323. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10324. /**
  10325. * A callback that is executed immediately before a 3D object is rendered.
  10326. *
  10327. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10328. * @param {Object3D} object - The 3D object.
  10329. * @param {Camera} camera - The camera that is used to render the scene.
  10330. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10331. * @param {Material} material - The 3D object's material.
  10332. * @param {Object} group - The geometry group data.
  10333. */
  10334. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10335. /**
  10336. * A callback that is executed immediately after a 3D object is rendered.
  10337. *
  10338. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10339. * @param {Object3D} object - The 3D object.
  10340. * @param {Camera} camera - The camera that is used to render the scene.
  10341. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10342. * @param {Material} material - The 3D object's material.
  10343. * @param {Object} group - The geometry group data.
  10344. */
  10345. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10346. /**
  10347. * Applies the given transformation matrix to the object and updates the object's position,
  10348. * rotation and scale.
  10349. *
  10350. * @param {Matrix4} matrix - The transformation matrix.
  10351. */
  10352. applyMatrix4( matrix ) {
  10353. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10354. this.matrix.premultiply( matrix );
  10355. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10356. }
  10357. /**
  10358. * Applies a rotation represented by given the quaternion to the 3D object.
  10359. *
  10360. * @param {Quaternion} q - The quaternion.
  10361. * @return {Object3D} A reference to this instance.
  10362. */
  10363. applyQuaternion( q ) {
  10364. this.quaternion.premultiply( q );
  10365. return this;
  10366. }
  10367. /**
  10368. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10369. *
  10370. * @param {Vector3} axis - The (normalized) axis vector.
  10371. * @param {number} angle - The angle in radians.
  10372. */
  10373. setRotationFromAxisAngle( axis, angle ) {
  10374. // assumes axis is normalized
  10375. this.quaternion.setFromAxisAngle( axis, angle );
  10376. }
  10377. /**
  10378. * Sets the given rotation represented as Euler angles to the 3D object.
  10379. *
  10380. * @param {Euler} euler - The Euler angles.
  10381. */
  10382. setRotationFromEuler( euler ) {
  10383. this.quaternion.setFromEuler( euler, true );
  10384. }
  10385. /**
  10386. * Sets the given rotation represented as rotation matrix to the 3D object.
  10387. *
  10388. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10389. * a pure rotation matrix (i.e, unscaled).
  10390. */
  10391. setRotationFromMatrix( m ) {
  10392. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10393. this.quaternion.setFromRotationMatrix( m );
  10394. }
  10395. /**
  10396. * Sets the given rotation represented as a Quaternion to the 3D object.
  10397. *
  10398. * @param {Quaternion} q - The Quaternion
  10399. */
  10400. setRotationFromQuaternion( q ) {
  10401. // assumes q is normalized
  10402. this.quaternion.copy( q );
  10403. }
  10404. /**
  10405. * Rotates the 3D object along an axis in local space.
  10406. *
  10407. * @param {Vector3} axis - The (normalized) axis vector.
  10408. * @param {number} angle - The angle in radians.
  10409. * @return {Object3D} A reference to this instance.
  10410. */
  10411. rotateOnAxis( axis, angle ) {
  10412. // rotate object on axis in object space
  10413. // axis is assumed to be normalized
  10414. _q1.setFromAxisAngle( axis, angle );
  10415. this.quaternion.multiply( _q1 );
  10416. return this;
  10417. }
  10418. /**
  10419. * Rotates the 3D object along an axis in world space.
  10420. *
  10421. * @param {Vector3} axis - The (normalized) axis vector.
  10422. * @param {number} angle - The angle in radians.
  10423. * @return {Object3D} A reference to this instance.
  10424. */
  10425. rotateOnWorldAxis( axis, angle ) {
  10426. // rotate object on axis in world space
  10427. // axis is assumed to be normalized
  10428. // method assumes no rotated parent
  10429. _q1.setFromAxisAngle( axis, angle );
  10430. this.quaternion.premultiply( _q1 );
  10431. return this;
  10432. }
  10433. /**
  10434. * Rotates the 3D object around its X axis in local space.
  10435. *
  10436. * @param {number} angle - The angle in radians.
  10437. * @return {Object3D} A reference to this instance.
  10438. */
  10439. rotateX( angle ) {
  10440. return this.rotateOnAxis( _xAxis, angle );
  10441. }
  10442. /**
  10443. * Rotates the 3D object around its Y axis in local space.
  10444. *
  10445. * @param {number} angle - The angle in radians.
  10446. * @return {Object3D} A reference to this instance.
  10447. */
  10448. rotateY( angle ) {
  10449. return this.rotateOnAxis( _yAxis, angle );
  10450. }
  10451. /**
  10452. * Rotates the 3D object around its Z axis in local space.
  10453. *
  10454. * @param {number} angle - The angle in radians.
  10455. * @return {Object3D} A reference to this instance.
  10456. */
  10457. rotateZ( angle ) {
  10458. return this.rotateOnAxis( _zAxis, angle );
  10459. }
  10460. /**
  10461. * Translate the 3D object by a distance along the given axis in local space.
  10462. *
  10463. * @param {Vector3} axis - The (normalized) axis vector.
  10464. * @param {number} distance - The distance in world units.
  10465. * @return {Object3D} A reference to this instance.
  10466. */
  10467. translateOnAxis( axis, distance ) {
  10468. // translate object by distance along axis in object space
  10469. // axis is assumed to be normalized
  10470. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10471. this.position.add( _v1$4.multiplyScalar( distance ) );
  10472. return this;
  10473. }
  10474. /**
  10475. * Translate the 3D object by a distance along its X-axis in local space.
  10476. *
  10477. * @param {number} distance - The distance in world units.
  10478. * @return {Object3D} A reference to this instance.
  10479. */
  10480. translateX( distance ) {
  10481. return this.translateOnAxis( _xAxis, distance );
  10482. }
  10483. /**
  10484. * Translate the 3D object by a distance along its Y-axis in local space.
  10485. *
  10486. * @param {number} distance - The distance in world units.
  10487. * @return {Object3D} A reference to this instance.
  10488. */
  10489. translateY( distance ) {
  10490. return this.translateOnAxis( _yAxis, distance );
  10491. }
  10492. /**
  10493. * Translate the 3D object by a distance along its Z-axis in local space.
  10494. *
  10495. * @param {number} distance - The distance in world units.
  10496. * @return {Object3D} A reference to this instance.
  10497. */
  10498. translateZ( distance ) {
  10499. return this.translateOnAxis( _zAxis, distance );
  10500. }
  10501. /**
  10502. * Converts the given vector from this 3D object's local space to world space.
  10503. *
  10504. * @param {Vector3} vector - The vector to convert.
  10505. * @return {Vector3} The converted vector.
  10506. */
  10507. localToWorld( vector ) {
  10508. this.updateWorldMatrix( true, false );
  10509. return vector.applyMatrix4( this.matrixWorld );
  10510. }
  10511. /**
  10512. * Converts the given vector from this 3D object's word space to local space.
  10513. *
  10514. * @param {Vector3} vector - The vector to convert.
  10515. * @return {Vector3} The converted vector.
  10516. */
  10517. worldToLocal( vector ) {
  10518. this.updateWorldMatrix( true, false );
  10519. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10520. }
  10521. /**
  10522. * Rotates the object to face a point in world space.
  10523. *
  10524. * This method does not support objects having non-uniformly-scaled parent(s).
  10525. *
  10526. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10527. * @param {number} [y] - The y coordinate in world space.
  10528. * @param {number} [z] - The z coordinate in world space.
  10529. */
  10530. lookAt( x, y, z ) {
  10531. // This method does not support objects having non-uniformly-scaled parent(s)
  10532. if ( x.isVector3 ) {
  10533. _target.copy( x );
  10534. } else {
  10535. _target.set( x, y, z );
  10536. }
  10537. const parent = this.parent;
  10538. this.updateWorldMatrix( true, false );
  10539. _position$3.setFromMatrixPosition( this.matrixWorld );
  10540. if ( this.isCamera || this.isLight ) {
  10541. _m1$1.lookAt( _position$3, _target, this.up );
  10542. } else {
  10543. _m1$1.lookAt( _target, _position$3, this.up );
  10544. }
  10545. this.quaternion.setFromRotationMatrix( _m1$1 );
  10546. if ( parent ) {
  10547. _m1$1.extractRotation( parent.matrixWorld );
  10548. _q1.setFromRotationMatrix( _m1$1 );
  10549. this.quaternion.premultiply( _q1.invert() );
  10550. }
  10551. }
  10552. /**
  10553. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10554. * objects may be added. Any current parent on an object passed in here will be
  10555. * removed, since an object can have at most one parent.
  10556. *
  10557. * @fires Object3D#added
  10558. * @fires Object3D#childadded
  10559. * @param {Object3D} object - The 3D object to add.
  10560. * @return {Object3D} A reference to this instance.
  10561. */
  10562. add( object ) {
  10563. if ( arguments.length > 1 ) {
  10564. for ( let i = 0; i < arguments.length; i ++ ) {
  10565. this.add( arguments[ i ] );
  10566. }
  10567. return this;
  10568. }
  10569. if ( object === this ) {
  10570. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  10571. return this;
  10572. }
  10573. if ( object && object.isObject3D ) {
  10574. object.removeFromParent();
  10575. object.parent = this;
  10576. this.children.push( object );
  10577. object.dispatchEvent( _addedEvent );
  10578. _childaddedEvent.child = object;
  10579. this.dispatchEvent( _childaddedEvent );
  10580. _childaddedEvent.child = null;
  10581. } else {
  10582. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  10583. }
  10584. return this;
  10585. }
  10586. /**
  10587. * Removes the given 3D object as child from this 3D object.
  10588. * An arbitrary number of objects may be removed.
  10589. *
  10590. * @fires Object3D#removed
  10591. * @fires Object3D#childremoved
  10592. * @param {Object3D} object - The 3D object to remove.
  10593. * @return {Object3D} A reference to this instance.
  10594. */
  10595. remove( object ) {
  10596. if ( arguments.length > 1 ) {
  10597. for ( let i = 0; i < arguments.length; i ++ ) {
  10598. this.remove( arguments[ i ] );
  10599. }
  10600. return this;
  10601. }
  10602. const index = this.children.indexOf( object );
  10603. if ( index !== -1 ) {
  10604. object.parent = null;
  10605. this.children.splice( index, 1 );
  10606. object.dispatchEvent( _removedEvent );
  10607. _childremovedEvent.child = object;
  10608. this.dispatchEvent( _childremovedEvent );
  10609. _childremovedEvent.child = null;
  10610. }
  10611. return this;
  10612. }
  10613. /**
  10614. * Removes this 3D object from its current parent.
  10615. *
  10616. * @fires Object3D#removed
  10617. * @fires Object3D#childremoved
  10618. * @return {Object3D} A reference to this instance.
  10619. */
  10620. removeFromParent() {
  10621. const parent = this.parent;
  10622. if ( parent !== null ) {
  10623. parent.remove( this );
  10624. }
  10625. return this;
  10626. }
  10627. /**
  10628. * Removes all child objects.
  10629. *
  10630. * @fires Object3D#removed
  10631. * @fires Object3D#childremoved
  10632. * @return {Object3D} A reference to this instance.
  10633. */
  10634. clear() {
  10635. return this.remove( ... this.children );
  10636. }
  10637. /**
  10638. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10639. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10640. *
  10641. * @fires Object3D#added
  10642. * @fires Object3D#childadded
  10643. * @param {Object3D} object - The 3D object to attach.
  10644. * @return {Object3D} A reference to this instance.
  10645. */
  10646. attach( object ) {
  10647. // adds object as a child of this, while maintaining the object's world transform
  10648. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10649. this.updateWorldMatrix( true, false );
  10650. _m1$1.copy( this.matrixWorld ).invert();
  10651. if ( object.parent !== null ) {
  10652. object.parent.updateWorldMatrix( true, false );
  10653. _m1$1.multiply( object.parent.matrixWorld );
  10654. }
  10655. object.applyMatrix4( _m1$1 );
  10656. object.removeFromParent();
  10657. object.parent = this;
  10658. this.children.push( object );
  10659. object.updateWorldMatrix( false, true );
  10660. object.dispatchEvent( _addedEvent );
  10661. _childaddedEvent.child = object;
  10662. this.dispatchEvent( _childaddedEvent );
  10663. _childaddedEvent.child = null;
  10664. return this;
  10665. }
  10666. /**
  10667. * Searches through the 3D object and its children, starting with the 3D object
  10668. * itself, and returns the first with a matching ID.
  10669. *
  10670. * @param {number} id - The id.
  10671. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10672. */
  10673. getObjectById( id ) {
  10674. return this.getObjectByProperty( 'id', id );
  10675. }
  10676. /**
  10677. * Searches through the 3D object and its children, starting with the 3D object
  10678. * itself, and returns the first with a matching name.
  10679. *
  10680. * @param {string} name - The name.
  10681. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10682. */
  10683. getObjectByName( name ) {
  10684. return this.getObjectByProperty( 'name', name );
  10685. }
  10686. /**
  10687. * Searches through the 3D object and its children, starting with the 3D object
  10688. * itself, and returns the first with a matching property value.
  10689. *
  10690. * @param {string} name - The name of the property.
  10691. * @param {any} value - The value.
  10692. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10693. */
  10694. getObjectByProperty( name, value ) {
  10695. if ( this[ name ] === value ) return this;
  10696. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10697. const child = this.children[ i ];
  10698. const object = child.getObjectByProperty( name, value );
  10699. if ( object !== undefined ) {
  10700. return object;
  10701. }
  10702. }
  10703. return undefined;
  10704. }
  10705. /**
  10706. * Searches through the 3D object and its children, starting with the 3D object
  10707. * itself, and returns all 3D objects with a matching property value.
  10708. *
  10709. * @param {string} name - The name of the property.
  10710. * @param {any} value - The value.
  10711. * @param {Array<Object3D>} result - The method stores the result in this array.
  10712. * @return {Array<Object3D>} The found 3D objects.
  10713. */
  10714. getObjectsByProperty( name, value, result = [] ) {
  10715. if ( this[ name ] === value ) result.push( this );
  10716. const children = this.children;
  10717. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10718. children[ i ].getObjectsByProperty( name, value, result );
  10719. }
  10720. return result;
  10721. }
  10722. /**
  10723. * Returns a vector representing the position of the 3D object in world space.
  10724. *
  10725. * @param {Vector3} target - The target vector the result is stored to.
  10726. * @return {Vector3} The 3D object's position in world space.
  10727. */
  10728. getWorldPosition( target ) {
  10729. this.updateWorldMatrix( true, false );
  10730. return target.setFromMatrixPosition( this.matrixWorld );
  10731. }
  10732. /**
  10733. * Returns a Quaternion representing the position of the 3D object in world space.
  10734. *
  10735. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10736. * @return {Quaternion} The 3D object's rotation in world space.
  10737. */
  10738. getWorldQuaternion( target ) {
  10739. this.updateWorldMatrix( true, false );
  10740. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10741. return target;
  10742. }
  10743. /**
  10744. * Returns a vector representing the scale of the 3D object in world space.
  10745. *
  10746. * @param {Vector3} target - The target vector the result is stored to.
  10747. * @return {Vector3} The 3D object's scale in world space.
  10748. */
  10749. getWorldScale( target ) {
  10750. this.updateWorldMatrix( true, false );
  10751. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10752. return target;
  10753. }
  10754. /**
  10755. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10756. *
  10757. * @param {Vector3} target - The target vector the result is stored to.
  10758. * @return {Vector3} The 3D object's direction in world space.
  10759. */
  10760. getWorldDirection( target ) {
  10761. this.updateWorldMatrix( true, false );
  10762. const e = this.matrixWorld.elements;
  10763. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10764. }
  10765. /**
  10766. * Abstract method to get intersections between a casted ray and this
  10767. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10768. * implement this method in order to use raycasting.
  10769. *
  10770. * @abstract
  10771. * @param {Raycaster} raycaster - The raycaster.
  10772. * @param {Array<Object>} intersects - An array holding the result of the method.
  10773. */
  10774. raycast( /* raycaster, intersects */ ) {}
  10775. /**
  10776. * Executes the callback on this 3D object and all descendants.
  10777. *
  10778. * Note: Modifying the scene graph inside the callback is discouraged.
  10779. *
  10780. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10781. */
  10782. traverse( callback ) {
  10783. callback( this );
  10784. const children = this.children;
  10785. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10786. children[ i ].traverse( callback );
  10787. }
  10788. }
  10789. /**
  10790. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10791. * Descendants of invisible 3D objects are not traversed.
  10792. *
  10793. * Note: Modifying the scene graph inside the callback is discouraged.
  10794. *
  10795. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10796. */
  10797. traverseVisible( callback ) {
  10798. if ( this.visible === false ) return;
  10799. callback( this );
  10800. const children = this.children;
  10801. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10802. children[ i ].traverseVisible( callback );
  10803. }
  10804. }
  10805. /**
  10806. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10807. *
  10808. * Note: Modifying the scene graph inside the callback is discouraged.
  10809. *
  10810. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10811. */
  10812. traverseAncestors( callback ) {
  10813. const parent = this.parent;
  10814. if ( parent !== null ) {
  10815. callback( parent );
  10816. parent.traverseAncestors( callback );
  10817. }
  10818. }
  10819. /**
  10820. * Updates the transformation matrix in local space by computing it from the current
  10821. * position, rotation and scale values.
  10822. */
  10823. updateMatrix() {
  10824. this.matrix.compose( this.position, this.quaternion, this.scale );
  10825. this.matrixWorldNeedsUpdate = true;
  10826. }
  10827. /**
  10828. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10829. *
  10830. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10831. * local space. The computation of the local and world matrix can be controlled with the
  10832. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10833. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10834. *
  10835. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10836. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10837. */
  10838. updateMatrixWorld( force ) {
  10839. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10840. if ( this.matrixWorldNeedsUpdate || force ) {
  10841. if ( this.matrixWorldAutoUpdate === true ) {
  10842. if ( this.parent === null ) {
  10843. this.matrixWorld.copy( this.matrix );
  10844. } else {
  10845. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10846. }
  10847. }
  10848. this.matrixWorldNeedsUpdate = false;
  10849. force = true;
  10850. }
  10851. // make sure descendants are updated if required
  10852. const children = this.children;
  10853. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10854. const child = children[ i ];
  10855. child.updateMatrixWorld( force );
  10856. }
  10857. }
  10858. /**
  10859. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10860. * update of ancestor and descendant nodes.
  10861. *
  10862. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10863. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10864. */
  10865. updateWorldMatrix( updateParents, updateChildren ) {
  10866. const parent = this.parent;
  10867. if ( updateParents === true && parent !== null ) {
  10868. parent.updateWorldMatrix( true, false );
  10869. }
  10870. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10871. if ( this.matrixWorldAutoUpdate === true ) {
  10872. if ( this.parent === null ) {
  10873. this.matrixWorld.copy( this.matrix );
  10874. } else {
  10875. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10876. }
  10877. }
  10878. // make sure descendants are updated
  10879. if ( updateChildren === true ) {
  10880. const children = this.children;
  10881. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10882. const child = children[ i ];
  10883. child.updateWorldMatrix( false, true );
  10884. }
  10885. }
  10886. }
  10887. /**
  10888. * Serializes the 3D object into JSON.
  10889. *
  10890. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10891. * @return {Object} A JSON object representing the serialized 3D object.
  10892. * @see {@link ObjectLoader#parse}
  10893. */
  10894. toJSON( meta ) {
  10895. // meta is a string when called from JSON.stringify
  10896. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10897. const output = {};
  10898. // meta is a hash used to collect geometries, materials.
  10899. // not providing it implies that this is the root object
  10900. // being serialized.
  10901. if ( isRootObject ) {
  10902. // initialize meta obj
  10903. meta = {
  10904. geometries: {},
  10905. materials: {},
  10906. textures: {},
  10907. images: {},
  10908. shapes: {},
  10909. skeletons: {},
  10910. animations: {},
  10911. nodes: {}
  10912. };
  10913. output.metadata = {
  10914. version: 4.7,
  10915. type: 'Object',
  10916. generator: 'Object3D.toJSON'
  10917. };
  10918. }
  10919. // standard Object3D serialization
  10920. const object = {};
  10921. object.uuid = this.uuid;
  10922. object.type = this.type;
  10923. if ( this.name !== '' ) object.name = this.name;
  10924. if ( this.castShadow === true ) object.castShadow = true;
  10925. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10926. if ( this.visible === false ) object.visible = false;
  10927. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10928. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10929. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10930. object.layers = this.layers.mask;
  10931. object.matrix = this.matrix.toArray();
  10932. object.up = this.up.toArray();
  10933. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10934. // object specific properties
  10935. if ( this.isInstancedMesh ) {
  10936. object.type = 'InstancedMesh';
  10937. object.count = this.count;
  10938. object.instanceMatrix = this.instanceMatrix.toJSON();
  10939. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10940. }
  10941. if ( this.isBatchedMesh ) {
  10942. object.type = 'BatchedMesh';
  10943. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  10944. object.sortObjects = this.sortObjects;
  10945. object.drawRanges = this._drawRanges;
  10946. object.reservedRanges = this._reservedRanges;
  10947. object.geometryInfo = this._geometryInfo.map( info => ( {
  10948. ...info,
  10949. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  10950. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  10951. } ) );
  10952. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  10953. object.availableInstanceIds = this._availableInstanceIds.slice();
  10954. object.availableGeometryIds = this._availableGeometryIds.slice();
  10955. object.nextIndexStart = this._nextIndexStart;
  10956. object.nextVertexStart = this._nextVertexStart;
  10957. object.geometryCount = this._geometryCount;
  10958. object.maxInstanceCount = this._maxInstanceCount;
  10959. object.maxVertexCount = this._maxVertexCount;
  10960. object.maxIndexCount = this._maxIndexCount;
  10961. object.geometryInitialized = this._geometryInitialized;
  10962. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10963. object.indirectTexture = this._indirectTexture.toJSON( meta );
  10964. if ( this._colorsTexture !== null ) {
  10965. object.colorsTexture = this._colorsTexture.toJSON( meta );
  10966. }
  10967. if ( this.boundingSphere !== null ) {
  10968. object.boundingSphere = this.boundingSphere.toJSON();
  10969. }
  10970. if ( this.boundingBox !== null ) {
  10971. object.boundingBox = this.boundingBox.toJSON();
  10972. }
  10973. }
  10974. //
  10975. function serialize( library, element ) {
  10976. if ( library[ element.uuid ] === undefined ) {
  10977. library[ element.uuid ] = element.toJSON( meta );
  10978. }
  10979. return element.uuid;
  10980. }
  10981. if ( this.isScene ) {
  10982. if ( this.background ) {
  10983. if ( this.background.isColor ) {
  10984. object.background = this.background.toJSON();
  10985. } else if ( this.background.isTexture ) {
  10986. object.background = this.background.toJSON( meta ).uuid;
  10987. }
  10988. }
  10989. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  10990. object.environment = this.environment.toJSON( meta ).uuid;
  10991. }
  10992. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  10993. object.geometry = serialize( meta.geometries, this.geometry );
  10994. const parameters = this.geometry.parameters;
  10995. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  10996. const shapes = parameters.shapes;
  10997. if ( Array.isArray( shapes ) ) {
  10998. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  10999. const shape = shapes[ i ];
  11000. serialize( meta.shapes, shape );
  11001. }
  11002. } else {
  11003. serialize( meta.shapes, shapes );
  11004. }
  11005. }
  11006. }
  11007. if ( this.isSkinnedMesh ) {
  11008. object.bindMode = this.bindMode;
  11009. object.bindMatrix = this.bindMatrix.toArray();
  11010. if ( this.skeleton !== undefined ) {
  11011. serialize( meta.skeletons, this.skeleton );
  11012. object.skeleton = this.skeleton.uuid;
  11013. }
  11014. }
  11015. if ( this.material !== undefined ) {
  11016. if ( Array.isArray( this.material ) ) {
  11017. const uuids = [];
  11018. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11019. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11020. }
  11021. object.material = uuids;
  11022. } else {
  11023. object.material = serialize( meta.materials, this.material );
  11024. }
  11025. }
  11026. //
  11027. if ( this.children.length > 0 ) {
  11028. object.children = [];
  11029. for ( let i = 0; i < this.children.length; i ++ ) {
  11030. object.children.push( this.children[ i ].toJSON( meta ).object );
  11031. }
  11032. }
  11033. //
  11034. if ( this.animations.length > 0 ) {
  11035. object.animations = [];
  11036. for ( let i = 0; i < this.animations.length; i ++ ) {
  11037. const animation = this.animations[ i ];
  11038. object.animations.push( serialize( meta.animations, animation ) );
  11039. }
  11040. }
  11041. if ( isRootObject ) {
  11042. const geometries = extractFromCache( meta.geometries );
  11043. const materials = extractFromCache( meta.materials );
  11044. const textures = extractFromCache( meta.textures );
  11045. const images = extractFromCache( meta.images );
  11046. const shapes = extractFromCache( meta.shapes );
  11047. const skeletons = extractFromCache( meta.skeletons );
  11048. const animations = extractFromCache( meta.animations );
  11049. const nodes = extractFromCache( meta.nodes );
  11050. if ( geometries.length > 0 ) output.geometries = geometries;
  11051. if ( materials.length > 0 ) output.materials = materials;
  11052. if ( textures.length > 0 ) output.textures = textures;
  11053. if ( images.length > 0 ) output.images = images;
  11054. if ( shapes.length > 0 ) output.shapes = shapes;
  11055. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11056. if ( animations.length > 0 ) output.animations = animations;
  11057. if ( nodes.length > 0 ) output.nodes = nodes;
  11058. }
  11059. output.object = object;
  11060. return output;
  11061. // extract data from the cache hash
  11062. // remove metadata on each item
  11063. // and return as array
  11064. function extractFromCache( cache ) {
  11065. const values = [];
  11066. for ( const key in cache ) {
  11067. const data = cache[ key ];
  11068. delete data.metadata;
  11069. values.push( data );
  11070. }
  11071. return values;
  11072. }
  11073. }
  11074. /**
  11075. * Returns a new 3D object with copied values from this instance.
  11076. *
  11077. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11078. * @return {Object3D} A clone of this instance.
  11079. */
  11080. clone( recursive ) {
  11081. return new this.constructor().copy( this, recursive );
  11082. }
  11083. /**
  11084. * Copies the values of the given 3D object to this instance.
  11085. *
  11086. * @param {Object3D} source - The 3D object to copy.
  11087. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11088. * @return {Object3D} A reference to this instance.
  11089. */
  11090. copy( source, recursive = true ) {
  11091. this.name = source.name;
  11092. this.up.copy( source.up );
  11093. this.position.copy( source.position );
  11094. this.rotation.order = source.rotation.order;
  11095. this.quaternion.copy( source.quaternion );
  11096. this.scale.copy( source.scale );
  11097. this.matrix.copy( source.matrix );
  11098. this.matrixWorld.copy( source.matrixWorld );
  11099. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11100. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11101. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11102. this.layers.mask = source.layers.mask;
  11103. this.visible = source.visible;
  11104. this.castShadow = source.castShadow;
  11105. this.receiveShadow = source.receiveShadow;
  11106. this.frustumCulled = source.frustumCulled;
  11107. this.renderOrder = source.renderOrder;
  11108. this.animations = source.animations.slice();
  11109. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11110. if ( recursive === true ) {
  11111. for ( let i = 0; i < source.children.length; i ++ ) {
  11112. const child = source.children[ i ];
  11113. this.add( child.clone() );
  11114. }
  11115. }
  11116. return this;
  11117. }
  11118. }
  11119. /**
  11120. * The default up direction for objects, also used as the default
  11121. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11122. *
  11123. * @static
  11124. * @type {Vector3}
  11125. * @default (0,1,0)
  11126. */
  11127. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11128. /**
  11129. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11130. * newly created 3D objects.
  11131. *
  11132. * @static
  11133. * @type {boolean}
  11134. * @default true
  11135. */
  11136. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11137. /**
  11138. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11139. * newly created 3D objects.
  11140. *
  11141. * @static
  11142. * @type {boolean}
  11143. * @default true
  11144. */
  11145. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11146. const _v0$1 = /*@__PURE__*/ new Vector3();
  11147. const _v1$3 = /*@__PURE__*/ new Vector3();
  11148. const _v2$2 = /*@__PURE__*/ new Vector3();
  11149. const _v3$2 = /*@__PURE__*/ new Vector3();
  11150. const _vab = /*@__PURE__*/ new Vector3();
  11151. const _vac = /*@__PURE__*/ new Vector3();
  11152. const _vbc = /*@__PURE__*/ new Vector3();
  11153. const _vap = /*@__PURE__*/ new Vector3();
  11154. const _vbp = /*@__PURE__*/ new Vector3();
  11155. const _vcp = /*@__PURE__*/ new Vector3();
  11156. const _v40 = /*@__PURE__*/ new Vector4();
  11157. const _v41 = /*@__PURE__*/ new Vector4();
  11158. const _v42 = /*@__PURE__*/ new Vector4();
  11159. /**
  11160. * A geometric triangle as defined by three vectors representing its three corners.
  11161. */
  11162. class Triangle {
  11163. /**
  11164. * Constructs a new triangle.
  11165. *
  11166. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11167. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11168. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11169. */
  11170. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11171. /**
  11172. * The first corner of the triangle.
  11173. *
  11174. * @type {Vector3}
  11175. */
  11176. this.a = a;
  11177. /**
  11178. * The second corner of the triangle.
  11179. *
  11180. * @type {Vector3}
  11181. */
  11182. this.b = b;
  11183. /**
  11184. * The third corner of the triangle.
  11185. *
  11186. * @type {Vector3}
  11187. */
  11188. this.c = c;
  11189. }
  11190. /**
  11191. * Computes the normal vector of a triangle.
  11192. *
  11193. * @param {Vector3} a - The first corner of the triangle.
  11194. * @param {Vector3} b - The second corner of the triangle.
  11195. * @param {Vector3} c - The third corner of the triangle.
  11196. * @param {Vector3} target - The target vector that is used to store the method's result.
  11197. * @return {Vector3} The triangle's normal.
  11198. */
  11199. static getNormal( a, b, c, target ) {
  11200. target.subVectors( c, b );
  11201. _v0$1.subVectors( a, b );
  11202. target.cross( _v0$1 );
  11203. const targetLengthSq = target.lengthSq();
  11204. if ( targetLengthSq > 0 ) {
  11205. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11206. }
  11207. return target.set( 0, 0, 0 );
  11208. }
  11209. /**
  11210. * Computes a barycentric coordinates from the given vector.
  11211. * Returns `null` if the triangle is degenerate.
  11212. *
  11213. * @param {Vector3} point - A point in 3D space.
  11214. * @param {Vector3} a - The first corner of the triangle.
  11215. * @param {Vector3} b - The second corner of the triangle.
  11216. * @param {Vector3} c - The third corner of the triangle.
  11217. * @param {Vector3} target - The target vector that is used to store the method's result.
  11218. * @return {?Vector3} The barycentric coordinates for the given point
  11219. */
  11220. static getBarycoord( point, a, b, c, target ) {
  11221. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11222. _v0$1.subVectors( c, a );
  11223. _v1$3.subVectors( b, a );
  11224. _v2$2.subVectors( point, a );
  11225. const dot00 = _v0$1.dot( _v0$1 );
  11226. const dot01 = _v0$1.dot( _v1$3 );
  11227. const dot02 = _v0$1.dot( _v2$2 );
  11228. const dot11 = _v1$3.dot( _v1$3 );
  11229. const dot12 = _v1$3.dot( _v2$2 );
  11230. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11231. // collinear or singular triangle
  11232. if ( denom === 0 ) {
  11233. target.set( 0, 0, 0 );
  11234. return null;
  11235. }
  11236. const invDenom = 1 / denom;
  11237. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11238. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11239. // barycentric coordinates must always sum to 1
  11240. return target.set( 1 - u - v, v, u );
  11241. }
  11242. /**
  11243. * Returns `true` if the given point, when projected onto the plane of the
  11244. * triangle, lies within the triangle.
  11245. *
  11246. * @param {Vector3} point - The point in 3D space to test.
  11247. * @param {Vector3} a - The first corner of the triangle.
  11248. * @param {Vector3} b - The second corner of the triangle.
  11249. * @param {Vector3} c - The third corner of the triangle.
  11250. * @return {boolean} Whether the given point, when projected onto the plane of the
  11251. * triangle, lies within the triangle or not.
  11252. */
  11253. static containsPoint( point, a, b, c ) {
  11254. // if the triangle is degenerate then we can't contain a point
  11255. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11256. return false;
  11257. }
  11258. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11259. }
  11260. /**
  11261. * Computes the value barycentrically interpolated for the given point on the
  11262. * triangle. Returns `null` if the triangle is degenerate.
  11263. *
  11264. * @param {Vector3} point - Position of interpolated point.
  11265. * @param {Vector3} p1 - The first corner of the triangle.
  11266. * @param {Vector3} p2 - The second corner of the triangle.
  11267. * @param {Vector3} p3 - The third corner of the triangle.
  11268. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11269. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11270. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11271. * @param {Vector3} target - The target vector that is used to store the method's result.
  11272. * @return {?Vector3} The interpolated value.
  11273. */
  11274. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11275. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11276. target.x = 0;
  11277. target.y = 0;
  11278. if ( 'z' in target ) target.z = 0;
  11279. if ( 'w' in target ) target.w = 0;
  11280. return null;
  11281. }
  11282. target.setScalar( 0 );
  11283. target.addScaledVector( v1, _v3$2.x );
  11284. target.addScaledVector( v2, _v3$2.y );
  11285. target.addScaledVector( v3, _v3$2.z );
  11286. return target;
  11287. }
  11288. /**
  11289. * Computes the value barycentrically interpolated for the given attribute and indices.
  11290. *
  11291. * @param {BufferAttribute} attr - The attribute to interpolate.
  11292. * @param {number} i1 - Index of first vertex.
  11293. * @param {number} i2 - Index of second vertex.
  11294. * @param {number} i3 - Index of third vertex.
  11295. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11296. * @param {Vector3} target - The target vector that is used to store the method's result.
  11297. * @return {Vector3} The interpolated attribute value.
  11298. */
  11299. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11300. _v40.setScalar( 0 );
  11301. _v41.setScalar( 0 );
  11302. _v42.setScalar( 0 );
  11303. _v40.fromBufferAttribute( attr, i1 );
  11304. _v41.fromBufferAttribute( attr, i2 );
  11305. _v42.fromBufferAttribute( attr, i3 );
  11306. target.setScalar( 0 );
  11307. target.addScaledVector( _v40, barycoord.x );
  11308. target.addScaledVector( _v41, barycoord.y );
  11309. target.addScaledVector( _v42, barycoord.z );
  11310. return target;
  11311. }
  11312. /**
  11313. * Returns `true` if the triangle is oriented towards the given direction.
  11314. *
  11315. * @param {Vector3} a - The first corner of the triangle.
  11316. * @param {Vector3} b - The second corner of the triangle.
  11317. * @param {Vector3} c - The third corner of the triangle.
  11318. * @param {Vector3} direction - The (normalized) direction vector.
  11319. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11320. */
  11321. static isFrontFacing( a, b, c, direction ) {
  11322. _v0$1.subVectors( c, b );
  11323. _v1$3.subVectors( a, b );
  11324. // strictly front facing
  11325. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11326. }
  11327. /**
  11328. * Sets the triangle's vertices by copying the given values.
  11329. *
  11330. * @param {Vector3} a - The first corner of the triangle.
  11331. * @param {Vector3} b - The second corner of the triangle.
  11332. * @param {Vector3} c - The third corner of the triangle.
  11333. * @return {Triangle} A reference to this triangle.
  11334. */
  11335. set( a, b, c ) {
  11336. this.a.copy( a );
  11337. this.b.copy( b );
  11338. this.c.copy( c );
  11339. return this;
  11340. }
  11341. /**
  11342. * Sets the triangle's vertices by copying the given array values.
  11343. *
  11344. * @param {Array<Vector3>} points - An array with 3D points.
  11345. * @param {number} i0 - The array index representing the first corner of the triangle.
  11346. * @param {number} i1 - The array index representing the second corner of the triangle.
  11347. * @param {number} i2 - The array index representing the third corner of the triangle.
  11348. * @return {Triangle} A reference to this triangle.
  11349. */
  11350. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11351. this.a.copy( points[ i0 ] );
  11352. this.b.copy( points[ i1 ] );
  11353. this.c.copy( points[ i2 ] );
  11354. return this;
  11355. }
  11356. /**
  11357. * Sets the triangle's vertices by copying the given attribute values.
  11358. *
  11359. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11360. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11361. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11362. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11363. * @return {Triangle} A reference to this triangle.
  11364. */
  11365. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11366. this.a.fromBufferAttribute( attribute, i0 );
  11367. this.b.fromBufferAttribute( attribute, i1 );
  11368. this.c.fromBufferAttribute( attribute, i2 );
  11369. return this;
  11370. }
  11371. /**
  11372. * Returns a new triangle with copied values from this instance.
  11373. *
  11374. * @return {Triangle} A clone of this instance.
  11375. */
  11376. clone() {
  11377. return new this.constructor().copy( this );
  11378. }
  11379. /**
  11380. * Copies the values of the given triangle to this instance.
  11381. *
  11382. * @param {Triangle} triangle - The triangle to copy.
  11383. * @return {Triangle} A reference to this triangle.
  11384. */
  11385. copy( triangle ) {
  11386. this.a.copy( triangle.a );
  11387. this.b.copy( triangle.b );
  11388. this.c.copy( triangle.c );
  11389. return this;
  11390. }
  11391. /**
  11392. * Computes the area of the triangle.
  11393. *
  11394. * @return {number} The triangle's area.
  11395. */
  11396. getArea() {
  11397. _v0$1.subVectors( this.c, this.b );
  11398. _v1$3.subVectors( this.a, this.b );
  11399. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11400. }
  11401. /**
  11402. * Computes the midpoint of the triangle.
  11403. *
  11404. * @param {Vector3} target - The target vector that is used to store the method's result.
  11405. * @return {Vector3} The triangle's midpoint.
  11406. */
  11407. getMidpoint( target ) {
  11408. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11409. }
  11410. /**
  11411. * Computes the normal of the triangle.
  11412. *
  11413. * @param {Vector3} target - The target vector that is used to store the method's result.
  11414. * @return {Vector3} The triangle's normal.
  11415. */
  11416. getNormal( target ) {
  11417. return Triangle.getNormal( this.a, this.b, this.c, target );
  11418. }
  11419. /**
  11420. * Computes a plane the triangle lies within.
  11421. *
  11422. * @param {Plane} target - The target vector that is used to store the method's result.
  11423. * @return {Plane} The plane the triangle lies within.
  11424. */
  11425. getPlane( target ) {
  11426. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11427. }
  11428. /**
  11429. * Computes a barycentric coordinates from the given vector.
  11430. * Returns `null` if the triangle is degenerate.
  11431. *
  11432. * @param {Vector3} point - A point in 3D space.
  11433. * @param {Vector3} target - The target vector that is used to store the method's result.
  11434. * @return {?Vector3} The barycentric coordinates for the given point
  11435. */
  11436. getBarycoord( point, target ) {
  11437. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11438. }
  11439. /**
  11440. * Computes the value barycentrically interpolated for the given point on the
  11441. * triangle. Returns `null` if the triangle is degenerate.
  11442. *
  11443. * @param {Vector3} point - Position of interpolated point.
  11444. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11445. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11446. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11447. * @param {Vector3} target - The target vector that is used to store the method's result.
  11448. * @return {?Vector3} The interpolated value.
  11449. */
  11450. getInterpolation( point, v1, v2, v3, target ) {
  11451. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11452. }
  11453. /**
  11454. * Returns `true` if the given point, when projected onto the plane of the
  11455. * triangle, lies within the triangle.
  11456. *
  11457. * @param {Vector3} point - The point in 3D space to test.
  11458. * @return {boolean} Whether the given point, when projected onto the plane of the
  11459. * triangle, lies within the triangle or not.
  11460. */
  11461. containsPoint( point ) {
  11462. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11463. }
  11464. /**
  11465. * Returns `true` if the triangle is oriented towards the given direction.
  11466. *
  11467. * @param {Vector3} direction - The (normalized) direction vector.
  11468. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11469. */
  11470. isFrontFacing( direction ) {
  11471. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11472. }
  11473. /**
  11474. * Returns `true` if this triangle intersects with the given box.
  11475. *
  11476. * @param {Box3} box - The box to intersect.
  11477. * @return {boolean} Whether this triangle intersects with the given box or not.
  11478. */
  11479. intersectsBox( box ) {
  11480. return box.intersectsTriangle( this );
  11481. }
  11482. /**
  11483. * Returns the closest point on the triangle to the given point.
  11484. *
  11485. * @param {Vector3} p - The point to compute the closest point for.
  11486. * @param {Vector3} target - The target vector that is used to store the method's result.
  11487. * @return {Vector3} The closest point on the triangle.
  11488. */
  11489. closestPointToPoint( p, target ) {
  11490. const a = this.a, b = this.b, c = this.c;
  11491. let v, w;
  11492. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11493. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11494. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11495. // basically, we're distinguishing which of the voronoi regions of the triangle
  11496. // the point lies in with the minimum amount of redundant computation.
  11497. _vab.subVectors( b, a );
  11498. _vac.subVectors( c, a );
  11499. _vap.subVectors( p, a );
  11500. const d1 = _vab.dot( _vap );
  11501. const d2 = _vac.dot( _vap );
  11502. if ( d1 <= 0 && d2 <= 0 ) {
  11503. // vertex region of A; barycentric coords (1, 0, 0)
  11504. return target.copy( a );
  11505. }
  11506. _vbp.subVectors( p, b );
  11507. const d3 = _vab.dot( _vbp );
  11508. const d4 = _vac.dot( _vbp );
  11509. if ( d3 >= 0 && d4 <= d3 ) {
  11510. // vertex region of B; barycentric coords (0, 1, 0)
  11511. return target.copy( b );
  11512. }
  11513. const vc = d1 * d4 - d3 * d2;
  11514. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11515. v = d1 / ( d1 - d3 );
  11516. // edge region of AB; barycentric coords (1-v, v, 0)
  11517. return target.copy( a ).addScaledVector( _vab, v );
  11518. }
  11519. _vcp.subVectors( p, c );
  11520. const d5 = _vab.dot( _vcp );
  11521. const d6 = _vac.dot( _vcp );
  11522. if ( d6 >= 0 && d5 <= d6 ) {
  11523. // vertex region of C; barycentric coords (0, 0, 1)
  11524. return target.copy( c );
  11525. }
  11526. const vb = d5 * d2 - d1 * d6;
  11527. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11528. w = d2 / ( d2 - d6 );
  11529. // edge region of AC; barycentric coords (1-w, 0, w)
  11530. return target.copy( a ).addScaledVector( _vac, w );
  11531. }
  11532. const va = d3 * d6 - d5 * d4;
  11533. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11534. _vbc.subVectors( c, b );
  11535. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11536. // edge region of BC; barycentric coords (0, 1-w, w)
  11537. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11538. }
  11539. // face region
  11540. const denom = 1 / ( va + vb + vc );
  11541. // u = va * denom
  11542. v = vb * denom;
  11543. w = vc * denom;
  11544. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11545. }
  11546. /**
  11547. * Returns `true` if this triangle is equal with the given one.
  11548. *
  11549. * @param {Triangle} triangle - The triangle to test for equality.
  11550. * @return {boolean} Whether this triangle is equal with the given one.
  11551. */
  11552. equals( triangle ) {
  11553. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11554. }
  11555. }
  11556. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11557. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11558. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11559. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11560. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11561. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11562. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11563. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11564. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11565. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11566. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11567. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11568. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11569. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11570. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11571. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11572. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11573. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11574. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11575. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11576. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11577. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11578. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11579. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11580. const _hslA = { h: 0, s: 0, l: 0 };
  11581. const _hslB = { h: 0, s: 0, l: 0 };
  11582. function hue2rgb( p, q, t ) {
  11583. if ( t < 0 ) t += 1;
  11584. if ( t > 1 ) t -= 1;
  11585. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11586. if ( t < 1 / 2 ) return q;
  11587. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11588. return p;
  11589. }
  11590. /**
  11591. * A Color instance is represented by RGB components in the linear <i>working
  11592. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11593. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11594. * strings) are converted to the working color space automatically.
  11595. *
  11596. * ```js
  11597. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11598. * const color = new THREE.Color().setHex( 0x112233 );
  11599. * ```
  11600. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11601. * ```js
  11602. * // assumed already LinearSRGBColorSpace; no conversion
  11603. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11604. *
  11605. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11606. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11607. * ```
  11608. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11609. * see <i>Color management</i>. Iterating through a Color instance will yield
  11610. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11611. * in any of the following ways:
  11612. * ```js
  11613. * //empty constructor - will default white
  11614. * const color1 = new THREE.Color();
  11615. *
  11616. * //Hexadecimal color (recommended)
  11617. * const color2 = new THREE.Color( 0xff0000 );
  11618. *
  11619. * //RGB string
  11620. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11621. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11622. *
  11623. * //X11 color name - all 140 color names are supported.
  11624. * //Note the lack of CamelCase in the name
  11625. * const color5 = new THREE.Color( 'skyblue' );
  11626. * //HSL string
  11627. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11628. *
  11629. * //Separate RGB values between 0 and 1
  11630. * const color7 = new THREE.Color( 1, 0, 0 );
  11631. * ```
  11632. */
  11633. class Color {
  11634. /**
  11635. * Constructs a new color.
  11636. *
  11637. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11638. * and that method is used throughout the rest of the documentation.
  11639. *
  11640. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11641. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11642. * @param {number} [g] - The green component.
  11643. * @param {number} [b] - The blue component.
  11644. */
  11645. constructor( r, g, b ) {
  11646. /**
  11647. * This flag can be used for type testing.
  11648. *
  11649. * @type {boolean}
  11650. * @readonly
  11651. * @default true
  11652. */
  11653. this.isColor = true;
  11654. /**
  11655. * The red component.
  11656. *
  11657. * @type {number}
  11658. * @default 1
  11659. */
  11660. this.r = 1;
  11661. /**
  11662. * The green component.
  11663. *
  11664. * @type {number}
  11665. * @default 1
  11666. */
  11667. this.g = 1;
  11668. /**
  11669. * The blue component.
  11670. *
  11671. * @type {number}
  11672. * @default 1
  11673. */
  11674. this.b = 1;
  11675. return this.set( r, g, b );
  11676. }
  11677. /**
  11678. * Sets the colors's components from the given values.
  11679. *
  11680. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11681. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11682. * @param {number} [g] - The green component.
  11683. * @param {number} [b] - The blue component.
  11684. * @return {Color} A reference to this color.
  11685. */
  11686. set( r, g, b ) {
  11687. if ( g === undefined && b === undefined ) {
  11688. // r is THREE.Color, hex or string
  11689. const value = r;
  11690. if ( value && value.isColor ) {
  11691. this.copy( value );
  11692. } else if ( typeof value === 'number' ) {
  11693. this.setHex( value );
  11694. } else if ( typeof value === 'string' ) {
  11695. this.setStyle( value );
  11696. }
  11697. } else {
  11698. this.setRGB( r, g, b );
  11699. }
  11700. return this;
  11701. }
  11702. /**
  11703. * Sets the colors's components to the given scalar value.
  11704. *
  11705. * @param {number} scalar - The scalar value.
  11706. * @return {Color} A reference to this color.
  11707. */
  11708. setScalar( scalar ) {
  11709. this.r = scalar;
  11710. this.g = scalar;
  11711. this.b = scalar;
  11712. return this;
  11713. }
  11714. /**
  11715. * Sets this color from a hexadecimal value.
  11716. *
  11717. * @param {number} hex - The hexadecimal value.
  11718. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11719. * @return {Color} A reference to this color.
  11720. */
  11721. setHex( hex, colorSpace = SRGBColorSpace ) {
  11722. hex = Math.floor( hex );
  11723. this.r = ( hex >> 16 & 255 ) / 255;
  11724. this.g = ( hex >> 8 & 255 ) / 255;
  11725. this.b = ( hex & 255 ) / 255;
  11726. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11727. return this;
  11728. }
  11729. /**
  11730. * Sets this color from RGB values.
  11731. *
  11732. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11733. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11734. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11735. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11736. * @return {Color} A reference to this color.
  11737. */
  11738. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11739. this.r = r;
  11740. this.g = g;
  11741. this.b = b;
  11742. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11743. return this;
  11744. }
  11745. /**
  11746. * Sets this color from RGB values.
  11747. *
  11748. * @param {number} h - Hue value between `0.0` and `1.0`.
  11749. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11750. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11751. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11752. * @return {Color} A reference to this color.
  11753. */
  11754. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11755. // h,s,l ranges are in 0.0 - 1.0
  11756. h = euclideanModulo( h, 1 );
  11757. s = clamp( s, 0, 1 );
  11758. l = clamp( l, 0, 1 );
  11759. if ( s === 0 ) {
  11760. this.r = this.g = this.b = l;
  11761. } else {
  11762. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11763. const q = ( 2 * l ) - p;
  11764. this.r = hue2rgb( q, p, h + 1 / 3 );
  11765. this.g = hue2rgb( q, p, h );
  11766. this.b = hue2rgb( q, p, h - 1 / 3 );
  11767. }
  11768. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11769. return this;
  11770. }
  11771. /**
  11772. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11773. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11774. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  11775. * all 140 color names are supported).
  11776. *
  11777. * @param {string} style - Color as a CSS-style string.
  11778. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11779. * @return {Color} A reference to this color.
  11780. */
  11781. setStyle( style, colorSpace = SRGBColorSpace ) {
  11782. function handleAlpha( string ) {
  11783. if ( string === undefined ) return;
  11784. if ( parseFloat( string ) < 1 ) {
  11785. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  11786. }
  11787. }
  11788. let m;
  11789. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11790. // rgb / hsl
  11791. let color;
  11792. const name = m[ 1 ];
  11793. const components = m[ 2 ];
  11794. switch ( name ) {
  11795. case 'rgb':
  11796. case 'rgba':
  11797. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11798. // rgb(255,0,0) rgba(255,0,0,0.5)
  11799. handleAlpha( color[ 4 ] );
  11800. return this.setRGB(
  11801. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11802. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11803. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11804. colorSpace
  11805. );
  11806. }
  11807. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11808. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11809. handleAlpha( color[ 4 ] );
  11810. return this.setRGB(
  11811. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11812. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11813. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11814. colorSpace
  11815. );
  11816. }
  11817. break;
  11818. case 'hsl':
  11819. case 'hsla':
  11820. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11821. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11822. handleAlpha( color[ 4 ] );
  11823. return this.setHSL(
  11824. parseFloat( color[ 1 ] ) / 360,
  11825. parseFloat( color[ 2 ] ) / 100,
  11826. parseFloat( color[ 3 ] ) / 100,
  11827. colorSpace
  11828. );
  11829. }
  11830. break;
  11831. default:
  11832. warn( 'Color: Unknown color model ' + style );
  11833. }
  11834. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11835. // hex color
  11836. const hex = m[ 1 ];
  11837. const size = hex.length;
  11838. if ( size === 3 ) {
  11839. // #ff0
  11840. return this.setRGB(
  11841. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11842. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11843. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11844. colorSpace
  11845. );
  11846. } else if ( size === 6 ) {
  11847. // #ff0000
  11848. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11849. } else {
  11850. warn( 'Color: Invalid hex color ' + style );
  11851. }
  11852. } else if ( style && style.length > 0 ) {
  11853. return this.setColorName( style, colorSpace );
  11854. }
  11855. return this;
  11856. }
  11857. /**
  11858. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11859. * you don't need the other CSS-style formats.
  11860. *
  11861. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11862. * ```js
  11863. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11864. * ```
  11865. *
  11866. * @param {string} style - The color name.
  11867. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11868. * @return {Color} A reference to this color.
  11869. */
  11870. setColorName( style, colorSpace = SRGBColorSpace ) {
  11871. // color keywords
  11872. const hex = _colorKeywords[ style.toLowerCase() ];
  11873. if ( hex !== undefined ) {
  11874. // red
  11875. this.setHex( hex, colorSpace );
  11876. } else {
  11877. // unknown color
  11878. warn( 'Color: Unknown color ' + style );
  11879. }
  11880. return this;
  11881. }
  11882. /**
  11883. * Returns a new color with copied values from this instance.
  11884. *
  11885. * @return {Color} A clone of this instance.
  11886. */
  11887. clone() {
  11888. return new this.constructor( this.r, this.g, this.b );
  11889. }
  11890. /**
  11891. * Copies the values of the given color to this instance.
  11892. *
  11893. * @param {Color} color - The color to copy.
  11894. * @return {Color} A reference to this color.
  11895. */
  11896. copy( color ) {
  11897. this.r = color.r;
  11898. this.g = color.g;
  11899. this.b = color.b;
  11900. return this;
  11901. }
  11902. /**
  11903. * Copies the given color into this color, and then converts this color from
  11904. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11905. *
  11906. * @param {Color} color - The color to copy/convert.
  11907. * @return {Color} A reference to this color.
  11908. */
  11909. copySRGBToLinear( color ) {
  11910. this.r = SRGBToLinear( color.r );
  11911. this.g = SRGBToLinear( color.g );
  11912. this.b = SRGBToLinear( color.b );
  11913. return this;
  11914. }
  11915. /**
  11916. * Copies the given color into this color, and then converts this color from
  11917. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11918. *
  11919. * @param {Color} color - The color to copy/convert.
  11920. * @return {Color} A reference to this color.
  11921. */
  11922. copyLinearToSRGB( color ) {
  11923. this.r = LinearToSRGB( color.r );
  11924. this.g = LinearToSRGB( color.g );
  11925. this.b = LinearToSRGB( color.b );
  11926. return this;
  11927. }
  11928. /**
  11929. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11930. *
  11931. * @return {Color} A reference to this color.
  11932. */
  11933. convertSRGBToLinear() {
  11934. this.copySRGBToLinear( this );
  11935. return this;
  11936. }
  11937. /**
  11938. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11939. *
  11940. * @return {Color} A reference to this color.
  11941. */
  11942. convertLinearToSRGB() {
  11943. this.copyLinearToSRGB( this );
  11944. return this;
  11945. }
  11946. /**
  11947. * Returns the hexadecimal value of this color.
  11948. *
  11949. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11950. * @return {number} The hexadecimal value.
  11951. */
  11952. getHex( colorSpace = SRGBColorSpace ) {
  11953. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11954. 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 ) );
  11955. }
  11956. /**
  11957. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  11958. *
  11959. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11960. * @return {string} The hexadecimal value as a string.
  11961. */
  11962. getHexString( colorSpace = SRGBColorSpace ) {
  11963. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  11964. }
  11965. /**
  11966. * Converts the colors RGB values into the HSL format and stores them into the
  11967. * given target object.
  11968. *
  11969. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  11970. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11971. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  11972. */
  11973. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  11974. // h,s,l ranges are in 0.0 - 1.0
  11975. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11976. const r = _color.r, g = _color.g, b = _color.b;
  11977. const max = Math.max( r, g, b );
  11978. const min = Math.min( r, g, b );
  11979. let hue, saturation;
  11980. const lightness = ( min + max ) / 2.0;
  11981. if ( min === max ) {
  11982. hue = 0;
  11983. saturation = 0;
  11984. } else {
  11985. const delta = max - min;
  11986. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  11987. switch ( max ) {
  11988. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  11989. case g: hue = ( b - r ) / delta + 2; break;
  11990. case b: hue = ( r - g ) / delta + 4; break;
  11991. }
  11992. hue /= 6;
  11993. }
  11994. target.h = hue;
  11995. target.s = saturation;
  11996. target.l = lightness;
  11997. return target;
  11998. }
  11999. /**
  12000. * Returns the RGB values of this color and stores them into the given target object.
  12001. *
  12002. * @param {Color} target - The target color that is used to store the method's result.
  12003. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12004. * @return {Color} The RGB representation of this color.
  12005. */
  12006. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  12007. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12008. target.r = _color.r;
  12009. target.g = _color.g;
  12010. target.b = _color.b;
  12011. return target;
  12012. }
  12013. /**
  12014. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  12015. *
  12016. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12017. * @return {string} The CSS representation of this color.
  12018. */
  12019. getStyle( colorSpace = SRGBColorSpace ) {
  12020. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12021. const r = _color.r, g = _color.g, b = _color.b;
  12022. if ( colorSpace !== SRGBColorSpace ) {
  12023. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12024. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12025. }
  12026. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12027. }
  12028. /**
  12029. * Adds the given HSL values to this color's values.
  12030. * Internally, this converts the color's RGB values to HSL, adds HSL
  12031. * and then converts the color back to RGB.
  12032. *
  12033. * @param {number} h - Hue value between `0.0` and `1.0`.
  12034. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12035. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12036. * @return {Color} A reference to this color.
  12037. */
  12038. offsetHSL( h, s, l ) {
  12039. this.getHSL( _hslA );
  12040. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12041. }
  12042. /**
  12043. * Adds the RGB values of the given color to the RGB values of this color.
  12044. *
  12045. * @param {Color} color - The color to add.
  12046. * @return {Color} A reference to this color.
  12047. */
  12048. add( color ) {
  12049. this.r += color.r;
  12050. this.g += color.g;
  12051. this.b += color.b;
  12052. return this;
  12053. }
  12054. /**
  12055. * Adds the RGB values of the given colors and stores the result in this instance.
  12056. *
  12057. * @param {Color} color1 - The first color.
  12058. * @param {Color} color2 - The second color.
  12059. * @return {Color} A reference to this color.
  12060. */
  12061. addColors( color1, color2 ) {
  12062. this.r = color1.r + color2.r;
  12063. this.g = color1.g + color2.g;
  12064. this.b = color1.b + color2.b;
  12065. return this;
  12066. }
  12067. /**
  12068. * Adds the given scalar value to the RGB values of this color.
  12069. *
  12070. * @param {number} s - The scalar to add.
  12071. * @return {Color} A reference to this color.
  12072. */
  12073. addScalar( s ) {
  12074. this.r += s;
  12075. this.g += s;
  12076. this.b += s;
  12077. return this;
  12078. }
  12079. /**
  12080. * Subtracts the RGB values of the given color from the RGB values of this color.
  12081. *
  12082. * @param {Color} color - The color to subtract.
  12083. * @return {Color} A reference to this color.
  12084. */
  12085. sub( color ) {
  12086. this.r = Math.max( 0, this.r - color.r );
  12087. this.g = Math.max( 0, this.g - color.g );
  12088. this.b = Math.max( 0, this.b - color.b );
  12089. return this;
  12090. }
  12091. /**
  12092. * Multiplies the RGB values of the given color with the RGB values of this color.
  12093. *
  12094. * @param {Color} color - The color to multiply.
  12095. * @return {Color} A reference to this color.
  12096. */
  12097. multiply( color ) {
  12098. this.r *= color.r;
  12099. this.g *= color.g;
  12100. this.b *= color.b;
  12101. return this;
  12102. }
  12103. /**
  12104. * Multiplies the given scalar value with the RGB values of this color.
  12105. *
  12106. * @param {number} s - The scalar to multiply.
  12107. * @return {Color} A reference to this color.
  12108. */
  12109. multiplyScalar( s ) {
  12110. this.r *= s;
  12111. this.g *= s;
  12112. this.b *= s;
  12113. return this;
  12114. }
  12115. /**
  12116. * Linearly interpolates this color's RGB values toward the RGB values of the
  12117. * given color. The alpha argument can be thought of as the ratio between
  12118. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12119. *
  12120. * @param {Color} color - The color to converge on.
  12121. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12122. * @return {Color} A reference to this color.
  12123. */
  12124. lerp( color, alpha ) {
  12125. this.r += ( color.r - this.r ) * alpha;
  12126. this.g += ( color.g - this.g ) * alpha;
  12127. this.b += ( color.b - this.b ) * alpha;
  12128. return this;
  12129. }
  12130. /**
  12131. * Linearly interpolates between the given colors and stores the result in this instance.
  12132. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12133. * is the first and `1.0` is the second color.
  12134. *
  12135. * @param {Color} color1 - The first color.
  12136. * @param {Color} color2 - The second color.
  12137. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12138. * @return {Color} A reference to this color.
  12139. */
  12140. lerpColors( color1, color2, alpha ) {
  12141. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12142. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12143. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12144. return this;
  12145. }
  12146. /**
  12147. * Linearly interpolates this color's HSL values toward the HSL values of the
  12148. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12149. * from one color to the other, but instead going through all the hues in between
  12150. * those two colors. The alpha argument can be thought of as the ratio between
  12151. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12152. *
  12153. * @param {Color} color - The color to converge on.
  12154. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12155. * @return {Color} A reference to this color.
  12156. */
  12157. lerpHSL( color, alpha ) {
  12158. this.getHSL( _hslA );
  12159. color.getHSL( _hslB );
  12160. const h = lerp( _hslA.h, _hslB.h, alpha );
  12161. const s = lerp( _hslA.s, _hslB.s, alpha );
  12162. const l = lerp( _hslA.l, _hslB.l, alpha );
  12163. this.setHSL( h, s, l );
  12164. return this;
  12165. }
  12166. /**
  12167. * Sets the color's RGB components from the given 3D vector.
  12168. *
  12169. * @param {Vector3} v - The vector to set.
  12170. * @return {Color} A reference to this color.
  12171. */
  12172. setFromVector3( v ) {
  12173. this.r = v.x;
  12174. this.g = v.y;
  12175. this.b = v.z;
  12176. return this;
  12177. }
  12178. /**
  12179. * Transforms this color with the given 3x3 matrix.
  12180. *
  12181. * @param {Matrix3} m - The matrix.
  12182. * @return {Color} A reference to this color.
  12183. */
  12184. applyMatrix3( m ) {
  12185. const r = this.r, g = this.g, b = this.b;
  12186. const e = m.elements;
  12187. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12188. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12189. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12190. return this;
  12191. }
  12192. /**
  12193. * Returns `true` if this color is equal with the given one.
  12194. *
  12195. * @param {Color} c - The color to test for equality.
  12196. * @return {boolean} Whether this bounding color is equal with the given one.
  12197. */
  12198. equals( c ) {
  12199. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12200. }
  12201. /**
  12202. * Sets this color's RGB components from the given array.
  12203. *
  12204. * @param {Array<number>} array - An array holding the RGB values.
  12205. * @param {number} [offset=0] - The offset into the array.
  12206. * @return {Color} A reference to this color.
  12207. */
  12208. fromArray( array, offset = 0 ) {
  12209. this.r = array[ offset ];
  12210. this.g = array[ offset + 1 ];
  12211. this.b = array[ offset + 2 ];
  12212. return this;
  12213. }
  12214. /**
  12215. * Writes the RGB components of this color to the given array. If no array is provided,
  12216. * the method returns a new instance.
  12217. *
  12218. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12219. * @param {number} [offset=0] - Index of the first element in the array.
  12220. * @return {Array<number>} The color components.
  12221. */
  12222. toArray( array = [], offset = 0 ) {
  12223. array[ offset ] = this.r;
  12224. array[ offset + 1 ] = this.g;
  12225. array[ offset + 2 ] = this.b;
  12226. return array;
  12227. }
  12228. /**
  12229. * Sets the components of this color from the given buffer attribute.
  12230. *
  12231. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12232. * @param {number} index - The index into the attribute.
  12233. * @return {Color} A reference to this color.
  12234. */
  12235. fromBufferAttribute( attribute, index ) {
  12236. this.r = attribute.getX( index );
  12237. this.g = attribute.getY( index );
  12238. this.b = attribute.getZ( index );
  12239. return this;
  12240. }
  12241. /**
  12242. * This methods defines the serialization result of this class. Returns the color
  12243. * as a hexadecimal value.
  12244. *
  12245. * @return {number} The hexadecimal value.
  12246. */
  12247. toJSON() {
  12248. return this.getHex();
  12249. }
  12250. *[ Symbol.iterator ]() {
  12251. yield this.r;
  12252. yield this.g;
  12253. yield this.b;
  12254. }
  12255. }
  12256. const _color = /*@__PURE__*/ new Color();
  12257. /**
  12258. * A dictionary with X11 color names.
  12259. *
  12260. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12261. *
  12262. * @static
  12263. * @type {Object}
  12264. */
  12265. Color.NAMES = _colorKeywords;
  12266. let _materialId = 0;
  12267. /**
  12268. * Abstract base class for materials.
  12269. *
  12270. * Materials define the appearance of renderable 3D objects.
  12271. *
  12272. * @abstract
  12273. * @augments EventDispatcher
  12274. */
  12275. class Material extends EventDispatcher {
  12276. /**
  12277. * Constructs a new material.
  12278. */
  12279. constructor() {
  12280. super();
  12281. /**
  12282. * This flag can be used for type testing.
  12283. *
  12284. * @type {boolean}
  12285. * @readonly
  12286. * @default true
  12287. */
  12288. this.isMaterial = true;
  12289. /**
  12290. * The ID of the material.
  12291. *
  12292. * @name Material#id
  12293. * @type {number}
  12294. * @readonly
  12295. */
  12296. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12297. /**
  12298. * The UUID of the material.
  12299. *
  12300. * @type {string}
  12301. * @readonly
  12302. */
  12303. this.uuid = generateUUID();
  12304. /**
  12305. * The name of the material.
  12306. *
  12307. * @type {string}
  12308. */
  12309. this.name = '';
  12310. /**
  12311. * The type property is used for detecting the object type
  12312. * in context of serialization/deserialization.
  12313. *
  12314. * @type {string}
  12315. * @readonly
  12316. */
  12317. this.type = 'Material';
  12318. /**
  12319. * Defines the blending type of the material.
  12320. *
  12321. * It must be set to `CustomBlending` if custom blending properties like
  12322. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12323. * should have any effect.
  12324. *
  12325. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12326. * @default NormalBlending
  12327. */
  12328. this.blending = NormalBlending;
  12329. /**
  12330. * Defines which side of faces will be rendered - front, back or both.
  12331. *
  12332. * @type {(FrontSide|BackSide|DoubleSide)}
  12333. * @default FrontSide
  12334. */
  12335. this.side = FrontSide;
  12336. /**
  12337. * If set to `true`, vertex colors should be used.
  12338. *
  12339. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12340. * four (RGBA) component color buffer attribute is used.
  12341. *
  12342. * @type {boolean}
  12343. * @default false
  12344. */
  12345. this.vertexColors = false;
  12346. /**
  12347. * Defines how transparent the material is.
  12348. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12349. *
  12350. * If the {@link Material#transparent} is not set to `true`,
  12351. * the material will remain fully opaque and this value will only affect its color.
  12352. *
  12353. * @type {number}
  12354. * @default 1
  12355. */
  12356. this.opacity = 1;
  12357. /**
  12358. * Defines whether this material is transparent. This has an effect on
  12359. * rendering as transparent objects need special treatment and are rendered
  12360. * after non-transparent objects.
  12361. *
  12362. * When set to true, the extent to which the material is transparent is
  12363. * controlled by {@link Material#opacity}.
  12364. *
  12365. * @type {boolean}
  12366. * @default false
  12367. */
  12368. this.transparent = false;
  12369. /**
  12370. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12371. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12372. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12373. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12374. *
  12375. * @type {boolean}
  12376. * @default false
  12377. */
  12378. this.alphaHash = false;
  12379. /**
  12380. * Defines the blending source factor.
  12381. *
  12382. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12383. * @default SrcAlphaFactor
  12384. */
  12385. this.blendSrc = SrcAlphaFactor;
  12386. /**
  12387. * Defines the blending destination factor.
  12388. *
  12389. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12390. * @default OneMinusSrcAlphaFactor
  12391. */
  12392. this.blendDst = OneMinusSrcAlphaFactor;
  12393. /**
  12394. * Defines the blending equation.
  12395. *
  12396. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12397. * @default AddEquation
  12398. */
  12399. this.blendEquation = AddEquation;
  12400. /**
  12401. * Defines the blending source alpha factor.
  12402. *
  12403. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12404. * @default null
  12405. */
  12406. this.blendSrcAlpha = null;
  12407. /**
  12408. * Defines the blending destination alpha factor.
  12409. *
  12410. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12411. * @default null
  12412. */
  12413. this.blendDstAlpha = null;
  12414. /**
  12415. * Defines the blending equation of the alpha channel.
  12416. *
  12417. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12418. * @default null
  12419. */
  12420. this.blendEquationAlpha = null;
  12421. /**
  12422. * Represents the RGB values of the constant blend color.
  12423. *
  12424. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12425. *
  12426. * @type {Color}
  12427. * @default (0,0,0)
  12428. */
  12429. this.blendColor = new Color( 0, 0, 0 );
  12430. /**
  12431. * Represents the alpha value of the constant blend color.
  12432. *
  12433. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12434. *
  12435. * @type {number}
  12436. * @default 0
  12437. */
  12438. this.blendAlpha = 0;
  12439. /**
  12440. * Defines the depth function.
  12441. *
  12442. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12443. * @default LessEqualDepth
  12444. */
  12445. this.depthFunc = LessEqualDepth;
  12446. /**
  12447. * Whether to have depth test enabled when rendering this material.
  12448. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12449. *
  12450. * @type {boolean}
  12451. * @default true
  12452. */
  12453. this.depthTest = true;
  12454. /**
  12455. * Whether rendering this material has any effect on the depth buffer.
  12456. *
  12457. * When drawing 2D overlays it can be useful to disable the depth writing in
  12458. * order to layer several things together without creating z-index artifacts.
  12459. *
  12460. * @type {boolean}
  12461. * @default true
  12462. */
  12463. this.depthWrite = true;
  12464. /**
  12465. * The bit mask to use when writing to the stencil buffer.
  12466. *
  12467. * @type {number}
  12468. * @default 0xff
  12469. */
  12470. this.stencilWriteMask = 0xff;
  12471. /**
  12472. * The stencil comparison function to use.
  12473. *
  12474. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12475. * @default AlwaysStencilFunc
  12476. */
  12477. this.stencilFunc = AlwaysStencilFunc;
  12478. /**
  12479. * The value to use when performing stencil comparisons or stencil operations.
  12480. *
  12481. * @type {number}
  12482. * @default 0
  12483. */
  12484. this.stencilRef = 0;
  12485. /**
  12486. * The bit mask to use when comparing against the stencil buffer.
  12487. *
  12488. * @type {number}
  12489. * @default 0xff
  12490. */
  12491. this.stencilFuncMask = 0xff;
  12492. /**
  12493. * Which stencil operation to perform when the comparison function returns `false`.
  12494. *
  12495. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12496. * @default KeepStencilOp
  12497. */
  12498. this.stencilFail = KeepStencilOp;
  12499. /**
  12500. * Which stencil operation to perform when the comparison function returns
  12501. * `true` but the depth test fails.
  12502. *
  12503. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12504. * @default KeepStencilOp
  12505. */
  12506. this.stencilZFail = KeepStencilOp;
  12507. /**
  12508. * Which stencil operation to perform when the comparison function returns
  12509. * `true` and the depth test passes.
  12510. *
  12511. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12512. * @default KeepStencilOp
  12513. */
  12514. this.stencilZPass = KeepStencilOp;
  12515. /**
  12516. * Whether stencil operations are performed against the stencil buffer. In
  12517. * order to perform writes or comparisons against the stencil buffer this
  12518. * value must be `true`.
  12519. *
  12520. * @type {boolean}
  12521. * @default false
  12522. */
  12523. this.stencilWrite = false;
  12524. /**
  12525. * User-defined clipping planes specified as THREE.Plane objects in world
  12526. * space. These planes apply to the objects this material is attached to.
  12527. * Points in space whose signed distance to the plane is negative are clipped
  12528. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12529. * be `true`.
  12530. *
  12531. * @type {?Array<Plane>}
  12532. * @default null
  12533. */
  12534. this.clippingPlanes = null;
  12535. /**
  12536. * Changes the behavior of clipping planes so that only their intersection is
  12537. * clipped, rather than their union.
  12538. *
  12539. * @type {boolean}
  12540. * @default false
  12541. */
  12542. this.clipIntersection = false;
  12543. /**
  12544. * Defines whether to clip shadows according to the clipping planes specified
  12545. * on this material.
  12546. *
  12547. * @type {boolean}
  12548. * @default false
  12549. */
  12550. this.clipShadows = false;
  12551. /**
  12552. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12553. * is determined as follows:
  12554. *
  12555. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12556. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12557. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12558. *
  12559. * @type {?(FrontSide|BackSide|DoubleSide)}
  12560. * @default null
  12561. */
  12562. this.shadowSide = null;
  12563. /**
  12564. * Whether to render the material's color.
  12565. *
  12566. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12567. * objects that occlude other objects.
  12568. *
  12569. * @type {boolean}
  12570. * @default true
  12571. */
  12572. this.colorWrite = true;
  12573. /**
  12574. * Override the renderer's default precision for this material.
  12575. *
  12576. * @type {?('highp'|'mediump'|'lowp')}
  12577. * @default null
  12578. */
  12579. this.precision = null;
  12580. /**
  12581. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12582. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12583. * The offset is added before the depth test is performed and before the value is written
  12584. * into the depth buffer.
  12585. *
  12586. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12587. * rendering solids with highlighted edges.
  12588. *
  12589. * @type {boolean}
  12590. * @default false
  12591. */
  12592. this.polygonOffset = false;
  12593. /**
  12594. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12595. *
  12596. * @type {number}
  12597. * @default 0
  12598. */
  12599. this.polygonOffsetFactor = 0;
  12600. /**
  12601. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12602. *
  12603. * @type {number}
  12604. * @default 0
  12605. */
  12606. this.polygonOffsetUnits = 0;
  12607. /**
  12608. * Whether to apply dithering to the color to remove the appearance of banding.
  12609. *
  12610. * @type {boolean}
  12611. * @default false
  12612. */
  12613. this.dithering = false;
  12614. /**
  12615. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12616. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12617. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12618. *
  12619. * @type {boolean}
  12620. * @default false
  12621. */
  12622. this.alphaToCoverage = false;
  12623. /**
  12624. * Whether to premultiply the alpha (transparency) value.
  12625. *
  12626. * @type {boolean}
  12627. * @default false
  12628. */
  12629. this.premultipliedAlpha = false;
  12630. /**
  12631. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12632. *
  12633. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12634. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12635. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12636. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12637. * disable the two pass rendering to avoid performance issues.
  12638. *
  12639. * @type {boolean}
  12640. * @default false
  12641. */
  12642. this.forceSinglePass = false;
  12643. /**
  12644. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12645. *
  12646. * @type {boolean}
  12647. * @default true
  12648. */
  12649. this.allowOverride = true;
  12650. /**
  12651. * Defines whether 3D objects using this material are visible.
  12652. *
  12653. * @type {boolean}
  12654. * @default true
  12655. */
  12656. this.visible = true;
  12657. /**
  12658. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12659. *
  12660. * It is ignored when rendering to a render target or using post processing or when using
  12661. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12662. *
  12663. * @type {boolean}
  12664. * @default true
  12665. */
  12666. this.toneMapped = true;
  12667. /**
  12668. * An object that can be used to store custom data about the Material. It
  12669. * should not hold references to functions as these will not be cloned.
  12670. *
  12671. * @type {Object}
  12672. */
  12673. this.userData = {};
  12674. /**
  12675. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12676. *
  12677. * @type {number}
  12678. * @readonly
  12679. * @default 0
  12680. */
  12681. this.version = 0;
  12682. this._alphaTest = 0;
  12683. }
  12684. /**
  12685. * Sets the alpha value to be used when running an alpha test. The material
  12686. * will not be rendered if the opacity is lower than this value.
  12687. *
  12688. * @type {number}
  12689. * @readonly
  12690. * @default 0
  12691. */
  12692. get alphaTest() {
  12693. return this._alphaTest;
  12694. }
  12695. set alphaTest( value ) {
  12696. if ( this._alphaTest > 0 !== value > 0 ) {
  12697. this.version ++;
  12698. }
  12699. this._alphaTest = value;
  12700. }
  12701. /**
  12702. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12703. *
  12704. * This method can only be used when rendering with {@link WebGLRenderer}.
  12705. *
  12706. * @param {WebGLRenderer} renderer - The renderer.
  12707. * @param {Scene} scene - The scene.
  12708. * @param {Camera} camera - The camera that is used to render the scene.
  12709. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12710. * @param {Object3D} object - The 3D object.
  12711. * @param {Object} group - The geometry group data.
  12712. */
  12713. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12714. /**
  12715. * An optional callback that is executed immediately before the shader
  12716. * program is compiled. This function is called with the shader source code
  12717. * as a parameter. Useful for the modification of built-in materials.
  12718. *
  12719. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12720. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12721. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  12722. *
  12723. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12724. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12725. */
  12726. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12727. /**
  12728. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12729. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12730. * shader or recompile the shader for this material as needed.
  12731. *
  12732. * This method can only be used when rendering with {@link WebGLRenderer}.
  12733. *
  12734. * @return {string} The custom program cache key.
  12735. */
  12736. customProgramCacheKey() {
  12737. return this.onBeforeCompile.toString();
  12738. }
  12739. /**
  12740. * This method can be used to set default values from parameter objects.
  12741. * It is a generic implementation so it can be used with different types
  12742. * of materials.
  12743. *
  12744. * @param {Object} [values] - The material values to set.
  12745. */
  12746. setValues( values ) {
  12747. if ( values === undefined ) return;
  12748. for ( const key in values ) {
  12749. const newValue = values[ key ];
  12750. if ( newValue === undefined ) {
  12751. warn( `Material: parameter '${ key }' has value of undefined.` );
  12752. continue;
  12753. }
  12754. const currentValue = this[ key ];
  12755. if ( currentValue === undefined ) {
  12756. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12757. continue;
  12758. }
  12759. if ( currentValue && currentValue.isColor ) {
  12760. currentValue.set( newValue );
  12761. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12762. currentValue.copy( newValue );
  12763. } else {
  12764. this[ key ] = newValue;
  12765. }
  12766. }
  12767. }
  12768. /**
  12769. * Serializes the material into JSON.
  12770. *
  12771. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12772. * @return {Object} A JSON object representing the serialized material.
  12773. * @see {@link ObjectLoader#parse}
  12774. */
  12775. toJSON( meta ) {
  12776. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12777. if ( isRootObject ) {
  12778. meta = {
  12779. textures: {},
  12780. images: {}
  12781. };
  12782. }
  12783. const data = {
  12784. metadata: {
  12785. version: 4.7,
  12786. type: 'Material',
  12787. generator: 'Material.toJSON'
  12788. }
  12789. };
  12790. // standard Material serialization
  12791. data.uuid = this.uuid;
  12792. data.type = this.type;
  12793. if ( this.name !== '' ) data.name = this.name;
  12794. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12795. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12796. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12797. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12798. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12799. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12800. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12801. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12802. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12803. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12804. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12805. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12806. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12807. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12808. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12809. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12810. }
  12811. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12812. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12813. }
  12814. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12815. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12816. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12817. }
  12818. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  12819. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  12820. }
  12821. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  12822. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  12823. }
  12824. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12825. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12826. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12827. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12828. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12829. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12830. }
  12831. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12832. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12833. }
  12834. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12835. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12836. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12837. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12838. }
  12839. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12840. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12841. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12842. if ( this.lightMap && this.lightMap.isTexture ) {
  12843. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12844. data.lightMapIntensity = this.lightMapIntensity;
  12845. }
  12846. if ( this.aoMap && this.aoMap.isTexture ) {
  12847. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12848. data.aoMapIntensity = this.aoMapIntensity;
  12849. }
  12850. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12851. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12852. data.bumpScale = this.bumpScale;
  12853. }
  12854. if ( this.normalMap && this.normalMap.isTexture ) {
  12855. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12856. data.normalMapType = this.normalMapType;
  12857. data.normalScale = this.normalScale.toArray();
  12858. }
  12859. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12860. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12861. data.displacementScale = this.displacementScale;
  12862. data.displacementBias = this.displacementBias;
  12863. }
  12864. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12865. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12866. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12867. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12868. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12869. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12870. if ( this.envMap && this.envMap.isTexture ) {
  12871. data.envMap = this.envMap.toJSON( meta ).uuid;
  12872. if ( this.combine !== undefined ) data.combine = this.combine;
  12873. }
  12874. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12875. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12876. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12877. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12878. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12879. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12880. }
  12881. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12882. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12883. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12884. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12885. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12886. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12887. if ( this.size !== undefined ) data.size = this.size;
  12888. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12889. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12890. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12891. if ( this.side !== FrontSide ) data.side = this.side;
  12892. if ( this.vertexColors === true ) data.vertexColors = true;
  12893. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12894. if ( this.transparent === true ) data.transparent = true;
  12895. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12896. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12897. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12898. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12899. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12900. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12901. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12902. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12903. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12904. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12905. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12906. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12907. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12908. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12909. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12910. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12911. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12912. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12913. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12914. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12915. // rotation (SpriteMaterial)
  12916. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12917. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12918. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12919. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12920. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12921. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12922. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12923. if ( this.scale !== undefined ) data.scale = this.scale;
  12924. if ( this.dithering === true ) data.dithering = true;
  12925. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12926. if ( this.alphaHash === true ) data.alphaHash = true;
  12927. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12928. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12929. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12930. if ( this.wireframe === true ) data.wireframe = true;
  12931. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12932. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12933. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12934. if ( this.flatShading === true ) data.flatShading = true;
  12935. if ( this.visible === false ) data.visible = false;
  12936. if ( this.toneMapped === false ) data.toneMapped = false;
  12937. if ( this.fog === false ) data.fog = false;
  12938. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12939. // TODO: Copied from Object3D.toJSON
  12940. function extractFromCache( cache ) {
  12941. const values = [];
  12942. for ( const key in cache ) {
  12943. const data = cache[ key ];
  12944. delete data.metadata;
  12945. values.push( data );
  12946. }
  12947. return values;
  12948. }
  12949. if ( isRootObject ) {
  12950. const textures = extractFromCache( meta.textures );
  12951. const images = extractFromCache( meta.images );
  12952. if ( textures.length > 0 ) data.textures = textures;
  12953. if ( images.length > 0 ) data.images = images;
  12954. }
  12955. return data;
  12956. }
  12957. /**
  12958. * Returns a new material with copied values from this instance.
  12959. *
  12960. * @return {Material} A clone of this instance.
  12961. */
  12962. clone() {
  12963. return new this.constructor().copy( this );
  12964. }
  12965. /**
  12966. * Copies the values of the given material to this instance.
  12967. *
  12968. * @param {Material} source - The material to copy.
  12969. * @return {Material} A reference to this instance.
  12970. */
  12971. copy( source ) {
  12972. this.name = source.name;
  12973. this.blending = source.blending;
  12974. this.side = source.side;
  12975. this.vertexColors = source.vertexColors;
  12976. this.opacity = source.opacity;
  12977. this.transparent = source.transparent;
  12978. this.blendSrc = source.blendSrc;
  12979. this.blendDst = source.blendDst;
  12980. this.blendEquation = source.blendEquation;
  12981. this.blendSrcAlpha = source.blendSrcAlpha;
  12982. this.blendDstAlpha = source.blendDstAlpha;
  12983. this.blendEquationAlpha = source.blendEquationAlpha;
  12984. this.blendColor.copy( source.blendColor );
  12985. this.blendAlpha = source.blendAlpha;
  12986. this.depthFunc = source.depthFunc;
  12987. this.depthTest = source.depthTest;
  12988. this.depthWrite = source.depthWrite;
  12989. this.stencilWriteMask = source.stencilWriteMask;
  12990. this.stencilFunc = source.stencilFunc;
  12991. this.stencilRef = source.stencilRef;
  12992. this.stencilFuncMask = source.stencilFuncMask;
  12993. this.stencilFail = source.stencilFail;
  12994. this.stencilZFail = source.stencilZFail;
  12995. this.stencilZPass = source.stencilZPass;
  12996. this.stencilWrite = source.stencilWrite;
  12997. const srcPlanes = source.clippingPlanes;
  12998. let dstPlanes = null;
  12999. if ( srcPlanes !== null ) {
  13000. const n = srcPlanes.length;
  13001. dstPlanes = new Array( n );
  13002. for ( let i = 0; i !== n; ++ i ) {
  13003. dstPlanes[ i ] = srcPlanes[ i ].clone();
  13004. }
  13005. }
  13006. this.clippingPlanes = dstPlanes;
  13007. this.clipIntersection = source.clipIntersection;
  13008. this.clipShadows = source.clipShadows;
  13009. this.shadowSide = source.shadowSide;
  13010. this.colorWrite = source.colorWrite;
  13011. this.precision = source.precision;
  13012. this.polygonOffset = source.polygonOffset;
  13013. this.polygonOffsetFactor = source.polygonOffsetFactor;
  13014. this.polygonOffsetUnits = source.polygonOffsetUnits;
  13015. this.dithering = source.dithering;
  13016. this.alphaTest = source.alphaTest;
  13017. this.alphaHash = source.alphaHash;
  13018. this.alphaToCoverage = source.alphaToCoverage;
  13019. this.premultipliedAlpha = source.premultipliedAlpha;
  13020. this.forceSinglePass = source.forceSinglePass;
  13021. this.visible = source.visible;
  13022. this.toneMapped = source.toneMapped;
  13023. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  13024. return this;
  13025. }
  13026. /**
  13027. * Frees the GPU-related resources allocated by this instance. Call this
  13028. * method whenever this instance is no longer used in your app.
  13029. *
  13030. * @fires Material#dispose
  13031. */
  13032. dispose() {
  13033. /**
  13034. * Fires when the material has been disposed of.
  13035. *
  13036. * @event Material#dispose
  13037. * @type {Object}
  13038. */
  13039. this.dispatchEvent( { type: 'dispose' } );
  13040. }
  13041. /**
  13042. * Setting this property to `true` indicates the engine the material
  13043. * needs to be recompiled.
  13044. *
  13045. * @type {boolean}
  13046. * @default false
  13047. * @param {boolean} value
  13048. */
  13049. set needsUpdate( value ) {
  13050. if ( value === true ) this.version ++;
  13051. }
  13052. }
  13053. /**
  13054. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13055. *
  13056. * This material is not affected by lights.
  13057. *
  13058. * @augments Material
  13059. * @demo scenes/material-browser.html#MeshBasicMaterial
  13060. */
  13061. class MeshBasicMaterial extends Material {
  13062. /**
  13063. * Constructs a new mesh basic material.
  13064. *
  13065. * @param {Object} [parameters] - An object with one or more properties
  13066. * defining the material's appearance. Any property of the material
  13067. * (including any property from inherited materials) can be passed
  13068. * in here. Color values can be passed any type of value accepted
  13069. * by {@link Color#set}.
  13070. */
  13071. constructor( parameters ) {
  13072. super();
  13073. /**
  13074. * This flag can be used for type testing.
  13075. *
  13076. * @type {boolean}
  13077. * @readonly
  13078. * @default true
  13079. */
  13080. this.isMeshBasicMaterial = true;
  13081. this.type = 'MeshBasicMaterial';
  13082. /**
  13083. * Color of the material.
  13084. *
  13085. * @type {Color}
  13086. * @default (1,1,1)
  13087. */
  13088. this.color = new Color( 0xffffff ); // diffuse
  13089. /**
  13090. * The color map. May optionally include an alpha channel, typically combined
  13091. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13092. * color is modulated by the diffuse `color`.
  13093. *
  13094. * @type {?Texture}
  13095. * @default null
  13096. */
  13097. this.map = null;
  13098. /**
  13099. * The light map. Requires a second set of UVs.
  13100. *
  13101. * @type {?Texture}
  13102. * @default null
  13103. */
  13104. this.lightMap = null;
  13105. /**
  13106. * Intensity of the baked light.
  13107. *
  13108. * @type {number}
  13109. * @default 1
  13110. */
  13111. this.lightMapIntensity = 1.0;
  13112. /**
  13113. * The red channel of this texture is used as the ambient occlusion map.
  13114. * Requires a second set of UVs.
  13115. *
  13116. * @type {?Texture}
  13117. * @default null
  13118. */
  13119. this.aoMap = null;
  13120. /**
  13121. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13122. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13123. * red channel is also `1`, ambient light is fully occluded on a surface.
  13124. *
  13125. * @type {number}
  13126. * @default 1
  13127. */
  13128. this.aoMapIntensity = 1.0;
  13129. /**
  13130. * Specular map used by the material.
  13131. *
  13132. * @type {?Texture}
  13133. * @default null
  13134. */
  13135. this.specularMap = null;
  13136. /**
  13137. * The alpha map is a grayscale texture that controls the opacity across the
  13138. * surface (black: fully transparent; white: fully opaque).
  13139. *
  13140. * Only the color of the texture is used, ignoring the alpha channel if one
  13141. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13142. * when sampling this texture due to the extra bit of precision provided for
  13143. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13144. * luminance/alpha textures will also still work as expected.
  13145. *
  13146. * @type {?Texture}
  13147. * @default null
  13148. */
  13149. this.alphaMap = null;
  13150. /**
  13151. * The environment map.
  13152. *
  13153. * @type {?Texture}
  13154. * @default null
  13155. */
  13156. this.envMap = null;
  13157. /**
  13158. * The rotation of the environment map in radians.
  13159. *
  13160. * @type {Euler}
  13161. * @default (0,0,0)
  13162. */
  13163. this.envMapRotation = new Euler();
  13164. /**
  13165. * How to combine the result of the surface's color with the environment map, if any.
  13166. *
  13167. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13168. * blend between the two colors.
  13169. *
  13170. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13171. * @default MultiplyOperation
  13172. */
  13173. this.combine = MultiplyOperation;
  13174. /**
  13175. * How much the environment map affects the surface.
  13176. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13177. *
  13178. * @type {number}
  13179. * @default 1
  13180. */
  13181. this.reflectivity = 1;
  13182. /**
  13183. * The index of refraction (IOR) of air (approximately 1) divided by the
  13184. * index of refraction of the material. It is used with environment mapping
  13185. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13186. * The refraction ratio should not exceed `1`.
  13187. *
  13188. * @type {number}
  13189. * @default 0.98
  13190. */
  13191. this.refractionRatio = 0.98;
  13192. /**
  13193. * Renders the geometry as a wireframe.
  13194. *
  13195. * @type {boolean}
  13196. * @default false
  13197. */
  13198. this.wireframe = false;
  13199. /**
  13200. * Controls the thickness of the wireframe.
  13201. *
  13202. * Can only be used with {@link SVGRenderer}.
  13203. *
  13204. * @type {number}
  13205. * @default 1
  13206. */
  13207. this.wireframeLinewidth = 1;
  13208. /**
  13209. * Defines appearance of wireframe ends.
  13210. *
  13211. * Can only be used with {@link SVGRenderer}.
  13212. *
  13213. * @type {('round'|'bevel'|'miter')}
  13214. * @default 'round'
  13215. */
  13216. this.wireframeLinecap = 'round';
  13217. /**
  13218. * Defines appearance of wireframe joints.
  13219. *
  13220. * Can only be used with {@link SVGRenderer}.
  13221. *
  13222. * @type {('round'|'bevel'|'miter')}
  13223. * @default 'round'
  13224. */
  13225. this.wireframeLinejoin = 'round';
  13226. /**
  13227. * Whether the material is affected by fog or not.
  13228. *
  13229. * @type {boolean}
  13230. * @default true
  13231. */
  13232. this.fog = true;
  13233. this.setValues( parameters );
  13234. }
  13235. copy( source ) {
  13236. super.copy( source );
  13237. this.color.copy( source.color );
  13238. this.map = source.map;
  13239. this.lightMap = source.lightMap;
  13240. this.lightMapIntensity = source.lightMapIntensity;
  13241. this.aoMap = source.aoMap;
  13242. this.aoMapIntensity = source.aoMapIntensity;
  13243. this.specularMap = source.specularMap;
  13244. this.alphaMap = source.alphaMap;
  13245. this.envMap = source.envMap;
  13246. this.envMapRotation.copy( source.envMapRotation );
  13247. this.combine = source.combine;
  13248. this.reflectivity = source.reflectivity;
  13249. this.refractionRatio = source.refractionRatio;
  13250. this.wireframe = source.wireframe;
  13251. this.wireframeLinewidth = source.wireframeLinewidth;
  13252. this.wireframeLinecap = source.wireframeLinecap;
  13253. this.wireframeLinejoin = source.wireframeLinejoin;
  13254. this.fog = source.fog;
  13255. return this;
  13256. }
  13257. }
  13258. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13259. const _tables = /*@__PURE__*/ _generateTables();
  13260. function _generateTables() {
  13261. // float32 to float16 helpers
  13262. const buffer = new ArrayBuffer( 4 );
  13263. const floatView = new Float32Array( buffer );
  13264. const uint32View = new Uint32Array( buffer );
  13265. const baseTable = new Uint32Array( 512 );
  13266. const shiftTable = new Uint32Array( 512 );
  13267. for ( let i = 0; i < 256; ++ i ) {
  13268. const e = i - 127;
  13269. // very small number (0, -0)
  13270. if ( e < -27 ) {
  13271. baseTable[ i ] = 0x0000;
  13272. baseTable[ i | 0x100 ] = 0x8000;
  13273. shiftTable[ i ] = 24;
  13274. shiftTable[ i | 0x100 ] = 24;
  13275. // small number (denorm)
  13276. } else if ( e < -14 ) {
  13277. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13278. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13279. shiftTable[ i ] = - e - 1;
  13280. shiftTable[ i | 0x100 ] = - e - 1;
  13281. // normal number
  13282. } else if ( e <= 15 ) {
  13283. baseTable[ i ] = ( e + 15 ) << 10;
  13284. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13285. shiftTable[ i ] = 13;
  13286. shiftTable[ i | 0x100 ] = 13;
  13287. // large number (Infinity, -Infinity)
  13288. } else if ( e < 128 ) {
  13289. baseTable[ i ] = 0x7c00;
  13290. baseTable[ i | 0x100 ] = 0xfc00;
  13291. shiftTable[ i ] = 24;
  13292. shiftTable[ i | 0x100 ] = 24;
  13293. // stay (NaN, Infinity, -Infinity)
  13294. } else {
  13295. baseTable[ i ] = 0x7c00;
  13296. baseTable[ i | 0x100 ] = 0xfc00;
  13297. shiftTable[ i ] = 13;
  13298. shiftTable[ i | 0x100 ] = 13;
  13299. }
  13300. }
  13301. // float16 to float32 helpers
  13302. const mantissaTable = new Uint32Array( 2048 );
  13303. const exponentTable = new Uint32Array( 64 );
  13304. const offsetTable = new Uint32Array( 64 );
  13305. for ( let i = 1; i < 1024; ++ i ) {
  13306. let m = i << 13; // zero pad mantissa bits
  13307. let e = 0; // zero exponent
  13308. // normalized
  13309. while ( ( m & 0x00800000 ) === 0 ) {
  13310. m <<= 1;
  13311. e -= 0x00800000; // decrement exponent
  13312. }
  13313. m &= -8388609; // clear leading 1 bit
  13314. e += 0x38800000; // adjust bias
  13315. mantissaTable[ i ] = m | e;
  13316. }
  13317. for ( let i = 1024; i < 2048; ++ i ) {
  13318. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13319. }
  13320. for ( let i = 1; i < 31; ++ i ) {
  13321. exponentTable[ i ] = i << 23;
  13322. }
  13323. exponentTable[ 31 ] = 0x47800000;
  13324. exponentTable[ 32 ] = 0x80000000;
  13325. for ( let i = 33; i < 63; ++ i ) {
  13326. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13327. }
  13328. exponentTable[ 63 ] = 0xc7800000;
  13329. for ( let i = 1; i < 64; ++ i ) {
  13330. if ( i !== 32 ) {
  13331. offsetTable[ i ] = 1024;
  13332. }
  13333. }
  13334. return {
  13335. floatView: floatView,
  13336. uint32View: uint32View,
  13337. baseTable: baseTable,
  13338. shiftTable: shiftTable,
  13339. mantissaTable: mantissaTable,
  13340. exponentTable: exponentTable,
  13341. offsetTable: offsetTable
  13342. };
  13343. }
  13344. /**
  13345. * Returns a half precision floating point value (FP16) from the given single
  13346. * precision floating point value (FP32).
  13347. *
  13348. * @param {number} val - A single precision floating point value.
  13349. * @return {number} The FP16 value.
  13350. */
  13351. function toHalfFloat( val ) {
  13352. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  13353. val = clamp( val, -65504, 65504 );
  13354. _tables.floatView[ 0 ] = val;
  13355. const f = _tables.uint32View[ 0 ];
  13356. const e = ( f >> 23 ) & 0x1ff;
  13357. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13358. }
  13359. /**
  13360. * Returns a single precision floating point value (FP32) from the given half
  13361. * precision floating point value (FP16).
  13362. *
  13363. * @param {number} val - A half precision floating point value.
  13364. * @return {number} The FP32 value.
  13365. */
  13366. function fromHalfFloat( val ) {
  13367. const m = val >> 10;
  13368. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13369. return _tables.floatView[ 0 ];
  13370. }
  13371. /**
  13372. * A class containing utility functions for data.
  13373. *
  13374. * @hideconstructor
  13375. */
  13376. class DataUtils {
  13377. /**
  13378. * Returns a half precision floating point value (FP16) from the given single
  13379. * precision floating point value (FP32).
  13380. *
  13381. * @param {number} val - A single precision floating point value.
  13382. * @return {number} The FP16 value.
  13383. */
  13384. static toHalfFloat( val ) {
  13385. return toHalfFloat( val );
  13386. }
  13387. /**
  13388. * Returns a single precision floating point value (FP32) from the given half
  13389. * precision floating point value (FP16).
  13390. *
  13391. * @param {number} val - A half precision floating point value.
  13392. * @return {number} The FP32 value.
  13393. */
  13394. static fromHalfFloat( val ) {
  13395. return fromHalfFloat( val );
  13396. }
  13397. }
  13398. const _vector$9 = /*@__PURE__*/ new Vector3();
  13399. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13400. let _id$2 = 0;
  13401. /**
  13402. * This class stores data for an attribute (such as vertex positions, face
  13403. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13404. * a geometry, which allows for more efficient passing of data to the GPU.
  13405. *
  13406. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13407. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13408. */
  13409. class BufferAttribute {
  13410. /**
  13411. * Constructs a new buffer attribute.
  13412. *
  13413. * @param {TypedArray} array - The array holding the attribute data.
  13414. * @param {number} itemSize - The item size.
  13415. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13416. */
  13417. constructor( array, itemSize, normalized = false ) {
  13418. if ( Array.isArray( array ) ) {
  13419. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13420. }
  13421. /**
  13422. * This flag can be used for type testing.
  13423. *
  13424. * @type {boolean}
  13425. * @readonly
  13426. * @default true
  13427. */
  13428. this.isBufferAttribute = true;
  13429. /**
  13430. * The ID of the buffer attribute.
  13431. *
  13432. * @name BufferAttribute#id
  13433. * @type {number}
  13434. * @readonly
  13435. */
  13436. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13437. /**
  13438. * The name of the buffer attribute.
  13439. *
  13440. * @type {string}
  13441. */
  13442. this.name = '';
  13443. /**
  13444. * The array holding the attribute data. It should have `itemSize * numVertices`
  13445. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13446. *
  13447. * @type {TypedArray}
  13448. */
  13449. this.array = array;
  13450. /**
  13451. * The number of values of the array that should be associated with a particular vertex.
  13452. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13453. * normal, or color), then the value should be `3`.
  13454. *
  13455. * @type {number}
  13456. */
  13457. this.itemSize = itemSize;
  13458. /**
  13459. * Represents the number of items this buffer attribute stores. It is internally computed
  13460. * by dividing the `array` length by the `itemSize`.
  13461. *
  13462. * @type {number}
  13463. * @readonly
  13464. */
  13465. this.count = array !== undefined ? array.length / itemSize : 0;
  13466. /**
  13467. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13468. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13469. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13470. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13471. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13472. *
  13473. * @type {boolean}
  13474. */
  13475. this.normalized = normalized;
  13476. /**
  13477. * Defines the intended usage pattern of the data store for optimization purposes.
  13478. *
  13479. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13480. * instantiate a new one and set the desired usage before the next render.
  13481. *
  13482. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13483. * @default StaticDrawUsage
  13484. */
  13485. this.usage = StaticDrawUsage;
  13486. /**
  13487. * This can be used to only update some components of stored vectors (for example, just the
  13488. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13489. *
  13490. * @type {Array<Object>}
  13491. */
  13492. this.updateRanges = [];
  13493. /**
  13494. * Configures the bound GPU type for use in shaders.
  13495. *
  13496. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13497. * For lower precision float types, use `Float16BufferAttribute`.
  13498. *
  13499. * @type {(FloatType|IntType)}
  13500. * @default FloatType
  13501. */
  13502. this.gpuType = FloatType;
  13503. /**
  13504. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13505. *
  13506. * @type {number}
  13507. */
  13508. this.version = 0;
  13509. }
  13510. /**
  13511. * A callback function that is executed after the renderer has transferred the attribute
  13512. * array data to the GPU.
  13513. */
  13514. onUploadCallback() {}
  13515. /**
  13516. * Flag to indicate that this attribute has changed and should be re-sent to
  13517. * the GPU. Set this to `true` when you modify the value of the array.
  13518. *
  13519. * @type {number}
  13520. * @default false
  13521. * @param {boolean} value
  13522. */
  13523. set needsUpdate( value ) {
  13524. if ( value === true ) this.version ++;
  13525. }
  13526. /**
  13527. * Sets the usage of this buffer attribute.
  13528. *
  13529. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13530. * @return {BufferAttribute} A reference to this buffer attribute.
  13531. */
  13532. setUsage( value ) {
  13533. this.usage = value;
  13534. return this;
  13535. }
  13536. /**
  13537. * Adds a range of data in the data array to be updated on the GPU.
  13538. *
  13539. * @param {number} start - Position at which to start update.
  13540. * @param {number} count - The number of components to update.
  13541. */
  13542. addUpdateRange( start, count ) {
  13543. this.updateRanges.push( { start, count } );
  13544. }
  13545. /**
  13546. * Clears the update ranges.
  13547. */
  13548. clearUpdateRanges() {
  13549. this.updateRanges.length = 0;
  13550. }
  13551. /**
  13552. * Copies the values of the given buffer attribute to this instance.
  13553. *
  13554. * @param {BufferAttribute} source - The buffer attribute to copy.
  13555. * @return {BufferAttribute} A reference to this instance.
  13556. */
  13557. copy( source ) {
  13558. this.name = source.name;
  13559. this.array = new source.array.constructor( source.array );
  13560. this.itemSize = source.itemSize;
  13561. this.count = source.count;
  13562. this.normalized = source.normalized;
  13563. this.usage = source.usage;
  13564. this.gpuType = source.gpuType;
  13565. return this;
  13566. }
  13567. /**
  13568. * Copies a vector from the given buffer attribute to this one. The start
  13569. * and destination position in the attribute buffers are represented by the
  13570. * given indices.
  13571. *
  13572. * @param {number} index1 - The destination index into this buffer attribute.
  13573. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13574. * @param {number} index2 - The source index into the given buffer attribute.
  13575. * @return {BufferAttribute} A reference to this instance.
  13576. */
  13577. copyAt( index1, attribute, index2 ) {
  13578. index1 *= this.itemSize;
  13579. index2 *= attribute.itemSize;
  13580. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13581. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13582. }
  13583. return this;
  13584. }
  13585. /**
  13586. * Copies the given array data into this buffer attribute.
  13587. *
  13588. * @param {(TypedArray|Array)} array - The array to copy.
  13589. * @return {BufferAttribute} A reference to this instance.
  13590. */
  13591. copyArray( array ) {
  13592. this.array.set( array );
  13593. return this;
  13594. }
  13595. /**
  13596. * Applies the given 3x3 matrix to the given attribute. Works with
  13597. * item size `2` and `3`.
  13598. *
  13599. * @param {Matrix3} m - The matrix to apply.
  13600. * @return {BufferAttribute} A reference to this instance.
  13601. */
  13602. applyMatrix3( m ) {
  13603. if ( this.itemSize === 2 ) {
  13604. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13605. _vector2$1.fromBufferAttribute( this, i );
  13606. _vector2$1.applyMatrix3( m );
  13607. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13608. }
  13609. } else if ( this.itemSize === 3 ) {
  13610. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13611. _vector$9.fromBufferAttribute( this, i );
  13612. _vector$9.applyMatrix3( m );
  13613. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13614. }
  13615. }
  13616. return this;
  13617. }
  13618. /**
  13619. * Applies the given 4x4 matrix to the given attribute. Only works with
  13620. * item size `3`.
  13621. *
  13622. * @param {Matrix4} m - The matrix to apply.
  13623. * @return {BufferAttribute} A reference to this instance.
  13624. */
  13625. applyMatrix4( m ) {
  13626. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13627. _vector$9.fromBufferAttribute( this, i );
  13628. _vector$9.applyMatrix4( m );
  13629. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13630. }
  13631. return this;
  13632. }
  13633. /**
  13634. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13635. * item size `3`.
  13636. *
  13637. * @param {Matrix3} m - The normal matrix to apply.
  13638. * @return {BufferAttribute} A reference to this instance.
  13639. */
  13640. applyNormalMatrix( m ) {
  13641. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13642. _vector$9.fromBufferAttribute( this, i );
  13643. _vector$9.applyNormalMatrix( m );
  13644. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13645. }
  13646. return this;
  13647. }
  13648. /**
  13649. * Applies the given 4x4 matrix to the given attribute. Only works with
  13650. * item size `3` and with direction vectors.
  13651. *
  13652. * @param {Matrix4} m - The matrix to apply.
  13653. * @return {BufferAttribute} A reference to this instance.
  13654. */
  13655. transformDirection( m ) {
  13656. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13657. _vector$9.fromBufferAttribute( this, i );
  13658. _vector$9.transformDirection( m );
  13659. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13660. }
  13661. return this;
  13662. }
  13663. /**
  13664. * Sets the given array data in the buffer attribute.
  13665. *
  13666. * @param {(TypedArray|Array)} value - The array data to set.
  13667. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13668. * @return {BufferAttribute} A reference to this instance.
  13669. */
  13670. set( value, offset = 0 ) {
  13671. // Matching BufferAttribute constructor, do not normalize the array.
  13672. this.array.set( value, offset );
  13673. return this;
  13674. }
  13675. /**
  13676. * Returns the given component of the vector at the given index.
  13677. *
  13678. * @param {number} index - The index into the buffer attribute.
  13679. * @param {number} component - The component index.
  13680. * @return {number} The returned value.
  13681. */
  13682. getComponent( index, component ) {
  13683. let value = this.array[ index * this.itemSize + component ];
  13684. if ( this.normalized ) value = denormalize( value, this.array );
  13685. return value;
  13686. }
  13687. /**
  13688. * Sets the given value to the given component of the vector at the given index.
  13689. *
  13690. * @param {number} index - The index into the buffer attribute.
  13691. * @param {number} component - The component index.
  13692. * @param {number} value - The value to set.
  13693. * @return {BufferAttribute} A reference to this instance.
  13694. */
  13695. setComponent( index, component, value ) {
  13696. if ( this.normalized ) value = normalize( value, this.array );
  13697. this.array[ index * this.itemSize + component ] = value;
  13698. return this;
  13699. }
  13700. /**
  13701. * Returns the x component of the vector at the given index.
  13702. *
  13703. * @param {number} index - The index into the buffer attribute.
  13704. * @return {number} The x component.
  13705. */
  13706. getX( index ) {
  13707. let x = this.array[ index * this.itemSize ];
  13708. if ( this.normalized ) x = denormalize( x, this.array );
  13709. return x;
  13710. }
  13711. /**
  13712. * Sets the x component of the vector at the given index.
  13713. *
  13714. * @param {number} index - The index into the buffer attribute.
  13715. * @param {number} x - The value to set.
  13716. * @return {BufferAttribute} A reference to this instance.
  13717. */
  13718. setX( index, x ) {
  13719. if ( this.normalized ) x = normalize( x, this.array );
  13720. this.array[ index * this.itemSize ] = x;
  13721. return this;
  13722. }
  13723. /**
  13724. * Returns the y component of the vector at the given index.
  13725. *
  13726. * @param {number} index - The index into the buffer attribute.
  13727. * @return {number} The y component.
  13728. */
  13729. getY( index ) {
  13730. let y = this.array[ index * this.itemSize + 1 ];
  13731. if ( this.normalized ) y = denormalize( y, this.array );
  13732. return y;
  13733. }
  13734. /**
  13735. * Sets the y component of the vector at the given index.
  13736. *
  13737. * @param {number} index - The index into the buffer attribute.
  13738. * @param {number} y - The value to set.
  13739. * @return {BufferAttribute} A reference to this instance.
  13740. */
  13741. setY( index, y ) {
  13742. if ( this.normalized ) y = normalize( y, this.array );
  13743. this.array[ index * this.itemSize + 1 ] = y;
  13744. return this;
  13745. }
  13746. /**
  13747. * Returns the z component of the vector at the given index.
  13748. *
  13749. * @param {number} index - The index into the buffer attribute.
  13750. * @return {number} The z component.
  13751. */
  13752. getZ( index ) {
  13753. let z = this.array[ index * this.itemSize + 2 ];
  13754. if ( this.normalized ) z = denormalize( z, this.array );
  13755. return z;
  13756. }
  13757. /**
  13758. * Sets the z component of the vector at the given index.
  13759. *
  13760. * @param {number} index - The index into the buffer attribute.
  13761. * @param {number} z - The value to set.
  13762. * @return {BufferAttribute} A reference to this instance.
  13763. */
  13764. setZ( index, z ) {
  13765. if ( this.normalized ) z = normalize( z, this.array );
  13766. this.array[ index * this.itemSize + 2 ] = z;
  13767. return this;
  13768. }
  13769. /**
  13770. * Returns the w component of the vector at the given index.
  13771. *
  13772. * @param {number} index - The index into the buffer attribute.
  13773. * @return {number} The w component.
  13774. */
  13775. getW( index ) {
  13776. let w = this.array[ index * this.itemSize + 3 ];
  13777. if ( this.normalized ) w = denormalize( w, this.array );
  13778. return w;
  13779. }
  13780. /**
  13781. * Sets the w component of the vector at the given index.
  13782. *
  13783. * @param {number} index - The index into the buffer attribute.
  13784. * @param {number} w - The value to set.
  13785. * @return {BufferAttribute} A reference to this instance.
  13786. */
  13787. setW( index, w ) {
  13788. if ( this.normalized ) w = normalize( w, this.array );
  13789. this.array[ index * this.itemSize + 3 ] = w;
  13790. return this;
  13791. }
  13792. /**
  13793. * Sets the x and y component of the vector at the given index.
  13794. *
  13795. * @param {number} index - The index into the buffer attribute.
  13796. * @param {number} x - The value for the x component to set.
  13797. * @param {number} y - The value for the y component to set.
  13798. * @return {BufferAttribute} A reference to this instance.
  13799. */
  13800. setXY( index, x, y ) {
  13801. index *= this.itemSize;
  13802. if ( this.normalized ) {
  13803. x = normalize( x, this.array );
  13804. y = normalize( y, this.array );
  13805. }
  13806. this.array[ index + 0 ] = x;
  13807. this.array[ index + 1 ] = y;
  13808. return this;
  13809. }
  13810. /**
  13811. * Sets the x, y and z component of the vector at the given index.
  13812. *
  13813. * @param {number} index - The index into the buffer attribute.
  13814. * @param {number} x - The value for the x component to set.
  13815. * @param {number} y - The value for the y component to set.
  13816. * @param {number} z - The value for the z component to set.
  13817. * @return {BufferAttribute} A reference to this instance.
  13818. */
  13819. setXYZ( index, x, y, z ) {
  13820. index *= this.itemSize;
  13821. if ( this.normalized ) {
  13822. x = normalize( x, this.array );
  13823. y = normalize( y, this.array );
  13824. z = normalize( z, this.array );
  13825. }
  13826. this.array[ index + 0 ] = x;
  13827. this.array[ index + 1 ] = y;
  13828. this.array[ index + 2 ] = z;
  13829. return this;
  13830. }
  13831. /**
  13832. * Sets the x, y, z and w component of the vector at the given index.
  13833. *
  13834. * @param {number} index - The index into the buffer attribute.
  13835. * @param {number} x - The value for the x component to set.
  13836. * @param {number} y - The value for the y component to set.
  13837. * @param {number} z - The value for the z component to set.
  13838. * @param {number} w - The value for the w component to set.
  13839. * @return {BufferAttribute} A reference to this instance.
  13840. */
  13841. setXYZW( index, x, y, z, w ) {
  13842. index *= this.itemSize;
  13843. if ( this.normalized ) {
  13844. x = normalize( x, this.array );
  13845. y = normalize( y, this.array );
  13846. z = normalize( z, this.array );
  13847. w = normalize( w, this.array );
  13848. }
  13849. this.array[ index + 0 ] = x;
  13850. this.array[ index + 1 ] = y;
  13851. this.array[ index + 2 ] = z;
  13852. this.array[ index + 3 ] = w;
  13853. return this;
  13854. }
  13855. /**
  13856. * Sets the given callback function that is executed after the Renderer has transferred
  13857. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13858. * the upload when attribute data are not needed anymore on the CPU side.
  13859. *
  13860. * @param {Function} callback - The `onUpload()` callback.
  13861. * @return {BufferAttribute} A reference to this instance.
  13862. */
  13863. onUpload( callback ) {
  13864. this.onUploadCallback = callback;
  13865. return this;
  13866. }
  13867. /**
  13868. * Returns a new buffer attribute with copied values from this instance.
  13869. *
  13870. * @return {BufferAttribute} A clone of this instance.
  13871. */
  13872. clone() {
  13873. return new this.constructor( this.array, this.itemSize ).copy( this );
  13874. }
  13875. /**
  13876. * Serializes the buffer attribute into JSON.
  13877. *
  13878. * @return {Object} A JSON object representing the serialized buffer attribute.
  13879. */
  13880. toJSON() {
  13881. const data = {
  13882. itemSize: this.itemSize,
  13883. type: this.array.constructor.name,
  13884. array: Array.from( this.array ),
  13885. normalized: this.normalized
  13886. };
  13887. if ( this.name !== '' ) data.name = this.name;
  13888. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13889. return data;
  13890. }
  13891. }
  13892. /**
  13893. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13894. * a plain `Array` instance.
  13895. *
  13896. * @augments BufferAttribute
  13897. */
  13898. class Int8BufferAttribute extends BufferAttribute {
  13899. /**
  13900. * Constructs a new buffer attribute.
  13901. *
  13902. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13903. * @param {number} itemSize - The item size.
  13904. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13905. */
  13906. constructor( array, itemSize, normalized ) {
  13907. super( new Int8Array( array ), itemSize, normalized );
  13908. }
  13909. }
  13910. /**
  13911. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13912. * a plain `Array` instance.
  13913. *
  13914. * @augments BufferAttribute
  13915. */
  13916. class Uint8BufferAttribute extends BufferAttribute {
  13917. /**
  13918. * Constructs a new buffer attribute.
  13919. *
  13920. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13921. * @param {number} itemSize - The item size.
  13922. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13923. */
  13924. constructor( array, itemSize, normalized ) {
  13925. super( new Uint8Array( array ), itemSize, normalized );
  13926. }
  13927. }
  13928. /**
  13929. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13930. * a plain `Array` instance.
  13931. *
  13932. * @augments BufferAttribute
  13933. */
  13934. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13935. /**
  13936. * Constructs a new buffer attribute.
  13937. *
  13938. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13939. * @param {number} itemSize - The item size.
  13940. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13941. */
  13942. constructor( array, itemSize, normalized ) {
  13943. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13944. }
  13945. }
  13946. /**
  13947. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13948. * a plain `Array` instance.
  13949. *
  13950. * @augments BufferAttribute
  13951. */
  13952. class Int16BufferAttribute extends BufferAttribute {
  13953. /**
  13954. * Constructs a new buffer attribute.
  13955. *
  13956. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13957. * @param {number} itemSize - The item size.
  13958. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13959. */
  13960. constructor( array, itemSize, normalized ) {
  13961. super( new Int16Array( array ), itemSize, normalized );
  13962. }
  13963. }
  13964. /**
  13965. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13966. * a plain `Array` instance.
  13967. *
  13968. * @augments BufferAttribute
  13969. */
  13970. class Uint16BufferAttribute extends BufferAttribute {
  13971. /**
  13972. * Constructs a new buffer attribute.
  13973. *
  13974. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13975. * @param {number} itemSize - The item size.
  13976. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13977. */
  13978. constructor( array, itemSize, normalized ) {
  13979. super( new Uint16Array( array ), itemSize, normalized );
  13980. }
  13981. }
  13982. /**
  13983. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13984. * a plain `Array` instance.
  13985. *
  13986. * @augments BufferAttribute
  13987. */
  13988. class Int32BufferAttribute extends BufferAttribute {
  13989. /**
  13990. * Constructs a new buffer attribute.
  13991. *
  13992. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13993. * @param {number} itemSize - The item size.
  13994. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13995. */
  13996. constructor( array, itemSize, normalized ) {
  13997. super( new Int32Array( array ), itemSize, normalized );
  13998. }
  13999. }
  14000. /**
  14001. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  14002. * a plain `Array` instance.
  14003. *
  14004. * @augments BufferAttribute
  14005. */
  14006. class Uint32BufferAttribute extends BufferAttribute {
  14007. /**
  14008. * Constructs a new buffer attribute.
  14009. *
  14010. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  14011. * @param {number} itemSize - The item size.
  14012. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14013. */
  14014. constructor( array, itemSize, normalized ) {
  14015. super( new Uint32Array( array ), itemSize, normalized );
  14016. }
  14017. }
  14018. /**
  14019. * Convenient class that can be used when creating a `Float16` buffer attribute with
  14020. * a plain `Array` instance.
  14021. *
  14022. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  14023. * browser support is still problematic.
  14024. *
  14025. * @augments BufferAttribute
  14026. */
  14027. class Float16BufferAttribute extends BufferAttribute {
  14028. /**
  14029. * Constructs a new buffer attribute.
  14030. *
  14031. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14032. * @param {number} itemSize - The item size.
  14033. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14034. */
  14035. constructor( array, itemSize, normalized ) {
  14036. super( new Uint16Array( array ), itemSize, normalized );
  14037. this.isFloat16BufferAttribute = true;
  14038. }
  14039. getX( index ) {
  14040. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14041. if ( this.normalized ) x = denormalize( x, this.array );
  14042. return x;
  14043. }
  14044. setX( index, x ) {
  14045. if ( this.normalized ) x = normalize( x, this.array );
  14046. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14047. return this;
  14048. }
  14049. getY( index ) {
  14050. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14051. if ( this.normalized ) y = denormalize( y, this.array );
  14052. return y;
  14053. }
  14054. setY( index, y ) {
  14055. if ( this.normalized ) y = normalize( y, this.array );
  14056. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14057. return this;
  14058. }
  14059. getZ( index ) {
  14060. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14061. if ( this.normalized ) z = denormalize( z, this.array );
  14062. return z;
  14063. }
  14064. setZ( index, z ) {
  14065. if ( this.normalized ) z = normalize( z, this.array );
  14066. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14067. return this;
  14068. }
  14069. getW( index ) {
  14070. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14071. if ( this.normalized ) w = denormalize( w, this.array );
  14072. return w;
  14073. }
  14074. setW( index, w ) {
  14075. if ( this.normalized ) w = normalize( w, this.array );
  14076. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14077. return this;
  14078. }
  14079. setXY( index, x, y ) {
  14080. index *= this.itemSize;
  14081. if ( this.normalized ) {
  14082. x = normalize( x, this.array );
  14083. y = normalize( y, this.array );
  14084. }
  14085. this.array[ index + 0 ] = toHalfFloat( x );
  14086. this.array[ index + 1 ] = toHalfFloat( y );
  14087. return this;
  14088. }
  14089. setXYZ( index, x, y, z ) {
  14090. index *= this.itemSize;
  14091. if ( this.normalized ) {
  14092. x = normalize( x, this.array );
  14093. y = normalize( y, this.array );
  14094. z = normalize( z, this.array );
  14095. }
  14096. this.array[ index + 0 ] = toHalfFloat( x );
  14097. this.array[ index + 1 ] = toHalfFloat( y );
  14098. this.array[ index + 2 ] = toHalfFloat( z );
  14099. return this;
  14100. }
  14101. setXYZW( index, x, y, z, w ) {
  14102. index *= this.itemSize;
  14103. if ( this.normalized ) {
  14104. x = normalize( x, this.array );
  14105. y = normalize( y, this.array );
  14106. z = normalize( z, this.array );
  14107. w = normalize( w, this.array );
  14108. }
  14109. this.array[ index + 0 ] = toHalfFloat( x );
  14110. this.array[ index + 1 ] = toHalfFloat( y );
  14111. this.array[ index + 2 ] = toHalfFloat( z );
  14112. this.array[ index + 3 ] = toHalfFloat( w );
  14113. return this;
  14114. }
  14115. }
  14116. /**
  14117. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14118. * a plain `Array` instance.
  14119. *
  14120. * @augments BufferAttribute
  14121. */
  14122. class Float32BufferAttribute extends BufferAttribute {
  14123. /**
  14124. * Constructs a new buffer attribute.
  14125. *
  14126. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14127. * @param {number} itemSize - The item size.
  14128. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14129. */
  14130. constructor( array, itemSize, normalized ) {
  14131. super( new Float32Array( array ), itemSize, normalized );
  14132. }
  14133. }
  14134. let _id$1 = 0;
  14135. const _m1 = /*@__PURE__*/ new Matrix4();
  14136. const _obj = /*@__PURE__*/ new Object3D();
  14137. const _offset = /*@__PURE__*/ new Vector3();
  14138. const _box$2 = /*@__PURE__*/ new Box3();
  14139. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14140. const _vector$8 = /*@__PURE__*/ new Vector3();
  14141. /**
  14142. * A representation of mesh, line, or point geometry. Includes vertex
  14143. * positions, face indices, normals, colors, UVs, and custom attributes
  14144. * within buffers, reducing the cost of passing all this data to the GPU.
  14145. *
  14146. * ```js
  14147. * const geometry = new THREE.BufferGeometry();
  14148. * // create a simple square shape. We duplicate the top left and bottom right
  14149. * // vertices because each vertex needs to appear once per triangle.
  14150. * const vertices = new Float32Array( [
  14151. * -1.0, -1.0, 1.0, // v0
  14152. * 1.0, -1.0, 1.0, // v1
  14153. * 1.0, 1.0, 1.0, // v2
  14154. *
  14155. * 1.0, 1.0, 1.0, // v3
  14156. * -1.0, 1.0, 1.0, // v4
  14157. * -1.0, -1.0, 1.0 // v5
  14158. * ] );
  14159. * // itemSize = 3 because there are 3 values (components) per vertex
  14160. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14161. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14162. * const mesh = new THREE.Mesh( geometry, material );
  14163. * ```
  14164. *
  14165. * @augments EventDispatcher
  14166. */
  14167. class BufferGeometry extends EventDispatcher {
  14168. /**
  14169. * Constructs a new geometry.
  14170. */
  14171. constructor() {
  14172. super();
  14173. /**
  14174. * This flag can be used for type testing.
  14175. *
  14176. * @type {boolean}
  14177. * @readonly
  14178. * @default true
  14179. */
  14180. this.isBufferGeometry = true;
  14181. /**
  14182. * The ID of the geometry.
  14183. *
  14184. * @name BufferGeometry#id
  14185. * @type {number}
  14186. * @readonly
  14187. */
  14188. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14189. /**
  14190. * The UUID of the geometry.
  14191. *
  14192. * @type {string}
  14193. * @readonly
  14194. */
  14195. this.uuid = generateUUID();
  14196. /**
  14197. * The name of the geometry.
  14198. *
  14199. * @type {string}
  14200. */
  14201. this.name = '';
  14202. this.type = 'BufferGeometry';
  14203. /**
  14204. * Allows for vertices to be re-used across multiple triangles; this is
  14205. * called using "indexed triangles". Each triangle is associated with the
  14206. * indices of three vertices. This attribute therefore stores the index of
  14207. * each vertex for each triangular face. If this attribute is not set, the
  14208. * renderer assumes that each three contiguous positions represent a single triangle.
  14209. *
  14210. * @type {?BufferAttribute}
  14211. * @default null
  14212. */
  14213. this.index = null;
  14214. /**
  14215. * A (storage) buffer attribute which was generated with a compute shader and
  14216. * now defines indirect draw calls.
  14217. *
  14218. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14219. *
  14220. * @type {?BufferAttribute}
  14221. * @default null
  14222. */
  14223. this.indirect = null;
  14224. /**
  14225. * This dictionary has as id the name of the attribute to be set and as value
  14226. * the buffer attribute to set it to. Rather than accessing this property directly,
  14227. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14228. *
  14229. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14230. */
  14231. this.attributes = {};
  14232. /**
  14233. * This dictionary holds the morph targets of the geometry.
  14234. *
  14235. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14236. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14237. *
  14238. * @type {Object}
  14239. */
  14240. this.morphAttributes = {};
  14241. /**
  14242. * Used to control the morph target behavior; when set to `true`, the morph
  14243. * target data is treated as relative offsets, rather than as absolute
  14244. * positions/normals.
  14245. *
  14246. * @type {boolean}
  14247. * @default false
  14248. */
  14249. this.morphTargetsRelative = false;
  14250. /**
  14251. * Split the geometry into groups, each of which will be rendered in a
  14252. * separate draw call. This allows an array of materials to be used with the geometry.
  14253. *
  14254. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14255. *
  14256. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14257. * indices, and must not leave vertices or indices unused.
  14258. *
  14259. * @type {Array<Object>}
  14260. */
  14261. this.groups = [];
  14262. /**
  14263. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14264. *
  14265. * @type {?Box3}
  14266. * @default null
  14267. */
  14268. this.boundingBox = null;
  14269. /**
  14270. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14271. *
  14272. * @type {?Sphere}
  14273. * @default null
  14274. */
  14275. this.boundingSphere = null;
  14276. /**
  14277. * Determines the part of the geometry to render. This should not be set directly,
  14278. * instead use `setDrawRange()`.
  14279. *
  14280. * @type {{start:number,count:number}}
  14281. */
  14282. this.drawRange = { start: 0, count: Infinity };
  14283. /**
  14284. * An object that can be used to store custom data about the geometry.
  14285. * It should not hold references to functions as these will not be cloned.
  14286. *
  14287. * @type {Object}
  14288. */
  14289. this.userData = {};
  14290. }
  14291. /**
  14292. * Returns the index of this geometry.
  14293. *
  14294. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14295. */
  14296. getIndex() {
  14297. return this.index;
  14298. }
  14299. /**
  14300. * Sets the given index to this geometry.
  14301. *
  14302. * @param {Array<number>|BufferAttribute} index - The index to set.
  14303. * @return {BufferGeometry} A reference to this instance.
  14304. */
  14305. setIndex( index ) {
  14306. if ( Array.isArray( index ) ) {
  14307. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14308. } else {
  14309. this.index = index;
  14310. }
  14311. return this;
  14312. }
  14313. /**
  14314. * Sets the given indirect attribute to this geometry.
  14315. *
  14316. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14317. * @return {BufferGeometry} A reference to this instance.
  14318. */
  14319. setIndirect( indirect ) {
  14320. this.indirect = indirect;
  14321. return this;
  14322. }
  14323. /**
  14324. * Returns the indirect attribute of this geometry.
  14325. *
  14326. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14327. */
  14328. getIndirect() {
  14329. return this.indirect;
  14330. }
  14331. /**
  14332. * Returns the buffer attribute for the given name.
  14333. *
  14334. * @param {string} name - The attribute name.
  14335. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14336. * Returns `undefined` if not attribute has been found.
  14337. */
  14338. getAttribute( name ) {
  14339. return this.attributes[ name ];
  14340. }
  14341. /**
  14342. * Sets the given attribute for the given name.
  14343. *
  14344. * @param {string} name - The attribute name.
  14345. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14346. * @return {BufferGeometry} A reference to this instance.
  14347. */
  14348. setAttribute( name, attribute ) {
  14349. this.attributes[ name ] = attribute;
  14350. return this;
  14351. }
  14352. /**
  14353. * Deletes the attribute for the given name.
  14354. *
  14355. * @param {string} name - The attribute name to delete.
  14356. * @return {BufferGeometry} A reference to this instance.
  14357. */
  14358. deleteAttribute( name ) {
  14359. delete this.attributes[ name ];
  14360. return this;
  14361. }
  14362. /**
  14363. * Returns `true` if this geometry has an attribute for the given name.
  14364. *
  14365. * @param {string} name - The attribute name.
  14366. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14367. */
  14368. hasAttribute( name ) {
  14369. return this.attributes[ name ] !== undefined;
  14370. }
  14371. /**
  14372. * Adds a group to this geometry.
  14373. *
  14374. * @param {number} start - The first element in this draw call. That is the first
  14375. * vertex for non-indexed geometry, otherwise the first triangle index.
  14376. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14377. * @param {number} [materialIndex=0] - The material array index to use.
  14378. */
  14379. addGroup( start, count, materialIndex = 0 ) {
  14380. this.groups.push( {
  14381. start: start,
  14382. count: count,
  14383. materialIndex: materialIndex
  14384. } );
  14385. }
  14386. /**
  14387. * Clears all groups.
  14388. */
  14389. clearGroups() {
  14390. this.groups = [];
  14391. }
  14392. /**
  14393. * Sets the draw range for this geometry.
  14394. *
  14395. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14396. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14397. * For indexed BufferGeometry, `count` is the number of indices to render.
  14398. */
  14399. setDrawRange( start, count ) {
  14400. this.drawRange.start = start;
  14401. this.drawRange.count = count;
  14402. }
  14403. /**
  14404. * Applies the given 4x4 transformation matrix to the geometry.
  14405. *
  14406. * @param {Matrix4} matrix - The matrix to apply.
  14407. * @return {BufferGeometry} A reference to this instance.
  14408. */
  14409. applyMatrix4( matrix ) {
  14410. const position = this.attributes.position;
  14411. if ( position !== undefined ) {
  14412. position.applyMatrix4( matrix );
  14413. position.needsUpdate = true;
  14414. }
  14415. const normal = this.attributes.normal;
  14416. if ( normal !== undefined ) {
  14417. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14418. normal.applyNormalMatrix( normalMatrix );
  14419. normal.needsUpdate = true;
  14420. }
  14421. const tangent = this.attributes.tangent;
  14422. if ( tangent !== undefined ) {
  14423. tangent.transformDirection( matrix );
  14424. tangent.needsUpdate = true;
  14425. }
  14426. if ( this.boundingBox !== null ) {
  14427. this.computeBoundingBox();
  14428. }
  14429. if ( this.boundingSphere !== null ) {
  14430. this.computeBoundingSphere();
  14431. }
  14432. return this;
  14433. }
  14434. /**
  14435. * Applies the rotation represented by the Quaternion to the geometry.
  14436. *
  14437. * @param {Quaternion} q - The Quaternion to apply.
  14438. * @return {BufferGeometry} A reference to this instance.
  14439. */
  14440. applyQuaternion( q ) {
  14441. _m1.makeRotationFromQuaternion( q );
  14442. this.applyMatrix4( _m1 );
  14443. return this;
  14444. }
  14445. /**
  14446. * Rotates the geometry about the X axis. This is typically done as a one time
  14447. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14448. * real-time mesh rotation.
  14449. *
  14450. * @param {number} angle - The angle in radians.
  14451. * @return {BufferGeometry} A reference to this instance.
  14452. */
  14453. rotateX( angle ) {
  14454. // rotate geometry around world x-axis
  14455. _m1.makeRotationX( angle );
  14456. this.applyMatrix4( _m1 );
  14457. return this;
  14458. }
  14459. /**
  14460. * Rotates the geometry about the Y axis. This is typically done as a one time
  14461. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14462. * real-time mesh rotation.
  14463. *
  14464. * @param {number} angle - The angle in radians.
  14465. * @return {BufferGeometry} A reference to this instance.
  14466. */
  14467. rotateY( angle ) {
  14468. // rotate geometry around world y-axis
  14469. _m1.makeRotationY( angle );
  14470. this.applyMatrix4( _m1 );
  14471. return this;
  14472. }
  14473. /**
  14474. * Rotates the geometry about the Z axis. This is typically done as a one time
  14475. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14476. * real-time mesh rotation.
  14477. *
  14478. * @param {number} angle - The angle in radians.
  14479. * @return {BufferGeometry} A reference to this instance.
  14480. */
  14481. rotateZ( angle ) {
  14482. // rotate geometry around world z-axis
  14483. _m1.makeRotationZ( angle );
  14484. this.applyMatrix4( _m1 );
  14485. return this;
  14486. }
  14487. /**
  14488. * Translates the geometry. This is typically done as a one time
  14489. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14490. * real-time mesh rotation.
  14491. *
  14492. * @param {number} x - The x offset.
  14493. * @param {number} y - The y offset.
  14494. * @param {number} z - The z offset.
  14495. * @return {BufferGeometry} A reference to this instance.
  14496. */
  14497. translate( x, y, z ) {
  14498. // translate geometry
  14499. _m1.makeTranslation( x, y, z );
  14500. this.applyMatrix4( _m1 );
  14501. return this;
  14502. }
  14503. /**
  14504. * Scales the geometry. This is typically done as a one time
  14505. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14506. * real-time mesh rotation.
  14507. *
  14508. * @param {number} x - The x scale.
  14509. * @param {number} y - The y scale.
  14510. * @param {number} z - The z scale.
  14511. * @return {BufferGeometry} A reference to this instance.
  14512. */
  14513. scale( x, y, z ) {
  14514. // scale geometry
  14515. _m1.makeScale( x, y, z );
  14516. this.applyMatrix4( _m1 );
  14517. return this;
  14518. }
  14519. /**
  14520. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14521. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14522. * real-time mesh rotation.
  14523. *
  14524. * @param {Vector3} vector - The target point.
  14525. * @return {BufferGeometry} A reference to this instance.
  14526. */
  14527. lookAt( vector ) {
  14528. _obj.lookAt( vector );
  14529. _obj.updateMatrix();
  14530. this.applyMatrix4( _obj.matrix );
  14531. return this;
  14532. }
  14533. /**
  14534. * Center the geometry based on its bounding box.
  14535. *
  14536. * @return {BufferGeometry} A reference to this instance.
  14537. */
  14538. center() {
  14539. this.computeBoundingBox();
  14540. this.boundingBox.getCenter( _offset ).negate();
  14541. this.translate( _offset.x, _offset.y, _offset.z );
  14542. return this;
  14543. }
  14544. /**
  14545. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14546. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14547. * set to `0`.
  14548. *
  14549. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14550. * data from the array. The length of the array must match the vertex count.
  14551. *
  14552. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14553. * @return {BufferGeometry} A reference to this instance.
  14554. */
  14555. setFromPoints( points ) {
  14556. const positionAttribute = this.getAttribute( 'position' );
  14557. if ( positionAttribute === undefined ) {
  14558. const position = [];
  14559. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14560. const point = points[ i ];
  14561. position.push( point.x, point.y, point.z || 0 );
  14562. }
  14563. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14564. } else {
  14565. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14566. for ( let i = 0; i < l; i ++ ) {
  14567. const point = points[ i ];
  14568. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14569. }
  14570. if ( points.length > positionAttribute.count ) {
  14571. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14572. }
  14573. positionAttribute.needsUpdate = true;
  14574. }
  14575. return this;
  14576. }
  14577. /**
  14578. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14579. * The bounding box is not computed by the engine; it must be computed by your app.
  14580. * You may need to recompute the bounding box if the geometry vertices are modified.
  14581. */
  14582. computeBoundingBox() {
  14583. if ( this.boundingBox === null ) {
  14584. this.boundingBox = new Box3();
  14585. }
  14586. const position = this.attributes.position;
  14587. const morphAttributesPosition = this.morphAttributes.position;
  14588. if ( position && position.isGLBufferAttribute ) {
  14589. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14590. this.boundingBox.set(
  14591. new Vector3( - Infinity, - Infinity, - Infinity ),
  14592. new Vector3( + Infinity, + Infinity, + Infinity )
  14593. );
  14594. return;
  14595. }
  14596. if ( position !== undefined ) {
  14597. this.boundingBox.setFromBufferAttribute( position );
  14598. // process morph attributes if present
  14599. if ( morphAttributesPosition ) {
  14600. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14601. const morphAttribute = morphAttributesPosition[ i ];
  14602. _box$2.setFromBufferAttribute( morphAttribute );
  14603. if ( this.morphTargetsRelative ) {
  14604. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14605. this.boundingBox.expandByPoint( _vector$8 );
  14606. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14607. this.boundingBox.expandByPoint( _vector$8 );
  14608. } else {
  14609. this.boundingBox.expandByPoint( _box$2.min );
  14610. this.boundingBox.expandByPoint( _box$2.max );
  14611. }
  14612. }
  14613. }
  14614. } else {
  14615. this.boundingBox.makeEmpty();
  14616. }
  14617. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14618. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14619. }
  14620. }
  14621. /**
  14622. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14623. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14624. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14625. */
  14626. computeBoundingSphere() {
  14627. if ( this.boundingSphere === null ) {
  14628. this.boundingSphere = new Sphere();
  14629. }
  14630. const position = this.attributes.position;
  14631. const morphAttributesPosition = this.morphAttributes.position;
  14632. if ( position && position.isGLBufferAttribute ) {
  14633. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14634. this.boundingSphere.set( new Vector3(), Infinity );
  14635. return;
  14636. }
  14637. if ( position ) {
  14638. // first, find the center of the bounding sphere
  14639. const center = this.boundingSphere.center;
  14640. _box$2.setFromBufferAttribute( position );
  14641. // process morph attributes if present
  14642. if ( morphAttributesPosition ) {
  14643. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14644. const morphAttribute = morphAttributesPosition[ i ];
  14645. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14646. if ( this.morphTargetsRelative ) {
  14647. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14648. _box$2.expandByPoint( _vector$8 );
  14649. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14650. _box$2.expandByPoint( _vector$8 );
  14651. } else {
  14652. _box$2.expandByPoint( _boxMorphTargets.min );
  14653. _box$2.expandByPoint( _boxMorphTargets.max );
  14654. }
  14655. }
  14656. }
  14657. _box$2.getCenter( center );
  14658. // second, try to find a boundingSphere with a radius smaller than the
  14659. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14660. let maxRadiusSq = 0;
  14661. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14662. _vector$8.fromBufferAttribute( position, i );
  14663. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14664. }
  14665. // process morph attributes if present
  14666. if ( morphAttributesPosition ) {
  14667. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14668. const morphAttribute = morphAttributesPosition[ i ];
  14669. const morphTargetsRelative = this.morphTargetsRelative;
  14670. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14671. _vector$8.fromBufferAttribute( morphAttribute, j );
  14672. if ( morphTargetsRelative ) {
  14673. _offset.fromBufferAttribute( position, j );
  14674. _vector$8.add( _offset );
  14675. }
  14676. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14677. }
  14678. }
  14679. }
  14680. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14681. if ( isNaN( this.boundingSphere.radius ) ) {
  14682. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14683. }
  14684. }
  14685. }
  14686. /**
  14687. * Calculates and adds a tangent attribute to this geometry.
  14688. *
  14689. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14690. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14691. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14692. */
  14693. computeTangents() {
  14694. const index = this.index;
  14695. const attributes = this.attributes;
  14696. // based on http://www.terathon.com/code/tangent.html
  14697. // (per vertex tangents)
  14698. if ( index === null ||
  14699. attributes.position === undefined ||
  14700. attributes.normal === undefined ||
  14701. attributes.uv === undefined ) {
  14702. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14703. return;
  14704. }
  14705. const positionAttribute = attributes.position;
  14706. const normalAttribute = attributes.normal;
  14707. const uvAttribute = attributes.uv;
  14708. if ( this.hasAttribute( 'tangent' ) === false ) {
  14709. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14710. }
  14711. const tangentAttribute = this.getAttribute( 'tangent' );
  14712. const tan1 = [], tan2 = [];
  14713. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14714. tan1[ i ] = new Vector3();
  14715. tan2[ i ] = new Vector3();
  14716. }
  14717. const vA = new Vector3(),
  14718. vB = new Vector3(),
  14719. vC = new Vector3(),
  14720. uvA = new Vector2(),
  14721. uvB = new Vector2(),
  14722. uvC = new Vector2(),
  14723. sdir = new Vector3(),
  14724. tdir = new Vector3();
  14725. function handleTriangle( a, b, c ) {
  14726. vA.fromBufferAttribute( positionAttribute, a );
  14727. vB.fromBufferAttribute( positionAttribute, b );
  14728. vC.fromBufferAttribute( positionAttribute, c );
  14729. uvA.fromBufferAttribute( uvAttribute, a );
  14730. uvB.fromBufferAttribute( uvAttribute, b );
  14731. uvC.fromBufferAttribute( uvAttribute, c );
  14732. vB.sub( vA );
  14733. vC.sub( vA );
  14734. uvB.sub( uvA );
  14735. uvC.sub( uvA );
  14736. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14737. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14738. if ( ! isFinite( r ) ) return;
  14739. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14740. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14741. tan1[ a ].add( sdir );
  14742. tan1[ b ].add( sdir );
  14743. tan1[ c ].add( sdir );
  14744. tan2[ a ].add( tdir );
  14745. tan2[ b ].add( tdir );
  14746. tan2[ c ].add( tdir );
  14747. }
  14748. let groups = this.groups;
  14749. if ( groups.length === 0 ) {
  14750. groups = [ {
  14751. start: 0,
  14752. count: index.count
  14753. } ];
  14754. }
  14755. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14756. const group = groups[ i ];
  14757. const start = group.start;
  14758. const count = group.count;
  14759. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14760. handleTriangle(
  14761. index.getX( j + 0 ),
  14762. index.getX( j + 1 ),
  14763. index.getX( j + 2 )
  14764. );
  14765. }
  14766. }
  14767. const tmp = new Vector3(), tmp2 = new Vector3();
  14768. const n = new Vector3(), n2 = new Vector3();
  14769. function handleVertex( v ) {
  14770. n.fromBufferAttribute( normalAttribute, v );
  14771. n2.copy( n );
  14772. const t = tan1[ v ];
  14773. // Gram-Schmidt orthogonalize
  14774. tmp.copy( t );
  14775. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14776. // Calculate handedness
  14777. tmp2.crossVectors( n2, t );
  14778. const test = tmp2.dot( tan2[ v ] );
  14779. const w = ( test < 0.0 ) ? -1 : 1.0;
  14780. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14781. }
  14782. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14783. const group = groups[ i ];
  14784. const start = group.start;
  14785. const count = group.count;
  14786. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14787. handleVertex( index.getX( j + 0 ) );
  14788. handleVertex( index.getX( j + 1 ) );
  14789. handleVertex( index.getX( j + 2 ) );
  14790. }
  14791. }
  14792. }
  14793. /**
  14794. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14795. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14796. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14797. * to be the same as the face normal.
  14798. */
  14799. computeVertexNormals() {
  14800. const index = this.index;
  14801. const positionAttribute = this.getAttribute( 'position' );
  14802. if ( positionAttribute !== undefined ) {
  14803. let normalAttribute = this.getAttribute( 'normal' );
  14804. if ( normalAttribute === undefined ) {
  14805. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14806. this.setAttribute( 'normal', normalAttribute );
  14807. } else {
  14808. // reset existing normals to zero
  14809. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14810. normalAttribute.setXYZ( i, 0, 0, 0 );
  14811. }
  14812. }
  14813. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14814. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14815. const cb = new Vector3(), ab = new Vector3();
  14816. // indexed elements
  14817. if ( index ) {
  14818. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14819. const vA = index.getX( i + 0 );
  14820. const vB = index.getX( i + 1 );
  14821. const vC = index.getX( i + 2 );
  14822. pA.fromBufferAttribute( positionAttribute, vA );
  14823. pB.fromBufferAttribute( positionAttribute, vB );
  14824. pC.fromBufferAttribute( positionAttribute, vC );
  14825. cb.subVectors( pC, pB );
  14826. ab.subVectors( pA, pB );
  14827. cb.cross( ab );
  14828. nA.fromBufferAttribute( normalAttribute, vA );
  14829. nB.fromBufferAttribute( normalAttribute, vB );
  14830. nC.fromBufferAttribute( normalAttribute, vC );
  14831. nA.add( cb );
  14832. nB.add( cb );
  14833. nC.add( cb );
  14834. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14835. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14836. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14837. }
  14838. } else {
  14839. // non-indexed elements (unconnected triangle soup)
  14840. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14841. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14842. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14843. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14844. cb.subVectors( pC, pB );
  14845. ab.subVectors( pA, pB );
  14846. cb.cross( ab );
  14847. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14848. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14849. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14850. }
  14851. }
  14852. this.normalizeNormals();
  14853. normalAttribute.needsUpdate = true;
  14854. }
  14855. }
  14856. /**
  14857. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14858. * correct lighting on the geometry surfaces.
  14859. */
  14860. normalizeNormals() {
  14861. const normals = this.attributes.normal;
  14862. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14863. _vector$8.fromBufferAttribute( normals, i );
  14864. _vector$8.normalize();
  14865. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14866. }
  14867. }
  14868. /**
  14869. * Return a new non-index version of this indexed geometry. If the geometry
  14870. * is already non-indexed, the method is a NOOP.
  14871. *
  14872. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14873. */
  14874. toNonIndexed() {
  14875. function convertBufferAttribute( attribute, indices ) {
  14876. const array = attribute.array;
  14877. const itemSize = attribute.itemSize;
  14878. const normalized = attribute.normalized;
  14879. const array2 = new array.constructor( indices.length * itemSize );
  14880. let index = 0, index2 = 0;
  14881. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14882. if ( attribute.isInterleavedBufferAttribute ) {
  14883. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14884. } else {
  14885. index = indices[ i ] * itemSize;
  14886. }
  14887. for ( let j = 0; j < itemSize; j ++ ) {
  14888. array2[ index2 ++ ] = array[ index ++ ];
  14889. }
  14890. }
  14891. return new BufferAttribute( array2, itemSize, normalized );
  14892. }
  14893. //
  14894. if ( this.index === null ) {
  14895. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14896. return this;
  14897. }
  14898. const geometry2 = new BufferGeometry();
  14899. const indices = this.index.array;
  14900. const attributes = this.attributes;
  14901. // attributes
  14902. for ( const name in attributes ) {
  14903. const attribute = attributes[ name ];
  14904. const newAttribute = convertBufferAttribute( attribute, indices );
  14905. geometry2.setAttribute( name, newAttribute );
  14906. }
  14907. // morph attributes
  14908. const morphAttributes = this.morphAttributes;
  14909. for ( const name in morphAttributes ) {
  14910. const morphArray = [];
  14911. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14912. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14913. const attribute = morphAttribute[ i ];
  14914. const newAttribute = convertBufferAttribute( attribute, indices );
  14915. morphArray.push( newAttribute );
  14916. }
  14917. geometry2.morphAttributes[ name ] = morphArray;
  14918. }
  14919. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14920. // groups
  14921. const groups = this.groups;
  14922. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14923. const group = groups[ i ];
  14924. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14925. }
  14926. return geometry2;
  14927. }
  14928. /**
  14929. * Serializes the geometry into JSON.
  14930. *
  14931. * @return {Object} A JSON object representing the serialized geometry.
  14932. */
  14933. toJSON() {
  14934. const data = {
  14935. metadata: {
  14936. version: 4.7,
  14937. type: 'BufferGeometry',
  14938. generator: 'BufferGeometry.toJSON'
  14939. }
  14940. };
  14941. // standard BufferGeometry serialization
  14942. data.uuid = this.uuid;
  14943. data.type = this.type;
  14944. if ( this.name !== '' ) data.name = this.name;
  14945. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14946. if ( this.parameters !== undefined ) {
  14947. const parameters = this.parameters;
  14948. for ( const key in parameters ) {
  14949. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14950. }
  14951. return data;
  14952. }
  14953. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14954. data.data = { attributes: {} };
  14955. const index = this.index;
  14956. if ( index !== null ) {
  14957. data.data.index = {
  14958. type: index.array.constructor.name,
  14959. array: Array.prototype.slice.call( index.array )
  14960. };
  14961. }
  14962. const attributes = this.attributes;
  14963. for ( const key in attributes ) {
  14964. const attribute = attributes[ key ];
  14965. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14966. }
  14967. const morphAttributes = {};
  14968. let hasMorphAttributes = false;
  14969. for ( const key in this.morphAttributes ) {
  14970. const attributeArray = this.morphAttributes[ key ];
  14971. const array = [];
  14972. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14973. const attribute = attributeArray[ i ];
  14974. array.push( attribute.toJSON( data.data ) );
  14975. }
  14976. if ( array.length > 0 ) {
  14977. morphAttributes[ key ] = array;
  14978. hasMorphAttributes = true;
  14979. }
  14980. }
  14981. if ( hasMorphAttributes ) {
  14982. data.data.morphAttributes = morphAttributes;
  14983. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14984. }
  14985. const groups = this.groups;
  14986. if ( groups.length > 0 ) {
  14987. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14988. }
  14989. const boundingSphere = this.boundingSphere;
  14990. if ( boundingSphere !== null ) {
  14991. data.data.boundingSphere = boundingSphere.toJSON();
  14992. }
  14993. return data;
  14994. }
  14995. /**
  14996. * Returns a new geometry with copied values from this instance.
  14997. *
  14998. * @return {BufferGeometry} A clone of this instance.
  14999. */
  15000. clone() {
  15001. return new this.constructor().copy( this );
  15002. }
  15003. /**
  15004. * Copies the values of the given geometry to this instance.
  15005. *
  15006. * @param {BufferGeometry} source - The geometry to copy.
  15007. * @return {BufferGeometry} A reference to this instance.
  15008. */
  15009. copy( source ) {
  15010. // reset
  15011. this.index = null;
  15012. this.attributes = {};
  15013. this.morphAttributes = {};
  15014. this.groups = [];
  15015. this.boundingBox = null;
  15016. this.boundingSphere = null;
  15017. // used for storing cloned, shared data
  15018. const data = {};
  15019. // name
  15020. this.name = source.name;
  15021. // index
  15022. const index = source.index;
  15023. if ( index !== null ) {
  15024. this.setIndex( index.clone() );
  15025. }
  15026. // attributes
  15027. const attributes = source.attributes;
  15028. for ( const name in attributes ) {
  15029. const attribute = attributes[ name ];
  15030. this.setAttribute( name, attribute.clone( data ) );
  15031. }
  15032. // morph attributes
  15033. const morphAttributes = source.morphAttributes;
  15034. for ( const name in morphAttributes ) {
  15035. const array = [];
  15036. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15037. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15038. array.push( morphAttribute[ i ].clone( data ) );
  15039. }
  15040. this.morphAttributes[ name ] = array;
  15041. }
  15042. this.morphTargetsRelative = source.morphTargetsRelative;
  15043. // groups
  15044. const groups = source.groups;
  15045. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15046. const group = groups[ i ];
  15047. this.addGroup( group.start, group.count, group.materialIndex );
  15048. }
  15049. // bounding box
  15050. const boundingBox = source.boundingBox;
  15051. if ( boundingBox !== null ) {
  15052. this.boundingBox = boundingBox.clone();
  15053. }
  15054. // bounding sphere
  15055. const boundingSphere = source.boundingSphere;
  15056. if ( boundingSphere !== null ) {
  15057. this.boundingSphere = boundingSphere.clone();
  15058. }
  15059. // draw range
  15060. this.drawRange.start = source.drawRange.start;
  15061. this.drawRange.count = source.drawRange.count;
  15062. // user data
  15063. this.userData = source.userData;
  15064. return this;
  15065. }
  15066. /**
  15067. * Frees the GPU-related resources allocated by this instance. Call this
  15068. * method whenever this instance is no longer used in your app.
  15069. *
  15070. * @fires BufferGeometry#dispose
  15071. */
  15072. dispose() {
  15073. this.dispatchEvent( { type: 'dispose' } );
  15074. }
  15075. }
  15076. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15077. const _ray$3 = /*@__PURE__*/ new Ray();
  15078. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15079. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15080. const _vA$1 = /*@__PURE__*/ new Vector3();
  15081. const _vB$1 = /*@__PURE__*/ new Vector3();
  15082. const _vC$1 = /*@__PURE__*/ new Vector3();
  15083. const _tempA = /*@__PURE__*/ new Vector3();
  15084. const _morphA = /*@__PURE__*/ new Vector3();
  15085. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15086. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15087. /**
  15088. * Class representing triangular polygon mesh based objects.
  15089. *
  15090. * ```js
  15091. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15092. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15093. * const mesh = new THREE.Mesh( geometry, material );
  15094. * scene.add( mesh );
  15095. * ```
  15096. *
  15097. * @augments Object3D
  15098. */
  15099. class Mesh extends Object3D {
  15100. /**
  15101. * Constructs a new mesh.
  15102. *
  15103. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15104. * @param {Material|Array<Material>} [material] - The mesh material.
  15105. */
  15106. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15107. super();
  15108. /**
  15109. * This flag can be used for type testing.
  15110. *
  15111. * @type {boolean}
  15112. * @readonly
  15113. * @default true
  15114. */
  15115. this.isMesh = true;
  15116. this.type = 'Mesh';
  15117. /**
  15118. * The mesh geometry.
  15119. *
  15120. * @type {BufferGeometry}
  15121. */
  15122. this.geometry = geometry;
  15123. /**
  15124. * The mesh material.
  15125. *
  15126. * @type {Material|Array<Material>}
  15127. * @default MeshBasicMaterial
  15128. */
  15129. this.material = material;
  15130. /**
  15131. * A dictionary representing the morph targets in the geometry. The key is the
  15132. * morph targets name, the value its attribute index. This member is `undefined`
  15133. * by default and only set when morph targets are detected in the geometry.
  15134. *
  15135. * @type {Object<String,number>|undefined}
  15136. * @default undefined
  15137. */
  15138. this.morphTargetDictionary = undefined;
  15139. /**
  15140. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15141. * is applied. This member is `undefined` by default and only set when morph targets are
  15142. * detected in the geometry.
  15143. *
  15144. * @type {Array<number>|undefined}
  15145. * @default undefined
  15146. */
  15147. this.morphTargetInfluences = undefined;
  15148. /**
  15149. * The number of instances of this mesh.
  15150. * Can only be used with {@link WebGPURenderer}.
  15151. *
  15152. * @type {number}
  15153. * @default 1
  15154. */
  15155. this.count = 1;
  15156. this.updateMorphTargets();
  15157. }
  15158. copy( source, recursive ) {
  15159. super.copy( source, recursive );
  15160. if ( source.morphTargetInfluences !== undefined ) {
  15161. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15162. }
  15163. if ( source.morphTargetDictionary !== undefined ) {
  15164. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15165. }
  15166. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15167. this.geometry = source.geometry;
  15168. return this;
  15169. }
  15170. /**
  15171. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15172. * to make sure existing morph targets can influence this 3D object.
  15173. */
  15174. updateMorphTargets() {
  15175. const geometry = this.geometry;
  15176. const morphAttributes = geometry.morphAttributes;
  15177. const keys = Object.keys( morphAttributes );
  15178. if ( keys.length > 0 ) {
  15179. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15180. if ( morphAttribute !== undefined ) {
  15181. this.morphTargetInfluences = [];
  15182. this.morphTargetDictionary = {};
  15183. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15184. const name = morphAttribute[ m ].name || String( m );
  15185. this.morphTargetInfluences.push( 0 );
  15186. this.morphTargetDictionary[ name ] = m;
  15187. }
  15188. }
  15189. }
  15190. }
  15191. /**
  15192. * Returns the local-space position of the vertex at the given index, taking into
  15193. * account the current animation state of both morph targets and skinning.
  15194. *
  15195. * @param {number} index - The vertex index.
  15196. * @param {Vector3} target - The target object that is used to store the method's result.
  15197. * @return {Vector3} The vertex position in local space.
  15198. */
  15199. getVertexPosition( index, target ) {
  15200. const geometry = this.geometry;
  15201. const position = geometry.attributes.position;
  15202. const morphPosition = geometry.morphAttributes.position;
  15203. const morphTargetsRelative = geometry.morphTargetsRelative;
  15204. target.fromBufferAttribute( position, index );
  15205. const morphInfluences = this.morphTargetInfluences;
  15206. if ( morphPosition && morphInfluences ) {
  15207. _morphA.set( 0, 0, 0 );
  15208. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15209. const influence = morphInfluences[ i ];
  15210. const morphAttribute = morphPosition[ i ];
  15211. if ( influence === 0 ) continue;
  15212. _tempA.fromBufferAttribute( morphAttribute, index );
  15213. if ( morphTargetsRelative ) {
  15214. _morphA.addScaledVector( _tempA, influence );
  15215. } else {
  15216. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15217. }
  15218. }
  15219. target.add( _morphA );
  15220. }
  15221. return target;
  15222. }
  15223. /**
  15224. * Computes intersection points between a casted ray and this line.
  15225. *
  15226. * @param {Raycaster} raycaster - The raycaster.
  15227. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15228. */
  15229. raycast( raycaster, intersects ) {
  15230. const geometry = this.geometry;
  15231. const material = this.material;
  15232. const matrixWorld = this.matrixWorld;
  15233. if ( material === undefined ) return;
  15234. // test with bounding sphere in world space
  15235. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15236. _sphere$6.copy( geometry.boundingSphere );
  15237. _sphere$6.applyMatrix4( matrixWorld );
  15238. // check distance from ray origin to bounding sphere
  15239. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15240. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15241. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15242. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15243. }
  15244. // convert ray to local space of mesh
  15245. _inverseMatrix$3.copy( matrixWorld ).invert();
  15246. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15247. // test with bounding box in local space
  15248. if ( geometry.boundingBox !== null ) {
  15249. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15250. }
  15251. // test for intersections with geometry
  15252. this._computeIntersections( raycaster, intersects, _ray$3 );
  15253. }
  15254. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15255. let intersection;
  15256. const geometry = this.geometry;
  15257. const material = this.material;
  15258. const index = geometry.index;
  15259. const position = geometry.attributes.position;
  15260. const uv = geometry.attributes.uv;
  15261. const uv1 = geometry.attributes.uv1;
  15262. const normal = geometry.attributes.normal;
  15263. const groups = geometry.groups;
  15264. const drawRange = geometry.drawRange;
  15265. if ( index !== null ) {
  15266. // indexed buffer geometry
  15267. if ( Array.isArray( material ) ) {
  15268. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15269. const group = groups[ i ];
  15270. const groupMaterial = material[ group.materialIndex ];
  15271. const start = Math.max( group.start, drawRange.start );
  15272. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15273. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15274. const a = index.getX( j );
  15275. const b = index.getX( j + 1 );
  15276. const c = index.getX( j + 2 );
  15277. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15278. if ( intersection ) {
  15279. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15280. intersection.face.materialIndex = group.materialIndex;
  15281. intersects.push( intersection );
  15282. }
  15283. }
  15284. }
  15285. } else {
  15286. const start = Math.max( 0, drawRange.start );
  15287. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15288. for ( let i = start, il = end; i < il; i += 3 ) {
  15289. const a = index.getX( i );
  15290. const b = index.getX( i + 1 );
  15291. const c = index.getX( i + 2 );
  15292. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15293. if ( intersection ) {
  15294. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15295. intersects.push( intersection );
  15296. }
  15297. }
  15298. }
  15299. } else if ( position !== undefined ) {
  15300. // non-indexed buffer geometry
  15301. if ( Array.isArray( material ) ) {
  15302. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15303. const group = groups[ i ];
  15304. const groupMaterial = material[ group.materialIndex ];
  15305. const start = Math.max( group.start, drawRange.start );
  15306. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15307. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15308. const a = j;
  15309. const b = j + 1;
  15310. const c = j + 2;
  15311. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15312. if ( intersection ) {
  15313. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15314. intersection.face.materialIndex = group.materialIndex;
  15315. intersects.push( intersection );
  15316. }
  15317. }
  15318. }
  15319. } else {
  15320. const start = Math.max( 0, drawRange.start );
  15321. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15322. for ( let i = start, il = end; i < il; i += 3 ) {
  15323. const a = i;
  15324. const b = i + 1;
  15325. const c = i + 2;
  15326. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15327. if ( intersection ) {
  15328. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15329. intersects.push( intersection );
  15330. }
  15331. }
  15332. }
  15333. }
  15334. }
  15335. }
  15336. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15337. let intersect;
  15338. if ( material.side === BackSide ) {
  15339. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15340. } else {
  15341. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15342. }
  15343. if ( intersect === null ) return null;
  15344. _intersectionPointWorld.copy( point );
  15345. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15346. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15347. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15348. return {
  15349. distance: distance,
  15350. point: _intersectionPointWorld.clone(),
  15351. object: object
  15352. };
  15353. }
  15354. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15355. object.getVertexPosition( a, _vA$1 );
  15356. object.getVertexPosition( b, _vB$1 );
  15357. object.getVertexPosition( c, _vC$1 );
  15358. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15359. if ( intersection ) {
  15360. const barycoord = new Vector3();
  15361. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15362. if ( uv ) {
  15363. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15364. }
  15365. if ( uv1 ) {
  15366. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15367. }
  15368. if ( normal ) {
  15369. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15370. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15371. intersection.normal.multiplyScalar( -1 );
  15372. }
  15373. }
  15374. const face = {
  15375. a: a,
  15376. b: b,
  15377. c: c,
  15378. normal: new Vector3(),
  15379. materialIndex: 0
  15380. };
  15381. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15382. intersection.face = face;
  15383. intersection.barycoord = barycoord;
  15384. }
  15385. return intersection;
  15386. }
  15387. /**
  15388. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15389. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15390. * of the axes.
  15391. *
  15392. * ```js
  15393. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15394. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15395. * const cube = new THREE.Mesh( geometry, material );
  15396. * scene.add( cube );
  15397. * ```
  15398. *
  15399. * @augments BufferGeometry
  15400. * @demo scenes/geometry-browser.html#BoxGeometry
  15401. */
  15402. class BoxGeometry extends BufferGeometry {
  15403. /**
  15404. * Constructs a new box geometry.
  15405. *
  15406. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15407. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15408. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15409. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15410. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15411. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15412. */
  15413. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15414. super();
  15415. this.type = 'BoxGeometry';
  15416. /**
  15417. * Holds the constructor parameters that have been
  15418. * used to generate the geometry. Any modification
  15419. * after instantiation does not change the geometry.
  15420. *
  15421. * @type {Object}
  15422. */
  15423. this.parameters = {
  15424. width: width,
  15425. height: height,
  15426. depth: depth,
  15427. widthSegments: widthSegments,
  15428. heightSegments: heightSegments,
  15429. depthSegments: depthSegments
  15430. };
  15431. const scope = this;
  15432. // segments
  15433. widthSegments = Math.floor( widthSegments );
  15434. heightSegments = Math.floor( heightSegments );
  15435. depthSegments = Math.floor( depthSegments );
  15436. // buffers
  15437. const indices = [];
  15438. const vertices = [];
  15439. const normals = [];
  15440. const uvs = [];
  15441. // helper variables
  15442. let numberOfVertices = 0;
  15443. let groupStart = 0;
  15444. // build each side of the box geometry
  15445. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15446. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15447. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15448. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15449. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15450. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15451. // build geometry
  15452. this.setIndex( indices );
  15453. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15454. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15455. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15456. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15457. const segmentWidth = width / gridX;
  15458. const segmentHeight = height / gridY;
  15459. const widthHalf = width / 2;
  15460. const heightHalf = height / 2;
  15461. const depthHalf = depth / 2;
  15462. const gridX1 = gridX + 1;
  15463. const gridY1 = gridY + 1;
  15464. let vertexCounter = 0;
  15465. let groupCount = 0;
  15466. const vector = new Vector3();
  15467. // generate vertices, normals and uvs
  15468. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15469. const y = iy * segmentHeight - heightHalf;
  15470. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15471. const x = ix * segmentWidth - widthHalf;
  15472. // set values to correct vector component
  15473. vector[ u ] = x * udir;
  15474. vector[ v ] = y * vdir;
  15475. vector[ w ] = depthHalf;
  15476. // now apply vector to vertex buffer
  15477. vertices.push( vector.x, vector.y, vector.z );
  15478. // set values to correct vector component
  15479. vector[ u ] = 0;
  15480. vector[ v ] = 0;
  15481. vector[ w ] = depth > 0 ? 1 : -1;
  15482. // now apply vector to normal buffer
  15483. normals.push( vector.x, vector.y, vector.z );
  15484. // uvs
  15485. uvs.push( ix / gridX );
  15486. uvs.push( 1 - ( iy / gridY ) );
  15487. // counters
  15488. vertexCounter += 1;
  15489. }
  15490. }
  15491. // indices
  15492. // 1. you need three indices to draw a single face
  15493. // 2. a single segment consists of two faces
  15494. // 3. so we need to generate six (2*3) indices per segment
  15495. for ( let iy = 0; iy < gridY; iy ++ ) {
  15496. for ( let ix = 0; ix < gridX; ix ++ ) {
  15497. const a = numberOfVertices + ix + gridX1 * iy;
  15498. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15499. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15500. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15501. // faces
  15502. indices.push( a, b, d );
  15503. indices.push( b, c, d );
  15504. // increase counter
  15505. groupCount += 6;
  15506. }
  15507. }
  15508. // add a group to the geometry. this will ensure multi material support
  15509. scope.addGroup( groupStart, groupCount, materialIndex );
  15510. // calculate new start value for groups
  15511. groupStart += groupCount;
  15512. // update total number of vertices
  15513. numberOfVertices += vertexCounter;
  15514. }
  15515. }
  15516. copy( source ) {
  15517. super.copy( source );
  15518. this.parameters = Object.assign( {}, source.parameters );
  15519. return this;
  15520. }
  15521. /**
  15522. * Factory method for creating an instance of this class from the given
  15523. * JSON object.
  15524. *
  15525. * @param {Object} data - A JSON object representing the serialized geometry.
  15526. * @return {BoxGeometry} A new instance.
  15527. */
  15528. static fromJSON( data ) {
  15529. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15530. }
  15531. }
  15532. /**
  15533. * Provides utility functions for managing uniforms.
  15534. *
  15535. * @module UniformsUtils
  15536. */
  15537. /**
  15538. * Clones the given uniform definitions by performing a deep-copy. That means
  15539. * if the value of a uniform refers to an object like a Vector3 or Texture,
  15540. * the cloned uniform will refer to a new object reference.
  15541. *
  15542. * @param {Object} src - An object representing uniform definitions.
  15543. * @return {Object} The cloned uniforms.
  15544. */
  15545. function cloneUniforms( src ) {
  15546. const dst = {};
  15547. for ( const u in src ) {
  15548. dst[ u ] = {};
  15549. for ( const p in src[ u ] ) {
  15550. const property = src[ u ][ p ];
  15551. if ( property && ( property.isColor ||
  15552. property.isMatrix3 || property.isMatrix4 ||
  15553. property.isVector2 || property.isVector3 || property.isVector4 ||
  15554. property.isTexture || property.isQuaternion ) ) {
  15555. if ( property.isRenderTargetTexture ) {
  15556. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15557. dst[ u ][ p ] = null;
  15558. } else {
  15559. dst[ u ][ p ] = property.clone();
  15560. }
  15561. } else if ( Array.isArray( property ) ) {
  15562. dst[ u ][ p ] = property.slice();
  15563. } else {
  15564. dst[ u ][ p ] = property;
  15565. }
  15566. }
  15567. }
  15568. return dst;
  15569. }
  15570. /**
  15571. * Merges the given uniform definitions into a single object. Since the
  15572. * method internally uses cloneUniforms(), it performs a deep-copy when
  15573. * producing the merged uniform definitions.
  15574. *
  15575. * @param {Array} uniforms - An array of objects containing uniform definitions.
  15576. * @return {Object} The merged uniforms.
  15577. */
  15578. function mergeUniforms( uniforms ) {
  15579. const merged = {};
  15580. for ( let u = 0; u < uniforms.length; u ++ ) {
  15581. const tmp = cloneUniforms( uniforms[ u ] );
  15582. for ( const p in tmp ) {
  15583. merged[ p ] = tmp[ p ];
  15584. }
  15585. }
  15586. return merged;
  15587. }
  15588. function cloneUniformsGroups( src ) {
  15589. const dst = [];
  15590. for ( let u = 0; u < src.length; u ++ ) {
  15591. dst.push( src[ u ].clone() );
  15592. }
  15593. return dst;
  15594. }
  15595. function getUnlitUniformColorSpace( renderer ) {
  15596. const currentRenderTarget = renderer.getRenderTarget();
  15597. if ( currentRenderTarget === null ) {
  15598. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15599. return renderer.outputColorSpace;
  15600. }
  15601. // https://github.com/mrdoob/three.js/issues/27868
  15602. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15603. return currentRenderTarget.texture.colorSpace;
  15604. }
  15605. return ColorManagement.workingColorSpace;
  15606. }
  15607. // Legacy
  15608. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15609. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15610. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15611. /**
  15612. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15613. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15614. * effect not included with any of the built-in materials.
  15615. *
  15616. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15617. *
  15618. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15619. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15620. * you don't want that, use {@link RawShaderMaterial} instead.
  15621. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15622. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15623. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15624. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  15625. * - The loop variable has to be *i*.
  15626. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15627. * value of *i* for the given iteration and can be used in preprocessor
  15628. * statements.
  15629. *
  15630. * ```js
  15631. * const material = new THREE.ShaderMaterial( {
  15632. * uniforms: {
  15633. * time: { value: 1.0 },
  15634. * resolution: { value: new THREE.Vector2() }
  15635. * },
  15636. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15637. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15638. * } );
  15639. * ```
  15640. *
  15641. * @augments Material
  15642. */
  15643. class ShaderMaterial extends Material {
  15644. /**
  15645. * Constructs a new shader material.
  15646. *
  15647. * @param {Object} [parameters] - An object with one or more properties
  15648. * defining the material's appearance. Any property of the material
  15649. * (including any property from inherited materials) can be passed
  15650. * in here. Color values can be passed any type of value accepted
  15651. * by {@link Color#set}.
  15652. */
  15653. constructor( parameters ) {
  15654. super();
  15655. /**
  15656. * This flag can be used for type testing.
  15657. *
  15658. * @type {boolean}
  15659. * @readonly
  15660. * @default true
  15661. */
  15662. this.isShaderMaterial = true;
  15663. this.type = 'ShaderMaterial';
  15664. /**
  15665. * Defines custom constants using `#define` directives within the GLSL code
  15666. * for both the vertex shader and the fragment shader; each key/value pair
  15667. * yields another directive.
  15668. * ```js
  15669. * defines: {
  15670. * FOO: 15,
  15671. * BAR: true
  15672. * }
  15673. * ```
  15674. * Yields the lines:
  15675. * ```
  15676. * #define FOO 15
  15677. * #define BAR true
  15678. * ```
  15679. *
  15680. * @type {Object}
  15681. */
  15682. this.defines = {};
  15683. /**
  15684. * An object of the form:
  15685. * ```js
  15686. * {
  15687. * "uniform1": { value: 1.0 },
  15688. * "uniform2": { value: 2 }
  15689. * }
  15690. * ```
  15691. * specifying the uniforms to be passed to the shader code; keys are uniform
  15692. * names, values are definitions of the form
  15693. * ```
  15694. * {
  15695. * value: 1.0
  15696. * }
  15697. * ```
  15698. * where `value` is the value of the uniform. Names must match the name of
  15699. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15700. * on every frame, so updating the value of the uniform will immediately
  15701. * update the value available to the GLSL code.
  15702. *
  15703. * @type {Object}
  15704. */
  15705. this.uniforms = {};
  15706. /**
  15707. * An array holding uniforms groups for configuring UBOs.
  15708. *
  15709. * @type {Array<UniformsGroup>}
  15710. */
  15711. this.uniformsGroups = [];
  15712. /**
  15713. * Vertex shader GLSL code. This is the actual code for the shader.
  15714. *
  15715. * @type {string}
  15716. */
  15717. this.vertexShader = default_vertex;
  15718. /**
  15719. * Fragment shader GLSL code. This is the actual code for the shader.
  15720. *
  15721. * @type {string}
  15722. */
  15723. this.fragmentShader = default_fragment;
  15724. /**
  15725. * Controls line thickness or lines.
  15726. *
  15727. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15728. * width of one pixel.
  15729. *
  15730. * @type {number}
  15731. * @default 1
  15732. */
  15733. this.linewidth = 1;
  15734. /**
  15735. * Renders the geometry as a wireframe.
  15736. *
  15737. * @type {boolean}
  15738. * @default false
  15739. */
  15740. this.wireframe = false;
  15741. /**
  15742. * Controls the thickness of the wireframe.
  15743. *
  15744. * WebGL and WebGPU ignore this property and always render
  15745. * 1 pixel wide lines.
  15746. *
  15747. * @type {number}
  15748. * @default 1
  15749. */
  15750. this.wireframeLinewidth = 1;
  15751. /**
  15752. * Defines whether the material color is affected by global fog settings; `true`
  15753. * to pass fog uniforms to the shader.
  15754. *
  15755. * Setting this property to `true` requires the definition of fog uniforms. It is
  15756. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  15757. * with predefined fog uniforms.
  15758. *
  15759. * ```js
  15760. * const material = new ShaderMaterial( {
  15761. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  15762. * vertexShader: vertexShader,
  15763. * fragmentShader: fragmentShader,
  15764. * fog: true
  15765. * } );
  15766. * ```
  15767. *
  15768. * @type {boolean}
  15769. * @default false
  15770. */
  15771. this.fog = false;
  15772. /**
  15773. * Defines whether this material uses lighting; `true` to pass uniform data
  15774. * related to lighting to this shader.
  15775. *
  15776. * @type {boolean}
  15777. * @default false
  15778. */
  15779. this.lights = false;
  15780. /**
  15781. * Defines whether this material supports clipping; `true` to let the renderer
  15782. * pass the clippingPlanes uniform.
  15783. *
  15784. * @type {boolean}
  15785. * @default false
  15786. */
  15787. this.clipping = false;
  15788. /**
  15789. * Overwritten and set to `true` by default.
  15790. *
  15791. * @type {boolean}
  15792. * @default true
  15793. */
  15794. this.forceSinglePass = true;
  15795. /**
  15796. * This object allows to enable certain WebGL 2 extensions.
  15797. *
  15798. * - clipCullDistance: set to `true` to use vertex shader clipping
  15799. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15800. *
  15801. * @type {{clipCullDistance:false,multiDraw:false}}
  15802. */
  15803. this.extensions = {
  15804. clipCullDistance: false, // set to use vertex shader clipping
  15805. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15806. };
  15807. /**
  15808. * When the rendered geometry doesn't include these attributes but the
  15809. * material does, these default values will be passed to the shaders. This
  15810. * avoids errors when buffer data is missing.
  15811. *
  15812. * - color: [ 1, 1, 1 ]
  15813. * - uv: [ 0, 0 ]
  15814. * - uv1: [ 0, 0 ]
  15815. *
  15816. * @type {Object}
  15817. */
  15818. this.defaultAttributeValues = {
  15819. 'color': [ 1, 1, 1 ],
  15820. 'uv': [ 0, 0 ],
  15821. 'uv1': [ 0, 0 ]
  15822. };
  15823. /**
  15824. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  15825. * to bind a generic vertex index to an attribute variable.
  15826. *
  15827. * @type {string|undefined}
  15828. * @default undefined
  15829. */
  15830. this.index0AttributeName = undefined;
  15831. /**
  15832. * Can be used to force a uniform update while changing uniforms in
  15833. * {@link Object3D#onBeforeRender}.
  15834. *
  15835. * @type {boolean}
  15836. * @default false
  15837. */
  15838. this.uniformsNeedUpdate = false;
  15839. /**
  15840. * Defines the GLSL version of custom shader code.
  15841. *
  15842. * @type {?(GLSL1|GLSL3)}
  15843. * @default null
  15844. */
  15845. this.glslVersion = null;
  15846. if ( parameters !== undefined ) {
  15847. this.setValues( parameters );
  15848. }
  15849. }
  15850. copy( source ) {
  15851. super.copy( source );
  15852. this.fragmentShader = source.fragmentShader;
  15853. this.vertexShader = source.vertexShader;
  15854. this.uniforms = cloneUniforms( source.uniforms );
  15855. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15856. this.defines = Object.assign( {}, source.defines );
  15857. this.wireframe = source.wireframe;
  15858. this.wireframeLinewidth = source.wireframeLinewidth;
  15859. this.fog = source.fog;
  15860. this.lights = source.lights;
  15861. this.clipping = source.clipping;
  15862. this.extensions = Object.assign( {}, source.extensions );
  15863. this.glslVersion = source.glslVersion;
  15864. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  15865. this.index0AttributeName = source.index0AttributeName;
  15866. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  15867. return this;
  15868. }
  15869. toJSON( meta ) {
  15870. const data = super.toJSON( meta );
  15871. data.glslVersion = this.glslVersion;
  15872. data.uniforms = {};
  15873. for ( const name in this.uniforms ) {
  15874. const uniform = this.uniforms[ name ];
  15875. const value = uniform.value;
  15876. if ( value && value.isTexture ) {
  15877. data.uniforms[ name ] = {
  15878. type: 't',
  15879. value: value.toJSON( meta ).uuid
  15880. };
  15881. } else if ( value && value.isColor ) {
  15882. data.uniforms[ name ] = {
  15883. type: 'c',
  15884. value: value.getHex()
  15885. };
  15886. } else if ( value && value.isVector2 ) {
  15887. data.uniforms[ name ] = {
  15888. type: 'v2',
  15889. value: value.toArray()
  15890. };
  15891. } else if ( value && value.isVector3 ) {
  15892. data.uniforms[ name ] = {
  15893. type: 'v3',
  15894. value: value.toArray()
  15895. };
  15896. } else if ( value && value.isVector4 ) {
  15897. data.uniforms[ name ] = {
  15898. type: 'v4',
  15899. value: value.toArray()
  15900. };
  15901. } else if ( value && value.isMatrix3 ) {
  15902. data.uniforms[ name ] = {
  15903. type: 'm3',
  15904. value: value.toArray()
  15905. };
  15906. } else if ( value && value.isMatrix4 ) {
  15907. data.uniforms[ name ] = {
  15908. type: 'm4',
  15909. value: value.toArray()
  15910. };
  15911. } else {
  15912. data.uniforms[ name ] = {
  15913. value: value
  15914. };
  15915. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15916. }
  15917. }
  15918. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15919. data.vertexShader = this.vertexShader;
  15920. data.fragmentShader = this.fragmentShader;
  15921. data.lights = this.lights;
  15922. data.clipping = this.clipping;
  15923. const extensions = {};
  15924. for ( const key in this.extensions ) {
  15925. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15926. }
  15927. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15928. return data;
  15929. }
  15930. }
  15931. /**
  15932. * Abstract base class for cameras. This class should always be inherited
  15933. * when you build a new camera.
  15934. *
  15935. * @abstract
  15936. * @augments Object3D
  15937. */
  15938. class Camera extends Object3D {
  15939. /**
  15940. * Constructs a new camera.
  15941. */
  15942. constructor() {
  15943. super();
  15944. /**
  15945. * This flag can be used for type testing.
  15946. *
  15947. * @type {boolean}
  15948. * @readonly
  15949. * @default true
  15950. */
  15951. this.isCamera = true;
  15952. this.type = 'Camera';
  15953. /**
  15954. * The inverse of the camera's world matrix.
  15955. *
  15956. * @type {Matrix4}
  15957. */
  15958. this.matrixWorldInverse = new Matrix4();
  15959. /**
  15960. * The camera's projection matrix.
  15961. *
  15962. * @type {Matrix4}
  15963. */
  15964. this.projectionMatrix = new Matrix4();
  15965. /**
  15966. * The inverse of the camera's projection matrix.
  15967. *
  15968. * @type {Matrix4}
  15969. */
  15970. this.projectionMatrixInverse = new Matrix4();
  15971. /**
  15972. * The coordinate system in which the camera is used.
  15973. *
  15974. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  15975. */
  15976. this.coordinateSystem = WebGLCoordinateSystem;
  15977. this._reversedDepth = false;
  15978. }
  15979. /**
  15980. * The flag that indicates whether the camera uses a reversed depth buffer.
  15981. *
  15982. * @type {boolean}
  15983. * @default false
  15984. */
  15985. get reversedDepth() {
  15986. return this._reversedDepth;
  15987. }
  15988. copy( source, recursive ) {
  15989. super.copy( source, recursive );
  15990. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  15991. this.projectionMatrix.copy( source.projectionMatrix );
  15992. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  15993. this.coordinateSystem = source.coordinateSystem;
  15994. return this;
  15995. }
  15996. /**
  15997. * Returns a vector representing the ("look") direction of the 3D object in world space.
  15998. *
  15999. * This method is overwritten since cameras have a different forward vector compared to other
  16000. * 3D objects. A camera looks down its local, negative z-axis by default.
  16001. *
  16002. * @param {Vector3} target - The target vector the result is stored to.
  16003. * @return {Vector3} The 3D object's direction in world space.
  16004. */
  16005. getWorldDirection( target ) {
  16006. return super.getWorldDirection( target ).negate();
  16007. }
  16008. updateMatrixWorld( force ) {
  16009. super.updateMatrixWorld( force );
  16010. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16011. }
  16012. updateWorldMatrix( updateParents, updateChildren ) {
  16013. super.updateWorldMatrix( updateParents, updateChildren );
  16014. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16015. }
  16016. clone() {
  16017. return new this.constructor().copy( this );
  16018. }
  16019. }
  16020. const _v3$1 = /*@__PURE__*/ new Vector3();
  16021. const _minTarget = /*@__PURE__*/ new Vector2();
  16022. const _maxTarget = /*@__PURE__*/ new Vector2();
  16023. /**
  16024. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  16025. *
  16026. * This projection mode is designed to mimic the way the human eye sees. It
  16027. * is the most common projection mode used for rendering a 3D scene.
  16028. *
  16029. * ```js
  16030. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  16031. * scene.add( camera );
  16032. * ```
  16033. *
  16034. * @augments Camera
  16035. */
  16036. class PerspectiveCamera extends Camera {
  16037. /**
  16038. * Constructs a new perspective camera.
  16039. *
  16040. * @param {number} [fov=50] - The vertical field of view.
  16041. * @param {number} [aspect=1] - The aspect ratio.
  16042. * @param {number} [near=0.1] - The camera's near plane.
  16043. * @param {number} [far=2000] - The camera's far plane.
  16044. */
  16045. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  16046. super();
  16047. /**
  16048. * This flag can be used for type testing.
  16049. *
  16050. * @type {boolean}
  16051. * @readonly
  16052. * @default true
  16053. */
  16054. this.isPerspectiveCamera = true;
  16055. this.type = 'PerspectiveCamera';
  16056. /**
  16057. * The vertical field of view, from bottom to top of view,
  16058. * in degrees.
  16059. *
  16060. * @type {number}
  16061. * @default 50
  16062. */
  16063. this.fov = fov;
  16064. /**
  16065. * The zoom factor of the camera.
  16066. *
  16067. * @type {number}
  16068. * @default 1
  16069. */
  16070. this.zoom = 1;
  16071. /**
  16072. * The camera's near plane. The valid range is greater than `0`
  16073. * and less than the current value of {@link PerspectiveCamera#far}.
  16074. *
  16075. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16076. * valid value for a perspective camera's near plane.
  16077. *
  16078. * @type {number}
  16079. * @default 0.1
  16080. */
  16081. this.near = near;
  16082. /**
  16083. * The camera's far plane. Must be greater than the
  16084. * current value of {@link PerspectiveCamera#near}.
  16085. *
  16086. * @type {number}
  16087. * @default 2000
  16088. */
  16089. this.far = far;
  16090. /**
  16091. * Object distance used for stereoscopy and depth-of-field effects. This
  16092. * parameter does not influence the projection matrix unless a
  16093. * {@link StereoCamera} is being used.
  16094. *
  16095. * @type {number}
  16096. * @default 10
  16097. */
  16098. this.focus = 10;
  16099. /**
  16100. * The aspect ratio, usually the canvas width / canvas height.
  16101. *
  16102. * @type {number}
  16103. * @default 1
  16104. */
  16105. this.aspect = aspect;
  16106. /**
  16107. * Represents the frustum window specification. This property should not be edited
  16108. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16109. *
  16110. * @type {?Object}
  16111. * @default null
  16112. */
  16113. this.view = null;
  16114. /**
  16115. * Film size used for the larger axis. Default is `35` (millimeters). This
  16116. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16117. * is set to a nonzero value.
  16118. *
  16119. * @type {number}
  16120. * @default 35
  16121. */
  16122. this.filmGauge = 35;
  16123. /**
  16124. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16125. *
  16126. * @type {number}
  16127. * @default 0
  16128. */
  16129. this.filmOffset = 0;
  16130. this.updateProjectionMatrix();
  16131. }
  16132. copy( source, recursive ) {
  16133. super.copy( source, recursive );
  16134. this.fov = source.fov;
  16135. this.zoom = source.zoom;
  16136. this.near = source.near;
  16137. this.far = source.far;
  16138. this.focus = source.focus;
  16139. this.aspect = source.aspect;
  16140. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16141. this.filmGauge = source.filmGauge;
  16142. this.filmOffset = source.filmOffset;
  16143. return this;
  16144. }
  16145. /**
  16146. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16147. *
  16148. * The default film gauge is 35, so that the focal length can be specified for
  16149. * a 35mm (full frame) camera.
  16150. *
  16151. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16152. */
  16153. setFocalLength( focalLength ) {
  16154. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16155. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16156. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16157. this.updateProjectionMatrix();
  16158. }
  16159. /**
  16160. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16161. * {@link PerspectiveCamera#filmGauge}.
  16162. *
  16163. * @return {number} The computed focal length.
  16164. */
  16165. getFocalLength() {
  16166. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16167. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16168. }
  16169. /**
  16170. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16171. *
  16172. * @return {number} The effective FOV.
  16173. */
  16174. getEffectiveFOV() {
  16175. return RAD2DEG * 2 * Math.atan(
  16176. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16177. }
  16178. /**
  16179. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16180. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16181. *
  16182. * @return {number} The film width.
  16183. */
  16184. getFilmWidth() {
  16185. // film not completely covered in portrait format (aspect < 1)
  16186. return this.filmGauge * Math.min( this.aspect, 1 );
  16187. }
  16188. /**
  16189. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16190. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16191. *
  16192. * @return {number} The film width.
  16193. */
  16194. getFilmHeight() {
  16195. // film not completely covered in landscape format (aspect > 1)
  16196. return this.filmGauge / Math.max( this.aspect, 1 );
  16197. }
  16198. /**
  16199. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16200. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16201. *
  16202. * @param {number} distance - The viewing distance.
  16203. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16204. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16205. */
  16206. getViewBounds( distance, minTarget, maxTarget ) {
  16207. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16208. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16209. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16210. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16211. }
  16212. /**
  16213. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16214. *
  16215. * @param {number} distance - The viewing distance.
  16216. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16217. * @returns {Vector2} The view size.
  16218. */
  16219. getViewSize( distance, target ) {
  16220. this.getViewBounds( distance, _minTarget, _maxTarget );
  16221. return target.subVectors( _maxTarget, _minTarget );
  16222. }
  16223. /**
  16224. * Sets an offset in a larger frustum. This is useful for multi-window or
  16225. * multi-monitor/multi-machine setups.
  16226. *
  16227. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16228. * the monitors are in grid like this
  16229. *```
  16230. * +---+---+---+
  16231. * | A | B | C |
  16232. * +---+---+---+
  16233. * | D | E | F |
  16234. * +---+---+---+
  16235. *```
  16236. * then for each monitor you would call it like this:
  16237. *```js
  16238. * const w = 1920;
  16239. * const h = 1080;
  16240. * const fullWidth = w * 3;
  16241. * const fullHeight = h * 2;
  16242. *
  16243. * // --A--
  16244. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16245. * // --B--
  16246. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16247. * // --C--
  16248. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16249. * // --D--
  16250. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16251. * // --E--
  16252. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16253. * // --F--
  16254. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16255. * ```
  16256. *
  16257. * Note there is no reason monitors have to be the same size or in a grid.
  16258. *
  16259. * @param {number} fullWidth - The full width of multiview setup.
  16260. * @param {number} fullHeight - The full height of multiview setup.
  16261. * @param {number} x - The horizontal offset of the subcamera.
  16262. * @param {number} y - The vertical offset of the subcamera.
  16263. * @param {number} width - The width of subcamera.
  16264. * @param {number} height - The height of subcamera.
  16265. */
  16266. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16267. this.aspect = fullWidth / fullHeight;
  16268. if ( this.view === null ) {
  16269. this.view = {
  16270. enabled: true,
  16271. fullWidth: 1,
  16272. fullHeight: 1,
  16273. offsetX: 0,
  16274. offsetY: 0,
  16275. width: 1,
  16276. height: 1
  16277. };
  16278. }
  16279. this.view.enabled = true;
  16280. this.view.fullWidth = fullWidth;
  16281. this.view.fullHeight = fullHeight;
  16282. this.view.offsetX = x;
  16283. this.view.offsetY = y;
  16284. this.view.width = width;
  16285. this.view.height = height;
  16286. this.updateProjectionMatrix();
  16287. }
  16288. /**
  16289. * Removes the view offset from the projection matrix.
  16290. */
  16291. clearViewOffset() {
  16292. if ( this.view !== null ) {
  16293. this.view.enabled = false;
  16294. }
  16295. this.updateProjectionMatrix();
  16296. }
  16297. /**
  16298. * Updates the camera's projection matrix. Must be called after any change of
  16299. * camera properties.
  16300. */
  16301. updateProjectionMatrix() {
  16302. const near = this.near;
  16303. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16304. let height = 2 * top;
  16305. let width = this.aspect * height;
  16306. let left = -0.5 * width;
  16307. const view = this.view;
  16308. if ( this.view !== null && this.view.enabled ) {
  16309. const fullWidth = view.fullWidth,
  16310. fullHeight = view.fullHeight;
  16311. left += view.offsetX * width / fullWidth;
  16312. top -= view.offsetY * height / fullHeight;
  16313. width *= view.width / fullWidth;
  16314. height *= view.height / fullHeight;
  16315. }
  16316. const skew = this.filmOffset;
  16317. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16318. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16319. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16320. }
  16321. toJSON( meta ) {
  16322. const data = super.toJSON( meta );
  16323. data.object.fov = this.fov;
  16324. data.object.zoom = this.zoom;
  16325. data.object.near = this.near;
  16326. data.object.far = this.far;
  16327. data.object.focus = this.focus;
  16328. data.object.aspect = this.aspect;
  16329. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16330. data.object.filmGauge = this.filmGauge;
  16331. data.object.filmOffset = this.filmOffset;
  16332. return data;
  16333. }
  16334. }
  16335. const fov = -90; // negative fov is not an error
  16336. const aspect = 1;
  16337. /**
  16338. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16339. * cube render target. The render target can then be used as an environment map for rendering
  16340. * realtime reflections in your scene.
  16341. *
  16342. * ```js
  16343. * // Create cube render target
  16344. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16345. *
  16346. * // Create cube camera
  16347. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16348. * scene.add( cubeCamera );
  16349. *
  16350. * // Create car
  16351. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16352. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16353. * scene.add( car );
  16354. *
  16355. * // Update the render target cube
  16356. * car.visible = false;
  16357. * cubeCamera.position.copy( car.position );
  16358. * cubeCamera.update( renderer, scene );
  16359. *
  16360. * // Render the scene
  16361. * car.visible = true;
  16362. * renderer.render( scene, camera );
  16363. * ```
  16364. *
  16365. * @augments Object3D
  16366. */
  16367. class CubeCamera extends Object3D {
  16368. /**
  16369. * Constructs a new cube camera.
  16370. *
  16371. * @param {number} near - The camera's near plane.
  16372. * @param {number} far - The camera's far plane.
  16373. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16374. */
  16375. constructor( near, far, renderTarget ) {
  16376. super();
  16377. this.type = 'CubeCamera';
  16378. /**
  16379. * A reference to the cube render target.
  16380. *
  16381. * @type {WebGLCubeRenderTarget}
  16382. */
  16383. this.renderTarget = renderTarget;
  16384. /**
  16385. * The current active coordinate system.
  16386. *
  16387. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16388. * @default null
  16389. */
  16390. this.coordinateSystem = null;
  16391. /**
  16392. * The current active mipmap level
  16393. *
  16394. * @type {number}
  16395. * @default 0
  16396. */
  16397. this.activeMipmapLevel = 0;
  16398. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16399. cameraPX.layers = this.layers;
  16400. this.add( cameraPX );
  16401. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16402. cameraNX.layers = this.layers;
  16403. this.add( cameraNX );
  16404. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16405. cameraPY.layers = this.layers;
  16406. this.add( cameraPY );
  16407. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16408. cameraNY.layers = this.layers;
  16409. this.add( cameraNY );
  16410. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16411. cameraPZ.layers = this.layers;
  16412. this.add( cameraPZ );
  16413. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16414. cameraNZ.layers = this.layers;
  16415. this.add( cameraNZ );
  16416. }
  16417. /**
  16418. * Must be called when the coordinate system of the cube camera is changed.
  16419. */
  16420. updateCoordinateSystem() {
  16421. const coordinateSystem = this.coordinateSystem;
  16422. const cameras = this.children.concat();
  16423. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16424. for ( const camera of cameras ) this.remove( camera );
  16425. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16426. cameraPX.up.set( 0, 1, 0 );
  16427. cameraPX.lookAt( 1, 0, 0 );
  16428. cameraNX.up.set( 0, 1, 0 );
  16429. cameraNX.lookAt( -1, 0, 0 );
  16430. cameraPY.up.set( 0, 0, -1 );
  16431. cameraPY.lookAt( 0, 1, 0 );
  16432. cameraNY.up.set( 0, 0, 1 );
  16433. cameraNY.lookAt( 0, -1, 0 );
  16434. cameraPZ.up.set( 0, 1, 0 );
  16435. cameraPZ.lookAt( 0, 0, 1 );
  16436. cameraNZ.up.set( 0, 1, 0 );
  16437. cameraNZ.lookAt( 0, 0, -1 );
  16438. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16439. cameraPX.up.set( 0, -1, 0 );
  16440. cameraPX.lookAt( -1, 0, 0 );
  16441. cameraNX.up.set( 0, -1, 0 );
  16442. cameraNX.lookAt( 1, 0, 0 );
  16443. cameraPY.up.set( 0, 0, 1 );
  16444. cameraPY.lookAt( 0, 1, 0 );
  16445. cameraNY.up.set( 0, 0, -1 );
  16446. cameraNY.lookAt( 0, -1, 0 );
  16447. cameraPZ.up.set( 0, -1, 0 );
  16448. cameraPZ.lookAt( 0, 0, 1 );
  16449. cameraNZ.up.set( 0, -1, 0 );
  16450. cameraNZ.lookAt( 0, 0, -1 );
  16451. } else {
  16452. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16453. }
  16454. for ( const camera of cameras ) {
  16455. this.add( camera );
  16456. camera.updateMatrixWorld();
  16457. }
  16458. }
  16459. /**
  16460. * Calling this method will render the given scene with the given renderer
  16461. * into the cube render target of the camera.
  16462. *
  16463. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16464. * @param {Scene} scene - The scene to render.
  16465. */
  16466. update( renderer, scene ) {
  16467. if ( this.parent === null ) this.updateMatrixWorld();
  16468. const { renderTarget, activeMipmapLevel } = this;
  16469. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16470. this.coordinateSystem = renderer.coordinateSystem;
  16471. this.updateCoordinateSystem();
  16472. }
  16473. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16474. const currentRenderTarget = renderer.getRenderTarget();
  16475. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16476. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16477. const currentXrEnabled = renderer.xr.enabled;
  16478. renderer.xr.enabled = false;
  16479. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16480. renderTarget.texture.generateMipmaps = false;
  16481. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16482. renderer.render( scene, cameraPX );
  16483. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16484. renderer.render( scene, cameraNX );
  16485. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16486. renderer.render( scene, cameraPY );
  16487. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16488. renderer.render( scene, cameraNY );
  16489. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16490. renderer.render( scene, cameraPZ );
  16491. // mipmaps are generated during the last call of render()
  16492. // at this point, all sides of the cube render target are defined
  16493. renderTarget.texture.generateMipmaps = generateMipmaps;
  16494. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16495. renderer.render( scene, cameraNZ );
  16496. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16497. renderer.xr.enabled = currentXrEnabled;
  16498. renderTarget.texture.needsPMREMUpdate = true;
  16499. }
  16500. }
  16501. /**
  16502. * Creates a cube texture made up of six images.
  16503. *
  16504. * ```js
  16505. * const loader = new THREE.CubeTextureLoader();
  16506. * loader.setPath( 'textures/cube/pisa/' );
  16507. *
  16508. * const textureCube = loader.load( [
  16509. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16510. * ] );
  16511. *
  16512. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16513. * ```
  16514. *
  16515. * @augments Texture
  16516. */
  16517. class CubeTexture extends Texture {
  16518. /**
  16519. * Constructs a new cube texture.
  16520. *
  16521. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16522. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16523. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16524. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16525. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16526. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16527. * @param {number} [format=RGBAFormat] - The texture format.
  16528. * @param {number} [type=UnsignedByteType] - The texture type.
  16529. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16530. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16531. */
  16532. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16533. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16534. /**
  16535. * This flag can be used for type testing.
  16536. *
  16537. * @type {boolean}
  16538. * @readonly
  16539. * @default true
  16540. */
  16541. this.isCubeTexture = true;
  16542. /**
  16543. * If set to `true`, the texture is flipped along the vertical axis when
  16544. * uploaded to the GPU.
  16545. *
  16546. * Overwritten and set to `false` by default.
  16547. *
  16548. * @type {boolean}
  16549. * @default false
  16550. */
  16551. this.flipY = false;
  16552. }
  16553. /**
  16554. * Alias for {@link CubeTexture#image}.
  16555. *
  16556. * @type {Array<Image>}
  16557. */
  16558. get images() {
  16559. return this.image;
  16560. }
  16561. set images( value ) {
  16562. this.image = value;
  16563. }
  16564. }
  16565. /**
  16566. * A cube render target used in context of {@link WebGLRenderer}.
  16567. *
  16568. * @augments WebGLRenderTarget
  16569. */
  16570. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16571. /**
  16572. * Constructs a new cube render target.
  16573. *
  16574. * @param {number} [size=1] - The size of the render target.
  16575. * @param {RenderTarget~Options} [options] - The configuration object.
  16576. */
  16577. constructor( size = 1, options = {} ) {
  16578. super( size, size, options );
  16579. /**
  16580. * This flag can be used for type testing.
  16581. *
  16582. * @type {boolean}
  16583. * @readonly
  16584. * @default true
  16585. */
  16586. this.isWebGLCubeRenderTarget = true;
  16587. const image = { width: size, height: size, depth: 1 };
  16588. const images = [ image, image, image, image, image, image ];
  16589. /**
  16590. * Overwritten with a different texture type.
  16591. *
  16592. * @type {DataArrayTexture}
  16593. */
  16594. this.texture = new CubeTexture( images );
  16595. this._setTextureOptions( options );
  16596. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16597. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16598. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16599. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16600. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16601. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16602. this.texture.isRenderTargetTexture = true;
  16603. }
  16604. /**
  16605. * Converts the given equirectangular texture to a cube map.
  16606. *
  16607. * @param {WebGLRenderer} renderer - The renderer.
  16608. * @param {Texture} texture - The equirectangular texture.
  16609. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16610. */
  16611. fromEquirectangularTexture( renderer, texture ) {
  16612. this.texture.type = texture.type;
  16613. this.texture.colorSpace = texture.colorSpace;
  16614. this.texture.generateMipmaps = texture.generateMipmaps;
  16615. this.texture.minFilter = texture.minFilter;
  16616. this.texture.magFilter = texture.magFilter;
  16617. const shader = {
  16618. uniforms: {
  16619. tEquirect: { value: null },
  16620. },
  16621. vertexShader: /* glsl */`
  16622. varying vec3 vWorldDirection;
  16623. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16624. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16625. }
  16626. void main() {
  16627. vWorldDirection = transformDirection( position, modelMatrix );
  16628. #include <begin_vertex>
  16629. #include <project_vertex>
  16630. }
  16631. `,
  16632. fragmentShader: /* glsl */`
  16633. uniform sampler2D tEquirect;
  16634. varying vec3 vWorldDirection;
  16635. #include <common>
  16636. void main() {
  16637. vec3 direction = normalize( vWorldDirection );
  16638. vec2 sampleUV = equirectUv( direction );
  16639. gl_FragColor = texture2D( tEquirect, sampleUV );
  16640. }
  16641. `
  16642. };
  16643. const geometry = new BoxGeometry( 5, 5, 5 );
  16644. const material = new ShaderMaterial( {
  16645. name: 'CubemapFromEquirect',
  16646. uniforms: cloneUniforms( shader.uniforms ),
  16647. vertexShader: shader.vertexShader,
  16648. fragmentShader: shader.fragmentShader,
  16649. side: BackSide,
  16650. blending: NoBlending
  16651. } );
  16652. material.uniforms.tEquirect.value = texture;
  16653. const mesh = new Mesh( geometry, material );
  16654. const currentMinFilter = texture.minFilter;
  16655. // Avoid blurred poles
  16656. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16657. const camera = new CubeCamera( 1, 10, this );
  16658. camera.update( renderer, mesh );
  16659. texture.minFilter = currentMinFilter;
  16660. mesh.geometry.dispose();
  16661. mesh.material.dispose();
  16662. return this;
  16663. }
  16664. /**
  16665. * Clears this cube render target.
  16666. *
  16667. * @param {WebGLRenderer} renderer - The renderer.
  16668. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16669. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16670. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16671. */
  16672. clear( renderer, color = true, depth = true, stencil = true ) {
  16673. const currentRenderTarget = renderer.getRenderTarget();
  16674. for ( let i = 0; i < 6; i ++ ) {
  16675. renderer.setRenderTarget( this, i );
  16676. renderer.clear( color, depth, stencil );
  16677. }
  16678. renderer.setRenderTarget( currentRenderTarget );
  16679. }
  16680. }
  16681. /**
  16682. * This is almost identical to an {@link Object3D}. Its purpose is to
  16683. * make working with groups of objects syntactically clearer.
  16684. *
  16685. * ```js
  16686. * // Create a group and add the two cubes.
  16687. * // These cubes can now be rotated / scaled etc as a group.
  16688. * const group = new THREE.Group();
  16689. *
  16690. * group.add( meshA );
  16691. * group.add( meshB );
  16692. *
  16693. * scene.add( group );
  16694. * ```
  16695. *
  16696. * @augments Object3D
  16697. */
  16698. class Group extends Object3D {
  16699. constructor() {
  16700. super();
  16701. /**
  16702. * This flag can be used for type testing.
  16703. *
  16704. * @type {boolean}
  16705. * @readonly
  16706. * @default true
  16707. */
  16708. this.isGroup = true;
  16709. this.type = 'Group';
  16710. }
  16711. }
  16712. const _moveEvent = { type: 'move' };
  16713. /**
  16714. * Class for representing a XR controller with its
  16715. * different coordinate systems.
  16716. *
  16717. * @private
  16718. */
  16719. class WebXRController {
  16720. /**
  16721. * Constructs a new XR controller.
  16722. */
  16723. constructor() {
  16724. /**
  16725. * A group representing the target ray space
  16726. * of the XR controller.
  16727. *
  16728. * @private
  16729. * @type {?Group}
  16730. * @default null
  16731. */
  16732. this._targetRay = null;
  16733. /**
  16734. * A group representing the grip space
  16735. * of the XR controller.
  16736. *
  16737. * @private
  16738. * @type {?Group}
  16739. * @default null
  16740. */
  16741. this._grip = null;
  16742. /**
  16743. * A group representing the hand space
  16744. * of the XR controller.
  16745. *
  16746. * @private
  16747. * @type {?Group}
  16748. * @default null
  16749. */
  16750. this._hand = null;
  16751. }
  16752. /**
  16753. * Returns a group representing the hand space of the XR controller.
  16754. *
  16755. * @return {Group} A group representing the hand space of the XR controller.
  16756. */
  16757. getHandSpace() {
  16758. if ( this._hand === null ) {
  16759. this._hand = new Group();
  16760. this._hand.matrixAutoUpdate = false;
  16761. this._hand.visible = false;
  16762. this._hand.joints = {};
  16763. this._hand.inputState = { pinching: false };
  16764. }
  16765. return this._hand;
  16766. }
  16767. /**
  16768. * Returns a group representing the target ray space of the XR controller.
  16769. *
  16770. * @return {Group} A group representing the target ray space of the XR controller.
  16771. */
  16772. getTargetRaySpace() {
  16773. if ( this._targetRay === null ) {
  16774. this._targetRay = new Group();
  16775. this._targetRay.matrixAutoUpdate = false;
  16776. this._targetRay.visible = false;
  16777. this._targetRay.hasLinearVelocity = false;
  16778. this._targetRay.linearVelocity = new Vector3();
  16779. this._targetRay.hasAngularVelocity = false;
  16780. this._targetRay.angularVelocity = new Vector3();
  16781. }
  16782. return this._targetRay;
  16783. }
  16784. /**
  16785. * Returns a group representing the grip space of the XR controller.
  16786. *
  16787. * @return {Group} A group representing the grip space of the XR controller.
  16788. */
  16789. getGripSpace() {
  16790. if ( this._grip === null ) {
  16791. this._grip = new Group();
  16792. this._grip.matrixAutoUpdate = false;
  16793. this._grip.visible = false;
  16794. this._grip.hasLinearVelocity = false;
  16795. this._grip.linearVelocity = new Vector3();
  16796. this._grip.hasAngularVelocity = false;
  16797. this._grip.angularVelocity = new Vector3();
  16798. }
  16799. return this._grip;
  16800. }
  16801. /**
  16802. * Dispatches the given event to the groups representing
  16803. * the different coordinate spaces of the XR controller.
  16804. *
  16805. * @param {Object} event - The event to dispatch.
  16806. * @return {WebXRController} A reference to this instance.
  16807. */
  16808. dispatchEvent( event ) {
  16809. if ( this._targetRay !== null ) {
  16810. this._targetRay.dispatchEvent( event );
  16811. }
  16812. if ( this._grip !== null ) {
  16813. this._grip.dispatchEvent( event );
  16814. }
  16815. if ( this._hand !== null ) {
  16816. this._hand.dispatchEvent( event );
  16817. }
  16818. return this;
  16819. }
  16820. /**
  16821. * Connects the controller with the given XR input source.
  16822. *
  16823. * @param {XRInputSource} inputSource - The input source.
  16824. * @return {WebXRController} A reference to this instance.
  16825. */
  16826. connect( inputSource ) {
  16827. if ( inputSource && inputSource.hand ) {
  16828. const hand = this._hand;
  16829. if ( hand ) {
  16830. for ( const inputjoint of inputSource.hand.values() ) {
  16831. // Initialize hand with joints when connected
  16832. this._getHandJoint( hand, inputjoint );
  16833. }
  16834. }
  16835. }
  16836. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16837. return this;
  16838. }
  16839. /**
  16840. * Disconnects the controller from the given XR input source.
  16841. *
  16842. * @param {XRInputSource} inputSource - The input source.
  16843. * @return {WebXRController} A reference to this instance.
  16844. */
  16845. disconnect( inputSource ) {
  16846. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16847. if ( this._targetRay !== null ) {
  16848. this._targetRay.visible = false;
  16849. }
  16850. if ( this._grip !== null ) {
  16851. this._grip.visible = false;
  16852. }
  16853. if ( this._hand !== null ) {
  16854. this._hand.visible = false;
  16855. }
  16856. return this;
  16857. }
  16858. /**
  16859. * Updates the controller with the given input source, XR frame and reference space.
  16860. * This updates the transformations of the groups that represent the different
  16861. * coordinate systems of the controller.
  16862. *
  16863. * @param {XRInputSource} inputSource - The input source.
  16864. * @param {XRFrame} frame - The XR frame.
  16865. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16866. * @return {WebXRController} A reference to this instance.
  16867. */
  16868. update( inputSource, frame, referenceSpace ) {
  16869. let inputPose = null;
  16870. let gripPose = null;
  16871. let handPose = null;
  16872. const targetRay = this._targetRay;
  16873. const grip = this._grip;
  16874. const hand = this._hand;
  16875. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16876. if ( hand && inputSource.hand ) {
  16877. handPose = true;
  16878. for ( const inputjoint of inputSource.hand.values() ) {
  16879. // Update the joints groups with the XRJoint poses
  16880. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16881. // The transform of this joint will be updated with the joint pose on each frame
  16882. const joint = this._getHandJoint( hand, inputjoint );
  16883. if ( jointPose !== null ) {
  16884. joint.matrix.fromArray( jointPose.transform.matrix );
  16885. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16886. joint.matrixWorldNeedsUpdate = true;
  16887. joint.jointRadius = jointPose.radius;
  16888. }
  16889. joint.visible = jointPose !== null;
  16890. }
  16891. // Custom events
  16892. // Check pinchz
  16893. const indexTip = hand.joints[ 'index-finger-tip' ];
  16894. const thumbTip = hand.joints[ 'thumb-tip' ];
  16895. const distance = indexTip.position.distanceTo( thumbTip.position );
  16896. const distanceToPinch = 0.02;
  16897. const threshold = 0.005;
  16898. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16899. hand.inputState.pinching = false;
  16900. this.dispatchEvent( {
  16901. type: 'pinchend',
  16902. handedness: inputSource.handedness,
  16903. target: this
  16904. } );
  16905. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16906. hand.inputState.pinching = true;
  16907. this.dispatchEvent( {
  16908. type: 'pinchstart',
  16909. handedness: inputSource.handedness,
  16910. target: this
  16911. } );
  16912. }
  16913. } else {
  16914. if ( grip !== null && inputSource.gripSpace ) {
  16915. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16916. if ( gripPose !== null ) {
  16917. grip.matrix.fromArray( gripPose.transform.matrix );
  16918. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16919. grip.matrixWorldNeedsUpdate = true;
  16920. if ( gripPose.linearVelocity ) {
  16921. grip.hasLinearVelocity = true;
  16922. grip.linearVelocity.copy( gripPose.linearVelocity );
  16923. } else {
  16924. grip.hasLinearVelocity = false;
  16925. }
  16926. if ( gripPose.angularVelocity ) {
  16927. grip.hasAngularVelocity = true;
  16928. grip.angularVelocity.copy( gripPose.angularVelocity );
  16929. } else {
  16930. grip.hasAngularVelocity = false;
  16931. }
  16932. }
  16933. }
  16934. }
  16935. if ( targetRay !== null ) {
  16936. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16937. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16938. if ( inputPose === null && gripPose !== null ) {
  16939. inputPose = gripPose;
  16940. }
  16941. if ( inputPose !== null ) {
  16942. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16943. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16944. targetRay.matrixWorldNeedsUpdate = true;
  16945. if ( inputPose.linearVelocity ) {
  16946. targetRay.hasLinearVelocity = true;
  16947. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16948. } else {
  16949. targetRay.hasLinearVelocity = false;
  16950. }
  16951. if ( inputPose.angularVelocity ) {
  16952. targetRay.hasAngularVelocity = true;
  16953. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16954. } else {
  16955. targetRay.hasAngularVelocity = false;
  16956. }
  16957. this.dispatchEvent( _moveEvent );
  16958. }
  16959. }
  16960. }
  16961. if ( targetRay !== null ) {
  16962. targetRay.visible = ( inputPose !== null );
  16963. }
  16964. if ( grip !== null ) {
  16965. grip.visible = ( gripPose !== null );
  16966. }
  16967. if ( hand !== null ) {
  16968. hand.visible = ( handPose !== null );
  16969. }
  16970. return this;
  16971. }
  16972. /**
  16973. * Returns a group representing the hand joint for the given input joint.
  16974. *
  16975. * @private
  16976. * @param {Group} hand - The group representing the hand space.
  16977. * @param {XRJointSpace} inputjoint - The hand joint data.
  16978. * @return {Group} A group representing the hand joint for the given input joint.
  16979. */
  16980. _getHandJoint( hand, inputjoint ) {
  16981. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  16982. const joint = new Group();
  16983. joint.matrixAutoUpdate = false;
  16984. joint.visible = false;
  16985. hand.joints[ inputjoint.jointName ] = joint;
  16986. hand.add( joint );
  16987. }
  16988. return hand.joints[ inputjoint.jointName ];
  16989. }
  16990. }
  16991. /**
  16992. * This class can be used to define an exponential squared fog,
  16993. * which gives a clear view near the camera and a faster than exponentially
  16994. * densening fog farther from the camera.
  16995. *
  16996. * ```js
  16997. * const scene = new THREE.Scene();
  16998. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  16999. * ```
  17000. */
  17001. class FogExp2 {
  17002. /**
  17003. * Constructs a new fog.
  17004. *
  17005. * @param {number|Color} color - The fog's color.
  17006. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  17007. */
  17008. constructor( color, density = 0.00025 ) {
  17009. /**
  17010. * This flag can be used for type testing.
  17011. *
  17012. * @type {boolean}
  17013. * @readonly
  17014. * @default true
  17015. */
  17016. this.isFogExp2 = true;
  17017. /**
  17018. * The name of the fog.
  17019. *
  17020. * @type {string}
  17021. */
  17022. this.name = '';
  17023. /**
  17024. * The fog's color.
  17025. *
  17026. * @type {Color}
  17027. */
  17028. this.color = new Color( color );
  17029. /**
  17030. * Defines how fast the fog will grow dense.
  17031. *
  17032. * @type {number}
  17033. * @default 0.00025
  17034. */
  17035. this.density = density;
  17036. }
  17037. /**
  17038. * Returns a new fog with copied values from this instance.
  17039. *
  17040. * @return {FogExp2} A clone of this instance.
  17041. */
  17042. clone() {
  17043. return new FogExp2( this.color, this.density );
  17044. }
  17045. /**
  17046. * Serializes the fog into JSON.
  17047. *
  17048. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17049. * @return {Object} A JSON object representing the serialized fog
  17050. */
  17051. toJSON( /* meta */ ) {
  17052. return {
  17053. type: 'FogExp2',
  17054. name: this.name,
  17055. color: this.color.getHex(),
  17056. density: this.density
  17057. };
  17058. }
  17059. }
  17060. /**
  17061. * This class can be used to define a linear fog that grows linearly denser
  17062. * with the distance.
  17063. *
  17064. * ```js
  17065. * const scene = new THREE.Scene();
  17066. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17067. * ```
  17068. */
  17069. class Fog {
  17070. /**
  17071. * Constructs a new fog.
  17072. *
  17073. * @param {number|Color} color - The fog's color.
  17074. * @param {number} [near=1] - The minimum distance to start applying fog.
  17075. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17076. */
  17077. constructor( color, near = 1, far = 1000 ) {
  17078. /**
  17079. * This flag can be used for type testing.
  17080. *
  17081. * @type {boolean}
  17082. * @readonly
  17083. * @default true
  17084. */
  17085. this.isFog = true;
  17086. /**
  17087. * The name of the fog.
  17088. *
  17089. * @type {string}
  17090. */
  17091. this.name = '';
  17092. /**
  17093. * The fog's color.
  17094. *
  17095. * @type {Color}
  17096. */
  17097. this.color = new Color( color );
  17098. /**
  17099. * The minimum distance to start applying fog. Objects that are less than
  17100. * `near` units from the active camera won't be affected by fog.
  17101. *
  17102. * @type {number}
  17103. * @default 1
  17104. */
  17105. this.near = near;
  17106. /**
  17107. * The maximum distance at which fog stops being calculated and applied.
  17108. * Objects that are more than `far` units away from the active camera won't
  17109. * be affected by fog.
  17110. *
  17111. * @type {number}
  17112. * @default 1000
  17113. */
  17114. this.far = far;
  17115. }
  17116. /**
  17117. * Returns a new fog with copied values from this instance.
  17118. *
  17119. * @return {Fog} A clone of this instance.
  17120. */
  17121. clone() {
  17122. return new Fog( this.color, this.near, this.far );
  17123. }
  17124. /**
  17125. * Serializes the fog into JSON.
  17126. *
  17127. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17128. * @return {Object} A JSON object representing the serialized fog
  17129. */
  17130. toJSON( /* meta */ ) {
  17131. return {
  17132. type: 'Fog',
  17133. name: this.name,
  17134. color: this.color.getHex(),
  17135. near: this.near,
  17136. far: this.far
  17137. };
  17138. }
  17139. }
  17140. /**
  17141. * Scenes allow you to set up what is to be rendered and where by three.js.
  17142. * This is where you place 3D objects like meshes, lines or lights.
  17143. *
  17144. * @augments Object3D
  17145. */
  17146. class Scene extends Object3D {
  17147. /**
  17148. * Constructs a new scene.
  17149. */
  17150. constructor() {
  17151. super();
  17152. /**
  17153. * This flag can be used for type testing.
  17154. *
  17155. * @type {boolean}
  17156. * @readonly
  17157. * @default true
  17158. */
  17159. this.isScene = true;
  17160. this.type = 'Scene';
  17161. /**
  17162. * Defines the background of the scene. Valid inputs are:
  17163. *
  17164. * - A color for defining a uniform colored background.
  17165. * - A texture for defining a (flat) textured background.
  17166. * - Cube textures or equirectangular textures for defining a skybox.
  17167. *
  17168. * @type {?(Color|Texture)}
  17169. * @default null
  17170. */
  17171. this.background = null;
  17172. /**
  17173. * Sets the environment map for all physical materials in the scene. However,
  17174. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17175. * material property.
  17176. *
  17177. * @type {?Texture}
  17178. * @default null
  17179. */
  17180. this.environment = null;
  17181. /**
  17182. * A fog instance defining the type of fog that affects everything
  17183. * rendered in the scene.
  17184. *
  17185. * @type {?(Fog|FogExp2)}
  17186. * @default null
  17187. */
  17188. this.fog = null;
  17189. /**
  17190. * Sets the blurriness of the background. Only influences environment maps
  17191. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17192. * and `1`.
  17193. *
  17194. * @type {number}
  17195. * @default 0
  17196. */
  17197. this.backgroundBlurriness = 0;
  17198. /**
  17199. * Attenuates the color of the background. Only applies to background textures.
  17200. *
  17201. * @type {number}
  17202. * @default 1
  17203. */
  17204. this.backgroundIntensity = 1;
  17205. /**
  17206. * The rotation of the background in radians. Only influences environment maps
  17207. * assigned to {@link Scene#background}.
  17208. *
  17209. * @type {Euler}
  17210. * @default (0,0,0)
  17211. */
  17212. this.backgroundRotation = new Euler();
  17213. /**
  17214. * Attenuates the color of the environment. Only influences environment maps
  17215. * assigned to {@link Scene#environment}.
  17216. *
  17217. * @type {number}
  17218. * @default 1
  17219. */
  17220. this.environmentIntensity = 1;
  17221. /**
  17222. * The rotation of the environment map in radians. Only influences physical materials
  17223. * in the scene when {@link Scene#environment} is used.
  17224. *
  17225. * @type {Euler}
  17226. * @default (0,0,0)
  17227. */
  17228. this.environmentRotation = new Euler();
  17229. /**
  17230. * Forces everything in the scene to be rendered with the defined material. It is possible
  17231. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17232. *
  17233. * @type {?Material}
  17234. * @default null
  17235. */
  17236. this.overrideMaterial = null;
  17237. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17238. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17239. }
  17240. }
  17241. copy( source, recursive ) {
  17242. super.copy( source, recursive );
  17243. if ( source.background !== null ) this.background = source.background.clone();
  17244. if ( source.environment !== null ) this.environment = source.environment.clone();
  17245. if ( source.fog !== null ) this.fog = source.fog.clone();
  17246. this.backgroundBlurriness = source.backgroundBlurriness;
  17247. this.backgroundIntensity = source.backgroundIntensity;
  17248. this.backgroundRotation.copy( source.backgroundRotation );
  17249. this.environmentIntensity = source.environmentIntensity;
  17250. this.environmentRotation.copy( source.environmentRotation );
  17251. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17252. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17253. return this;
  17254. }
  17255. toJSON( meta ) {
  17256. const data = super.toJSON( meta );
  17257. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17258. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17259. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17260. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17261. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17262. data.object.environmentRotation = this.environmentRotation.toArray();
  17263. return data;
  17264. }
  17265. }
  17266. /**
  17267. * "Interleaved" means that multiple attributes, possibly of different types,
  17268. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17269. *
  17270. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  17271. */
  17272. class InterleavedBuffer {
  17273. /**
  17274. * Constructs a new interleaved buffer.
  17275. *
  17276. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17277. * @param {number} stride - The number of typed-array elements per vertex.
  17278. */
  17279. constructor( array, stride ) {
  17280. /**
  17281. * This flag can be used for type testing.
  17282. *
  17283. * @type {boolean}
  17284. * @readonly
  17285. * @default true
  17286. */
  17287. this.isInterleavedBuffer = true;
  17288. /**
  17289. * A typed array with a shared buffer storing attribute data.
  17290. *
  17291. * @type {TypedArray}
  17292. */
  17293. this.array = array;
  17294. /**
  17295. * The number of typed-array elements per vertex.
  17296. *
  17297. * @type {number}
  17298. */
  17299. this.stride = stride;
  17300. /**
  17301. * The total number of elements in the array
  17302. *
  17303. * @type {number}
  17304. * @readonly
  17305. */
  17306. this.count = array !== undefined ? array.length / stride : 0;
  17307. /**
  17308. * Defines the intended usage pattern of the data store for optimization purposes.
  17309. *
  17310. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17311. * instantiate a new one and set the desired usage before the next render.
  17312. *
  17313. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17314. * @default StaticDrawUsage
  17315. */
  17316. this.usage = StaticDrawUsage;
  17317. /**
  17318. * This can be used to only update some components of stored vectors (for example, just the
  17319. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17320. *
  17321. * @type {Array<Object>}
  17322. */
  17323. this.updateRanges = [];
  17324. /**
  17325. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17326. *
  17327. * @type {number}
  17328. */
  17329. this.version = 0;
  17330. /**
  17331. * The UUID of the interleaved buffer.
  17332. *
  17333. * @type {string}
  17334. * @readonly
  17335. */
  17336. this.uuid = generateUUID();
  17337. }
  17338. /**
  17339. * A callback function that is executed after the renderer has transferred the attribute array
  17340. * data to the GPU.
  17341. */
  17342. onUploadCallback() {}
  17343. /**
  17344. * Flag to indicate that this attribute has changed and should be re-sent to
  17345. * the GPU. Set this to `true` when you modify the value of the array.
  17346. *
  17347. * @type {number}
  17348. * @default false
  17349. * @param {boolean} value
  17350. */
  17351. set needsUpdate( value ) {
  17352. if ( value === true ) this.version ++;
  17353. }
  17354. /**
  17355. * Sets the usage of this interleaved buffer.
  17356. *
  17357. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17358. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17359. */
  17360. setUsage( value ) {
  17361. this.usage = value;
  17362. return this;
  17363. }
  17364. /**
  17365. * Adds a range of data in the data array to be updated on the GPU.
  17366. *
  17367. * @param {number} start - Position at which to start update.
  17368. * @param {number} count - The number of components to update.
  17369. */
  17370. addUpdateRange( start, count ) {
  17371. this.updateRanges.push( { start, count } );
  17372. }
  17373. /**
  17374. * Clears the update ranges.
  17375. */
  17376. clearUpdateRanges() {
  17377. this.updateRanges.length = 0;
  17378. }
  17379. /**
  17380. * Copies the values of the given interleaved buffer to this instance.
  17381. *
  17382. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17383. * @return {InterleavedBuffer} A reference to this instance.
  17384. */
  17385. copy( source ) {
  17386. this.array = new source.array.constructor( source.array );
  17387. this.count = source.count;
  17388. this.stride = source.stride;
  17389. this.usage = source.usage;
  17390. return this;
  17391. }
  17392. /**
  17393. * Copies a vector from the given interleaved buffer to this one. The start
  17394. * and destination position in the attribute buffers are represented by the
  17395. * given indices.
  17396. *
  17397. * @param {number} index1 - The destination index into this interleaved buffer.
  17398. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17399. * @param {number} index2 - The source index into the given interleaved buffer.
  17400. * @return {InterleavedBuffer} A reference to this instance.
  17401. */
  17402. copyAt( index1, interleavedBuffer, index2 ) {
  17403. index1 *= this.stride;
  17404. index2 *= interleavedBuffer.stride;
  17405. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17406. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17407. }
  17408. return this;
  17409. }
  17410. /**
  17411. * Sets the given array data in the interleaved buffer.
  17412. *
  17413. * @param {(TypedArray|Array)} value - The array data to set.
  17414. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17415. * @return {InterleavedBuffer} A reference to this instance.
  17416. */
  17417. set( value, offset = 0 ) {
  17418. this.array.set( value, offset );
  17419. return this;
  17420. }
  17421. /**
  17422. * Returns a new interleaved buffer with copied values from this instance.
  17423. *
  17424. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17425. * @return {InterleavedBuffer} A clone of this instance.
  17426. */
  17427. clone( data ) {
  17428. if ( data.arrayBuffers === undefined ) {
  17429. data.arrayBuffers = {};
  17430. }
  17431. if ( this.array.buffer._uuid === undefined ) {
  17432. this.array.buffer._uuid = generateUUID();
  17433. }
  17434. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17435. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17436. }
  17437. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17438. const ib = new this.constructor( array, this.stride );
  17439. ib.setUsage( this.usage );
  17440. return ib;
  17441. }
  17442. /**
  17443. * Sets the given callback function that is executed after the Renderer has transferred
  17444. * the array data to the GPU. Can be used to perform clean-up operations after
  17445. * the upload when data are not needed anymore on the CPU side.
  17446. *
  17447. * @param {Function} callback - The `onUpload()` callback.
  17448. * @return {InterleavedBuffer} A reference to this instance.
  17449. */
  17450. onUpload( callback ) {
  17451. this.onUploadCallback = callback;
  17452. return this;
  17453. }
  17454. /**
  17455. * Serializes the interleaved buffer into JSON.
  17456. *
  17457. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17458. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17459. */
  17460. toJSON( data ) {
  17461. if ( data.arrayBuffers === undefined ) {
  17462. data.arrayBuffers = {};
  17463. }
  17464. // generate UUID for array buffer if necessary
  17465. if ( this.array.buffer._uuid === undefined ) {
  17466. this.array.buffer._uuid = generateUUID();
  17467. }
  17468. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17469. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17470. }
  17471. //
  17472. return {
  17473. uuid: this.uuid,
  17474. buffer: this.array.buffer._uuid,
  17475. type: this.array.constructor.name,
  17476. stride: this.stride
  17477. };
  17478. }
  17479. }
  17480. const _vector$7 = /*@__PURE__*/ new Vector3();
  17481. /**
  17482. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17483. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17484. * different offsets into the buffer.
  17485. */
  17486. class InterleavedBufferAttribute {
  17487. /**
  17488. * Constructs a new interleaved buffer attribute.
  17489. *
  17490. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17491. * @param {number} itemSize - The item size.
  17492. * @param {number} offset - The attribute offset into the buffer.
  17493. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17494. */
  17495. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17496. /**
  17497. * This flag can be used for type testing.
  17498. *
  17499. * @type {boolean}
  17500. * @readonly
  17501. * @default true
  17502. */
  17503. this.isInterleavedBufferAttribute = true;
  17504. /**
  17505. * The name of the buffer attribute.
  17506. *
  17507. * @type {string}
  17508. */
  17509. this.name = '';
  17510. /**
  17511. * The buffer holding the interleaved data.
  17512. *
  17513. * @type {InterleavedBuffer}
  17514. */
  17515. this.data = interleavedBuffer;
  17516. /**
  17517. * The item size, see {@link BufferAttribute#itemSize}.
  17518. *
  17519. * @type {number}
  17520. */
  17521. this.itemSize = itemSize;
  17522. /**
  17523. * The attribute offset into the buffer.
  17524. *
  17525. * @type {number}
  17526. */
  17527. this.offset = offset;
  17528. /**
  17529. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17530. *
  17531. * @type {InterleavedBuffer}
  17532. */
  17533. this.normalized = normalized;
  17534. }
  17535. /**
  17536. * The item count of this buffer attribute.
  17537. *
  17538. * @type {number}
  17539. * @readonly
  17540. */
  17541. get count() {
  17542. return this.data.count;
  17543. }
  17544. /**
  17545. * The array holding the interleaved buffer attribute data.
  17546. *
  17547. * @type {TypedArray}
  17548. */
  17549. get array() {
  17550. return this.data.array;
  17551. }
  17552. /**
  17553. * Flag to indicate that this attribute has changed and should be re-sent to
  17554. * the GPU. Set this to `true` when you modify the value of the array.
  17555. *
  17556. * @type {number}
  17557. * @default false
  17558. * @param {boolean} value
  17559. */
  17560. set needsUpdate( value ) {
  17561. this.data.needsUpdate = value;
  17562. }
  17563. /**
  17564. * Applies the given 4x4 matrix to the given attribute. Only works with
  17565. * item size `3`.
  17566. *
  17567. * @param {Matrix4} m - The matrix to apply.
  17568. * @return {InterleavedBufferAttribute} A reference to this instance.
  17569. */
  17570. applyMatrix4( m ) {
  17571. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17572. _vector$7.fromBufferAttribute( this, i );
  17573. _vector$7.applyMatrix4( m );
  17574. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17575. }
  17576. return this;
  17577. }
  17578. /**
  17579. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17580. * item size `3`.
  17581. *
  17582. * @param {Matrix3} m - The normal matrix to apply.
  17583. * @return {InterleavedBufferAttribute} A reference to this instance.
  17584. */
  17585. applyNormalMatrix( m ) {
  17586. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17587. _vector$7.fromBufferAttribute( this, i );
  17588. _vector$7.applyNormalMatrix( m );
  17589. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17590. }
  17591. return this;
  17592. }
  17593. /**
  17594. * Applies the given 4x4 matrix to the given attribute. Only works with
  17595. * item size `3` and with direction vectors.
  17596. *
  17597. * @param {Matrix4} m - The matrix to apply.
  17598. * @return {InterleavedBufferAttribute} A reference to this instance.
  17599. */
  17600. transformDirection( m ) {
  17601. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17602. _vector$7.fromBufferAttribute( this, i );
  17603. _vector$7.transformDirection( m );
  17604. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17605. }
  17606. return this;
  17607. }
  17608. /**
  17609. * Returns the given component of the vector at the given index.
  17610. *
  17611. * @param {number} index - The index into the buffer attribute.
  17612. * @param {number} component - The component index.
  17613. * @return {number} The returned value.
  17614. */
  17615. getComponent( index, component ) {
  17616. let value = this.array[ index * this.data.stride + this.offset + component ];
  17617. if ( this.normalized ) value = denormalize( value, this.array );
  17618. return value;
  17619. }
  17620. /**
  17621. * Sets the given value to the given component of the vector at the given index.
  17622. *
  17623. * @param {number} index - The index into the buffer attribute.
  17624. * @param {number} component - The component index.
  17625. * @param {number} value - The value to set.
  17626. * @return {InterleavedBufferAttribute} A reference to this instance.
  17627. */
  17628. setComponent( index, component, value ) {
  17629. if ( this.normalized ) value = normalize( value, this.array );
  17630. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17631. return this;
  17632. }
  17633. /**
  17634. * Sets the x component of the vector at the given index.
  17635. *
  17636. * @param {number} index - The index into the buffer attribute.
  17637. * @param {number} x - The value to set.
  17638. * @return {InterleavedBufferAttribute} A reference to this instance.
  17639. */
  17640. setX( index, x ) {
  17641. if ( this.normalized ) x = normalize( x, this.array );
  17642. this.data.array[ index * this.data.stride + this.offset ] = x;
  17643. return this;
  17644. }
  17645. /**
  17646. * Sets the y component of the vector at the given index.
  17647. *
  17648. * @param {number} index - The index into the buffer attribute.
  17649. * @param {number} y - The value to set.
  17650. * @return {InterleavedBufferAttribute} A reference to this instance.
  17651. */
  17652. setY( index, y ) {
  17653. if ( this.normalized ) y = normalize( y, this.array );
  17654. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17655. return this;
  17656. }
  17657. /**
  17658. * Sets the z component of the vector at the given index.
  17659. *
  17660. * @param {number} index - The index into the buffer attribute.
  17661. * @param {number} z - The value to set.
  17662. * @return {InterleavedBufferAttribute} A reference to this instance.
  17663. */
  17664. setZ( index, z ) {
  17665. if ( this.normalized ) z = normalize( z, this.array );
  17666. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17667. return this;
  17668. }
  17669. /**
  17670. * Sets the w component of the vector at the given index.
  17671. *
  17672. * @param {number} index - The index into the buffer attribute.
  17673. * @param {number} w - The value to set.
  17674. * @return {InterleavedBufferAttribute} A reference to this instance.
  17675. */
  17676. setW( index, w ) {
  17677. if ( this.normalized ) w = normalize( w, this.array );
  17678. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17679. return this;
  17680. }
  17681. /**
  17682. * Returns the x component of the vector at the given index.
  17683. *
  17684. * @param {number} index - The index into the buffer attribute.
  17685. * @return {number} The x component.
  17686. */
  17687. getX( index ) {
  17688. let x = this.data.array[ index * this.data.stride + this.offset ];
  17689. if ( this.normalized ) x = denormalize( x, this.array );
  17690. return x;
  17691. }
  17692. /**
  17693. * Returns the y component of the vector at the given index.
  17694. *
  17695. * @param {number} index - The index into the buffer attribute.
  17696. * @return {number} The y component.
  17697. */
  17698. getY( index ) {
  17699. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17700. if ( this.normalized ) y = denormalize( y, this.array );
  17701. return y;
  17702. }
  17703. /**
  17704. * Returns the z component of the vector at the given index.
  17705. *
  17706. * @param {number} index - The index into the buffer attribute.
  17707. * @return {number} The z component.
  17708. */
  17709. getZ( index ) {
  17710. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17711. if ( this.normalized ) z = denormalize( z, this.array );
  17712. return z;
  17713. }
  17714. /**
  17715. * Returns the w component of the vector at the given index.
  17716. *
  17717. * @param {number} index - The index into the buffer attribute.
  17718. * @return {number} The w component.
  17719. */
  17720. getW( index ) {
  17721. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17722. if ( this.normalized ) w = denormalize( w, this.array );
  17723. return w;
  17724. }
  17725. /**
  17726. * Sets the x and y component of the vector at the given index.
  17727. *
  17728. * @param {number} index - The index into the buffer attribute.
  17729. * @param {number} x - The value for the x component to set.
  17730. * @param {number} y - The value for the y component to set.
  17731. * @return {InterleavedBufferAttribute} A reference to this instance.
  17732. */
  17733. setXY( index, x, y ) {
  17734. index = index * this.data.stride + this.offset;
  17735. if ( this.normalized ) {
  17736. x = normalize( x, this.array );
  17737. y = normalize( y, this.array );
  17738. }
  17739. this.data.array[ index + 0 ] = x;
  17740. this.data.array[ index + 1 ] = y;
  17741. return this;
  17742. }
  17743. /**
  17744. * Sets the x, y and z component of the vector at the given index.
  17745. *
  17746. * @param {number} index - The index into the buffer attribute.
  17747. * @param {number} x - The value for the x component to set.
  17748. * @param {number} y - The value for the y component to set.
  17749. * @param {number} z - The value for the z component to set.
  17750. * @return {InterleavedBufferAttribute} A reference to this instance.
  17751. */
  17752. setXYZ( index, x, y, z ) {
  17753. index = index * this.data.stride + this.offset;
  17754. if ( this.normalized ) {
  17755. x = normalize( x, this.array );
  17756. y = normalize( y, this.array );
  17757. z = normalize( z, this.array );
  17758. }
  17759. this.data.array[ index + 0 ] = x;
  17760. this.data.array[ index + 1 ] = y;
  17761. this.data.array[ index + 2 ] = z;
  17762. return this;
  17763. }
  17764. /**
  17765. * Sets the x, y, z and w component of the vector at the given index.
  17766. *
  17767. * @param {number} index - The index into the buffer attribute.
  17768. * @param {number} x - The value for the x component to set.
  17769. * @param {number} y - The value for the y component to set.
  17770. * @param {number} z - The value for the z component to set.
  17771. * @param {number} w - The value for the w component to set.
  17772. * @return {InterleavedBufferAttribute} A reference to this instance.
  17773. */
  17774. setXYZW( index, x, y, z, w ) {
  17775. index = index * this.data.stride + this.offset;
  17776. if ( this.normalized ) {
  17777. x = normalize( x, this.array );
  17778. y = normalize( y, this.array );
  17779. z = normalize( z, this.array );
  17780. w = normalize( w, this.array );
  17781. }
  17782. this.data.array[ index + 0 ] = x;
  17783. this.data.array[ index + 1 ] = y;
  17784. this.data.array[ index + 2 ] = z;
  17785. this.data.array[ index + 3 ] = w;
  17786. return this;
  17787. }
  17788. /**
  17789. * Returns a new buffer attribute with copied values from this instance.
  17790. *
  17791. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17792. *
  17793. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17794. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17795. */
  17796. clone( data ) {
  17797. if ( data === undefined ) {
  17798. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17799. const array = [];
  17800. for ( let i = 0; i < this.count; i ++ ) {
  17801. const index = i * this.data.stride + this.offset;
  17802. for ( let j = 0; j < this.itemSize; j ++ ) {
  17803. array.push( this.data.array[ index + j ] );
  17804. }
  17805. }
  17806. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17807. } else {
  17808. if ( data.interleavedBuffers === undefined ) {
  17809. data.interleavedBuffers = {};
  17810. }
  17811. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17812. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17813. }
  17814. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17815. }
  17816. }
  17817. /**
  17818. * Serializes the buffer attribute into JSON.
  17819. *
  17820. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17821. *
  17822. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17823. * @return {Object} A JSON object representing the serialized buffer attribute.
  17824. */
  17825. toJSON( data ) {
  17826. if ( data === undefined ) {
  17827. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17828. const array = [];
  17829. for ( let i = 0; i < this.count; i ++ ) {
  17830. const index = i * this.data.stride + this.offset;
  17831. for ( let j = 0; j < this.itemSize; j ++ ) {
  17832. array.push( this.data.array[ index + j ] );
  17833. }
  17834. }
  17835. // de-interleave data and save it as an ordinary buffer attribute for now
  17836. return {
  17837. itemSize: this.itemSize,
  17838. type: this.array.constructor.name,
  17839. array: array,
  17840. normalized: this.normalized
  17841. };
  17842. } else {
  17843. // save as true interleaved attribute
  17844. if ( data.interleavedBuffers === undefined ) {
  17845. data.interleavedBuffers = {};
  17846. }
  17847. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17848. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17849. }
  17850. return {
  17851. isInterleavedBufferAttribute: true,
  17852. itemSize: this.itemSize,
  17853. data: this.data.uuid,
  17854. offset: this.offset,
  17855. normalized: this.normalized
  17856. };
  17857. }
  17858. }
  17859. }
  17860. /**
  17861. * A material for rendering instances of {@link Sprite}.
  17862. *
  17863. * ```js
  17864. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17865. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17866. *
  17867. * const sprite = new THREE.Sprite( material );
  17868. * sprite.scale.set(200, 200, 1)
  17869. * scene.add( sprite );
  17870. * ```
  17871. *
  17872. * @augments Material
  17873. */
  17874. class SpriteMaterial extends Material {
  17875. /**
  17876. * Constructs a new sprite material.
  17877. *
  17878. * @param {Object} [parameters] - An object with one or more properties
  17879. * defining the material's appearance. Any property of the material
  17880. * (including any property from inherited materials) can be passed
  17881. * in here. Color values can be passed any type of value accepted
  17882. * by {@link Color#set}.
  17883. */
  17884. constructor( parameters ) {
  17885. super();
  17886. /**
  17887. * This flag can be used for type testing.
  17888. *
  17889. * @type {boolean}
  17890. * @readonly
  17891. * @default true
  17892. */
  17893. this.isSpriteMaterial = true;
  17894. this.type = 'SpriteMaterial';
  17895. /**
  17896. * Color of the material.
  17897. *
  17898. * @type {Color}
  17899. * @default (1,1,1)
  17900. */
  17901. this.color = new Color( 0xffffff );
  17902. /**
  17903. * The color map. May optionally include an alpha channel, typically combined
  17904. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17905. * color is modulated by the diffuse `color`.
  17906. *
  17907. * @type {?Texture}
  17908. * @default null
  17909. */
  17910. this.map = null;
  17911. /**
  17912. * The alpha map is a grayscale texture that controls the opacity across the
  17913. * surface (black: fully transparent; white: fully opaque).
  17914. *
  17915. * Only the color of the texture is used, ignoring the alpha channel if one
  17916. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17917. * when sampling this texture due to the extra bit of precision provided for
  17918. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17919. * luminance/alpha textures will also still work as expected.
  17920. *
  17921. * @type {?Texture}
  17922. * @default null
  17923. */
  17924. this.alphaMap = null;
  17925. /**
  17926. * The rotation of the sprite in radians.
  17927. *
  17928. * @type {number}
  17929. * @default 0
  17930. */
  17931. this.rotation = 0;
  17932. /**
  17933. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17934. *
  17935. * @type {boolean}
  17936. * @default true
  17937. */
  17938. this.sizeAttenuation = true;
  17939. /**
  17940. * Overwritten since sprite materials are transparent
  17941. * by default.
  17942. *
  17943. * @type {boolean}
  17944. * @default true
  17945. */
  17946. this.transparent = true;
  17947. /**
  17948. * Whether the material is affected by fog or not.
  17949. *
  17950. * @type {boolean}
  17951. * @default true
  17952. */
  17953. this.fog = true;
  17954. this.setValues( parameters );
  17955. }
  17956. copy( source ) {
  17957. super.copy( source );
  17958. this.color.copy( source.color );
  17959. this.map = source.map;
  17960. this.alphaMap = source.alphaMap;
  17961. this.rotation = source.rotation;
  17962. this.sizeAttenuation = source.sizeAttenuation;
  17963. this.fog = source.fog;
  17964. return this;
  17965. }
  17966. }
  17967. let _geometry;
  17968. const _intersectPoint = /*@__PURE__*/ new Vector3();
  17969. const _worldScale = /*@__PURE__*/ new Vector3();
  17970. const _mvPosition = /*@__PURE__*/ new Vector3();
  17971. const _alignedPosition = /*@__PURE__*/ new Vector2();
  17972. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  17973. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  17974. const _vA = /*@__PURE__*/ new Vector3();
  17975. const _vB = /*@__PURE__*/ new Vector3();
  17976. const _vC = /*@__PURE__*/ new Vector3();
  17977. const _uvA = /*@__PURE__*/ new Vector2();
  17978. const _uvB = /*@__PURE__*/ new Vector2();
  17979. const _uvC = /*@__PURE__*/ new Vector2();
  17980. /**
  17981. * A sprite is a plane that always faces towards the camera, generally with a
  17982. * partially transparent texture applied.
  17983. *
  17984. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  17985. * have no effect.
  17986. *
  17987. * ```js
  17988. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  17989. * const material = new THREE.SpriteMaterial( { map: map } );
  17990. *
  17991. * const sprite = new THREE.Sprite( material );
  17992. * scene.add( sprite );
  17993. * ```
  17994. *
  17995. * @augments Object3D
  17996. */
  17997. class Sprite extends Object3D {
  17998. /**
  17999. * Constructs a new sprite.
  18000. *
  18001. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  18002. */
  18003. constructor( material = new SpriteMaterial() ) {
  18004. super();
  18005. /**
  18006. * This flag can be used for type testing.
  18007. *
  18008. * @type {boolean}
  18009. * @readonly
  18010. * @default true
  18011. */
  18012. this.isSprite = true;
  18013. this.type = 'Sprite';
  18014. if ( _geometry === undefined ) {
  18015. _geometry = new BufferGeometry();
  18016. const float32Array = new Float32Array( [
  18017. -0.5, -0.5, 0, 0, 0,
  18018. 0.5, -0.5, 0, 1, 0,
  18019. 0.5, 0.5, 0, 1, 1,
  18020. -0.5, 0.5, 0, 0, 1
  18021. ] );
  18022. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  18023. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  18024. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  18025. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  18026. }
  18027. /**
  18028. * The sprite geometry.
  18029. *
  18030. * @type {BufferGeometry}
  18031. */
  18032. this.geometry = _geometry;
  18033. /**
  18034. * The sprite material.
  18035. *
  18036. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  18037. */
  18038. this.material = material;
  18039. /**
  18040. * The sprite's anchor point, and the point around which the sprite rotates.
  18041. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  18042. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  18043. *
  18044. * @type {Vector2}
  18045. * @default (0.5,0.5)
  18046. */
  18047. this.center = new Vector2( 0.5, 0.5 );
  18048. /**
  18049. * The number of instances of this sprite.
  18050. * Can only be used with {@link WebGPURenderer}.
  18051. *
  18052. * @type {number}
  18053. * @default 1
  18054. */
  18055. this.count = 1;
  18056. }
  18057. /**
  18058. * Computes intersection points between a casted ray and this sprite.
  18059. *
  18060. * @param {Raycaster} raycaster - The raycaster.
  18061. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18062. */
  18063. raycast( raycaster, intersects ) {
  18064. if ( raycaster.camera === null ) {
  18065. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18066. }
  18067. _worldScale.setFromMatrixScale( this.matrixWorld );
  18068. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18069. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18070. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18071. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18072. _worldScale.multiplyScalar( - _mvPosition.z );
  18073. }
  18074. const rotation = this.material.rotation;
  18075. let sin, cos;
  18076. if ( rotation !== 0 ) {
  18077. cos = Math.cos( rotation );
  18078. sin = Math.sin( rotation );
  18079. }
  18080. const center = this.center;
  18081. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18082. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18083. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18084. _uvA.set( 0, 0 );
  18085. _uvB.set( 1, 0 );
  18086. _uvC.set( 1, 1 );
  18087. // check first triangle
  18088. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18089. if ( intersect === null ) {
  18090. // check second triangle
  18091. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18092. _uvB.set( 0, 1 );
  18093. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18094. if ( intersect === null ) {
  18095. return;
  18096. }
  18097. }
  18098. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18099. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18100. intersects.push( {
  18101. distance: distance,
  18102. point: _intersectPoint.clone(),
  18103. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18104. face: null,
  18105. object: this
  18106. } );
  18107. }
  18108. copy( source, recursive ) {
  18109. super.copy( source, recursive );
  18110. if ( source.center !== undefined ) this.center.copy( source.center );
  18111. this.material = source.material;
  18112. return this;
  18113. }
  18114. }
  18115. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18116. // compute position in camera space
  18117. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18118. // to check if rotation is not zero
  18119. if ( sin !== undefined ) {
  18120. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18121. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18122. } else {
  18123. _rotatedPosition.copy( _alignedPosition );
  18124. }
  18125. vertexPosition.copy( mvPosition );
  18126. vertexPosition.x += _rotatedPosition.x;
  18127. vertexPosition.y += _rotatedPosition.y;
  18128. // transform to world space
  18129. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18130. }
  18131. const _v1$2 = /*@__PURE__*/ new Vector3();
  18132. const _v2$1 = /*@__PURE__*/ new Vector3();
  18133. /**
  18134. * A component for providing a basic Level of Detail (LOD) mechanism.
  18135. *
  18136. * Every LOD level is associated with an object, and rendering can be switched
  18137. * between them at the distances specified. Typically you would create, say,
  18138. * three meshes, one for far away (low detail), one for mid range (medium
  18139. * detail) and one for close up (high detail).
  18140. *
  18141. * ```js
  18142. * const lod = new THREE.LOD();
  18143. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18144. *
  18145. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18146. * for( let i = 0; i < 3; i++ ) {
  18147. *
  18148. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18149. * const mesh = new THREE.Mesh( geometry, material );
  18150. * lod.addLevel( mesh, i * 75 );
  18151. *
  18152. * }
  18153. *
  18154. * scene.add( lod );
  18155. * ```
  18156. *
  18157. * @augments Object3D
  18158. */
  18159. class LOD extends Object3D {
  18160. /**
  18161. * Constructs a new LOD.
  18162. */
  18163. constructor() {
  18164. super();
  18165. /**
  18166. * This flag can be used for type testing.
  18167. *
  18168. * @type {boolean}
  18169. * @readonly
  18170. * @default true
  18171. */
  18172. this.isLOD = true;
  18173. /**
  18174. * The current LOD index.
  18175. *
  18176. * @private
  18177. * @type {number}
  18178. * @default 0
  18179. */
  18180. this._currentLevel = 0;
  18181. this.type = 'LOD';
  18182. Object.defineProperties( this, {
  18183. /**
  18184. * This array holds the LOD levels.
  18185. *
  18186. * @name LOD#levels
  18187. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18188. */
  18189. levels: {
  18190. enumerable: true,
  18191. value: []
  18192. }
  18193. } );
  18194. /**
  18195. * Whether the LOD object is updated automatically by the renderer per frame
  18196. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18197. * render loop by yourself.
  18198. *
  18199. * @type {boolean}
  18200. * @default true
  18201. */
  18202. this.autoUpdate = true;
  18203. }
  18204. copy( source ) {
  18205. super.copy( source, false );
  18206. const levels = source.levels;
  18207. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18208. const level = levels[ i ];
  18209. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18210. }
  18211. this.autoUpdate = source.autoUpdate;
  18212. return this;
  18213. }
  18214. /**
  18215. * Adds a mesh that will display at a certain distance and greater. Typically
  18216. * the further away the distance, the lower the detail on the mesh.
  18217. *
  18218. * @param {Object3D} object - The 3D object to display at this level.
  18219. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18220. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18221. * @return {LOD} A reference to this instance.
  18222. */
  18223. addLevel( object, distance = 0, hysteresis = 0 ) {
  18224. distance = Math.abs( distance );
  18225. const levels = this.levels;
  18226. let l;
  18227. for ( l = 0; l < levels.length; l ++ ) {
  18228. if ( distance < levels[ l ].distance ) {
  18229. break;
  18230. }
  18231. }
  18232. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18233. this.add( object );
  18234. return this;
  18235. }
  18236. /**
  18237. * Removes an existing level, based on the distance from the camera.
  18238. * Returns `true` when the level has been removed. Otherwise `false`.
  18239. *
  18240. * @param {number} distance - Distance of the level to remove.
  18241. * @return {boolean} Whether the level has been removed or not.
  18242. */
  18243. removeLevel( distance ) {
  18244. const levels = this.levels;
  18245. for ( let i = 0; i < levels.length; i ++ ) {
  18246. if ( levels[ i ].distance === distance ) {
  18247. const removedElements = levels.splice( i, 1 );
  18248. this.remove( removedElements[ 0 ].object );
  18249. return true;
  18250. }
  18251. }
  18252. return false;
  18253. }
  18254. /**
  18255. * Returns the currently active LOD level index.
  18256. *
  18257. * @return {number} The current active LOD level index.
  18258. */
  18259. getCurrentLevel() {
  18260. return this._currentLevel;
  18261. }
  18262. /**
  18263. * Returns a reference to the first 3D object that is greater than
  18264. * the given distance.
  18265. *
  18266. * @param {number} distance - The LOD distance.
  18267. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  18268. */
  18269. getObjectForDistance( distance ) {
  18270. const levels = this.levels;
  18271. if ( levels.length > 0 ) {
  18272. let i, l;
  18273. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18274. let levelDistance = levels[ i ].distance;
  18275. if ( levels[ i ].object.visible ) {
  18276. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18277. }
  18278. if ( distance < levelDistance ) {
  18279. break;
  18280. }
  18281. }
  18282. return levels[ i - 1 ].object;
  18283. }
  18284. return null;
  18285. }
  18286. /**
  18287. * Computes intersection points between a casted ray and this LOD.
  18288. *
  18289. * @param {Raycaster} raycaster - The raycaster.
  18290. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18291. */
  18292. raycast( raycaster, intersects ) {
  18293. const levels = this.levels;
  18294. if ( levels.length > 0 ) {
  18295. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18296. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18297. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18298. }
  18299. }
  18300. /**
  18301. * Updates the LOD by computing which LOD level should be visible according
  18302. * to the current distance of the given camera.
  18303. *
  18304. * @param {Camera} camera - The camera the scene is rendered with.
  18305. */
  18306. update( camera ) {
  18307. const levels = this.levels;
  18308. if ( levels.length > 1 ) {
  18309. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18310. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18311. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18312. levels[ 0 ].object.visible = true;
  18313. let i, l;
  18314. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18315. let levelDistance = levels[ i ].distance;
  18316. if ( levels[ i ].object.visible ) {
  18317. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18318. }
  18319. if ( distance >= levelDistance ) {
  18320. levels[ i - 1 ].object.visible = false;
  18321. levels[ i ].object.visible = true;
  18322. } else {
  18323. break;
  18324. }
  18325. }
  18326. this._currentLevel = i - 1;
  18327. for ( ; i < l; i ++ ) {
  18328. levels[ i ].object.visible = false;
  18329. }
  18330. }
  18331. }
  18332. toJSON( meta ) {
  18333. const data = super.toJSON( meta );
  18334. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18335. data.object.levels = [];
  18336. const levels = this.levels;
  18337. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18338. const level = levels[ i ];
  18339. data.object.levels.push( {
  18340. object: level.object.uuid,
  18341. distance: level.distance,
  18342. hysteresis: level.hysteresis
  18343. } );
  18344. }
  18345. return data;
  18346. }
  18347. }
  18348. const _basePosition = /*@__PURE__*/ new Vector3();
  18349. const _skinIndex = /*@__PURE__*/ new Vector4();
  18350. const _skinWeight = /*@__PURE__*/ new Vector4();
  18351. const _vector3 = /*@__PURE__*/ new Vector3();
  18352. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18353. const _vertex = /*@__PURE__*/ new Vector3();
  18354. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18355. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18356. const _ray$2 = /*@__PURE__*/ new Ray();
  18357. /**
  18358. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18359. * vertices of the geometry with skinning/skeleton animation.
  18360. *
  18361. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18362. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18363. * vertex to a certain extend.
  18364. *
  18365. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18366. * or {@link FBXLoader } import respective models.
  18367. *
  18368. * @augments Mesh
  18369. * @demo scenes/bones-browser.html
  18370. */
  18371. class SkinnedMesh extends Mesh {
  18372. /**
  18373. * Constructs a new skinned mesh.
  18374. *
  18375. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18376. * @param {Material|Array<Material>} [material] - The mesh material.
  18377. */
  18378. constructor( geometry, material ) {
  18379. super( geometry, material );
  18380. /**
  18381. * This flag can be used for type testing.
  18382. *
  18383. * @type {boolean}
  18384. * @readonly
  18385. * @default true
  18386. */
  18387. this.isSkinnedMesh = true;
  18388. this.type = 'SkinnedMesh';
  18389. /**
  18390. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18391. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18392. * across multiple skinned meshes.
  18393. *
  18394. * @type {(AttachedBindMode|DetachedBindMode)}
  18395. * @default AttachedBindMode
  18396. */
  18397. this.bindMode = AttachedBindMode;
  18398. /**
  18399. * The base matrix that is used for the bound bone transforms.
  18400. *
  18401. * @type {Matrix4}
  18402. */
  18403. this.bindMatrix = new Matrix4();
  18404. /**
  18405. * The base matrix that is used for resetting the bound bone transforms.
  18406. *
  18407. * @type {Matrix4}
  18408. */
  18409. this.bindMatrixInverse = new Matrix4();
  18410. /**
  18411. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18412. *
  18413. * @type {?Box3}
  18414. * @default null
  18415. */
  18416. this.boundingBox = null;
  18417. /**
  18418. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18419. *
  18420. * @type {?Sphere}
  18421. * @default null
  18422. */
  18423. this.boundingSphere = null;
  18424. }
  18425. /**
  18426. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18427. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18428. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18429. * the current animation state.
  18430. */
  18431. computeBoundingBox() {
  18432. const geometry = this.geometry;
  18433. if ( this.boundingBox === null ) {
  18434. this.boundingBox = new Box3();
  18435. }
  18436. this.boundingBox.makeEmpty();
  18437. const positionAttribute = geometry.getAttribute( 'position' );
  18438. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18439. this.getVertexPosition( i, _vertex );
  18440. this.boundingBox.expandByPoint( _vertex );
  18441. }
  18442. }
  18443. /**
  18444. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18445. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18446. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18447. * per frame in order to reflect the current animation state.
  18448. */
  18449. computeBoundingSphere() {
  18450. const geometry = this.geometry;
  18451. if ( this.boundingSphere === null ) {
  18452. this.boundingSphere = new Sphere();
  18453. }
  18454. this.boundingSphere.makeEmpty();
  18455. const positionAttribute = geometry.getAttribute( 'position' );
  18456. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18457. this.getVertexPosition( i, _vertex );
  18458. this.boundingSphere.expandByPoint( _vertex );
  18459. }
  18460. }
  18461. copy( source, recursive ) {
  18462. super.copy( source, recursive );
  18463. this.bindMode = source.bindMode;
  18464. this.bindMatrix.copy( source.bindMatrix );
  18465. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18466. this.skeleton = source.skeleton;
  18467. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18468. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18469. return this;
  18470. }
  18471. raycast( raycaster, intersects ) {
  18472. const material = this.material;
  18473. const matrixWorld = this.matrixWorld;
  18474. if ( material === undefined ) return;
  18475. // test with bounding sphere in world space
  18476. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18477. _sphere$5.copy( this.boundingSphere );
  18478. _sphere$5.applyMatrix4( matrixWorld );
  18479. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18480. // convert ray to local space of skinned mesh
  18481. _inverseMatrix$2.copy( matrixWorld ).invert();
  18482. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18483. // test with bounding box in local space
  18484. if ( this.boundingBox !== null ) {
  18485. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18486. }
  18487. // test for intersections with geometry
  18488. this._computeIntersections( raycaster, intersects, _ray$2 );
  18489. }
  18490. getVertexPosition( index, target ) {
  18491. super.getVertexPosition( index, target );
  18492. this.applyBoneTransform( index, target );
  18493. return target;
  18494. }
  18495. /**
  18496. * Binds the given skeleton to the skinned mesh.
  18497. *
  18498. * @param {Skeleton} skeleton - The skeleton to bind.
  18499. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18500. * the skinned mesh's world matrix will be used instead.
  18501. */
  18502. bind( skeleton, bindMatrix ) {
  18503. this.skeleton = skeleton;
  18504. if ( bindMatrix === undefined ) {
  18505. this.updateMatrixWorld( true );
  18506. this.skeleton.calculateInverses();
  18507. bindMatrix = this.matrixWorld;
  18508. }
  18509. this.bindMatrix.copy( bindMatrix );
  18510. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18511. }
  18512. /**
  18513. * This method sets the skinned mesh in the rest pose).
  18514. */
  18515. pose() {
  18516. this.skeleton.pose();
  18517. }
  18518. /**
  18519. * Normalizes the skin weights which are defined as a buffer attribute
  18520. * in the skinned mesh's geometry.
  18521. */
  18522. normalizeSkinWeights() {
  18523. const vector = new Vector4();
  18524. const skinWeight = this.geometry.attributes.skinWeight;
  18525. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18526. vector.fromBufferAttribute( skinWeight, i );
  18527. const scale = 1.0 / vector.manhattanLength();
  18528. if ( scale !== Infinity ) {
  18529. vector.multiplyScalar( scale );
  18530. } else {
  18531. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18532. }
  18533. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18534. }
  18535. }
  18536. updateMatrixWorld( force ) {
  18537. super.updateMatrixWorld( force );
  18538. if ( this.bindMode === AttachedBindMode ) {
  18539. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18540. } else if ( this.bindMode === DetachedBindMode ) {
  18541. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18542. } else {
  18543. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18544. }
  18545. }
  18546. /**
  18547. * Applies the bone transform associated with the given index to the given
  18548. * vertex position. Returns the updated vector.
  18549. *
  18550. * @param {number} index - The vertex index.
  18551. * @param {Vector3} target - The target object that is used to store the method's result.
  18552. * the skinned mesh's world matrix will be used instead.
  18553. * @return {Vector3} The updated vertex position.
  18554. */
  18555. applyBoneTransform( index, target ) {
  18556. const skeleton = this.skeleton;
  18557. const geometry = this.geometry;
  18558. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18559. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18560. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18561. target.set( 0, 0, 0 );
  18562. for ( let i = 0; i < 4; i ++ ) {
  18563. const weight = _skinWeight.getComponent( i );
  18564. if ( weight !== 0 ) {
  18565. const boneIndex = _skinIndex.getComponent( i );
  18566. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18567. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18568. }
  18569. }
  18570. return target.applyMatrix4( this.bindMatrixInverse );
  18571. }
  18572. }
  18573. /**
  18574. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18575. * the {@link SkinnedMesh}.
  18576. *
  18577. * ```js
  18578. * const root = new THREE.Bone();
  18579. * const child = new THREE.Bone();
  18580. *
  18581. * root.add( child );
  18582. * child.position.y = 5;
  18583. * ```
  18584. *
  18585. * @augments Object3D
  18586. */
  18587. class Bone extends Object3D {
  18588. /**
  18589. * Constructs a new bone.
  18590. */
  18591. constructor() {
  18592. super();
  18593. /**
  18594. * This flag can be used for type testing.
  18595. *
  18596. * @type {boolean}
  18597. * @readonly
  18598. * @default true
  18599. */
  18600. this.isBone = true;
  18601. this.type = 'Bone';
  18602. }
  18603. }
  18604. /**
  18605. * Creates a texture directly from raw buffer data.
  18606. *
  18607. * The interpretation of the data depends on type and format: If the type is
  18608. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18609. * texel data. If the format is `RGBAFormat`, data needs four values for
  18610. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18611. *
  18612. * @augments Texture
  18613. */
  18614. class DataTexture extends Texture {
  18615. /**
  18616. * Constructs a new data texture.
  18617. *
  18618. * @param {?TypedArray} [data=null] - The buffer data.
  18619. * @param {number} [width=1] - The width of the texture.
  18620. * @param {number} [height=1] - The height of the texture.
  18621. * @param {number} [format=RGBAFormat] - The texture format.
  18622. * @param {number} [type=UnsignedByteType] - The texture type.
  18623. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18624. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18625. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18626. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18627. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18628. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18629. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18630. */
  18631. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18632. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18633. /**
  18634. * This flag can be used for type testing.
  18635. *
  18636. * @type {boolean}
  18637. * @readonly
  18638. * @default true
  18639. */
  18640. this.isDataTexture = true;
  18641. /**
  18642. * The image definition of a data texture.
  18643. *
  18644. * @type {{data:TypedArray,width:number,height:number}}
  18645. */
  18646. this.image = { data: data, width: width, height: height };
  18647. /**
  18648. * Whether to generate mipmaps (if possible) for a texture.
  18649. *
  18650. * Overwritten and set to `false` by default.
  18651. *
  18652. * @type {boolean}
  18653. * @default false
  18654. */
  18655. this.generateMipmaps = false;
  18656. /**
  18657. * If set to `true`, the texture is flipped along the vertical axis when
  18658. * uploaded to the GPU.
  18659. *
  18660. * Overwritten and set to `false` by default.
  18661. *
  18662. * @type {boolean}
  18663. * @default false
  18664. */
  18665. this.flipY = false;
  18666. /**
  18667. * Specifies the alignment requirements for the start of each pixel row in memory.
  18668. *
  18669. * Overwritten and set to `1` by default.
  18670. *
  18671. * @type {boolean}
  18672. * @default 1
  18673. */
  18674. this.unpackAlignment = 1;
  18675. }
  18676. }
  18677. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18678. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18679. /**
  18680. * Class for representing the armatures in `three.js`. The skeleton
  18681. * is defined by a hierarchy of bones.
  18682. *
  18683. * ```js
  18684. * const bones = [];
  18685. *
  18686. * const shoulder = new THREE.Bone();
  18687. * const elbow = new THREE.Bone();
  18688. * const hand = new THREE.Bone();
  18689. *
  18690. * shoulder.add( elbow );
  18691. * elbow.add( hand );
  18692. *
  18693. * bones.push( shoulder , elbow, hand);
  18694. *
  18695. * shoulder.position.y = -5;
  18696. * elbow.position.y = 0;
  18697. * hand.position.y = 5;
  18698. *
  18699. * const armSkeleton = new THREE.Skeleton( bones );
  18700. * ```
  18701. */
  18702. class Skeleton {
  18703. /**
  18704. * Constructs a new skeleton.
  18705. *
  18706. * @param {Array<Bone>} [bones] - An array of bones.
  18707. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18708. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18709. */
  18710. constructor( bones = [], boneInverses = [] ) {
  18711. this.uuid = generateUUID();
  18712. /**
  18713. * An array of bones defining the skeleton.
  18714. *
  18715. * @type {Array<Bone>}
  18716. */
  18717. this.bones = bones.slice( 0 );
  18718. /**
  18719. * An array of bone inverse matrices.
  18720. *
  18721. * @type {Array<Matrix4>}
  18722. */
  18723. this.boneInverses = boneInverses;
  18724. /**
  18725. * An array buffer holding the bone data.
  18726. * Input data for {@link Skeleton#boneTexture}.
  18727. *
  18728. * @type {?Float32Array}
  18729. * @default null
  18730. */
  18731. this.boneMatrices = null;
  18732. /**
  18733. * A texture holding the bone data for use
  18734. * in the vertex shader.
  18735. *
  18736. * @type {?DataTexture}
  18737. * @default null
  18738. */
  18739. this.boneTexture = null;
  18740. this.init();
  18741. }
  18742. /**
  18743. * Initializes the skeleton. This method gets automatically called by the constructor
  18744. * but depending on how the skeleton is created it might be necessary to call this method
  18745. * manually.
  18746. */
  18747. init() {
  18748. const bones = this.bones;
  18749. const boneInverses = this.boneInverses;
  18750. this.boneMatrices = new Float32Array( bones.length * 16 );
  18751. // calculate inverse bone matrices if necessary
  18752. if ( boneInverses.length === 0 ) {
  18753. this.calculateInverses();
  18754. } else {
  18755. // handle special case
  18756. if ( bones.length !== boneInverses.length ) {
  18757. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18758. this.boneInverses = [];
  18759. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18760. this.boneInverses.push( new Matrix4() );
  18761. }
  18762. }
  18763. }
  18764. }
  18765. /**
  18766. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18767. * and fills it with new matrices.
  18768. */
  18769. calculateInverses() {
  18770. this.boneInverses.length = 0;
  18771. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18772. const inverse = new Matrix4();
  18773. if ( this.bones[ i ] ) {
  18774. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18775. }
  18776. this.boneInverses.push( inverse );
  18777. }
  18778. }
  18779. /**
  18780. * Resets the skeleton to the base pose.
  18781. */
  18782. pose() {
  18783. // recover the bind-time world matrices
  18784. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18785. const bone = this.bones[ i ];
  18786. if ( bone ) {
  18787. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18788. }
  18789. }
  18790. // compute the local matrices, positions, rotations and scales
  18791. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18792. const bone = this.bones[ i ];
  18793. if ( bone ) {
  18794. if ( bone.parent && bone.parent.isBone ) {
  18795. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18796. bone.matrix.multiply( bone.matrixWorld );
  18797. } else {
  18798. bone.matrix.copy( bone.matrixWorld );
  18799. }
  18800. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18801. }
  18802. }
  18803. }
  18804. /**
  18805. * Resets the skeleton to the base pose.
  18806. */
  18807. update() {
  18808. const bones = this.bones;
  18809. const boneInverses = this.boneInverses;
  18810. const boneMatrices = this.boneMatrices;
  18811. const boneTexture = this.boneTexture;
  18812. // flatten bone matrices to array
  18813. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18814. // compute the offset between the current and the original transform
  18815. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18816. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18817. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18818. }
  18819. if ( boneTexture !== null ) {
  18820. boneTexture.needsUpdate = true;
  18821. }
  18822. }
  18823. /**
  18824. * Returns a new skeleton with copied values from this instance.
  18825. *
  18826. * @return {Skeleton} A clone of this instance.
  18827. */
  18828. clone() {
  18829. return new Skeleton( this.bones, this.boneInverses );
  18830. }
  18831. /**
  18832. * Computes a data texture for passing bone data to the vertex shader.
  18833. *
  18834. * @return {Skeleton} A reference of this instance.
  18835. */
  18836. computeBoneTexture() {
  18837. // layout (1 matrix = 4 pixels)
  18838. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18839. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18840. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18841. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18842. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18843. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18844. size = Math.ceil( size / 4 ) * 4;
  18845. size = Math.max( size, 4 );
  18846. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18847. boneMatrices.set( this.boneMatrices ); // copy current values
  18848. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18849. boneTexture.needsUpdate = true;
  18850. this.boneMatrices = boneMatrices;
  18851. this.boneTexture = boneTexture;
  18852. return this;
  18853. }
  18854. /**
  18855. * Searches through the skeleton's bone array and returns the first with a
  18856. * matching name.
  18857. *
  18858. * @param {string} name - The name of the bone.
  18859. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18860. */
  18861. getBoneByName( name ) {
  18862. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18863. const bone = this.bones[ i ];
  18864. if ( bone.name === name ) {
  18865. return bone;
  18866. }
  18867. }
  18868. return undefined;
  18869. }
  18870. /**
  18871. * Frees the GPU-related resources allocated by this instance. Call this
  18872. * method whenever this instance is no longer used in your app.
  18873. */
  18874. dispose( ) {
  18875. if ( this.boneTexture !== null ) {
  18876. this.boneTexture.dispose();
  18877. this.boneTexture = null;
  18878. }
  18879. }
  18880. /**
  18881. * Setups the skeleton by the given JSON and bones.
  18882. *
  18883. * @param {Object} json - The skeleton as serialized JSON.
  18884. * @param {Object<string, Bone>} bones - An array of bones.
  18885. * @return {Skeleton} A reference of this instance.
  18886. */
  18887. fromJSON( json, bones ) {
  18888. this.uuid = json.uuid;
  18889. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18890. const uuid = json.bones[ i ];
  18891. let bone = bones[ uuid ];
  18892. if ( bone === undefined ) {
  18893. warn( 'Skeleton: No bone found with UUID:', uuid );
  18894. bone = new Bone();
  18895. }
  18896. this.bones.push( bone );
  18897. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18898. }
  18899. this.init();
  18900. return this;
  18901. }
  18902. /**
  18903. * Serializes the skeleton into JSON.
  18904. *
  18905. * @return {Object} A JSON object representing the serialized skeleton.
  18906. * @see {@link ObjectLoader#parse}
  18907. */
  18908. toJSON() {
  18909. const data = {
  18910. metadata: {
  18911. version: 4.7,
  18912. type: 'Skeleton',
  18913. generator: 'Skeleton.toJSON'
  18914. },
  18915. bones: [],
  18916. boneInverses: []
  18917. };
  18918. data.uuid = this.uuid;
  18919. const bones = this.bones;
  18920. const boneInverses = this.boneInverses;
  18921. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18922. const bone = bones[ i ];
  18923. data.bones.push( bone.uuid );
  18924. const boneInverse = boneInverses[ i ];
  18925. data.boneInverses.push( boneInverse.toArray() );
  18926. }
  18927. return data;
  18928. }
  18929. }
  18930. /**
  18931. * An instanced version of a buffer attribute.
  18932. *
  18933. * @augments BufferAttribute
  18934. */
  18935. class InstancedBufferAttribute extends BufferAttribute {
  18936. /**
  18937. * Constructs a new instanced buffer attribute.
  18938. *
  18939. * @param {TypedArray} array - The array holding the attribute data.
  18940. * @param {number} itemSize - The item size.
  18941. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18942. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18943. */
  18944. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18945. super( array, itemSize, normalized );
  18946. /**
  18947. * This flag can be used for type testing.
  18948. *
  18949. * @type {boolean}
  18950. * @readonly
  18951. * @default true
  18952. */
  18953. this.isInstancedBufferAttribute = true;
  18954. /**
  18955. * Defines how often a value of this buffer attribute should be repeated. A
  18956. * value of one means that each value of the instanced attribute is used for
  18957. * a single instance. A value of two means that each value is used for two
  18958. * consecutive instances (and so on).
  18959. *
  18960. * @type {number}
  18961. * @default 1
  18962. */
  18963. this.meshPerAttribute = meshPerAttribute;
  18964. }
  18965. copy( source ) {
  18966. super.copy( source );
  18967. this.meshPerAttribute = source.meshPerAttribute;
  18968. return this;
  18969. }
  18970. toJSON() {
  18971. const data = super.toJSON();
  18972. data.meshPerAttribute = this.meshPerAttribute;
  18973. data.isInstancedBufferAttribute = true;
  18974. return data;
  18975. }
  18976. }
  18977. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18978. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18979. const _instanceIntersects = [];
  18980. const _box3 = /*@__PURE__*/ new Box3();
  18981. const _identity = /*@__PURE__*/ new Matrix4();
  18982. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18983. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18984. /**
  18985. * A special version of a mesh with instanced rendering support. Use
  18986. * this class if you have to render a large number of objects with the same
  18987. * geometry and material(s) but with different world transformations. The usage
  18988. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18989. * improve the overall rendering performance in your application.
  18990. *
  18991. * @augments Mesh
  18992. */
  18993. class InstancedMesh extends Mesh {
  18994. /**
  18995. * Constructs a new instanced mesh.
  18996. *
  18997. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18998. * @param {Material|Array<Material>} [material] - The mesh material.
  18999. * @param {number} count - The number of instances.
  19000. */
  19001. constructor( geometry, material, count ) {
  19002. super( geometry, material );
  19003. /**
  19004. * This flag can be used for type testing.
  19005. *
  19006. * @type {boolean}
  19007. * @readonly
  19008. * @default true
  19009. */
  19010. this.isInstancedMesh = true;
  19011. /**
  19012. * Represents the local transformation of all instances. You have to set its
  19013. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19014. * via {@link InstancedMesh#setMatrixAt}.
  19015. *
  19016. * @type {InstancedBufferAttribute}
  19017. */
  19018. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  19019. /**
  19020. * Represents the color of all instances. You have to set its
  19021. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19022. * via {@link InstancedMesh#setColorAt}.
  19023. *
  19024. * @type {?InstancedBufferAttribute}
  19025. * @default null
  19026. */
  19027. this.instanceColor = null;
  19028. /**
  19029. * Represents the morph target weights of all instances. You have to set its
  19030. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  19031. * via {@link InstancedMesh#setMorphAt}.
  19032. *
  19033. * @type {?DataTexture}
  19034. * @default null
  19035. */
  19036. this.morphTexture = null;
  19037. /**
  19038. * The number of instances.
  19039. *
  19040. * @type {number}
  19041. */
  19042. this.count = count;
  19043. /**
  19044. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  19045. *
  19046. * @type {?Box3}
  19047. * @default null
  19048. */
  19049. this.boundingBox = null;
  19050. /**
  19051. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  19052. *
  19053. * @type {?Sphere}
  19054. * @default null
  19055. */
  19056. this.boundingSphere = null;
  19057. for ( let i = 0; i < count; i ++ ) {
  19058. this.setMatrixAt( i, _identity );
  19059. }
  19060. }
  19061. /**
  19062. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  19063. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19064. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19065. */
  19066. computeBoundingBox() {
  19067. const geometry = this.geometry;
  19068. const count = this.count;
  19069. if ( this.boundingBox === null ) {
  19070. this.boundingBox = new Box3();
  19071. }
  19072. if ( geometry.boundingBox === null ) {
  19073. geometry.computeBoundingBox();
  19074. }
  19075. this.boundingBox.makeEmpty();
  19076. for ( let i = 0; i < count; i ++ ) {
  19077. this.getMatrixAt( i, _instanceLocalMatrix );
  19078. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19079. this.boundingBox.union( _box3 );
  19080. }
  19081. }
  19082. /**
  19083. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19084. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19085. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19086. */
  19087. computeBoundingSphere() {
  19088. const geometry = this.geometry;
  19089. const count = this.count;
  19090. if ( this.boundingSphere === null ) {
  19091. this.boundingSphere = new Sphere();
  19092. }
  19093. if ( geometry.boundingSphere === null ) {
  19094. geometry.computeBoundingSphere();
  19095. }
  19096. this.boundingSphere.makeEmpty();
  19097. for ( let i = 0; i < count; i ++ ) {
  19098. this.getMatrixAt( i, _instanceLocalMatrix );
  19099. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19100. this.boundingSphere.union( _sphere$4 );
  19101. }
  19102. }
  19103. copy( source, recursive ) {
  19104. super.copy( source, recursive );
  19105. this.instanceMatrix.copy( source.instanceMatrix );
  19106. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19107. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19108. this.count = source.count;
  19109. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19110. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19111. return this;
  19112. }
  19113. /**
  19114. * Gets the color of the defined instance.
  19115. *
  19116. * @param {number} index - The instance index.
  19117. * @param {Color} color - The target object that is used to store the method's result.
  19118. */
  19119. getColorAt( index, color ) {
  19120. color.fromArray( this.instanceColor.array, index * 3 );
  19121. }
  19122. /**
  19123. * Gets the local transformation matrix of the defined instance.
  19124. *
  19125. * @param {number} index - The instance index.
  19126. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19127. */
  19128. getMatrixAt( index, matrix ) {
  19129. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19130. }
  19131. /**
  19132. * Gets the morph target weights of the defined instance.
  19133. *
  19134. * @param {number} index - The instance index.
  19135. * @param {Mesh} object - The target object that is used to store the method's result.
  19136. */
  19137. getMorphAt( index, object ) {
  19138. const objectInfluences = object.morphTargetInfluences;
  19139. const array = this.morphTexture.source.data.data;
  19140. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19141. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19142. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19143. objectInfluences[ i ] = array[ dataIndex + i ];
  19144. }
  19145. }
  19146. raycast( raycaster, intersects ) {
  19147. const matrixWorld = this.matrixWorld;
  19148. const raycastTimes = this.count;
  19149. _mesh$1.geometry = this.geometry;
  19150. _mesh$1.material = this.material;
  19151. if ( _mesh$1.material === undefined ) return;
  19152. // test with bounding sphere first
  19153. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19154. _sphere$4.copy( this.boundingSphere );
  19155. _sphere$4.applyMatrix4( matrixWorld );
  19156. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19157. // now test each instance
  19158. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19159. // calculate the world matrix for each instance
  19160. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19161. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19162. // the mesh represents this single instance
  19163. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19164. _mesh$1.raycast( raycaster, _instanceIntersects );
  19165. // process the result of raycast
  19166. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19167. const intersect = _instanceIntersects[ i ];
  19168. intersect.instanceId = instanceId;
  19169. intersect.object = this;
  19170. intersects.push( intersect );
  19171. }
  19172. _instanceIntersects.length = 0;
  19173. }
  19174. }
  19175. /**
  19176. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19177. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19178. *
  19179. * @param {number} index - The instance index.
  19180. * @param {Color} color - The instance color.
  19181. */
  19182. setColorAt( index, color ) {
  19183. if ( this.instanceColor === null ) {
  19184. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19185. }
  19186. color.toArray( this.instanceColor.array, index * 3 );
  19187. }
  19188. /**
  19189. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19190. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19191. *
  19192. * @param {number} index - The instance index.
  19193. * @param {Matrix4} matrix - The local transformation.
  19194. */
  19195. setMatrixAt( index, matrix ) {
  19196. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19197. }
  19198. /**
  19199. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19200. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19201. *
  19202. * @param {number} index - The instance index.
  19203. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19204. * of a single instance.
  19205. */
  19206. setMorphAt( index, object ) {
  19207. const objectInfluences = object.morphTargetInfluences;
  19208. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19209. if ( this.morphTexture === null ) {
  19210. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19211. }
  19212. const array = this.morphTexture.source.data.data;
  19213. let morphInfluencesSum = 0;
  19214. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19215. morphInfluencesSum += objectInfluences[ i ];
  19216. }
  19217. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19218. const dataIndex = len * index;
  19219. array[ dataIndex ] = morphBaseInfluence;
  19220. array.set( objectInfluences, dataIndex + 1 );
  19221. }
  19222. updateMorphTargets() {
  19223. }
  19224. /**
  19225. * Frees the GPU-related resources allocated by this instance. Call this
  19226. * method whenever this instance is no longer used in your app.
  19227. */
  19228. dispose() {
  19229. this.dispatchEvent( { type: 'dispose' } );
  19230. if ( this.morphTexture !== null ) {
  19231. this.morphTexture.dispose();
  19232. this.morphTexture = null;
  19233. }
  19234. }
  19235. }
  19236. const _vector1 = /*@__PURE__*/ new Vector3();
  19237. const _vector2 = /*@__PURE__*/ new Vector3();
  19238. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19239. /**
  19240. * A two dimensional surface that extends infinitely in 3D space, represented
  19241. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  19242. * by a unit length normal vector and a constant.
  19243. */
  19244. class Plane {
  19245. /**
  19246. * Constructs a new plane.
  19247. *
  19248. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19249. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19250. */
  19251. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19252. /**
  19253. * This flag can be used for type testing.
  19254. *
  19255. * @type {boolean}
  19256. * @readonly
  19257. * @default true
  19258. */
  19259. this.isPlane = true;
  19260. /**
  19261. * A unit length vector defining the normal of the plane.
  19262. *
  19263. * @type {Vector3}
  19264. */
  19265. this.normal = normal;
  19266. /**
  19267. * The signed distance from the origin to the plane.
  19268. *
  19269. * @type {number}
  19270. * @default 0
  19271. */
  19272. this.constant = constant;
  19273. }
  19274. /**
  19275. * Sets the plane components by copying the given values.
  19276. *
  19277. * @param {Vector3} normal - The normal.
  19278. * @param {number} constant - The constant.
  19279. * @return {Plane} A reference to this plane.
  19280. */
  19281. set( normal, constant ) {
  19282. this.normal.copy( normal );
  19283. this.constant = constant;
  19284. return this;
  19285. }
  19286. /**
  19287. * Sets the plane components by defining `x`, `y`, `z` as the
  19288. * plane normal and `w` as the constant.
  19289. *
  19290. * @param {number} x - The value for the normal's x component.
  19291. * @param {number} y - The value for the normal's y component.
  19292. * @param {number} z - The value for the normal's z component.
  19293. * @param {number} w - The constant value.
  19294. * @return {Plane} A reference to this plane.
  19295. */
  19296. setComponents( x, y, z, w ) {
  19297. this.normal.set( x, y, z );
  19298. this.constant = w;
  19299. return this;
  19300. }
  19301. /**
  19302. * Sets the plane from the given normal and coplanar point (that is a point
  19303. * that lies onto the plane).
  19304. *
  19305. * @param {Vector3} normal - The normal.
  19306. * @param {Vector3} point - A coplanar point.
  19307. * @return {Plane} A reference to this plane.
  19308. */
  19309. setFromNormalAndCoplanarPoint( normal, point ) {
  19310. this.normal.copy( normal );
  19311. this.constant = - point.dot( this.normal );
  19312. return this;
  19313. }
  19314. /**
  19315. * Sets the plane from three coplanar points. The winding order is
  19316. * assumed to be counter-clockwise, and determines the direction of
  19317. * the plane normal.
  19318. *
  19319. * @param {Vector3} a - The first coplanar point.
  19320. * @param {Vector3} b - The second coplanar point.
  19321. * @param {Vector3} c - The third coplanar point.
  19322. * @return {Plane} A reference to this plane.
  19323. */
  19324. setFromCoplanarPoints( a, b, c ) {
  19325. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19326. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19327. this.setFromNormalAndCoplanarPoint( normal, a );
  19328. return this;
  19329. }
  19330. /**
  19331. * Copies the values of the given plane to this instance.
  19332. *
  19333. * @param {Plane} plane - The plane to copy.
  19334. * @return {Plane} A reference to this plane.
  19335. */
  19336. copy( plane ) {
  19337. this.normal.copy( plane.normal );
  19338. this.constant = plane.constant;
  19339. return this;
  19340. }
  19341. /**
  19342. * Normalizes the plane normal and adjusts the constant accordingly.
  19343. *
  19344. * @return {Plane} A reference to this plane.
  19345. */
  19346. normalize() {
  19347. // Note: will lead to a divide by zero if the plane is invalid.
  19348. const inverseNormalLength = 1.0 / this.normal.length();
  19349. this.normal.multiplyScalar( inverseNormalLength );
  19350. this.constant *= inverseNormalLength;
  19351. return this;
  19352. }
  19353. /**
  19354. * Negates both the plane normal and the constant.
  19355. *
  19356. * @return {Plane} A reference to this plane.
  19357. */
  19358. negate() {
  19359. this.constant *= -1;
  19360. this.normal.negate();
  19361. return this;
  19362. }
  19363. /**
  19364. * Returns the signed distance from the given point to this plane.
  19365. *
  19366. * @param {Vector3} point - The point to compute the distance for.
  19367. * @return {number} The signed distance.
  19368. */
  19369. distanceToPoint( point ) {
  19370. return this.normal.dot( point ) + this.constant;
  19371. }
  19372. /**
  19373. * Returns the signed distance from the given sphere to this plane.
  19374. *
  19375. * @param {Sphere} sphere - The sphere to compute the distance for.
  19376. * @return {number} The signed distance.
  19377. */
  19378. distanceToSphere( sphere ) {
  19379. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19380. }
  19381. /**
  19382. * Projects a the given point onto the plane.
  19383. *
  19384. * @param {Vector3} point - The point to project.
  19385. * @param {Vector3} target - The target vector that is used to store the method's result.
  19386. * @return {Vector3} The projected point on the plane.
  19387. */
  19388. projectPoint( point, target ) {
  19389. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19390. }
  19391. /**
  19392. * Returns the intersection point of the passed line and the plane. Returns
  19393. * `null` if the line does not intersect. Returns the line's starting point if
  19394. * the line is coplanar with the plane.
  19395. *
  19396. * @param {Line3} line - The line to compute the intersection for.
  19397. * @param {Vector3} target - The target vector that is used to store the method's result.
  19398. * @return {?Vector3} The intersection point.
  19399. */
  19400. intersectLine( line, target ) {
  19401. const direction = line.delta( _vector1 );
  19402. const denominator = this.normal.dot( direction );
  19403. if ( denominator === 0 ) {
  19404. // line is coplanar, return origin
  19405. if ( this.distanceToPoint( line.start ) === 0 ) {
  19406. return target.copy( line.start );
  19407. }
  19408. // Unsure if this is the correct method to handle this case.
  19409. return null;
  19410. }
  19411. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19412. if ( t < 0 || t > 1 ) {
  19413. return null;
  19414. }
  19415. return target.copy( line.start ).addScaledVector( direction, t );
  19416. }
  19417. /**
  19418. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19419. *
  19420. * @param {Line3} line - The line to test.
  19421. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19422. */
  19423. intersectsLine( line ) {
  19424. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19425. const startSign = this.distanceToPoint( line.start );
  19426. const endSign = this.distanceToPoint( line.end );
  19427. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19428. }
  19429. /**
  19430. * Returns `true` if the given bounding box intersects with the plane.
  19431. *
  19432. * @param {Box3} box - The bounding box to test.
  19433. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19434. */
  19435. intersectsBox( box ) {
  19436. return box.intersectsPlane( this );
  19437. }
  19438. /**
  19439. * Returns `true` if the given bounding sphere intersects with the plane.
  19440. *
  19441. * @param {Sphere} sphere - The bounding sphere to test.
  19442. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19443. */
  19444. intersectsSphere( sphere ) {
  19445. return sphere.intersectsPlane( this );
  19446. }
  19447. /**
  19448. * Returns a coplanar vector to the plane, by calculating the
  19449. * projection of the normal at the origin onto the plane.
  19450. *
  19451. * @param {Vector3} target - The target vector that is used to store the method's result.
  19452. * @return {Vector3} The coplanar point.
  19453. */
  19454. coplanarPoint( target ) {
  19455. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19456. }
  19457. /**
  19458. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19459. *
  19460. * The optional normal matrix can be pre-computed like so:
  19461. * ```js
  19462. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19463. * ```
  19464. *
  19465. * @param {Matrix4} matrix - The transformation matrix.
  19466. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19467. * @return {Plane} A reference to this plane.
  19468. */
  19469. applyMatrix4( matrix, optionalNormalMatrix ) {
  19470. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19471. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19472. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19473. this.constant = - referencePoint.dot( normal );
  19474. return this;
  19475. }
  19476. /**
  19477. * Translates the plane by the distance defined by the given offset vector.
  19478. * Note that this only affects the plane constant and will not affect the normal vector.
  19479. *
  19480. * @param {Vector3} offset - The offset vector.
  19481. * @return {Plane} A reference to this plane.
  19482. */
  19483. translate( offset ) {
  19484. this.constant -= offset.dot( this.normal );
  19485. return this;
  19486. }
  19487. /**
  19488. * Returns `true` if this plane is equal with the given one.
  19489. *
  19490. * @param {Plane} plane - The plane to test for equality.
  19491. * @return {boolean} Whether this plane is equal with the given one.
  19492. */
  19493. equals( plane ) {
  19494. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19495. }
  19496. /**
  19497. * Returns a new plane with copied values from this instance.
  19498. *
  19499. * @return {Plane} A clone of this instance.
  19500. */
  19501. clone() {
  19502. return new this.constructor().copy( this );
  19503. }
  19504. }
  19505. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19506. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19507. const _vector$6 = /*@__PURE__*/ new Vector3();
  19508. /**
  19509. * Frustums are used to determine what is inside the camera's field of view.
  19510. * They help speed up the rendering process - objects which lie outside a camera's
  19511. * frustum can safely be excluded from rendering.
  19512. *
  19513. * This class is mainly intended for use internally by a renderer.
  19514. */
  19515. class Frustum {
  19516. /**
  19517. * Constructs a new frustum.
  19518. *
  19519. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19520. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19521. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19522. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19523. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19524. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19525. */
  19526. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19527. /**
  19528. * This array holds the planes that enclose the frustum.
  19529. *
  19530. * @type {Array<Plane>}
  19531. */
  19532. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19533. }
  19534. /**
  19535. * Sets the frustum planes by copying the given planes.
  19536. *
  19537. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19538. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19539. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19540. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19541. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19542. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19543. * @return {Frustum} A reference to this frustum.
  19544. */
  19545. set( p0, p1, p2, p3, p4, p5 ) {
  19546. const planes = this.planes;
  19547. planes[ 0 ].copy( p0 );
  19548. planes[ 1 ].copy( p1 );
  19549. planes[ 2 ].copy( p2 );
  19550. planes[ 3 ].copy( p3 );
  19551. planes[ 4 ].copy( p4 );
  19552. planes[ 5 ].copy( p5 );
  19553. return this;
  19554. }
  19555. /**
  19556. * Copies the values of the given frustum to this instance.
  19557. *
  19558. * @param {Frustum} frustum - The frustum to copy.
  19559. * @return {Frustum} A reference to this frustum.
  19560. */
  19561. copy( frustum ) {
  19562. const planes = this.planes;
  19563. for ( let i = 0; i < 6; i ++ ) {
  19564. planes[ i ].copy( frustum.planes[ i ] );
  19565. }
  19566. return this;
  19567. }
  19568. /**
  19569. * Sets the frustum planes from the given projection matrix.
  19570. *
  19571. * @param {Matrix4} m - The projection matrix.
  19572. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19573. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19574. * @return {Frustum} A reference to this frustum.
  19575. */
  19576. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19577. const planes = this.planes;
  19578. const me = m.elements;
  19579. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19580. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19581. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19582. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19583. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19584. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19585. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19586. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19587. if ( reversedDepth ) {
  19588. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19589. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19590. } else {
  19591. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19592. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19593. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19594. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19595. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19596. } else {
  19597. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19598. }
  19599. }
  19600. return this;
  19601. }
  19602. /**
  19603. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19604. *
  19605. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19606. *
  19607. * @param {Object3D} object - The 3D object to test.
  19608. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19609. */
  19610. intersectsObject( object ) {
  19611. if ( object.boundingSphere !== undefined ) {
  19612. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19613. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19614. } else {
  19615. const geometry = object.geometry;
  19616. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19617. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19618. }
  19619. return this.intersectsSphere( _sphere$3 );
  19620. }
  19621. /**
  19622. * Returns `true` if the given sprite is intersecting this frustum.
  19623. *
  19624. * @param {Sprite} sprite - The sprite to test.
  19625. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19626. */
  19627. intersectsSprite( sprite ) {
  19628. _sphere$3.center.set( 0, 0, 0 );
  19629. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19630. _sphere$3.radius = 0.7071067811865476 + offset;
  19631. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19632. return this.intersectsSphere( _sphere$3 );
  19633. }
  19634. /**
  19635. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19636. *
  19637. * @param {Sphere} sphere - The bounding sphere to test.
  19638. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19639. */
  19640. intersectsSphere( sphere ) {
  19641. const planes = this.planes;
  19642. const center = sphere.center;
  19643. const negRadius = - sphere.radius;
  19644. for ( let i = 0; i < 6; i ++ ) {
  19645. const distance = planes[ i ].distanceToPoint( center );
  19646. if ( distance < negRadius ) {
  19647. return false;
  19648. }
  19649. }
  19650. return true;
  19651. }
  19652. /**
  19653. * Returns `true` if the given bounding box is intersecting this frustum.
  19654. *
  19655. * @param {Box3} box - The bounding box to test.
  19656. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19657. */
  19658. intersectsBox( box ) {
  19659. const planes = this.planes;
  19660. for ( let i = 0; i < 6; i ++ ) {
  19661. const plane = planes[ i ];
  19662. // corner at max distance
  19663. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19664. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19665. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19666. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19667. return false;
  19668. }
  19669. }
  19670. return true;
  19671. }
  19672. /**
  19673. * Returns `true` if the given point lies within the frustum.
  19674. *
  19675. * @param {Vector3} point - The point to test.
  19676. * @return {boolean} Whether the point lies within this frustum or not.
  19677. */
  19678. containsPoint( point ) {
  19679. const planes = this.planes;
  19680. for ( let i = 0; i < 6; i ++ ) {
  19681. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19682. return false;
  19683. }
  19684. }
  19685. return true;
  19686. }
  19687. /**
  19688. * Returns a new frustum with copied values from this instance.
  19689. *
  19690. * @return {Frustum} A clone of this instance.
  19691. */
  19692. clone() {
  19693. return new this.constructor().copy( this );
  19694. }
  19695. }
  19696. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19697. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19698. /**
  19699. * FrustumArray is used to determine if an object is visible in at least one camera
  19700. * from an array of cameras. This is particularly useful for multi-view renderers.
  19701. */
  19702. class FrustumArray {
  19703. /**
  19704. * Constructs a new frustum array.
  19705. *
  19706. */
  19707. constructor() {
  19708. /**
  19709. * The coordinate system to use.
  19710. *
  19711. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19712. * @default WebGLCoordinateSystem
  19713. */
  19714. this.coordinateSystem = WebGLCoordinateSystem;
  19715. }
  19716. /**
  19717. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19718. * from the camera array.
  19719. *
  19720. * @param {Object3D} object - The 3D object to test.
  19721. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19722. * @return {boolean} Whether the 3D object is visible in any camera.
  19723. */
  19724. intersectsObject( object, cameraArray ) {
  19725. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19726. return false;
  19727. }
  19728. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19729. const camera = cameraArray.cameras[ i ];
  19730. _projScreenMatrix$2.multiplyMatrices(
  19731. camera.projectionMatrix,
  19732. camera.matrixWorldInverse
  19733. );
  19734. _frustum$1.setFromProjectionMatrix(
  19735. _projScreenMatrix$2,
  19736. camera.coordinateSystem,
  19737. camera.reversedDepth
  19738. );
  19739. if ( _frustum$1.intersectsObject( object ) ) {
  19740. return true; // Object is visible in at least one camera
  19741. }
  19742. }
  19743. return false; // Not visible in any camera
  19744. }
  19745. /**
  19746. * Returns `true` if the given sprite is intersecting any frustum
  19747. * from the camera array.
  19748. *
  19749. * @param {Sprite} sprite - The sprite to test.
  19750. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19751. * @return {boolean} Whether the sprite is visible in any camera.
  19752. */
  19753. intersectsSprite( sprite, cameraArray ) {
  19754. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19755. return false;
  19756. }
  19757. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19758. const camera = cameraArray.cameras[ i ];
  19759. _projScreenMatrix$2.multiplyMatrices(
  19760. camera.projectionMatrix,
  19761. camera.matrixWorldInverse
  19762. );
  19763. _frustum$1.setFromProjectionMatrix(
  19764. _projScreenMatrix$2,
  19765. camera.coordinateSystem,
  19766. camera.reversedDepth
  19767. );
  19768. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19769. return true; // Sprite is visible in at least one camera
  19770. }
  19771. }
  19772. return false; // Not visible in any camera
  19773. }
  19774. /**
  19775. * Returns `true` if the given bounding sphere is intersecting any frustum
  19776. * from the camera array.
  19777. *
  19778. * @param {Sphere} sphere - The bounding sphere to test.
  19779. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19780. * @return {boolean} Whether the sphere is visible in any camera.
  19781. */
  19782. intersectsSphere( sphere, cameraArray ) {
  19783. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19784. return false;
  19785. }
  19786. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19787. const camera = cameraArray.cameras[ i ];
  19788. _projScreenMatrix$2.multiplyMatrices(
  19789. camera.projectionMatrix,
  19790. camera.matrixWorldInverse
  19791. );
  19792. _frustum$1.setFromProjectionMatrix(
  19793. _projScreenMatrix$2,
  19794. camera.coordinateSystem,
  19795. camera.reversedDepth
  19796. );
  19797. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19798. return true; // Sphere is visible in at least one camera
  19799. }
  19800. }
  19801. return false; // Not visible in any camera
  19802. }
  19803. /**
  19804. * Returns `true` if the given bounding box is intersecting any frustum
  19805. * from the camera array.
  19806. *
  19807. * @param {Box3} box - The bounding box to test.
  19808. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19809. * @return {boolean} Whether the box is visible in any camera.
  19810. */
  19811. intersectsBox( box, cameraArray ) {
  19812. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19813. return false;
  19814. }
  19815. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19816. const camera = cameraArray.cameras[ i ];
  19817. _projScreenMatrix$2.multiplyMatrices(
  19818. camera.projectionMatrix,
  19819. camera.matrixWorldInverse
  19820. );
  19821. _frustum$1.setFromProjectionMatrix(
  19822. _projScreenMatrix$2,
  19823. camera.coordinateSystem,
  19824. camera.reversedDepth
  19825. );
  19826. if ( _frustum$1.intersectsBox( box ) ) {
  19827. return true; // Box is visible in at least one camera
  19828. }
  19829. }
  19830. return false; // Not visible in any camera
  19831. }
  19832. /**
  19833. * Returns `true` if the given point lies within any frustum
  19834. * from the camera array.
  19835. *
  19836. * @param {Vector3} point - The point to test.
  19837. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19838. * @return {boolean} Whether the point is visible in any camera.
  19839. */
  19840. containsPoint( point, cameraArray ) {
  19841. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19842. return false;
  19843. }
  19844. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19845. const camera = cameraArray.cameras[ i ];
  19846. _projScreenMatrix$2.multiplyMatrices(
  19847. camera.projectionMatrix,
  19848. camera.matrixWorldInverse
  19849. );
  19850. _frustum$1.setFromProjectionMatrix(
  19851. _projScreenMatrix$2,
  19852. camera.coordinateSystem,
  19853. camera.reversedDepth
  19854. );
  19855. if ( _frustum$1.containsPoint( point ) ) {
  19856. return true; // Point is visible in at least one camera
  19857. }
  19858. }
  19859. return false; // Not visible in any camera
  19860. }
  19861. /**
  19862. * Returns a new frustum array with copied values from this instance.
  19863. *
  19864. * @return {FrustumArray} A clone of this instance.
  19865. */
  19866. clone() {
  19867. return new FrustumArray();
  19868. }
  19869. }
  19870. function ascIdSort( a, b ) {
  19871. return a - b;
  19872. }
  19873. function sortOpaque( a, b ) {
  19874. return a.z - b.z;
  19875. }
  19876. function sortTransparent( a, b ) {
  19877. return b.z - a.z;
  19878. }
  19879. class MultiDrawRenderList {
  19880. constructor() {
  19881. this.index = 0;
  19882. this.pool = [];
  19883. this.list = [];
  19884. }
  19885. push( start, count, z, index ) {
  19886. const pool = this.pool;
  19887. const list = this.list;
  19888. if ( this.index >= pool.length ) {
  19889. pool.push( {
  19890. start: -1,
  19891. count: -1,
  19892. z: -1,
  19893. index: -1,
  19894. } );
  19895. }
  19896. const item = pool[ this.index ];
  19897. list.push( item );
  19898. this.index ++;
  19899. item.start = start;
  19900. item.count = count;
  19901. item.z = z;
  19902. item.index = index;
  19903. }
  19904. reset() {
  19905. this.list.length = 0;
  19906. this.index = 0;
  19907. }
  19908. }
  19909. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19910. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19911. const _frustum = /*@__PURE__*/ new Frustum();
  19912. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19913. const _box$1 = /*@__PURE__*/ new Box3();
  19914. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19915. const _vector$5 = /*@__PURE__*/ new Vector3();
  19916. const _forward$1 = /*@__PURE__*/ new Vector3();
  19917. const _temp = /*@__PURE__*/ new Vector3();
  19918. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19919. const _mesh = /*@__PURE__*/ new Mesh();
  19920. const _batchIntersects = [];
  19921. // copies data from attribute "src" into "target" starting at "targetOffset"
  19922. function copyAttributeData( src, target, targetOffset = 0 ) {
  19923. const itemSize = target.itemSize;
  19924. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19925. // use the component getters and setters if the array data cannot
  19926. // be copied directly
  19927. const vertexCount = src.count;
  19928. for ( let i = 0; i < vertexCount; i ++ ) {
  19929. for ( let c = 0; c < itemSize; c ++ ) {
  19930. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19931. }
  19932. }
  19933. } else {
  19934. // faster copy approach using typed array set function
  19935. target.array.set( src.array, targetOffset * itemSize );
  19936. }
  19937. target.needsUpdate = true;
  19938. }
  19939. // safely copies array contents to a potentially smaller array
  19940. function copyArrayContents( src, target ) {
  19941. if ( src.constructor !== target.constructor ) {
  19942. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19943. const len = Math.min( src.length, target.length );
  19944. for ( let i = 0; i < len; i ++ ) {
  19945. target[ i ] = src[ i ];
  19946. }
  19947. } else {
  19948. // if the arrays use the same data layout we can use a fast block copy
  19949. const len = Math.min( src.length, target.length );
  19950. target.set( new src.constructor( src.buffer, 0, len ) );
  19951. }
  19952. }
  19953. /**
  19954. * A special version of a mesh with multi draw batch rendering support. Use
  19955. * this class if you have to render a large number of objects with the same
  19956. * material but with different geometries or world transformations. The usage of
  19957. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19958. * rendering performance in your application.
  19959. *
  19960. * ```js
  19961. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19962. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19963. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19964. *
  19965. * // initialize and add geometries into the batched mesh
  19966. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19967. * const boxGeometryId = batchedMesh.addGeometry( box );
  19968. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19969. *
  19970. * // create instances of those geometries
  19971. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19972. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19973. *
  19974. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19975. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19976. *
  19977. * // position the geometries
  19978. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19979. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19980. *
  19981. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19982. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19983. *
  19984. * scene.add( batchedMesh );
  19985. * ```
  19986. *
  19987. * @augments Mesh
  19988. */
  19989. class BatchedMesh extends Mesh {
  19990. /**
  19991. * Constructs a new batched mesh.
  19992. *
  19993. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19994. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19995. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19996. * @param {Material|Array<Material>} [material] - The mesh material.
  19997. */
  19998. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19999. super( new BufferGeometry(), material );
  20000. /**
  20001. * This flag can be used for type testing.
  20002. *
  20003. * @type {boolean}
  20004. * @readonly
  20005. * @default true
  20006. */
  20007. this.isBatchedMesh = true;
  20008. /**
  20009. * When set ot `true`, the individual objects of a batch are frustum culled.
  20010. *
  20011. * @type {boolean}
  20012. * @default true
  20013. */
  20014. this.perObjectFrustumCulled = true;
  20015. /**
  20016. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  20017. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  20018. * rendered front to back.
  20019. *
  20020. * @type {boolean}
  20021. * @default true
  20022. */
  20023. this.sortObjects = true;
  20024. /**
  20025. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  20026. *
  20027. * @type {?Box3}
  20028. * @default null
  20029. */
  20030. this.boundingBox = null;
  20031. /**
  20032. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  20033. *
  20034. * @type {?Sphere}
  20035. * @default null
  20036. */
  20037. this.boundingSphere = null;
  20038. /**
  20039. * Takes a sort a function that is run before render. The function takes a list of instances to
  20040. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  20041. * sort with.
  20042. *
  20043. * @type {?Function}
  20044. * @default null
  20045. */
  20046. this.customSort = null;
  20047. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  20048. this._instanceInfo = [];
  20049. this._geometryInfo = [];
  20050. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  20051. this._availableInstanceIds = [];
  20052. this._availableGeometryIds = [];
  20053. // used to track where the next point is that geometry should be inserted
  20054. this._nextIndexStart = 0;
  20055. this._nextVertexStart = 0;
  20056. this._geometryCount = 0;
  20057. // flags
  20058. this._visibilityChanged = true;
  20059. this._geometryInitialized = false;
  20060. // cached user options
  20061. this._maxInstanceCount = maxInstanceCount;
  20062. this._maxVertexCount = maxVertexCount;
  20063. this._maxIndexCount = maxIndexCount;
  20064. // buffers for multi draw
  20065. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20066. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20067. this._multiDrawCount = 0;
  20068. this._multiDrawInstances = null;
  20069. // Local matrix per geometry by using data texture
  20070. this._matricesTexture = null;
  20071. this._indirectTexture = null;
  20072. this._colorsTexture = null;
  20073. this._initMatricesTexture();
  20074. this._initIndirectTexture();
  20075. }
  20076. /**
  20077. * The maximum number of individual instances that can be stored in the batch.
  20078. *
  20079. * @type {number}
  20080. * @readonly
  20081. */
  20082. get maxInstanceCount() {
  20083. return this._maxInstanceCount;
  20084. }
  20085. /**
  20086. * The instance count.
  20087. *
  20088. * @type {number}
  20089. * @readonly
  20090. */
  20091. get instanceCount() {
  20092. return this._instanceInfo.length - this._availableInstanceIds.length;
  20093. }
  20094. /**
  20095. * The number of unused vertices.
  20096. *
  20097. * @type {number}
  20098. * @readonly
  20099. */
  20100. get unusedVertexCount() {
  20101. return this._maxVertexCount - this._nextVertexStart;
  20102. }
  20103. /**
  20104. * The number of unused indices.
  20105. *
  20106. * @type {number}
  20107. * @readonly
  20108. */
  20109. get unusedIndexCount() {
  20110. return this._maxIndexCount - this._nextIndexStart;
  20111. }
  20112. _initMatricesTexture() {
  20113. // layout (1 matrix = 4 pixels)
  20114. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20115. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20116. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20117. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20118. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20119. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20120. size = Math.ceil( size / 4 ) * 4;
  20121. size = Math.max( size, 4 );
  20122. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20123. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20124. this._matricesTexture = matricesTexture;
  20125. }
  20126. _initIndirectTexture() {
  20127. let size = Math.sqrt( this._maxInstanceCount );
  20128. size = Math.ceil( size );
  20129. const indirectArray = new Uint32Array( size * size );
  20130. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20131. this._indirectTexture = indirectTexture;
  20132. }
  20133. _initColorsTexture() {
  20134. let size = Math.sqrt( this._maxInstanceCount );
  20135. size = Math.ceil( size );
  20136. // 4 floats per RGBA pixel initialized to white
  20137. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20138. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20139. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20140. this._colorsTexture = colorsTexture;
  20141. }
  20142. _initializeGeometry( reference ) {
  20143. const geometry = this.geometry;
  20144. const maxVertexCount = this._maxVertexCount;
  20145. const maxIndexCount = this._maxIndexCount;
  20146. if ( this._geometryInitialized === false ) {
  20147. for ( const attributeName in reference.attributes ) {
  20148. const srcAttribute = reference.getAttribute( attributeName );
  20149. const { array, itemSize, normalized } = srcAttribute;
  20150. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20151. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20152. geometry.setAttribute( attributeName, dstAttribute );
  20153. }
  20154. if ( reference.getIndex() !== null ) {
  20155. // Reserve last u16 index for primitive restart.
  20156. const indexArray = maxVertexCount > 65535
  20157. ? new Uint32Array( maxIndexCount )
  20158. : new Uint16Array( maxIndexCount );
  20159. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20160. }
  20161. this._geometryInitialized = true;
  20162. }
  20163. }
  20164. // Make sure the geometry is compatible with the existing combined geometry attributes
  20165. _validateGeometry( geometry ) {
  20166. // check to ensure the geometries are using consistent attributes and indices
  20167. const batchGeometry = this.geometry;
  20168. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20169. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20170. }
  20171. for ( const attributeName in batchGeometry.attributes ) {
  20172. if ( ! geometry.hasAttribute( attributeName ) ) {
  20173. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20174. }
  20175. const srcAttribute = geometry.getAttribute( attributeName );
  20176. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20177. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20178. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20179. }
  20180. }
  20181. }
  20182. /**
  20183. * Validates the instance defined by the given ID.
  20184. *
  20185. * @param {number} instanceId - The instance to validate.
  20186. */
  20187. validateInstanceId( instanceId ) {
  20188. const instanceInfo = this._instanceInfo;
  20189. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20190. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20191. }
  20192. }
  20193. /**
  20194. * Validates the geometry defined by the given ID.
  20195. *
  20196. * @param {number} geometryId - The geometry to validate.
  20197. */
  20198. validateGeometryId( geometryId ) {
  20199. const geometryInfoList = this._geometryInfo;
  20200. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20201. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20202. }
  20203. }
  20204. /**
  20205. * Takes a sort a function that is run before render. The function takes a list of instances to
  20206. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20207. *
  20208. * @param {Function} func - The custom sort function.
  20209. * @return {BatchedMesh} A reference to this batched mesh.
  20210. */
  20211. setCustomSort( func ) {
  20212. this.customSort = func;
  20213. return this;
  20214. }
  20215. /**
  20216. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20217. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20218. * otherwise they are `null`.
  20219. */
  20220. computeBoundingBox() {
  20221. if ( this.boundingBox === null ) {
  20222. this.boundingBox = new Box3();
  20223. }
  20224. const boundingBox = this.boundingBox;
  20225. const instanceInfo = this._instanceInfo;
  20226. boundingBox.makeEmpty();
  20227. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20228. if ( instanceInfo[ i ].active === false ) continue;
  20229. const geometryId = instanceInfo[ i ].geometryIndex;
  20230. this.getMatrixAt( i, _matrix$1 );
  20231. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20232. boundingBox.union( _box$1 );
  20233. }
  20234. }
  20235. /**
  20236. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20237. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20238. * otherwise they are `null`.
  20239. */
  20240. computeBoundingSphere() {
  20241. if ( this.boundingSphere === null ) {
  20242. this.boundingSphere = new Sphere();
  20243. }
  20244. const boundingSphere = this.boundingSphere;
  20245. const instanceInfo = this._instanceInfo;
  20246. boundingSphere.makeEmpty();
  20247. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20248. if ( instanceInfo[ i ].active === false ) continue;
  20249. const geometryId = instanceInfo[ i ].geometryIndex;
  20250. this.getMatrixAt( i, _matrix$1 );
  20251. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20252. boundingSphere.union( _sphere$2 );
  20253. }
  20254. }
  20255. /**
  20256. * Adds a new instance to the batch using the geometry of the given ID and returns
  20257. * a new id referring to the new instance to be used by other functions.
  20258. *
  20259. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20260. * @return {number} The instance ID.
  20261. */
  20262. addInstance( geometryId ) {
  20263. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20264. // ensure we're not over geometry
  20265. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20266. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20267. }
  20268. const instanceInfo = {
  20269. visible: true,
  20270. active: true,
  20271. geometryIndex: geometryId,
  20272. };
  20273. let drawId = null;
  20274. // Prioritize using previously freed instance ids
  20275. if ( this._availableInstanceIds.length > 0 ) {
  20276. this._availableInstanceIds.sort( ascIdSort );
  20277. drawId = this._availableInstanceIds.shift();
  20278. this._instanceInfo[ drawId ] = instanceInfo;
  20279. } else {
  20280. drawId = this._instanceInfo.length;
  20281. this._instanceInfo.push( instanceInfo );
  20282. }
  20283. const matricesTexture = this._matricesTexture;
  20284. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20285. matricesTexture.needsUpdate = true;
  20286. const colorsTexture = this._colorsTexture;
  20287. if ( colorsTexture ) {
  20288. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20289. colorsTexture.needsUpdate = true;
  20290. }
  20291. this._visibilityChanged = true;
  20292. return drawId;
  20293. }
  20294. /**
  20295. * Adds the given geometry to the batch and returns the associated
  20296. * geometry id referring to it to be used in other functions.
  20297. *
  20298. * @param {BufferGeometry} geometry - The geometry to add.
  20299. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20300. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20301. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20302. * Defaults to the length of the given geometry vertex buffer.
  20303. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20304. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20305. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20306. * the length of the given geometry index buffer.
  20307. * @return {number} The geometry ID.
  20308. */
  20309. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20310. this._initializeGeometry( geometry );
  20311. this._validateGeometry( geometry );
  20312. const geometryInfo = {
  20313. // geometry information
  20314. vertexStart: -1,
  20315. vertexCount: -1,
  20316. reservedVertexCount: -1,
  20317. indexStart: -1,
  20318. indexCount: -1,
  20319. reservedIndexCount: -1,
  20320. // draw range information
  20321. start: -1,
  20322. count: -1,
  20323. // state
  20324. boundingBox: null,
  20325. boundingSphere: null,
  20326. active: true,
  20327. };
  20328. const geometryInfoList = this._geometryInfo;
  20329. geometryInfo.vertexStart = this._nextVertexStart;
  20330. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20331. const index = geometry.getIndex();
  20332. const hasIndex = index !== null;
  20333. if ( hasIndex ) {
  20334. geometryInfo.indexStart = this._nextIndexStart;
  20335. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20336. }
  20337. if (
  20338. geometryInfo.indexStart !== -1 &&
  20339. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20340. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20341. ) {
  20342. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20343. }
  20344. // update id
  20345. let geometryId;
  20346. if ( this._availableGeometryIds.length > 0 ) {
  20347. this._availableGeometryIds.sort( ascIdSort );
  20348. geometryId = this._availableGeometryIds.shift();
  20349. geometryInfoList[ geometryId ] = geometryInfo;
  20350. } else {
  20351. geometryId = this._geometryCount;
  20352. this._geometryCount ++;
  20353. geometryInfoList.push( geometryInfo );
  20354. }
  20355. // update the geometry
  20356. this.setGeometryAt( geometryId, geometry );
  20357. // increment the next geometry position
  20358. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20359. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20360. return geometryId;
  20361. }
  20362. /**
  20363. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20364. * is not enough space reserved for geometry. Calling this will change all instances that are
  20365. * rendering that geometry.
  20366. *
  20367. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20368. * @param {BufferGeometry} geometry - The new geometry.
  20369. * @return {number} The geometry ID.
  20370. */
  20371. setGeometryAt( geometryId, geometry ) {
  20372. if ( geometryId >= this._geometryCount ) {
  20373. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20374. }
  20375. this._validateGeometry( geometry );
  20376. const batchGeometry = this.geometry;
  20377. const hasIndex = batchGeometry.getIndex() !== null;
  20378. const dstIndex = batchGeometry.getIndex();
  20379. const srcIndex = geometry.getIndex();
  20380. const geometryInfo = this._geometryInfo[ geometryId ];
  20381. if (
  20382. hasIndex &&
  20383. srcIndex.count > geometryInfo.reservedIndexCount ||
  20384. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20385. ) {
  20386. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20387. }
  20388. // copy geometry buffer data over
  20389. const vertexStart = geometryInfo.vertexStart;
  20390. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20391. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20392. for ( const attributeName in batchGeometry.attributes ) {
  20393. // copy attribute data
  20394. const srcAttribute = geometry.getAttribute( attributeName );
  20395. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20396. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20397. // fill the rest in with zeroes
  20398. const itemSize = srcAttribute.itemSize;
  20399. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20400. const index = vertexStart + i;
  20401. for ( let c = 0; c < itemSize; c ++ ) {
  20402. dstAttribute.setComponent( index, c, 0 );
  20403. }
  20404. }
  20405. dstAttribute.needsUpdate = true;
  20406. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20407. }
  20408. // copy index
  20409. if ( hasIndex ) {
  20410. const indexStart = geometryInfo.indexStart;
  20411. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20412. geometryInfo.indexCount = geometry.getIndex().count;
  20413. // copy index data over
  20414. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20415. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20416. }
  20417. // fill the rest in with zeroes
  20418. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20419. dstIndex.setX( indexStart + i, vertexStart );
  20420. }
  20421. dstIndex.needsUpdate = true;
  20422. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20423. }
  20424. // update the draw range
  20425. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20426. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20427. // store the bounding boxes
  20428. geometryInfo.boundingBox = null;
  20429. if ( geometry.boundingBox !== null ) {
  20430. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20431. }
  20432. geometryInfo.boundingSphere = null;
  20433. if ( geometry.boundingSphere !== null ) {
  20434. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20435. }
  20436. this._visibilityChanged = true;
  20437. return geometryId;
  20438. }
  20439. /**
  20440. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20441. * this geometry will also be removed as a side effect.
  20442. *
  20443. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20444. * @return {BatchedMesh} A reference to this batched mesh.
  20445. */
  20446. deleteGeometry( geometryId ) {
  20447. const geometryInfoList = this._geometryInfo;
  20448. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20449. return this;
  20450. }
  20451. // delete any instances associated with this geometry
  20452. const instanceInfo = this._instanceInfo;
  20453. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20454. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20455. this.deleteInstance( i );
  20456. }
  20457. }
  20458. geometryInfoList[ geometryId ].active = false;
  20459. this._availableGeometryIds.push( geometryId );
  20460. this._visibilityChanged = true;
  20461. return this;
  20462. }
  20463. /**
  20464. * Deletes an existing instance from the batch using the given ID.
  20465. *
  20466. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20467. * @return {BatchedMesh} A reference to this batched mesh.
  20468. */
  20469. deleteInstance( instanceId ) {
  20470. this.validateInstanceId( instanceId );
  20471. this._instanceInfo[ instanceId ].active = false;
  20472. this._availableInstanceIds.push( instanceId );
  20473. this._visibilityChanged = true;
  20474. return this;
  20475. }
  20476. /**
  20477. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20478. * previously deleted geometry, freeing up space to add new geometry.
  20479. *
  20480. * @return {BatchedMesh} A reference to this batched mesh.
  20481. */
  20482. optimize() {
  20483. // track the next indices to copy data to
  20484. let nextVertexStart = 0;
  20485. let nextIndexStart = 0;
  20486. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20487. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20488. const geometryInfoList = this._geometryInfo;
  20489. const indices = geometryInfoList
  20490. .map( ( e, i ) => i )
  20491. .sort( ( a, b ) => {
  20492. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20493. } );
  20494. const geometry = this.geometry;
  20495. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20496. // if a geometry range is inactive then don't copy anything
  20497. const index = indices[ i ];
  20498. const geometryInfo = geometryInfoList[ index ];
  20499. if ( geometryInfo.active === false ) {
  20500. continue;
  20501. }
  20502. // if a geometry contains an index buffer then shift it, as well
  20503. if ( geometry.index !== null ) {
  20504. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20505. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20506. const index = geometry.index;
  20507. const array = index.array;
  20508. // shift the index pointers based on how the vertex data will shift
  20509. // adjusting the index must happen first so the original vertex start value is available
  20510. const elementDelta = nextVertexStart - vertexStart;
  20511. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20512. array[ j ] = array[ j ] + elementDelta;
  20513. }
  20514. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20515. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20516. index.needsUpdate = true;
  20517. geometryInfo.indexStart = nextIndexStart;
  20518. }
  20519. nextIndexStart += geometryInfo.reservedIndexCount;
  20520. }
  20521. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20522. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20523. const { vertexStart, reservedVertexCount } = geometryInfo;
  20524. const attributes = geometry.attributes;
  20525. for ( const key in attributes ) {
  20526. const attribute = attributes[ key ];
  20527. const { array, itemSize } = attribute;
  20528. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20529. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20530. attribute.needsUpdate = true;
  20531. }
  20532. geometryInfo.vertexStart = nextVertexStart;
  20533. }
  20534. nextVertexStart += geometryInfo.reservedVertexCount;
  20535. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20536. // step the next geometry points to the shifted position
  20537. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20538. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20539. }
  20540. this._visibilityChanged = true;
  20541. return this;
  20542. }
  20543. /**
  20544. * Returns the bounding box for the given geometry.
  20545. *
  20546. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20547. * @param {Box3} target - The target object that is used to store the method's result.
  20548. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20549. */
  20550. getBoundingBoxAt( geometryId, target ) {
  20551. if ( geometryId >= this._geometryCount ) {
  20552. return null;
  20553. }
  20554. // compute bounding box
  20555. const geometry = this.geometry;
  20556. const geometryInfo = this._geometryInfo[ geometryId ];
  20557. if ( geometryInfo.boundingBox === null ) {
  20558. const box = new Box3();
  20559. const index = geometry.index;
  20560. const position = geometry.attributes.position;
  20561. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20562. let iv = i;
  20563. if ( index ) {
  20564. iv = index.getX( iv );
  20565. }
  20566. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20567. }
  20568. geometryInfo.boundingBox = box;
  20569. }
  20570. target.copy( geometryInfo.boundingBox );
  20571. return target;
  20572. }
  20573. /**
  20574. * Returns the bounding sphere for the given geometry.
  20575. *
  20576. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20577. * @param {Sphere} target - The target object that is used to store the method's result.
  20578. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20579. */
  20580. getBoundingSphereAt( geometryId, target ) {
  20581. if ( geometryId >= this._geometryCount ) {
  20582. return null;
  20583. }
  20584. // compute bounding sphere
  20585. const geometry = this.geometry;
  20586. const geometryInfo = this._geometryInfo[ geometryId ];
  20587. if ( geometryInfo.boundingSphere === null ) {
  20588. const sphere = new Sphere();
  20589. this.getBoundingBoxAt( geometryId, _box$1 );
  20590. _box$1.getCenter( sphere.center );
  20591. const index = geometry.index;
  20592. const position = geometry.attributes.position;
  20593. let maxRadiusSq = 0;
  20594. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20595. let iv = i;
  20596. if ( index ) {
  20597. iv = index.getX( iv );
  20598. }
  20599. _vector$5.fromBufferAttribute( position, iv );
  20600. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20601. }
  20602. sphere.radius = Math.sqrt( maxRadiusSq );
  20603. geometryInfo.boundingSphere = sphere;
  20604. }
  20605. target.copy( geometryInfo.boundingSphere );
  20606. return target;
  20607. }
  20608. /**
  20609. * Sets the given local transformation matrix to the defined instance.
  20610. * Negatively scaled matrices are not supported.
  20611. *
  20612. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20613. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20614. * @return {BatchedMesh} A reference to this batched mesh.
  20615. */
  20616. setMatrixAt( instanceId, matrix ) {
  20617. this.validateInstanceId( instanceId );
  20618. const matricesTexture = this._matricesTexture;
  20619. const matricesArray = this._matricesTexture.image.data;
  20620. matrix.toArray( matricesArray, instanceId * 16 );
  20621. matricesTexture.needsUpdate = true;
  20622. return this;
  20623. }
  20624. /**
  20625. * Returns the local transformation matrix of the defined instance.
  20626. *
  20627. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20628. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20629. * @return {Matrix4} The instance's local transformation matrix.
  20630. */
  20631. getMatrixAt( instanceId, matrix ) {
  20632. this.validateInstanceId( instanceId );
  20633. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20634. }
  20635. /**
  20636. * Sets the given color to the defined instance.
  20637. *
  20638. * @param {number} instanceId - The ID of an instance to set the color of.
  20639. * @param {Color} color - The color to set the instance to.
  20640. * @return {BatchedMesh} A reference to this batched mesh.
  20641. */
  20642. setColorAt( instanceId, color ) {
  20643. this.validateInstanceId( instanceId );
  20644. if ( this._colorsTexture === null ) {
  20645. this._initColorsTexture();
  20646. }
  20647. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20648. this._colorsTexture.needsUpdate = true;
  20649. return this;
  20650. }
  20651. /**
  20652. * Returns the color of the defined instance.
  20653. *
  20654. * @param {number} instanceId - The ID of an instance to get the color of.
  20655. * @param {Color} color - The target object that is used to store the method's result.
  20656. * @return {Color} The instance's color.
  20657. */
  20658. getColorAt( instanceId, color ) {
  20659. this.validateInstanceId( instanceId );
  20660. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20661. }
  20662. /**
  20663. * Sets the visibility of the instance.
  20664. *
  20665. * @param {number} instanceId - The id of the instance to set the visibility of.
  20666. * @param {boolean} visible - Whether the instance is visible or not.
  20667. * @return {BatchedMesh} A reference to this batched mesh.
  20668. */
  20669. setVisibleAt( instanceId, visible ) {
  20670. this.validateInstanceId( instanceId );
  20671. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20672. return this;
  20673. }
  20674. this._instanceInfo[ instanceId ].visible = visible;
  20675. this._visibilityChanged = true;
  20676. return this;
  20677. }
  20678. /**
  20679. * Returns the visibility state of the defined instance.
  20680. *
  20681. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20682. * @return {boolean} Whether the instance is visible or not.
  20683. */
  20684. getVisibleAt( instanceId ) {
  20685. this.validateInstanceId( instanceId );
  20686. return this._instanceInfo[ instanceId ].visible;
  20687. }
  20688. /**
  20689. * Sets the geometry ID of the instance at the given index.
  20690. *
  20691. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20692. * @param {number} geometryId - The geometry ID to be use by the instance.
  20693. * @return {BatchedMesh} A reference to this batched mesh.
  20694. */
  20695. setGeometryIdAt( instanceId, geometryId ) {
  20696. this.validateInstanceId( instanceId );
  20697. this.validateGeometryId( geometryId );
  20698. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20699. return this;
  20700. }
  20701. /**
  20702. * Returns the geometry ID of the defined instance.
  20703. *
  20704. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20705. * @return {number} The instance's geometry ID.
  20706. */
  20707. getGeometryIdAt( instanceId ) {
  20708. this.validateInstanceId( instanceId );
  20709. return this._instanceInfo[ instanceId ].geometryIndex;
  20710. }
  20711. /**
  20712. * Get the range representing the subset of triangles related to the attached geometry,
  20713. * indicating the starting offset and count, or `null` if invalid.
  20714. *
  20715. * @param {number} geometryId - The id of the geometry to get the range of.
  20716. * @param {Object} [target] - The target object that is used to store the method's result.
  20717. * @return {{
  20718. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20719. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20720. * start:number,count:number
  20721. * }} The result object with range data.
  20722. */
  20723. getGeometryRangeAt( geometryId, target = {} ) {
  20724. this.validateGeometryId( geometryId );
  20725. const geometryInfo = this._geometryInfo[ geometryId ];
  20726. target.vertexStart = geometryInfo.vertexStart;
  20727. target.vertexCount = geometryInfo.vertexCount;
  20728. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20729. target.indexStart = geometryInfo.indexStart;
  20730. target.indexCount = geometryInfo.indexCount;
  20731. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20732. target.start = geometryInfo.start;
  20733. target.count = geometryInfo.count;
  20734. return target;
  20735. }
  20736. /**
  20737. * Resizes the necessary buffers to support the provided number of instances.
  20738. * If the provided arguments shrink the number of instances but there are not enough
  20739. * unused Ids at the end of the list then an error is thrown.
  20740. *
  20741. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20742. */
  20743. setInstanceCount( maxInstanceCount ) {
  20744. // shrink the available instances as much as possible
  20745. const availableInstanceIds = this._availableInstanceIds;
  20746. const instanceInfo = this._instanceInfo;
  20747. availableInstanceIds.sort( ascIdSort );
  20748. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20749. instanceInfo.pop();
  20750. availableInstanceIds.pop();
  20751. }
  20752. // throw an error if it can't be shrunk to the desired size
  20753. if ( maxInstanceCount < instanceInfo.length ) {
  20754. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20755. }
  20756. // copy the multi draw counts
  20757. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20758. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20759. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20760. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20761. this._multiDrawCounts = multiDrawCounts;
  20762. this._multiDrawStarts = multiDrawStarts;
  20763. this._maxInstanceCount = maxInstanceCount;
  20764. // update texture data for instance sampling
  20765. const indirectTexture = this._indirectTexture;
  20766. const matricesTexture = this._matricesTexture;
  20767. const colorsTexture = this._colorsTexture;
  20768. indirectTexture.dispose();
  20769. this._initIndirectTexture();
  20770. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20771. matricesTexture.dispose();
  20772. this._initMatricesTexture();
  20773. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20774. if ( colorsTexture ) {
  20775. colorsTexture.dispose();
  20776. this._initColorsTexture();
  20777. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20778. }
  20779. }
  20780. /**
  20781. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20782. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20783. * end of the geometry attributes then an error is thrown.
  20784. *
  20785. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20786. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20787. */
  20788. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20789. // Check if we can shrink to the requested vertex attribute size
  20790. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20791. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20792. if ( requiredVertexLength > maxVertexCount ) {
  20793. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20794. }
  20795. // Check if we can shrink to the requested index attribute size
  20796. if ( this.geometry.index ) {
  20797. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20798. if ( requiredIndexLength > maxIndexCount ) {
  20799. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20800. }
  20801. }
  20802. //
  20803. // dispose of the previous geometry
  20804. const oldGeometry = this.geometry;
  20805. oldGeometry.dispose();
  20806. // recreate the geometry needed based on the previous variant
  20807. this._maxVertexCount = maxVertexCount;
  20808. this._maxIndexCount = maxIndexCount;
  20809. if ( this._geometryInitialized ) {
  20810. this._geometryInitialized = false;
  20811. this.geometry = new BufferGeometry();
  20812. this._initializeGeometry( oldGeometry );
  20813. }
  20814. // copy data from the previous geometry
  20815. const geometry = this.geometry;
  20816. if ( oldGeometry.index ) {
  20817. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20818. }
  20819. for ( const key in oldGeometry.attributes ) {
  20820. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20821. }
  20822. }
  20823. raycast( raycaster, intersects ) {
  20824. const instanceInfo = this._instanceInfo;
  20825. const geometryInfoList = this._geometryInfo;
  20826. const matrixWorld = this.matrixWorld;
  20827. const batchGeometry = this.geometry;
  20828. // iterate over each geometry
  20829. _mesh.material = this.material;
  20830. _mesh.geometry.index = batchGeometry.index;
  20831. _mesh.geometry.attributes = batchGeometry.attributes;
  20832. if ( _mesh.geometry.boundingBox === null ) {
  20833. _mesh.geometry.boundingBox = new Box3();
  20834. }
  20835. if ( _mesh.geometry.boundingSphere === null ) {
  20836. _mesh.geometry.boundingSphere = new Sphere();
  20837. }
  20838. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20839. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20840. continue;
  20841. }
  20842. const geometryId = instanceInfo[ i ].geometryIndex;
  20843. const geometryInfo = geometryInfoList[ geometryId ];
  20844. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20845. // get the intersects
  20846. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20847. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20848. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20849. _mesh.raycast( raycaster, _batchIntersects );
  20850. // add batch id to the intersects
  20851. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20852. const intersect = _batchIntersects[ j ];
  20853. intersect.object = this;
  20854. intersect.batchId = i;
  20855. intersects.push( intersect );
  20856. }
  20857. _batchIntersects.length = 0;
  20858. }
  20859. _mesh.material = null;
  20860. _mesh.geometry.index = null;
  20861. _mesh.geometry.attributes = {};
  20862. _mesh.geometry.setDrawRange( 0, Infinity );
  20863. }
  20864. copy( source ) {
  20865. super.copy( source );
  20866. this.geometry = source.geometry.clone();
  20867. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20868. this.sortObjects = source.sortObjects;
  20869. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20870. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20871. this._geometryInfo = source._geometryInfo.map( info => ( {
  20872. ...info,
  20873. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20874. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20875. } ) );
  20876. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20877. this._availableInstanceIds = source._availableInstanceIds.slice();
  20878. this._availableGeometryIds = source._availableGeometryIds.slice();
  20879. this._nextIndexStart = source._nextIndexStart;
  20880. this._nextVertexStart = source._nextVertexStart;
  20881. this._geometryCount = source._geometryCount;
  20882. this._maxInstanceCount = source._maxInstanceCount;
  20883. this._maxVertexCount = source._maxVertexCount;
  20884. this._maxIndexCount = source._maxIndexCount;
  20885. this._geometryInitialized = source._geometryInitialized;
  20886. this._multiDrawCounts = source._multiDrawCounts.slice();
  20887. this._multiDrawStarts = source._multiDrawStarts.slice();
  20888. this._indirectTexture = source._indirectTexture.clone();
  20889. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20890. this._matricesTexture = source._matricesTexture.clone();
  20891. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20892. if ( this._colorsTexture !== null ) {
  20893. this._colorsTexture = source._colorsTexture.clone();
  20894. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20895. }
  20896. return this;
  20897. }
  20898. /**
  20899. * Frees the GPU-related resources allocated by this instance. Call this
  20900. * method whenever this instance is no longer used in your app.
  20901. */
  20902. dispose() {
  20903. // Assuming the geometry is not shared with other meshes
  20904. this.geometry.dispose();
  20905. this._matricesTexture.dispose();
  20906. this._matricesTexture = null;
  20907. this._indirectTexture.dispose();
  20908. this._indirectTexture = null;
  20909. if ( this._colorsTexture !== null ) {
  20910. this._colorsTexture.dispose();
  20911. this._colorsTexture = null;
  20912. }
  20913. }
  20914. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20915. // if visibility has not changed and frustum culling and object sorting is not required
  20916. // then skip iterating over all items
  20917. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20918. return;
  20919. }
  20920. // the indexed version of the multi draw function requires specifying the start
  20921. // offset in bytes.
  20922. const index = geometry.getIndex();
  20923. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20924. const instanceInfo = this._instanceInfo;
  20925. const multiDrawStarts = this._multiDrawStarts;
  20926. const multiDrawCounts = this._multiDrawCounts;
  20927. const geometryInfoList = this._geometryInfo;
  20928. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20929. const indirectTexture = this._indirectTexture;
  20930. const indirectArray = indirectTexture.image.data;
  20931. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20932. // prepare the frustum in the local frame
  20933. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20934. _matrix$1
  20935. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20936. .multiply( this.matrixWorld );
  20937. _frustum.setFromProjectionMatrix(
  20938. _matrix$1,
  20939. camera.coordinateSystem,
  20940. camera.reversedDepth
  20941. );
  20942. }
  20943. let multiDrawCount = 0;
  20944. if ( this.sortObjects ) {
  20945. // get the camera position in the local frame
  20946. _matrix$1.copy( this.matrixWorld ).invert();
  20947. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20948. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20949. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20950. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20951. const geometryId = instanceInfo[ i ].geometryIndex;
  20952. // get the bounds in world space
  20953. this.getMatrixAt( i, _matrix$1 );
  20954. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20955. // determine whether the batched geometry is within the frustum
  20956. let culled = false;
  20957. if ( perObjectFrustumCulled ) {
  20958. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20959. }
  20960. if ( ! culled ) {
  20961. // get the distance from camera used for sorting
  20962. const geometryInfo = geometryInfoList[ geometryId ];
  20963. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20964. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20965. }
  20966. }
  20967. }
  20968. // Sort the draw ranges and prep for rendering
  20969. const list = _renderList.list;
  20970. const customSort = this.customSort;
  20971. if ( customSort === null ) {
  20972. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20973. } else {
  20974. customSort.call( this, list, camera );
  20975. }
  20976. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20977. const item = list[ i ];
  20978. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  20979. multiDrawCounts[ multiDrawCount ] = item.count;
  20980. indirectArray[ multiDrawCount ] = item.index;
  20981. multiDrawCount ++;
  20982. }
  20983. _renderList.reset();
  20984. } else {
  20985. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20986. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20987. const geometryId = instanceInfo[ i ].geometryIndex;
  20988. // determine whether the batched geometry is within the frustum
  20989. let culled = false;
  20990. if ( perObjectFrustumCulled ) {
  20991. // get the bounds in world space
  20992. this.getMatrixAt( i, _matrix$1 );
  20993. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20994. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20995. }
  20996. if ( ! culled ) {
  20997. const geometryInfo = geometryInfoList[ geometryId ];
  20998. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  20999. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  21000. indirectArray[ multiDrawCount ] = i;
  21001. multiDrawCount ++;
  21002. }
  21003. }
  21004. }
  21005. }
  21006. indirectTexture.needsUpdate = true;
  21007. this._multiDrawCount = multiDrawCount;
  21008. this._visibilityChanged = false;
  21009. }
  21010. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  21011. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  21012. }
  21013. }
  21014. /**
  21015. * A material for rendering line primitives.
  21016. *
  21017. * Materials define the appearance of renderable 3D objects.
  21018. *
  21019. * ```js
  21020. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  21021. * ```
  21022. *
  21023. * @augments Material
  21024. */
  21025. class LineBasicMaterial extends Material {
  21026. /**
  21027. * Constructs a new line basic material.
  21028. *
  21029. * @param {Object} [parameters] - An object with one or more properties
  21030. * defining the material's appearance. Any property of the material
  21031. * (including any property from inherited materials) can be passed
  21032. * in here. Color values can be passed any type of value accepted
  21033. * by {@link Color#set}.
  21034. */
  21035. constructor( parameters ) {
  21036. super();
  21037. /**
  21038. * This flag can be used for type testing.
  21039. *
  21040. * @type {boolean}
  21041. * @readonly
  21042. * @default true
  21043. */
  21044. this.isLineBasicMaterial = true;
  21045. this.type = 'LineBasicMaterial';
  21046. /**
  21047. * Color of the material.
  21048. *
  21049. * @type {Color}
  21050. * @default (1,1,1)
  21051. */
  21052. this.color = new Color( 0xffffff );
  21053. /**
  21054. * Sets the color of the lines using data from a texture. The texture map
  21055. * color is modulated by the diffuse `color`.
  21056. *
  21057. * @type {?Texture}
  21058. * @default null
  21059. */
  21060. this.map = null;
  21061. /**
  21062. * Controls line thickness or lines.
  21063. *
  21064. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  21065. * ignore this setting and always render line primitives with a
  21066. * width of one pixel.
  21067. *
  21068. * @type {number}
  21069. * @default 1
  21070. */
  21071. this.linewidth = 1;
  21072. /**
  21073. * Defines appearance of line ends.
  21074. *
  21075. * Can only be used with {@link SVGRenderer}.
  21076. *
  21077. * @type {('butt'|'round'|'square')}
  21078. * @default 'round'
  21079. */
  21080. this.linecap = 'round';
  21081. /**
  21082. * Defines appearance of line joints.
  21083. *
  21084. * Can only be used with {@link SVGRenderer}.
  21085. *
  21086. * @type {('round'|'bevel'|'miter')}
  21087. * @default 'round'
  21088. */
  21089. this.linejoin = 'round';
  21090. /**
  21091. * Whether the material is affected by fog or not.
  21092. *
  21093. * @type {boolean}
  21094. * @default true
  21095. */
  21096. this.fog = true;
  21097. this.setValues( parameters );
  21098. }
  21099. copy( source ) {
  21100. super.copy( source );
  21101. this.color.copy( source.color );
  21102. this.map = source.map;
  21103. this.linewidth = source.linewidth;
  21104. this.linecap = source.linecap;
  21105. this.linejoin = source.linejoin;
  21106. this.fog = source.fog;
  21107. return this;
  21108. }
  21109. }
  21110. const _vStart = /*@__PURE__*/ new Vector3();
  21111. const _vEnd = /*@__PURE__*/ new Vector3();
  21112. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21113. const _ray$1 = /*@__PURE__*/ new Ray();
  21114. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21115. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21116. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21117. /**
  21118. * A continuous line. The line are rendered by connecting consecutive
  21119. * vertices with straight lines.
  21120. *
  21121. * ```js
  21122. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21123. *
  21124. * const points = [];
  21125. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21126. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21127. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21128. *
  21129. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21130. *
  21131. * const line = new THREE.Line( geometry, material );
  21132. * scene.add( line );
  21133. * ```
  21134. *
  21135. * @augments Object3D
  21136. */
  21137. class Line extends Object3D {
  21138. /**
  21139. * Constructs a new line.
  21140. *
  21141. * @param {BufferGeometry} [geometry] - The line geometry.
  21142. * @param {Material|Array<Material>} [material] - The line material.
  21143. */
  21144. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21145. super();
  21146. /**
  21147. * This flag can be used for type testing.
  21148. *
  21149. * @type {boolean}
  21150. * @readonly
  21151. * @default true
  21152. */
  21153. this.isLine = true;
  21154. this.type = 'Line';
  21155. /**
  21156. * The line geometry.
  21157. *
  21158. * @type {BufferGeometry}
  21159. */
  21160. this.geometry = geometry;
  21161. /**
  21162. * The line material.
  21163. *
  21164. * @type {Material|Array<Material>}
  21165. * @default LineBasicMaterial
  21166. */
  21167. this.material = material;
  21168. /**
  21169. * A dictionary representing the morph targets in the geometry. The key is the
  21170. * morph targets name, the value its attribute index. This member is `undefined`
  21171. * by default and only set when morph targets are detected in the geometry.
  21172. *
  21173. * @type {Object<String,number>|undefined}
  21174. * @default undefined
  21175. */
  21176. this.morphTargetDictionary = undefined;
  21177. /**
  21178. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21179. * is applied. This member is `undefined` by default and only set when morph targets are
  21180. * detected in the geometry.
  21181. *
  21182. * @type {Array<number>|undefined}
  21183. * @default undefined
  21184. */
  21185. this.morphTargetInfluences = undefined;
  21186. this.updateMorphTargets();
  21187. }
  21188. copy( source, recursive ) {
  21189. super.copy( source, recursive );
  21190. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21191. this.geometry = source.geometry;
  21192. return this;
  21193. }
  21194. /**
  21195. * Computes an array of distance values which are necessary for rendering dashed lines.
  21196. * For each vertex in the geometry, the method calculates the cumulative length from the
  21197. * current point to the very beginning of the line.
  21198. *
  21199. * @return {Line} A reference to this line.
  21200. */
  21201. computeLineDistances() {
  21202. const geometry = this.geometry;
  21203. // we assume non-indexed geometry
  21204. if ( geometry.index === null ) {
  21205. const positionAttribute = geometry.attributes.position;
  21206. const lineDistances = [ 0 ];
  21207. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21208. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21209. _vEnd.fromBufferAttribute( positionAttribute, i );
  21210. lineDistances[ i ] = lineDistances[ i - 1 ];
  21211. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21212. }
  21213. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21214. } else {
  21215. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21216. }
  21217. return this;
  21218. }
  21219. /**
  21220. * Computes intersection points between a casted ray and this line.
  21221. *
  21222. * @param {Raycaster} raycaster - The raycaster.
  21223. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21224. */
  21225. raycast( raycaster, intersects ) {
  21226. const geometry = this.geometry;
  21227. const matrixWorld = this.matrixWorld;
  21228. const threshold = raycaster.params.Line.threshold;
  21229. const drawRange = geometry.drawRange;
  21230. // Checking boundingSphere distance to ray
  21231. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21232. _sphere$1.copy( geometry.boundingSphere );
  21233. _sphere$1.applyMatrix4( matrixWorld );
  21234. _sphere$1.radius += threshold;
  21235. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21236. //
  21237. _inverseMatrix$1.copy( matrixWorld ).invert();
  21238. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21239. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21240. const localThresholdSq = localThreshold * localThreshold;
  21241. const step = this.isLineSegments ? 2 : 1;
  21242. const index = geometry.index;
  21243. const attributes = geometry.attributes;
  21244. const positionAttribute = attributes.position;
  21245. if ( index !== null ) {
  21246. const start = Math.max( 0, drawRange.start );
  21247. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21248. for ( let i = start, l = end - 1; i < l; i += step ) {
  21249. const a = index.getX( i );
  21250. const b = index.getX( i + 1 );
  21251. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21252. if ( intersect ) {
  21253. intersects.push( intersect );
  21254. }
  21255. }
  21256. if ( this.isLineLoop ) {
  21257. const a = index.getX( end - 1 );
  21258. const b = index.getX( start );
  21259. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21260. if ( intersect ) {
  21261. intersects.push( intersect );
  21262. }
  21263. }
  21264. } else {
  21265. const start = Math.max( 0, drawRange.start );
  21266. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21267. for ( let i = start, l = end - 1; i < l; i += step ) {
  21268. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21269. if ( intersect ) {
  21270. intersects.push( intersect );
  21271. }
  21272. }
  21273. if ( this.isLineLoop ) {
  21274. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21275. if ( intersect ) {
  21276. intersects.push( intersect );
  21277. }
  21278. }
  21279. }
  21280. }
  21281. /**
  21282. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21283. * to make sure existing morph targets can influence this 3D object.
  21284. */
  21285. updateMorphTargets() {
  21286. const geometry = this.geometry;
  21287. const morphAttributes = geometry.morphAttributes;
  21288. const keys = Object.keys( morphAttributes );
  21289. if ( keys.length > 0 ) {
  21290. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21291. if ( morphAttribute !== undefined ) {
  21292. this.morphTargetInfluences = [];
  21293. this.morphTargetDictionary = {};
  21294. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21295. const name = morphAttribute[ m ].name || String( m );
  21296. this.morphTargetInfluences.push( 0 );
  21297. this.morphTargetDictionary[ name ] = m;
  21298. }
  21299. }
  21300. }
  21301. }
  21302. }
  21303. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21304. const positionAttribute = object.geometry.attributes.position;
  21305. _vStart.fromBufferAttribute( positionAttribute, a );
  21306. _vEnd.fromBufferAttribute( positionAttribute, b );
  21307. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21308. if ( distSq > thresholdSq ) return;
  21309. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21310. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21311. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21312. return {
  21313. distance: distance,
  21314. // What do we want? intersection point on the ray or on the segment??
  21315. // point: raycaster.ray.at( distance ),
  21316. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21317. index: i,
  21318. face: null,
  21319. faceIndex: null,
  21320. barycoord: null,
  21321. object: object
  21322. };
  21323. }
  21324. const _start = /*@__PURE__*/ new Vector3();
  21325. const _end = /*@__PURE__*/ new Vector3();
  21326. /**
  21327. * A series of lines drawn between pairs of vertices.
  21328. *
  21329. * @augments Line
  21330. */
  21331. class LineSegments extends Line {
  21332. /**
  21333. * Constructs a new line segments.
  21334. *
  21335. * @param {BufferGeometry} [geometry] - The line geometry.
  21336. * @param {Material|Array<Material>} [material] - The line material.
  21337. */
  21338. constructor( geometry, material ) {
  21339. super( geometry, material );
  21340. /**
  21341. * This flag can be used for type testing.
  21342. *
  21343. * @type {boolean}
  21344. * @readonly
  21345. * @default true
  21346. */
  21347. this.isLineSegments = true;
  21348. this.type = 'LineSegments';
  21349. }
  21350. computeLineDistances() {
  21351. const geometry = this.geometry;
  21352. // we assume non-indexed geometry
  21353. if ( geometry.index === null ) {
  21354. const positionAttribute = geometry.attributes.position;
  21355. const lineDistances = [];
  21356. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21357. _start.fromBufferAttribute( positionAttribute, i );
  21358. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21359. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21360. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21361. }
  21362. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21363. } else {
  21364. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21365. }
  21366. return this;
  21367. }
  21368. }
  21369. /**
  21370. * A continuous line. This is nearly the same as {@link Line} the only difference
  21371. * is that the last vertex is connected with the first vertex in order to close
  21372. * the line to form a loop.
  21373. *
  21374. * @augments Line
  21375. */
  21376. class LineLoop extends Line {
  21377. /**
  21378. * Constructs a new line loop.
  21379. *
  21380. * @param {BufferGeometry} [geometry] - The line geometry.
  21381. * @param {Material|Array<Material>} [material] - The line material.
  21382. */
  21383. constructor( geometry, material ) {
  21384. super( geometry, material );
  21385. /**
  21386. * This flag can be used for type testing.
  21387. *
  21388. * @type {boolean}
  21389. * @readonly
  21390. * @default true
  21391. */
  21392. this.isLineLoop = true;
  21393. this.type = 'LineLoop';
  21394. }
  21395. }
  21396. /**
  21397. * A material for rendering point primitives.
  21398. *
  21399. * Materials define the appearance of renderable 3D objects.
  21400. *
  21401. * ```js
  21402. * const vertices = [];
  21403. *
  21404. * for ( let i = 0; i < 10000; i ++ ) {
  21405. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21406. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21407. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21408. *
  21409. * vertices.push( x, y, z );
  21410. * }
  21411. *
  21412. * const geometry = new THREE.BufferGeometry();
  21413. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21414. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21415. * const points = new THREE.Points( geometry, material );
  21416. * scene.add( points );
  21417. * ```
  21418. *
  21419. * @augments Material
  21420. */
  21421. class PointsMaterial extends Material {
  21422. /**
  21423. * Constructs a new points material.
  21424. *
  21425. * @param {Object} [parameters] - An object with one or more properties
  21426. * defining the material's appearance. Any property of the material
  21427. * (including any property from inherited materials) can be passed
  21428. * in here. Color values can be passed any type of value accepted
  21429. * by {@link Color#set}.
  21430. */
  21431. constructor( parameters ) {
  21432. super();
  21433. /**
  21434. * This flag can be used for type testing.
  21435. *
  21436. * @type {boolean}
  21437. * @readonly
  21438. * @default true
  21439. */
  21440. this.isPointsMaterial = true;
  21441. this.type = 'PointsMaterial';
  21442. /**
  21443. * Color of the material.
  21444. *
  21445. * @type {Color}
  21446. * @default (1,1,1)
  21447. */
  21448. this.color = new Color( 0xffffff );
  21449. /**
  21450. * The color map. May optionally include an alpha channel, typically combined
  21451. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21452. * color is modulated by the diffuse `color`.
  21453. *
  21454. * @type {?Texture}
  21455. * @default null
  21456. */
  21457. this.map = null;
  21458. /**
  21459. * The alpha map is a grayscale texture that controls the opacity across the
  21460. * surface (black: fully transparent; white: fully opaque).
  21461. *
  21462. * Only the color of the texture is used, ignoring the alpha channel if one
  21463. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21464. * when sampling this texture due to the extra bit of precision provided for
  21465. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21466. * luminance/alpha textures will also still work as expected.
  21467. *
  21468. * @type {?Texture}
  21469. * @default null
  21470. */
  21471. this.alphaMap = null;
  21472. /**
  21473. * Defines the size of the points in pixels.
  21474. *
  21475. * 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).
  21476. *
  21477. * @type {number}
  21478. * @default 1
  21479. */
  21480. this.size = 1;
  21481. /**
  21482. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21483. *
  21484. * @type {boolean}
  21485. * @default true
  21486. */
  21487. this.sizeAttenuation = true;
  21488. /**
  21489. * Whether the material is affected by fog or not.
  21490. *
  21491. * @type {boolean}
  21492. * @default true
  21493. */
  21494. this.fog = true;
  21495. this.setValues( parameters );
  21496. }
  21497. copy( source ) {
  21498. super.copy( source );
  21499. this.color.copy( source.color );
  21500. this.map = source.map;
  21501. this.alphaMap = source.alphaMap;
  21502. this.size = source.size;
  21503. this.sizeAttenuation = source.sizeAttenuation;
  21504. this.fog = source.fog;
  21505. return this;
  21506. }
  21507. }
  21508. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21509. const _ray = /*@__PURE__*/ new Ray();
  21510. const _sphere = /*@__PURE__*/ new Sphere();
  21511. const _position$2 = /*@__PURE__*/ new Vector3();
  21512. /**
  21513. * A class for displaying points or point clouds.
  21514. *
  21515. * @augments Object3D
  21516. */
  21517. class Points extends Object3D {
  21518. /**
  21519. * Constructs a new point cloud.
  21520. *
  21521. * @param {BufferGeometry} [geometry] - The points geometry.
  21522. * @param {Material|Array<Material>} [material] - The points material.
  21523. */
  21524. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21525. super();
  21526. /**
  21527. * This flag can be used for type testing.
  21528. *
  21529. * @type {boolean}
  21530. * @readonly
  21531. * @default true
  21532. */
  21533. this.isPoints = true;
  21534. this.type = 'Points';
  21535. /**
  21536. * The points geometry.
  21537. *
  21538. * @type {BufferGeometry}
  21539. */
  21540. this.geometry = geometry;
  21541. /**
  21542. * The line material.
  21543. *
  21544. * @type {Material|Array<Material>}
  21545. * @default PointsMaterial
  21546. */
  21547. this.material = material;
  21548. /**
  21549. * A dictionary representing the morph targets in the geometry. The key is the
  21550. * morph targets name, the value its attribute index. This member is `undefined`
  21551. * by default and only set when morph targets are detected in the geometry.
  21552. *
  21553. * @type {Object<String,number>|undefined}
  21554. * @default undefined
  21555. */
  21556. this.morphTargetDictionary = undefined;
  21557. /**
  21558. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21559. * is applied. This member is `undefined` by default and only set when morph targets are
  21560. * detected in the geometry.
  21561. *
  21562. * @type {Array<number>|undefined}
  21563. * @default undefined
  21564. */
  21565. this.morphTargetInfluences = undefined;
  21566. this.updateMorphTargets();
  21567. }
  21568. copy( source, recursive ) {
  21569. super.copy( source, recursive );
  21570. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21571. this.geometry = source.geometry;
  21572. return this;
  21573. }
  21574. /**
  21575. * Computes intersection points between a casted ray and this point cloud.
  21576. *
  21577. * @param {Raycaster} raycaster - The raycaster.
  21578. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21579. */
  21580. raycast( raycaster, intersects ) {
  21581. const geometry = this.geometry;
  21582. const matrixWorld = this.matrixWorld;
  21583. const threshold = raycaster.params.Points.threshold;
  21584. const drawRange = geometry.drawRange;
  21585. // Checking boundingSphere distance to ray
  21586. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21587. _sphere.copy( geometry.boundingSphere );
  21588. _sphere.applyMatrix4( matrixWorld );
  21589. _sphere.radius += threshold;
  21590. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21591. //
  21592. _inverseMatrix.copy( matrixWorld ).invert();
  21593. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21594. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21595. const localThresholdSq = localThreshold * localThreshold;
  21596. const index = geometry.index;
  21597. const attributes = geometry.attributes;
  21598. const positionAttribute = attributes.position;
  21599. if ( index !== null ) {
  21600. const start = Math.max( 0, drawRange.start );
  21601. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21602. for ( let i = start, il = end; i < il; i ++ ) {
  21603. const a = index.getX( i );
  21604. _position$2.fromBufferAttribute( positionAttribute, a );
  21605. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21606. }
  21607. } else {
  21608. const start = Math.max( 0, drawRange.start );
  21609. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21610. for ( let i = start, l = end; i < l; i ++ ) {
  21611. _position$2.fromBufferAttribute( positionAttribute, i );
  21612. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21613. }
  21614. }
  21615. }
  21616. /**
  21617. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21618. * to make sure existing morph targets can influence this 3D object.
  21619. */
  21620. updateMorphTargets() {
  21621. const geometry = this.geometry;
  21622. const morphAttributes = geometry.morphAttributes;
  21623. const keys = Object.keys( morphAttributes );
  21624. if ( keys.length > 0 ) {
  21625. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21626. if ( morphAttribute !== undefined ) {
  21627. this.morphTargetInfluences = [];
  21628. this.morphTargetDictionary = {};
  21629. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21630. const name = morphAttribute[ m ].name || String( m );
  21631. this.morphTargetInfluences.push( 0 );
  21632. this.morphTargetDictionary[ name ] = m;
  21633. }
  21634. }
  21635. }
  21636. }
  21637. }
  21638. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21639. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21640. if ( rayPointDistanceSq < localThresholdSq ) {
  21641. const intersectPoint = new Vector3();
  21642. _ray.closestPointToPoint( point, intersectPoint );
  21643. intersectPoint.applyMatrix4( matrixWorld );
  21644. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21645. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21646. intersects.push( {
  21647. distance: distance,
  21648. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21649. point: intersectPoint,
  21650. index: index,
  21651. face: null,
  21652. faceIndex: null,
  21653. barycoord: null,
  21654. object: object
  21655. } );
  21656. }
  21657. }
  21658. /**
  21659. * A texture for use with a video.
  21660. *
  21661. * ```js
  21662. * // assuming you have created a HTML video element with id="video"
  21663. * const video = document.getElementById( 'video' );
  21664. * const texture = new THREE.VideoTexture( video );
  21665. * ```
  21666. *
  21667. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21668. * set to THREE.SRGBColorSpace.
  21669. *
  21670. * Note: After the initial use of a texture, its dimensions, format, and type
  21671. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21672. *
  21673. * @augments Texture
  21674. */
  21675. class VideoTexture extends Texture {
  21676. /**
  21677. * Constructs a new video texture.
  21678. *
  21679. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21680. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21681. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21682. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21683. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21684. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21685. * @param {number} [format=RGBAFormat] - The texture format.
  21686. * @param {number} [type=UnsignedByteType] - The texture type.
  21687. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21688. */
  21689. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21690. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21691. /**
  21692. * This flag can be used for type testing.
  21693. *
  21694. * @type {boolean}
  21695. * @readonly
  21696. * @default true
  21697. */
  21698. this.isVideoTexture = true;
  21699. /**
  21700. * Whether to generate mipmaps (if possible) for a texture.
  21701. *
  21702. * Overwritten and set to `false` by default.
  21703. *
  21704. * @type {boolean}
  21705. * @default false
  21706. */
  21707. this.generateMipmaps = false;
  21708. /**
  21709. * The video frame request callback identifier, which is a positive integer.
  21710. *
  21711. * Value of 0 represents no scheduled rVFC.
  21712. *
  21713. * @private
  21714. * @type {number}
  21715. */
  21716. this._requestVideoFrameCallbackId = 0;
  21717. const scope = this;
  21718. function updateVideo() {
  21719. scope.needsUpdate = true;
  21720. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21721. }
  21722. if ( 'requestVideoFrameCallback' in video ) {
  21723. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21724. }
  21725. }
  21726. clone() {
  21727. return new this.constructor( this.image ).copy( this );
  21728. }
  21729. /**
  21730. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21731. * to `true` every time a new frame is available.
  21732. *
  21733. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21734. */
  21735. update() {
  21736. const video = this.image;
  21737. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21738. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21739. this.needsUpdate = true;
  21740. }
  21741. }
  21742. dispose() {
  21743. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21744. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21745. this._requestVideoFrameCallbackId = 0;
  21746. }
  21747. super.dispose();
  21748. }
  21749. }
  21750. /**
  21751. * This class can be used as an alternative way to define video data. Instead of using
  21752. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21753. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21754. * video frames are decoded with the WebCodecs API.
  21755. *
  21756. * ```js
  21757. * const texture = new THREE.VideoFrameTexture();
  21758. * texture.setFrame( frame );
  21759. * ```
  21760. *
  21761. * @augments VideoTexture
  21762. */
  21763. class VideoFrameTexture extends VideoTexture {
  21764. /**
  21765. * Constructs a new video frame texture.
  21766. *
  21767. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21768. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21769. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21770. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21771. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21772. * @param {number} [format=RGBAFormat] - The texture format.
  21773. * @param {number} [type=UnsignedByteType] - The texture type.
  21774. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21775. */
  21776. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21777. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21778. /**
  21779. * This flag can be used for type testing.
  21780. *
  21781. * @type {boolean}
  21782. * @readonly
  21783. * @default true
  21784. */
  21785. this.isVideoFrameTexture = true;
  21786. }
  21787. /**
  21788. * This method overwritten with an empty implementation since
  21789. * this type of texture is updated via `setFrame()`.
  21790. */
  21791. update() {}
  21792. clone() {
  21793. return new this.constructor().copy( this ); // restoring Texture.clone()
  21794. }
  21795. /**
  21796. * Sets the current frame of the video. This will automatically update the texture
  21797. * so the data can be used for rendering.
  21798. *
  21799. * @param {VideoFrame} frame - The video frame.
  21800. */
  21801. setFrame( frame ) {
  21802. this.image = frame;
  21803. this.needsUpdate = true;
  21804. }
  21805. }
  21806. /**
  21807. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21808. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21809. * as a texture for further usage.
  21810. *
  21811. * ```js
  21812. * const pixelRatio = window.devicePixelRatio;
  21813. * const textureSize = 128 * pixelRatio;
  21814. *
  21815. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21816. *
  21817. * // calculate start position for copying part of the frame data
  21818. * const vector = new Vector2();
  21819. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21820. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21821. *
  21822. * renderer.render( scene, camera );
  21823. *
  21824. * // copy part of the rendered frame into the framebuffer texture
  21825. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21826. * ```
  21827. *
  21828. * @augments Texture
  21829. */
  21830. class FramebufferTexture extends Texture {
  21831. /**
  21832. * Constructs a new framebuffer texture.
  21833. *
  21834. * @param {number} [width] - The width of the texture.
  21835. * @param {number} [height] - The height of the texture.
  21836. */
  21837. constructor( width, height ) {
  21838. super( { width, height } );
  21839. /**
  21840. * This flag can be used for type testing.
  21841. *
  21842. * @type {boolean}
  21843. * @readonly
  21844. * @default true
  21845. */
  21846. this.isFramebufferTexture = true;
  21847. /**
  21848. * How the texture is sampled when a texel covers more than one pixel.
  21849. *
  21850. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21851. *
  21852. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21853. * @default NearestFilter
  21854. */
  21855. this.magFilter = NearestFilter;
  21856. /**
  21857. * How the texture is sampled when a texel covers less than one pixel.
  21858. *
  21859. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21860. *
  21861. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21862. * @default NearestFilter
  21863. */
  21864. this.minFilter = NearestFilter;
  21865. /**
  21866. * Whether to generate mipmaps (if possible) for a texture.
  21867. *
  21868. * Overwritten and set to `false` by default.
  21869. *
  21870. * @type {boolean}
  21871. * @default false
  21872. */
  21873. this.generateMipmaps = false;
  21874. this.needsUpdate = true;
  21875. }
  21876. }
  21877. /**
  21878. * Creates a texture based on data in compressed form.
  21879. *
  21880. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21881. *
  21882. * @augments Texture
  21883. */
  21884. class CompressedTexture extends Texture {
  21885. /**
  21886. * Constructs a new compressed texture.
  21887. *
  21888. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21889. * the data and dimensions.
  21890. * @param {number} width - The width of the texture.
  21891. * @param {number} height - The height of the texture.
  21892. * @param {number} [format=RGBAFormat] - The texture format.
  21893. * @param {number} [type=UnsignedByteType] - The texture type.
  21894. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21895. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21896. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21897. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21898. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21899. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21900. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21901. */
  21902. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21903. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21904. /**
  21905. * This flag can be used for type testing.
  21906. *
  21907. * @type {boolean}
  21908. * @readonly
  21909. * @default true
  21910. */
  21911. this.isCompressedTexture = true;
  21912. /**
  21913. * The image property of a compressed texture just defines its dimensions.
  21914. *
  21915. * @type {{width:number,height:number}}
  21916. */
  21917. this.image = { width: width, height: height };
  21918. /**
  21919. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21920. *
  21921. * @type {Array<Object>}
  21922. */
  21923. this.mipmaps = mipmaps;
  21924. /**
  21925. * If set to `true`, the texture is flipped along the vertical axis when
  21926. * uploaded to the GPU.
  21927. *
  21928. * Overwritten and set to `false` by default since it is not possible to
  21929. * flip compressed textures.
  21930. *
  21931. * @type {boolean}
  21932. * @default false
  21933. * @readonly
  21934. */
  21935. this.flipY = false;
  21936. /**
  21937. * Whether to generate mipmaps (if possible) for a texture.
  21938. *
  21939. * Overwritten and set to `false` by default since it is not
  21940. * possible to generate mipmaps for compressed data. Mipmaps
  21941. * must be embedded in the compressed texture file.
  21942. *
  21943. * @type {boolean}
  21944. * @default false
  21945. * @readonly
  21946. */
  21947. this.generateMipmaps = false;
  21948. }
  21949. }
  21950. /**
  21951. * Creates a texture 2D array based on data in compressed form.
  21952. *
  21953. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21954. *
  21955. * @augments CompressedTexture
  21956. */
  21957. class CompressedArrayTexture extends CompressedTexture {
  21958. /**
  21959. * Constructs a new compressed array texture.
  21960. *
  21961. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21962. * the data and dimensions.
  21963. * @param {number} width - The width of the texture.
  21964. * @param {number} height - The height of the texture.
  21965. * @param {number} depth - The depth of the texture.
  21966. * @param {number} [format=RGBAFormat] - The min filter value.
  21967. * @param {number} [type=UnsignedByteType] - The min filter value.
  21968. */
  21969. constructor( mipmaps, width, height, depth, format, type ) {
  21970. super( mipmaps, width, height, format, type );
  21971. /**
  21972. * This flag can be used for type testing.
  21973. *
  21974. * @type {boolean}
  21975. * @readonly
  21976. * @default true
  21977. */
  21978. this.isCompressedArrayTexture = true;
  21979. /**
  21980. * The image property of a compressed texture just defines its dimensions.
  21981. *
  21982. * @name CompressedArrayTexture#image
  21983. * @type {{width:number,height:number,depth:number}}
  21984. */
  21985. this.image.depth = depth;
  21986. /**
  21987. * This defines how the texture is wrapped in the depth and corresponds to
  21988. * *W* in UVW mapping.
  21989. *
  21990. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21991. * @default ClampToEdgeWrapping
  21992. */
  21993. this.wrapR = ClampToEdgeWrapping;
  21994. /**
  21995. * A set of all layers which need to be updated in the texture.
  21996. *
  21997. * @type {Set<number>}
  21998. */
  21999. this.layerUpdates = new Set();
  22000. }
  22001. /**
  22002. * Describes that a specific layer of the texture needs to be updated.
  22003. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  22004. * entire compressed texture array is sent to the GPU. Marking specific
  22005. * layers will only transmit subsets of all mipmaps associated with a
  22006. * specific depth in the array which is often much more performant.
  22007. *
  22008. * @param {number} layerIndex - The layer index that should be updated.
  22009. */
  22010. addLayerUpdate( layerIndex ) {
  22011. this.layerUpdates.add( layerIndex );
  22012. }
  22013. /**
  22014. * Resets the layer updates registry.
  22015. */
  22016. clearLayerUpdates() {
  22017. this.layerUpdates.clear();
  22018. }
  22019. }
  22020. /**
  22021. * Creates a cube texture based on data in compressed form.
  22022. *
  22023. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22024. *
  22025. * @augments CompressedTexture
  22026. */
  22027. class CompressedCubeTexture extends CompressedTexture {
  22028. /**
  22029. * Constructs a new compressed texture.
  22030. *
  22031. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  22032. * @param {number} [format=RGBAFormat] - The texture format.
  22033. * @param {number} [type=UnsignedByteType] - The texture type.
  22034. */
  22035. constructor( images, format, type ) {
  22036. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  22037. /**
  22038. * This flag can be used for type testing.
  22039. *
  22040. * @type {boolean}
  22041. * @readonly
  22042. * @default true
  22043. */
  22044. this.isCompressedCubeTexture = true;
  22045. /**
  22046. * This flag can be used for type testing.
  22047. *
  22048. * @type {boolean}
  22049. * @readonly
  22050. * @default true
  22051. */
  22052. this.isCubeTexture = true;
  22053. this.image = images;
  22054. }
  22055. }
  22056. /**
  22057. * Creates a texture from a canvas element.
  22058. *
  22059. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  22060. * to `true` immediately since a canvas can directly be used for rendering.
  22061. *
  22062. * @augments Texture
  22063. */
  22064. class CanvasTexture extends Texture {
  22065. /**
  22066. * Constructs a new texture.
  22067. *
  22068. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  22069. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22070. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22071. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22072. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22073. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  22074. * @param {number} [format=RGBAFormat] - The texture format.
  22075. * @param {number} [type=UnsignedByteType] - The texture type.
  22076. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22077. */
  22078. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22079. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22080. /**
  22081. * This flag can be used for type testing.
  22082. *
  22083. * @type {boolean}
  22084. * @readonly
  22085. * @default true
  22086. */
  22087. this.isCanvasTexture = true;
  22088. this.needsUpdate = true;
  22089. }
  22090. }
  22091. /**
  22092. * This class can be used to automatically save the depth information of a
  22093. * rendering into a texture.
  22094. *
  22095. * @augments Texture
  22096. */
  22097. class DepthTexture extends Texture {
  22098. /**
  22099. * Constructs a new depth texture.
  22100. *
  22101. * @param {number} width - The width of the texture.
  22102. * @param {number} height - The height of the texture.
  22103. * @param {number} [type=UnsignedIntType] - The texture type.
  22104. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22105. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22106. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22107. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22108. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22109. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22110. * @param {number} [format=DepthFormat] - The texture format.
  22111. * @param {number} [depth=1] - The depth of the texture.
  22112. */
  22113. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22114. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22115. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22116. }
  22117. const image = { width: width, height: height, depth: depth };
  22118. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22119. /**
  22120. * This flag can be used for type testing.
  22121. *
  22122. * @type {boolean}
  22123. * @readonly
  22124. * @default true
  22125. */
  22126. this.isDepthTexture = true;
  22127. /**
  22128. * If set to `true`, the texture is flipped along the vertical axis when
  22129. * uploaded to the GPU.
  22130. *
  22131. * Overwritten and set to `false` by default.
  22132. *
  22133. * @type {boolean}
  22134. * @default false
  22135. */
  22136. this.flipY = false;
  22137. /**
  22138. * Whether to generate mipmaps (if possible) for a texture.
  22139. *
  22140. * Overwritten and set to `false` by default.
  22141. *
  22142. * @type {boolean}
  22143. * @default false
  22144. */
  22145. this.generateMipmaps = false;
  22146. /**
  22147. * Code corresponding to the depth compare function.
  22148. *
  22149. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22150. * @default null
  22151. */
  22152. this.compareFunction = null;
  22153. }
  22154. copy( source ) {
  22155. super.copy( source );
  22156. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22157. this.compareFunction = source.compareFunction;
  22158. return this;
  22159. }
  22160. toJSON( meta ) {
  22161. const data = super.toJSON( meta );
  22162. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22163. return data;
  22164. }
  22165. }
  22166. /**
  22167. * Represents a texture created externally with the same renderer context.
  22168. *
  22169. * This may be a texture from a protected media stream, device camera feed,
  22170. * or other data feeds like a depth sensor.
  22171. *
  22172. * Note that this class is only supported in {@link WebGLRenderer}, and in
  22173. * the {@link WebGPURenderer} WebGPU backend.
  22174. *
  22175. * @augments Texture
  22176. */
  22177. class ExternalTexture extends Texture {
  22178. /**
  22179. * Creates a new raw texture.
  22180. *
  22181. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  22182. */
  22183. constructor( sourceTexture = null ) {
  22184. super();
  22185. /**
  22186. * The external source texture.
  22187. *
  22188. * @type {?(WebGLTexture|GPUTexture)}
  22189. * @default null
  22190. */
  22191. this.sourceTexture = sourceTexture;
  22192. /**
  22193. * This flag can be used for type testing.
  22194. *
  22195. * @type {boolean}
  22196. * @readonly
  22197. * @default true
  22198. */
  22199. this.isExternalTexture = true;
  22200. }
  22201. copy( source ) {
  22202. super.copy( source );
  22203. this.sourceTexture = source.sourceTexture;
  22204. return this;
  22205. }
  22206. }
  22207. /**
  22208. * A geometry class for representing a capsule.
  22209. *
  22210. * ```js
  22211. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22212. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22213. * const capsule = new THREE.Mesh( geometry, material );
  22214. * scene.add( capsule );
  22215. * ```
  22216. *
  22217. * @augments BufferGeometry
  22218. * @demo scenes/geometry-browser.html#CapsuleGeometry
  22219. */
  22220. class CapsuleGeometry extends BufferGeometry {
  22221. /**
  22222. * Constructs a new capsule geometry.
  22223. *
  22224. * @param {number} [radius=1] - Radius of the capsule.
  22225. * @param {number} [height=1] - Height of the middle section.
  22226. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22227. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22228. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22229. */
  22230. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22231. super();
  22232. this.type = 'CapsuleGeometry';
  22233. /**
  22234. * Holds the constructor parameters that have been
  22235. * used to generate the geometry. Any modification
  22236. * after instantiation does not change the geometry.
  22237. *
  22238. * @type {Object}
  22239. */
  22240. this.parameters = {
  22241. radius: radius,
  22242. height: height,
  22243. capSegments: capSegments,
  22244. radialSegments: radialSegments,
  22245. heightSegments: heightSegments,
  22246. };
  22247. height = Math.max( 0, height );
  22248. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22249. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22250. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22251. // buffers
  22252. const indices = [];
  22253. const vertices = [];
  22254. const normals = [];
  22255. const uvs = [];
  22256. // helper variables
  22257. const halfHeight = height / 2;
  22258. const capArcLength = ( Math.PI / 2 ) * radius;
  22259. const cylinderPartLength = height;
  22260. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22261. const numVerticalSegments = capSegments * 2 + heightSegments;
  22262. const verticesPerRow = radialSegments + 1;
  22263. const normal = new Vector3();
  22264. const vertex = new Vector3();
  22265. // generate vertices, normals, and uvs
  22266. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22267. let currentArcLength = 0;
  22268. let profileY = 0;
  22269. let profileRadius = 0;
  22270. let normalYComponent = 0;
  22271. if ( iy <= capSegments ) {
  22272. // bottom cap
  22273. const segmentProgress = iy / capSegments;
  22274. const angle = ( segmentProgress * Math.PI ) / 2;
  22275. profileY = - halfHeight - radius * Math.cos( angle );
  22276. profileRadius = radius * Math.sin( angle );
  22277. normalYComponent = - radius * Math.cos( angle );
  22278. currentArcLength = segmentProgress * capArcLength;
  22279. } else if ( iy <= capSegments + heightSegments ) {
  22280. // middle section
  22281. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22282. profileY = - halfHeight + segmentProgress * height;
  22283. profileRadius = radius;
  22284. normalYComponent = 0;
  22285. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22286. } else {
  22287. // top cap
  22288. const segmentProgress =
  22289. ( iy - capSegments - heightSegments ) / capSegments;
  22290. const angle = ( segmentProgress * Math.PI ) / 2;
  22291. profileY = halfHeight + radius * Math.sin( angle );
  22292. profileRadius = radius * Math.cos( angle );
  22293. normalYComponent = radius * Math.sin( angle );
  22294. currentArcLength =
  22295. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22296. }
  22297. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22298. // special case for the poles
  22299. let uOffset = 0;
  22300. if ( iy === 0 ) {
  22301. uOffset = 0.5 / radialSegments;
  22302. } else if ( iy === numVerticalSegments ) {
  22303. uOffset = -0.5 / radialSegments;
  22304. }
  22305. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22306. const u = ix / radialSegments;
  22307. const theta = u * Math.PI * 2;
  22308. const sinTheta = Math.sin( theta );
  22309. const cosTheta = Math.cos( theta );
  22310. // vertex
  22311. vertex.x = - profileRadius * cosTheta;
  22312. vertex.y = profileY;
  22313. vertex.z = profileRadius * sinTheta;
  22314. vertices.push( vertex.x, vertex.y, vertex.z );
  22315. // normal
  22316. normal.set(
  22317. - profileRadius * cosTheta,
  22318. normalYComponent,
  22319. profileRadius * sinTheta
  22320. );
  22321. normal.normalize();
  22322. normals.push( normal.x, normal.y, normal.z );
  22323. // uv
  22324. uvs.push( u + uOffset, v );
  22325. }
  22326. if ( iy > 0 ) {
  22327. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22328. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22329. const i1 = prevIndexRow + ix;
  22330. const i2 = prevIndexRow + ix + 1;
  22331. const i3 = iy * verticesPerRow + ix;
  22332. const i4 = iy * verticesPerRow + ix + 1;
  22333. indices.push( i1, i2, i3 );
  22334. indices.push( i2, i4, i3 );
  22335. }
  22336. }
  22337. }
  22338. // build geometry
  22339. this.setIndex( indices );
  22340. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22341. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22342. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22343. }
  22344. copy( source ) {
  22345. super.copy( source );
  22346. this.parameters = Object.assign( {}, source.parameters );
  22347. return this;
  22348. }
  22349. /**
  22350. * Factory method for creating an instance of this class from the given
  22351. * JSON object.
  22352. *
  22353. * @param {Object} data - A JSON object representing the serialized geometry.
  22354. * @return {CapsuleGeometry} A new instance.
  22355. */
  22356. static fromJSON( data ) {
  22357. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22358. }
  22359. }
  22360. /**
  22361. * A simple shape of Euclidean geometry. It is constructed from a
  22362. * number of triangular segments that are oriented around a central point and
  22363. * extend as far out as a given radius. It is built counter-clockwise from a
  22364. * start angle and a given central angle. It can also be used to create
  22365. * regular polygons, where the number of segments determines the number of
  22366. * sides.
  22367. *
  22368. * ```js
  22369. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22370. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22371. * const circle = new THREE.Mesh( geometry, material );
  22372. * scene.add( circle )
  22373. * ```
  22374. *
  22375. * @augments BufferGeometry
  22376. * @demo scenes/geometry-browser.html#CircleGeometry
  22377. */
  22378. class CircleGeometry extends BufferGeometry {
  22379. /**
  22380. * Constructs a new circle geometry.
  22381. *
  22382. * @param {number} [radius=1] - Radius of the circle.
  22383. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22384. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22385. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22386. * of the circular sector in radians. The default value results in a complete circle.
  22387. */
  22388. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22389. super();
  22390. this.type = 'CircleGeometry';
  22391. /**
  22392. * Holds the constructor parameters that have been
  22393. * used to generate the geometry. Any modification
  22394. * after instantiation does not change the geometry.
  22395. *
  22396. * @type {Object}
  22397. */
  22398. this.parameters = {
  22399. radius: radius,
  22400. segments: segments,
  22401. thetaStart: thetaStart,
  22402. thetaLength: thetaLength
  22403. };
  22404. segments = Math.max( 3, segments );
  22405. // buffers
  22406. const indices = [];
  22407. const vertices = [];
  22408. const normals = [];
  22409. const uvs = [];
  22410. // helper variables
  22411. const vertex = new Vector3();
  22412. const uv = new Vector2();
  22413. // center point
  22414. vertices.push( 0, 0, 0 );
  22415. normals.push( 0, 0, 1 );
  22416. uvs.push( 0.5, 0.5 );
  22417. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22418. const segment = thetaStart + s / segments * thetaLength;
  22419. // vertex
  22420. vertex.x = radius * Math.cos( segment );
  22421. vertex.y = radius * Math.sin( segment );
  22422. vertices.push( vertex.x, vertex.y, vertex.z );
  22423. // normal
  22424. normals.push( 0, 0, 1 );
  22425. // uvs
  22426. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22427. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22428. uvs.push( uv.x, uv.y );
  22429. }
  22430. // indices
  22431. for ( let i = 1; i <= segments; i ++ ) {
  22432. indices.push( i, i + 1, 0 );
  22433. }
  22434. // build geometry
  22435. this.setIndex( indices );
  22436. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22437. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22438. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22439. }
  22440. copy( source ) {
  22441. super.copy( source );
  22442. this.parameters = Object.assign( {}, source.parameters );
  22443. return this;
  22444. }
  22445. /**
  22446. * Factory method for creating an instance of this class from the given
  22447. * JSON object.
  22448. *
  22449. * @param {Object} data - A JSON object representing the serialized geometry.
  22450. * @return {CircleGeometry} A new instance.
  22451. */
  22452. static fromJSON( data ) {
  22453. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22454. }
  22455. }
  22456. /**
  22457. * A geometry class for representing a cylinder.
  22458. *
  22459. * ```js
  22460. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22461. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22462. * const cylinder = new THREE.Mesh( geometry, material );
  22463. * scene.add( cylinder );
  22464. * ```
  22465. *
  22466. * @augments BufferGeometry
  22467. * @demo scenes/geometry-browser.html#CylinderGeometry
  22468. */
  22469. class CylinderGeometry extends BufferGeometry {
  22470. /**
  22471. * Constructs a new cylinder geometry.
  22472. *
  22473. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22474. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22475. * @param {number} [height=1] - Height of the cylinder.
  22476. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22477. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22478. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22479. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22480. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22481. * The default value results in a complete cylinder.
  22482. */
  22483. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22484. super();
  22485. this.type = 'CylinderGeometry';
  22486. /**
  22487. * Holds the constructor parameters that have been
  22488. * used to generate the geometry. Any modification
  22489. * after instantiation does not change the geometry.
  22490. *
  22491. * @type {Object}
  22492. */
  22493. this.parameters = {
  22494. radiusTop: radiusTop,
  22495. radiusBottom: radiusBottom,
  22496. height: height,
  22497. radialSegments: radialSegments,
  22498. heightSegments: heightSegments,
  22499. openEnded: openEnded,
  22500. thetaStart: thetaStart,
  22501. thetaLength: thetaLength
  22502. };
  22503. const scope = this;
  22504. radialSegments = Math.floor( radialSegments );
  22505. heightSegments = Math.floor( heightSegments );
  22506. // buffers
  22507. const indices = [];
  22508. const vertices = [];
  22509. const normals = [];
  22510. const uvs = [];
  22511. // helper variables
  22512. let index = 0;
  22513. const indexArray = [];
  22514. const halfHeight = height / 2;
  22515. let groupStart = 0;
  22516. // generate geometry
  22517. generateTorso();
  22518. if ( openEnded === false ) {
  22519. if ( radiusTop > 0 ) generateCap( true );
  22520. if ( radiusBottom > 0 ) generateCap( false );
  22521. }
  22522. // build geometry
  22523. this.setIndex( indices );
  22524. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22525. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22526. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22527. function generateTorso() {
  22528. const normal = new Vector3();
  22529. const vertex = new Vector3();
  22530. let groupCount = 0;
  22531. // this will be used to calculate the normal
  22532. const slope = ( radiusBottom - radiusTop ) / height;
  22533. // generate vertices, normals and uvs
  22534. for ( let y = 0; y <= heightSegments; y ++ ) {
  22535. const indexRow = [];
  22536. const v = y / heightSegments;
  22537. // calculate the radius of the current row
  22538. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22539. for ( let x = 0; x <= radialSegments; x ++ ) {
  22540. const u = x / radialSegments;
  22541. const theta = u * thetaLength + thetaStart;
  22542. const sinTheta = Math.sin( theta );
  22543. const cosTheta = Math.cos( theta );
  22544. // vertex
  22545. vertex.x = radius * sinTheta;
  22546. vertex.y = - v * height + halfHeight;
  22547. vertex.z = radius * cosTheta;
  22548. vertices.push( vertex.x, vertex.y, vertex.z );
  22549. // normal
  22550. normal.set( sinTheta, slope, cosTheta ).normalize();
  22551. normals.push( normal.x, normal.y, normal.z );
  22552. // uv
  22553. uvs.push( u, 1 - v );
  22554. // save index of vertex in respective row
  22555. indexRow.push( index ++ );
  22556. }
  22557. // now save vertices of the row in our index array
  22558. indexArray.push( indexRow );
  22559. }
  22560. // generate indices
  22561. for ( let x = 0; x < radialSegments; x ++ ) {
  22562. for ( let y = 0; y < heightSegments; y ++ ) {
  22563. // we use the index array to access the correct indices
  22564. const a = indexArray[ y ][ x ];
  22565. const b = indexArray[ y + 1 ][ x ];
  22566. const c = indexArray[ y + 1 ][ x + 1 ];
  22567. const d = indexArray[ y ][ x + 1 ];
  22568. // faces
  22569. if ( radiusTop > 0 || y !== 0 ) {
  22570. indices.push( a, b, d );
  22571. groupCount += 3;
  22572. }
  22573. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22574. indices.push( b, c, d );
  22575. groupCount += 3;
  22576. }
  22577. }
  22578. }
  22579. // add a group to the geometry. this will ensure multi material support
  22580. scope.addGroup( groupStart, groupCount, 0 );
  22581. // calculate new start value for groups
  22582. groupStart += groupCount;
  22583. }
  22584. function generateCap( top ) {
  22585. // save the index of the first center vertex
  22586. const centerIndexStart = index;
  22587. const uv = new Vector2();
  22588. const vertex = new Vector3();
  22589. let groupCount = 0;
  22590. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22591. const sign = ( top === true ) ? 1 : -1;
  22592. // first we generate the center vertex data of the cap.
  22593. // because the geometry needs one set of uvs per face,
  22594. // we must generate a center vertex per face/segment
  22595. for ( let x = 1; x <= radialSegments; x ++ ) {
  22596. // vertex
  22597. vertices.push( 0, halfHeight * sign, 0 );
  22598. // normal
  22599. normals.push( 0, sign, 0 );
  22600. // uv
  22601. uvs.push( 0.5, 0.5 );
  22602. // increase index
  22603. index ++;
  22604. }
  22605. // save the index of the last center vertex
  22606. const centerIndexEnd = index;
  22607. // now we generate the surrounding vertices, normals and uvs
  22608. for ( let x = 0; x <= radialSegments; x ++ ) {
  22609. const u = x / radialSegments;
  22610. const theta = u * thetaLength + thetaStart;
  22611. const cosTheta = Math.cos( theta );
  22612. const sinTheta = Math.sin( theta );
  22613. // vertex
  22614. vertex.x = radius * sinTheta;
  22615. vertex.y = halfHeight * sign;
  22616. vertex.z = radius * cosTheta;
  22617. vertices.push( vertex.x, vertex.y, vertex.z );
  22618. // normal
  22619. normals.push( 0, sign, 0 );
  22620. // uv
  22621. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22622. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22623. uvs.push( uv.x, uv.y );
  22624. // increase index
  22625. index ++;
  22626. }
  22627. // generate indices
  22628. for ( let x = 0; x < radialSegments; x ++ ) {
  22629. const c = centerIndexStart + x;
  22630. const i = centerIndexEnd + x;
  22631. if ( top === true ) {
  22632. // face top
  22633. indices.push( i, i + 1, c );
  22634. } else {
  22635. // face bottom
  22636. indices.push( i + 1, i, c );
  22637. }
  22638. groupCount += 3;
  22639. }
  22640. // add a group to the geometry. this will ensure multi material support
  22641. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22642. // calculate new start value for groups
  22643. groupStart += groupCount;
  22644. }
  22645. }
  22646. copy( source ) {
  22647. super.copy( source );
  22648. this.parameters = Object.assign( {}, source.parameters );
  22649. return this;
  22650. }
  22651. /**
  22652. * Factory method for creating an instance of this class from the given
  22653. * JSON object.
  22654. *
  22655. * @param {Object} data - A JSON object representing the serialized geometry.
  22656. * @return {CylinderGeometry} A new instance.
  22657. */
  22658. static fromJSON( data ) {
  22659. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22660. }
  22661. }
  22662. /**
  22663. * A geometry class for representing a cone.
  22664. *
  22665. * ```js
  22666. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22667. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22668. * const cone = new THREE.Mesh(geometry, material );
  22669. * scene.add( cone );
  22670. * ```
  22671. *
  22672. * @augments CylinderGeometry
  22673. * @demo scenes/geometry-browser.html#ConeGeometry
  22674. */
  22675. class ConeGeometry extends CylinderGeometry {
  22676. /**
  22677. * Constructs a new cone geometry.
  22678. *
  22679. * @param {number} [radius=1] - Radius of the cone base.
  22680. * @param {number} [height=1] - Height of the cone.
  22681. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22682. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22683. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22684. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22685. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22686. * The default value results in a complete cone.
  22687. */
  22688. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22689. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22690. this.type = 'ConeGeometry';
  22691. /**
  22692. * Holds the constructor parameters that have been
  22693. * used to generate the geometry. Any modification
  22694. * after instantiation does not change the geometry.
  22695. *
  22696. * @type {Object}
  22697. */
  22698. this.parameters = {
  22699. radius: radius,
  22700. height: height,
  22701. radialSegments: radialSegments,
  22702. heightSegments: heightSegments,
  22703. openEnded: openEnded,
  22704. thetaStart: thetaStart,
  22705. thetaLength: thetaLength
  22706. };
  22707. }
  22708. /**
  22709. * Factory method for creating an instance of this class from the given
  22710. * JSON object.
  22711. *
  22712. * @param {Object} data - A JSON object representing the serialized geometry.
  22713. * @return {ConeGeometry} A new instance.
  22714. */
  22715. static fromJSON( data ) {
  22716. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22717. }
  22718. }
  22719. /**
  22720. * A polyhedron is a solid in three dimensions with flat faces. This class
  22721. * will take an array of vertices, project them onto a sphere, and then
  22722. * divide them up to the desired level of detail.
  22723. *
  22724. * @augments BufferGeometry
  22725. */
  22726. class PolyhedronGeometry extends BufferGeometry {
  22727. /**
  22728. * Constructs a new polyhedron geometry.
  22729. *
  22730. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22731. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22732. * @param {number} [radius=1] - The radius of the shape.
  22733. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22734. */
  22735. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22736. super();
  22737. this.type = 'PolyhedronGeometry';
  22738. /**
  22739. * Holds the constructor parameters that have been
  22740. * used to generate the geometry. Any modification
  22741. * after instantiation does not change the geometry.
  22742. *
  22743. * @type {Object}
  22744. */
  22745. this.parameters = {
  22746. vertices: vertices,
  22747. indices: indices,
  22748. radius: radius,
  22749. detail: detail
  22750. };
  22751. // default buffer data
  22752. const vertexBuffer = [];
  22753. const uvBuffer = [];
  22754. // the subdivision creates the vertex buffer data
  22755. subdivide( detail );
  22756. // all vertices should lie on a conceptual sphere with a given radius
  22757. applyRadius( radius );
  22758. // finally, create the uv data
  22759. generateUVs();
  22760. // build non-indexed geometry
  22761. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22762. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22763. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22764. if ( detail === 0 ) {
  22765. this.computeVertexNormals(); // flat normals
  22766. } else {
  22767. this.normalizeNormals(); // smooth normals
  22768. }
  22769. // helper functions
  22770. function subdivide( detail ) {
  22771. const a = new Vector3();
  22772. const b = new Vector3();
  22773. const c = new Vector3();
  22774. // iterate over all faces and apply a subdivision with the given detail value
  22775. for ( let i = 0; i < indices.length; i += 3 ) {
  22776. // get the vertices of the face
  22777. getVertexByIndex( indices[ i + 0 ], a );
  22778. getVertexByIndex( indices[ i + 1 ], b );
  22779. getVertexByIndex( indices[ i + 2 ], c );
  22780. // perform subdivision
  22781. subdivideFace( a, b, c, detail );
  22782. }
  22783. }
  22784. function subdivideFace( a, b, c, detail ) {
  22785. const cols = detail + 1;
  22786. // we use this multidimensional array as a data structure for creating the subdivision
  22787. const v = [];
  22788. // construct all of the vertices for this subdivision
  22789. for ( let i = 0; i <= cols; i ++ ) {
  22790. v[ i ] = [];
  22791. const aj = a.clone().lerp( c, i / cols );
  22792. const bj = b.clone().lerp( c, i / cols );
  22793. const rows = cols - i;
  22794. for ( let j = 0; j <= rows; j ++ ) {
  22795. if ( j === 0 && i === cols ) {
  22796. v[ i ][ j ] = aj;
  22797. } else {
  22798. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22799. }
  22800. }
  22801. }
  22802. // construct all of the faces
  22803. for ( let i = 0; i < cols; i ++ ) {
  22804. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22805. const k = Math.floor( j / 2 );
  22806. if ( j % 2 === 0 ) {
  22807. pushVertex( v[ i ][ k + 1 ] );
  22808. pushVertex( v[ i + 1 ][ k ] );
  22809. pushVertex( v[ i ][ k ] );
  22810. } else {
  22811. pushVertex( v[ i ][ k + 1 ] );
  22812. pushVertex( v[ i + 1 ][ k + 1 ] );
  22813. pushVertex( v[ i + 1 ][ k ] );
  22814. }
  22815. }
  22816. }
  22817. }
  22818. function applyRadius( radius ) {
  22819. const vertex = new Vector3();
  22820. // iterate over the entire buffer and apply the radius to each vertex
  22821. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22822. vertex.x = vertexBuffer[ i + 0 ];
  22823. vertex.y = vertexBuffer[ i + 1 ];
  22824. vertex.z = vertexBuffer[ i + 2 ];
  22825. vertex.normalize().multiplyScalar( radius );
  22826. vertexBuffer[ i + 0 ] = vertex.x;
  22827. vertexBuffer[ i + 1 ] = vertex.y;
  22828. vertexBuffer[ i + 2 ] = vertex.z;
  22829. }
  22830. }
  22831. function generateUVs() {
  22832. const vertex = new Vector3();
  22833. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22834. vertex.x = vertexBuffer[ i + 0 ];
  22835. vertex.y = vertexBuffer[ i + 1 ];
  22836. vertex.z = vertexBuffer[ i + 2 ];
  22837. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22838. const v = inclination( vertex ) / Math.PI + 0.5;
  22839. uvBuffer.push( u, 1 - v );
  22840. }
  22841. correctUVs();
  22842. correctSeam();
  22843. }
  22844. function correctSeam() {
  22845. // handle case when face straddles the seam, see #3269
  22846. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22847. // uv data of a single face
  22848. const x0 = uvBuffer[ i + 0 ];
  22849. const x1 = uvBuffer[ i + 2 ];
  22850. const x2 = uvBuffer[ i + 4 ];
  22851. const max = Math.max( x0, x1, x2 );
  22852. const min = Math.min( x0, x1, x2 );
  22853. // 0.9 is somewhat arbitrary
  22854. if ( max > 0.9 && min < 0.1 ) {
  22855. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22856. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22857. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22858. }
  22859. }
  22860. }
  22861. function pushVertex( vertex ) {
  22862. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22863. }
  22864. function getVertexByIndex( index, vertex ) {
  22865. const stride = index * 3;
  22866. vertex.x = vertices[ stride + 0 ];
  22867. vertex.y = vertices[ stride + 1 ];
  22868. vertex.z = vertices[ stride + 2 ];
  22869. }
  22870. function correctUVs() {
  22871. const a = new Vector3();
  22872. const b = new Vector3();
  22873. const c = new Vector3();
  22874. const centroid = new Vector3();
  22875. const uvA = new Vector2();
  22876. const uvB = new Vector2();
  22877. const uvC = new Vector2();
  22878. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22879. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22880. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22881. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22882. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22883. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22884. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22885. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22886. const azi = azimuth( centroid );
  22887. correctUV( uvA, j + 0, a, azi );
  22888. correctUV( uvB, j + 2, b, azi );
  22889. correctUV( uvC, j + 4, c, azi );
  22890. }
  22891. }
  22892. function correctUV( uv, stride, vector, azimuth ) {
  22893. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22894. uvBuffer[ stride ] = uv.x - 1;
  22895. }
  22896. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22897. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22898. }
  22899. }
  22900. // Angle around the Y axis, counter-clockwise when looking from above.
  22901. function azimuth( vector ) {
  22902. return Math.atan2( vector.z, - vector.x );
  22903. }
  22904. // Angle above the XZ plane.
  22905. function inclination( vector ) {
  22906. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22907. }
  22908. }
  22909. copy( source ) {
  22910. super.copy( source );
  22911. this.parameters = Object.assign( {}, source.parameters );
  22912. return this;
  22913. }
  22914. /**
  22915. * Factory method for creating an instance of this class from the given
  22916. * JSON object.
  22917. *
  22918. * @param {Object} data - A JSON object representing the serialized geometry.
  22919. * @return {PolyhedronGeometry} A new instance.
  22920. */
  22921. static fromJSON( data ) {
  22922. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  22923. }
  22924. }
  22925. /**
  22926. * A geometry class for representing a dodecahedron.
  22927. *
  22928. * ```js
  22929. * const geometry = new THREE.DodecahedronGeometry();
  22930. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22931. * const dodecahedron = new THREE.Mesh( geometry, material );
  22932. * scene.add( dodecahedron );
  22933. * ```
  22934. *
  22935. * @augments PolyhedronGeometry
  22936. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  22937. */
  22938. class DodecahedronGeometry extends PolyhedronGeometry {
  22939. /**
  22940. * Constructs a new dodecahedron geometry.
  22941. *
  22942. * @param {number} [radius=1] - Radius of the dodecahedron.
  22943. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22944. */
  22945. constructor( radius = 1, detail = 0 ) {
  22946. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22947. const r = 1 / t;
  22948. const vertices = [
  22949. // (±1, ±1, ±1)
  22950. -1, -1, -1, -1, -1, 1,
  22951. -1, 1, -1, -1, 1, 1,
  22952. 1, -1, -1, 1, -1, 1,
  22953. 1, 1, -1, 1, 1, 1,
  22954. // (0, ±1/φ, ±φ)
  22955. 0, - r, - t, 0, - r, t,
  22956. 0, r, - t, 0, r, t,
  22957. // (±1/φ, ±φ, 0)
  22958. - r, - t, 0, - r, t, 0,
  22959. r, - t, 0, r, t, 0,
  22960. // (±φ, 0, ±1/φ)
  22961. - t, 0, - r, t, 0, - r,
  22962. - t, 0, r, t, 0, r
  22963. ];
  22964. const indices = [
  22965. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22966. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22967. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22968. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22969. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22970. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22971. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22972. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22973. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22974. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22975. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22976. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22977. ];
  22978. super( vertices, indices, radius, detail );
  22979. this.type = 'DodecahedronGeometry';
  22980. /**
  22981. * Holds the constructor parameters that have been
  22982. * used to generate the geometry. Any modification
  22983. * after instantiation does not change the geometry.
  22984. *
  22985. * @type {Object}
  22986. */
  22987. this.parameters = {
  22988. radius: radius,
  22989. detail: detail
  22990. };
  22991. }
  22992. /**
  22993. * Factory method for creating an instance of this class from the given
  22994. * JSON object.
  22995. *
  22996. * @param {Object} data - A JSON object representing the serialized geometry.
  22997. * @return {DodecahedronGeometry} A new instance.
  22998. */
  22999. static fromJSON( data ) {
  23000. return new DodecahedronGeometry( data.radius, data.detail );
  23001. }
  23002. }
  23003. const _v0 = /*@__PURE__*/ new Vector3();
  23004. const _v1$1 = /*@__PURE__*/ new Vector3();
  23005. const _normal = /*@__PURE__*/ new Vector3();
  23006. const _triangle = /*@__PURE__*/ new Triangle();
  23007. /**
  23008. * Can be used as a helper object to view the edges of a geometry.
  23009. *
  23010. * ```js
  23011. * const geometry = new THREE.BoxGeometry();
  23012. * const edges = new THREE.EdgesGeometry( geometry );
  23013. * const line = new THREE.LineSegments( edges );
  23014. * scene.add( line );
  23015. * ```
  23016. *
  23017. * Note: It is not yet possible to serialize/deserialize instances of this class.
  23018. *
  23019. * @augments BufferGeometry
  23020. */
  23021. class EdgesGeometry extends BufferGeometry {
  23022. /**
  23023. * Constructs a new edges geometry.
  23024. *
  23025. * @param {?BufferGeometry} [geometry=null] - The geometry.
  23026. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  23027. * between the face normals of the adjoining faces exceeds this value.
  23028. */
  23029. constructor( geometry = null, thresholdAngle = 1 ) {
  23030. super();
  23031. this.type = 'EdgesGeometry';
  23032. /**
  23033. * Holds the constructor parameters that have been
  23034. * used to generate the geometry. Any modification
  23035. * after instantiation does not change the geometry.
  23036. *
  23037. * @type {Object}
  23038. */
  23039. this.parameters = {
  23040. geometry: geometry,
  23041. thresholdAngle: thresholdAngle
  23042. };
  23043. if ( geometry !== null ) {
  23044. const precisionPoints = 4;
  23045. const precision = Math.pow( 10, precisionPoints );
  23046. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  23047. const indexAttr = geometry.getIndex();
  23048. const positionAttr = geometry.getAttribute( 'position' );
  23049. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  23050. const indexArr = [ 0, 0, 0 ];
  23051. const vertKeys = [ 'a', 'b', 'c' ];
  23052. const hashes = new Array( 3 );
  23053. const edgeData = {};
  23054. const vertices = [];
  23055. for ( let i = 0; i < indexCount; i += 3 ) {
  23056. if ( indexAttr ) {
  23057. indexArr[ 0 ] = indexAttr.getX( i );
  23058. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  23059. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  23060. } else {
  23061. indexArr[ 0 ] = i;
  23062. indexArr[ 1 ] = i + 1;
  23063. indexArr[ 2 ] = i + 2;
  23064. }
  23065. const { a, b, c } = _triangle;
  23066. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  23067. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  23068. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  23069. _triangle.getNormal( _normal );
  23070. // create hashes for the edge from the vertices
  23071. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  23072. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  23073. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  23074. // skip degenerate triangles
  23075. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  23076. continue;
  23077. }
  23078. // iterate over every edge
  23079. for ( let j = 0; j < 3; j ++ ) {
  23080. // get the first and next vertex making up the edge
  23081. const jNext = ( j + 1 ) % 3;
  23082. const vecHash0 = hashes[ j ];
  23083. const vecHash1 = hashes[ jNext ];
  23084. const v0 = _triangle[ vertKeys[ j ] ];
  23085. const v1 = _triangle[ vertKeys[ jNext ] ];
  23086. const hash = `${ vecHash0 }_${ vecHash1 }`;
  23087. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  23088. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  23089. // if we found a sibling edge add it into the vertex array if
  23090. // it meets the angle threshold and delete the edge from the map.
  23091. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  23092. vertices.push( v0.x, v0.y, v0.z );
  23093. vertices.push( v1.x, v1.y, v1.z );
  23094. }
  23095. edgeData[ reverseHash ] = null;
  23096. } else if ( ! ( hash in edgeData ) ) {
  23097. // if we've already got an edge here then skip adding a new one
  23098. edgeData[ hash ] = {
  23099. index0: indexArr[ j ],
  23100. index1: indexArr[ jNext ],
  23101. normal: _normal.clone(),
  23102. };
  23103. }
  23104. }
  23105. }
  23106. // iterate over all remaining, unmatched edges and add them to the vertex array
  23107. for ( const key in edgeData ) {
  23108. if ( edgeData[ key ] ) {
  23109. const { index0, index1 } = edgeData[ key ];
  23110. _v0.fromBufferAttribute( positionAttr, index0 );
  23111. _v1$1.fromBufferAttribute( positionAttr, index1 );
  23112. vertices.push( _v0.x, _v0.y, _v0.z );
  23113. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23114. }
  23115. }
  23116. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23117. }
  23118. }
  23119. copy( source ) {
  23120. super.copy( source );
  23121. this.parameters = Object.assign( {}, source.parameters );
  23122. return this;
  23123. }
  23124. }
  23125. /**
  23126. * An abstract base class for creating an analytic curve object that contains methods
  23127. * for interpolation.
  23128. *
  23129. * @abstract
  23130. */
  23131. class Curve {
  23132. /**
  23133. * Constructs a new curve.
  23134. */
  23135. constructor() {
  23136. /**
  23137. * The type property is used for detecting the object type
  23138. * in context of serialization/deserialization.
  23139. *
  23140. * @type {string}
  23141. * @readonly
  23142. */
  23143. this.type = 'Curve';
  23144. /**
  23145. * This value determines the amount of divisions when calculating the
  23146. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23147. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23148. * recommended to increase the value of this property if the curve is very large.
  23149. *
  23150. * @type {number}
  23151. * @default 200
  23152. */
  23153. this.arcLengthDivisions = 200;
  23154. /**
  23155. * Must be set to `true` if the curve parameters have changed.
  23156. *
  23157. * @type {boolean}
  23158. * @default false
  23159. */
  23160. this.needsUpdate = false;
  23161. /**
  23162. * An internal cache that holds precomputed curve length values.
  23163. *
  23164. * @private
  23165. * @type {?Array<number>}
  23166. * @default null
  23167. */
  23168. this.cacheArcLengths = null;
  23169. }
  23170. /**
  23171. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23172. * for the given interpolation factor.
  23173. *
  23174. * @abstract
  23175. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23176. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23177. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23178. */
  23179. getPoint( /* t, optionalTarget */ ) {
  23180. warn( 'Curve: .getPoint() not implemented.' );
  23181. }
  23182. /**
  23183. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23184. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23185. * of the curve which equidistant samples.
  23186. *
  23187. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23188. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23189. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23190. */
  23191. getPointAt( u, optionalTarget ) {
  23192. const t = this.getUtoTmapping( u );
  23193. return this.getPoint( t, optionalTarget );
  23194. }
  23195. /**
  23196. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23197. * the curve shape.
  23198. *
  23199. * @param {number} [divisions=5] - The number of divisions.
  23200. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23201. */
  23202. getPoints( divisions = 5 ) {
  23203. const points = [];
  23204. for ( let d = 0; d <= divisions; d ++ ) {
  23205. points.push( this.getPoint( d / divisions ) );
  23206. }
  23207. return points;
  23208. }
  23209. // Get sequence of points using getPointAt( u )
  23210. /**
  23211. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23212. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23213. * curve.
  23214. *
  23215. * @param {number} [divisions=5] - The number of divisions.
  23216. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23217. */
  23218. getSpacedPoints( divisions = 5 ) {
  23219. const points = [];
  23220. for ( let d = 0; d <= divisions; d ++ ) {
  23221. points.push( this.getPointAt( d / divisions ) );
  23222. }
  23223. return points;
  23224. }
  23225. /**
  23226. * Returns the total arc length of the curve.
  23227. *
  23228. * @return {number} The length of the curve.
  23229. */
  23230. getLength() {
  23231. const lengths = this.getLengths();
  23232. return lengths[ lengths.length - 1 ];
  23233. }
  23234. /**
  23235. * Returns an array of cumulative segment lengths of the curve.
  23236. *
  23237. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23238. * @return {Array<number>} An array holding the cumulative segment lengths.
  23239. */
  23240. getLengths( divisions = this.arcLengthDivisions ) {
  23241. if ( this.cacheArcLengths &&
  23242. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23243. ! this.needsUpdate ) {
  23244. return this.cacheArcLengths;
  23245. }
  23246. this.needsUpdate = false;
  23247. const cache = [];
  23248. let current, last = this.getPoint( 0 );
  23249. let sum = 0;
  23250. cache.push( 0 );
  23251. for ( let p = 1; p <= divisions; p ++ ) {
  23252. current = this.getPoint( p / divisions );
  23253. sum += current.distanceTo( last );
  23254. cache.push( sum );
  23255. last = current;
  23256. }
  23257. this.cacheArcLengths = cache;
  23258. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23259. }
  23260. /**
  23261. * Update the cumulative segment distance cache. The method must be called
  23262. * every time curve parameters are changed. If an updated curve is part of a
  23263. * composed curve like {@link CurvePath}, this method must be called on the
  23264. * composed curve, too.
  23265. */
  23266. updateArcLengths() {
  23267. this.needsUpdate = true;
  23268. this.getLengths();
  23269. }
  23270. /**
  23271. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23272. * interpolation factor in the same range that can be ued to sample equidistant points
  23273. * from a curve.
  23274. *
  23275. * @param {number} u - The interpolation factor.
  23276. * @param {?number} distance - An optional distance on the curve.
  23277. * @return {number} The updated interpolation factor.
  23278. */
  23279. getUtoTmapping( u, distance = null ) {
  23280. const arcLengths = this.getLengths();
  23281. let i = 0;
  23282. const il = arcLengths.length;
  23283. let targetArcLength; // The targeted u distance value to get
  23284. if ( distance ) {
  23285. targetArcLength = distance;
  23286. } else {
  23287. targetArcLength = u * arcLengths[ il - 1 ];
  23288. }
  23289. // binary search for the index with largest value smaller than target u distance
  23290. let low = 0, high = il - 1, comparison;
  23291. while ( low <= high ) {
  23292. 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
  23293. comparison = arcLengths[ i ] - targetArcLength;
  23294. if ( comparison < 0 ) {
  23295. low = i + 1;
  23296. } else if ( comparison > 0 ) {
  23297. high = i - 1;
  23298. } else {
  23299. high = i;
  23300. break;
  23301. // DONE
  23302. }
  23303. }
  23304. i = high;
  23305. if ( arcLengths[ i ] === targetArcLength ) {
  23306. return i / ( il - 1 );
  23307. }
  23308. // we could get finer grain at lengths, or use simple interpolation between two points
  23309. const lengthBefore = arcLengths[ i ];
  23310. const lengthAfter = arcLengths[ i + 1 ];
  23311. const segmentLength = lengthAfter - lengthBefore;
  23312. // determine where we are between the 'before' and 'after' points
  23313. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23314. // add that fractional amount to t
  23315. const t = ( i + segmentFraction ) / ( il - 1 );
  23316. return t;
  23317. }
  23318. /**
  23319. * Returns a unit vector tangent for the given interpolation factor.
  23320. * If the derived curve does not implement its tangent derivation,
  23321. * two points a small delta apart will be used to find its gradient
  23322. * which seems to give a reasonable approximation.
  23323. *
  23324. * @param {number} t - The interpolation factor.
  23325. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23326. * @return {(Vector2|Vector3)} The tangent vector.
  23327. */
  23328. getTangent( t, optionalTarget ) {
  23329. const delta = 0.0001;
  23330. let t1 = t - delta;
  23331. let t2 = t + delta;
  23332. // Capping in case of danger
  23333. if ( t1 < 0 ) t1 = 0;
  23334. if ( t2 > 1 ) t2 = 1;
  23335. const pt1 = this.getPoint( t1 );
  23336. const pt2 = this.getPoint( t2 );
  23337. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23338. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23339. return tangent;
  23340. }
  23341. /**
  23342. * Same as {@link Curve#getTangent} but with equidistant samples.
  23343. *
  23344. * @param {number} u - The interpolation factor.
  23345. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23346. * @return {(Vector2|Vector3)} The tangent vector.
  23347. * @see {@link Curve#getPointAt}
  23348. */
  23349. getTangentAt( u, optionalTarget ) {
  23350. const t = this.getUtoTmapping( u );
  23351. return this.getTangent( t, optionalTarget );
  23352. }
  23353. /**
  23354. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23355. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23356. *
  23357. * @param {number} segments - The number of segments.
  23358. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23359. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23360. */
  23361. computeFrenetFrames( segments, closed = false ) {
  23362. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23363. const normal = new Vector3();
  23364. const tangents = [];
  23365. const normals = [];
  23366. const binormals = [];
  23367. const vec = new Vector3();
  23368. const mat = new Matrix4();
  23369. // compute the tangent vectors for each segment on the curve
  23370. for ( let i = 0; i <= segments; i ++ ) {
  23371. const u = i / segments;
  23372. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23373. }
  23374. // select an initial normal vector perpendicular to the first tangent vector,
  23375. // and in the direction of the minimum tangent xyz component
  23376. normals[ 0 ] = new Vector3();
  23377. binormals[ 0 ] = new Vector3();
  23378. let min = Number.MAX_VALUE;
  23379. const tx = Math.abs( tangents[ 0 ].x );
  23380. const ty = Math.abs( tangents[ 0 ].y );
  23381. const tz = Math.abs( tangents[ 0 ].z );
  23382. if ( tx <= min ) {
  23383. min = tx;
  23384. normal.set( 1, 0, 0 );
  23385. }
  23386. if ( ty <= min ) {
  23387. min = ty;
  23388. normal.set( 0, 1, 0 );
  23389. }
  23390. if ( tz <= min ) {
  23391. normal.set( 0, 0, 1 );
  23392. }
  23393. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23394. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23395. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23396. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23397. for ( let i = 1; i <= segments; i ++ ) {
  23398. normals[ i ] = normals[ i - 1 ].clone();
  23399. binormals[ i ] = binormals[ i - 1 ].clone();
  23400. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23401. if ( vec.length() > Number.EPSILON ) {
  23402. vec.normalize();
  23403. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23404. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23405. }
  23406. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23407. }
  23408. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23409. if ( closed === true ) {
  23410. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23411. theta /= segments;
  23412. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23413. theta = - theta;
  23414. }
  23415. for ( let i = 1; i <= segments; i ++ ) {
  23416. // twist a little...
  23417. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23418. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23419. }
  23420. }
  23421. return {
  23422. tangents: tangents,
  23423. normals: normals,
  23424. binormals: binormals
  23425. };
  23426. }
  23427. /**
  23428. * Returns a new curve with copied values from this instance.
  23429. *
  23430. * @return {Curve} A clone of this instance.
  23431. */
  23432. clone() {
  23433. return new this.constructor().copy( this );
  23434. }
  23435. /**
  23436. * Copies the values of the given curve to this instance.
  23437. *
  23438. * @param {Curve} source - The curve to copy.
  23439. * @return {Curve} A reference to this curve.
  23440. */
  23441. copy( source ) {
  23442. this.arcLengthDivisions = source.arcLengthDivisions;
  23443. return this;
  23444. }
  23445. /**
  23446. * Serializes the curve into JSON.
  23447. *
  23448. * @return {Object} A JSON object representing the serialized curve.
  23449. * @see {@link ObjectLoader#parse}
  23450. */
  23451. toJSON() {
  23452. const data = {
  23453. metadata: {
  23454. version: 4.7,
  23455. type: 'Curve',
  23456. generator: 'Curve.toJSON'
  23457. }
  23458. };
  23459. data.arcLengthDivisions = this.arcLengthDivisions;
  23460. data.type = this.type;
  23461. return data;
  23462. }
  23463. /**
  23464. * Deserializes the curve from the given JSON.
  23465. *
  23466. * @param {Object} json - The JSON holding the serialized curve.
  23467. * @return {Curve} A reference to this curve.
  23468. */
  23469. fromJSON( json ) {
  23470. this.arcLengthDivisions = json.arcLengthDivisions;
  23471. return this;
  23472. }
  23473. }
  23474. /**
  23475. * A curve representing an ellipse.
  23476. *
  23477. * ```js
  23478. * const curve = new THREE.EllipseCurve(
  23479. * 0, 0,
  23480. * 10, 10,
  23481. * 0, 2 * Math.PI,
  23482. * false,
  23483. * 0
  23484. * );
  23485. *
  23486. * const points = curve.getPoints( 50 );
  23487. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23488. *
  23489. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23490. *
  23491. * // Create the final object to add to the scene
  23492. * const ellipse = new THREE.Line( geometry, material );
  23493. * ```
  23494. *
  23495. * @augments Curve
  23496. */
  23497. class EllipseCurve extends Curve {
  23498. /**
  23499. * Constructs a new ellipse curve.
  23500. *
  23501. * @param {number} [aX=0] - The X center of the ellipse.
  23502. * @param {number} [aY=0] - The Y center of the ellipse.
  23503. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23504. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23505. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23506. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23507. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23508. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23509. */
  23510. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23511. super();
  23512. /**
  23513. * This flag can be used for type testing.
  23514. *
  23515. * @type {boolean}
  23516. * @readonly
  23517. * @default true
  23518. */
  23519. this.isEllipseCurve = true;
  23520. this.type = 'EllipseCurve';
  23521. /**
  23522. * The X center of the ellipse.
  23523. *
  23524. * @type {number}
  23525. * @default 0
  23526. */
  23527. this.aX = aX;
  23528. /**
  23529. * The Y center of the ellipse.
  23530. *
  23531. * @type {number}
  23532. * @default 0
  23533. */
  23534. this.aY = aY;
  23535. /**
  23536. * The radius of the ellipse in the x direction.
  23537. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23538. *
  23539. * @type {number}
  23540. * @default 1
  23541. */
  23542. this.xRadius = xRadius;
  23543. /**
  23544. * The radius of the ellipse in the y direction.
  23545. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23546. *
  23547. * @type {number}
  23548. * @default 1
  23549. */
  23550. this.yRadius = yRadius;
  23551. /**
  23552. * The start angle of the curve in radians starting from the positive X axis.
  23553. *
  23554. * @type {number}
  23555. * @default 0
  23556. */
  23557. this.aStartAngle = aStartAngle;
  23558. /**
  23559. * The end angle of the curve in radians starting from the positive X axis.
  23560. *
  23561. * @type {number}
  23562. * @default Math.PI*2
  23563. */
  23564. this.aEndAngle = aEndAngle;
  23565. /**
  23566. * Whether the ellipse is drawn clockwise or not.
  23567. *
  23568. * @type {boolean}
  23569. * @default false
  23570. */
  23571. this.aClockwise = aClockwise;
  23572. /**
  23573. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23574. *
  23575. * @type {number}
  23576. * @default 0
  23577. */
  23578. this.aRotation = aRotation;
  23579. }
  23580. /**
  23581. * Returns a point on the curve.
  23582. *
  23583. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23584. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23585. * @return {Vector2} The position on the curve.
  23586. */
  23587. getPoint( t, optionalTarget = new Vector2() ) {
  23588. const point = optionalTarget;
  23589. const twoPi = Math.PI * 2;
  23590. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23591. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23592. // ensures that deltaAngle is 0 .. 2 PI
  23593. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23594. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23595. if ( deltaAngle < Number.EPSILON ) {
  23596. if ( samePoints ) {
  23597. deltaAngle = 0;
  23598. } else {
  23599. deltaAngle = twoPi;
  23600. }
  23601. }
  23602. if ( this.aClockwise === true && ! samePoints ) {
  23603. if ( deltaAngle === twoPi ) {
  23604. deltaAngle = - twoPi;
  23605. } else {
  23606. deltaAngle = deltaAngle - twoPi;
  23607. }
  23608. }
  23609. const angle = this.aStartAngle + t * deltaAngle;
  23610. let x = this.aX + this.xRadius * Math.cos( angle );
  23611. let y = this.aY + this.yRadius * Math.sin( angle );
  23612. if ( this.aRotation !== 0 ) {
  23613. const cos = Math.cos( this.aRotation );
  23614. const sin = Math.sin( this.aRotation );
  23615. const tx = x - this.aX;
  23616. const ty = y - this.aY;
  23617. // Rotate the point about the center of the ellipse.
  23618. x = tx * cos - ty * sin + this.aX;
  23619. y = tx * sin + ty * cos + this.aY;
  23620. }
  23621. return point.set( x, y );
  23622. }
  23623. copy( source ) {
  23624. super.copy( source );
  23625. this.aX = source.aX;
  23626. this.aY = source.aY;
  23627. this.xRadius = source.xRadius;
  23628. this.yRadius = source.yRadius;
  23629. this.aStartAngle = source.aStartAngle;
  23630. this.aEndAngle = source.aEndAngle;
  23631. this.aClockwise = source.aClockwise;
  23632. this.aRotation = source.aRotation;
  23633. return this;
  23634. }
  23635. toJSON() {
  23636. const data = super.toJSON();
  23637. data.aX = this.aX;
  23638. data.aY = this.aY;
  23639. data.xRadius = this.xRadius;
  23640. data.yRadius = this.yRadius;
  23641. data.aStartAngle = this.aStartAngle;
  23642. data.aEndAngle = this.aEndAngle;
  23643. data.aClockwise = this.aClockwise;
  23644. data.aRotation = this.aRotation;
  23645. return data;
  23646. }
  23647. fromJSON( json ) {
  23648. super.fromJSON( json );
  23649. this.aX = json.aX;
  23650. this.aY = json.aY;
  23651. this.xRadius = json.xRadius;
  23652. this.yRadius = json.yRadius;
  23653. this.aStartAngle = json.aStartAngle;
  23654. this.aEndAngle = json.aEndAngle;
  23655. this.aClockwise = json.aClockwise;
  23656. this.aRotation = json.aRotation;
  23657. return this;
  23658. }
  23659. }
  23660. /**
  23661. * A curve representing an arc.
  23662. *
  23663. * @augments EllipseCurve
  23664. */
  23665. class ArcCurve extends EllipseCurve {
  23666. /**
  23667. * Constructs a new arc curve.
  23668. *
  23669. * @param {number} [aX=0] - The X center of the ellipse.
  23670. * @param {number} [aY=0] - The Y center of the ellipse.
  23671. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23672. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23673. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23674. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23675. */
  23676. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23677. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23678. /**
  23679. * This flag can be used for type testing.
  23680. *
  23681. * @type {boolean}
  23682. * @readonly
  23683. * @default true
  23684. */
  23685. this.isArcCurve = true;
  23686. this.type = 'ArcCurve';
  23687. }
  23688. }
  23689. function CubicPoly() {
  23690. /**
  23691. * Centripetal CatmullRom Curve - which is useful for avoiding
  23692. * cusps and self-intersections in non-uniform catmull rom curves.
  23693. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23694. *
  23695. * curve.type accepts centripetal(default), chordal and catmullrom
  23696. * curve.tension is used for catmullrom which defaults to 0.5
  23697. */
  23698. /*
  23699. Based on an optimized c++ solution in
  23700. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23701. - http://ideone.com/NoEbVM
  23702. This CubicPoly class could be used for reusing some variables and calculations,
  23703. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23704. which can be placed in CurveUtils.
  23705. */
  23706. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23707. /*
  23708. * Compute coefficients for a cubic polynomial
  23709. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23710. * such that
  23711. * p(0) = x0, p(1) = x1
  23712. * and
  23713. * p'(0) = t0, p'(1) = t1.
  23714. */
  23715. function init( x0, x1, t0, t1 ) {
  23716. c0 = x0;
  23717. c1 = t0;
  23718. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23719. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23720. }
  23721. return {
  23722. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23723. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23724. },
  23725. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23726. // compute tangents when parameterized in [t1,t2]
  23727. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23728. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23729. // rescale tangents for parametrization in [0,1]
  23730. t1 *= dt1;
  23731. t2 *= dt1;
  23732. init( x1, x2, t1, t2 );
  23733. },
  23734. calc: function ( t ) {
  23735. const t2 = t * t;
  23736. const t3 = t2 * t;
  23737. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23738. }
  23739. };
  23740. }
  23741. //
  23742. const tmp = /*@__PURE__*/ new Vector3();
  23743. const px = /*@__PURE__*/ new CubicPoly();
  23744. const py = /*@__PURE__*/ new CubicPoly();
  23745. const pz = /*@__PURE__*/ new CubicPoly();
  23746. /**
  23747. * A curve representing a Catmull-Rom spline.
  23748. *
  23749. * ```js
  23750. * //Create a closed wavey loop
  23751. * const curve = new THREE.CatmullRomCurve3( [
  23752. * new THREE.Vector3( -10, 0, 10 ),
  23753. * new THREE.Vector3( -5, 5, 5 ),
  23754. * new THREE.Vector3( 0, 0, 0 ),
  23755. * new THREE.Vector3( 5, -5, 5 ),
  23756. * new THREE.Vector3( 10, 0, 10 )
  23757. * ] );
  23758. *
  23759. * const points = curve.getPoints( 50 );
  23760. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23761. *
  23762. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23763. *
  23764. * // Create the final object to add to the scene
  23765. * const curveObject = new THREE.Line( geometry, material );
  23766. * ```
  23767. *
  23768. * @augments Curve
  23769. */
  23770. class CatmullRomCurve3 extends Curve {
  23771. /**
  23772. * Constructs a new Catmull-Rom curve.
  23773. *
  23774. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23775. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23776. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23777. * @param {number} [tension=0.5] - Tension of the curve.
  23778. */
  23779. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23780. super();
  23781. /**
  23782. * This flag can be used for type testing.
  23783. *
  23784. * @type {boolean}
  23785. * @readonly
  23786. * @default true
  23787. */
  23788. this.isCatmullRomCurve3 = true;
  23789. this.type = 'CatmullRomCurve3';
  23790. /**
  23791. * An array of 3D points defining the curve.
  23792. *
  23793. * @type {Array<Vector3>}
  23794. */
  23795. this.points = points;
  23796. /**
  23797. * Whether the curve is closed or not.
  23798. *
  23799. * @type {boolean}
  23800. * @default false
  23801. */
  23802. this.closed = closed;
  23803. /**
  23804. * The curve type.
  23805. *
  23806. * @type {('centripetal'|'chordal'|'catmullrom')}
  23807. * @default 'centripetal'
  23808. */
  23809. this.curveType = curveType;
  23810. /**
  23811. * Tension of the curve.
  23812. *
  23813. * @type {number}
  23814. * @default 0.5
  23815. */
  23816. this.tension = tension;
  23817. }
  23818. /**
  23819. * Returns a point on the curve.
  23820. *
  23821. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23822. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23823. * @return {Vector3} The position on the curve.
  23824. */
  23825. getPoint( t, optionalTarget = new Vector3() ) {
  23826. const point = optionalTarget;
  23827. const points = this.points;
  23828. const l = points.length;
  23829. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23830. let intPoint = Math.floor( p );
  23831. let weight = p - intPoint;
  23832. if ( this.closed ) {
  23833. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23834. } else if ( weight === 0 && intPoint === l - 1 ) {
  23835. intPoint = l - 2;
  23836. weight = 1;
  23837. }
  23838. let p0, p3; // 4 points (p1 & p2 defined below)
  23839. if ( this.closed || intPoint > 0 ) {
  23840. p0 = points[ ( intPoint - 1 ) % l ];
  23841. } else {
  23842. // extrapolate first point
  23843. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23844. p0 = tmp;
  23845. }
  23846. const p1 = points[ intPoint % l ];
  23847. const p2 = points[ ( intPoint + 1 ) % l ];
  23848. if ( this.closed || intPoint + 2 < l ) {
  23849. p3 = points[ ( intPoint + 2 ) % l ];
  23850. } else {
  23851. // extrapolate last point
  23852. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23853. p3 = tmp;
  23854. }
  23855. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23856. // init Centripetal / Chordal Catmull-Rom
  23857. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23858. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23859. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23860. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23861. // safety check for repeated points
  23862. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23863. if ( dt0 < 1e-4 ) dt0 = dt1;
  23864. if ( dt2 < 1e-4 ) dt2 = dt1;
  23865. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23866. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23867. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23868. } else if ( this.curveType === 'catmullrom' ) {
  23869. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23870. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23871. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23872. }
  23873. point.set(
  23874. px.calc( weight ),
  23875. py.calc( weight ),
  23876. pz.calc( weight )
  23877. );
  23878. return point;
  23879. }
  23880. copy( source ) {
  23881. super.copy( source );
  23882. this.points = [];
  23883. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23884. const point = source.points[ i ];
  23885. this.points.push( point.clone() );
  23886. }
  23887. this.closed = source.closed;
  23888. this.curveType = source.curveType;
  23889. this.tension = source.tension;
  23890. return this;
  23891. }
  23892. toJSON() {
  23893. const data = super.toJSON();
  23894. data.points = [];
  23895. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23896. const point = this.points[ i ];
  23897. data.points.push( point.toArray() );
  23898. }
  23899. data.closed = this.closed;
  23900. data.curveType = this.curveType;
  23901. data.tension = this.tension;
  23902. return data;
  23903. }
  23904. fromJSON( json ) {
  23905. super.fromJSON( json );
  23906. this.points = [];
  23907. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23908. const point = json.points[ i ];
  23909. this.points.push( new Vector3().fromArray( point ) );
  23910. }
  23911. this.closed = json.closed;
  23912. this.curveType = json.curveType;
  23913. this.tension = json.tension;
  23914. return this;
  23915. }
  23916. }
  23917. /**
  23918. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  23919. *
  23920. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23921. *
  23922. * @module Interpolations
  23923. */
  23924. /**
  23925. * Computes a point on a Catmull-Rom spline.
  23926. *
  23927. * @param {number} t - The interpolation factor.
  23928. * @param {number} p0 - The first control point.
  23929. * @param {number} p1 - The second control point.
  23930. * @param {number} p2 - The third control point.
  23931. * @param {number} p3 - The fourth control point.
  23932. * @return {number} The calculated point on a Catmull-Rom spline.
  23933. */
  23934. function CatmullRom( t, p0, p1, p2, p3 ) {
  23935. const v0 = ( p2 - p0 ) * 0.5;
  23936. const v1 = ( p3 - p1 ) * 0.5;
  23937. const t2 = t * t;
  23938. const t3 = t * t2;
  23939. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23940. }
  23941. //
  23942. function QuadraticBezierP0( t, p ) {
  23943. const k = 1 - t;
  23944. return k * k * p;
  23945. }
  23946. function QuadraticBezierP1( t, p ) {
  23947. return 2 * ( 1 - t ) * t * p;
  23948. }
  23949. function QuadraticBezierP2( t, p ) {
  23950. return t * t * p;
  23951. }
  23952. /**
  23953. * Computes a point on a Quadratic Bezier curve.
  23954. *
  23955. * @param {number} t - The interpolation factor.
  23956. * @param {number} p0 - The first control point.
  23957. * @param {number} p1 - The second control point.
  23958. * @param {number} p2 - The third control point.
  23959. * @return {number} The calculated point on a Quadratic Bezier curve.
  23960. */
  23961. function QuadraticBezier( t, p0, p1, p2 ) {
  23962. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23963. QuadraticBezierP2( t, p2 );
  23964. }
  23965. //
  23966. function CubicBezierP0( t, p ) {
  23967. const k = 1 - t;
  23968. return k * k * k * p;
  23969. }
  23970. function CubicBezierP1( t, p ) {
  23971. const k = 1 - t;
  23972. return 3 * k * k * t * p;
  23973. }
  23974. function CubicBezierP2( t, p ) {
  23975. return 3 * ( 1 - t ) * t * t * p;
  23976. }
  23977. function CubicBezierP3( t, p ) {
  23978. return t * t * t * p;
  23979. }
  23980. /**
  23981. * Computes a point on a Cubic Bezier curve.
  23982. *
  23983. * @param {number} t - The interpolation factor.
  23984. * @param {number} p0 - The first control point.
  23985. * @param {number} p1 - The second control point.
  23986. * @param {number} p2 - The third control point.
  23987. * @param {number} p3 - The fourth control point.
  23988. * @return {number} The calculated point on a Cubic Bezier curve.
  23989. */
  23990. function CubicBezier( t, p0, p1, p2, p3 ) {
  23991. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23992. CubicBezierP3( t, p3 );
  23993. }
  23994. /**
  23995. * A curve representing a 2D Cubic Bezier curve.
  23996. *
  23997. * ```js
  23998. * const curve = new THREE.CubicBezierCurve(
  23999. * new THREE.Vector2( - 0, 0 ),
  24000. * new THREE.Vector2( - 5, 15 ),
  24001. * new THREE.Vector2( 20, 15 ),
  24002. * new THREE.Vector2( 10, 0 )
  24003. * );
  24004. *
  24005. * const points = curve.getPoints( 50 );
  24006. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24007. *
  24008. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24009. *
  24010. * // Create the final object to add to the scene
  24011. * const curveObject = new THREE.Line( geometry, material );
  24012. * ```
  24013. *
  24014. * @augments Curve
  24015. */
  24016. class CubicBezierCurve extends Curve {
  24017. /**
  24018. * Constructs a new Cubic Bezier curve.
  24019. *
  24020. * @param {Vector2} [v0] - The start point.
  24021. * @param {Vector2} [v1] - The first control point.
  24022. * @param {Vector2} [v2] - The second control point.
  24023. * @param {Vector2} [v3] - The end point.
  24024. */
  24025. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  24026. super();
  24027. /**
  24028. * This flag can be used for type testing.
  24029. *
  24030. * @type {boolean}
  24031. * @readonly
  24032. * @default true
  24033. */
  24034. this.isCubicBezierCurve = true;
  24035. this.type = 'CubicBezierCurve';
  24036. /**
  24037. * The start point.
  24038. *
  24039. * @type {Vector2}
  24040. */
  24041. this.v0 = v0;
  24042. /**
  24043. * The first control point.
  24044. *
  24045. * @type {Vector2}
  24046. */
  24047. this.v1 = v1;
  24048. /**
  24049. * The second control point.
  24050. *
  24051. * @type {Vector2}
  24052. */
  24053. this.v2 = v2;
  24054. /**
  24055. * The end point.
  24056. *
  24057. * @type {Vector2}
  24058. */
  24059. this.v3 = v3;
  24060. }
  24061. /**
  24062. * Returns a point on the curve.
  24063. *
  24064. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24065. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24066. * @return {Vector2} The position on the curve.
  24067. */
  24068. getPoint( t, optionalTarget = new Vector2() ) {
  24069. const point = optionalTarget;
  24070. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24071. point.set(
  24072. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24073. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  24074. );
  24075. return point;
  24076. }
  24077. copy( source ) {
  24078. super.copy( source );
  24079. this.v0.copy( source.v0 );
  24080. this.v1.copy( source.v1 );
  24081. this.v2.copy( source.v2 );
  24082. this.v3.copy( source.v3 );
  24083. return this;
  24084. }
  24085. toJSON() {
  24086. const data = super.toJSON();
  24087. data.v0 = this.v0.toArray();
  24088. data.v1 = this.v1.toArray();
  24089. data.v2 = this.v2.toArray();
  24090. data.v3 = this.v3.toArray();
  24091. return data;
  24092. }
  24093. fromJSON( json ) {
  24094. super.fromJSON( json );
  24095. this.v0.fromArray( json.v0 );
  24096. this.v1.fromArray( json.v1 );
  24097. this.v2.fromArray( json.v2 );
  24098. this.v3.fromArray( json.v3 );
  24099. return this;
  24100. }
  24101. }
  24102. /**
  24103. * A curve representing a 3D Cubic Bezier curve.
  24104. *
  24105. * @augments Curve
  24106. */
  24107. class CubicBezierCurve3 extends Curve {
  24108. /**
  24109. * Constructs a new Cubic Bezier curve.
  24110. *
  24111. * @param {Vector3} [v0] - The start point.
  24112. * @param {Vector3} [v1] - The first control point.
  24113. * @param {Vector3} [v2] - The second control point.
  24114. * @param {Vector3} [v3] - The end point.
  24115. */
  24116. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  24117. super();
  24118. /**
  24119. * This flag can be used for type testing.
  24120. *
  24121. * @type {boolean}
  24122. * @readonly
  24123. * @default true
  24124. */
  24125. this.isCubicBezierCurve3 = true;
  24126. this.type = 'CubicBezierCurve3';
  24127. /**
  24128. * The start point.
  24129. *
  24130. * @type {Vector3}
  24131. */
  24132. this.v0 = v0;
  24133. /**
  24134. * The first control point.
  24135. *
  24136. * @type {Vector3}
  24137. */
  24138. this.v1 = v1;
  24139. /**
  24140. * The second control point.
  24141. *
  24142. * @type {Vector3}
  24143. */
  24144. this.v2 = v2;
  24145. /**
  24146. * The end point.
  24147. *
  24148. * @type {Vector3}
  24149. */
  24150. this.v3 = v3;
  24151. }
  24152. /**
  24153. * Returns a point on the curve.
  24154. *
  24155. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24156. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24157. * @return {Vector3} The position on the curve.
  24158. */
  24159. getPoint( t, optionalTarget = new Vector3() ) {
  24160. const point = optionalTarget;
  24161. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24162. point.set(
  24163. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24164. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24165. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24166. );
  24167. return point;
  24168. }
  24169. copy( source ) {
  24170. super.copy( source );
  24171. this.v0.copy( source.v0 );
  24172. this.v1.copy( source.v1 );
  24173. this.v2.copy( source.v2 );
  24174. this.v3.copy( source.v3 );
  24175. return this;
  24176. }
  24177. toJSON() {
  24178. const data = super.toJSON();
  24179. data.v0 = this.v0.toArray();
  24180. data.v1 = this.v1.toArray();
  24181. data.v2 = this.v2.toArray();
  24182. data.v3 = this.v3.toArray();
  24183. return data;
  24184. }
  24185. fromJSON( json ) {
  24186. super.fromJSON( json );
  24187. this.v0.fromArray( json.v0 );
  24188. this.v1.fromArray( json.v1 );
  24189. this.v2.fromArray( json.v2 );
  24190. this.v3.fromArray( json.v3 );
  24191. return this;
  24192. }
  24193. }
  24194. /**
  24195. * A curve representing a 2D line segment.
  24196. *
  24197. * @augments Curve
  24198. */
  24199. class LineCurve extends Curve {
  24200. /**
  24201. * Constructs a new line curve.
  24202. *
  24203. * @param {Vector2} [v1] - The start point.
  24204. * @param {Vector2} [v2] - The end point.
  24205. */
  24206. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24207. super();
  24208. /**
  24209. * This flag can be used for type testing.
  24210. *
  24211. * @type {boolean}
  24212. * @readonly
  24213. * @default true
  24214. */
  24215. this.isLineCurve = true;
  24216. this.type = 'LineCurve';
  24217. /**
  24218. * The start point.
  24219. *
  24220. * @type {Vector2}
  24221. */
  24222. this.v1 = v1;
  24223. /**
  24224. * The end point.
  24225. *
  24226. * @type {Vector2}
  24227. */
  24228. this.v2 = v2;
  24229. }
  24230. /**
  24231. * Returns a point on the line.
  24232. *
  24233. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24234. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24235. * @return {Vector2} The position on the line.
  24236. */
  24237. getPoint( t, optionalTarget = new Vector2() ) {
  24238. const point = optionalTarget;
  24239. if ( t === 1 ) {
  24240. point.copy( this.v2 );
  24241. } else {
  24242. point.copy( this.v2 ).sub( this.v1 );
  24243. point.multiplyScalar( t ).add( this.v1 );
  24244. }
  24245. return point;
  24246. }
  24247. // Line curve is linear, so we can overwrite default getPointAt
  24248. getPointAt( u, optionalTarget ) {
  24249. return this.getPoint( u, optionalTarget );
  24250. }
  24251. getTangent( t, optionalTarget = new Vector2() ) {
  24252. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24253. }
  24254. getTangentAt( u, optionalTarget ) {
  24255. return this.getTangent( u, optionalTarget );
  24256. }
  24257. copy( source ) {
  24258. super.copy( source );
  24259. this.v1.copy( source.v1 );
  24260. this.v2.copy( source.v2 );
  24261. return this;
  24262. }
  24263. toJSON() {
  24264. const data = super.toJSON();
  24265. data.v1 = this.v1.toArray();
  24266. data.v2 = this.v2.toArray();
  24267. return data;
  24268. }
  24269. fromJSON( json ) {
  24270. super.fromJSON( json );
  24271. this.v1.fromArray( json.v1 );
  24272. this.v2.fromArray( json.v2 );
  24273. return this;
  24274. }
  24275. }
  24276. /**
  24277. * A curve representing a 3D line segment.
  24278. *
  24279. * @augments Curve
  24280. */
  24281. class LineCurve3 extends Curve {
  24282. /**
  24283. * Constructs a new line curve.
  24284. *
  24285. * @param {Vector3} [v1] - The start point.
  24286. * @param {Vector3} [v2] - The end point.
  24287. */
  24288. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24289. super();
  24290. /**
  24291. * This flag can be used for type testing.
  24292. *
  24293. * @type {boolean}
  24294. * @readonly
  24295. * @default true
  24296. */
  24297. this.isLineCurve3 = true;
  24298. this.type = 'LineCurve3';
  24299. /**
  24300. * The start point.
  24301. *
  24302. * @type {Vector3}
  24303. */
  24304. this.v1 = v1;
  24305. /**
  24306. * The end point.
  24307. *
  24308. * @type {Vector2}
  24309. */
  24310. this.v2 = v2;
  24311. }
  24312. /**
  24313. * Returns a point on the line.
  24314. *
  24315. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24316. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24317. * @return {Vector3} The position on the line.
  24318. */
  24319. getPoint( t, optionalTarget = new Vector3() ) {
  24320. const point = optionalTarget;
  24321. if ( t === 1 ) {
  24322. point.copy( this.v2 );
  24323. } else {
  24324. point.copy( this.v2 ).sub( this.v1 );
  24325. point.multiplyScalar( t ).add( this.v1 );
  24326. }
  24327. return point;
  24328. }
  24329. // Line curve is linear, so we can overwrite default getPointAt
  24330. getPointAt( u, optionalTarget ) {
  24331. return this.getPoint( u, optionalTarget );
  24332. }
  24333. getTangent( t, optionalTarget = new Vector3() ) {
  24334. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24335. }
  24336. getTangentAt( u, optionalTarget ) {
  24337. return this.getTangent( u, optionalTarget );
  24338. }
  24339. copy( source ) {
  24340. super.copy( source );
  24341. this.v1.copy( source.v1 );
  24342. this.v2.copy( source.v2 );
  24343. return this;
  24344. }
  24345. toJSON() {
  24346. const data = super.toJSON();
  24347. data.v1 = this.v1.toArray();
  24348. data.v2 = this.v2.toArray();
  24349. return data;
  24350. }
  24351. fromJSON( json ) {
  24352. super.fromJSON( json );
  24353. this.v1.fromArray( json.v1 );
  24354. this.v2.fromArray( json.v2 );
  24355. return this;
  24356. }
  24357. }
  24358. /**
  24359. * A curve representing a 2D Quadratic Bezier curve.
  24360. *
  24361. * ```js
  24362. * const curve = new THREE.QuadraticBezierCurve(
  24363. * new THREE.Vector2( - 10, 0 ),
  24364. * new THREE.Vector2( 20, 15 ),
  24365. * new THREE.Vector2( 10, 0 )
  24366. * )
  24367. *
  24368. * const points = curve.getPoints( 50 );
  24369. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24370. *
  24371. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24372. *
  24373. * // Create the final object to add to the scene
  24374. * const curveObject = new THREE.Line( geometry, material );
  24375. * ```
  24376. *
  24377. * @augments Curve
  24378. */
  24379. class QuadraticBezierCurve extends Curve {
  24380. /**
  24381. * Constructs a new Quadratic Bezier curve.
  24382. *
  24383. * @param {Vector2} [v0] - The start point.
  24384. * @param {Vector2} [v1] - The control point.
  24385. * @param {Vector2} [v2] - The end point.
  24386. */
  24387. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24388. super();
  24389. /**
  24390. * This flag can be used for type testing.
  24391. *
  24392. * @type {boolean}
  24393. * @readonly
  24394. * @default true
  24395. */
  24396. this.isQuadraticBezierCurve = true;
  24397. this.type = 'QuadraticBezierCurve';
  24398. /**
  24399. * The start point.
  24400. *
  24401. * @type {Vector2}
  24402. */
  24403. this.v0 = v0;
  24404. /**
  24405. * The control point.
  24406. *
  24407. * @type {Vector2}
  24408. */
  24409. this.v1 = v1;
  24410. /**
  24411. * The end point.
  24412. *
  24413. * @type {Vector2}
  24414. */
  24415. this.v2 = v2;
  24416. }
  24417. /**
  24418. * Returns a point on the curve.
  24419. *
  24420. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24421. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24422. * @return {Vector2} The position on the curve.
  24423. */
  24424. getPoint( t, optionalTarget = new Vector2() ) {
  24425. const point = optionalTarget;
  24426. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24427. point.set(
  24428. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24429. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24430. );
  24431. return point;
  24432. }
  24433. copy( source ) {
  24434. super.copy( source );
  24435. this.v0.copy( source.v0 );
  24436. this.v1.copy( source.v1 );
  24437. this.v2.copy( source.v2 );
  24438. return this;
  24439. }
  24440. toJSON() {
  24441. const data = super.toJSON();
  24442. data.v0 = this.v0.toArray();
  24443. data.v1 = this.v1.toArray();
  24444. data.v2 = this.v2.toArray();
  24445. return data;
  24446. }
  24447. fromJSON( json ) {
  24448. super.fromJSON( json );
  24449. this.v0.fromArray( json.v0 );
  24450. this.v1.fromArray( json.v1 );
  24451. this.v2.fromArray( json.v2 );
  24452. return this;
  24453. }
  24454. }
  24455. /**
  24456. * A curve representing a 3D Quadratic Bezier curve.
  24457. *
  24458. * @augments Curve
  24459. */
  24460. class QuadraticBezierCurve3 extends Curve {
  24461. /**
  24462. * Constructs a new Quadratic Bezier curve.
  24463. *
  24464. * @param {Vector3} [v0] - The start point.
  24465. * @param {Vector3} [v1] - The control point.
  24466. * @param {Vector3} [v2] - The end point.
  24467. */
  24468. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24469. super();
  24470. /**
  24471. * This flag can be used for type testing.
  24472. *
  24473. * @type {boolean}
  24474. * @readonly
  24475. * @default true
  24476. */
  24477. this.isQuadraticBezierCurve3 = true;
  24478. this.type = 'QuadraticBezierCurve3';
  24479. /**
  24480. * The start point.
  24481. *
  24482. * @type {Vector3}
  24483. */
  24484. this.v0 = v0;
  24485. /**
  24486. * The control point.
  24487. *
  24488. * @type {Vector3}
  24489. */
  24490. this.v1 = v1;
  24491. /**
  24492. * The end point.
  24493. *
  24494. * @type {Vector3}
  24495. */
  24496. this.v2 = v2;
  24497. }
  24498. /**
  24499. * Returns a point on the curve.
  24500. *
  24501. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24502. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24503. * @return {Vector3} The position on the curve.
  24504. */
  24505. getPoint( t, optionalTarget = new Vector3() ) {
  24506. const point = optionalTarget;
  24507. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24508. point.set(
  24509. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24510. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24511. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24512. );
  24513. return point;
  24514. }
  24515. copy( source ) {
  24516. super.copy( source );
  24517. this.v0.copy( source.v0 );
  24518. this.v1.copy( source.v1 );
  24519. this.v2.copy( source.v2 );
  24520. return this;
  24521. }
  24522. toJSON() {
  24523. const data = super.toJSON();
  24524. data.v0 = this.v0.toArray();
  24525. data.v1 = this.v1.toArray();
  24526. data.v2 = this.v2.toArray();
  24527. return data;
  24528. }
  24529. fromJSON( json ) {
  24530. super.fromJSON( json );
  24531. this.v0.fromArray( json.v0 );
  24532. this.v1.fromArray( json.v1 );
  24533. this.v2.fromArray( json.v2 );
  24534. return this;
  24535. }
  24536. }
  24537. /**
  24538. * A curve representing a 2D spline curve.
  24539. *
  24540. * ```js
  24541. * // Create a sine-like wave
  24542. * const curve = new THREE.SplineCurve( [
  24543. * new THREE.Vector2( -10, 0 ),
  24544. * new THREE.Vector2( -5, 5 ),
  24545. * new THREE.Vector2( 0, 0 ),
  24546. * new THREE.Vector2( 5, -5 ),
  24547. * new THREE.Vector2( 10, 0 )
  24548. * ] );
  24549. *
  24550. * const points = curve.getPoints( 50 );
  24551. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24552. *
  24553. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24554. *
  24555. * // Create the final object to add to the scene
  24556. * const splineObject = new THREE.Line( geometry, material );
  24557. * ```
  24558. *
  24559. * @augments Curve
  24560. */
  24561. class SplineCurve extends Curve {
  24562. /**
  24563. * Constructs a new 2D spline curve.
  24564. *
  24565. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24566. */
  24567. constructor( points = [] ) {
  24568. super();
  24569. /**
  24570. * This flag can be used for type testing.
  24571. *
  24572. * @type {boolean}
  24573. * @readonly
  24574. * @default true
  24575. */
  24576. this.isSplineCurve = true;
  24577. this.type = 'SplineCurve';
  24578. /**
  24579. * An array of 2D points defining the curve.
  24580. *
  24581. * @type {Array<Vector2>}
  24582. */
  24583. this.points = points;
  24584. }
  24585. /**
  24586. * Returns a point on the curve.
  24587. *
  24588. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24589. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24590. * @return {Vector2} The position on the curve.
  24591. */
  24592. getPoint( t, optionalTarget = new Vector2() ) {
  24593. const point = optionalTarget;
  24594. const points = this.points;
  24595. const p = ( points.length - 1 ) * t;
  24596. const intPoint = Math.floor( p );
  24597. const weight = p - intPoint;
  24598. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24599. const p1 = points[ intPoint ];
  24600. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24601. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24602. point.set(
  24603. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24604. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24605. );
  24606. return point;
  24607. }
  24608. copy( source ) {
  24609. super.copy( source );
  24610. this.points = [];
  24611. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24612. const point = source.points[ i ];
  24613. this.points.push( point.clone() );
  24614. }
  24615. return this;
  24616. }
  24617. toJSON() {
  24618. const data = super.toJSON();
  24619. data.points = [];
  24620. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24621. const point = this.points[ i ];
  24622. data.points.push( point.toArray() );
  24623. }
  24624. return data;
  24625. }
  24626. fromJSON( json ) {
  24627. super.fromJSON( json );
  24628. this.points = [];
  24629. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24630. const point = json.points[ i ];
  24631. this.points.push( new Vector2().fromArray( point ) );
  24632. }
  24633. return this;
  24634. }
  24635. }
  24636. var Curves = /*#__PURE__*/Object.freeze({
  24637. __proto__: null,
  24638. ArcCurve: ArcCurve,
  24639. CatmullRomCurve3: CatmullRomCurve3,
  24640. CubicBezierCurve: CubicBezierCurve,
  24641. CubicBezierCurve3: CubicBezierCurve3,
  24642. EllipseCurve: EllipseCurve,
  24643. LineCurve: LineCurve,
  24644. LineCurve3: LineCurve3,
  24645. QuadraticBezierCurve: QuadraticBezierCurve,
  24646. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24647. SplineCurve: SplineCurve
  24648. });
  24649. /**
  24650. * A base class extending {@link Curve}. `CurvePath` is simply an
  24651. * array of connected curves, but retains the API of a curve.
  24652. *
  24653. * @augments Curve
  24654. */
  24655. class CurvePath extends Curve {
  24656. /**
  24657. * Constructs a new curve path.
  24658. */
  24659. constructor() {
  24660. super();
  24661. this.type = 'CurvePath';
  24662. /**
  24663. * An array of curves defining the
  24664. * path.
  24665. *
  24666. * @type {Array<Curve>}
  24667. */
  24668. this.curves = [];
  24669. /**
  24670. * Whether the path should automatically be closed
  24671. * by a line curve.
  24672. *
  24673. * @type {boolean}
  24674. * @default false
  24675. */
  24676. this.autoClose = false;
  24677. }
  24678. /**
  24679. * Adds a curve to this curve path.
  24680. *
  24681. * @param {Curve} curve - The curve to add.
  24682. */
  24683. add( curve ) {
  24684. this.curves.push( curve );
  24685. }
  24686. /**
  24687. * Adds a line curve to close the path.
  24688. *
  24689. * @return {CurvePath} A reference to this curve path.
  24690. */
  24691. closePath() {
  24692. // Add a line curve if start and end of lines are not connected
  24693. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24694. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24695. if ( ! startPoint.equals( endPoint ) ) {
  24696. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24697. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24698. }
  24699. return this;
  24700. }
  24701. /**
  24702. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24703. * for the given interpolation factor.
  24704. *
  24705. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24706. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24707. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24708. */
  24709. getPoint( t, optionalTarget ) {
  24710. // To get accurate point with reference to
  24711. // entire path distance at time t,
  24712. // following has to be done:
  24713. // 1. Length of each sub path have to be known
  24714. // 2. Locate and identify type of curve
  24715. // 3. Get t for the curve
  24716. // 4. Return curve.getPointAt(t')
  24717. const d = t * this.getLength();
  24718. const curveLengths = this.getCurveLengths();
  24719. let i = 0;
  24720. // To think about boundaries points.
  24721. while ( i < curveLengths.length ) {
  24722. if ( curveLengths[ i ] >= d ) {
  24723. const diff = curveLengths[ i ] - d;
  24724. const curve = this.curves[ i ];
  24725. const segmentLength = curve.getLength();
  24726. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24727. return curve.getPointAt( u, optionalTarget );
  24728. }
  24729. i ++;
  24730. }
  24731. return null;
  24732. // loop where sum != 0, sum > d , sum+1 <d
  24733. }
  24734. getLength() {
  24735. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24736. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24737. // getPoint() depends on getLength
  24738. const lens = this.getCurveLengths();
  24739. return lens[ lens.length - 1 ];
  24740. }
  24741. updateArcLengths() {
  24742. // cacheLengths must be recalculated.
  24743. this.needsUpdate = true;
  24744. this.cacheLengths = null;
  24745. this.getCurveLengths();
  24746. }
  24747. /**
  24748. * Returns list of cumulative curve lengths of the defined curves.
  24749. *
  24750. * @return {Array<number>} The curve lengths.
  24751. */
  24752. getCurveLengths() {
  24753. // Compute lengths and cache them
  24754. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24755. // We use cache values if curves and cache array are same length
  24756. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24757. return this.cacheLengths;
  24758. }
  24759. // Get length of sub-curve
  24760. // Push sums into cached array
  24761. const lengths = [];
  24762. let sums = 0;
  24763. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24764. sums += this.curves[ i ].getLength();
  24765. lengths.push( sums );
  24766. }
  24767. this.cacheLengths = lengths;
  24768. return lengths;
  24769. }
  24770. getSpacedPoints( divisions = 40 ) {
  24771. const points = [];
  24772. for ( let i = 0; i <= divisions; i ++ ) {
  24773. points.push( this.getPoint( i / divisions ) );
  24774. }
  24775. if ( this.autoClose ) {
  24776. points.push( points[ 0 ] );
  24777. }
  24778. return points;
  24779. }
  24780. getPoints( divisions = 12 ) {
  24781. const points = [];
  24782. let last;
  24783. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24784. const curve = curves[ i ];
  24785. const resolution = curve.isEllipseCurve ? divisions * 2
  24786. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24787. : curve.isSplineCurve ? divisions * curve.points.length
  24788. : divisions;
  24789. const pts = curve.getPoints( resolution );
  24790. for ( let j = 0; j < pts.length; j ++ ) {
  24791. const point = pts[ j ];
  24792. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24793. points.push( point );
  24794. last = point;
  24795. }
  24796. }
  24797. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24798. points.push( points[ 0 ] );
  24799. }
  24800. return points;
  24801. }
  24802. copy( source ) {
  24803. super.copy( source );
  24804. this.curves = [];
  24805. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24806. const curve = source.curves[ i ];
  24807. this.curves.push( curve.clone() );
  24808. }
  24809. this.autoClose = source.autoClose;
  24810. return this;
  24811. }
  24812. toJSON() {
  24813. const data = super.toJSON();
  24814. data.autoClose = this.autoClose;
  24815. data.curves = [];
  24816. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24817. const curve = this.curves[ i ];
  24818. data.curves.push( curve.toJSON() );
  24819. }
  24820. return data;
  24821. }
  24822. fromJSON( json ) {
  24823. super.fromJSON( json );
  24824. this.autoClose = json.autoClose;
  24825. this.curves = [];
  24826. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24827. const curve = json.curves[ i ];
  24828. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24829. }
  24830. return this;
  24831. }
  24832. }
  24833. /**
  24834. * A 2D path representation. The class provides methods for creating paths
  24835. * and contours of 2D shapes similar to the 2D Canvas API.
  24836. *
  24837. * ```js
  24838. * const path = new THREE.Path();
  24839. *
  24840. * path.lineTo( 0, 0.8 );
  24841. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24842. * path.lineTo( 1, 1 );
  24843. *
  24844. * const points = path.getPoints();
  24845. *
  24846. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24847. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24848. *
  24849. * const line = new THREE.Line( geometry, material );
  24850. * scene.add( line );
  24851. * ```
  24852. *
  24853. * @augments CurvePath
  24854. */
  24855. class Path extends CurvePath {
  24856. /**
  24857. * Constructs a new path.
  24858. *
  24859. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24860. */
  24861. constructor( points ) {
  24862. super();
  24863. this.type = 'Path';
  24864. /**
  24865. * The current offset of the path. Any new curve added will start here.
  24866. *
  24867. * @type {Vector2}
  24868. */
  24869. this.currentPoint = new Vector2();
  24870. if ( points ) {
  24871. this.setFromPoints( points );
  24872. }
  24873. }
  24874. /**
  24875. * Creates a path from the given list of points. The points are added
  24876. * to the path as instances of {@link LineCurve}.
  24877. *
  24878. * @param {Array<Vector2>} points - An array of 2D points.
  24879. * @return {Path} A reference to this path.
  24880. */
  24881. setFromPoints( points ) {
  24882. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24883. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24884. this.lineTo( points[ i ].x, points[ i ].y );
  24885. }
  24886. return this;
  24887. }
  24888. /**
  24889. * Moves {@link Path#currentPoint} to the given point.
  24890. *
  24891. * @param {number} x - The x coordinate.
  24892. * @param {number} y - The y coordinate.
  24893. * @return {Path} A reference to this path.
  24894. */
  24895. moveTo( x, y ) {
  24896. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24897. return this;
  24898. }
  24899. /**
  24900. * Adds an instance of {@link LineCurve} to the path by connecting
  24901. * the current point with the given one.
  24902. *
  24903. * @param {number} x - The x coordinate of the end point.
  24904. * @param {number} y - The y coordinate of the end point.
  24905. * @return {Path} A reference to this path.
  24906. */
  24907. lineTo( x, y ) {
  24908. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24909. this.curves.push( curve );
  24910. this.currentPoint.set( x, y );
  24911. return this;
  24912. }
  24913. /**
  24914. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24915. * the current point with the given one.
  24916. *
  24917. * @param {number} aCPx - The x coordinate of the control point.
  24918. * @param {number} aCPy - The y coordinate of the control point.
  24919. * @param {number} aX - The x coordinate of the end point.
  24920. * @param {number} aY - The y coordinate of the end point.
  24921. * @return {Path} A reference to this path.
  24922. */
  24923. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24924. const curve = new QuadraticBezierCurve(
  24925. this.currentPoint.clone(),
  24926. new Vector2( aCPx, aCPy ),
  24927. new Vector2( aX, aY )
  24928. );
  24929. this.curves.push( curve );
  24930. this.currentPoint.set( aX, aY );
  24931. return this;
  24932. }
  24933. /**
  24934. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24935. * the current point with the given one.
  24936. *
  24937. * @param {number} aCP1x - The x coordinate of the first control point.
  24938. * @param {number} aCP1y - The y coordinate of the first control point.
  24939. * @param {number} aCP2x - The x coordinate of the second control point.
  24940. * @param {number} aCP2y - The y coordinate of the second control point.
  24941. * @param {number} aX - The x coordinate of the end point.
  24942. * @param {number} aY - The y coordinate of the end point.
  24943. * @return {Path} A reference to this path.
  24944. */
  24945. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24946. const curve = new CubicBezierCurve(
  24947. this.currentPoint.clone(),
  24948. new Vector2( aCP1x, aCP1y ),
  24949. new Vector2( aCP2x, aCP2y ),
  24950. new Vector2( aX, aY )
  24951. );
  24952. this.curves.push( curve );
  24953. this.currentPoint.set( aX, aY );
  24954. return this;
  24955. }
  24956. /**
  24957. * Adds an instance of {@link SplineCurve} to the path by connecting
  24958. * the current point with the given list of points.
  24959. *
  24960. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24961. * @return {Path} A reference to this path.
  24962. */
  24963. splineThru( pts ) {
  24964. const npts = [ this.currentPoint.clone() ].concat( pts );
  24965. const curve = new SplineCurve( npts );
  24966. this.curves.push( curve );
  24967. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24968. return this;
  24969. }
  24970. /**
  24971. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24972. * to the current point.
  24973. *
  24974. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24975. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24976. * @param {number} [aRadius=1] - The radius of the arc.
  24977. * @param {number} [aStartAngle=0] - The start angle in radians.
  24978. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24979. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24980. * @return {Path} A reference to this path.
  24981. */
  24982. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24983. const x0 = this.currentPoint.x;
  24984. const y0 = this.currentPoint.y;
  24985. this.absarc( aX + x0, aY + y0, aRadius,
  24986. aStartAngle, aEndAngle, aClockwise );
  24987. return this;
  24988. }
  24989. /**
  24990. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24991. *
  24992. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24993. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  24994. * @param {number} [aRadius=1] - The radius of the arc.
  24995. * @param {number} [aStartAngle=0] - The start angle in radians.
  24996. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24997. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24998. * @return {Path} A reference to this path.
  24999. */
  25000. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25001. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  25002. return this;
  25003. }
  25004. /**
  25005. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  25006. * to the current point
  25007. *
  25008. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  25009. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  25010. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25011. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25012. * @param {number} [aStartAngle=0] - The start angle in radians.
  25013. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25014. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25015. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25016. * @return {Path} A reference to this path.
  25017. */
  25018. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25019. const x0 = this.currentPoint.x;
  25020. const y0 = this.currentPoint.y;
  25021. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25022. return this;
  25023. }
  25024. /**
  25025. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  25026. *
  25027. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  25028. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  25029. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25030. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25031. * @param {number} [aStartAngle=0] - The start angle in radians.
  25032. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25033. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25034. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25035. * @return {Path} A reference to this path.
  25036. */
  25037. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25038. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25039. if ( this.curves.length > 0 ) {
  25040. // if a previous curve is present, attempt to join
  25041. const firstPoint = curve.getPoint( 0 );
  25042. if ( ! firstPoint.equals( this.currentPoint ) ) {
  25043. this.lineTo( firstPoint.x, firstPoint.y );
  25044. }
  25045. }
  25046. this.curves.push( curve );
  25047. const lastPoint = curve.getPoint( 1 );
  25048. this.currentPoint.copy( lastPoint );
  25049. return this;
  25050. }
  25051. copy( source ) {
  25052. super.copy( source );
  25053. this.currentPoint.copy( source.currentPoint );
  25054. return this;
  25055. }
  25056. toJSON() {
  25057. const data = super.toJSON();
  25058. data.currentPoint = this.currentPoint.toArray();
  25059. return data;
  25060. }
  25061. fromJSON( json ) {
  25062. super.fromJSON( json );
  25063. this.currentPoint.fromArray( json.currentPoint );
  25064. return this;
  25065. }
  25066. }
  25067. /**
  25068. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  25069. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  25070. * points, or to get triangulated faces.
  25071. *
  25072. * ```js
  25073. * const heartShape = new THREE.Shape();
  25074. *
  25075. * heartShape.moveTo( 25, 25 );
  25076. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  25077. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  25078. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  25079. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  25080. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  25081. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  25082. *
  25083. * const extrudeSettings = {
  25084. * depth: 8,
  25085. * bevelEnabled: true,
  25086. * bevelSegments: 2,
  25087. * steps: 2,
  25088. * bevelSize: 1,
  25089. * bevelThickness: 1
  25090. * };
  25091. *
  25092. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  25093. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  25094. * ```
  25095. *
  25096. * @augments Path
  25097. */
  25098. class Shape extends Path {
  25099. /**
  25100. * Constructs a new shape.
  25101. *
  25102. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  25103. */
  25104. constructor( points ) {
  25105. super( points );
  25106. /**
  25107. * The UUID of the shape.
  25108. *
  25109. * @type {string}
  25110. * @readonly
  25111. */
  25112. this.uuid = generateUUID();
  25113. this.type = 'Shape';
  25114. /**
  25115. * Defines the holes in the shape. Hole definitions must use the
  25116. * opposite winding order (CW/CCW) than the outer shape.
  25117. *
  25118. * @type {Array<Path>}
  25119. * @readonly
  25120. */
  25121. this.holes = [];
  25122. }
  25123. /**
  25124. * Returns an array representing each contour of the holes
  25125. * as a list of 2D points.
  25126. *
  25127. * @param {number} divisions - The fineness of the result.
  25128. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25129. */
  25130. getPointsHoles( divisions ) {
  25131. const holesPts = [];
  25132. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25133. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25134. }
  25135. return holesPts;
  25136. }
  25137. // get points of shape and holes (keypoints based on segments parameter)
  25138. /**
  25139. * Returns an object that holds contour data for the shape and its holes as
  25140. * arrays of 2D points.
  25141. *
  25142. * @param {number} divisions - The fineness of the result.
  25143. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25144. */
  25145. extractPoints( divisions ) {
  25146. return {
  25147. shape: this.getPoints( divisions ),
  25148. holes: this.getPointsHoles( divisions )
  25149. };
  25150. }
  25151. copy( source ) {
  25152. super.copy( source );
  25153. this.holes = [];
  25154. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25155. const hole = source.holes[ i ];
  25156. this.holes.push( hole.clone() );
  25157. }
  25158. return this;
  25159. }
  25160. toJSON() {
  25161. const data = super.toJSON();
  25162. data.uuid = this.uuid;
  25163. data.holes = [];
  25164. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25165. const hole = this.holes[ i ];
  25166. data.holes.push( hole.toJSON() );
  25167. }
  25168. return data;
  25169. }
  25170. fromJSON( json ) {
  25171. super.fromJSON( json );
  25172. this.uuid = json.uuid;
  25173. this.holes = [];
  25174. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25175. const hole = json.holes[ i ];
  25176. this.holes.push( new Path().fromJSON( hole ) );
  25177. }
  25178. return this;
  25179. }
  25180. }
  25181. /* eslint-disable */
  25182. // copy of mapbox/earcut version 3.0.2
  25183. // https://github.com/mapbox/earcut/tree/v3.0.2
  25184. function earcut(data, holeIndices, dim = 2) {
  25185. const hasHoles = holeIndices && holeIndices.length;
  25186. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25187. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25188. const triangles = [];
  25189. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25190. let minX, minY, invSize;
  25191. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25192. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25193. if (data.length > 80 * dim) {
  25194. minX = data[0];
  25195. minY = data[1];
  25196. let maxX = minX;
  25197. let maxY = minY;
  25198. for (let i = dim; i < outerLen; i += dim) {
  25199. const x = data[i];
  25200. const y = data[i + 1];
  25201. if (x < minX) minX = x;
  25202. if (y < minY) minY = y;
  25203. if (x > maxX) maxX = x;
  25204. if (y > maxY) maxY = y;
  25205. }
  25206. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25207. invSize = Math.max(maxX - minX, maxY - minY);
  25208. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25209. }
  25210. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25211. return triangles;
  25212. }
  25213. // create a circular doubly linked list from polygon points in the specified winding order
  25214. function linkedList(data, start, end, dim, clockwise) {
  25215. let last;
  25216. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25217. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25218. } else {
  25219. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25220. }
  25221. if (last && equals(last, last.next)) {
  25222. removeNode(last);
  25223. last = last.next;
  25224. }
  25225. return last;
  25226. }
  25227. // eliminate colinear or duplicate points
  25228. function filterPoints(start, end) {
  25229. if (!start) return start;
  25230. if (!end) end = start;
  25231. let p = start,
  25232. again;
  25233. do {
  25234. again = false;
  25235. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25236. removeNode(p);
  25237. p = end = p.prev;
  25238. if (p === p.next) break;
  25239. again = true;
  25240. } else {
  25241. p = p.next;
  25242. }
  25243. } while (again || p !== end);
  25244. return end;
  25245. }
  25246. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25247. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25248. if (!ear) return;
  25249. // interlink polygon nodes in z-order
  25250. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25251. let stop = ear;
  25252. // iterate through ears, slicing them one by one
  25253. while (ear.prev !== ear.next) {
  25254. const prev = ear.prev;
  25255. const next = ear.next;
  25256. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25257. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25258. removeNode(ear);
  25259. // skipping the next vertex leads to less sliver triangles
  25260. ear = next.next;
  25261. stop = next.next;
  25262. continue;
  25263. }
  25264. ear = next;
  25265. // if we looped through the whole remaining polygon and can't find any more ears
  25266. if (ear === stop) {
  25267. // try filtering points and slicing again
  25268. if (!pass) {
  25269. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25270. // if this didn't work, try curing all small self-intersections locally
  25271. } else if (pass === 1) {
  25272. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25273. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25274. // as a last resort, try splitting the remaining polygon into two
  25275. } else if (pass === 2) {
  25276. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25277. }
  25278. break;
  25279. }
  25280. }
  25281. }
  25282. // check whether a polygon node forms a valid ear with adjacent nodes
  25283. function isEar(ear) {
  25284. const a = ear.prev,
  25285. b = ear,
  25286. c = ear.next;
  25287. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25288. // now make sure we don't have other points inside the potential ear
  25289. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25290. // triangle bbox
  25291. const x0 = Math.min(ax, bx, cx),
  25292. y0 = Math.min(ay, by, cy),
  25293. x1 = Math.max(ax, bx, cx),
  25294. y1 = Math.max(ay, by, cy);
  25295. let p = c.next;
  25296. while (p !== a) {
  25297. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25298. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25299. area(p.prev, p, p.next) >= 0) return false;
  25300. p = p.next;
  25301. }
  25302. return true;
  25303. }
  25304. function isEarHashed(ear, minX, minY, invSize) {
  25305. const a = ear.prev,
  25306. b = ear,
  25307. c = ear.next;
  25308. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25309. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25310. // triangle bbox
  25311. const x0 = Math.min(ax, bx, cx),
  25312. y0 = Math.min(ay, by, cy),
  25313. x1 = Math.max(ax, bx, cx),
  25314. y1 = Math.max(ay, by, cy);
  25315. // z-order range for the current triangle bbox;
  25316. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25317. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25318. let p = ear.prevZ,
  25319. n = ear.nextZ;
  25320. // look for points inside the triangle in both directions
  25321. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25322. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25323. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25324. p = p.prevZ;
  25325. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25326. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25327. n = n.nextZ;
  25328. }
  25329. // look for remaining points in decreasing z-order
  25330. while (p && p.z >= minZ) {
  25331. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25332. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25333. p = p.prevZ;
  25334. }
  25335. // look for remaining points in increasing z-order
  25336. while (n && n.z <= maxZ) {
  25337. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25338. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25339. n = n.nextZ;
  25340. }
  25341. return true;
  25342. }
  25343. // go through all polygon nodes and cure small local self-intersections
  25344. function cureLocalIntersections(start, triangles) {
  25345. let p = start;
  25346. do {
  25347. const a = p.prev,
  25348. b = p.next.next;
  25349. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25350. triangles.push(a.i, p.i, b.i);
  25351. // remove two nodes involved
  25352. removeNode(p);
  25353. removeNode(p.next);
  25354. p = start = b;
  25355. }
  25356. p = p.next;
  25357. } while (p !== start);
  25358. return filterPoints(p);
  25359. }
  25360. // try splitting polygon into two and triangulate them independently
  25361. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25362. // look for a valid diagonal that divides the polygon into two
  25363. let a = start;
  25364. do {
  25365. let b = a.next.next;
  25366. while (b !== a.prev) {
  25367. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25368. // split the polygon in two by the diagonal
  25369. let c = splitPolygon(a, b);
  25370. // filter colinear points around the cuts
  25371. a = filterPoints(a, a.next);
  25372. c = filterPoints(c, c.next);
  25373. // run earcut on each half
  25374. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25375. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25376. return;
  25377. }
  25378. b = b.next;
  25379. }
  25380. a = a.next;
  25381. } while (a !== start);
  25382. }
  25383. // link every hole into the outer loop, producing a single-ring polygon without holes
  25384. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25385. const queue = [];
  25386. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25387. const start = holeIndices[i] * dim;
  25388. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25389. const list = linkedList(data, start, end, dim, false);
  25390. if (list === list.next) list.steiner = true;
  25391. queue.push(getLeftmost(list));
  25392. }
  25393. queue.sort(compareXYSlope);
  25394. // process holes from left to right
  25395. for (let i = 0; i < queue.length; i++) {
  25396. outerNode = eliminateHole(queue[i], outerNode);
  25397. }
  25398. return outerNode;
  25399. }
  25400. function compareXYSlope(a, b) {
  25401. let result = a.x - b.x;
  25402. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25403. // the bridge to the outer shell is always the point that they meet at.
  25404. if (result === 0) {
  25405. result = a.y - b.y;
  25406. if (result === 0) {
  25407. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25408. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25409. result = aSlope - bSlope;
  25410. }
  25411. }
  25412. return result;
  25413. }
  25414. // find a bridge between vertices that connects hole with an outer ring and link it
  25415. function eliminateHole(hole, outerNode) {
  25416. const bridge = findHoleBridge(hole, outerNode);
  25417. if (!bridge) {
  25418. return outerNode;
  25419. }
  25420. const bridgeReverse = splitPolygon(bridge, hole);
  25421. // filter collinear points around the cuts
  25422. filterPoints(bridgeReverse, bridgeReverse.next);
  25423. return filterPoints(bridge, bridge.next);
  25424. }
  25425. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25426. function findHoleBridge(hole, outerNode) {
  25427. let p = outerNode;
  25428. const hx = hole.x;
  25429. const hy = hole.y;
  25430. let qx = -Infinity;
  25431. let m;
  25432. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25433. // segment's endpoint with lesser x will be potential connection point
  25434. // unless they intersect at a vertex, then choose the vertex
  25435. if (equals(hole, p)) return p;
  25436. do {
  25437. if (equals(hole, p.next)) return p.next;
  25438. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25439. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25440. if (x <= hx && x > qx) {
  25441. qx = x;
  25442. m = p.x < p.next.x ? p : p.next;
  25443. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25444. }
  25445. }
  25446. p = p.next;
  25447. } while (p !== outerNode);
  25448. if (!m) return null;
  25449. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25450. // if there are no points found, we have a valid connection;
  25451. // otherwise choose the point of the minimum angle with the ray as connection point
  25452. const stop = m;
  25453. const mx = m.x;
  25454. const my = m.y;
  25455. let tanMin = Infinity;
  25456. p = m;
  25457. do {
  25458. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25459. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25460. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25461. if (locallyInside(p, hole) &&
  25462. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25463. m = p;
  25464. tanMin = tan;
  25465. }
  25466. }
  25467. p = p.next;
  25468. } while (p !== stop);
  25469. return m;
  25470. }
  25471. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25472. function sectorContainsSector(m, p) {
  25473. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25474. }
  25475. // interlink polygon nodes in z-order
  25476. function indexCurve(start, minX, minY, invSize) {
  25477. let p = start;
  25478. do {
  25479. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25480. p.prevZ = p.prev;
  25481. p.nextZ = p.next;
  25482. p = p.next;
  25483. } while (p !== start);
  25484. p.prevZ.nextZ = null;
  25485. p.prevZ = null;
  25486. sortLinked(p);
  25487. }
  25488. // Simon Tatham's linked list merge sort algorithm
  25489. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25490. function sortLinked(list) {
  25491. let numMerges;
  25492. let inSize = 1;
  25493. do {
  25494. let p = list;
  25495. let e;
  25496. list = null;
  25497. let tail = null;
  25498. numMerges = 0;
  25499. while (p) {
  25500. numMerges++;
  25501. let q = p;
  25502. let pSize = 0;
  25503. for (let i = 0; i < inSize; i++) {
  25504. pSize++;
  25505. q = q.nextZ;
  25506. if (!q) break;
  25507. }
  25508. let qSize = inSize;
  25509. while (pSize > 0 || (qSize > 0 && q)) {
  25510. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25511. e = p;
  25512. p = p.nextZ;
  25513. pSize--;
  25514. } else {
  25515. e = q;
  25516. q = q.nextZ;
  25517. qSize--;
  25518. }
  25519. if (tail) tail.nextZ = e;
  25520. else list = e;
  25521. e.prevZ = tail;
  25522. tail = e;
  25523. }
  25524. p = q;
  25525. }
  25526. tail.nextZ = null;
  25527. inSize *= 2;
  25528. } while (numMerges > 1);
  25529. return list;
  25530. }
  25531. // z-order of a point given coords and inverse of the longer side of data bbox
  25532. function zOrder(x, y, minX, minY, invSize) {
  25533. // coords are transformed into non-negative 15-bit integer range
  25534. x = (x - minX) * invSize | 0;
  25535. y = (y - minY) * invSize | 0;
  25536. x = (x | (x << 8)) & 0x00FF00FF;
  25537. x = (x | (x << 4)) & 0x0F0F0F0F;
  25538. x = (x | (x << 2)) & 0x33333333;
  25539. x = (x | (x << 1)) & 0x55555555;
  25540. y = (y | (y << 8)) & 0x00FF00FF;
  25541. y = (y | (y << 4)) & 0x0F0F0F0F;
  25542. y = (y | (y << 2)) & 0x33333333;
  25543. y = (y | (y << 1)) & 0x55555555;
  25544. return x | (y << 1);
  25545. }
  25546. // find the leftmost node of a polygon ring
  25547. function getLeftmost(start) {
  25548. let p = start,
  25549. leftmost = start;
  25550. do {
  25551. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25552. p = p.next;
  25553. } while (p !== start);
  25554. return leftmost;
  25555. }
  25556. // check if a point lies within a convex triangle
  25557. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25558. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25559. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25560. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25561. }
  25562. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25563. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25564. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25565. }
  25566. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25567. function isValidDiagonal(a, b) {
  25568. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25569. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25570. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25571. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25572. }
  25573. // signed area of a triangle
  25574. function area(p, q, r) {
  25575. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25576. }
  25577. // check if two points are equal
  25578. function equals(p1, p2) {
  25579. return p1.x === p2.x && p1.y === p2.y;
  25580. }
  25581. // check if two segments intersect
  25582. function intersects(p1, q1, p2, q2) {
  25583. const o1 = sign(area(p1, q1, p2));
  25584. const o2 = sign(area(p1, q1, q2));
  25585. const o3 = sign(area(p2, q2, p1));
  25586. const o4 = sign(area(p2, q2, q1));
  25587. if (o1 !== o2 && o3 !== o4) return true; // general case
  25588. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25589. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25590. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25591. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25592. return false;
  25593. }
  25594. // for collinear points p, q, r, check if point q lies on segment pr
  25595. function onSegment(p, q, r) {
  25596. 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);
  25597. }
  25598. function sign(num) {
  25599. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25600. }
  25601. // check if a polygon diagonal intersects any polygon segments
  25602. function intersectsPolygon(a, b) {
  25603. let p = a;
  25604. do {
  25605. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25606. intersects(p, p.next, a, b)) return true;
  25607. p = p.next;
  25608. } while (p !== a);
  25609. return false;
  25610. }
  25611. // check if a polygon diagonal is locally inside the polygon
  25612. function locallyInside(a, b) {
  25613. return area(a.prev, a, a.next) < 0 ?
  25614. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25615. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25616. }
  25617. // check if the middle point of a polygon diagonal is inside the polygon
  25618. function middleInside(a, b) {
  25619. let p = a;
  25620. let inside = false;
  25621. const px = (a.x + b.x) / 2;
  25622. const py = (a.y + b.y) / 2;
  25623. do {
  25624. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25625. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25626. inside = !inside;
  25627. p = p.next;
  25628. } while (p !== a);
  25629. return inside;
  25630. }
  25631. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25632. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25633. function splitPolygon(a, b) {
  25634. const a2 = createNode(a.i, a.x, a.y),
  25635. b2 = createNode(b.i, b.x, b.y),
  25636. an = a.next,
  25637. bp = b.prev;
  25638. a.next = b;
  25639. b.prev = a;
  25640. a2.next = an;
  25641. an.prev = a2;
  25642. b2.next = a2;
  25643. a2.prev = b2;
  25644. bp.next = b2;
  25645. b2.prev = bp;
  25646. return b2;
  25647. }
  25648. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25649. function insertNode(i, x, y, last) {
  25650. const p = createNode(i, x, y);
  25651. if (!last) {
  25652. p.prev = p;
  25653. p.next = p;
  25654. } else {
  25655. p.next = last.next;
  25656. p.prev = last;
  25657. last.next.prev = p;
  25658. last.next = p;
  25659. }
  25660. return p;
  25661. }
  25662. function removeNode(p) {
  25663. p.next.prev = p.prev;
  25664. p.prev.next = p.next;
  25665. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25666. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25667. }
  25668. function createNode(i, x, y) {
  25669. return {
  25670. i, // vertex index in coordinates array
  25671. x, y, // vertex coordinates
  25672. prev: null, // previous and next vertex nodes in a polygon ring
  25673. next: null,
  25674. z: 0, // z-order curve value
  25675. prevZ: null, // previous and next nodes in z-order
  25676. nextZ: null,
  25677. steiner: false // indicates whether this is a steiner point
  25678. };
  25679. }
  25680. function signedArea(data, start, end, dim) {
  25681. let sum = 0;
  25682. for (let i = start, j = end - dim; i < end; i += dim) {
  25683. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25684. j = i;
  25685. }
  25686. return sum;
  25687. }
  25688. /**
  25689. * An implementation of the earcut polygon triangulation algorithm.
  25690. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25691. *
  25692. * @see https://github.com/mapbox/earcut
  25693. */
  25694. class Earcut {
  25695. /**
  25696. * Triangulates the given shape definition by returning an array of triangles.
  25697. *
  25698. * @param {Array<number>} data - An array with 2D points.
  25699. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25700. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25701. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25702. * representing vertex indices.
  25703. */
  25704. static triangulate( data, holeIndices, dim = 2 ) {
  25705. return earcut( data, holeIndices, dim );
  25706. }
  25707. }
  25708. /**
  25709. * A class containing utility functions for shapes.
  25710. *
  25711. * @hideconstructor
  25712. */
  25713. class ShapeUtils {
  25714. /**
  25715. * Calculate area of a ( 2D ) contour polygon.
  25716. *
  25717. * @param {Array<Vector2>} contour - An array of 2D points.
  25718. * @return {number} The area.
  25719. */
  25720. static area( contour ) {
  25721. const n = contour.length;
  25722. let a = 0.0;
  25723. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25724. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25725. }
  25726. return a * 0.5;
  25727. }
  25728. /**
  25729. * Returns `true` if the given contour uses a clockwise winding order.
  25730. *
  25731. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25732. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25733. */
  25734. static isClockWise( pts ) {
  25735. return ShapeUtils.area( pts ) < 0;
  25736. }
  25737. /**
  25738. * Triangulates the given shape definition.
  25739. *
  25740. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25741. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25742. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25743. */
  25744. static triangulateShape( contour, holes ) {
  25745. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25746. const holeIndices = []; // array of hole indices
  25747. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25748. removeDupEndPts( contour );
  25749. addContour( vertices, contour );
  25750. //
  25751. let holeIndex = contour.length;
  25752. holes.forEach( removeDupEndPts );
  25753. for ( let i = 0; i < holes.length; i ++ ) {
  25754. holeIndices.push( holeIndex );
  25755. holeIndex += holes[ i ].length;
  25756. addContour( vertices, holes[ i ] );
  25757. }
  25758. //
  25759. const triangles = Earcut.triangulate( vertices, holeIndices );
  25760. //
  25761. for ( let i = 0; i < triangles.length; i += 3 ) {
  25762. faces.push( triangles.slice( i, i + 3 ) );
  25763. }
  25764. return faces;
  25765. }
  25766. }
  25767. function removeDupEndPts( points ) {
  25768. const l = points.length;
  25769. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25770. points.pop();
  25771. }
  25772. }
  25773. function addContour( vertices, contour ) {
  25774. for ( let i = 0; i < contour.length; i ++ ) {
  25775. vertices.push( contour[ i ].x );
  25776. vertices.push( contour[ i ].y );
  25777. }
  25778. }
  25779. /**
  25780. * Creates extruded geometry from a path shape.
  25781. *
  25782. * ```js
  25783. * const length = 12, width = 8;
  25784. *
  25785. * const shape = new THREE.Shape();
  25786. * shape.moveTo( 0,0 );
  25787. * shape.lineTo( 0, width );
  25788. * shape.lineTo( length, width );
  25789. * shape.lineTo( length, 0 );
  25790. * shape.lineTo( 0, 0 );
  25791. *
  25792. * const geometry = new THREE.ExtrudeGeometry( shape );
  25793. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25794. * const mesh = new THREE.Mesh( geometry, material ) ;
  25795. * scene.add( mesh );
  25796. * ```
  25797. *
  25798. * @augments BufferGeometry
  25799. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25800. */
  25801. class ExtrudeGeometry extends BufferGeometry {
  25802. /**
  25803. * Constructs a new extrude geometry.
  25804. *
  25805. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25806. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25807. */
  25808. 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 = {} ) {
  25809. super();
  25810. this.type = 'ExtrudeGeometry';
  25811. /**
  25812. * Holds the constructor parameters that have been
  25813. * used to generate the geometry. Any modification
  25814. * after instantiation does not change the geometry.
  25815. *
  25816. * @type {Object}
  25817. */
  25818. this.parameters = {
  25819. shapes: shapes,
  25820. options: options
  25821. };
  25822. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25823. const scope = this;
  25824. const verticesArray = [];
  25825. const uvArray = [];
  25826. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25827. const shape = shapes[ i ];
  25828. addShape( shape );
  25829. }
  25830. // build geometry
  25831. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25832. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25833. this.computeVertexNormals();
  25834. // functions
  25835. function addShape( shape ) {
  25836. const placeholder = [];
  25837. // options
  25838. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25839. const steps = options.steps !== undefined ? options.steps : 1;
  25840. const depth = options.depth !== undefined ? options.depth : 1;
  25841. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25842. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25843. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25844. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25845. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25846. const extrudePath = options.extrudePath;
  25847. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25848. //
  25849. let extrudePts, extrudeByPath = false;
  25850. let splineTube, binormal, normal, position2;
  25851. if ( extrudePath ) {
  25852. extrudePts = extrudePath.getSpacedPoints( steps );
  25853. extrudeByPath = true;
  25854. bevelEnabled = false; // bevels not supported for path extrusion
  25855. // SETUP TNB variables
  25856. // TODO1 - have a .isClosed in spline?
  25857. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25858. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25859. binormal = new Vector3();
  25860. normal = new Vector3();
  25861. position2 = new Vector3();
  25862. }
  25863. // Safeguards if bevels are not enabled
  25864. if ( ! bevelEnabled ) {
  25865. bevelSegments = 0;
  25866. bevelThickness = 0;
  25867. bevelSize = 0;
  25868. bevelOffset = 0;
  25869. }
  25870. // Variables initialization
  25871. const shapePoints = shape.extractPoints( curveSegments );
  25872. let vertices = shapePoints.shape;
  25873. const holes = shapePoints.holes;
  25874. const reverse = ! ShapeUtils.isClockWise( vertices );
  25875. if ( reverse ) {
  25876. vertices = vertices.reverse();
  25877. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25878. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25879. const ahole = holes[ h ];
  25880. if ( ShapeUtils.isClockWise( ahole ) ) {
  25881. holes[ h ] = ahole.reverse();
  25882. }
  25883. }
  25884. }
  25885. /**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.
  25886. * @param {Array<Vector2>} points
  25887. */
  25888. function mergeOverlappingPoints( points ) {
  25889. const THRESHOLD = 1e-10;
  25890. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25891. let prevPos = points[ 0 ];
  25892. for ( let i = 1; i <= points.length; i ++ ) {
  25893. const currentIndex = i % points.length;
  25894. const currentPos = points[ currentIndex ];
  25895. const dx = currentPos.x - prevPos.x;
  25896. const dy = currentPos.y - prevPos.y;
  25897. const distSq = dx * dx + dy * dy;
  25898. const scalingFactorSqrt = Math.max(
  25899. Math.abs( currentPos.x ),
  25900. Math.abs( currentPos.y ),
  25901. Math.abs( prevPos.x ),
  25902. Math.abs( prevPos.y )
  25903. );
  25904. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25905. if ( distSq <= thresholdSqScaled ) {
  25906. points.splice( currentIndex, 1 );
  25907. i --;
  25908. continue;
  25909. }
  25910. prevPos = currentPos;
  25911. }
  25912. }
  25913. mergeOverlappingPoints( vertices );
  25914. holes.forEach( mergeOverlappingPoints );
  25915. const numHoles = holes.length;
  25916. /* Vertices */
  25917. const contour = vertices; // vertices has all points but contour has only points of circumference
  25918. for ( let h = 0; h < numHoles; h ++ ) {
  25919. const ahole = holes[ h ];
  25920. vertices = vertices.concat( ahole );
  25921. }
  25922. function scalePt2( pt, vec, size ) {
  25923. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25924. return pt.clone().addScaledVector( vec, size );
  25925. }
  25926. const vlen = vertices.length;
  25927. // Find directions for point movement
  25928. function getBevelVec( inPt, inPrev, inNext ) {
  25929. // computes for inPt the corresponding point inPt' on a new contour
  25930. // shifted by 1 unit (length of normalized vector) to the left
  25931. // if we walk along contour clockwise, this new contour is outside the old one
  25932. //
  25933. // inPt' is the intersection of the two lines parallel to the two
  25934. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25935. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25936. // good reading for geometry algorithms (here: line-line intersection)
  25937. // http://geomalgorithms.com/a05-_intersect-1.html
  25938. const v_prev_x = inPt.x - inPrev.x,
  25939. v_prev_y = inPt.y - inPrev.y;
  25940. const v_next_x = inNext.x - inPt.x,
  25941. v_next_y = inNext.y - inPt.y;
  25942. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25943. // check for collinear edges
  25944. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25945. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25946. // not collinear
  25947. // length of vectors for normalizing
  25948. const v_prev_len = Math.sqrt( v_prev_lensq );
  25949. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25950. // shift adjacent points by unit vectors to the left
  25951. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25952. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25953. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25954. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25955. // scaling factor for v_prev to intersection point
  25956. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25957. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25958. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25959. // vector from inPt to intersection point
  25960. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25961. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25962. // Don't normalize!, otherwise sharp corners become ugly
  25963. // but prevent crazy spikes
  25964. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25965. if ( v_trans_lensq <= 2 ) {
  25966. return new Vector2( v_trans_x, v_trans_y );
  25967. } else {
  25968. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25969. }
  25970. } else {
  25971. // handle special case of collinear edges
  25972. let direction_eq = false; // assumes: opposite
  25973. if ( v_prev_x > Number.EPSILON ) {
  25974. if ( v_next_x > Number.EPSILON ) {
  25975. direction_eq = true;
  25976. }
  25977. } else {
  25978. if ( v_prev_x < - Number.EPSILON ) {
  25979. if ( v_next_x < - Number.EPSILON ) {
  25980. direction_eq = true;
  25981. }
  25982. } else {
  25983. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25984. direction_eq = true;
  25985. }
  25986. }
  25987. }
  25988. if ( direction_eq ) {
  25989. // log("Warning: lines are a straight sequence");
  25990. v_trans_x = - v_prev_y;
  25991. v_trans_y = v_prev_x;
  25992. shrink_by = Math.sqrt( v_prev_lensq );
  25993. } else {
  25994. // log("Warning: lines are a straight spike");
  25995. v_trans_x = v_prev_x;
  25996. v_trans_y = v_prev_y;
  25997. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25998. }
  25999. }
  26000. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  26001. }
  26002. const contourMovements = [];
  26003. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26004. if ( j === il ) j = 0;
  26005. if ( k === il ) k = 0;
  26006. // (j)---(i)---(k)
  26007. // log('i,j,k', i, j , k)
  26008. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  26009. }
  26010. const holesMovements = [];
  26011. let oneHoleMovements, verticesMovements = contourMovements.concat();
  26012. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26013. const ahole = holes[ h ];
  26014. oneHoleMovements = [];
  26015. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26016. if ( j === il ) j = 0;
  26017. if ( k === il ) k = 0;
  26018. // (j)---(i)---(k)
  26019. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  26020. }
  26021. holesMovements.push( oneHoleMovements );
  26022. verticesMovements = verticesMovements.concat( oneHoleMovements );
  26023. }
  26024. let faces;
  26025. if ( bevelSegments === 0 ) {
  26026. faces = ShapeUtils.triangulateShape( contour, holes );
  26027. } else {
  26028. const contractedContourVertices = [];
  26029. const expandedHoleVertices = [];
  26030. // Loop bevelSegments, 1 for the front, 1 for the back
  26031. for ( let b = 0; b < bevelSegments; b ++ ) {
  26032. //for ( b = bevelSegments; b > 0; b -- ) {
  26033. const t = b / bevelSegments;
  26034. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26035. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26036. // contract shape
  26037. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26038. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26039. v( vert.x, vert.y, - z );
  26040. if ( t === 0 ) contractedContourVertices.push( vert );
  26041. }
  26042. // expand holes
  26043. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26044. const ahole = holes[ h ];
  26045. oneHoleMovements = holesMovements[ h ];
  26046. const oneHoleVertices = [];
  26047. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26048. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26049. v( vert.x, vert.y, - z );
  26050. if ( t === 0 ) oneHoleVertices.push( vert );
  26051. }
  26052. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  26053. }
  26054. }
  26055. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  26056. }
  26057. const flen = faces.length;
  26058. const bs = bevelSize + bevelOffset;
  26059. // Back facing vertices
  26060. for ( let i = 0; i < vlen; i ++ ) {
  26061. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26062. if ( ! extrudeByPath ) {
  26063. v( vert.x, vert.y, 0 );
  26064. } else {
  26065. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  26066. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  26067. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  26068. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  26069. v( position2.x, position2.y, position2.z );
  26070. }
  26071. }
  26072. // Add stepped vertices...
  26073. // Including front facing vertices
  26074. for ( let s = 1; s <= steps; s ++ ) {
  26075. for ( let i = 0; i < vlen; i ++ ) {
  26076. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26077. if ( ! extrudeByPath ) {
  26078. v( vert.x, vert.y, depth / steps * s );
  26079. } else {
  26080. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  26081. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  26082. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  26083. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  26084. v( position2.x, position2.y, position2.z );
  26085. }
  26086. }
  26087. }
  26088. // Add bevel segments planes
  26089. //for ( b = 1; b <= bevelSegments; b ++ ) {
  26090. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  26091. const t = b / bevelSegments;
  26092. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26093. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26094. // contract shape
  26095. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26096. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26097. v( vert.x, vert.y, depth + z );
  26098. }
  26099. // expand holes
  26100. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26101. const ahole = holes[ h ];
  26102. oneHoleMovements = holesMovements[ h ];
  26103. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26104. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26105. if ( ! extrudeByPath ) {
  26106. v( vert.x, vert.y, depth + z );
  26107. } else {
  26108. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  26109. }
  26110. }
  26111. }
  26112. }
  26113. /* Faces */
  26114. // Top and bottom faces
  26115. buildLidFaces();
  26116. // Sides faces
  26117. buildSideFaces();
  26118. ///// Internal functions
  26119. function buildLidFaces() {
  26120. const start = verticesArray.length / 3;
  26121. if ( bevelEnabled ) {
  26122. let layer = 0; // steps + 1
  26123. let offset = vlen * layer;
  26124. // Bottom faces
  26125. for ( let i = 0; i < flen; i ++ ) {
  26126. const face = faces[ i ];
  26127. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26128. }
  26129. layer = steps + bevelSegments * 2;
  26130. offset = vlen * layer;
  26131. // Top faces
  26132. for ( let i = 0; i < flen; i ++ ) {
  26133. const face = faces[ i ];
  26134. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26135. }
  26136. } else {
  26137. // Bottom faces
  26138. for ( let i = 0; i < flen; i ++ ) {
  26139. const face = faces[ i ];
  26140. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26141. }
  26142. // Top faces
  26143. for ( let i = 0; i < flen; i ++ ) {
  26144. const face = faces[ i ];
  26145. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26146. }
  26147. }
  26148. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26149. }
  26150. // Create faces for the z-sides of the shape
  26151. function buildSideFaces() {
  26152. const start = verticesArray.length / 3;
  26153. let layeroffset = 0;
  26154. sidewalls( contour, layeroffset );
  26155. layeroffset += contour.length;
  26156. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26157. const ahole = holes[ h ];
  26158. sidewalls( ahole, layeroffset );
  26159. //, true
  26160. layeroffset += ahole.length;
  26161. }
  26162. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26163. }
  26164. function sidewalls( contour, layeroffset ) {
  26165. let i = contour.length;
  26166. while ( -- i >= 0 ) {
  26167. const j = i;
  26168. let k = i - 1;
  26169. if ( k < 0 ) k = contour.length - 1;
  26170. //log('b', i,j, i-1, k,vertices.length);
  26171. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26172. const slen1 = vlen * s;
  26173. const slen2 = vlen * ( s + 1 );
  26174. const a = layeroffset + j + slen1,
  26175. b = layeroffset + k + slen1,
  26176. c = layeroffset + k + slen2,
  26177. d = layeroffset + j + slen2;
  26178. f4( a, b, c, d );
  26179. }
  26180. }
  26181. }
  26182. function v( x, y, z ) {
  26183. placeholder.push( x );
  26184. placeholder.push( y );
  26185. placeholder.push( z );
  26186. }
  26187. function f3( a, b, c ) {
  26188. addVertex( a );
  26189. addVertex( b );
  26190. addVertex( c );
  26191. const nextIndex = verticesArray.length / 3;
  26192. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26193. addUV( uvs[ 0 ] );
  26194. addUV( uvs[ 1 ] );
  26195. addUV( uvs[ 2 ] );
  26196. }
  26197. function f4( a, b, c, d ) {
  26198. addVertex( a );
  26199. addVertex( b );
  26200. addVertex( d );
  26201. addVertex( b );
  26202. addVertex( c );
  26203. addVertex( d );
  26204. const nextIndex = verticesArray.length / 3;
  26205. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26206. addUV( uvs[ 0 ] );
  26207. addUV( uvs[ 1 ] );
  26208. addUV( uvs[ 3 ] );
  26209. addUV( uvs[ 1 ] );
  26210. addUV( uvs[ 2 ] );
  26211. addUV( uvs[ 3 ] );
  26212. }
  26213. function addVertex( index ) {
  26214. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26215. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26216. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26217. }
  26218. function addUV( vector2 ) {
  26219. uvArray.push( vector2.x );
  26220. uvArray.push( vector2.y );
  26221. }
  26222. }
  26223. }
  26224. copy( source ) {
  26225. super.copy( source );
  26226. this.parameters = Object.assign( {}, source.parameters );
  26227. return this;
  26228. }
  26229. toJSON() {
  26230. const data = super.toJSON();
  26231. const shapes = this.parameters.shapes;
  26232. const options = this.parameters.options;
  26233. return toJSON$1( shapes, options, data );
  26234. }
  26235. /**
  26236. * Factory method for creating an instance of this class from the given
  26237. * JSON object.
  26238. *
  26239. * @param {Object} data - A JSON object representing the serialized geometry.
  26240. * @param {Array<Shape>} shapes - An array of shapes.
  26241. * @return {ExtrudeGeometry} A new instance.
  26242. */
  26243. static fromJSON( data, shapes ) {
  26244. const geometryShapes = [];
  26245. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26246. const shape = shapes[ data.shapes[ j ] ];
  26247. geometryShapes.push( shape );
  26248. }
  26249. const extrudePath = data.options.extrudePath;
  26250. if ( extrudePath !== undefined ) {
  26251. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26252. }
  26253. return new ExtrudeGeometry( geometryShapes, data.options );
  26254. }
  26255. }
  26256. const WorldUVGenerator = {
  26257. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26258. const a_x = vertices[ indexA * 3 ];
  26259. const a_y = vertices[ indexA * 3 + 1 ];
  26260. const b_x = vertices[ indexB * 3 ];
  26261. const b_y = vertices[ indexB * 3 + 1 ];
  26262. const c_x = vertices[ indexC * 3 ];
  26263. const c_y = vertices[ indexC * 3 + 1 ];
  26264. return [
  26265. new Vector2( a_x, a_y ),
  26266. new Vector2( b_x, b_y ),
  26267. new Vector2( c_x, c_y )
  26268. ];
  26269. },
  26270. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26271. const a_x = vertices[ indexA * 3 ];
  26272. const a_y = vertices[ indexA * 3 + 1 ];
  26273. const a_z = vertices[ indexA * 3 + 2 ];
  26274. const b_x = vertices[ indexB * 3 ];
  26275. const b_y = vertices[ indexB * 3 + 1 ];
  26276. const b_z = vertices[ indexB * 3 + 2 ];
  26277. const c_x = vertices[ indexC * 3 ];
  26278. const c_y = vertices[ indexC * 3 + 1 ];
  26279. const c_z = vertices[ indexC * 3 + 2 ];
  26280. const d_x = vertices[ indexD * 3 ];
  26281. const d_y = vertices[ indexD * 3 + 1 ];
  26282. const d_z = vertices[ indexD * 3 + 2 ];
  26283. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26284. return [
  26285. new Vector2( a_x, 1 - a_z ),
  26286. new Vector2( b_x, 1 - b_z ),
  26287. new Vector2( c_x, 1 - c_z ),
  26288. new Vector2( d_x, 1 - d_z )
  26289. ];
  26290. } else {
  26291. return [
  26292. new Vector2( a_y, 1 - a_z ),
  26293. new Vector2( b_y, 1 - b_z ),
  26294. new Vector2( c_y, 1 - c_z ),
  26295. new Vector2( d_y, 1 - d_z )
  26296. ];
  26297. }
  26298. }
  26299. };
  26300. function toJSON$1( shapes, options, data ) {
  26301. data.shapes = [];
  26302. if ( Array.isArray( shapes ) ) {
  26303. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26304. const shape = shapes[ i ];
  26305. data.shapes.push( shape.uuid );
  26306. }
  26307. } else {
  26308. data.shapes.push( shapes.uuid );
  26309. }
  26310. data.options = Object.assign( {}, options );
  26311. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26312. return data;
  26313. }
  26314. /**
  26315. * A geometry class for representing an icosahedron.
  26316. *
  26317. * ```js
  26318. * const geometry = new THREE.IcosahedronGeometry();
  26319. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26320. * const icosahedron = new THREE.Mesh( geometry, material );
  26321. * scene.add( icosahedron );
  26322. * ```
  26323. *
  26324. * @augments PolyhedronGeometry
  26325. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  26326. */
  26327. class IcosahedronGeometry extends PolyhedronGeometry {
  26328. /**
  26329. * Constructs a new icosahedron geometry.
  26330. *
  26331. * @param {number} [radius=1] - Radius of the icosahedron.
  26332. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26333. */
  26334. constructor( radius = 1, detail = 0 ) {
  26335. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26336. const vertices = [
  26337. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26338. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26339. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26340. ];
  26341. const indices = [
  26342. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26343. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26344. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26345. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26346. ];
  26347. super( vertices, indices, radius, detail );
  26348. this.type = 'IcosahedronGeometry';
  26349. /**
  26350. * Holds the constructor parameters that have been
  26351. * used to generate the geometry. Any modification
  26352. * after instantiation does not change the geometry.
  26353. *
  26354. * @type {Object}
  26355. */
  26356. this.parameters = {
  26357. radius: radius,
  26358. detail: detail
  26359. };
  26360. }
  26361. /**
  26362. * Factory method for creating an instance of this class from the given
  26363. * JSON object.
  26364. *
  26365. * @param {Object} data - A JSON object representing the serialized geometry.
  26366. * @return {IcosahedronGeometry} A new instance.
  26367. */
  26368. static fromJSON( data ) {
  26369. return new IcosahedronGeometry( data.radius, data.detail );
  26370. }
  26371. }
  26372. /**
  26373. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26374. *
  26375. * ```js
  26376. * const points = [];
  26377. * for ( let i = 0; i < 10; i ++ ) {
  26378. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26379. * }
  26380. * const geometry = new THREE.LatheGeometry( points );
  26381. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26382. * const lathe = new THREE.Mesh( geometry, material );
  26383. * scene.add( lathe );
  26384. * ```
  26385. *
  26386. * @augments BufferGeometry
  26387. * @demo scenes/geometry-browser.html#LatheGeometry
  26388. */
  26389. class LatheGeometry extends BufferGeometry {
  26390. /**
  26391. * Constructs a new lathe geometry.
  26392. *
  26393. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26394. * must be greater than zero.
  26395. * @param {number} [segments=12] - The number of circumference segments to generate.
  26396. * @param {number} [phiStart=0] - The starting angle in radians.
  26397. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26398. * closed lathe, less than 2PI is a portion.
  26399. */
  26400. 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 ) {
  26401. super();
  26402. this.type = 'LatheGeometry';
  26403. /**
  26404. * Holds the constructor parameters that have been
  26405. * used to generate the geometry. Any modification
  26406. * after instantiation does not change the geometry.
  26407. *
  26408. * @type {Object}
  26409. */
  26410. this.parameters = {
  26411. points: points,
  26412. segments: segments,
  26413. phiStart: phiStart,
  26414. phiLength: phiLength
  26415. };
  26416. segments = Math.floor( segments );
  26417. // clamp phiLength so it's in range of [ 0, 2PI ]
  26418. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26419. // buffers
  26420. const indices = [];
  26421. const vertices = [];
  26422. const uvs = [];
  26423. const initNormals = [];
  26424. const normals = [];
  26425. // helper variables
  26426. const inverseSegments = 1.0 / segments;
  26427. const vertex = new Vector3();
  26428. const uv = new Vector2();
  26429. const normal = new Vector3();
  26430. const curNormal = new Vector3();
  26431. const prevNormal = new Vector3();
  26432. let dx = 0;
  26433. let dy = 0;
  26434. // pre-compute normals for initial "meridian"
  26435. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26436. switch ( j ) {
  26437. case 0: // special handling for 1st vertex on path
  26438. dx = points[ j + 1 ].x - points[ j ].x;
  26439. dy = points[ j + 1 ].y - points[ j ].y;
  26440. normal.x = dy * 1.0;
  26441. normal.y = - dx;
  26442. normal.z = dy * 0.0;
  26443. prevNormal.copy( normal );
  26444. normal.normalize();
  26445. initNormals.push( normal.x, normal.y, normal.z );
  26446. break;
  26447. case ( points.length - 1 ): // special handling for last Vertex on path
  26448. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26449. break;
  26450. default: // default handling for all vertices in between
  26451. dx = points[ j + 1 ].x - points[ j ].x;
  26452. dy = points[ j + 1 ].y - points[ j ].y;
  26453. normal.x = dy * 1.0;
  26454. normal.y = - dx;
  26455. normal.z = dy * 0.0;
  26456. curNormal.copy( normal );
  26457. normal.x += prevNormal.x;
  26458. normal.y += prevNormal.y;
  26459. normal.z += prevNormal.z;
  26460. normal.normalize();
  26461. initNormals.push( normal.x, normal.y, normal.z );
  26462. prevNormal.copy( curNormal );
  26463. }
  26464. }
  26465. // generate vertices, uvs and normals
  26466. for ( let i = 0; i <= segments; i ++ ) {
  26467. const phi = phiStart + i * inverseSegments * phiLength;
  26468. const sin = Math.sin( phi );
  26469. const cos = Math.cos( phi );
  26470. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26471. // vertex
  26472. vertex.x = points[ j ].x * sin;
  26473. vertex.y = points[ j ].y;
  26474. vertex.z = points[ j ].x * cos;
  26475. vertices.push( vertex.x, vertex.y, vertex.z );
  26476. // uv
  26477. uv.x = i / segments;
  26478. uv.y = j / ( points.length - 1 );
  26479. uvs.push( uv.x, uv.y );
  26480. // normal
  26481. const x = initNormals[ 3 * j + 0 ] * sin;
  26482. const y = initNormals[ 3 * j + 1 ];
  26483. const z = initNormals[ 3 * j + 0 ] * cos;
  26484. normals.push( x, y, z );
  26485. }
  26486. }
  26487. // indices
  26488. for ( let i = 0; i < segments; i ++ ) {
  26489. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26490. const base = j + i * points.length;
  26491. const a = base;
  26492. const b = base + points.length;
  26493. const c = base + points.length + 1;
  26494. const d = base + 1;
  26495. // faces
  26496. indices.push( a, b, d );
  26497. indices.push( c, d, b );
  26498. }
  26499. }
  26500. // build geometry
  26501. this.setIndex( indices );
  26502. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26503. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26504. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26505. }
  26506. copy( source ) {
  26507. super.copy( source );
  26508. this.parameters = Object.assign( {}, source.parameters );
  26509. return this;
  26510. }
  26511. /**
  26512. * Factory method for creating an instance of this class from the given
  26513. * JSON object.
  26514. *
  26515. * @param {Object} data - A JSON object representing the serialized geometry.
  26516. * @return {LatheGeometry} A new instance.
  26517. */
  26518. static fromJSON( data ) {
  26519. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26520. }
  26521. }
  26522. /**
  26523. * A geometry class for representing an octahedron.
  26524. *
  26525. * ```js
  26526. * const geometry = new THREE.OctahedronGeometry();
  26527. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26528. * const octahedron = new THREE.Mesh( geometry, material );
  26529. * scene.add( octahedron );
  26530. * ```
  26531. *
  26532. * @augments PolyhedronGeometry
  26533. * @demo scenes/geometry-browser.html#OctahedronGeometry
  26534. */
  26535. class OctahedronGeometry extends PolyhedronGeometry {
  26536. /**
  26537. * Constructs a new octahedron geometry.
  26538. *
  26539. * @param {number} [radius=1] - Radius of the octahedron.
  26540. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26541. */
  26542. constructor( radius = 1, detail = 0 ) {
  26543. const vertices = [
  26544. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26545. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26546. ];
  26547. const indices = [
  26548. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26549. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26550. 1, 3, 4, 1, 4, 2
  26551. ];
  26552. super( vertices, indices, radius, detail );
  26553. this.type = 'OctahedronGeometry';
  26554. /**
  26555. * Holds the constructor parameters that have been
  26556. * used to generate the geometry. Any modification
  26557. * after instantiation does not change the geometry.
  26558. *
  26559. * @type {Object}
  26560. */
  26561. this.parameters = {
  26562. radius: radius,
  26563. detail: detail
  26564. };
  26565. }
  26566. /**
  26567. * Factory method for creating an instance of this class from the given
  26568. * JSON object.
  26569. *
  26570. * @param {Object} data - A JSON object representing the serialized geometry.
  26571. * @return {OctahedronGeometry} A new instance.
  26572. */
  26573. static fromJSON( data ) {
  26574. return new OctahedronGeometry( data.radius, data.detail );
  26575. }
  26576. }
  26577. /**
  26578. * A geometry class for representing a plane.
  26579. *
  26580. * ```js
  26581. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26582. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26583. * const plane = new THREE.Mesh( geometry, material );
  26584. * scene.add( plane );
  26585. * ```
  26586. *
  26587. * @augments BufferGeometry
  26588. * @demo scenes/geometry-browser.html#PlaneGeometry
  26589. */
  26590. class PlaneGeometry extends BufferGeometry {
  26591. /**
  26592. * Constructs a new plane geometry.
  26593. *
  26594. * @param {number} [width=1] - The width along the X axis.
  26595. * @param {number} [height=1] - The height along the Y axis
  26596. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26597. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26598. */
  26599. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26600. super();
  26601. this.type = 'PlaneGeometry';
  26602. /**
  26603. * Holds the constructor parameters that have been
  26604. * used to generate the geometry. Any modification
  26605. * after instantiation does not change the geometry.
  26606. *
  26607. * @type {Object}
  26608. */
  26609. this.parameters = {
  26610. width: width,
  26611. height: height,
  26612. widthSegments: widthSegments,
  26613. heightSegments: heightSegments
  26614. };
  26615. const width_half = width / 2;
  26616. const height_half = height / 2;
  26617. const gridX = Math.floor( widthSegments );
  26618. const gridY = Math.floor( heightSegments );
  26619. const gridX1 = gridX + 1;
  26620. const gridY1 = gridY + 1;
  26621. const segment_width = width / gridX;
  26622. const segment_height = height / gridY;
  26623. //
  26624. const indices = [];
  26625. const vertices = [];
  26626. const normals = [];
  26627. const uvs = [];
  26628. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26629. const y = iy * segment_height - height_half;
  26630. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26631. const x = ix * segment_width - width_half;
  26632. vertices.push( x, - y, 0 );
  26633. normals.push( 0, 0, 1 );
  26634. uvs.push( ix / gridX );
  26635. uvs.push( 1 - ( iy / gridY ) );
  26636. }
  26637. }
  26638. for ( let iy = 0; iy < gridY; iy ++ ) {
  26639. for ( let ix = 0; ix < gridX; ix ++ ) {
  26640. const a = ix + gridX1 * iy;
  26641. const b = ix + gridX1 * ( iy + 1 );
  26642. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26643. const d = ( ix + 1 ) + gridX1 * iy;
  26644. indices.push( a, b, d );
  26645. indices.push( b, c, d );
  26646. }
  26647. }
  26648. this.setIndex( indices );
  26649. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26650. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26651. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26652. }
  26653. copy( source ) {
  26654. super.copy( source );
  26655. this.parameters = Object.assign( {}, source.parameters );
  26656. return this;
  26657. }
  26658. /**
  26659. * Factory method for creating an instance of this class from the given
  26660. * JSON object.
  26661. *
  26662. * @param {Object} data - A JSON object representing the serialized geometry.
  26663. * @return {PlaneGeometry} A new instance.
  26664. */
  26665. static fromJSON( data ) {
  26666. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26667. }
  26668. }
  26669. /**
  26670. * A class for generating a two-dimensional ring geometry.
  26671. *
  26672. * ```js
  26673. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26674. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26675. * const mesh = new THREE.Mesh( geometry, material );
  26676. * scene.add( mesh );
  26677. * ```
  26678. *
  26679. * @augments BufferGeometry
  26680. * @demo scenes/geometry-browser.html#RingGeometry
  26681. */
  26682. class RingGeometry extends BufferGeometry {
  26683. /**
  26684. * Constructs a new ring geometry.
  26685. *
  26686. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26687. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26688. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26689. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26690. * @param {number} [thetaStart=0] - Starting angle in radians.
  26691. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26692. */
  26693. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26694. super();
  26695. this.type = 'RingGeometry';
  26696. /**
  26697. * Holds the constructor parameters that have been
  26698. * used to generate the geometry. Any modification
  26699. * after instantiation does not change the geometry.
  26700. *
  26701. * @type {Object}
  26702. */
  26703. this.parameters = {
  26704. innerRadius: innerRadius,
  26705. outerRadius: outerRadius,
  26706. thetaSegments: thetaSegments,
  26707. phiSegments: phiSegments,
  26708. thetaStart: thetaStart,
  26709. thetaLength: thetaLength
  26710. };
  26711. thetaSegments = Math.max( 3, thetaSegments );
  26712. phiSegments = Math.max( 1, phiSegments );
  26713. // buffers
  26714. const indices = [];
  26715. const vertices = [];
  26716. const normals = [];
  26717. const uvs = [];
  26718. // some helper variables
  26719. let radius = innerRadius;
  26720. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26721. const vertex = new Vector3();
  26722. const uv = new Vector2();
  26723. // generate vertices, normals and uvs
  26724. for ( let j = 0; j <= phiSegments; j ++ ) {
  26725. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26726. // values are generate from the inside of the ring to the outside
  26727. const segment = thetaStart + i / thetaSegments * thetaLength;
  26728. // vertex
  26729. vertex.x = radius * Math.cos( segment );
  26730. vertex.y = radius * Math.sin( segment );
  26731. vertices.push( vertex.x, vertex.y, vertex.z );
  26732. // normal
  26733. normals.push( 0, 0, 1 );
  26734. // uv
  26735. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26736. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26737. uvs.push( uv.x, uv.y );
  26738. }
  26739. // increase the radius for next row of vertices
  26740. radius += radiusStep;
  26741. }
  26742. // indices
  26743. for ( let j = 0; j < phiSegments; j ++ ) {
  26744. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26745. for ( let i = 0; i < thetaSegments; i ++ ) {
  26746. const segment = i + thetaSegmentLevel;
  26747. const a = segment;
  26748. const b = segment + thetaSegments + 1;
  26749. const c = segment + thetaSegments + 2;
  26750. const d = segment + 1;
  26751. // faces
  26752. indices.push( a, b, d );
  26753. indices.push( b, c, d );
  26754. }
  26755. }
  26756. // build geometry
  26757. this.setIndex( indices );
  26758. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26759. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26760. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26761. }
  26762. copy( source ) {
  26763. super.copy( source );
  26764. this.parameters = Object.assign( {}, source.parameters );
  26765. return this;
  26766. }
  26767. /**
  26768. * Factory method for creating an instance of this class from the given
  26769. * JSON object.
  26770. *
  26771. * @param {Object} data - A JSON object representing the serialized geometry.
  26772. * @return {RingGeometry} A new instance.
  26773. */
  26774. static fromJSON( data ) {
  26775. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26776. }
  26777. }
  26778. /**
  26779. * Creates an one-sided polygonal geometry from one or more path shapes.
  26780. *
  26781. * ```js
  26782. * const arcShape = new THREE.Shape()
  26783. * .moveTo( 5, 1 )
  26784. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26785. *
  26786. * const geometry = new THREE.ShapeGeometry( arcShape );
  26787. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26788. * const mesh = new THREE.Mesh( geometry, material ) ;
  26789. * scene.add( mesh );
  26790. * ```
  26791. *
  26792. * @augments BufferGeometry
  26793. * @demo scenes/geometry-browser.html#ShapeGeometry
  26794. */
  26795. class ShapeGeometry extends BufferGeometry {
  26796. /**
  26797. * Constructs a new shape geometry.
  26798. *
  26799. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26800. * @param {number} [curveSegments=12] - Number of segments per shape.
  26801. */
  26802. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26803. super();
  26804. this.type = 'ShapeGeometry';
  26805. /**
  26806. * Holds the constructor parameters that have been
  26807. * used to generate the geometry. Any modification
  26808. * after instantiation does not change the geometry.
  26809. *
  26810. * @type {Object}
  26811. */
  26812. this.parameters = {
  26813. shapes: shapes,
  26814. curveSegments: curveSegments
  26815. };
  26816. // buffers
  26817. const indices = [];
  26818. const vertices = [];
  26819. const normals = [];
  26820. const uvs = [];
  26821. // helper variables
  26822. let groupStart = 0;
  26823. let groupCount = 0;
  26824. // allow single and array values for "shapes" parameter
  26825. if ( Array.isArray( shapes ) === false ) {
  26826. addShape( shapes );
  26827. } else {
  26828. for ( let i = 0; i < shapes.length; i ++ ) {
  26829. addShape( shapes[ i ] );
  26830. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26831. groupStart += groupCount;
  26832. groupCount = 0;
  26833. }
  26834. }
  26835. // build geometry
  26836. this.setIndex( indices );
  26837. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26838. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26839. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26840. // helper functions
  26841. function addShape( shape ) {
  26842. const indexOffset = vertices.length / 3;
  26843. const points = shape.extractPoints( curveSegments );
  26844. let shapeVertices = points.shape;
  26845. const shapeHoles = points.holes;
  26846. // check direction of vertices
  26847. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26848. shapeVertices = shapeVertices.reverse();
  26849. }
  26850. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26851. const shapeHole = shapeHoles[ i ];
  26852. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26853. shapeHoles[ i ] = shapeHole.reverse();
  26854. }
  26855. }
  26856. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26857. // join vertices of inner and outer paths to a single array
  26858. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26859. const shapeHole = shapeHoles[ i ];
  26860. shapeVertices = shapeVertices.concat( shapeHole );
  26861. }
  26862. // vertices, normals, uvs
  26863. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26864. const vertex = shapeVertices[ i ];
  26865. vertices.push( vertex.x, vertex.y, 0 );
  26866. normals.push( 0, 0, 1 );
  26867. uvs.push( vertex.x, vertex.y ); // world uvs
  26868. }
  26869. // indices
  26870. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26871. const face = faces[ i ];
  26872. const a = face[ 0 ] + indexOffset;
  26873. const b = face[ 1 ] + indexOffset;
  26874. const c = face[ 2 ] + indexOffset;
  26875. indices.push( a, b, c );
  26876. groupCount += 3;
  26877. }
  26878. }
  26879. }
  26880. copy( source ) {
  26881. super.copy( source );
  26882. this.parameters = Object.assign( {}, source.parameters );
  26883. return this;
  26884. }
  26885. toJSON() {
  26886. const data = super.toJSON();
  26887. const shapes = this.parameters.shapes;
  26888. return toJSON( shapes, data );
  26889. }
  26890. /**
  26891. * Factory method for creating an instance of this class from the given
  26892. * JSON object.
  26893. *
  26894. * @param {Object} data - A JSON object representing the serialized geometry.
  26895. * @param {Array<Shape>} shapes - An array of shapes.
  26896. * @return {ShapeGeometry} A new instance.
  26897. */
  26898. static fromJSON( data, shapes ) {
  26899. const geometryShapes = [];
  26900. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26901. const shape = shapes[ data.shapes[ j ] ];
  26902. geometryShapes.push( shape );
  26903. }
  26904. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26905. }
  26906. }
  26907. function toJSON( shapes, data ) {
  26908. data.shapes = [];
  26909. if ( Array.isArray( shapes ) ) {
  26910. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26911. const shape = shapes[ i ];
  26912. data.shapes.push( shape.uuid );
  26913. }
  26914. } else {
  26915. data.shapes.push( shapes.uuid );
  26916. }
  26917. return data;
  26918. }
  26919. /**
  26920. * A class for generating a sphere geometry.
  26921. *
  26922. * ```js
  26923. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26924. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26925. * const sphere = new THREE.Mesh( geometry, material );
  26926. * scene.add( sphere );
  26927. * ```
  26928. *
  26929. * @augments BufferGeometry
  26930. * @demo scenes/geometry-browser.html#SphereGeometry
  26931. */
  26932. class SphereGeometry extends BufferGeometry {
  26933. /**
  26934. * Constructs a new sphere geometry.
  26935. *
  26936. * @param {number} [radius=1] - The sphere radius.
  26937. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26938. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26939. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26940. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26941. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26942. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26943. */
  26944. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26945. super();
  26946. this.type = 'SphereGeometry';
  26947. /**
  26948. * Holds the constructor parameters that have been
  26949. * used to generate the geometry. Any modification
  26950. * after instantiation does not change the geometry.
  26951. *
  26952. * @type {Object}
  26953. */
  26954. this.parameters = {
  26955. radius: radius,
  26956. widthSegments: widthSegments,
  26957. heightSegments: heightSegments,
  26958. phiStart: phiStart,
  26959. phiLength: phiLength,
  26960. thetaStart: thetaStart,
  26961. thetaLength: thetaLength
  26962. };
  26963. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26964. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26965. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26966. let index = 0;
  26967. const grid = [];
  26968. const vertex = new Vector3();
  26969. const normal = new Vector3();
  26970. // buffers
  26971. const indices = [];
  26972. const vertices = [];
  26973. const normals = [];
  26974. const uvs = [];
  26975. // generate vertices, normals and uvs
  26976. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26977. const verticesRow = [];
  26978. const v = iy / heightSegments;
  26979. // special case for the poles
  26980. let uOffset = 0;
  26981. if ( iy === 0 && thetaStart === 0 ) {
  26982. uOffset = 0.5 / widthSegments;
  26983. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26984. uOffset = -0.5 / widthSegments;
  26985. }
  26986. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26987. const u = ix / widthSegments;
  26988. // vertex
  26989. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26990. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26991. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26992. vertices.push( vertex.x, vertex.y, vertex.z );
  26993. // normal
  26994. normal.copy( vertex ).normalize();
  26995. normals.push( normal.x, normal.y, normal.z );
  26996. // uv
  26997. uvs.push( u + uOffset, 1 - v );
  26998. verticesRow.push( index ++ );
  26999. }
  27000. grid.push( verticesRow );
  27001. }
  27002. // indices
  27003. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  27004. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  27005. const a = grid[ iy ][ ix + 1 ];
  27006. const b = grid[ iy ][ ix ];
  27007. const c = grid[ iy + 1 ][ ix ];
  27008. const d = grid[ iy + 1 ][ ix + 1 ];
  27009. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  27010. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  27011. }
  27012. }
  27013. // build geometry
  27014. this.setIndex( indices );
  27015. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27016. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27017. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27018. }
  27019. copy( source ) {
  27020. super.copy( source );
  27021. this.parameters = Object.assign( {}, source.parameters );
  27022. return this;
  27023. }
  27024. /**
  27025. * Factory method for creating an instance of this class from the given
  27026. * JSON object.
  27027. *
  27028. * @param {Object} data - A JSON object representing the serialized geometry.
  27029. * @return {SphereGeometry} A new instance.
  27030. */
  27031. static fromJSON( data ) {
  27032. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  27033. }
  27034. }
  27035. /**
  27036. * A geometry class for representing an tetrahedron.
  27037. *
  27038. * ```js
  27039. * const geometry = new THREE.TetrahedronGeometry();
  27040. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27041. * const tetrahedron = new THREE.Mesh( geometry, material );
  27042. * scene.add( tetrahedron );
  27043. * ```
  27044. *
  27045. * @augments PolyhedronGeometry
  27046. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  27047. */
  27048. class TetrahedronGeometry extends PolyhedronGeometry {
  27049. /**
  27050. * Constructs a new tetrahedron geometry.
  27051. *
  27052. * @param {number} [radius=1] - Radius of the tetrahedron.
  27053. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  27054. */
  27055. constructor( radius = 1, detail = 0 ) {
  27056. const vertices = [
  27057. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  27058. ];
  27059. const indices = [
  27060. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  27061. ];
  27062. super( vertices, indices, radius, detail );
  27063. this.type = 'TetrahedronGeometry';
  27064. /**
  27065. * Holds the constructor parameters that have been
  27066. * used to generate the geometry. Any modification
  27067. * after instantiation does not change the geometry.
  27068. *
  27069. * @type {Object}
  27070. */
  27071. this.parameters = {
  27072. radius: radius,
  27073. detail: detail
  27074. };
  27075. }
  27076. /**
  27077. * Factory method for creating an instance of this class from the given
  27078. * JSON object.
  27079. *
  27080. * @param {Object} data - A JSON object representing the serialized geometry.
  27081. * @return {TetrahedronGeometry} A new instance.
  27082. */
  27083. static fromJSON( data ) {
  27084. return new TetrahedronGeometry( data.radius, data.detail );
  27085. }
  27086. }
  27087. /**
  27088. * A geometry class for representing an torus.
  27089. *
  27090. * ```js
  27091. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  27092. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27093. * const torus = new THREE.Mesh( geometry, material );
  27094. * scene.add( torus );
  27095. * ```
  27096. *
  27097. * @augments BufferGeometry
  27098. * @demo scenes/geometry-browser.html#TorusGeometry
  27099. */
  27100. class TorusGeometry extends BufferGeometry {
  27101. /**
  27102. * Constructs a new torus geometry.
  27103. *
  27104. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  27105. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  27106. * @param {number} [radialSegments=12] - The number of radial segments.
  27107. * @param {number} [tubularSegments=48] - The number of tubular segments.
  27108. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  27109. */
  27110. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  27111. super();
  27112. this.type = 'TorusGeometry';
  27113. /**
  27114. * Holds the constructor parameters that have been
  27115. * used to generate the geometry. Any modification
  27116. * after instantiation does not change the geometry.
  27117. *
  27118. * @type {Object}
  27119. */
  27120. this.parameters = {
  27121. radius: radius,
  27122. tube: tube,
  27123. radialSegments: radialSegments,
  27124. tubularSegments: tubularSegments,
  27125. arc: arc
  27126. };
  27127. radialSegments = Math.floor( radialSegments );
  27128. tubularSegments = Math.floor( tubularSegments );
  27129. // buffers
  27130. const indices = [];
  27131. const vertices = [];
  27132. const normals = [];
  27133. const uvs = [];
  27134. // helper variables
  27135. const center = new Vector3();
  27136. const vertex = new Vector3();
  27137. const normal = new Vector3();
  27138. // generate vertices, normals and uvs
  27139. for ( let j = 0; j <= radialSegments; j ++ ) {
  27140. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27141. const u = i / tubularSegments * arc;
  27142. const v = j / radialSegments * Math.PI * 2;
  27143. // vertex
  27144. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27145. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27146. vertex.z = tube * Math.sin( v );
  27147. vertices.push( vertex.x, vertex.y, vertex.z );
  27148. // normal
  27149. center.x = radius * Math.cos( u );
  27150. center.y = radius * Math.sin( u );
  27151. normal.subVectors( vertex, center ).normalize();
  27152. normals.push( normal.x, normal.y, normal.z );
  27153. // uv
  27154. uvs.push( i / tubularSegments );
  27155. uvs.push( j / radialSegments );
  27156. }
  27157. }
  27158. // generate indices
  27159. for ( let j = 1; j <= radialSegments; j ++ ) {
  27160. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27161. // indices
  27162. const a = ( tubularSegments + 1 ) * j + i - 1;
  27163. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27164. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27165. const d = ( tubularSegments + 1 ) * j + i;
  27166. // faces
  27167. indices.push( a, b, d );
  27168. indices.push( b, c, d );
  27169. }
  27170. }
  27171. // build geometry
  27172. this.setIndex( indices );
  27173. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27174. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27175. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27176. }
  27177. copy( source ) {
  27178. super.copy( source );
  27179. this.parameters = Object.assign( {}, source.parameters );
  27180. return this;
  27181. }
  27182. /**
  27183. * Factory method for creating an instance of this class from the given
  27184. * JSON object.
  27185. *
  27186. * @param {Object} data - A JSON object representing the serialized geometry.
  27187. * @return {TorusGeometry} A new instance.
  27188. */
  27189. static fromJSON( data ) {
  27190. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27191. }
  27192. }
  27193. /**
  27194. * Creates a torus knot, the particular shape of which is defined by a pair
  27195. * of coprime integers, p and q. If p and q are not coprime, the result will
  27196. * be a torus link.
  27197. *
  27198. * ```js
  27199. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27200. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27201. * const torusKnot = new THREE.Mesh( geometry, material );
  27202. * scene.add( torusKnot );
  27203. * ```
  27204. *
  27205. * @augments BufferGeometry
  27206. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  27207. */
  27208. class TorusKnotGeometry extends BufferGeometry {
  27209. /**
  27210. * Constructs a new torus knot geometry.
  27211. *
  27212. * @param {number} [radius=1] - Radius of the torus knot.
  27213. * @param {number} [tube=0.4] - Radius of the tube.
  27214. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27215. * @param {number} [radialSegments=8] - The number of radial segments.
  27216. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27217. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27218. */
  27219. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27220. super();
  27221. this.type = 'TorusKnotGeometry';
  27222. /**
  27223. * Holds the constructor parameters that have been
  27224. * used to generate the geometry. Any modification
  27225. * after instantiation does not change the geometry.
  27226. *
  27227. * @type {Object}
  27228. */
  27229. this.parameters = {
  27230. radius: radius,
  27231. tube: tube,
  27232. tubularSegments: tubularSegments,
  27233. radialSegments: radialSegments,
  27234. p: p,
  27235. q: q
  27236. };
  27237. tubularSegments = Math.floor( tubularSegments );
  27238. radialSegments = Math.floor( radialSegments );
  27239. // buffers
  27240. const indices = [];
  27241. const vertices = [];
  27242. const normals = [];
  27243. const uvs = [];
  27244. // helper variables
  27245. const vertex = new Vector3();
  27246. const normal = new Vector3();
  27247. const P1 = new Vector3();
  27248. const P2 = new Vector3();
  27249. const B = new Vector3();
  27250. const T = new Vector3();
  27251. const N = new Vector3();
  27252. // generate vertices, normals and uvs
  27253. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27254. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27255. const u = i / tubularSegments * p * Math.PI * 2;
  27256. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27257. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27258. calculatePositionOnCurve( u, p, q, radius, P1 );
  27259. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27260. // calculate orthonormal basis
  27261. T.subVectors( P2, P1 );
  27262. N.addVectors( P2, P1 );
  27263. B.crossVectors( T, N );
  27264. N.crossVectors( B, T );
  27265. // normalize B, N. T can be ignored, we don't use it
  27266. B.normalize();
  27267. N.normalize();
  27268. for ( let j = 0; j <= radialSegments; ++ j ) {
  27269. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27270. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27271. const v = j / radialSegments * Math.PI * 2;
  27272. const cx = - tube * Math.cos( v );
  27273. const cy = tube * Math.sin( v );
  27274. // now calculate the final vertex position.
  27275. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27276. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27277. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27278. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27279. vertices.push( vertex.x, vertex.y, vertex.z );
  27280. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27281. normal.subVectors( vertex, P1 ).normalize();
  27282. normals.push( normal.x, normal.y, normal.z );
  27283. // uv
  27284. uvs.push( i / tubularSegments );
  27285. uvs.push( j / radialSegments );
  27286. }
  27287. }
  27288. // generate indices
  27289. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27290. for ( let i = 1; i <= radialSegments; i ++ ) {
  27291. // indices
  27292. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27293. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27294. const c = ( radialSegments + 1 ) * j + i;
  27295. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27296. // faces
  27297. indices.push( a, b, d );
  27298. indices.push( b, c, d );
  27299. }
  27300. }
  27301. // build geometry
  27302. this.setIndex( indices );
  27303. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27304. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27305. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27306. // this function calculates the current position on the torus curve
  27307. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27308. const cu = Math.cos( u );
  27309. const su = Math.sin( u );
  27310. const quOverP = q / p * u;
  27311. const cs = Math.cos( quOverP );
  27312. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27313. position.y = radius * ( 2 + cs ) * su * 0.5;
  27314. position.z = radius * Math.sin( quOverP ) * 0.5;
  27315. }
  27316. }
  27317. copy( source ) {
  27318. super.copy( source );
  27319. this.parameters = Object.assign( {}, source.parameters );
  27320. return this;
  27321. }
  27322. /**
  27323. * Factory method for creating an instance of this class from the given
  27324. * JSON object.
  27325. *
  27326. * @param {Object} data - A JSON object representing the serialized geometry.
  27327. * @return {TorusKnotGeometry} A new instance.
  27328. */
  27329. static fromJSON( data ) {
  27330. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27331. }
  27332. }
  27333. /**
  27334. * Creates a tube that extrudes along a 3D curve.
  27335. *
  27336. * ```js
  27337. * class CustomSinCurve extends THREE.Curve {
  27338. *
  27339. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27340. *
  27341. * const tx = t * 3 - 1.5;
  27342. * const ty = Math.sin( 2 * Math.PI * t );
  27343. * const tz = 0;
  27344. *
  27345. * return optionalTarget.set( tx, ty, tz );
  27346. * }
  27347. *
  27348. * }
  27349. *
  27350. * const path = new CustomSinCurve( 10 );
  27351. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27352. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27353. * const mesh = new THREE.Mesh( geometry, material );
  27354. * scene.add( mesh );
  27355. * ```
  27356. *
  27357. * @augments BufferGeometry
  27358. * @demo scenes/geometry-browser.html#TubeGeometry
  27359. */
  27360. class TubeGeometry extends BufferGeometry {
  27361. /**
  27362. * Constructs a new tube geometry.
  27363. *
  27364. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27365. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27366. * @param {number} [radius=1] -The radius of the tube.
  27367. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27368. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27369. */
  27370. 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 ) {
  27371. super();
  27372. this.type = 'TubeGeometry';
  27373. /**
  27374. * Holds the constructor parameters that have been
  27375. * used to generate the geometry. Any modification
  27376. * after instantiation does not change the geometry.
  27377. *
  27378. * @type {Object}
  27379. */
  27380. this.parameters = {
  27381. path: path,
  27382. tubularSegments: tubularSegments,
  27383. radius: radius,
  27384. radialSegments: radialSegments,
  27385. closed: closed
  27386. };
  27387. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27388. // expose internals
  27389. this.tangents = frames.tangents;
  27390. this.normals = frames.normals;
  27391. this.binormals = frames.binormals;
  27392. // helper variables
  27393. const vertex = new Vector3();
  27394. const normal = new Vector3();
  27395. const uv = new Vector2();
  27396. let P = new Vector3();
  27397. // buffer
  27398. const vertices = [];
  27399. const normals = [];
  27400. const uvs = [];
  27401. const indices = [];
  27402. // create buffer data
  27403. generateBufferData();
  27404. // build geometry
  27405. this.setIndex( indices );
  27406. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27407. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27408. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27409. // functions
  27410. function generateBufferData() {
  27411. for ( let i = 0; i < tubularSegments; i ++ ) {
  27412. generateSegment( i );
  27413. }
  27414. // if the geometry is not closed, generate the last row of vertices and normals
  27415. // at the regular position on the given path
  27416. //
  27417. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27418. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27419. // uvs are generated in a separate function.
  27420. // this makes it easy compute correct values for closed geometries
  27421. generateUVs();
  27422. // finally create faces
  27423. generateIndices();
  27424. }
  27425. function generateSegment( i ) {
  27426. // we use getPointAt to sample evenly distributed points from the given path
  27427. P = path.getPointAt( i / tubularSegments, P );
  27428. // retrieve corresponding normal and binormal
  27429. const N = frames.normals[ i ];
  27430. const B = frames.binormals[ i ];
  27431. // generate normals and vertices for the current segment
  27432. for ( let j = 0; j <= radialSegments; j ++ ) {
  27433. const v = j / radialSegments * Math.PI * 2;
  27434. const sin = Math.sin( v );
  27435. const cos = - Math.cos( v );
  27436. // normal
  27437. normal.x = ( cos * N.x + sin * B.x );
  27438. normal.y = ( cos * N.y + sin * B.y );
  27439. normal.z = ( cos * N.z + sin * B.z );
  27440. normal.normalize();
  27441. normals.push( normal.x, normal.y, normal.z );
  27442. // vertex
  27443. vertex.x = P.x + radius * normal.x;
  27444. vertex.y = P.y + radius * normal.y;
  27445. vertex.z = P.z + radius * normal.z;
  27446. vertices.push( vertex.x, vertex.y, vertex.z );
  27447. }
  27448. }
  27449. function generateIndices() {
  27450. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27451. for ( let i = 1; i <= radialSegments; i ++ ) {
  27452. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27453. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27454. const c = ( radialSegments + 1 ) * j + i;
  27455. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27456. // faces
  27457. indices.push( a, b, d );
  27458. indices.push( b, c, d );
  27459. }
  27460. }
  27461. }
  27462. function generateUVs() {
  27463. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27464. for ( let j = 0; j <= radialSegments; j ++ ) {
  27465. uv.x = i / tubularSegments;
  27466. uv.y = j / radialSegments;
  27467. uvs.push( uv.x, uv.y );
  27468. }
  27469. }
  27470. }
  27471. }
  27472. copy( source ) {
  27473. super.copy( source );
  27474. this.parameters = Object.assign( {}, source.parameters );
  27475. return this;
  27476. }
  27477. toJSON() {
  27478. const data = super.toJSON();
  27479. data.path = this.parameters.path.toJSON();
  27480. return data;
  27481. }
  27482. /**
  27483. * Factory method for creating an instance of this class from the given
  27484. * JSON object.
  27485. *
  27486. * @param {Object} data - A JSON object representing the serialized geometry.
  27487. * @return {TubeGeometry} A new instance.
  27488. */
  27489. static fromJSON( data ) {
  27490. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27491. // User defined curves or instances of CurvePath will not be deserialized.
  27492. return new TubeGeometry(
  27493. new Curves[ data.path.type ]().fromJSON( data.path ),
  27494. data.tubularSegments,
  27495. data.radius,
  27496. data.radialSegments,
  27497. data.closed
  27498. );
  27499. }
  27500. }
  27501. /**
  27502. * Can be used as a helper object to visualize a geometry as a wireframe.
  27503. *
  27504. * ```js
  27505. * const geometry = new THREE.SphereGeometry();
  27506. *
  27507. * const wireframe = new THREE.WireframeGeometry( geometry );
  27508. *
  27509. * const line = new THREE.LineSegments( wireframe );
  27510. * line.material.depthWrite = false;
  27511. * line.material.opacity = 0.25;
  27512. * line.material.transparent = true;
  27513. *
  27514. * scene.add( line );
  27515. * ```
  27516. *
  27517. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27518. *
  27519. * @augments BufferGeometry
  27520. */
  27521. class WireframeGeometry extends BufferGeometry {
  27522. /**
  27523. * Constructs a new wireframe geometry.
  27524. *
  27525. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27526. */
  27527. constructor( geometry = null ) {
  27528. super();
  27529. this.type = 'WireframeGeometry';
  27530. /**
  27531. * Holds the constructor parameters that have been
  27532. * used to generate the geometry. Any modification
  27533. * after instantiation does not change the geometry.
  27534. *
  27535. * @type {Object}
  27536. */
  27537. this.parameters = {
  27538. geometry: geometry
  27539. };
  27540. if ( geometry !== null ) {
  27541. // buffer
  27542. const vertices = [];
  27543. const edges = new Set();
  27544. // helper variables
  27545. const start = new Vector3();
  27546. const end = new Vector3();
  27547. if ( geometry.index !== null ) {
  27548. // indexed BufferGeometry
  27549. const position = geometry.attributes.position;
  27550. const indices = geometry.index;
  27551. let groups = geometry.groups;
  27552. if ( groups.length === 0 ) {
  27553. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27554. }
  27555. // create a data structure that contains all edges without duplicates
  27556. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27557. const group = groups[ o ];
  27558. const groupStart = group.start;
  27559. const groupCount = group.count;
  27560. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27561. for ( let j = 0; j < 3; j ++ ) {
  27562. const index1 = indices.getX( i + j );
  27563. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27564. start.fromBufferAttribute( position, index1 );
  27565. end.fromBufferAttribute( position, index2 );
  27566. if ( isUniqueEdge( start, end, edges ) === true ) {
  27567. vertices.push( start.x, start.y, start.z );
  27568. vertices.push( end.x, end.y, end.z );
  27569. }
  27570. }
  27571. }
  27572. }
  27573. } else {
  27574. // non-indexed BufferGeometry
  27575. const position = geometry.attributes.position;
  27576. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27577. for ( let j = 0; j < 3; j ++ ) {
  27578. // three edges per triangle, an edge is represented as (index1, index2)
  27579. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27580. const index1 = 3 * i + j;
  27581. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27582. start.fromBufferAttribute( position, index1 );
  27583. end.fromBufferAttribute( position, index2 );
  27584. if ( isUniqueEdge( start, end, edges ) === true ) {
  27585. vertices.push( start.x, start.y, start.z );
  27586. vertices.push( end.x, end.y, end.z );
  27587. }
  27588. }
  27589. }
  27590. }
  27591. // build geometry
  27592. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27593. }
  27594. }
  27595. copy( source ) {
  27596. super.copy( source );
  27597. this.parameters = Object.assign( {}, source.parameters );
  27598. return this;
  27599. }
  27600. }
  27601. function isUniqueEdge( start, end, edges ) {
  27602. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27603. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27604. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27605. return false;
  27606. } else {
  27607. edges.add( hash1 );
  27608. edges.add( hash2 );
  27609. return true;
  27610. }
  27611. }
  27612. var Geometries = /*#__PURE__*/Object.freeze({
  27613. __proto__: null,
  27614. BoxGeometry: BoxGeometry,
  27615. CapsuleGeometry: CapsuleGeometry,
  27616. CircleGeometry: CircleGeometry,
  27617. ConeGeometry: ConeGeometry,
  27618. CylinderGeometry: CylinderGeometry,
  27619. DodecahedronGeometry: DodecahedronGeometry,
  27620. EdgesGeometry: EdgesGeometry,
  27621. ExtrudeGeometry: ExtrudeGeometry,
  27622. IcosahedronGeometry: IcosahedronGeometry,
  27623. LatheGeometry: LatheGeometry,
  27624. OctahedronGeometry: OctahedronGeometry,
  27625. PlaneGeometry: PlaneGeometry,
  27626. PolyhedronGeometry: PolyhedronGeometry,
  27627. RingGeometry: RingGeometry,
  27628. ShapeGeometry: ShapeGeometry,
  27629. SphereGeometry: SphereGeometry,
  27630. TetrahedronGeometry: TetrahedronGeometry,
  27631. TorusGeometry: TorusGeometry,
  27632. TorusKnotGeometry: TorusKnotGeometry,
  27633. TubeGeometry: TubeGeometry,
  27634. WireframeGeometry: WireframeGeometry
  27635. });
  27636. /**
  27637. * This material can receive shadows, but otherwise is completely transparent.
  27638. *
  27639. * ```js
  27640. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27641. * geometry.rotateX( - Math.PI / 2 );
  27642. *
  27643. * const material = new THREE.ShadowMaterial();
  27644. * material.opacity = 0.2;
  27645. *
  27646. * const plane = new THREE.Mesh( geometry, material );
  27647. * plane.position.y = -200;
  27648. * plane.receiveShadow = true;
  27649. * scene.add( plane );
  27650. * ```
  27651. *
  27652. * @augments Material
  27653. */
  27654. class ShadowMaterial extends Material {
  27655. /**
  27656. * Constructs a new shadow material.
  27657. *
  27658. * @param {Object} [parameters] - An object with one or more properties
  27659. * defining the material's appearance. Any property of the material
  27660. * (including any property from inherited materials) can be passed
  27661. * in here. Color values can be passed any type of value accepted
  27662. * by {@link Color#set}.
  27663. */
  27664. constructor( parameters ) {
  27665. super();
  27666. /**
  27667. * This flag can be used for type testing.
  27668. *
  27669. * @type {boolean}
  27670. * @readonly
  27671. * @default true
  27672. */
  27673. this.isShadowMaterial = true;
  27674. this.type = 'ShadowMaterial';
  27675. /**
  27676. * Color of the material.
  27677. *
  27678. * @type {Color}
  27679. * @default (0,0,0)
  27680. */
  27681. this.color = new Color( 0x000000 );
  27682. /**
  27683. * Overwritten since shadow materials are transparent
  27684. * by default.
  27685. *
  27686. * @type {boolean}
  27687. * @default true
  27688. */
  27689. this.transparent = true;
  27690. /**
  27691. * Whether the material is affected by fog or not.
  27692. *
  27693. * @type {boolean}
  27694. * @default true
  27695. */
  27696. this.fog = true;
  27697. this.setValues( parameters );
  27698. }
  27699. copy( source ) {
  27700. super.copy( source );
  27701. this.color.copy( source.color );
  27702. this.fog = source.fog;
  27703. return this;
  27704. }
  27705. }
  27706. /**
  27707. * This class works just like {@link ShaderMaterial}, except that definitions
  27708. * of built-in uniforms and attributes are not automatically prepended to the
  27709. * GLSL shader code.
  27710. *
  27711. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27712. *
  27713. * @augments ShaderMaterial
  27714. */
  27715. class RawShaderMaterial extends ShaderMaterial {
  27716. /**
  27717. * Constructs a new raw shader material.
  27718. *
  27719. * @param {Object} [parameters] - An object with one or more properties
  27720. * defining the material's appearance. Any property of the material
  27721. * (including any property from inherited materials) can be passed
  27722. * in here. Color values can be passed any type of value accepted
  27723. * by {@link Color#set}.
  27724. */
  27725. constructor( parameters ) {
  27726. super( parameters );
  27727. /**
  27728. * This flag can be used for type testing.
  27729. *
  27730. * @type {boolean}
  27731. * @readonly
  27732. * @default true
  27733. */
  27734. this.isRawShaderMaterial = true;
  27735. this.type = 'RawShaderMaterial';
  27736. }
  27737. }
  27738. /**
  27739. * A standard physically based material, using Metallic-Roughness workflow.
  27740. *
  27741. * Physically based rendering (PBR) has recently become the standard in many
  27742. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27743. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27744. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27745. *
  27746. * This approach differs from older approaches in that instead of using
  27747. * approximations for the way in which light interacts with a surface, a
  27748. * physically correct model is used. The idea is that, instead of tweaking
  27749. * materials to look good under specific lighting, a material can be created
  27750. * that will react 'correctly' under all lighting scenarios.
  27751. *
  27752. * In practice this gives a more accurate and realistic looking result than
  27753. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27754. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27755. * shading.
  27756. *
  27757. * Note that for best results you should always specify an environment map when using this material.
  27758. *
  27759. * For a non-technical introduction to the concept of PBR and how to set up a
  27760. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27761. *
  27762. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27763. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27764. *
  27765. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27766. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27767. * (pdf), by Brent Burley.
  27768. *
  27769. * @augments Material
  27770. * @demo scenes/material-browser.html#MeshStandardMaterial
  27771. */
  27772. class MeshStandardMaterial extends Material {
  27773. /**
  27774. * Constructs a new mesh standard material.
  27775. *
  27776. * @param {Object} [parameters] - An object with one or more properties
  27777. * defining the material's appearance. Any property of the material
  27778. * (including any property from inherited materials) can be passed
  27779. * in here. Color values can be passed any type of value accepted
  27780. * by {@link Color#set}.
  27781. */
  27782. constructor( parameters ) {
  27783. super();
  27784. /**
  27785. * This flag can be used for type testing.
  27786. *
  27787. * @type {boolean}
  27788. * @readonly
  27789. * @default true
  27790. */
  27791. this.isMeshStandardMaterial = true;
  27792. this.type = 'MeshStandardMaterial';
  27793. this.defines = { 'STANDARD': '' };
  27794. /**
  27795. * Color of the material.
  27796. *
  27797. * @type {Color}
  27798. * @default (1,1,1)
  27799. */
  27800. this.color = new Color( 0xffffff ); // diffuse
  27801. /**
  27802. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27803. * means fully diffuse. If `roughnessMap` is also provided,
  27804. * both values are multiplied.
  27805. *
  27806. * @type {number}
  27807. * @default 1
  27808. */
  27809. this.roughness = 1.0;
  27810. /**
  27811. * How much the material is like a metal. Non-metallic materials such as wood
  27812. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27813. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27814. * If `metalnessMap` is also provided, both values are multiplied.
  27815. *
  27816. * @type {number}
  27817. * @default 0
  27818. */
  27819. this.metalness = 0.0;
  27820. /**
  27821. * The color map. May optionally include an alpha channel, typically combined
  27822. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27823. * color is modulated by the diffuse `color`.
  27824. *
  27825. * @type {?Texture}
  27826. * @default null
  27827. */
  27828. this.map = null;
  27829. /**
  27830. * The light map. Requires a second set of UVs.
  27831. *
  27832. * @type {?Texture}
  27833. * @default null
  27834. */
  27835. this.lightMap = null;
  27836. /**
  27837. * Intensity of the baked light.
  27838. *
  27839. * @type {number}
  27840. * @default 1
  27841. */
  27842. this.lightMapIntensity = 1.0;
  27843. /**
  27844. * The red channel of this texture is used as the ambient occlusion map.
  27845. * Requires a second set of UVs.
  27846. *
  27847. * @type {?Texture}
  27848. * @default null
  27849. */
  27850. this.aoMap = null;
  27851. /**
  27852. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27853. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27854. * red channel is also `1`, ambient light is fully occluded on a surface.
  27855. *
  27856. * @type {number}
  27857. * @default 1
  27858. */
  27859. this.aoMapIntensity = 1.0;
  27860. /**
  27861. * Emissive (light) color of the material, essentially a solid color
  27862. * unaffected by other lighting.
  27863. *
  27864. * @type {Color}
  27865. * @default (0,0,0)
  27866. */
  27867. this.emissive = new Color( 0x000000 );
  27868. /**
  27869. * Intensity of the emissive light. Modulates the emissive color.
  27870. *
  27871. * @type {number}
  27872. * @default 1
  27873. */
  27874. this.emissiveIntensity = 1.0;
  27875. /**
  27876. * Set emissive (glow) map. The emissive map color is modulated by the
  27877. * emissive color and the emissive intensity. If you have an emissive map,
  27878. * be sure to set the emissive color to something other than black.
  27879. *
  27880. * @type {?Texture}
  27881. * @default null
  27882. */
  27883. this.emissiveMap = null;
  27884. /**
  27885. * The texture to create a bump map. The black and white values map to the
  27886. * perceived depth in relation to the lights. Bump doesn't actually affect
  27887. * the geometry of the object, only the lighting. If a normal map is defined
  27888. * this will be ignored.
  27889. *
  27890. * @type {?Texture}
  27891. * @default null
  27892. */
  27893. this.bumpMap = null;
  27894. /**
  27895. * How much the bump map affects the material. Typical range is `[0,1]`.
  27896. *
  27897. * @type {number}
  27898. * @default 1
  27899. */
  27900. this.bumpScale = 1;
  27901. /**
  27902. * The texture to create a normal map. The RGB values affect the surface
  27903. * normal for each pixel fragment and change the way the color is lit. Normal
  27904. * maps do not change the actual shape of the surface, only the lighting. In
  27905. * case the material has a normal map authored using the left handed
  27906. * convention, the `y` component of `normalScale` should be negated to compensate
  27907. * for the different handedness.
  27908. *
  27909. * @type {?Texture}
  27910. * @default null
  27911. */
  27912. this.normalMap = null;
  27913. /**
  27914. * The type of normal map.
  27915. *
  27916. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27917. * @default TangentSpaceNormalMap
  27918. */
  27919. this.normalMapType = TangentSpaceNormalMap;
  27920. /**
  27921. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27922. *
  27923. * @type {Vector2}
  27924. * @default (1,1)
  27925. */
  27926. this.normalScale = new Vector2( 1, 1 );
  27927. /**
  27928. * The displacement map affects the position of the mesh's vertices. Unlike
  27929. * other maps which only affect the light and shade of the material the
  27930. * displaced vertices can cast shadows, block other objects, and otherwise
  27931. * act as real geometry. The displacement texture is an image where the value
  27932. * of each pixel (white being the highest) is mapped against, and
  27933. * repositions, the vertices of the mesh.
  27934. *
  27935. * @type {?Texture}
  27936. * @default null
  27937. */
  27938. this.displacementMap = null;
  27939. /**
  27940. * How much the displacement map affects the mesh (where black is no
  27941. * displacement, and white is maximum displacement). Without a displacement
  27942. * map set, this value is not applied.
  27943. *
  27944. * @type {number}
  27945. * @default 0
  27946. */
  27947. this.displacementScale = 1;
  27948. /**
  27949. * The offset of the displacement map's values on the mesh's vertices.
  27950. * The bias is added to the scaled sample of the displacement map.
  27951. * Without a displacement map set, this value is not applied.
  27952. *
  27953. * @type {number}
  27954. * @default 0
  27955. */
  27956. this.displacementBias = 0;
  27957. /**
  27958. * The green channel of this texture is used to alter the roughness of the
  27959. * material.
  27960. *
  27961. * @type {?Texture}
  27962. * @default null
  27963. */
  27964. this.roughnessMap = null;
  27965. /**
  27966. * The blue channel of this texture is used to alter the metalness of the
  27967. * material.
  27968. *
  27969. * @type {?Texture}
  27970. * @default null
  27971. */
  27972. this.metalnessMap = null;
  27973. /**
  27974. * The alpha map is a grayscale texture that controls the opacity across the
  27975. * surface (black: fully transparent; white: fully opaque).
  27976. *
  27977. * Only the color of the texture is used, ignoring the alpha channel if one
  27978. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27979. * when sampling this texture due to the extra bit of precision provided for
  27980. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27981. * luminance/alpha textures will also still work as expected.
  27982. *
  27983. * @type {?Texture}
  27984. * @default null
  27985. */
  27986. this.alphaMap = null;
  27987. /**
  27988. * The environment map. To ensure a physically correct rendering, environment maps
  27989. * are internally pre-processed with {@link PMREMGenerator}.
  27990. *
  27991. * @type {?Texture}
  27992. * @default null
  27993. */
  27994. this.envMap = null;
  27995. /**
  27996. * The rotation of the environment map in radians.
  27997. *
  27998. * @type {Euler}
  27999. * @default (0,0,0)
  28000. */
  28001. this.envMapRotation = new Euler();
  28002. /**
  28003. * Scales the effect of the environment map by multiplying its color.
  28004. *
  28005. * @type {number}
  28006. * @default 1
  28007. */
  28008. this.envMapIntensity = 1.0;
  28009. /**
  28010. * Renders the geometry as a wireframe.
  28011. *
  28012. * @type {boolean}
  28013. * @default false
  28014. */
  28015. this.wireframe = false;
  28016. /**
  28017. * Controls the thickness of the wireframe.
  28018. *
  28019. * Can only be used with {@link SVGRenderer}.
  28020. *
  28021. * @type {number}
  28022. * @default 1
  28023. */
  28024. this.wireframeLinewidth = 1;
  28025. /**
  28026. * Defines appearance of wireframe ends.
  28027. *
  28028. * Can only be used with {@link SVGRenderer}.
  28029. *
  28030. * @type {('round'|'bevel'|'miter')}
  28031. * @default 'round'
  28032. */
  28033. this.wireframeLinecap = 'round';
  28034. /**
  28035. * Defines appearance of wireframe joints.
  28036. *
  28037. * Can only be used with {@link SVGRenderer}.
  28038. *
  28039. * @type {('round'|'bevel'|'miter')}
  28040. * @default 'round'
  28041. */
  28042. this.wireframeLinejoin = 'round';
  28043. /**
  28044. * Whether the material is rendered with flat shading or not.
  28045. *
  28046. * @type {boolean}
  28047. * @default false
  28048. */
  28049. this.flatShading = false;
  28050. /**
  28051. * Whether the material is affected by fog or not.
  28052. *
  28053. * @type {boolean}
  28054. * @default true
  28055. */
  28056. this.fog = true;
  28057. this.setValues( parameters );
  28058. }
  28059. copy( source ) {
  28060. super.copy( source );
  28061. this.defines = { 'STANDARD': '' };
  28062. this.color.copy( source.color );
  28063. this.roughness = source.roughness;
  28064. this.metalness = source.metalness;
  28065. this.map = source.map;
  28066. this.lightMap = source.lightMap;
  28067. this.lightMapIntensity = source.lightMapIntensity;
  28068. this.aoMap = source.aoMap;
  28069. this.aoMapIntensity = source.aoMapIntensity;
  28070. this.emissive.copy( source.emissive );
  28071. this.emissiveMap = source.emissiveMap;
  28072. this.emissiveIntensity = source.emissiveIntensity;
  28073. this.bumpMap = source.bumpMap;
  28074. this.bumpScale = source.bumpScale;
  28075. this.normalMap = source.normalMap;
  28076. this.normalMapType = source.normalMapType;
  28077. this.normalScale.copy( source.normalScale );
  28078. this.displacementMap = source.displacementMap;
  28079. this.displacementScale = source.displacementScale;
  28080. this.displacementBias = source.displacementBias;
  28081. this.roughnessMap = source.roughnessMap;
  28082. this.metalnessMap = source.metalnessMap;
  28083. this.alphaMap = source.alphaMap;
  28084. this.envMap = source.envMap;
  28085. this.envMapRotation.copy( source.envMapRotation );
  28086. this.envMapIntensity = source.envMapIntensity;
  28087. this.wireframe = source.wireframe;
  28088. this.wireframeLinewidth = source.wireframeLinewidth;
  28089. this.wireframeLinecap = source.wireframeLinecap;
  28090. this.wireframeLinejoin = source.wireframeLinejoin;
  28091. this.flatShading = source.flatShading;
  28092. this.fog = source.fog;
  28093. return this;
  28094. }
  28095. }
  28096. /**
  28097. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28098. * physically-based rendering properties:
  28099. *
  28100. * - Anisotropy: Ability to represent the anisotropic property of materials
  28101. * as observable with brushed metals.
  28102. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28103. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28104. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28105. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28106. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28107. * wings of many insects.
  28108. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28109. * transparent materials are less reflective. Physically-based transmission provides a more
  28110. * realistic option for thin, transparent surfaces like glass.
  28111. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28112. * - Sheen: Can be used for representing cloth and fabric materials.
  28113. *
  28114. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28115. * higher performance cost, per pixel, than other three.js materials. Most
  28116. * effects are disabled by default, and add cost as they are enabled. For
  28117. * best results, always specify an environment map when using this material.
  28118. *
  28119. * @augments MeshStandardMaterial
  28120. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  28121. */
  28122. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28123. /**
  28124. * Constructs a new mesh physical material.
  28125. *
  28126. * @param {Object} [parameters] - An object with one or more properties
  28127. * defining the material's appearance. Any property of the material
  28128. * (including any property from inherited materials) can be passed
  28129. * in here. Color values can be passed any type of value accepted
  28130. * by {@link Color#set}.
  28131. */
  28132. constructor( parameters ) {
  28133. super();
  28134. /**
  28135. * This flag can be used for type testing.
  28136. *
  28137. * @type {boolean}
  28138. * @readonly
  28139. * @default true
  28140. */
  28141. this.isMeshPhysicalMaterial = true;
  28142. this.defines = {
  28143. 'STANDARD': '',
  28144. 'PHYSICAL': ''
  28145. };
  28146. this.type = 'MeshPhysicalMaterial';
  28147. /**
  28148. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28149. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28150. * property provides additional rotation to the vectors in the texture.
  28151. *
  28152. * @type {number}
  28153. * @default 1
  28154. */
  28155. this.anisotropyRotation = 0;
  28156. /**
  28157. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28158. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28159. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28160. *
  28161. * @type {?Texture}
  28162. * @default null
  28163. */
  28164. this.anisotropyMap = null;
  28165. /**
  28166. * The red channel of this texture is multiplied against `clearcoat`,
  28167. * for per-pixel control over a coating's intensity.
  28168. *
  28169. * @type {?Texture}
  28170. * @default null
  28171. */
  28172. this.clearcoatMap = null;
  28173. /**
  28174. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28175. *
  28176. * @type {number}
  28177. * @default 0
  28178. */
  28179. this.clearcoatRoughness = 0.0;
  28180. /**
  28181. * The green channel of this texture is multiplied against
  28182. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28183. *
  28184. * @type {?Texture}
  28185. * @default null
  28186. */
  28187. this.clearcoatRoughnessMap = null;
  28188. /**
  28189. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28190. * `(0,0)` to `(1,1)`.
  28191. *
  28192. * @type {Vector2}
  28193. * @default (1,1)
  28194. */
  28195. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28196. /**
  28197. * Can be used to enable independent normals for the clear coat layer.
  28198. *
  28199. * @type {?Texture}
  28200. * @default null
  28201. */
  28202. this.clearcoatNormalMap = null;
  28203. /**
  28204. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28205. *
  28206. * @type {number}
  28207. * @default 1.5
  28208. */
  28209. this.ior = 1.5;
  28210. /**
  28211. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28212. * corresponds to an index-of-refraction of `1.5`.
  28213. *
  28214. * This models the reflectivity of non-metallic materials. It has no effect
  28215. * when `metalness` is `1.0`
  28216. *
  28217. * @name MeshPhysicalMaterial#reflectivity
  28218. * @type {number}
  28219. * @default 0.5
  28220. */
  28221. Object.defineProperty( this, 'reflectivity', {
  28222. get: function () {
  28223. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28224. },
  28225. set: function ( reflectivity ) {
  28226. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28227. }
  28228. } );
  28229. /**
  28230. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28231. * control over iridescence.
  28232. *
  28233. * @type {?Texture}
  28234. * @default null
  28235. */
  28236. this.iridescenceMap = null;
  28237. /**
  28238. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28239. * Between `1.0` to `2.333`.
  28240. *
  28241. * @type {number}
  28242. * @default 1.3
  28243. */
  28244. this.iridescenceIOR = 1.3;
  28245. /**
  28246. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28247. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28248. *
  28249. * @type {Array<number,number>}
  28250. * @default [100,400]
  28251. */
  28252. this.iridescenceThicknessRange = [ 100, 400 ];
  28253. /**
  28254. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28255. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28256. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28257. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28258. * - Values in-between will linearly interpolate between the elements of the array.
  28259. *
  28260. * @type {?Texture}
  28261. * @default null
  28262. */
  28263. this.iridescenceThicknessMap = null;
  28264. /**
  28265. * The sheen tint.
  28266. *
  28267. * @type {Color}
  28268. * @default (0,0,0)
  28269. */
  28270. this.sheenColor = new Color( 0x000000 );
  28271. /**
  28272. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28273. * over sheen tint.
  28274. *
  28275. * @type {?Texture}
  28276. * @default null
  28277. */
  28278. this.sheenColorMap = null;
  28279. /**
  28280. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28281. *
  28282. * @type {number}
  28283. * @default 1
  28284. */
  28285. this.sheenRoughness = 1.0;
  28286. /**
  28287. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28288. * over sheen roughness.
  28289. *
  28290. * @type {?Texture}
  28291. * @default null
  28292. */
  28293. this.sheenRoughnessMap = null;
  28294. /**
  28295. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28296. * optical transparency.
  28297. *
  28298. * @type {?Texture}
  28299. * @default null
  28300. */
  28301. this.transmissionMap = null;
  28302. /**
  28303. * The thickness of the volume beneath the surface. The value is given in the
  28304. * coordinate space of the mesh. If the value is `0` the material is
  28305. * thin-walled. Otherwise the material is a volume boundary.
  28306. *
  28307. * @type {number}
  28308. * @default 0
  28309. */
  28310. this.thickness = 0;
  28311. /**
  28312. * A texture that defines the thickness, stored in the green channel. This will
  28313. * be multiplied by `thickness`.
  28314. *
  28315. * @type {?Texture}
  28316. * @default null
  28317. */
  28318. this.thicknessMap = null;
  28319. /**
  28320. * Density of the medium given as the average distance that light travels in
  28321. * the medium before interacting with a particle. The value is given in world
  28322. * space units, and must be greater than zero.
  28323. *
  28324. * @type {number}
  28325. * @default Infinity
  28326. */
  28327. this.attenuationDistance = Infinity;
  28328. /**
  28329. * The color that white light turns into due to absorption when reaching the
  28330. * attenuation distance.
  28331. *
  28332. * @type {Color}
  28333. * @default (1,1,1)
  28334. */
  28335. this.attenuationColor = new Color( 1, 1, 1 );
  28336. /**
  28337. * A float that scales the amount of specular reflection for non-metals only.
  28338. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28339. *
  28340. * @type {number}
  28341. * @default 1
  28342. */
  28343. this.specularIntensity = 1.0;
  28344. /**
  28345. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28346. * for per-pixel control over specular intensity.
  28347. *
  28348. * @type {?Texture}
  28349. * @default null
  28350. */
  28351. this.specularIntensityMap = null;
  28352. /**
  28353. * Tints the specular reflection at normal incidence for non-metals only.
  28354. *
  28355. * @type {Color}
  28356. * @default (1,1,1)
  28357. */
  28358. this.specularColor = new Color( 1, 1, 1 );
  28359. /**
  28360. * The RGB channels of this texture are multiplied against `specularColor`,
  28361. * for per-pixel control over specular color.
  28362. *
  28363. * @type {?Texture}
  28364. * @default null
  28365. */
  28366. this.specularColorMap = null;
  28367. this._anisotropy = 0;
  28368. this._clearcoat = 0;
  28369. this._dispersion = 0;
  28370. this._iridescence = 0;
  28371. this._sheen = 0.0;
  28372. this._transmission = 0;
  28373. this.setValues( parameters );
  28374. }
  28375. /**
  28376. * The anisotropy strength, from `0.0` to `1.0`.
  28377. *
  28378. * @type {number}
  28379. * @default 0
  28380. */
  28381. get anisotropy() {
  28382. return this._anisotropy;
  28383. }
  28384. set anisotropy( value ) {
  28385. if ( this._anisotropy > 0 !== value > 0 ) {
  28386. this.version ++;
  28387. }
  28388. this._anisotropy = value;
  28389. }
  28390. /**
  28391. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28392. * clear coat related properties to enable multilayer materials that have a
  28393. * thin translucent layer over the base layer.
  28394. *
  28395. * @type {number}
  28396. * @default 0
  28397. */
  28398. get clearcoat() {
  28399. return this._clearcoat;
  28400. }
  28401. set clearcoat( value ) {
  28402. if ( this._clearcoat > 0 !== value > 0 ) {
  28403. this.version ++;
  28404. }
  28405. this._clearcoat = value;
  28406. }
  28407. /**
  28408. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28409. * the surface and the viewer, from `0.0` to `1.0`.
  28410. *
  28411. * @type {number}
  28412. * @default 0
  28413. */
  28414. get iridescence() {
  28415. return this._iridescence;
  28416. }
  28417. set iridescence( value ) {
  28418. if ( this._iridescence > 0 !== value > 0 ) {
  28419. this.version ++;
  28420. }
  28421. this._iridescence = value;
  28422. }
  28423. /**
  28424. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28425. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28426. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28427. *
  28428. * @type {number}
  28429. * @default 0
  28430. */
  28431. get dispersion() {
  28432. return this._dispersion;
  28433. }
  28434. set dispersion( value ) {
  28435. if ( this._dispersion > 0 !== value > 0 ) {
  28436. this.version ++;
  28437. }
  28438. this._dispersion = value;
  28439. }
  28440. /**
  28441. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28442. *
  28443. * @type {number}
  28444. * @default 0
  28445. */
  28446. get sheen() {
  28447. return this._sheen;
  28448. }
  28449. set sheen( value ) {
  28450. if ( this._sheen > 0 !== value > 0 ) {
  28451. this.version ++;
  28452. }
  28453. this._sheen = value;
  28454. }
  28455. /**
  28456. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28457. *
  28458. * Thin, transparent or semitransparent, plastic or glass materials remain
  28459. * largely reflective even if they are fully transmissive. The transmission
  28460. * property can be used to model these materials.
  28461. *
  28462. * When transmission is non-zero, `opacity` should be set to `1`.
  28463. *
  28464. * @type {number}
  28465. * @default 0
  28466. */
  28467. get transmission() {
  28468. return this._transmission;
  28469. }
  28470. set transmission( value ) {
  28471. if ( this._transmission > 0 !== value > 0 ) {
  28472. this.version ++;
  28473. }
  28474. this._transmission = value;
  28475. }
  28476. copy( source ) {
  28477. super.copy( source );
  28478. this.defines = {
  28479. 'STANDARD': '',
  28480. 'PHYSICAL': ''
  28481. };
  28482. this.anisotropy = source.anisotropy;
  28483. this.anisotropyRotation = source.anisotropyRotation;
  28484. this.anisotropyMap = source.anisotropyMap;
  28485. this.clearcoat = source.clearcoat;
  28486. this.clearcoatMap = source.clearcoatMap;
  28487. this.clearcoatRoughness = source.clearcoatRoughness;
  28488. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28489. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28490. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28491. this.dispersion = source.dispersion;
  28492. this.ior = source.ior;
  28493. this.iridescence = source.iridescence;
  28494. this.iridescenceMap = source.iridescenceMap;
  28495. this.iridescenceIOR = source.iridescenceIOR;
  28496. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28497. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28498. this.sheen = source.sheen;
  28499. this.sheenColor.copy( source.sheenColor );
  28500. this.sheenColorMap = source.sheenColorMap;
  28501. this.sheenRoughness = source.sheenRoughness;
  28502. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28503. this.transmission = source.transmission;
  28504. this.transmissionMap = source.transmissionMap;
  28505. this.thickness = source.thickness;
  28506. this.thicknessMap = source.thicknessMap;
  28507. this.attenuationDistance = source.attenuationDistance;
  28508. this.attenuationColor.copy( source.attenuationColor );
  28509. this.specularIntensity = source.specularIntensity;
  28510. this.specularIntensityMap = source.specularIntensityMap;
  28511. this.specularColor.copy( source.specularColor );
  28512. this.specularColorMap = source.specularColorMap;
  28513. return this;
  28514. }
  28515. }
  28516. /**
  28517. * A material for shiny surfaces with specular highlights.
  28518. *
  28519. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28520. * model for calculating reflectance. Unlike the Lambertian model used in the
  28521. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28522. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28523. *
  28524. * Performance will generally be greater when using this material over the
  28525. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28526. * some graphical accuracy.
  28527. *
  28528. * @augments Material
  28529. * @demo scenes/material-browser.html#MeshPhongMaterial
  28530. */
  28531. class MeshPhongMaterial extends Material {
  28532. /**
  28533. * Constructs a new mesh phong material.
  28534. *
  28535. * @param {Object} [parameters] - An object with one or more properties
  28536. * defining the material's appearance. Any property of the material
  28537. * (including any property from inherited materials) can be passed
  28538. * in here. Color values can be passed any type of value accepted
  28539. * by {@link Color#set}.
  28540. */
  28541. constructor( parameters ) {
  28542. super();
  28543. /**
  28544. * This flag can be used for type testing.
  28545. *
  28546. * @type {boolean}
  28547. * @readonly
  28548. * @default true
  28549. */
  28550. this.isMeshPhongMaterial = true;
  28551. this.type = 'MeshPhongMaterial';
  28552. /**
  28553. * Color of the material.
  28554. *
  28555. * @type {Color}
  28556. * @default (1,1,1)
  28557. */
  28558. this.color = new Color( 0xffffff ); // diffuse
  28559. /**
  28560. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28561. *
  28562. * This defines how shiny the material is and the color of its shine.
  28563. *
  28564. * @type {Color}
  28565. */
  28566. this.specular = new Color( 0x111111 );
  28567. /**
  28568. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28569. *
  28570. * @type {number}
  28571. * @default 30
  28572. */
  28573. this.shininess = 30;
  28574. /**
  28575. * The color map. May optionally include an alpha channel, typically combined
  28576. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28577. * color is modulated by the diffuse `color`.
  28578. *
  28579. * @type {?Texture}
  28580. * @default null
  28581. */
  28582. this.map = null;
  28583. /**
  28584. * The light map. Requires a second set of UVs.
  28585. *
  28586. * @type {?Texture}
  28587. * @default null
  28588. */
  28589. this.lightMap = null;
  28590. /**
  28591. * Intensity of the baked light.
  28592. *
  28593. * @type {number}
  28594. * @default 1
  28595. */
  28596. this.lightMapIntensity = 1.0;
  28597. /**
  28598. * The red channel of this texture is used as the ambient occlusion map.
  28599. * Requires a second set of UVs.
  28600. *
  28601. * @type {?Texture}
  28602. * @default null
  28603. */
  28604. this.aoMap = null;
  28605. /**
  28606. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28607. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28608. * red channel is also `1`, ambient light is fully occluded on a surface.
  28609. *
  28610. * @type {number}
  28611. * @default 1
  28612. */
  28613. this.aoMapIntensity = 1.0;
  28614. /**
  28615. * Emissive (light) color of the material, essentially a solid color
  28616. * unaffected by other lighting.
  28617. *
  28618. * @type {Color}
  28619. * @default (0,0,0)
  28620. */
  28621. this.emissive = new Color( 0x000000 );
  28622. /**
  28623. * Intensity of the emissive light. Modulates the emissive color.
  28624. *
  28625. * @type {number}
  28626. * @default 1
  28627. */
  28628. this.emissiveIntensity = 1.0;
  28629. /**
  28630. * Set emissive (glow) map. The emissive map color is modulated by the
  28631. * emissive color and the emissive intensity. If you have an emissive map,
  28632. * be sure to set the emissive color to something other than black.
  28633. *
  28634. * @type {?Texture}
  28635. * @default null
  28636. */
  28637. this.emissiveMap = null;
  28638. /**
  28639. * The texture to create a bump map. The black and white values map to the
  28640. * perceived depth in relation to the lights. Bump doesn't actually affect
  28641. * the geometry of the object, only the lighting. If a normal map is defined
  28642. * this will be ignored.
  28643. *
  28644. * @type {?Texture}
  28645. * @default null
  28646. */
  28647. this.bumpMap = null;
  28648. /**
  28649. * How much the bump map affects the material. Typical range is `[0,1]`.
  28650. *
  28651. * @type {number}
  28652. * @default 1
  28653. */
  28654. this.bumpScale = 1;
  28655. /**
  28656. * The texture to create a normal map. The RGB values affect the surface
  28657. * normal for each pixel fragment and change the way the color is lit. Normal
  28658. * maps do not change the actual shape of the surface, only the lighting. In
  28659. * case the material has a normal map authored using the left handed
  28660. * convention, the `y` component of `normalScale` should be negated to compensate
  28661. * for the different handedness.
  28662. *
  28663. * @type {?Texture}
  28664. * @default null
  28665. */
  28666. this.normalMap = null;
  28667. /**
  28668. * The type of normal map.
  28669. *
  28670. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28671. * @default TangentSpaceNormalMap
  28672. */
  28673. this.normalMapType = TangentSpaceNormalMap;
  28674. /**
  28675. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28676. *
  28677. * @type {Vector2}
  28678. * @default (1,1)
  28679. */
  28680. this.normalScale = new Vector2( 1, 1 );
  28681. /**
  28682. * The displacement map affects the position of the mesh's vertices. Unlike
  28683. * other maps which only affect the light and shade of the material the
  28684. * displaced vertices can cast shadows, block other objects, and otherwise
  28685. * act as real geometry. The displacement texture is an image where the value
  28686. * of each pixel (white being the highest) is mapped against, and
  28687. * repositions, the vertices of the mesh.
  28688. *
  28689. * @type {?Texture}
  28690. * @default null
  28691. */
  28692. this.displacementMap = null;
  28693. /**
  28694. * How much the displacement map affects the mesh (where black is no
  28695. * displacement, and white is maximum displacement). Without a displacement
  28696. * map set, this value is not applied.
  28697. *
  28698. * @type {number}
  28699. * @default 0
  28700. */
  28701. this.displacementScale = 1;
  28702. /**
  28703. * The offset of the displacement map's values on the mesh's vertices.
  28704. * The bias is added to the scaled sample of the displacement map.
  28705. * Without a displacement map set, this value is not applied.
  28706. *
  28707. * @type {number}
  28708. * @default 0
  28709. */
  28710. this.displacementBias = 0;
  28711. /**
  28712. * The specular map value affects both how much the specular surface
  28713. * highlight contributes and how much of the environment map affects the
  28714. * surface.
  28715. *
  28716. * @type {?Texture}
  28717. * @default null
  28718. */
  28719. this.specularMap = null;
  28720. /**
  28721. * The alpha map is a grayscale texture that controls the opacity across the
  28722. * surface (black: fully transparent; white: fully opaque).
  28723. *
  28724. * Only the color of the texture is used, ignoring the alpha channel if one
  28725. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28726. * when sampling this texture due to the extra bit of precision provided for
  28727. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28728. * luminance/alpha textures will also still work as expected.
  28729. *
  28730. * @type {?Texture}
  28731. * @default null
  28732. */
  28733. this.alphaMap = null;
  28734. /**
  28735. * The environment map.
  28736. *
  28737. * @type {?Texture}
  28738. * @default null
  28739. */
  28740. this.envMap = null;
  28741. /**
  28742. * The rotation of the environment map in radians.
  28743. *
  28744. * @type {Euler}
  28745. * @default (0,0,0)
  28746. */
  28747. this.envMapRotation = new Euler();
  28748. /**
  28749. * How to combine the result of the surface's color with the environment map, if any.
  28750. *
  28751. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28752. * blend between the two colors.
  28753. *
  28754. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28755. * @default MultiplyOperation
  28756. */
  28757. this.combine = MultiplyOperation;
  28758. /**
  28759. * How much the environment map affects the surface.
  28760. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28761. *
  28762. * @type {number}
  28763. * @default 1
  28764. */
  28765. this.reflectivity = 1;
  28766. /**
  28767. * The index of refraction (IOR) of air (approximately 1) divided by the
  28768. * index of refraction of the material. It is used with environment mapping
  28769. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28770. * The refraction ratio should not exceed `1`.
  28771. *
  28772. * @type {number}
  28773. * @default 0.98
  28774. */
  28775. this.refractionRatio = 0.98;
  28776. /**
  28777. * Renders the geometry as a wireframe.
  28778. *
  28779. * @type {boolean}
  28780. * @default false
  28781. */
  28782. this.wireframe = false;
  28783. /**
  28784. * Controls the thickness of the wireframe.
  28785. *
  28786. * Can only be used with {@link SVGRenderer}.
  28787. *
  28788. * @type {number}
  28789. * @default 1
  28790. */
  28791. this.wireframeLinewidth = 1;
  28792. /**
  28793. * Defines appearance of wireframe ends.
  28794. *
  28795. * Can only be used with {@link SVGRenderer}.
  28796. *
  28797. * @type {('round'|'bevel'|'miter')}
  28798. * @default 'round'
  28799. */
  28800. this.wireframeLinecap = 'round';
  28801. /**
  28802. * Defines appearance of wireframe joints.
  28803. *
  28804. * Can only be used with {@link SVGRenderer}.
  28805. *
  28806. * @type {('round'|'bevel'|'miter')}
  28807. * @default 'round'
  28808. */
  28809. this.wireframeLinejoin = 'round';
  28810. /**
  28811. * Whether the material is rendered with flat shading or not.
  28812. *
  28813. * @type {boolean}
  28814. * @default false
  28815. */
  28816. this.flatShading = false;
  28817. /**
  28818. * Whether the material is affected by fog or not.
  28819. *
  28820. * @type {boolean}
  28821. * @default true
  28822. */
  28823. this.fog = true;
  28824. this.setValues( parameters );
  28825. }
  28826. copy( source ) {
  28827. super.copy( source );
  28828. this.color.copy( source.color );
  28829. this.specular.copy( source.specular );
  28830. this.shininess = source.shininess;
  28831. this.map = source.map;
  28832. this.lightMap = source.lightMap;
  28833. this.lightMapIntensity = source.lightMapIntensity;
  28834. this.aoMap = source.aoMap;
  28835. this.aoMapIntensity = source.aoMapIntensity;
  28836. this.emissive.copy( source.emissive );
  28837. this.emissiveMap = source.emissiveMap;
  28838. this.emissiveIntensity = source.emissiveIntensity;
  28839. this.bumpMap = source.bumpMap;
  28840. this.bumpScale = source.bumpScale;
  28841. this.normalMap = source.normalMap;
  28842. this.normalMapType = source.normalMapType;
  28843. this.normalScale.copy( source.normalScale );
  28844. this.displacementMap = source.displacementMap;
  28845. this.displacementScale = source.displacementScale;
  28846. this.displacementBias = source.displacementBias;
  28847. this.specularMap = source.specularMap;
  28848. this.alphaMap = source.alphaMap;
  28849. this.envMap = source.envMap;
  28850. this.envMapRotation.copy( source.envMapRotation );
  28851. this.combine = source.combine;
  28852. this.reflectivity = source.reflectivity;
  28853. this.refractionRatio = source.refractionRatio;
  28854. this.wireframe = source.wireframe;
  28855. this.wireframeLinewidth = source.wireframeLinewidth;
  28856. this.wireframeLinecap = source.wireframeLinecap;
  28857. this.wireframeLinejoin = source.wireframeLinejoin;
  28858. this.flatShading = source.flatShading;
  28859. this.fog = source.fog;
  28860. return this;
  28861. }
  28862. }
  28863. /**
  28864. * A material implementing toon shading.
  28865. *
  28866. * @augments Material
  28867. * @demo scenes/material-browser.html#MeshToonMaterial
  28868. */
  28869. class MeshToonMaterial extends Material {
  28870. /**
  28871. * Constructs a new mesh toon material.
  28872. *
  28873. * @param {Object} [parameters] - An object with one or more properties
  28874. * defining the material's appearance. Any property of the material
  28875. * (including any property from inherited materials) can be passed
  28876. * in here. Color values can be passed any type of value accepted
  28877. * by {@link Color#set}.
  28878. */
  28879. constructor( parameters ) {
  28880. super();
  28881. /**
  28882. * This flag can be used for type testing.
  28883. *
  28884. * @type {boolean}
  28885. * @readonly
  28886. * @default true
  28887. */
  28888. this.isMeshToonMaterial = true;
  28889. this.defines = { 'TOON': '' };
  28890. this.type = 'MeshToonMaterial';
  28891. /**
  28892. * Color of the material.
  28893. *
  28894. * @type {Color}
  28895. * @default (1,1,1)
  28896. */
  28897. this.color = new Color( 0xffffff );
  28898. /**
  28899. * The color map. May optionally include an alpha channel, typically combined
  28900. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28901. * color is modulated by the diffuse `color`.
  28902. *
  28903. * @type {?Texture}
  28904. * @default null
  28905. */
  28906. this.map = null;
  28907. /**
  28908. * Gradient map for toon shading. It's required to set
  28909. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28910. * when using this type of texture.
  28911. *
  28912. * @type {?Texture}
  28913. * @default null
  28914. */
  28915. this.gradientMap = null;
  28916. /**
  28917. * The light map. Requires a second set of UVs.
  28918. *
  28919. * @type {?Texture}
  28920. * @default null
  28921. */
  28922. this.lightMap = null;
  28923. /**
  28924. * Intensity of the baked light.
  28925. *
  28926. * @type {number}
  28927. * @default 1
  28928. */
  28929. this.lightMapIntensity = 1.0;
  28930. /**
  28931. * The red channel of this texture is used as the ambient occlusion map.
  28932. * Requires a second set of UVs.
  28933. *
  28934. * @type {?Texture}
  28935. * @default null
  28936. */
  28937. this.aoMap = null;
  28938. /**
  28939. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28940. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28941. * red channel is also `1`, ambient light is fully occluded on a surface.
  28942. *
  28943. * @type {number}
  28944. * @default 1
  28945. */
  28946. this.aoMapIntensity = 1.0;
  28947. /**
  28948. * Emissive (light) color of the material, essentially a solid color
  28949. * unaffected by other lighting.
  28950. *
  28951. * @type {Color}
  28952. * @default (0,0,0)
  28953. */
  28954. this.emissive = new Color( 0x000000 );
  28955. /**
  28956. * Intensity of the emissive light. Modulates the emissive color.
  28957. *
  28958. * @type {number}
  28959. * @default 1
  28960. */
  28961. this.emissiveIntensity = 1.0;
  28962. /**
  28963. * Set emissive (glow) map. The emissive map color is modulated by the
  28964. * emissive color and the emissive intensity. If you have an emissive map,
  28965. * be sure to set the emissive color to something other than black.
  28966. *
  28967. * @type {?Texture}
  28968. * @default null
  28969. */
  28970. this.emissiveMap = null;
  28971. /**
  28972. * The texture to create a bump map. The black and white values map to the
  28973. * perceived depth in relation to the lights. Bump doesn't actually affect
  28974. * the geometry of the object, only the lighting. If a normal map is defined
  28975. * this will be ignored.
  28976. *
  28977. * @type {?Texture}
  28978. * @default null
  28979. */
  28980. this.bumpMap = null;
  28981. /**
  28982. * How much the bump map affects the material. Typical range is `[0,1]`.
  28983. *
  28984. * @type {number}
  28985. * @default 1
  28986. */
  28987. this.bumpScale = 1;
  28988. /**
  28989. * The texture to create a normal map. The RGB values affect the surface
  28990. * normal for each pixel fragment and change the way the color is lit. Normal
  28991. * maps do not change the actual shape of the surface, only the lighting. In
  28992. * case the material has a normal map authored using the left handed
  28993. * convention, the `y` component of `normalScale` should be negated to compensate
  28994. * for the different handedness.
  28995. *
  28996. * @type {?Texture}
  28997. * @default null
  28998. */
  28999. this.normalMap = null;
  29000. /**
  29001. * The type of normal map.
  29002. *
  29003. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29004. * @default TangentSpaceNormalMap
  29005. */
  29006. this.normalMapType = TangentSpaceNormalMap;
  29007. /**
  29008. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29009. *
  29010. * @type {Vector2}
  29011. * @default (1,1)
  29012. */
  29013. this.normalScale = new Vector2( 1, 1 );
  29014. /**
  29015. * The displacement map affects the position of the mesh's vertices. Unlike
  29016. * other maps which only affect the light and shade of the material the
  29017. * displaced vertices can cast shadows, block other objects, and otherwise
  29018. * act as real geometry. The displacement texture is an image where the value
  29019. * of each pixel (white being the highest) is mapped against, and
  29020. * repositions, the vertices of the mesh.
  29021. *
  29022. * @type {?Texture}
  29023. * @default null
  29024. */
  29025. this.displacementMap = null;
  29026. /**
  29027. * How much the displacement map affects the mesh (where black is no
  29028. * displacement, and white is maximum displacement). Without a displacement
  29029. * map set, this value is not applied.
  29030. *
  29031. * @type {number}
  29032. * @default 0
  29033. */
  29034. this.displacementScale = 1;
  29035. /**
  29036. * The offset of the displacement map's values on the mesh's vertices.
  29037. * The bias is added to the scaled sample of the displacement map.
  29038. * Without a displacement map set, this value is not applied.
  29039. *
  29040. * @type {number}
  29041. * @default 0
  29042. */
  29043. this.displacementBias = 0;
  29044. /**
  29045. * The alpha map is a grayscale texture that controls the opacity across the
  29046. * surface (black: fully transparent; white: fully opaque).
  29047. *
  29048. * Only the color of the texture is used, ignoring the alpha channel if one
  29049. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29050. * when sampling this texture due to the extra bit of precision provided for
  29051. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29052. * luminance/alpha textures will also still work as expected.
  29053. *
  29054. * @type {?Texture}
  29055. * @default null
  29056. */
  29057. this.alphaMap = null;
  29058. /**
  29059. * Renders the geometry as a wireframe.
  29060. *
  29061. * @type {boolean}
  29062. * @default false
  29063. */
  29064. this.wireframe = false;
  29065. /**
  29066. * Controls the thickness of the wireframe.
  29067. *
  29068. * Can only be used with {@link SVGRenderer}.
  29069. *
  29070. * @type {number}
  29071. * @default 1
  29072. */
  29073. this.wireframeLinewidth = 1;
  29074. /**
  29075. * Defines appearance of wireframe ends.
  29076. *
  29077. * Can only be used with {@link SVGRenderer}.
  29078. *
  29079. * @type {('round'|'bevel'|'miter')}
  29080. * @default 'round'
  29081. */
  29082. this.wireframeLinecap = 'round';
  29083. /**
  29084. * Defines appearance of wireframe joints.
  29085. *
  29086. * Can only be used with {@link SVGRenderer}.
  29087. *
  29088. * @type {('round'|'bevel'|'miter')}
  29089. * @default 'round'
  29090. */
  29091. this.wireframeLinejoin = 'round';
  29092. /**
  29093. * Whether the material is affected by fog or not.
  29094. *
  29095. * @type {boolean}
  29096. * @default true
  29097. */
  29098. this.fog = true;
  29099. this.setValues( parameters );
  29100. }
  29101. copy( source ) {
  29102. super.copy( source );
  29103. this.color.copy( source.color );
  29104. this.map = source.map;
  29105. this.gradientMap = source.gradientMap;
  29106. this.lightMap = source.lightMap;
  29107. this.lightMapIntensity = source.lightMapIntensity;
  29108. this.aoMap = source.aoMap;
  29109. this.aoMapIntensity = source.aoMapIntensity;
  29110. this.emissive.copy( source.emissive );
  29111. this.emissiveMap = source.emissiveMap;
  29112. this.emissiveIntensity = source.emissiveIntensity;
  29113. this.bumpMap = source.bumpMap;
  29114. this.bumpScale = source.bumpScale;
  29115. this.normalMap = source.normalMap;
  29116. this.normalMapType = source.normalMapType;
  29117. this.normalScale.copy( source.normalScale );
  29118. this.displacementMap = source.displacementMap;
  29119. this.displacementScale = source.displacementScale;
  29120. this.displacementBias = source.displacementBias;
  29121. this.alphaMap = source.alphaMap;
  29122. this.wireframe = source.wireframe;
  29123. this.wireframeLinewidth = source.wireframeLinewidth;
  29124. this.wireframeLinecap = source.wireframeLinecap;
  29125. this.wireframeLinejoin = source.wireframeLinejoin;
  29126. this.fog = source.fog;
  29127. return this;
  29128. }
  29129. }
  29130. /**
  29131. * A material that maps the normal vectors to RGB colors.
  29132. *
  29133. * @augments Material
  29134. * @demo scenes/material-browser.html#MeshNormalMaterial
  29135. */
  29136. class MeshNormalMaterial extends Material {
  29137. /**
  29138. * Constructs a new mesh normal material.
  29139. *
  29140. * @param {Object} [parameters] - An object with one or more properties
  29141. * defining the material's appearance. Any property of the material
  29142. * (including any property from inherited materials) can be passed
  29143. * in here. Color values can be passed any type of value accepted
  29144. * by {@link Color#set}.
  29145. */
  29146. constructor( parameters ) {
  29147. super();
  29148. /**
  29149. * This flag can be used for type testing.
  29150. *
  29151. * @type {boolean}
  29152. * @readonly
  29153. * @default true
  29154. */
  29155. this.isMeshNormalMaterial = true;
  29156. this.type = 'MeshNormalMaterial';
  29157. /**
  29158. * The texture to create a bump map. The black and white values map to the
  29159. * perceived depth in relation to the lights. Bump doesn't actually affect
  29160. * the geometry of the object, only the lighting. If a normal map is defined
  29161. * this will be ignored.
  29162. *
  29163. * @type {?Texture}
  29164. * @default null
  29165. */
  29166. this.bumpMap = null;
  29167. /**
  29168. * How much the bump map affects the material. Typical range is `[0,1]`.
  29169. *
  29170. * @type {number}
  29171. * @default 1
  29172. */
  29173. this.bumpScale = 1;
  29174. /**
  29175. * The texture to create a normal map. The RGB values affect the surface
  29176. * normal for each pixel fragment and change the way the color is lit. Normal
  29177. * maps do not change the actual shape of the surface, only the lighting. In
  29178. * case the material has a normal map authored using the left handed
  29179. * convention, the `y` component of `normalScale` should be negated to compensate
  29180. * for the different handedness.
  29181. *
  29182. * @type {?Texture}
  29183. * @default null
  29184. */
  29185. this.normalMap = null;
  29186. /**
  29187. * The type of normal map.
  29188. *
  29189. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29190. * @default TangentSpaceNormalMap
  29191. */
  29192. this.normalMapType = TangentSpaceNormalMap;
  29193. /**
  29194. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29195. *
  29196. * @type {Vector2}
  29197. * @default (1,1)
  29198. */
  29199. this.normalScale = new Vector2( 1, 1 );
  29200. /**
  29201. * The displacement map affects the position of the mesh's vertices. Unlike
  29202. * other maps which only affect the light and shade of the material the
  29203. * displaced vertices can cast shadows, block other objects, and otherwise
  29204. * act as real geometry. The displacement texture is an image where the value
  29205. * of each pixel (white being the highest) is mapped against, and
  29206. * repositions, the vertices of the mesh.
  29207. *
  29208. * @type {?Texture}
  29209. * @default null
  29210. */
  29211. this.displacementMap = null;
  29212. /**
  29213. * How much the displacement map affects the mesh (where black is no
  29214. * displacement, and white is maximum displacement). Without a displacement
  29215. * map set, this value is not applied.
  29216. *
  29217. * @type {number}
  29218. * @default 0
  29219. */
  29220. this.displacementScale = 1;
  29221. /**
  29222. * The offset of the displacement map's values on the mesh's vertices.
  29223. * The bias is added to the scaled sample of the displacement map.
  29224. * Without a displacement map set, this value is not applied.
  29225. *
  29226. * @type {number}
  29227. * @default 0
  29228. */
  29229. this.displacementBias = 0;
  29230. /**
  29231. * Renders the geometry as a wireframe.
  29232. *
  29233. * @type {boolean}
  29234. * @default false
  29235. */
  29236. this.wireframe = false;
  29237. /**
  29238. * Controls the thickness of the wireframe.
  29239. *
  29240. * WebGL and WebGPU ignore this property and always render
  29241. * 1 pixel wide lines.
  29242. *
  29243. * @type {number}
  29244. * @default 1
  29245. */
  29246. this.wireframeLinewidth = 1;
  29247. /**
  29248. * Whether the material is rendered with flat shading or not.
  29249. *
  29250. * @type {boolean}
  29251. * @default false
  29252. */
  29253. this.flatShading = false;
  29254. this.setValues( parameters );
  29255. }
  29256. copy( source ) {
  29257. super.copy( source );
  29258. this.bumpMap = source.bumpMap;
  29259. this.bumpScale = source.bumpScale;
  29260. this.normalMap = source.normalMap;
  29261. this.normalMapType = source.normalMapType;
  29262. this.normalScale.copy( source.normalScale );
  29263. this.displacementMap = source.displacementMap;
  29264. this.displacementScale = source.displacementScale;
  29265. this.displacementBias = source.displacementBias;
  29266. this.wireframe = source.wireframe;
  29267. this.wireframeLinewidth = source.wireframeLinewidth;
  29268. this.flatShading = source.flatShading;
  29269. return this;
  29270. }
  29271. }
  29272. /**
  29273. * A material for non-shiny surfaces, without specular highlights.
  29274. *
  29275. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  29276. * model for calculating reflectance. This can simulate some surfaces (such
  29277. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29278. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29279. * shading.
  29280. *
  29281. * Due to the simplicity of the reflectance and illumination models,
  29282. * performance will be greater when using this material over the
  29283. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29284. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29285. *
  29286. * @augments Material
  29287. * @demo scenes/material-browser.html#MeshLambertMaterial
  29288. */
  29289. class MeshLambertMaterial extends Material {
  29290. /**
  29291. * Constructs a new mesh lambert material.
  29292. *
  29293. * @param {Object} [parameters] - An object with one or more properties
  29294. * defining the material's appearance. Any property of the material
  29295. * (including any property from inherited materials) can be passed
  29296. * in here. Color values can be passed any type of value accepted
  29297. * by {@link Color#set}.
  29298. */
  29299. constructor( parameters ) {
  29300. super();
  29301. /**
  29302. * This flag can be used for type testing.
  29303. *
  29304. * @type {boolean}
  29305. * @readonly
  29306. * @default true
  29307. */
  29308. this.isMeshLambertMaterial = true;
  29309. this.type = 'MeshLambertMaterial';
  29310. /**
  29311. * Color of the material.
  29312. *
  29313. * @type {Color}
  29314. * @default (1,1,1)
  29315. */
  29316. this.color = new Color( 0xffffff ); // diffuse
  29317. /**
  29318. * The color map. May optionally include an alpha channel, typically combined
  29319. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29320. * color is modulated by the diffuse `color`.
  29321. *
  29322. * @type {?Texture}
  29323. * @default null
  29324. */
  29325. this.map = null;
  29326. /**
  29327. * The light map. Requires a second set of UVs.
  29328. *
  29329. * @type {?Texture}
  29330. * @default null
  29331. */
  29332. this.lightMap = null;
  29333. /**
  29334. * Intensity of the baked light.
  29335. *
  29336. * @type {number}
  29337. * @default 1
  29338. */
  29339. this.lightMapIntensity = 1.0;
  29340. /**
  29341. * The red channel of this texture is used as the ambient occlusion map.
  29342. * Requires a second set of UVs.
  29343. *
  29344. * @type {?Texture}
  29345. * @default null
  29346. */
  29347. this.aoMap = null;
  29348. /**
  29349. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29350. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29351. * red channel is also `1`, ambient light is fully occluded on a surface.
  29352. *
  29353. * @type {number}
  29354. * @default 1
  29355. */
  29356. this.aoMapIntensity = 1.0;
  29357. /**
  29358. * Emissive (light) color of the material, essentially a solid color
  29359. * unaffected by other lighting.
  29360. *
  29361. * @type {Color}
  29362. * @default (0,0,0)
  29363. */
  29364. this.emissive = new Color( 0x000000 );
  29365. /**
  29366. * Intensity of the emissive light. Modulates the emissive color.
  29367. *
  29368. * @type {number}
  29369. * @default 1
  29370. */
  29371. this.emissiveIntensity = 1.0;
  29372. /**
  29373. * Set emissive (glow) map. The emissive map color is modulated by the
  29374. * emissive color and the emissive intensity. If you have an emissive map,
  29375. * be sure to set the emissive color to something other than black.
  29376. *
  29377. * @type {?Texture}
  29378. * @default null
  29379. */
  29380. this.emissiveMap = null;
  29381. /**
  29382. * The texture to create a bump map. The black and white values map to the
  29383. * perceived depth in relation to the lights. Bump doesn't actually affect
  29384. * the geometry of the object, only the lighting. If a normal map is defined
  29385. * this will be ignored.
  29386. *
  29387. * @type {?Texture}
  29388. * @default null
  29389. */
  29390. this.bumpMap = null;
  29391. /**
  29392. * How much the bump map affects the material. Typical range is `[0,1]`.
  29393. *
  29394. * @type {number}
  29395. * @default 1
  29396. */
  29397. this.bumpScale = 1;
  29398. /**
  29399. * The texture to create a normal map. The RGB values affect the surface
  29400. * normal for each pixel fragment and change the way the color is lit. Normal
  29401. * maps do not change the actual shape of the surface, only the lighting. In
  29402. * case the material has a normal map authored using the left handed
  29403. * convention, the `y` component of `normalScale` should be negated to compensate
  29404. * for the different handedness.
  29405. *
  29406. * @type {?Texture}
  29407. * @default null
  29408. */
  29409. this.normalMap = null;
  29410. /**
  29411. * The type of normal map.
  29412. *
  29413. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29414. * @default TangentSpaceNormalMap
  29415. */
  29416. this.normalMapType = TangentSpaceNormalMap;
  29417. /**
  29418. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29419. *
  29420. * @type {Vector2}
  29421. * @default (1,1)
  29422. */
  29423. this.normalScale = new Vector2( 1, 1 );
  29424. /**
  29425. * The displacement map affects the position of the mesh's vertices. Unlike
  29426. * other maps which only affect the light and shade of the material the
  29427. * displaced vertices can cast shadows, block other objects, and otherwise
  29428. * act as real geometry. The displacement texture is an image where the value
  29429. * of each pixel (white being the highest) is mapped against, and
  29430. * repositions, the vertices of the mesh.
  29431. *
  29432. * @type {?Texture}
  29433. * @default null
  29434. */
  29435. this.displacementMap = null;
  29436. /**
  29437. * How much the displacement map affects the mesh (where black is no
  29438. * displacement, and white is maximum displacement). Without a displacement
  29439. * map set, this value is not applied.
  29440. *
  29441. * @type {number}
  29442. * @default 0
  29443. */
  29444. this.displacementScale = 1;
  29445. /**
  29446. * The offset of the displacement map's values on the mesh's vertices.
  29447. * The bias is added to the scaled sample of the displacement map.
  29448. * Without a displacement map set, this value is not applied.
  29449. *
  29450. * @type {number}
  29451. * @default 0
  29452. */
  29453. this.displacementBias = 0;
  29454. /**
  29455. * Specular map used by the material.
  29456. *
  29457. * @type {?Texture}
  29458. * @default null
  29459. */
  29460. this.specularMap = null;
  29461. /**
  29462. * The alpha map is a grayscale texture that controls the opacity across the
  29463. * surface (black: fully transparent; white: fully opaque).
  29464. *
  29465. * Only the color of the texture is used, ignoring the alpha channel if one
  29466. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29467. * when sampling this texture due to the extra bit of precision provided for
  29468. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29469. * luminance/alpha textures will also still work as expected.
  29470. *
  29471. * @type {?Texture}
  29472. * @default null
  29473. */
  29474. this.alphaMap = null;
  29475. /**
  29476. * The environment map.
  29477. *
  29478. * @type {?Texture}
  29479. * @default null
  29480. */
  29481. this.envMap = null;
  29482. /**
  29483. * The rotation of the environment map in radians.
  29484. *
  29485. * @type {Euler}
  29486. * @default (0,0,0)
  29487. */
  29488. this.envMapRotation = new Euler();
  29489. /**
  29490. * How to combine the result of the surface's color with the environment map, if any.
  29491. *
  29492. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29493. * blend between the two colors.
  29494. *
  29495. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29496. * @default MultiplyOperation
  29497. */
  29498. this.combine = MultiplyOperation;
  29499. /**
  29500. * How much the environment map affects the surface.
  29501. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29502. *
  29503. * @type {number}
  29504. * @default 1
  29505. */
  29506. this.reflectivity = 1;
  29507. /**
  29508. * The index of refraction (IOR) of air (approximately 1) divided by the
  29509. * index of refraction of the material. It is used with environment mapping
  29510. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29511. * The refraction ratio should not exceed `1`.
  29512. *
  29513. * @type {number}
  29514. * @default 0.98
  29515. */
  29516. this.refractionRatio = 0.98;
  29517. /**
  29518. * Renders the geometry as a wireframe.
  29519. *
  29520. * @type {boolean}
  29521. * @default false
  29522. */
  29523. this.wireframe = false;
  29524. /**
  29525. * Controls the thickness of the wireframe.
  29526. *
  29527. * Can only be used with {@link SVGRenderer}.
  29528. *
  29529. * @type {number}
  29530. * @default 1
  29531. */
  29532. this.wireframeLinewidth = 1;
  29533. /**
  29534. * Defines appearance of wireframe ends.
  29535. *
  29536. * Can only be used with {@link SVGRenderer}.
  29537. *
  29538. * @type {('round'|'bevel'|'miter')}
  29539. * @default 'round'
  29540. */
  29541. this.wireframeLinecap = 'round';
  29542. /**
  29543. * Defines appearance of wireframe joints.
  29544. *
  29545. * Can only be used with {@link SVGRenderer}.
  29546. *
  29547. * @type {('round'|'bevel'|'miter')}
  29548. * @default 'round'
  29549. */
  29550. this.wireframeLinejoin = 'round';
  29551. /**
  29552. * Whether the material is rendered with flat shading or not.
  29553. *
  29554. * @type {boolean}
  29555. * @default false
  29556. */
  29557. this.flatShading = false;
  29558. /**
  29559. * Whether the material is affected by fog or not.
  29560. *
  29561. * @type {boolean}
  29562. * @default true
  29563. */
  29564. this.fog = true;
  29565. this.setValues( parameters );
  29566. }
  29567. copy( source ) {
  29568. super.copy( source );
  29569. this.color.copy( source.color );
  29570. this.map = source.map;
  29571. this.lightMap = source.lightMap;
  29572. this.lightMapIntensity = source.lightMapIntensity;
  29573. this.aoMap = source.aoMap;
  29574. this.aoMapIntensity = source.aoMapIntensity;
  29575. this.emissive.copy( source.emissive );
  29576. this.emissiveMap = source.emissiveMap;
  29577. this.emissiveIntensity = source.emissiveIntensity;
  29578. this.bumpMap = source.bumpMap;
  29579. this.bumpScale = source.bumpScale;
  29580. this.normalMap = source.normalMap;
  29581. this.normalMapType = source.normalMapType;
  29582. this.normalScale.copy( source.normalScale );
  29583. this.displacementMap = source.displacementMap;
  29584. this.displacementScale = source.displacementScale;
  29585. this.displacementBias = source.displacementBias;
  29586. this.specularMap = source.specularMap;
  29587. this.alphaMap = source.alphaMap;
  29588. this.envMap = source.envMap;
  29589. this.envMapRotation.copy( source.envMapRotation );
  29590. this.combine = source.combine;
  29591. this.reflectivity = source.reflectivity;
  29592. this.refractionRatio = source.refractionRatio;
  29593. this.wireframe = source.wireframe;
  29594. this.wireframeLinewidth = source.wireframeLinewidth;
  29595. this.wireframeLinecap = source.wireframeLinecap;
  29596. this.wireframeLinejoin = source.wireframeLinejoin;
  29597. this.flatShading = source.flatShading;
  29598. this.fog = source.fog;
  29599. return this;
  29600. }
  29601. }
  29602. /**
  29603. * A material for drawing geometry by depth. Depth is based off of the camera
  29604. * near and far plane. White is nearest, black is farthest.
  29605. *
  29606. * @augments Material
  29607. * @demo scenes/material-browser.html#MeshDepthMaterial
  29608. */
  29609. class MeshDepthMaterial extends Material {
  29610. /**
  29611. * Constructs a new mesh depth material.
  29612. *
  29613. * @param {Object} [parameters] - An object with one or more properties
  29614. * defining the material's appearance. Any property of the material
  29615. * (including any property from inherited materials) can be passed
  29616. * in here. Color values can be passed any type of value accepted
  29617. * by {@link Color#set}.
  29618. */
  29619. constructor( parameters ) {
  29620. super();
  29621. /**
  29622. * This flag can be used for type testing.
  29623. *
  29624. * @type {boolean}
  29625. * @readonly
  29626. * @default true
  29627. */
  29628. this.isMeshDepthMaterial = true;
  29629. this.type = 'MeshDepthMaterial';
  29630. /**
  29631. * Type for depth packing.
  29632. *
  29633. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29634. * @default BasicDepthPacking
  29635. */
  29636. this.depthPacking = BasicDepthPacking;
  29637. /**
  29638. * The color map. May optionally include an alpha channel, typically combined
  29639. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29640. *
  29641. * @type {?Texture}
  29642. * @default null
  29643. */
  29644. this.map = null;
  29645. /**
  29646. * The alpha map is a grayscale texture that controls the opacity across the
  29647. * surface (black: fully transparent; white: fully opaque).
  29648. *
  29649. * Only the color of the texture is used, ignoring the alpha channel if one
  29650. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29651. * when sampling this texture due to the extra bit of precision provided for
  29652. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29653. * luminance/alpha textures will also still work as expected.
  29654. *
  29655. * @type {?Texture}
  29656. * @default null
  29657. */
  29658. this.alphaMap = null;
  29659. /**
  29660. * The displacement map affects the position of the mesh's vertices. Unlike
  29661. * other maps which only affect the light and shade of the material the
  29662. * displaced vertices can cast shadows, block other objects, and otherwise
  29663. * act as real geometry. The displacement texture is an image where the value
  29664. * of each pixel (white being the highest) is mapped against, and
  29665. * repositions, the vertices of the mesh.
  29666. *
  29667. * @type {?Texture}
  29668. * @default null
  29669. */
  29670. this.displacementMap = null;
  29671. /**
  29672. * How much the displacement map affects the mesh (where black is no
  29673. * displacement, and white is maximum displacement). Without a displacement
  29674. * map set, this value is not applied.
  29675. *
  29676. * @type {number}
  29677. * @default 0
  29678. */
  29679. this.displacementScale = 1;
  29680. /**
  29681. * The offset of the displacement map's values on the mesh's vertices.
  29682. * The bias is added to the scaled sample of the displacement map.
  29683. * Without a displacement map set, this value is not applied.
  29684. *
  29685. * @type {number}
  29686. * @default 0
  29687. */
  29688. this.displacementBias = 0;
  29689. /**
  29690. * Renders the geometry as a wireframe.
  29691. *
  29692. * @type {boolean}
  29693. * @default false
  29694. */
  29695. this.wireframe = false;
  29696. /**
  29697. * Controls the thickness of the wireframe.
  29698. *
  29699. * WebGL and WebGPU ignore this property and always render
  29700. * 1 pixel wide lines.
  29701. *
  29702. * @type {number}
  29703. * @default 1
  29704. */
  29705. this.wireframeLinewidth = 1;
  29706. this.setValues( parameters );
  29707. }
  29708. copy( source ) {
  29709. super.copy( source );
  29710. this.depthPacking = source.depthPacking;
  29711. this.map = source.map;
  29712. this.alphaMap = source.alphaMap;
  29713. this.displacementMap = source.displacementMap;
  29714. this.displacementScale = source.displacementScale;
  29715. this.displacementBias = source.displacementBias;
  29716. this.wireframe = source.wireframe;
  29717. this.wireframeLinewidth = source.wireframeLinewidth;
  29718. return this;
  29719. }
  29720. }
  29721. /**
  29722. * A material used internally for implementing shadow mapping with
  29723. * point lights.
  29724. *
  29725. * Can also be used to customize the shadow casting of an object by assigning
  29726. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29727. * The following examples demonstrates this approach in order to ensure
  29728. * transparent parts of objects do not cast shadows.
  29729. *
  29730. * @augments Material
  29731. */
  29732. class MeshDistanceMaterial extends Material {
  29733. /**
  29734. * Constructs a new mesh distance material.
  29735. *
  29736. * @param {Object} [parameters] - An object with one or more properties
  29737. * defining the material's appearance. Any property of the material
  29738. * (including any property from inherited materials) can be passed
  29739. * in here. Color values can be passed any type of value accepted
  29740. * by {@link Color#set}.
  29741. */
  29742. constructor( parameters ) {
  29743. super();
  29744. /**
  29745. * This flag can be used for type testing.
  29746. *
  29747. * @type {boolean}
  29748. * @readonly
  29749. * @default true
  29750. */
  29751. this.isMeshDistanceMaterial = true;
  29752. this.type = 'MeshDistanceMaterial';
  29753. /**
  29754. * The color map. May optionally include an alpha channel, typically combined
  29755. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29756. *
  29757. * @type {?Texture}
  29758. * @default null
  29759. */
  29760. this.map = null;
  29761. /**
  29762. * The alpha map is a grayscale texture that controls the opacity across the
  29763. * surface (black: fully transparent; white: fully opaque).
  29764. *
  29765. * Only the color of the texture is used, ignoring the alpha channel if one
  29766. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29767. * when sampling this texture due to the extra bit of precision provided for
  29768. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29769. * luminance/alpha textures will also still work as expected.
  29770. *
  29771. * @type {?Texture}
  29772. * @default null
  29773. */
  29774. this.alphaMap = null;
  29775. /**
  29776. * The displacement map affects the position of the mesh's vertices. Unlike
  29777. * other maps which only affect the light and shade of the material the
  29778. * displaced vertices can cast shadows, block other objects, and otherwise
  29779. * act as real geometry. The displacement texture is an image where the value
  29780. * of each pixel (white being the highest) is mapped against, and
  29781. * repositions, the vertices of the mesh.
  29782. *
  29783. * @type {?Texture}
  29784. * @default null
  29785. */
  29786. this.displacementMap = null;
  29787. /**
  29788. * How much the displacement map affects the mesh (where black is no
  29789. * displacement, and white is maximum displacement). Without a displacement
  29790. * map set, this value is not applied.
  29791. *
  29792. * @type {number}
  29793. * @default 0
  29794. */
  29795. this.displacementScale = 1;
  29796. /**
  29797. * The offset of the displacement map's values on the mesh's vertices.
  29798. * The bias is added to the scaled sample of the displacement map.
  29799. * Without a displacement map set, this value is not applied.
  29800. *
  29801. * @type {number}
  29802. * @default 0
  29803. */
  29804. this.displacementBias = 0;
  29805. this.setValues( parameters );
  29806. }
  29807. copy( source ) {
  29808. super.copy( source );
  29809. this.map = source.map;
  29810. this.alphaMap = source.alphaMap;
  29811. this.displacementMap = source.displacementMap;
  29812. this.displacementScale = source.displacementScale;
  29813. this.displacementBias = source.displacementBias;
  29814. return this;
  29815. }
  29816. }
  29817. /**
  29818. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29819. * material color and shading.
  29820. *
  29821. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29822. * baked lighting. It will cast a shadow onto an object that receives shadows
  29823. * (and shadow clipping works), but it will not self-shadow or receive
  29824. * shadows.
  29825. *
  29826. * @augments Material
  29827. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29828. */
  29829. class MeshMatcapMaterial extends Material {
  29830. /**
  29831. * Constructs a new mesh matcap material.
  29832. *
  29833. * @param {Object} [parameters] - An object with one or more properties
  29834. * defining the material's appearance. Any property of the material
  29835. * (including any property from inherited materials) can be passed
  29836. * in here. Color values can be passed any type of value accepted
  29837. * by {@link Color#set}.
  29838. */
  29839. constructor( parameters ) {
  29840. super();
  29841. /**
  29842. * This flag can be used for type testing.
  29843. *
  29844. * @type {boolean}
  29845. * @readonly
  29846. * @default true
  29847. */
  29848. this.isMeshMatcapMaterial = true;
  29849. this.defines = { 'MATCAP': '' };
  29850. this.type = 'MeshMatcapMaterial';
  29851. /**
  29852. * Color of the material.
  29853. *
  29854. * @type {Color}
  29855. * @default (1,1,1)
  29856. */
  29857. this.color = new Color( 0xffffff ); // diffuse
  29858. /**
  29859. * The matcap map.
  29860. *
  29861. * @type {?Texture}
  29862. * @default null
  29863. */
  29864. this.matcap = null;
  29865. /**
  29866. * The color map. May optionally include an alpha channel, typically combined
  29867. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29868. * color is modulated by the diffuse `color`.
  29869. *
  29870. * @type {?Texture}
  29871. * @default null
  29872. */
  29873. this.map = null;
  29874. /**
  29875. * The texture to create a bump map. The black and white values map to the
  29876. * perceived depth in relation to the lights. Bump doesn't actually affect
  29877. * the geometry of the object, only the lighting. If a normal map is defined
  29878. * this will be ignored.
  29879. *
  29880. * @type {?Texture}
  29881. * @default null
  29882. */
  29883. this.bumpMap = null;
  29884. /**
  29885. * How much the bump map affects the material. Typical range is `[0,1]`.
  29886. *
  29887. * @type {number}
  29888. * @default 1
  29889. */
  29890. this.bumpScale = 1;
  29891. /**
  29892. * The texture to create a normal map. The RGB values affect the surface
  29893. * normal for each pixel fragment and change the way the color is lit. Normal
  29894. * maps do not change the actual shape of the surface, only the lighting. In
  29895. * case the material has a normal map authored using the left handed
  29896. * convention, the `y` component of `normalScale` should be negated to compensate
  29897. * for the different handedness.
  29898. *
  29899. * @type {?Texture}
  29900. * @default null
  29901. */
  29902. this.normalMap = null;
  29903. /**
  29904. * The type of normal map.
  29905. *
  29906. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29907. * @default TangentSpaceNormalMap
  29908. */
  29909. this.normalMapType = TangentSpaceNormalMap;
  29910. /**
  29911. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29912. *
  29913. * @type {Vector2}
  29914. * @default (1,1)
  29915. */
  29916. this.normalScale = new Vector2( 1, 1 );
  29917. /**
  29918. * The displacement map affects the position of the mesh's vertices. Unlike
  29919. * other maps which only affect the light and shade of the material the
  29920. * displaced vertices can cast shadows, block other objects, and otherwise
  29921. * act as real geometry. The displacement texture is an image where the value
  29922. * of each pixel (white being the highest) is mapped against, and
  29923. * repositions, the vertices of the mesh.
  29924. *
  29925. * @type {?Texture}
  29926. * @default null
  29927. */
  29928. this.displacementMap = null;
  29929. /**
  29930. * How much the displacement map affects the mesh (where black is no
  29931. * displacement, and white is maximum displacement). Without a displacement
  29932. * map set, this value is not applied.
  29933. *
  29934. * @type {number}
  29935. * @default 0
  29936. */
  29937. this.displacementScale = 1;
  29938. /**
  29939. * The offset of the displacement map's values on the mesh's vertices.
  29940. * The bias is added to the scaled sample of the displacement map.
  29941. * Without a displacement map set, this value is not applied.
  29942. *
  29943. * @type {number}
  29944. * @default 0
  29945. */
  29946. this.displacementBias = 0;
  29947. /**
  29948. * The alpha map is a grayscale texture that controls the opacity across the
  29949. * surface (black: fully transparent; white: fully opaque).
  29950. *
  29951. * Only the color of the texture is used, ignoring the alpha channel if one
  29952. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29953. * when sampling this texture due to the extra bit of precision provided for
  29954. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29955. * luminance/alpha textures will also still work as expected.
  29956. *
  29957. * @type {?Texture}
  29958. * @default null
  29959. */
  29960. this.alphaMap = null;
  29961. /**
  29962. * Renders the geometry as a wireframe.
  29963. *
  29964. * @type {boolean}
  29965. * @default false
  29966. */
  29967. this.wireframe = false;
  29968. /**
  29969. * Controls the thickness of the wireframe.
  29970. *
  29971. * Can only be used with {@link SVGRenderer}.
  29972. *
  29973. * @type {number}
  29974. * @default 1
  29975. */
  29976. this.wireframeLinewidth = 1;
  29977. /**
  29978. * Whether the material is rendered with flat shading or not.
  29979. *
  29980. * @type {boolean}
  29981. * @default false
  29982. */
  29983. this.flatShading = false;
  29984. /**
  29985. * Whether the material is affected by fog or not.
  29986. *
  29987. * @type {boolean}
  29988. * @default true
  29989. */
  29990. this.fog = true;
  29991. this.setValues( parameters );
  29992. }
  29993. copy( source ) {
  29994. super.copy( source );
  29995. this.defines = { 'MATCAP': '' };
  29996. this.color.copy( source.color );
  29997. this.matcap = source.matcap;
  29998. this.map = source.map;
  29999. this.bumpMap = source.bumpMap;
  30000. this.bumpScale = source.bumpScale;
  30001. this.normalMap = source.normalMap;
  30002. this.normalMapType = source.normalMapType;
  30003. this.normalScale.copy( source.normalScale );
  30004. this.displacementMap = source.displacementMap;
  30005. this.displacementScale = source.displacementScale;
  30006. this.displacementBias = source.displacementBias;
  30007. this.alphaMap = source.alphaMap;
  30008. this.wireframe = source.wireframe;
  30009. this.wireframeLinewidth = source.wireframeLinewidth;
  30010. this.flatShading = source.flatShading;
  30011. this.fog = source.fog;
  30012. return this;
  30013. }
  30014. }
  30015. /**
  30016. * A material for rendering line primitives.
  30017. *
  30018. * Materials define the appearance of renderable 3D objects.
  30019. *
  30020. * ```js
  30021. * const material = new THREE.LineDashedMaterial( {
  30022. * color: 0xffffff,
  30023. * scale: 1,
  30024. * dashSize: 3,
  30025. * gapSize: 1,
  30026. * } );
  30027. * ```
  30028. *
  30029. * @augments LineBasicMaterial
  30030. */
  30031. class LineDashedMaterial extends LineBasicMaterial {
  30032. /**
  30033. * Constructs a new line dashed material.
  30034. *
  30035. * @param {Object} [parameters] - An object with one or more properties
  30036. * defining the material's appearance. Any property of the material
  30037. * (including any property from inherited materials) can be passed
  30038. * in here. Color values can be passed any type of value accepted
  30039. * by {@link Color#set}.
  30040. */
  30041. constructor( parameters ) {
  30042. super();
  30043. /**
  30044. * This flag can be used for type testing.
  30045. *
  30046. * @type {boolean}
  30047. * @readonly
  30048. * @default true
  30049. */
  30050. this.isLineDashedMaterial = true;
  30051. this.type = 'LineDashedMaterial';
  30052. /**
  30053. * The scale of the dashed part of a line.
  30054. *
  30055. * @type {number}
  30056. * @default 1
  30057. */
  30058. this.scale = 1;
  30059. /**
  30060. * The size of the dash. This is both the gap with the stroke.
  30061. *
  30062. * @type {number}
  30063. * @default 3
  30064. */
  30065. this.dashSize = 3;
  30066. /**
  30067. * The size of the gap.
  30068. *
  30069. * @type {number}
  30070. * @default 1
  30071. */
  30072. this.gapSize = 1;
  30073. this.setValues( parameters );
  30074. }
  30075. copy( source ) {
  30076. super.copy( source );
  30077. this.scale = source.scale;
  30078. this.dashSize = source.dashSize;
  30079. this.gapSize = source.gapSize;
  30080. return this;
  30081. }
  30082. }
  30083. /**
  30084. * Converts an array to a specific type.
  30085. *
  30086. * @param {TypedArray|Array} array - The array to convert.
  30087. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30088. * @return {TypedArray} The converted array.
  30089. */
  30090. function convertArray( array, type ) {
  30091. if ( ! array || array.constructor === type ) return array;
  30092. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30093. return new type( array ); // create typed array
  30094. }
  30095. return Array.prototype.slice.call( array ); // create Array
  30096. }
  30097. /**
  30098. * Returns `true` if the given object is a typed array.
  30099. *
  30100. * @param {any} object - The object to check.
  30101. * @return {boolean} Whether the given object is a typed array.
  30102. */
  30103. function isTypedArray( object ) {
  30104. return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
  30105. }
  30106. /**
  30107. * Returns an array by which times and values can be sorted.
  30108. *
  30109. * @param {Array<number>} times - The keyframe time values.
  30110. * @return {Array<number>} The array.
  30111. */
  30112. function getKeyframeOrder( times ) {
  30113. function compareTime( i, j ) {
  30114. return times[ i ] - times[ j ];
  30115. }
  30116. const n = times.length;
  30117. const result = new Array( n );
  30118. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30119. result.sort( compareTime );
  30120. return result;
  30121. }
  30122. /**
  30123. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30124. *
  30125. * @param {Array<number>} values - The values to sort.
  30126. * @param {number} stride - The stride.
  30127. * @param {Array<number>} order - The sort order.
  30128. * @return {Array<number>} The sorted values.
  30129. */
  30130. function sortedArray( values, stride, order ) {
  30131. const nValues = values.length;
  30132. const result = new values.constructor( nValues );
  30133. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30134. const srcOffset = order[ i ] * stride;
  30135. for ( let j = 0; j !== stride; ++ j ) {
  30136. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30137. }
  30138. }
  30139. return result;
  30140. }
  30141. /**
  30142. * Used for parsing AOS keyframe formats.
  30143. *
  30144. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30145. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30146. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30147. * @param {string} valuePropertyName - The name of the property to use.
  30148. */
  30149. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30150. let i = 1, key = jsonKeys[ 0 ];
  30151. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30152. key = jsonKeys[ i ++ ];
  30153. }
  30154. if ( key === undefined ) return; // no data
  30155. let value = key[ valuePropertyName ];
  30156. if ( value === undefined ) return; // no data
  30157. if ( Array.isArray( value ) ) {
  30158. do {
  30159. value = key[ valuePropertyName ];
  30160. if ( value !== undefined ) {
  30161. times.push( key.time );
  30162. values.push( ...value ); // push all elements
  30163. }
  30164. key = jsonKeys[ i ++ ];
  30165. } while ( key !== undefined );
  30166. } else if ( value.toArray !== undefined ) {
  30167. // ...assume THREE.Math-ish
  30168. do {
  30169. value = key[ valuePropertyName ];
  30170. if ( value !== undefined ) {
  30171. times.push( key.time );
  30172. value.toArray( values, values.length );
  30173. }
  30174. key = jsonKeys[ i ++ ];
  30175. } while ( key !== undefined );
  30176. } else {
  30177. // otherwise push as-is
  30178. do {
  30179. value = key[ valuePropertyName ];
  30180. if ( value !== undefined ) {
  30181. times.push( key.time );
  30182. values.push( value );
  30183. }
  30184. key = jsonKeys[ i ++ ];
  30185. } while ( key !== undefined );
  30186. }
  30187. }
  30188. /**
  30189. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30190. *
  30191. * @param {AnimationClip} sourceClip - The values to sort.
  30192. * @param {string} name - The name of the clip.
  30193. * @param {number} startFrame - The start frame.
  30194. * @param {number} endFrame - The end frame.
  30195. * @param {number} [fps=30] - The FPS.
  30196. * @return {AnimationClip} The new sub clip.
  30197. */
  30198. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30199. const clip = sourceClip.clone();
  30200. clip.name = name;
  30201. const tracks = [];
  30202. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30203. const track = clip.tracks[ i ];
  30204. const valueSize = track.getValueSize();
  30205. const times = [];
  30206. const values = [];
  30207. for ( let j = 0; j < track.times.length; ++ j ) {
  30208. const frame = track.times[ j ] * fps;
  30209. if ( frame < startFrame || frame >= endFrame ) continue;
  30210. times.push( track.times[ j ] );
  30211. for ( let k = 0; k < valueSize; ++ k ) {
  30212. values.push( track.values[ j * valueSize + k ] );
  30213. }
  30214. }
  30215. if ( times.length === 0 ) continue;
  30216. track.times = convertArray( times, track.times.constructor );
  30217. track.values = convertArray( values, track.values.constructor );
  30218. tracks.push( track );
  30219. }
  30220. clip.tracks = tracks;
  30221. // find minimum .times value across all tracks in the trimmed clip
  30222. let minStartTime = Infinity;
  30223. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30224. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30225. minStartTime = clip.tracks[ i ].times[ 0 ];
  30226. }
  30227. }
  30228. // shift all tracks such that clip begins at t=0
  30229. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30230. clip.tracks[ i ].shift( -1 * minStartTime );
  30231. }
  30232. clip.resetDuration();
  30233. return clip;
  30234. }
  30235. /**
  30236. * Converts the keyframes of the given animation clip to an additive format.
  30237. *
  30238. * @param {AnimationClip} targetClip - The clip to make additive.
  30239. * @param {number} [referenceFrame=0] - The reference frame.
  30240. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30241. * @param {number} [fps=30] - The FPS.
  30242. * @return {AnimationClip} The updated clip which is now additive.
  30243. */
  30244. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30245. if ( fps <= 0 ) fps = 30;
  30246. const numTracks = referenceClip.tracks.length;
  30247. const referenceTime = referenceFrame / fps;
  30248. // Make each track's values relative to the values at the reference frame
  30249. for ( let i = 0; i < numTracks; ++ i ) {
  30250. const referenceTrack = referenceClip.tracks[ i ];
  30251. const referenceTrackType = referenceTrack.ValueTypeName;
  30252. // Skip this track if it's non-numeric
  30253. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30254. // Find the track in the target clip whose name and type matches the reference track
  30255. const targetTrack = targetClip.tracks.find( function ( track ) {
  30256. return track.name === referenceTrack.name
  30257. && track.ValueTypeName === referenceTrackType;
  30258. } );
  30259. if ( targetTrack === undefined ) continue;
  30260. let referenceOffset = 0;
  30261. const referenceValueSize = referenceTrack.getValueSize();
  30262. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30263. referenceOffset = referenceValueSize / 3;
  30264. }
  30265. let targetOffset = 0;
  30266. const targetValueSize = targetTrack.getValueSize();
  30267. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30268. targetOffset = targetValueSize / 3;
  30269. }
  30270. const lastIndex = referenceTrack.times.length - 1;
  30271. let referenceValue;
  30272. // Find the value to subtract out of the track
  30273. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30274. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30275. const startIndex = referenceOffset;
  30276. const endIndex = referenceValueSize - referenceOffset;
  30277. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30278. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30279. // Reference frame is after the last keyframe, so just use the last keyframe
  30280. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30281. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30282. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30283. } else {
  30284. // Interpolate to the reference value
  30285. const interpolant = referenceTrack.createInterpolant();
  30286. const startIndex = referenceOffset;
  30287. const endIndex = referenceValueSize - referenceOffset;
  30288. interpolant.evaluate( referenceTime );
  30289. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30290. }
  30291. // Conjugate the quaternion
  30292. if ( referenceTrackType === 'quaternion' ) {
  30293. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30294. referenceQuat.toArray( referenceValue );
  30295. }
  30296. // Subtract the reference value from all of the track values
  30297. const numTimes = targetTrack.times.length;
  30298. for ( let j = 0; j < numTimes; ++ j ) {
  30299. const valueStart = j * targetValueSize + targetOffset;
  30300. if ( referenceTrackType === 'quaternion' ) {
  30301. // Multiply the conjugate for quaternion track types
  30302. Quaternion.multiplyQuaternionsFlat(
  30303. targetTrack.values,
  30304. valueStart,
  30305. referenceValue,
  30306. 0,
  30307. targetTrack.values,
  30308. valueStart
  30309. );
  30310. } else {
  30311. const valueEnd = targetValueSize - targetOffset * 2;
  30312. // Subtract each value for all other numeric track types
  30313. for ( let k = 0; k < valueEnd; ++ k ) {
  30314. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30315. }
  30316. }
  30317. }
  30318. }
  30319. targetClip.blendMode = AdditiveAnimationBlendMode;
  30320. return targetClip;
  30321. }
  30322. /**
  30323. * A class with various methods to assist with animations.
  30324. *
  30325. * @hideconstructor
  30326. */
  30327. class AnimationUtils {
  30328. /**
  30329. * Converts an array to a specific type
  30330. *
  30331. * @static
  30332. * @param {TypedArray|Array} array - The array to convert.
  30333. * @param {TypedArray.constructor} type - The constructor of a type array.
  30334. * @return {TypedArray} The converted array
  30335. */
  30336. static convertArray( array, type ) {
  30337. return convertArray( array, type );
  30338. }
  30339. /**
  30340. * Returns `true` if the given object is a typed array.
  30341. *
  30342. * @static
  30343. * @param {any} object - The object to check.
  30344. * @return {boolean} Whether the given object is a typed array.
  30345. */
  30346. static isTypedArray( object ) {
  30347. return isTypedArray( object );
  30348. }
  30349. /**
  30350. * Returns an array by which times and values can be sorted.
  30351. *
  30352. * @static
  30353. * @param {Array<number>} times - The keyframe time values.
  30354. * @return {Array<number>} The array.
  30355. */
  30356. static getKeyframeOrder( times ) {
  30357. return getKeyframeOrder( times );
  30358. }
  30359. /**
  30360. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30361. *
  30362. * @static
  30363. * @param {Array<number>} values - The values to sort.
  30364. * @param {number} stride - The stride.
  30365. * @param {Array<number>} order - The sort order.
  30366. * @return {Array<number>} The sorted values.
  30367. */
  30368. static sortedArray( values, stride, order ) {
  30369. return sortedArray( values, stride, order );
  30370. }
  30371. /**
  30372. * Used for parsing AOS keyframe formats.
  30373. *
  30374. * @static
  30375. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30376. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30377. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30378. * @param {string} valuePropertyName - The name of the property to use.
  30379. */
  30380. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30381. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30382. }
  30383. /**
  30384. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30385. *
  30386. * @static
  30387. * @param {AnimationClip} sourceClip - The values to sort.
  30388. * @param {string} name - The name of the clip.
  30389. * @param {number} startFrame - The start frame.
  30390. * @param {number} endFrame - The end frame.
  30391. * @param {number} [fps=30] - The FPS.
  30392. * @return {AnimationClip} The new sub clip.
  30393. */
  30394. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30395. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30396. }
  30397. /**
  30398. * Converts the keyframes of the given animation clip to an additive format.
  30399. *
  30400. * @static
  30401. * @param {AnimationClip} targetClip - The clip to make additive.
  30402. * @param {number} [referenceFrame=0] - The reference frame.
  30403. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30404. * @param {number} [fps=30] - The FPS.
  30405. * @return {AnimationClip} The updated clip which is now additive.
  30406. */
  30407. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30408. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30409. }
  30410. }
  30411. /**
  30412. * Abstract base class of interpolants over parametric samples.
  30413. *
  30414. * The parameter domain is one dimensional, typically the time or a path
  30415. * along a curve defined by the data.
  30416. *
  30417. * The sample values can have any dimensionality and derived classes may
  30418. * apply special interpretations to the data.
  30419. *
  30420. * This class provides the interval seek in a Template Method, deferring
  30421. * the actual interpolation to derived classes.
  30422. *
  30423. * Time complexity is O(1) for linear access crossing at most two points
  30424. * and O(log N) for random access, where N is the number of positions.
  30425. *
  30426. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30427. *
  30428. * @abstract
  30429. */
  30430. class Interpolant {
  30431. /**
  30432. * Constructs a new interpolant.
  30433. *
  30434. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30435. * @param {TypedArray} sampleValues - The sample values.
  30436. * @param {number} sampleSize - The sample size
  30437. * @param {TypedArray} [resultBuffer] - The result buffer.
  30438. */
  30439. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30440. /**
  30441. * The parameter positions.
  30442. *
  30443. * @type {TypedArray}
  30444. */
  30445. this.parameterPositions = parameterPositions;
  30446. /**
  30447. * A cache index.
  30448. *
  30449. * @private
  30450. * @type {number}
  30451. * @default 0
  30452. */
  30453. this._cachedIndex = 0;
  30454. /**
  30455. * The result buffer.
  30456. *
  30457. * @type {TypedArray}
  30458. */
  30459. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30460. /**
  30461. * The sample values.
  30462. *
  30463. * @type {TypedArray}
  30464. */
  30465. this.sampleValues = sampleValues;
  30466. /**
  30467. * The value size.
  30468. *
  30469. * @type {TypedArray}
  30470. */
  30471. this.valueSize = sampleSize;
  30472. /**
  30473. * The interpolation settings.
  30474. *
  30475. * @type {?Object}
  30476. * @default null
  30477. */
  30478. this.settings = null;
  30479. /**
  30480. * The default settings object.
  30481. *
  30482. * @type {Object}
  30483. */
  30484. this.DefaultSettings_ = {};
  30485. }
  30486. /**
  30487. * Evaluate the interpolant at position `t`.
  30488. *
  30489. * @param {number} t - The interpolation factor.
  30490. * @return {TypedArray} The result buffer.
  30491. */
  30492. evaluate( t ) {
  30493. const pp = this.parameterPositions;
  30494. let i1 = this._cachedIndex,
  30495. t1 = pp[ i1 ],
  30496. t0 = pp[ i1 - 1 ];
  30497. validate_interval: {
  30498. seek: {
  30499. let right;
  30500. linear_scan: {
  30501. //- See http://jsperf.com/comparison-to-undefined/3
  30502. //- slower code:
  30503. //-
  30504. //- if ( t >= t1 || t1 === undefined ) {
  30505. forward_scan: if ( ! ( t < t1 ) ) {
  30506. for ( let giveUpAt = i1 + 2; ; ) {
  30507. if ( t1 === undefined ) {
  30508. if ( t < t0 ) break forward_scan;
  30509. // after end
  30510. i1 = pp.length;
  30511. this._cachedIndex = i1;
  30512. return this.copySampleValue_( i1 - 1 );
  30513. }
  30514. if ( i1 === giveUpAt ) break; // this loop
  30515. t0 = t1;
  30516. t1 = pp[ ++ i1 ];
  30517. if ( t < t1 ) {
  30518. // we have arrived at the sought interval
  30519. break seek;
  30520. }
  30521. }
  30522. // prepare binary search on the right side of the index
  30523. right = pp.length;
  30524. break linear_scan;
  30525. }
  30526. //- slower code:
  30527. //- if ( t < t0 || t0 === undefined ) {
  30528. if ( ! ( t >= t0 ) ) {
  30529. // looping?
  30530. const t1global = pp[ 1 ];
  30531. if ( t < t1global ) {
  30532. i1 = 2; // + 1, using the scan for the details
  30533. t0 = t1global;
  30534. }
  30535. // linear reverse scan
  30536. for ( let giveUpAt = i1 - 2; ; ) {
  30537. if ( t0 === undefined ) {
  30538. // before start
  30539. this._cachedIndex = 0;
  30540. return this.copySampleValue_( 0 );
  30541. }
  30542. if ( i1 === giveUpAt ) break; // this loop
  30543. t1 = t0;
  30544. t0 = pp[ -- i1 - 1 ];
  30545. if ( t >= t0 ) {
  30546. // we have arrived at the sought interval
  30547. break seek;
  30548. }
  30549. }
  30550. // prepare binary search on the left side of the index
  30551. right = i1;
  30552. i1 = 0;
  30553. break linear_scan;
  30554. }
  30555. // the interval is valid
  30556. break validate_interval;
  30557. } // linear scan
  30558. // binary search
  30559. while ( i1 < right ) {
  30560. const mid = ( i1 + right ) >>> 1;
  30561. if ( t < pp[ mid ] ) {
  30562. right = mid;
  30563. } else {
  30564. i1 = mid + 1;
  30565. }
  30566. }
  30567. t1 = pp[ i1 ];
  30568. t0 = pp[ i1 - 1 ];
  30569. // check boundary cases, again
  30570. if ( t0 === undefined ) {
  30571. this._cachedIndex = 0;
  30572. return this.copySampleValue_( 0 );
  30573. }
  30574. if ( t1 === undefined ) {
  30575. i1 = pp.length;
  30576. this._cachedIndex = i1;
  30577. return this.copySampleValue_( i1 - 1 );
  30578. }
  30579. } // seek
  30580. this._cachedIndex = i1;
  30581. this.intervalChanged_( i1, t0, t1 );
  30582. } // validate_interval
  30583. return this.interpolate_( i1, t0, t, t1 );
  30584. }
  30585. /**
  30586. * Returns the interpolation settings.
  30587. *
  30588. * @return {Object} The interpolation settings.
  30589. */
  30590. getSettings_() {
  30591. return this.settings || this.DefaultSettings_;
  30592. }
  30593. /**
  30594. * Copies a sample value to the result buffer.
  30595. *
  30596. * @param {number} index - An index into the sample value buffer.
  30597. * @return {TypedArray} The result buffer.
  30598. */
  30599. copySampleValue_( index ) {
  30600. // copies a sample value to the result buffer
  30601. const result = this.resultBuffer,
  30602. values = this.sampleValues,
  30603. stride = this.valueSize,
  30604. offset = index * stride;
  30605. for ( let i = 0; i !== stride; ++ i ) {
  30606. result[ i ] = values[ offset + i ];
  30607. }
  30608. return result;
  30609. }
  30610. /**
  30611. * Copies a sample value to the result buffer.
  30612. *
  30613. * @abstract
  30614. * @param {number} i1 - An index into the sample value buffer.
  30615. * @param {number} t0 - The previous interpolation factor.
  30616. * @param {number} t - The current interpolation factor.
  30617. * @param {number} t1 - The next interpolation factor.
  30618. * @return {TypedArray} The result buffer.
  30619. */
  30620. interpolate_( /* i1, t0, t, t1 */ ) {
  30621. throw new Error( 'call to abstract method' );
  30622. // implementations shall return this.resultBuffer
  30623. }
  30624. /**
  30625. * Optional method that is executed when the interval has changed.
  30626. *
  30627. * @param {number} i1 - An index into the sample value buffer.
  30628. * @param {number} t0 - The previous interpolation factor.
  30629. * @param {number} t - The current interpolation factor.
  30630. */
  30631. intervalChanged_( /* i1, t0, t1 */ ) {
  30632. // empty
  30633. }
  30634. }
  30635. /**
  30636. * Fast and simple cubic spline interpolant.
  30637. *
  30638. * It was derived from a Hermitian construction setting the first derivative
  30639. * at each sample position to the linear slope between neighboring positions
  30640. * over their parameter interval.
  30641. *
  30642. * @augments Interpolant
  30643. */
  30644. class CubicInterpolant extends Interpolant {
  30645. /**
  30646. * Constructs a new cubic interpolant.
  30647. *
  30648. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30649. * @param {TypedArray} sampleValues - The sample values.
  30650. * @param {number} sampleSize - The sample size
  30651. * @param {TypedArray} [resultBuffer] - The result buffer.
  30652. */
  30653. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30654. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30655. this._weightPrev = -0;
  30656. this._offsetPrev = -0;
  30657. this._weightNext = -0;
  30658. this._offsetNext = -0;
  30659. this.DefaultSettings_ = {
  30660. endingStart: ZeroCurvatureEnding,
  30661. endingEnd: ZeroCurvatureEnding
  30662. };
  30663. }
  30664. intervalChanged_( i1, t0, t1 ) {
  30665. const pp = this.parameterPositions;
  30666. let iPrev = i1 - 2,
  30667. iNext = i1 + 1,
  30668. tPrev = pp[ iPrev ],
  30669. tNext = pp[ iNext ];
  30670. if ( tPrev === undefined ) {
  30671. switch ( this.getSettings_().endingStart ) {
  30672. case ZeroSlopeEnding:
  30673. // f'(t0) = 0
  30674. iPrev = i1;
  30675. tPrev = 2 * t0 - t1;
  30676. break;
  30677. case WrapAroundEnding:
  30678. // use the other end of the curve
  30679. iPrev = pp.length - 2;
  30680. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30681. break;
  30682. default: // ZeroCurvatureEnding
  30683. // f''(t0) = 0 a.k.a. Natural Spline
  30684. iPrev = i1;
  30685. tPrev = t1;
  30686. }
  30687. }
  30688. if ( tNext === undefined ) {
  30689. switch ( this.getSettings_().endingEnd ) {
  30690. case ZeroSlopeEnding:
  30691. // f'(tN) = 0
  30692. iNext = i1;
  30693. tNext = 2 * t1 - t0;
  30694. break;
  30695. case WrapAroundEnding:
  30696. // use the other end of the curve
  30697. iNext = 1;
  30698. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30699. break;
  30700. default: // ZeroCurvatureEnding
  30701. // f''(tN) = 0, a.k.a. Natural Spline
  30702. iNext = i1 - 1;
  30703. tNext = t0;
  30704. }
  30705. }
  30706. const halfDt = ( t1 - t0 ) * 0.5,
  30707. stride = this.valueSize;
  30708. this._weightPrev = halfDt / ( t0 - tPrev );
  30709. this._weightNext = halfDt / ( tNext - t1 );
  30710. this._offsetPrev = iPrev * stride;
  30711. this._offsetNext = iNext * stride;
  30712. }
  30713. interpolate_( i1, t0, t, t1 ) {
  30714. const result = this.resultBuffer,
  30715. values = this.sampleValues,
  30716. stride = this.valueSize,
  30717. o1 = i1 * stride, o0 = o1 - stride,
  30718. oP = this._offsetPrev, oN = this._offsetNext,
  30719. wP = this._weightPrev, wN = this._weightNext,
  30720. p = ( t - t0 ) / ( t1 - t0 ),
  30721. pp = p * p,
  30722. ppp = pp * p;
  30723. // evaluate polynomials
  30724. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30725. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30726. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30727. const sN = wN * ppp - wN * pp;
  30728. // combine data linearly
  30729. for ( let i = 0; i !== stride; ++ i ) {
  30730. result[ i ] =
  30731. sP * values[ oP + i ] +
  30732. s0 * values[ o0 + i ] +
  30733. s1 * values[ o1 + i ] +
  30734. sN * values[ oN + i ];
  30735. }
  30736. return result;
  30737. }
  30738. }
  30739. /**
  30740. * A basic linear interpolant.
  30741. *
  30742. * @augments Interpolant
  30743. */
  30744. class LinearInterpolant extends Interpolant {
  30745. /**
  30746. * Constructs a new linear interpolant.
  30747. *
  30748. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30749. * @param {TypedArray} sampleValues - The sample values.
  30750. * @param {number} sampleSize - The sample size
  30751. * @param {TypedArray} [resultBuffer] - The result buffer.
  30752. */
  30753. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30754. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30755. }
  30756. interpolate_( i1, t0, t, t1 ) {
  30757. const result = this.resultBuffer,
  30758. values = this.sampleValues,
  30759. stride = this.valueSize,
  30760. offset1 = i1 * stride,
  30761. offset0 = offset1 - stride,
  30762. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30763. weight0 = 1 - weight1;
  30764. for ( let i = 0; i !== stride; ++ i ) {
  30765. result[ i ] =
  30766. values[ offset0 + i ] * weight0 +
  30767. values[ offset1 + i ] * weight1;
  30768. }
  30769. return result;
  30770. }
  30771. }
  30772. /**
  30773. * Interpolant that evaluates to the sample value at the position preceding
  30774. * the parameter.
  30775. *
  30776. * @augments Interpolant
  30777. */
  30778. class DiscreteInterpolant extends Interpolant {
  30779. /**
  30780. * Constructs a new discrete interpolant.
  30781. *
  30782. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30783. * @param {TypedArray} sampleValues - The sample values.
  30784. * @param {number} sampleSize - The sample size
  30785. * @param {TypedArray} [resultBuffer] - The result buffer.
  30786. */
  30787. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30788. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30789. }
  30790. interpolate_( i1 /*, t0, t, t1 */ ) {
  30791. return this.copySampleValue_( i1 - 1 );
  30792. }
  30793. }
  30794. /**
  30795. * Represents s a timed sequence of keyframes, which are composed of lists of
  30796. * times and related values, and which are used to animate a specific property
  30797. * of an object.
  30798. */
  30799. class KeyframeTrack {
  30800. /**
  30801. * Constructs a new keyframe track.
  30802. *
  30803. * @param {string} name - The keyframe track's name.
  30804. * @param {Array<number>} times - A list of keyframe times.
  30805. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30806. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30807. */
  30808. constructor( name, times, values, interpolation ) {
  30809. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30810. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30811. /**
  30812. * The track's name can refer to morph targets or bones or
  30813. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30814. * for the forms of strings that can be parsed for property binding.
  30815. *
  30816. * @type {string}
  30817. */
  30818. this.name = name;
  30819. /**
  30820. * The keyframe times.
  30821. *
  30822. * @type {Float32Array}
  30823. */
  30824. this.times = convertArray( times, this.TimeBufferType );
  30825. /**
  30826. * The keyframe values.
  30827. *
  30828. * @type {Float32Array}
  30829. */
  30830. this.values = convertArray( values, this.ValueBufferType );
  30831. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30832. }
  30833. /**
  30834. * Converts the keyframe track to JSON.
  30835. *
  30836. * @static
  30837. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30838. * @return {Object} The serialized keyframe track as JSON.
  30839. */
  30840. static toJSON( track ) {
  30841. const trackType = track.constructor;
  30842. let json;
  30843. // derived classes can define a static toJSON method
  30844. if ( trackType.toJSON !== this.toJSON ) {
  30845. json = trackType.toJSON( track );
  30846. } else {
  30847. // by default, we assume the data can be serialized as-is
  30848. json = {
  30849. 'name': track.name,
  30850. 'times': convertArray( track.times, Array ),
  30851. 'values': convertArray( track.values, Array )
  30852. };
  30853. const interpolation = track.getInterpolation();
  30854. if ( interpolation !== track.DefaultInterpolation ) {
  30855. json.interpolation = interpolation;
  30856. }
  30857. }
  30858. json.type = track.ValueTypeName; // mandatory
  30859. return json;
  30860. }
  30861. /**
  30862. * Factory method for creating a new discrete interpolant.
  30863. *
  30864. * @static
  30865. * @param {TypedArray} [result] - The result buffer.
  30866. * @return {DiscreteInterpolant} The new interpolant.
  30867. */
  30868. InterpolantFactoryMethodDiscrete( result ) {
  30869. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30870. }
  30871. /**
  30872. * Factory method for creating a new linear interpolant.
  30873. *
  30874. * @static
  30875. * @param {TypedArray} [result] - The result buffer.
  30876. * @return {LinearInterpolant} The new interpolant.
  30877. */
  30878. InterpolantFactoryMethodLinear( result ) {
  30879. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30880. }
  30881. /**
  30882. * Factory method for creating a new smooth interpolant.
  30883. *
  30884. * @static
  30885. * @param {TypedArray} [result] - The result buffer.
  30886. * @return {CubicInterpolant} The new interpolant.
  30887. */
  30888. InterpolantFactoryMethodSmooth( result ) {
  30889. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30890. }
  30891. /**
  30892. * Defines the interpolation factor method for this keyframe track.
  30893. *
  30894. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30895. * @return {KeyframeTrack} A reference to this keyframe track.
  30896. */
  30897. setInterpolation( interpolation ) {
  30898. let factoryMethod;
  30899. switch ( interpolation ) {
  30900. case InterpolateDiscrete:
  30901. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30902. break;
  30903. case InterpolateLinear:
  30904. factoryMethod = this.InterpolantFactoryMethodLinear;
  30905. break;
  30906. case InterpolateSmooth:
  30907. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30908. break;
  30909. }
  30910. if ( factoryMethod === undefined ) {
  30911. const message = 'unsupported interpolation for ' +
  30912. this.ValueTypeName + ' keyframe track named ' + this.name;
  30913. if ( this.createInterpolant === undefined ) {
  30914. // fall back to default, unless the default itself is messed up
  30915. if ( interpolation !== this.DefaultInterpolation ) {
  30916. this.setInterpolation( this.DefaultInterpolation );
  30917. } else {
  30918. throw new Error( message ); // fatal, in this case
  30919. }
  30920. }
  30921. warn( 'KeyframeTrack:', message );
  30922. return this;
  30923. }
  30924. this.createInterpolant = factoryMethod;
  30925. return this;
  30926. }
  30927. /**
  30928. * Returns the current interpolation type.
  30929. *
  30930. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30931. */
  30932. getInterpolation() {
  30933. switch ( this.createInterpolant ) {
  30934. case this.InterpolantFactoryMethodDiscrete:
  30935. return InterpolateDiscrete;
  30936. case this.InterpolantFactoryMethodLinear:
  30937. return InterpolateLinear;
  30938. case this.InterpolantFactoryMethodSmooth:
  30939. return InterpolateSmooth;
  30940. }
  30941. }
  30942. /**
  30943. * Returns the value size.
  30944. *
  30945. * @return {number} The value size.
  30946. */
  30947. getValueSize() {
  30948. return this.values.length / this.times.length;
  30949. }
  30950. /**
  30951. * Moves all keyframes either forward or backward in time.
  30952. *
  30953. * @param {number} timeOffset - The offset to move the time values.
  30954. * @return {KeyframeTrack} A reference to this keyframe track.
  30955. */
  30956. shift( timeOffset ) {
  30957. if ( timeOffset !== 0.0 ) {
  30958. const times = this.times;
  30959. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30960. times[ i ] += timeOffset;
  30961. }
  30962. }
  30963. return this;
  30964. }
  30965. /**
  30966. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30967. *
  30968. * @param {number} timeScale - The time scale.
  30969. * @return {KeyframeTrack} A reference to this keyframe track.
  30970. */
  30971. scale( timeScale ) {
  30972. if ( timeScale !== 1.0 ) {
  30973. const times = this.times;
  30974. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30975. times[ i ] *= timeScale;
  30976. }
  30977. }
  30978. return this;
  30979. }
  30980. /**
  30981. * Removes keyframes before and after animation without changing any values within the defined time range.
  30982. *
  30983. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30984. * keys this will change their values
  30985. *
  30986. * @param {number} startTime - The start time.
  30987. * @param {number} endTime - The end time.
  30988. * @return {KeyframeTrack} A reference to this keyframe track.
  30989. */
  30990. trim( startTime, endTime ) {
  30991. const times = this.times,
  30992. nKeys = times.length;
  30993. let from = 0,
  30994. to = nKeys - 1;
  30995. while ( from !== nKeys && times[ from ] < startTime ) {
  30996. ++ from;
  30997. }
  30998. while ( to !== -1 && times[ to ] > endTime ) {
  30999. -- to;
  31000. }
  31001. ++ to; // inclusive -> exclusive bound
  31002. if ( from !== 0 || to !== nKeys ) {
  31003. // empty tracks are forbidden, so keep at least one keyframe
  31004. if ( from >= to ) {
  31005. to = Math.max( to, 1 );
  31006. from = to - 1;
  31007. }
  31008. const stride = this.getValueSize();
  31009. this.times = times.slice( from, to );
  31010. this.values = this.values.slice( from * stride, to * stride );
  31011. }
  31012. return this;
  31013. }
  31014. /**
  31015. * Performs minimal validation on the keyframe track. Returns `true` if the values
  31016. * are valid.
  31017. *
  31018. * @return {boolean} Whether the keyframes are valid or not.
  31019. */
  31020. validate() {
  31021. let valid = true;
  31022. const valueSize = this.getValueSize();
  31023. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  31024. error( 'KeyframeTrack: Invalid value size in track.', this );
  31025. valid = false;
  31026. }
  31027. const times = this.times,
  31028. values = this.values,
  31029. nKeys = times.length;
  31030. if ( nKeys === 0 ) {
  31031. error( 'KeyframeTrack: Track is empty.', this );
  31032. valid = false;
  31033. }
  31034. let prevTime = null;
  31035. for ( let i = 0; i !== nKeys; i ++ ) {
  31036. const currTime = times[ i ];
  31037. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  31038. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31039. valid = false;
  31040. break;
  31041. }
  31042. if ( prevTime !== null && prevTime > currTime ) {
  31043. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31044. valid = false;
  31045. break;
  31046. }
  31047. prevTime = currTime;
  31048. }
  31049. if ( values !== undefined ) {
  31050. if ( isTypedArray( values ) ) {
  31051. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31052. const value = values[ i ];
  31053. if ( isNaN( value ) ) {
  31054. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31055. valid = false;
  31056. break;
  31057. }
  31058. }
  31059. }
  31060. }
  31061. return valid;
  31062. }
  31063. /**
  31064. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31065. * common in morph target sequences).
  31066. *
  31067. * @return {AnimationClip} A reference to this animation clip.
  31068. */
  31069. optimize() {
  31070. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31071. // times or values may be shared with other tracks, so overwriting is unsafe
  31072. const times = this.times.slice(),
  31073. values = this.values.slice(),
  31074. stride = this.getValueSize(),
  31075. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31076. lastIndex = times.length - 1;
  31077. let writeIndex = 1;
  31078. for ( let i = 1; i < lastIndex; ++ i ) {
  31079. let keep = false;
  31080. const time = times[ i ];
  31081. const timeNext = times[ i + 1 ];
  31082. // remove adjacent keyframes scheduled at the same time
  31083. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31084. if ( ! smoothInterpolation ) {
  31085. // remove unnecessary keyframes same as their neighbors
  31086. const offset = i * stride,
  31087. offsetP = offset - stride,
  31088. offsetN = offset + stride;
  31089. for ( let j = 0; j !== stride; ++ j ) {
  31090. const value = values[ offset + j ];
  31091. if ( value !== values[ offsetP + j ] ||
  31092. value !== values[ offsetN + j ] ) {
  31093. keep = true;
  31094. break;
  31095. }
  31096. }
  31097. } else {
  31098. keep = true;
  31099. }
  31100. }
  31101. // in-place compaction
  31102. if ( keep ) {
  31103. if ( i !== writeIndex ) {
  31104. times[ writeIndex ] = times[ i ];
  31105. const readOffset = i * stride,
  31106. writeOffset = writeIndex * stride;
  31107. for ( let j = 0; j !== stride; ++ j ) {
  31108. values[ writeOffset + j ] = values[ readOffset + j ];
  31109. }
  31110. }
  31111. ++ writeIndex;
  31112. }
  31113. }
  31114. // flush last keyframe (compaction looks ahead)
  31115. if ( lastIndex > 0 ) {
  31116. times[ writeIndex ] = times[ lastIndex ];
  31117. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31118. values[ writeOffset + j ] = values[ readOffset + j ];
  31119. }
  31120. ++ writeIndex;
  31121. }
  31122. if ( writeIndex !== times.length ) {
  31123. this.times = times.slice( 0, writeIndex );
  31124. this.values = values.slice( 0, writeIndex * stride );
  31125. } else {
  31126. this.times = times;
  31127. this.values = values;
  31128. }
  31129. return this;
  31130. }
  31131. /**
  31132. * Returns a new keyframe track with copied values from this instance.
  31133. *
  31134. * @return {KeyframeTrack} A clone of this instance.
  31135. */
  31136. clone() {
  31137. const times = this.times.slice();
  31138. const values = this.values.slice();
  31139. const TypedKeyframeTrack = this.constructor;
  31140. const track = new TypedKeyframeTrack( this.name, times, values );
  31141. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31142. track.createInterpolant = this.createInterpolant;
  31143. return track;
  31144. }
  31145. }
  31146. /**
  31147. * The value type name.
  31148. *
  31149. * @type {String}
  31150. * @default ''
  31151. */
  31152. KeyframeTrack.prototype.ValueTypeName = '';
  31153. /**
  31154. * The time buffer type of this keyframe track.
  31155. *
  31156. * @type {TypedArray|Array}
  31157. * @default Float32Array.constructor
  31158. */
  31159. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31160. /**
  31161. * The value buffer type of this keyframe track.
  31162. *
  31163. * @type {TypedArray|Array}
  31164. * @default Float32Array.constructor
  31165. */
  31166. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31167. /**
  31168. * The default interpolation type of this keyframe track.
  31169. *
  31170. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31171. * @default InterpolateLinear
  31172. */
  31173. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31174. /**
  31175. * A track for boolean keyframe values.
  31176. *
  31177. * @augments KeyframeTrack
  31178. */
  31179. class BooleanKeyframeTrack extends KeyframeTrack {
  31180. /**
  31181. * Constructs a new boolean keyframe track.
  31182. *
  31183. * This keyframe track type has no `interpolation` parameter because the
  31184. * interpolation is always discrete.
  31185. *
  31186. * @param {string} name - The keyframe track's name.
  31187. * @param {Array<number>} times - A list of keyframe times.
  31188. * @param {Array<boolean>} values - A list of keyframe values.
  31189. */
  31190. constructor( name, times, values ) {
  31191. super( name, times, values );
  31192. }
  31193. }
  31194. /**
  31195. * The value type name.
  31196. *
  31197. * @type {String}
  31198. * @default 'bool'
  31199. */
  31200. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31201. /**
  31202. * The value buffer type of this keyframe track.
  31203. *
  31204. * @type {TypedArray|Array}
  31205. * @default Array.constructor
  31206. */
  31207. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31208. /**
  31209. * The default interpolation type of this keyframe track.
  31210. *
  31211. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31212. * @default InterpolateDiscrete
  31213. */
  31214. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31215. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31216. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31217. /**
  31218. * A track for color keyframe values.
  31219. *
  31220. * @augments KeyframeTrack
  31221. */
  31222. class ColorKeyframeTrack extends KeyframeTrack {
  31223. /**
  31224. * Constructs a new color keyframe track.
  31225. *
  31226. * @param {string} name - The keyframe track's name.
  31227. * @param {Array<number>} times - A list of keyframe times.
  31228. * @param {Array<number>} values - A list of keyframe values.
  31229. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31230. */
  31231. constructor( name, times, values, interpolation ) {
  31232. super( name, times, values, interpolation );
  31233. }
  31234. }
  31235. /**
  31236. * The value type name.
  31237. *
  31238. * @type {String}
  31239. * @default 'color'
  31240. */
  31241. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31242. /**
  31243. * A track for numeric keyframe values.
  31244. *
  31245. * @augments KeyframeTrack
  31246. */
  31247. class NumberKeyframeTrack extends KeyframeTrack {
  31248. /**
  31249. * Constructs a new number keyframe track.
  31250. *
  31251. * @param {string} name - The keyframe track's name.
  31252. * @param {Array<number>} times - A list of keyframe times.
  31253. * @param {Array<number>} values - A list of keyframe values.
  31254. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31255. */
  31256. constructor( name, times, values, interpolation ) {
  31257. super( name, times, values, interpolation );
  31258. }
  31259. }
  31260. /**
  31261. * The value type name.
  31262. *
  31263. * @type {String}
  31264. * @default 'number'
  31265. */
  31266. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31267. /**
  31268. * Spherical linear unit quaternion interpolant.
  31269. *
  31270. * @augments Interpolant
  31271. */
  31272. class QuaternionLinearInterpolant extends Interpolant {
  31273. /**
  31274. * Constructs a new SLERP interpolant.
  31275. *
  31276. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31277. * @param {TypedArray} sampleValues - The sample values.
  31278. * @param {number} sampleSize - The sample size
  31279. * @param {TypedArray} [resultBuffer] - The result buffer.
  31280. */
  31281. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31282. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31283. }
  31284. interpolate_( i1, t0, t, t1 ) {
  31285. const result = this.resultBuffer,
  31286. values = this.sampleValues,
  31287. stride = this.valueSize,
  31288. alpha = ( t - t0 ) / ( t1 - t0 );
  31289. let offset = i1 * stride;
  31290. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31291. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31292. }
  31293. return result;
  31294. }
  31295. }
  31296. /**
  31297. * A track for Quaternion keyframe values.
  31298. *
  31299. * @augments KeyframeTrack
  31300. */
  31301. class QuaternionKeyframeTrack extends KeyframeTrack {
  31302. /**
  31303. * Constructs a new Quaternion keyframe track.
  31304. *
  31305. * @param {string} name - The keyframe track's name.
  31306. * @param {Array<number>} times - A list of keyframe times.
  31307. * @param {Array<number>} values - A list of keyframe values.
  31308. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31309. */
  31310. constructor( name, times, values, interpolation ) {
  31311. super( name, times, values, interpolation );
  31312. }
  31313. /**
  31314. * Overwritten so the method returns Quaternion based interpolant.
  31315. *
  31316. * @static
  31317. * @param {TypedArray} [result] - The result buffer.
  31318. * @return {QuaternionLinearInterpolant} The new interpolant.
  31319. */
  31320. InterpolantFactoryMethodLinear( result ) {
  31321. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31322. }
  31323. }
  31324. /**
  31325. * The value type name.
  31326. *
  31327. * @type {String}
  31328. * @default 'quaternion'
  31329. */
  31330. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31331. // ValueBufferType is inherited
  31332. // DefaultInterpolation is inherited;
  31333. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31334. /**
  31335. * A track for string keyframe values.
  31336. *
  31337. * @augments KeyframeTrack
  31338. */
  31339. class StringKeyframeTrack extends KeyframeTrack {
  31340. /**
  31341. * Constructs a new string keyframe track.
  31342. *
  31343. * This keyframe track type has no `interpolation` parameter because the
  31344. * interpolation is always discrete.
  31345. *
  31346. * @param {string} name - The keyframe track's name.
  31347. * @param {Array<number>} times - A list of keyframe times.
  31348. * @param {Array<string>} values - A list of keyframe values.
  31349. */
  31350. constructor( name, times, values ) {
  31351. super( name, times, values );
  31352. }
  31353. }
  31354. /**
  31355. * The value type name.
  31356. *
  31357. * @type {String}
  31358. * @default 'string'
  31359. */
  31360. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31361. /**
  31362. * The value buffer type of this keyframe track.
  31363. *
  31364. * @type {TypedArray|Array}
  31365. * @default Array.constructor
  31366. */
  31367. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31368. /**
  31369. * The default interpolation type of this keyframe track.
  31370. *
  31371. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31372. * @default InterpolateDiscrete
  31373. */
  31374. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31375. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31376. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31377. /**
  31378. * A track for vector keyframe values.
  31379. *
  31380. * @augments KeyframeTrack
  31381. */
  31382. class VectorKeyframeTrack extends KeyframeTrack {
  31383. /**
  31384. * Constructs a new vector keyframe track.
  31385. *
  31386. * @param {string} name - The keyframe track's name.
  31387. * @param {Array<number>} times - A list of keyframe times.
  31388. * @param {Array<number>} values - A list of keyframe values.
  31389. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31390. */
  31391. constructor( name, times, values, interpolation ) {
  31392. super( name, times, values, interpolation );
  31393. }
  31394. }
  31395. /**
  31396. * The value type name.
  31397. *
  31398. * @type {String}
  31399. * @default 'vector'
  31400. */
  31401. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31402. /**
  31403. * A reusable set of keyframe tracks which represent an animation.
  31404. */
  31405. class AnimationClip {
  31406. /**
  31407. * Constructs a new animation clip.
  31408. *
  31409. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31410. * use the static interface of this class for creating clips. In most cases though, animation clips
  31411. * will automatically be created by loaders when importing animated 3D assets.
  31412. *
  31413. * @param {string} [name=''] - The clip's name.
  31414. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31415. * the duration will be calculated from the passed keyframes.
  31416. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31417. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31418. * is blended/combined when two or more animations are simultaneously played.
  31419. */
  31420. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31421. /**
  31422. * The clip's name.
  31423. *
  31424. * @type {string}
  31425. */
  31426. this.name = name;
  31427. /**
  31428. * An array of keyframe tracks.
  31429. *
  31430. * @type {Array<KeyframeTrack>}
  31431. */
  31432. this.tracks = tracks;
  31433. /**
  31434. * The clip's duration in seconds.
  31435. *
  31436. * @type {number}
  31437. */
  31438. this.duration = duration;
  31439. /**
  31440. * Defines how the animation is blended/combined when two or more animations
  31441. * are simultaneously played.
  31442. *
  31443. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31444. */
  31445. this.blendMode = blendMode;
  31446. /**
  31447. * The UUID of the animation clip.
  31448. *
  31449. * @type {string}
  31450. * @readonly
  31451. */
  31452. this.uuid = generateUUID();
  31453. /**
  31454. * An object that can be used to store custom data about the animation clip.
  31455. * It should not hold references to functions as these will not be cloned.
  31456. *
  31457. * @type {Object}
  31458. */
  31459. this.userData = {};
  31460. // this means it should figure out its duration by scanning the tracks
  31461. if ( this.duration < 0 ) {
  31462. this.resetDuration();
  31463. }
  31464. }
  31465. /**
  31466. * Factory method for creating an animation clip from the given JSON.
  31467. *
  31468. * @static
  31469. * @param {Object} json - The serialized animation clip.
  31470. * @return {AnimationClip} The new animation clip.
  31471. */
  31472. static parse( json ) {
  31473. const tracks = [],
  31474. jsonTracks = json.tracks,
  31475. frameTime = 1.0 / ( json.fps || 1.0 );
  31476. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31477. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31478. }
  31479. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31480. clip.uuid = json.uuid;
  31481. clip.userData = JSON.parse( json.userData || '{}' );
  31482. return clip;
  31483. }
  31484. /**
  31485. * Serializes the given animation clip into JSON.
  31486. *
  31487. * @static
  31488. * @param {AnimationClip} clip - The animation clip to serialize.
  31489. * @return {Object} The JSON object.
  31490. */
  31491. static toJSON( clip ) {
  31492. const tracks = [],
  31493. clipTracks = clip.tracks;
  31494. const json = {
  31495. 'name': clip.name,
  31496. 'duration': clip.duration,
  31497. 'tracks': tracks,
  31498. 'uuid': clip.uuid,
  31499. 'blendMode': clip.blendMode,
  31500. 'userData': JSON.stringify( clip.userData ),
  31501. };
  31502. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31503. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31504. }
  31505. return json;
  31506. }
  31507. /**
  31508. * Returns a new animation clip from the passed morph targets array of a
  31509. * geometry, taking a name and the number of frames per second.
  31510. *
  31511. * Note: The fps parameter is required, but the animation speed can be
  31512. * overridden via {@link AnimationAction#setDuration}.
  31513. *
  31514. * @static
  31515. * @param {string} name - The name of the animation clip.
  31516. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31517. * @param {number} fps - The Frames-Per-Second value.
  31518. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31519. * @return {AnimationClip} The new animation clip.
  31520. */
  31521. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31522. const numMorphTargets = morphTargetSequence.length;
  31523. const tracks = [];
  31524. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31525. let times = [];
  31526. let values = [];
  31527. times.push(
  31528. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31529. i,
  31530. ( i + 1 ) % numMorphTargets );
  31531. values.push( 0, 1, 0 );
  31532. const order = getKeyframeOrder( times );
  31533. times = sortedArray( times, 1, order );
  31534. values = sortedArray( values, 1, order );
  31535. // if there is a key at the first frame, duplicate it as the
  31536. // last frame as well for perfect loop.
  31537. if ( ! noLoop && times[ 0 ] === 0 ) {
  31538. times.push( numMorphTargets );
  31539. values.push( values[ 0 ] );
  31540. }
  31541. tracks.push(
  31542. new NumberKeyframeTrack(
  31543. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31544. times, values
  31545. ).scale( 1.0 / fps ) );
  31546. }
  31547. return new this( name, -1, tracks );
  31548. }
  31549. /**
  31550. * Searches for an animation clip by name, taking as its first parameter
  31551. * either an array of clips, or a mesh or geometry that contains an
  31552. * array named "animations" property.
  31553. *
  31554. * @static
  31555. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31556. * @param {string} name - The name to search for.
  31557. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31558. */
  31559. static findByName( objectOrClipArray, name ) {
  31560. let clipArray = objectOrClipArray;
  31561. if ( ! Array.isArray( objectOrClipArray ) ) {
  31562. const o = objectOrClipArray;
  31563. clipArray = o.geometry && o.geometry.animations || o.animations;
  31564. }
  31565. for ( let i = 0; i < clipArray.length; i ++ ) {
  31566. if ( clipArray[ i ].name === name ) {
  31567. return clipArray[ i ];
  31568. }
  31569. }
  31570. return null;
  31571. }
  31572. /**
  31573. * Returns an array of new AnimationClips created from the morph target
  31574. * sequences of a geometry, trying to sort morph target names into
  31575. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31576. *
  31577. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31578. *
  31579. * @static
  31580. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31581. * @param {number} fps - The Frames-Per-Second value.
  31582. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31583. * @return {Array<AnimationClip>} An array of new animation clips.
  31584. */
  31585. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31586. const animationToMorphTargets = {};
  31587. // tested with https://regex101.com/ on trick sequences
  31588. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31589. const pattern = /^([\w-]*?)([\d]+)$/;
  31590. // sort morph target names into animation groups based
  31591. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31592. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31593. const morphTarget = morphTargets[ i ];
  31594. const parts = morphTarget.name.match( pattern );
  31595. if ( parts && parts.length > 1 ) {
  31596. const name = parts[ 1 ];
  31597. let animationMorphTargets = animationToMorphTargets[ name ];
  31598. if ( ! animationMorphTargets ) {
  31599. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31600. }
  31601. animationMorphTargets.push( morphTarget );
  31602. }
  31603. }
  31604. const clips = [];
  31605. for ( const name in animationToMorphTargets ) {
  31606. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31607. }
  31608. return clips;
  31609. }
  31610. /**
  31611. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31612. *
  31613. * @static
  31614. * @deprecated since r175.
  31615. * @param {Object} animation - A serialized animation clip as JSON.
  31616. * @param {Array<Bones>} bones - An array of bones.
  31617. * @return {?AnimationClip} The new animation clip.
  31618. */
  31619. static parseAnimation( animation, bones ) {
  31620. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31621. if ( ! animation ) {
  31622. error( 'AnimationClip: No animation in JSONLoader data.' );
  31623. return null;
  31624. }
  31625. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31626. // only return track if there are actually keys.
  31627. if ( animationKeys.length !== 0 ) {
  31628. const times = [];
  31629. const values = [];
  31630. flattenJSON( animationKeys, times, values, propertyName );
  31631. // empty keys are filtered out, so check again
  31632. if ( times.length !== 0 ) {
  31633. destTracks.push( new trackType( trackName, times, values ) );
  31634. }
  31635. }
  31636. };
  31637. const tracks = [];
  31638. const clipName = animation.name || 'default';
  31639. const fps = animation.fps || 30;
  31640. const blendMode = animation.blendMode;
  31641. // automatic length determination in AnimationClip.
  31642. let duration = animation.length || -1;
  31643. const hierarchyTracks = animation.hierarchy || [];
  31644. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31645. const animationKeys = hierarchyTracks[ h ].keys;
  31646. // skip empty tracks
  31647. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31648. // process morph targets
  31649. if ( animationKeys[ 0 ].morphTargets ) {
  31650. // figure out all morph targets used in this track
  31651. const morphTargetNames = {};
  31652. let k;
  31653. for ( k = 0; k < animationKeys.length; k ++ ) {
  31654. if ( animationKeys[ k ].morphTargets ) {
  31655. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31656. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31657. }
  31658. }
  31659. }
  31660. // create a track for each morph target with all zero
  31661. // morphTargetInfluences except for the keys in which
  31662. // the morphTarget is named.
  31663. for ( const morphTargetName in morphTargetNames ) {
  31664. const times = [];
  31665. const values = [];
  31666. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31667. const animationKey = animationKeys[ k ];
  31668. times.push( animationKey.time );
  31669. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31670. }
  31671. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31672. }
  31673. duration = morphTargetNames.length * fps;
  31674. } else {
  31675. // ...assume skeletal animation
  31676. const boneName = '.bones[' + bones[ h ].name + ']';
  31677. addNonemptyTrack(
  31678. VectorKeyframeTrack, boneName + '.position',
  31679. animationKeys, 'pos', tracks );
  31680. addNonemptyTrack(
  31681. QuaternionKeyframeTrack, boneName + '.quaternion',
  31682. animationKeys, 'rot', tracks );
  31683. addNonemptyTrack(
  31684. VectorKeyframeTrack, boneName + '.scale',
  31685. animationKeys, 'scl', tracks );
  31686. }
  31687. }
  31688. if ( tracks.length === 0 ) {
  31689. return null;
  31690. }
  31691. const clip = new this( clipName, duration, tracks, blendMode );
  31692. return clip;
  31693. }
  31694. /**
  31695. * Sets the duration of this clip to the duration of its longest keyframe track.
  31696. *
  31697. * @return {AnimationClip} A reference to this animation clip.
  31698. */
  31699. resetDuration() {
  31700. const tracks = this.tracks;
  31701. let duration = 0;
  31702. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31703. const track = this.tracks[ i ];
  31704. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31705. }
  31706. this.duration = duration;
  31707. return this;
  31708. }
  31709. /**
  31710. * Trims all tracks to the clip's duration.
  31711. *
  31712. * @return {AnimationClip} A reference to this animation clip.
  31713. */
  31714. trim() {
  31715. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31716. this.tracks[ i ].trim( 0, this.duration );
  31717. }
  31718. return this;
  31719. }
  31720. /**
  31721. * Performs minimal validation on each track in the clip. Returns `true` if all
  31722. * tracks are valid.
  31723. *
  31724. * @return {boolean} Whether the clip's keyframes are valid or not.
  31725. */
  31726. validate() {
  31727. let valid = true;
  31728. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31729. valid = valid && this.tracks[ i ].validate();
  31730. }
  31731. return valid;
  31732. }
  31733. /**
  31734. * Optimizes each track by removing equivalent sequential keys (which are
  31735. * common in morph target sequences).
  31736. *
  31737. * @return {AnimationClip} A reference to this animation clip.
  31738. */
  31739. optimize() {
  31740. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31741. this.tracks[ i ].optimize();
  31742. }
  31743. return this;
  31744. }
  31745. /**
  31746. * Returns a new animation clip with copied values from this instance.
  31747. *
  31748. * @return {AnimationClip} A clone of this instance.
  31749. */
  31750. clone() {
  31751. const tracks = [];
  31752. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31753. tracks.push( this.tracks[ i ].clone() );
  31754. }
  31755. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31756. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31757. return clip;
  31758. }
  31759. /**
  31760. * Serializes this animation clip into JSON.
  31761. *
  31762. * @return {Object} The JSON object.
  31763. */
  31764. toJSON() {
  31765. return this.constructor.toJSON( this );
  31766. }
  31767. }
  31768. function getTrackTypeForValueTypeName( typeName ) {
  31769. switch ( typeName.toLowerCase() ) {
  31770. case 'scalar':
  31771. case 'double':
  31772. case 'float':
  31773. case 'number':
  31774. case 'integer':
  31775. return NumberKeyframeTrack;
  31776. case 'vector':
  31777. case 'vector2':
  31778. case 'vector3':
  31779. case 'vector4':
  31780. return VectorKeyframeTrack;
  31781. case 'color':
  31782. return ColorKeyframeTrack;
  31783. case 'quaternion':
  31784. return QuaternionKeyframeTrack;
  31785. case 'bool':
  31786. case 'boolean':
  31787. return BooleanKeyframeTrack;
  31788. case 'string':
  31789. return StringKeyframeTrack;
  31790. }
  31791. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31792. }
  31793. function parseKeyframeTrack( json ) {
  31794. if ( json.type === undefined ) {
  31795. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31796. }
  31797. const trackType = getTrackTypeForValueTypeName( json.type );
  31798. if ( json.times === undefined ) {
  31799. const times = [], values = [];
  31800. flattenJSON( json.keys, times, values, 'value' );
  31801. json.times = times;
  31802. json.values = values;
  31803. }
  31804. // derived classes can define a static parse method
  31805. if ( trackType.parse !== undefined ) {
  31806. return trackType.parse( json );
  31807. } else {
  31808. // by default, we assume a constructor compatible with the base
  31809. return new trackType( json.name, json.times, json.values, json.interpolation );
  31810. }
  31811. }
  31812. /**
  31813. * @class
  31814. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31815. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31816. * @hideconstructor
  31817. */
  31818. const Cache = {
  31819. /**
  31820. * Whether caching is enabled or not.
  31821. *
  31822. * @static
  31823. * @type {boolean}
  31824. * @default false
  31825. */
  31826. enabled: false,
  31827. /**
  31828. * A dictionary that holds cached files.
  31829. *
  31830. * @static
  31831. * @type {Object<string,Object>}
  31832. */
  31833. files: {},
  31834. /**
  31835. * Adds a cache entry with a key to reference the file. If this key already
  31836. * holds a file, it is overwritten.
  31837. *
  31838. * @static
  31839. * @param {string} key - The key to reference the cached file.
  31840. * @param {Object} file - The file to be cached.
  31841. */
  31842. add: function ( key, file ) {
  31843. if ( this.enabled === false ) return;
  31844. // log( 'Cache', 'Adding key:', key );
  31845. this.files[ key ] = file;
  31846. },
  31847. /**
  31848. * Gets the cached value for the given key.
  31849. *
  31850. * @static
  31851. * @param {string} key - The key to reference the cached file.
  31852. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31853. */
  31854. get: function ( key ) {
  31855. if ( this.enabled === false ) return;
  31856. // log( 'Cache', 'Checking key:', key );
  31857. return this.files[ key ];
  31858. },
  31859. /**
  31860. * Removes the cached file associated with the given key.
  31861. *
  31862. * @static
  31863. * @param {string} key - The key to reference the cached file.
  31864. */
  31865. remove: function ( key ) {
  31866. delete this.files[ key ];
  31867. },
  31868. /**
  31869. * Remove all values from the cache.
  31870. *
  31871. * @static
  31872. */
  31873. clear: function () {
  31874. this.files = {};
  31875. }
  31876. };
  31877. /**
  31878. * Handles and keeps track of loaded and pending data. A default global
  31879. * instance of this class is created and used by loaders if not supplied
  31880. * manually.
  31881. *
  31882. * In general that should be sufficient, however there are times when it can
  31883. * be useful to have separate loaders - for example if you want to show
  31884. * separate loading bars for objects and textures.
  31885. *
  31886. * ```js
  31887. * const manager = new THREE.LoadingManager();
  31888. * manager.onLoad = () => console.log( 'Loading complete!' );
  31889. *
  31890. * const loader1 = new OBJLoader( manager );
  31891. * const loader2 = new ColladaLoader( manager );
  31892. * ```
  31893. */
  31894. class LoadingManager {
  31895. /**
  31896. * Constructs a new loading manager.
  31897. *
  31898. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31899. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31900. * @param {Function} [onError] - Executes when an error occurs.
  31901. */
  31902. constructor( onLoad, onProgress, onError ) {
  31903. const scope = this;
  31904. let isLoading = false;
  31905. let itemsLoaded = 0;
  31906. let itemsTotal = 0;
  31907. let urlModifier = undefined;
  31908. const handlers = [];
  31909. // Refer to #5689 for the reason why we don't set .onStart
  31910. // in the constructor
  31911. /**
  31912. * Executes when an item starts loading.
  31913. *
  31914. * @type {Function|undefined}
  31915. * @default undefined
  31916. */
  31917. this.onStart = undefined;
  31918. /**
  31919. * Executes when all items have been loaded.
  31920. *
  31921. * @type {Function|undefined}
  31922. * @default undefined
  31923. */
  31924. this.onLoad = onLoad;
  31925. /**
  31926. * Executes when single items have been loaded.
  31927. *
  31928. * @type {Function|undefined}
  31929. * @default undefined
  31930. */
  31931. this.onProgress = onProgress;
  31932. /**
  31933. * Executes when an error occurs.
  31934. *
  31935. * @type {Function|undefined}
  31936. * @default undefined
  31937. */
  31938. this.onError = onError;
  31939. /**
  31940. * Used for aborting ongoing requests in loaders using this manager.
  31941. *
  31942. * @private
  31943. * @type {AbortController | null}
  31944. */
  31945. this._abortController = null;
  31946. /**
  31947. * This should be called by any loader using the manager when the loader
  31948. * starts loading an item.
  31949. *
  31950. * @param {string} url - The URL to load.
  31951. */
  31952. this.itemStart = function ( url ) {
  31953. itemsTotal ++;
  31954. if ( isLoading === false ) {
  31955. if ( scope.onStart !== undefined ) {
  31956. scope.onStart( url, itemsLoaded, itemsTotal );
  31957. }
  31958. }
  31959. isLoading = true;
  31960. };
  31961. /**
  31962. * This should be called by any loader using the manager when the loader
  31963. * ended loading an item.
  31964. *
  31965. * @param {string} url - The URL of the loaded item.
  31966. */
  31967. this.itemEnd = function ( url ) {
  31968. itemsLoaded ++;
  31969. if ( scope.onProgress !== undefined ) {
  31970. scope.onProgress( url, itemsLoaded, itemsTotal );
  31971. }
  31972. if ( itemsLoaded === itemsTotal ) {
  31973. isLoading = false;
  31974. if ( scope.onLoad !== undefined ) {
  31975. scope.onLoad();
  31976. }
  31977. }
  31978. };
  31979. /**
  31980. * This should be called by any loader using the manager when the loader
  31981. * encounters an error when loading an item.
  31982. *
  31983. * @param {string} url - The URL of the item that produces an error.
  31984. */
  31985. this.itemError = function ( url ) {
  31986. if ( scope.onError !== undefined ) {
  31987. scope.onError( url );
  31988. }
  31989. };
  31990. /**
  31991. * Given a URL, uses the URL modifier callback (if any) and returns a
  31992. * resolved URL. If no URL modifier is set, returns the original URL.
  31993. *
  31994. * @param {string} url - The URL to load.
  31995. * @return {string} The resolved URL.
  31996. */
  31997. this.resolveURL = function ( url ) {
  31998. if ( urlModifier ) {
  31999. return urlModifier( url );
  32000. }
  32001. return url;
  32002. };
  32003. /**
  32004. * If provided, the callback will be passed each resource URL before a
  32005. * request is sent. The callback may return the original URL, or a new URL to
  32006. * override loading behavior. This behavior can be used to load assets from
  32007. * .ZIP files, drag-and-drop APIs, and Data URIs.
  32008. *
  32009. * ```js
  32010. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  32011. *
  32012. * const manager = new THREE.LoadingManager();
  32013. *
  32014. * // Initialize loading manager with URL callback.
  32015. * const objectURLs = [];
  32016. * manager.setURLModifier( ( url ) => {
  32017. *
  32018. * url = URL.createObjectURL( blobs[ url ] );
  32019. * objectURLs.push( url );
  32020. * return url;
  32021. *
  32022. * } );
  32023. *
  32024. * // Load as usual, then revoke the blob URLs.
  32025. * const loader = new GLTFLoader( manager );
  32026. * loader.load( 'fish.gltf', (gltf) => {
  32027. *
  32028. * scene.add( gltf.scene );
  32029. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32030. *
  32031. * } );
  32032. * ```
  32033. *
  32034. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32035. * @return {LoadingManager} A reference to this loading manager.
  32036. */
  32037. this.setURLModifier = function ( transform ) {
  32038. urlModifier = transform;
  32039. return this;
  32040. };
  32041. /**
  32042. * Registers a loader with the given regular expression. Can be used to
  32043. * define what loader should be used in order to load specific files. A
  32044. * typical use case is to overwrite the default loader for textures.
  32045. *
  32046. * ```js
  32047. * // add handler for TGA textures
  32048. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32049. * ```
  32050. *
  32051. * @param {string} regex - A regular expression.
  32052. * @param {Loader} loader - A loader that should handle matched cases.
  32053. * @return {LoadingManager} A reference to this loading manager.
  32054. */
  32055. this.addHandler = function ( regex, loader ) {
  32056. handlers.push( regex, loader );
  32057. return this;
  32058. };
  32059. /**
  32060. * Removes the loader for the given regular expression.
  32061. *
  32062. * @param {string} regex - A regular expression.
  32063. * @return {LoadingManager} A reference to this loading manager.
  32064. */
  32065. this.removeHandler = function ( regex ) {
  32066. const index = handlers.indexOf( regex );
  32067. if ( index !== -1 ) {
  32068. handlers.splice( index, 2 );
  32069. }
  32070. return this;
  32071. };
  32072. /**
  32073. * Can be used to retrieve the registered loader for the given file path.
  32074. *
  32075. * @param {string} file - The file path.
  32076. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32077. */
  32078. this.getHandler = function ( file ) {
  32079. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32080. const regex = handlers[ i ];
  32081. const loader = handlers[ i + 1 ];
  32082. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32083. if ( regex.test( file ) ) {
  32084. return loader;
  32085. }
  32086. }
  32087. return null;
  32088. };
  32089. /**
  32090. * Can be used to abort ongoing loading requests in loaders using this manager.
  32091. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32092. * is supported in the browser.
  32093. *
  32094. * @return {LoadingManager} A reference to this loading manager.
  32095. */
  32096. this.abort = function () {
  32097. this.abortController.abort();
  32098. this._abortController = null;
  32099. return this;
  32100. };
  32101. }
  32102. // TODO: Revert this back to a single member variable once this issue has been fixed
  32103. // https://github.com/cloudflare/workerd/issues/3657
  32104. /**
  32105. * Used for aborting ongoing requests in loaders using this manager.
  32106. *
  32107. * @type {AbortController}
  32108. */
  32109. get abortController() {
  32110. if ( ! this._abortController ) {
  32111. this._abortController = new AbortController();
  32112. }
  32113. return this._abortController;
  32114. }
  32115. }
  32116. /**
  32117. * The global default loading manager.
  32118. *
  32119. * @constant
  32120. * @type {LoadingManager}
  32121. */
  32122. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32123. /**
  32124. * Abstract base class for loaders.
  32125. *
  32126. * @abstract
  32127. */
  32128. class Loader {
  32129. /**
  32130. * Constructs a new loader.
  32131. *
  32132. * @param {LoadingManager} [manager] - The loading manager.
  32133. */
  32134. constructor( manager ) {
  32135. /**
  32136. * The loading manager.
  32137. *
  32138. * @type {LoadingManager}
  32139. * @default DefaultLoadingManager
  32140. */
  32141. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32142. /**
  32143. * The crossOrigin string to implement CORS for loading the url from a
  32144. * different domain that allows CORS.
  32145. *
  32146. * @type {string}
  32147. * @default 'anonymous'
  32148. */
  32149. this.crossOrigin = 'anonymous';
  32150. /**
  32151. * Whether the XMLHttpRequest uses credentials.
  32152. *
  32153. * @type {boolean}
  32154. * @default false
  32155. */
  32156. this.withCredentials = false;
  32157. /**
  32158. * The base path from which the asset will be loaded.
  32159. *
  32160. * @type {string}
  32161. */
  32162. this.path = '';
  32163. /**
  32164. * The base path from which additional resources like textures will be loaded.
  32165. *
  32166. * @type {string}
  32167. */
  32168. this.resourcePath = '';
  32169. /**
  32170. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32171. * used in HTTP request.
  32172. *
  32173. * @type {Object<string, any>}
  32174. */
  32175. this.requestHeader = {};
  32176. }
  32177. /**
  32178. * This method needs to be implemented by all concrete loaders. It holds the
  32179. * logic for loading assets from the backend.
  32180. *
  32181. * @abstract
  32182. * @param {string} url - The path/URL of the file to be loaded.
  32183. * @param {Function} onLoad - Executed when the loading process has been finished.
  32184. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32185. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32186. */
  32187. load( /* url, onLoad, onProgress, onError */ ) {}
  32188. /**
  32189. * A async version of {@link Loader#load}.
  32190. *
  32191. * @param {string} url - The path/URL of the file to be loaded.
  32192. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32193. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32194. */
  32195. loadAsync( url, onProgress ) {
  32196. const scope = this;
  32197. return new Promise( function ( resolve, reject ) {
  32198. scope.load( url, resolve, onProgress, reject );
  32199. } );
  32200. }
  32201. /**
  32202. * This method needs to be implemented by all concrete loaders. It holds the
  32203. * logic for parsing the asset into three.js entities.
  32204. *
  32205. * @abstract
  32206. * @param {any} data - The data to parse.
  32207. */
  32208. parse( /* data */ ) {}
  32209. /**
  32210. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32211. * from a different domain that allows CORS.
  32212. *
  32213. * @param {string} crossOrigin - The `crossOrigin` value.
  32214. * @return {Loader} A reference to this instance.
  32215. */
  32216. setCrossOrigin( crossOrigin ) {
  32217. this.crossOrigin = crossOrigin;
  32218. return this;
  32219. }
  32220. /**
  32221. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32222. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32223. *
  32224. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32225. *
  32226. * @param {boolean} value - The `withCredentials` value.
  32227. * @return {Loader} A reference to this instance.
  32228. */
  32229. setWithCredentials( value ) {
  32230. this.withCredentials = value;
  32231. return this;
  32232. }
  32233. /**
  32234. * Sets the base path for the asset.
  32235. *
  32236. * @param {string} path - The base path.
  32237. * @return {Loader} A reference to this instance.
  32238. */
  32239. setPath( path ) {
  32240. this.path = path;
  32241. return this;
  32242. }
  32243. /**
  32244. * Sets the base path for dependent resources like textures.
  32245. *
  32246. * @param {string} resourcePath - The resource path.
  32247. * @return {Loader} A reference to this instance.
  32248. */
  32249. setResourcePath( resourcePath ) {
  32250. this.resourcePath = resourcePath;
  32251. return this;
  32252. }
  32253. /**
  32254. * Sets the given request header.
  32255. *
  32256. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32257. * for configuring the HTTP request.
  32258. * @return {Loader} A reference to this instance.
  32259. */
  32260. setRequestHeader( requestHeader ) {
  32261. this.requestHeader = requestHeader;
  32262. return this;
  32263. }
  32264. /**
  32265. * This method can be implemented in loaders for aborting ongoing requests.
  32266. *
  32267. * @abstract
  32268. * @return {Loader} A reference to this instance.
  32269. */
  32270. abort() {
  32271. return this;
  32272. }
  32273. }
  32274. /**
  32275. * Callback for onProgress in loaders.
  32276. *
  32277. * @callback onProgressCallback
  32278. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32279. */
  32280. /**
  32281. * Callback for onError in loaders.
  32282. *
  32283. * @callback onErrorCallback
  32284. * @param {Error} error - The error which occurred during the loading process.
  32285. */
  32286. /**
  32287. * The default material name that is used by loaders
  32288. * when creating materials for loaded 3D objects.
  32289. *
  32290. * Note: Not all loaders might honor this setting.
  32291. *
  32292. * @static
  32293. * @type {string}
  32294. * @default '__DEFAULT'
  32295. */
  32296. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32297. const loading = {};
  32298. class HttpError extends Error {
  32299. constructor( message, response ) {
  32300. super( message );
  32301. this.response = response;
  32302. }
  32303. }
  32304. /**
  32305. * A low level class for loading resources with the Fetch API, used internally by
  32306. * most loaders. It can also be used directly to load any file type that does
  32307. * not have a loader.
  32308. *
  32309. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32310. * once to your application.
  32311. *
  32312. * ```js
  32313. * const loader = new THREE.FileLoader();
  32314. * const data = await loader.loadAsync( 'example.txt' );
  32315. * ```
  32316. *
  32317. * @augments Loader
  32318. */
  32319. class FileLoader extends Loader {
  32320. /**
  32321. * Constructs a new file loader.
  32322. *
  32323. * @param {LoadingManager} [manager] - The loading manager.
  32324. */
  32325. constructor( manager ) {
  32326. super( manager );
  32327. /**
  32328. * The expected mime type. Valid values can be found
  32329. * [here](hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32330. *
  32331. * @type {string}
  32332. */
  32333. this.mimeType = '';
  32334. /**
  32335. * The expected response type.
  32336. *
  32337. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32338. * @default ''
  32339. */
  32340. this.responseType = '';
  32341. /**
  32342. * Used for aborting requests.
  32343. *
  32344. * @private
  32345. * @type {AbortController}
  32346. */
  32347. this._abortController = new AbortController();
  32348. }
  32349. /**
  32350. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32351. *
  32352. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32353. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32354. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32355. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32356. * @return {any|undefined} The cached resource if available.
  32357. */
  32358. load( url, onLoad, onProgress, onError ) {
  32359. if ( url === undefined ) url = '';
  32360. if ( this.path !== undefined ) url = this.path + url;
  32361. url = this.manager.resolveURL( url );
  32362. const cached = Cache.get( `file:${url}` );
  32363. if ( cached !== undefined ) {
  32364. this.manager.itemStart( url );
  32365. setTimeout( () => {
  32366. if ( onLoad ) onLoad( cached );
  32367. this.manager.itemEnd( url );
  32368. }, 0 );
  32369. return cached;
  32370. }
  32371. // Check if request is duplicate
  32372. if ( loading[ url ] !== undefined ) {
  32373. loading[ url ].push( {
  32374. onLoad: onLoad,
  32375. onProgress: onProgress,
  32376. onError: onError
  32377. } );
  32378. return;
  32379. }
  32380. // Initialise array for duplicate requests
  32381. loading[ url ] = [];
  32382. loading[ url ].push( {
  32383. onLoad: onLoad,
  32384. onProgress: onProgress,
  32385. onError: onError,
  32386. } );
  32387. // create request
  32388. const req = new Request( url, {
  32389. headers: new Headers( this.requestHeader ),
  32390. credentials: this.withCredentials ? 'include' : 'same-origin',
  32391. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32392. } );
  32393. // record states ( avoid data race )
  32394. const mimeType = this.mimeType;
  32395. const responseType = this.responseType;
  32396. // start the fetch
  32397. fetch( req )
  32398. .then( response => {
  32399. if ( response.status === 200 || response.status === 0 ) {
  32400. // Some browsers return HTTP Status 0 when using non-http protocol
  32401. // e.g. 'file://' or 'data://'. Handle as success.
  32402. if ( response.status === 0 ) {
  32403. warn( 'FileLoader: HTTP Status 0 received.' );
  32404. }
  32405. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32406. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32407. return response;
  32408. }
  32409. const callbacks = loading[ url ];
  32410. const reader = response.body.getReader();
  32411. // Nginx needs X-File-Size check
  32412. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32413. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32414. const total = contentLength ? parseInt( contentLength ) : 0;
  32415. const lengthComputable = total !== 0;
  32416. let loaded = 0;
  32417. // periodically read data into the new stream tracking while download progress
  32418. const stream = new ReadableStream( {
  32419. start( controller ) {
  32420. readData();
  32421. function readData() {
  32422. reader.read().then( ( { done, value } ) => {
  32423. if ( done ) {
  32424. controller.close();
  32425. } else {
  32426. loaded += value.byteLength;
  32427. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32428. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32429. const callback = callbacks[ i ];
  32430. if ( callback.onProgress ) callback.onProgress( event );
  32431. }
  32432. controller.enqueue( value );
  32433. readData();
  32434. }
  32435. }, ( e ) => {
  32436. controller.error( e );
  32437. } );
  32438. }
  32439. }
  32440. } );
  32441. return new Response( stream );
  32442. } else {
  32443. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32444. }
  32445. } )
  32446. .then( response => {
  32447. switch ( responseType ) {
  32448. case 'arraybuffer':
  32449. return response.arrayBuffer();
  32450. case 'blob':
  32451. return response.blob();
  32452. case 'document':
  32453. return response.text()
  32454. .then( text => {
  32455. const parser = new DOMParser();
  32456. return parser.parseFromString( text, mimeType );
  32457. } );
  32458. case 'json':
  32459. return response.json();
  32460. default:
  32461. if ( mimeType === '' ) {
  32462. return response.text();
  32463. } else {
  32464. // sniff encoding
  32465. const re = /charset="?([^;"\s]*)"?/i;
  32466. const exec = re.exec( mimeType );
  32467. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32468. const decoder = new TextDecoder( label );
  32469. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32470. }
  32471. }
  32472. } )
  32473. .then( data => {
  32474. // Add to cache only on HTTP success, so that we do not cache
  32475. // error response bodies as proper responses to requests.
  32476. Cache.add( `file:${url}`, data );
  32477. const callbacks = loading[ url ];
  32478. delete loading[ url ];
  32479. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32480. const callback = callbacks[ i ];
  32481. if ( callback.onLoad ) callback.onLoad( data );
  32482. }
  32483. } )
  32484. .catch( err => {
  32485. // Abort errors and other errors are handled the same
  32486. const callbacks = loading[ url ];
  32487. if ( callbacks === undefined ) {
  32488. // When onLoad was called and url was deleted in `loading`
  32489. this.manager.itemError( url );
  32490. throw err;
  32491. }
  32492. delete loading[ url ];
  32493. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32494. const callback = callbacks[ i ];
  32495. if ( callback.onError ) callback.onError( err );
  32496. }
  32497. this.manager.itemError( url );
  32498. } )
  32499. .finally( () => {
  32500. this.manager.itemEnd( url );
  32501. } );
  32502. this.manager.itemStart( url );
  32503. }
  32504. /**
  32505. * Sets the expected response type.
  32506. *
  32507. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32508. * @return {FileLoader} A reference to this file loader.
  32509. */
  32510. setResponseType( value ) {
  32511. this.responseType = value;
  32512. return this;
  32513. }
  32514. /**
  32515. * Sets the expected mime type of the loaded file.
  32516. *
  32517. * @param {string} value - The mime type.
  32518. * @return {FileLoader} A reference to this file loader.
  32519. */
  32520. setMimeType( value ) {
  32521. this.mimeType = value;
  32522. return this;
  32523. }
  32524. /**
  32525. * Aborts ongoing fetch requests.
  32526. *
  32527. * @return {FileLoader} A reference to this instance.
  32528. */
  32529. abort() {
  32530. this._abortController.abort();
  32531. this._abortController = new AbortController();
  32532. return this;
  32533. }
  32534. }
  32535. /**
  32536. * Class for loading animation clips in the JSON format. The files are internally
  32537. * loaded via {@link FileLoader}.
  32538. *
  32539. * ```js
  32540. * const loader = new THREE.AnimationLoader();
  32541. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32542. * ```
  32543. *
  32544. * @augments Loader
  32545. */
  32546. class AnimationLoader extends Loader {
  32547. /**
  32548. * Constructs a new animation loader.
  32549. *
  32550. * @param {LoadingManager} [manager] - The loading manager.
  32551. */
  32552. constructor( manager ) {
  32553. super( manager );
  32554. }
  32555. /**
  32556. * Starts loading from the given URL and pass the loaded animations as an array
  32557. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32558. *
  32559. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32560. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32561. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32562. * @param {onErrorCallback} onError - Executed when errors occur.
  32563. */
  32564. load( url, onLoad, onProgress, onError ) {
  32565. const scope = this;
  32566. const loader = new FileLoader( this.manager );
  32567. loader.setPath( this.path );
  32568. loader.setRequestHeader( this.requestHeader );
  32569. loader.setWithCredentials( this.withCredentials );
  32570. loader.load( url, function ( text ) {
  32571. try {
  32572. onLoad( scope.parse( JSON.parse( text ) ) );
  32573. } catch ( e ) {
  32574. if ( onError ) {
  32575. onError( e );
  32576. } else {
  32577. error( e );
  32578. }
  32579. scope.manager.itemError( url );
  32580. }
  32581. }, onProgress, onError );
  32582. }
  32583. /**
  32584. * Parses the given JSON object and returns an array of animation clips.
  32585. *
  32586. * @param {Object} json - The serialized animation clips.
  32587. * @return {Array<AnimationClip>} The parsed animation clips.
  32588. */
  32589. parse( json ) {
  32590. const animations = [];
  32591. for ( let i = 0; i < json.length; i ++ ) {
  32592. const clip = AnimationClip.parse( json[ i ] );
  32593. animations.push( clip );
  32594. }
  32595. return animations;
  32596. }
  32597. }
  32598. /**
  32599. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32600. * Textures are internally loaded via {@link FileLoader}.
  32601. *
  32602. * Derived classes have to implement the `parse()` method which holds the parsing
  32603. * for the respective format.
  32604. *
  32605. * @abstract
  32606. * @augments Loader
  32607. */
  32608. class CompressedTextureLoader extends Loader {
  32609. /**
  32610. * Constructs a new compressed texture loader.
  32611. *
  32612. * @param {LoadingManager} [manager] - The loading manager.
  32613. */
  32614. constructor( manager ) {
  32615. super( manager );
  32616. }
  32617. /**
  32618. * Starts loading from the given URL and passes the loaded compressed texture
  32619. * to the `onLoad()` callback. The method also returns a new texture object which can
  32620. * directly be used for material creation. If you do it this way, the texture
  32621. * may pop up in your scene once the respective loading process is finished.
  32622. *
  32623. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32624. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32625. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32626. * @param {onErrorCallback} onError - Executed when errors occur.
  32627. * @return {CompressedTexture} The compressed texture.
  32628. */
  32629. load( url, onLoad, onProgress, onError ) {
  32630. const scope = this;
  32631. const images = [];
  32632. const texture = new CompressedTexture();
  32633. const loader = new FileLoader( this.manager );
  32634. loader.setPath( this.path );
  32635. loader.setResponseType( 'arraybuffer' );
  32636. loader.setRequestHeader( this.requestHeader );
  32637. loader.setWithCredentials( scope.withCredentials );
  32638. let loaded = 0;
  32639. function loadTexture( i ) {
  32640. loader.load( url[ i ], function ( buffer ) {
  32641. const texDatas = scope.parse( buffer, true );
  32642. images[ i ] = {
  32643. width: texDatas.width,
  32644. height: texDatas.height,
  32645. format: texDatas.format,
  32646. mipmaps: texDatas.mipmaps
  32647. };
  32648. loaded += 1;
  32649. if ( loaded === 6 ) {
  32650. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32651. texture.image = images;
  32652. texture.format = texDatas.format;
  32653. texture.needsUpdate = true;
  32654. if ( onLoad ) onLoad( texture );
  32655. }
  32656. }, onProgress, onError );
  32657. }
  32658. if ( Array.isArray( url ) ) {
  32659. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32660. loadTexture( i );
  32661. }
  32662. } else {
  32663. // compressed cubemap texture stored in a single DDS file
  32664. loader.load( url, function ( buffer ) {
  32665. const texDatas = scope.parse( buffer, true );
  32666. if ( texDatas.isCubemap ) {
  32667. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32668. for ( let f = 0; f < faces; f ++ ) {
  32669. images[ f ] = { mipmaps: [] };
  32670. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32671. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32672. images[ f ].format = texDatas.format;
  32673. images[ f ].width = texDatas.width;
  32674. images[ f ].height = texDatas.height;
  32675. }
  32676. }
  32677. texture.image = images;
  32678. } else {
  32679. texture.image.width = texDatas.width;
  32680. texture.image.height = texDatas.height;
  32681. texture.mipmaps = texDatas.mipmaps;
  32682. }
  32683. if ( texDatas.mipmapCount === 1 ) {
  32684. texture.minFilter = LinearFilter;
  32685. }
  32686. texture.format = texDatas.format;
  32687. texture.needsUpdate = true;
  32688. if ( onLoad ) onLoad( texture );
  32689. }, onProgress, onError );
  32690. }
  32691. return texture;
  32692. }
  32693. }
  32694. const _loading = new WeakMap();
  32695. /**
  32696. * A loader for loading images. The class loads images with the HTML `Image` API.
  32697. *
  32698. * ```js
  32699. * const loader = new THREE.ImageLoader();
  32700. * const image = await loader.loadAsync( 'image.png' );
  32701. * ```
  32702. * Please note that `ImageLoader` has dropped support for progress
  32703. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32704. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32705. *
  32706. * @augments Loader
  32707. */
  32708. class ImageLoader extends Loader {
  32709. /**
  32710. * Constructs a new image loader.
  32711. *
  32712. * @param {LoadingManager} [manager] - The loading manager.
  32713. */
  32714. constructor( manager ) {
  32715. super( manager );
  32716. }
  32717. /**
  32718. * Starts loading from the given URL and passes the loaded image
  32719. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32720. * directly be used for texture creation. If you do it this way, the texture
  32721. * may pop up in your scene once the respective loading process is finished.
  32722. *
  32723. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32724. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32725. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32726. * @param {onErrorCallback} onError - Executed when errors occur.
  32727. * @return {Image} The image.
  32728. */
  32729. load( url, onLoad, onProgress, onError ) {
  32730. if ( this.path !== undefined ) url = this.path + url;
  32731. url = this.manager.resolveURL( url );
  32732. const scope = this;
  32733. const cached = Cache.get( `image:${url}` );
  32734. if ( cached !== undefined ) {
  32735. if ( cached.complete === true ) {
  32736. scope.manager.itemStart( url );
  32737. setTimeout( function () {
  32738. if ( onLoad ) onLoad( cached );
  32739. scope.manager.itemEnd( url );
  32740. }, 0 );
  32741. } else {
  32742. let arr = _loading.get( cached );
  32743. if ( arr === undefined ) {
  32744. arr = [];
  32745. _loading.set( cached, arr );
  32746. }
  32747. arr.push( { onLoad, onError } );
  32748. }
  32749. return cached;
  32750. }
  32751. const image = createElementNS( 'img' );
  32752. function onImageLoad() {
  32753. removeEventListeners();
  32754. if ( onLoad ) onLoad( this );
  32755. //
  32756. const callbacks = _loading.get( this ) || [];
  32757. for ( let i = 0; i < callbacks.length; i ++ ) {
  32758. const callback = callbacks[ i ];
  32759. if ( callback.onLoad ) callback.onLoad( this );
  32760. }
  32761. _loading.delete( this );
  32762. scope.manager.itemEnd( url );
  32763. }
  32764. function onImageError( event ) {
  32765. removeEventListeners();
  32766. if ( onError ) onError( event );
  32767. Cache.remove( `image:${url}` );
  32768. //
  32769. const callbacks = _loading.get( this ) || [];
  32770. for ( let i = 0; i < callbacks.length; i ++ ) {
  32771. const callback = callbacks[ i ];
  32772. if ( callback.onError ) callback.onError( event );
  32773. }
  32774. _loading.delete( this );
  32775. scope.manager.itemError( url );
  32776. scope.manager.itemEnd( url );
  32777. }
  32778. function removeEventListeners() {
  32779. image.removeEventListener( 'load', onImageLoad, false );
  32780. image.removeEventListener( 'error', onImageError, false );
  32781. }
  32782. image.addEventListener( 'load', onImageLoad, false );
  32783. image.addEventListener( 'error', onImageError, false );
  32784. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32785. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32786. }
  32787. Cache.add( `image:${url}`, image );
  32788. scope.manager.itemStart( url );
  32789. image.src = url;
  32790. return image;
  32791. }
  32792. }
  32793. /**
  32794. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32795. *
  32796. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32797. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32798. * like vertical and horizontal cross, column and row layouts are not supported.
  32799. *
  32800. * Note that, by convention, cube maps are specified in a coordinate system
  32801. * in which positive-x is to the right when looking up the positive-z axis --
  32802. * in other words, using a left-handed coordinate system. Since three.js uses
  32803. * a right-handed coordinate system, environment maps used in three.js will
  32804. * have pos-x and neg-x swapped.
  32805. *
  32806. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32807. * is set to `SRGBColorSpace` by default.
  32808. *
  32809. * ```js
  32810. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32811. * const cubeTexture = await loader.loadAsync( [
  32812. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32813. * ] );
  32814. * scene.background = cubeTexture;
  32815. * ```
  32816. *
  32817. * @augments Loader
  32818. */
  32819. class CubeTextureLoader extends Loader {
  32820. /**
  32821. * Constructs a new cube texture loader.
  32822. *
  32823. * @param {LoadingManager} [manager] - The loading manager.
  32824. */
  32825. constructor( manager ) {
  32826. super( manager );
  32827. }
  32828. /**
  32829. * Starts loading from the given URL and pass the fully loaded cube texture
  32830. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32831. * directly be used for material creation. If you do it this way, the cube texture
  32832. * may pop up in your scene once the respective loading process is finished.
  32833. *
  32834. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32835. * cube texture. The urls should be specified in the following order: pos-x,
  32836. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32837. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32838. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32839. * @param {onErrorCallback} onError - Executed when errors occur.
  32840. * @return {CubeTexture} The cube texture.
  32841. */
  32842. load( urls, onLoad, onProgress, onError ) {
  32843. const texture = new CubeTexture();
  32844. texture.colorSpace = SRGBColorSpace;
  32845. const loader = new ImageLoader( this.manager );
  32846. loader.setCrossOrigin( this.crossOrigin );
  32847. loader.setPath( this.path );
  32848. let loaded = 0;
  32849. function loadTexture( i ) {
  32850. loader.load( urls[ i ], function ( image ) {
  32851. texture.images[ i ] = image;
  32852. loaded ++;
  32853. if ( loaded === 6 ) {
  32854. texture.needsUpdate = true;
  32855. if ( onLoad ) onLoad( texture );
  32856. }
  32857. }, undefined, onError );
  32858. }
  32859. for ( let i = 0; i < urls.length; ++ i ) {
  32860. loadTexture( i );
  32861. }
  32862. return texture;
  32863. }
  32864. }
  32865. /**
  32866. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32867. * Textures are internally loaded via {@link FileLoader}.
  32868. *
  32869. * Derived classes have to implement the `parse()` method which holds the parsing
  32870. * for the respective format.
  32871. *
  32872. * @abstract
  32873. * @augments Loader
  32874. */
  32875. class DataTextureLoader extends Loader {
  32876. /**
  32877. * Constructs a new data texture loader.
  32878. *
  32879. * @param {LoadingManager} [manager] - The loading manager.
  32880. */
  32881. constructor( manager ) {
  32882. super( manager );
  32883. }
  32884. /**
  32885. * Starts loading from the given URL and passes the loaded data texture
  32886. * to the `onLoad()` callback. The method also returns a new texture object which can
  32887. * directly be used for material creation. If you do it this way, the texture
  32888. * may pop up in your scene once the respective loading process is finished.
  32889. *
  32890. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32891. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32892. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32893. * @param {onErrorCallback} onError - Executed when errors occur.
  32894. * @return {DataTexture} The data texture.
  32895. */
  32896. load( url, onLoad, onProgress, onError ) {
  32897. const scope = this;
  32898. const texture = new DataTexture();
  32899. const loader = new FileLoader( this.manager );
  32900. loader.setResponseType( 'arraybuffer' );
  32901. loader.setRequestHeader( this.requestHeader );
  32902. loader.setPath( this.path );
  32903. loader.setWithCredentials( scope.withCredentials );
  32904. loader.load( url, function ( buffer ) {
  32905. let texData;
  32906. try {
  32907. texData = scope.parse( buffer );
  32908. } catch ( error ) {
  32909. if ( onError !== undefined ) {
  32910. onError( error );
  32911. } else {
  32912. error( error );
  32913. return;
  32914. }
  32915. }
  32916. if ( texData.image !== undefined ) {
  32917. texture.image = texData.image;
  32918. } else if ( texData.data !== undefined ) {
  32919. texture.image.width = texData.width;
  32920. texture.image.height = texData.height;
  32921. texture.image.data = texData.data;
  32922. }
  32923. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32924. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32925. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32926. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32927. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32928. if ( texData.colorSpace !== undefined ) {
  32929. texture.colorSpace = texData.colorSpace;
  32930. }
  32931. if ( texData.flipY !== undefined ) {
  32932. texture.flipY = texData.flipY;
  32933. }
  32934. if ( texData.format !== undefined ) {
  32935. texture.format = texData.format;
  32936. }
  32937. if ( texData.type !== undefined ) {
  32938. texture.type = texData.type;
  32939. }
  32940. if ( texData.mipmaps !== undefined ) {
  32941. texture.mipmaps = texData.mipmaps;
  32942. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32943. }
  32944. if ( texData.mipmapCount === 1 ) {
  32945. texture.minFilter = LinearFilter;
  32946. }
  32947. if ( texData.generateMipmaps !== undefined ) {
  32948. texture.generateMipmaps = texData.generateMipmaps;
  32949. }
  32950. texture.needsUpdate = true;
  32951. if ( onLoad ) onLoad( texture, texData );
  32952. }, onProgress, onError );
  32953. return texture;
  32954. }
  32955. }
  32956. /**
  32957. * Class for loading textures. Images are internally
  32958. * loaded via {@link ImageLoader}.
  32959. *
  32960. * ```js
  32961. * const loader = new THREE.TextureLoader();
  32962. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32963. *
  32964. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32965. * ```
  32966. * Please note that `TextureLoader` has dropped support for progress
  32967. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32968. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  32969. *
  32970. * @augments Loader
  32971. */
  32972. class TextureLoader extends Loader {
  32973. /**
  32974. * Constructs a new texture loader.
  32975. *
  32976. * @param {LoadingManager} [manager] - The loading manager.
  32977. */
  32978. constructor( manager ) {
  32979. super( manager );
  32980. }
  32981. /**
  32982. * Starts loading from the given URL and pass the fully loaded texture
  32983. * to the `onLoad()` callback. The method also returns a new texture object which can
  32984. * directly be used for material creation. If you do it this way, the texture
  32985. * may pop up in your scene once the respective loading process is finished.
  32986. *
  32987. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32988. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32989. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32990. * @param {onErrorCallback} onError - Executed when errors occur.
  32991. * @return {Texture} The texture.
  32992. */
  32993. load( url, onLoad, onProgress, onError ) {
  32994. const texture = new Texture();
  32995. const loader = new ImageLoader( this.manager );
  32996. loader.setCrossOrigin( this.crossOrigin );
  32997. loader.setPath( this.path );
  32998. loader.load( url, function ( image ) {
  32999. texture.image = image;
  33000. texture.needsUpdate = true;
  33001. if ( onLoad !== undefined ) {
  33002. onLoad( texture );
  33003. }
  33004. }, onProgress, onError );
  33005. return texture;
  33006. }
  33007. }
  33008. /**
  33009. * Abstract base class for lights - all other light types inherit the
  33010. * properties and methods described here.
  33011. *
  33012. * @abstract
  33013. * @augments Object3D
  33014. */
  33015. class Light extends Object3D {
  33016. /**
  33017. * Constructs a new light.
  33018. *
  33019. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33020. * @param {number} [intensity=1] - The light's strength/intensity.
  33021. */
  33022. constructor( color, intensity = 1 ) {
  33023. super();
  33024. /**
  33025. * This flag can be used for type testing.
  33026. *
  33027. * @type {boolean}
  33028. * @readonly
  33029. * @default true
  33030. */
  33031. this.isLight = true;
  33032. this.type = 'Light';
  33033. /**
  33034. * The light's color.
  33035. *
  33036. * @type {Color}
  33037. */
  33038. this.color = new Color( color );
  33039. /**
  33040. * The light's intensity.
  33041. *
  33042. * @type {number}
  33043. * @default 1
  33044. */
  33045. this.intensity = intensity;
  33046. }
  33047. /**
  33048. * Frees the GPU-related resources allocated by this instance. Call this
  33049. * method whenever this instance is no longer used in your app.
  33050. */
  33051. dispose() {
  33052. // Empty here in base class; some subclasses override.
  33053. }
  33054. copy( source, recursive ) {
  33055. super.copy( source, recursive );
  33056. this.color.copy( source.color );
  33057. this.intensity = source.intensity;
  33058. return this;
  33059. }
  33060. toJSON( meta ) {
  33061. const data = super.toJSON( meta );
  33062. data.object.color = this.color.getHex();
  33063. data.object.intensity = this.intensity;
  33064. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  33065. if ( this.distance !== undefined ) data.object.distance = this.distance;
  33066. if ( this.angle !== undefined ) data.object.angle = this.angle;
  33067. if ( this.decay !== undefined ) data.object.decay = this.decay;
  33068. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  33069. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  33070. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  33071. return data;
  33072. }
  33073. }
  33074. /**
  33075. * A light source positioned directly above the scene, with color fading from
  33076. * the sky color to the ground color.
  33077. *
  33078. * This light cannot be used to cast shadows.
  33079. *
  33080. * ```js
  33081. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33082. * scene.add( light );
  33083. * ```
  33084. *
  33085. * @augments Light
  33086. */
  33087. class HemisphereLight extends Light {
  33088. /**
  33089. * Constructs a new hemisphere light.
  33090. *
  33091. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33092. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33093. * @param {number} [intensity=1] - The light's strength/intensity.
  33094. */
  33095. constructor( skyColor, groundColor, intensity ) {
  33096. super( skyColor, intensity );
  33097. /**
  33098. * This flag can be used for type testing.
  33099. *
  33100. * @type {boolean}
  33101. * @readonly
  33102. * @default true
  33103. */
  33104. this.isHemisphereLight = true;
  33105. this.type = 'HemisphereLight';
  33106. this.position.copy( Object3D.DEFAULT_UP );
  33107. this.updateMatrix();
  33108. /**
  33109. * The light's ground color.
  33110. *
  33111. * @type {Color}
  33112. */
  33113. this.groundColor = new Color( groundColor );
  33114. }
  33115. copy( source, recursive ) {
  33116. super.copy( source, recursive );
  33117. this.groundColor.copy( source.groundColor );
  33118. return this;
  33119. }
  33120. }
  33121. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  33122. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  33123. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  33124. /**
  33125. * Abstract base class for light shadow classes. These classes
  33126. * represent the shadow configuration for different light types.
  33127. *
  33128. * @abstract
  33129. */
  33130. class LightShadow {
  33131. /**
  33132. * Constructs a new light shadow.
  33133. *
  33134. * @param {Camera} camera - The light's view of the world.
  33135. */
  33136. constructor( camera ) {
  33137. /**
  33138. * The light's view of the world.
  33139. *
  33140. * @type {Camera}
  33141. */
  33142. this.camera = camera;
  33143. /**
  33144. * The intensity of the shadow. The default is `1`.
  33145. * Valid values are in the range `[0, 1]`.
  33146. *
  33147. * @type {number}
  33148. * @default 1
  33149. */
  33150. this.intensity = 1;
  33151. /**
  33152. * Shadow map bias, how much to add or subtract from the normalized depth
  33153. * when deciding whether a surface is in shadow.
  33154. *
  33155. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33156. * may help reduce artifacts in shadows.
  33157. *
  33158. * @type {number}
  33159. * @default 0
  33160. */
  33161. this.bias = 0;
  33162. /**
  33163. * Defines how much the position used to query the shadow map is offset along
  33164. * the object normal. The default is `0`. Increasing this value can be used to
  33165. * reduce shadow acne especially in large scenes where light shines onto
  33166. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33167. *
  33168. * @type {number}
  33169. * @default 0
  33170. */
  33171. this.normalBias = 0;
  33172. /**
  33173. * Setting this to values greater than 1 will blur the edges of the shadow.
  33174. * High values will cause unwanted banding effects in the shadows - a greater
  33175. * map size will allow for a higher value to be used here before these effects
  33176. * become visible.
  33177. *
  33178. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  33179. * and it is recommended to increase softness by decreasing the shadow map size instead.
  33180. *
  33181. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33182. *
  33183. * @type {number}
  33184. * @default 1
  33185. */
  33186. this.radius = 1;
  33187. /**
  33188. * The amount of samples to use when blurring a VSM shadow map.
  33189. *
  33190. * @type {number}
  33191. * @default 8
  33192. */
  33193. this.blurSamples = 8;
  33194. /**
  33195. * Defines the width and height of the shadow map. Higher values give better quality
  33196. * shadows at the cost of computation time. Values must be powers of two.
  33197. *
  33198. * @type {Vector2}
  33199. * @default (512,512)
  33200. */
  33201. this.mapSize = new Vector2( 512, 512 );
  33202. /**
  33203. * The type of shadow texture. The default is `UnsignedByteType`.
  33204. *
  33205. * @type {number}
  33206. * @default UnsignedByteType
  33207. */
  33208. this.mapType = UnsignedByteType;
  33209. /**
  33210. * The depth map generated using the internal camera; a location beyond a
  33211. * pixel's depth is in shadow. Computed internally during rendering.
  33212. *
  33213. * @type {?RenderTarget}
  33214. * @default null
  33215. */
  33216. this.map = null;
  33217. /**
  33218. * The distribution map generated using the internal camera; an occlusion is
  33219. * calculated based on the distribution of depths. Computed internally during
  33220. * rendering.
  33221. *
  33222. * @type {?RenderTarget}
  33223. * @default null
  33224. */
  33225. this.mapPass = null;
  33226. /**
  33227. * Model to shadow camera space, to compute location and depth in shadow map.
  33228. * This is computed internally during rendering.
  33229. *
  33230. * @type {Matrix4}
  33231. */
  33232. this.matrix = new Matrix4();
  33233. /**
  33234. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33235. * lighting / shadows, you may set this to `false`.
  33236. *
  33237. * @type {boolean}
  33238. * @default true
  33239. */
  33240. this.autoUpdate = true;
  33241. /**
  33242. * When set to `true`, shadow maps will be updated in the next `render` call.
  33243. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33244. * set this property to `true` and then make a render call to update the light's shadow.
  33245. *
  33246. * @type {boolean}
  33247. * @default false
  33248. */
  33249. this.needsUpdate = false;
  33250. this._frustum = new Frustum();
  33251. this._frameExtents = new Vector2( 1, 1 );
  33252. this._viewportCount = 1;
  33253. this._viewports = [
  33254. new Vector4( 0, 0, 1, 1 )
  33255. ];
  33256. }
  33257. /**
  33258. * Used internally by the renderer to get the number of viewports that need
  33259. * to be rendered for this shadow.
  33260. *
  33261. * @return {number} The viewport count.
  33262. */
  33263. getViewportCount() {
  33264. return this._viewportCount;
  33265. }
  33266. /**
  33267. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33268. *
  33269. * @return {Frustum} The shadow camera frustum.
  33270. */
  33271. getFrustum() {
  33272. return this._frustum;
  33273. }
  33274. /**
  33275. * Update the matrices for the camera and shadow, used internally by the renderer.
  33276. *
  33277. * @param {Light} light - The light for which the shadow is being rendered.
  33278. */
  33279. updateMatrices( light ) {
  33280. const shadowCamera = this.camera;
  33281. const shadowMatrix = this.matrix;
  33282. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33283. shadowCamera.position.copy( _lightPositionWorld$1 );
  33284. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33285. shadowCamera.lookAt( _lookTarget$1 );
  33286. shadowCamera.updateMatrixWorld();
  33287. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33288. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33289. if ( shadowCamera.reversedDepth ) {
  33290. shadowMatrix.set(
  33291. 0.5, 0.0, 0.0, 0.5,
  33292. 0.0, 0.5, 0.0, 0.5,
  33293. 0.0, 0.0, 1.0, 0.0,
  33294. 0.0, 0.0, 0.0, 1.0
  33295. );
  33296. } else {
  33297. shadowMatrix.set(
  33298. 0.5, 0.0, 0.0, 0.5,
  33299. 0.0, 0.5, 0.0, 0.5,
  33300. 0.0, 0.0, 0.5, 0.5,
  33301. 0.0, 0.0, 0.0, 1.0
  33302. );
  33303. }
  33304. shadowMatrix.multiply( _projScreenMatrix$1 );
  33305. }
  33306. /**
  33307. * Returns a viewport definition for the given viewport index.
  33308. *
  33309. * @param {number} viewportIndex - The viewport index.
  33310. * @return {Vector4} The viewport.
  33311. */
  33312. getViewport( viewportIndex ) {
  33313. return this._viewports[ viewportIndex ];
  33314. }
  33315. /**
  33316. * Returns the frame extends.
  33317. *
  33318. * @return {Vector2} The frame extends.
  33319. */
  33320. getFrameExtents() {
  33321. return this._frameExtents;
  33322. }
  33323. /**
  33324. * Frees the GPU-related resources allocated by this instance. Call this
  33325. * method whenever this instance is no longer used in your app.
  33326. */
  33327. dispose() {
  33328. if ( this.map ) {
  33329. this.map.dispose();
  33330. }
  33331. if ( this.mapPass ) {
  33332. this.mapPass.dispose();
  33333. }
  33334. }
  33335. /**
  33336. * Copies the values of the given light shadow instance to this instance.
  33337. *
  33338. * @param {LightShadow} source - The light shadow to copy.
  33339. * @return {LightShadow} A reference to this light shadow instance.
  33340. */
  33341. copy( source ) {
  33342. this.camera = source.camera.clone();
  33343. this.intensity = source.intensity;
  33344. this.bias = source.bias;
  33345. this.radius = source.radius;
  33346. this.autoUpdate = source.autoUpdate;
  33347. this.needsUpdate = source.needsUpdate;
  33348. this.normalBias = source.normalBias;
  33349. this.blurSamples = source.blurSamples;
  33350. this.mapSize.copy( source.mapSize );
  33351. return this;
  33352. }
  33353. /**
  33354. * Returns a new light shadow instance with copied values from this instance.
  33355. *
  33356. * @return {LightShadow} A clone of this instance.
  33357. */
  33358. clone() {
  33359. return new this.constructor().copy( this );
  33360. }
  33361. /**
  33362. * Serializes the light shadow into JSON.
  33363. *
  33364. * @return {Object} A JSON object representing the serialized light shadow.
  33365. * @see {@link ObjectLoader#parse}
  33366. */
  33367. toJSON() {
  33368. const object = {};
  33369. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33370. if ( this.bias !== 0 ) object.bias = this.bias;
  33371. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33372. if ( this.radius !== 1 ) object.radius = this.radius;
  33373. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33374. object.camera = this.camera.toJSON( false ).object;
  33375. delete object.camera.matrix;
  33376. return object;
  33377. }
  33378. }
  33379. /**
  33380. * Represents the shadow configuration of directional lights.
  33381. *
  33382. * @augments LightShadow
  33383. */
  33384. class SpotLightShadow extends LightShadow {
  33385. /**
  33386. * Constructs a new spot light shadow.
  33387. */
  33388. constructor() {
  33389. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33390. /**
  33391. * This flag can be used for type testing.
  33392. *
  33393. * @type {boolean}
  33394. * @readonly
  33395. * @default true
  33396. */
  33397. this.isSpotLightShadow = true;
  33398. /**
  33399. * Used to focus the shadow camera. The camera's field of view is set as a
  33400. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33401. *
  33402. * @type {number}
  33403. * @default 1
  33404. */
  33405. this.focus = 1;
  33406. /**
  33407. * Texture aspect ratio.
  33408. *
  33409. * @type {number}
  33410. * @default 1
  33411. */
  33412. this.aspect = 1;
  33413. }
  33414. updateMatrices( light ) {
  33415. const camera = this.camera;
  33416. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33417. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33418. const far = light.distance || camera.far;
  33419. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33420. camera.fov = fov;
  33421. camera.aspect = aspect;
  33422. camera.far = far;
  33423. camera.updateProjectionMatrix();
  33424. }
  33425. super.updateMatrices( light );
  33426. }
  33427. copy( source ) {
  33428. super.copy( source );
  33429. this.focus = source.focus;
  33430. return this;
  33431. }
  33432. }
  33433. /**
  33434. * This light gets emitted from a single point in one direction, along a cone
  33435. * that increases in size the further from the light it gets.
  33436. *
  33437. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33438. *
  33439. * ```js
  33440. * // white spotlight shining from the side, modulated by a texture
  33441. * const spotLight = new THREE.SpotLight( 0xffffff );
  33442. * spotLight.position.set( 100, 1000, 100 );
  33443. * spotLight.map = new THREE.TextureLoader().load( url );
  33444. *
  33445. * spotLight.castShadow = true;
  33446. * spotLight.shadow.mapSize.width = 1024;
  33447. * spotLight.shadow.mapSize.height = 1024;
  33448. * spotLight.shadow.camera.near = 500;
  33449. * spotLight.shadow.camera.far = 4000;
  33450. * spotLight.shadow.camera.fov = 30;s
  33451. * ```
  33452. *
  33453. * @augments Light
  33454. */
  33455. class SpotLight extends Light {
  33456. /**
  33457. * Constructs a new spot light.
  33458. *
  33459. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33460. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33461. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33462. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33463. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33464. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33465. */
  33466. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33467. super( color, intensity );
  33468. /**
  33469. * This flag can be used for type testing.
  33470. *
  33471. * @type {boolean}
  33472. * @readonly
  33473. * @default true
  33474. */
  33475. this.isSpotLight = true;
  33476. this.type = 'SpotLight';
  33477. this.position.copy( Object3D.DEFAULT_UP );
  33478. this.updateMatrix();
  33479. /**
  33480. * The spot light points from its position to the
  33481. * target's position.
  33482. *
  33483. * For the target's position to be changed to anything other
  33484. * than the default, it must be added to the scene.
  33485. *
  33486. * It is also possible to set the target to be another 3D object
  33487. * in the scene. The light will now track the target object.
  33488. *
  33489. * @type {Object3D}
  33490. */
  33491. this.target = new Object3D();
  33492. /**
  33493. * Maximum range of the light. `0` means no limit.
  33494. *
  33495. * @type {number}
  33496. * @default 0
  33497. */
  33498. this.distance = distance;
  33499. /**
  33500. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33501. *
  33502. * @type {number}
  33503. * @default Math.PI/3
  33504. */
  33505. this.angle = angle;
  33506. /**
  33507. * Percent of the spotlight cone that is attenuated due to penumbra.
  33508. * Value range is `[0,1]`.
  33509. *
  33510. * @type {number}
  33511. * @default 0
  33512. */
  33513. this.penumbra = penumbra;
  33514. /**
  33515. * The amount the light dims along the distance of the light. In context of
  33516. * physically-correct rendering the default value should not be changed.
  33517. *
  33518. * @type {number}
  33519. * @default 2
  33520. */
  33521. this.decay = decay;
  33522. /**
  33523. * A texture used to modulate the color of the light. The spot light
  33524. * color is mixed with the RGB value of this texture, with a ratio
  33525. * corresponding to its alpha value. The cookie-like masking effect is
  33526. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33527. *
  33528. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33529. *
  33530. * @type {?Texture}
  33531. * @default null
  33532. */
  33533. this.map = null;
  33534. /**
  33535. * This property holds the light's shadow configuration.
  33536. *
  33537. * @type {SpotLightShadow}
  33538. */
  33539. this.shadow = new SpotLightShadow();
  33540. }
  33541. /**
  33542. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33543. * Changing the power will also change the light's intensity.
  33544. *
  33545. * @type {number}
  33546. */
  33547. get power() {
  33548. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33549. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33550. return this.intensity * Math.PI;
  33551. }
  33552. set power( power ) {
  33553. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33554. this.intensity = power / Math.PI;
  33555. }
  33556. dispose() {
  33557. this.shadow.dispose();
  33558. }
  33559. copy( source, recursive ) {
  33560. super.copy( source, recursive );
  33561. this.distance = source.distance;
  33562. this.angle = source.angle;
  33563. this.penumbra = source.penumbra;
  33564. this.decay = source.decay;
  33565. this.target = source.target.clone();
  33566. this.shadow = source.shadow.clone();
  33567. return this;
  33568. }
  33569. }
  33570. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33571. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33572. const _lookTarget = /*@__PURE__*/ new Vector3();
  33573. /**
  33574. * Represents the shadow configuration of point lights.
  33575. *
  33576. * @augments LightShadow
  33577. */
  33578. class PointLightShadow extends LightShadow {
  33579. /**
  33580. * Constructs a new point light shadow.
  33581. */
  33582. constructor() {
  33583. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33584. /**
  33585. * This flag can be used for type testing.
  33586. *
  33587. * @type {boolean}
  33588. * @readonly
  33589. * @default true
  33590. */
  33591. this.isPointLightShadow = true;
  33592. this._frameExtents = new Vector2( 4, 2 );
  33593. this._viewportCount = 6;
  33594. this._viewports = [
  33595. // These viewports map a cube-map onto a 2D texture with the
  33596. // following orientation:
  33597. //
  33598. // xzXZ
  33599. // y Y
  33600. //
  33601. // X - Positive x direction
  33602. // x - Negative x direction
  33603. // Y - Positive y direction
  33604. // y - Negative y direction
  33605. // Z - Positive z direction
  33606. // z - Negative z direction
  33607. // positive X
  33608. new Vector4( 2, 1, 1, 1 ),
  33609. // negative X
  33610. new Vector4( 0, 1, 1, 1 ),
  33611. // positive Z
  33612. new Vector4( 3, 1, 1, 1 ),
  33613. // negative Z
  33614. new Vector4( 1, 1, 1, 1 ),
  33615. // positive Y
  33616. new Vector4( 3, 0, 1, 1 ),
  33617. // negative Y
  33618. new Vector4( 1, 0, 1, 1 )
  33619. ];
  33620. this._cubeDirections = [
  33621. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
  33622. new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
  33623. ];
  33624. this._cubeUps = [
  33625. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  33626. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33627. ];
  33628. }
  33629. /**
  33630. * Update the matrices for the camera and shadow, used internally by the renderer.
  33631. *
  33632. * @param {Light} light - The light for which the shadow is being rendered.
  33633. * @param {number} [viewportIndex=0] - The viewport index.
  33634. */
  33635. updateMatrices( light, viewportIndex = 0 ) {
  33636. const camera = this.camera;
  33637. const shadowMatrix = this.matrix;
  33638. const far = light.distance || camera.far;
  33639. if ( far !== camera.far ) {
  33640. camera.far = far;
  33641. camera.updateProjectionMatrix();
  33642. }
  33643. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33644. camera.position.copy( _lightPositionWorld );
  33645. _lookTarget.copy( camera.position );
  33646. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  33647. camera.up.copy( this._cubeUps[ viewportIndex ] );
  33648. camera.lookAt( _lookTarget );
  33649. camera.updateMatrixWorld();
  33650. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33651. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33652. this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
  33653. }
  33654. }
  33655. /**
  33656. * A light that gets emitted from a single point in all directions. A common
  33657. * use case for this is to replicate the light emitted from a bare
  33658. * lightbulb.
  33659. *
  33660. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33661. *
  33662. * ```js
  33663. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33664. * light.position.set( 50, 50, 50 );
  33665. * scene.add( light );
  33666. * ```
  33667. *
  33668. * @augments Light
  33669. */
  33670. class PointLight extends Light {
  33671. /**
  33672. * Constructs a new point light.
  33673. *
  33674. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33675. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33676. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33677. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33678. */
  33679. constructor( color, intensity, distance = 0, decay = 2 ) {
  33680. super( color, intensity );
  33681. /**
  33682. * This flag can be used for type testing.
  33683. *
  33684. * @type {boolean}
  33685. * @readonly
  33686. * @default true
  33687. */
  33688. this.isPointLight = true;
  33689. this.type = 'PointLight';
  33690. /**
  33691. * When distance is zero, light will attenuate according to inverse-square
  33692. * law to infinite distance. When distance is non-zero, light will attenuate
  33693. * according to inverse-square law until near the distance cutoff, where it
  33694. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33695. * physically correct.
  33696. *
  33697. * @type {number}
  33698. * @default 0
  33699. */
  33700. this.distance = distance;
  33701. /**
  33702. * The amount the light dims along the distance of the light. In context of
  33703. * physically-correct rendering the default value should not be changed.
  33704. *
  33705. * @type {number}
  33706. * @default 2
  33707. */
  33708. this.decay = decay;
  33709. /**
  33710. * This property holds the light's shadow configuration.
  33711. *
  33712. * @type {PointLightShadow}
  33713. */
  33714. this.shadow = new PointLightShadow();
  33715. }
  33716. /**
  33717. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33718. * Changing the power will also change the light's intensity.
  33719. *
  33720. * @type {number}
  33721. */
  33722. get power() {
  33723. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33724. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33725. return this.intensity * 4 * Math.PI;
  33726. }
  33727. set power( power ) {
  33728. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33729. this.intensity = power / ( 4 * Math.PI );
  33730. }
  33731. dispose() {
  33732. this.shadow.dispose();
  33733. }
  33734. copy( source, recursive ) {
  33735. super.copy( source, recursive );
  33736. this.distance = source.distance;
  33737. this.decay = source.decay;
  33738. this.shadow = source.shadow.clone();
  33739. return this;
  33740. }
  33741. }
  33742. /**
  33743. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  33744. *
  33745. * In this projection mode, an object's size in the rendered image stays
  33746. * constant regardless of its distance from the camera. This can be useful
  33747. * for rendering 2D scenes and UI elements, amongst other things.
  33748. *
  33749. * ```js
  33750. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33751. * scene.add( camera );
  33752. * ```
  33753. *
  33754. * @augments Camera
  33755. */
  33756. class OrthographicCamera extends Camera {
  33757. /**
  33758. * Constructs a new orthographic camera.
  33759. *
  33760. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33761. * @param {number} [right=1] - The right plane of the camera's frustum.
  33762. * @param {number} [top=1] - The top plane of the camera's frustum.
  33763. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33764. * @param {number} [near=0.1] - The camera's near plane.
  33765. * @param {number} [far=2000] - The camera's far plane.
  33766. */
  33767. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33768. super();
  33769. /**
  33770. * This flag can be used for type testing.
  33771. *
  33772. * @type {boolean}
  33773. * @readonly
  33774. * @default true
  33775. */
  33776. this.isOrthographicCamera = true;
  33777. this.type = 'OrthographicCamera';
  33778. /**
  33779. * The zoom factor of the camera.
  33780. *
  33781. * @type {number}
  33782. * @default 1
  33783. */
  33784. this.zoom = 1;
  33785. /**
  33786. * Represents the frustum window specification. This property should not be edited
  33787. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33788. *
  33789. * @type {?Object}
  33790. * @default null
  33791. */
  33792. this.view = null;
  33793. /**
  33794. * The left plane of the camera's frustum.
  33795. *
  33796. * @type {number}
  33797. * @default -1
  33798. */
  33799. this.left = left;
  33800. /**
  33801. * The right plane of the camera's frustum.
  33802. *
  33803. * @type {number}
  33804. * @default 1
  33805. */
  33806. this.right = right;
  33807. /**
  33808. * The top plane of the camera's frustum.
  33809. *
  33810. * @type {number}
  33811. * @default 1
  33812. */
  33813. this.top = top;
  33814. /**
  33815. * The bottom plane of the camera's frustum.
  33816. *
  33817. * @type {number}
  33818. * @default -1
  33819. */
  33820. this.bottom = bottom;
  33821. /**
  33822. * The camera's near plane. The valid range is greater than `0`
  33823. * and less than the current value of {@link OrthographicCamera#far}.
  33824. *
  33825. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33826. * valid value for an orthographic camera's near plane.
  33827. *
  33828. * @type {number}
  33829. * @default 0.1
  33830. */
  33831. this.near = near;
  33832. /**
  33833. * The camera's far plane. Must be greater than the
  33834. * current value of {@link OrthographicCamera#near}.
  33835. *
  33836. * @type {number}
  33837. * @default 2000
  33838. */
  33839. this.far = far;
  33840. this.updateProjectionMatrix();
  33841. }
  33842. copy( source, recursive ) {
  33843. super.copy( source, recursive );
  33844. this.left = source.left;
  33845. this.right = source.right;
  33846. this.top = source.top;
  33847. this.bottom = source.bottom;
  33848. this.near = source.near;
  33849. this.far = source.far;
  33850. this.zoom = source.zoom;
  33851. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33852. return this;
  33853. }
  33854. /**
  33855. * Sets an offset in a larger frustum. This is useful for multi-window or
  33856. * multi-monitor/multi-machine setups.
  33857. *
  33858. * @param {number} fullWidth - The full width of multiview setup.
  33859. * @param {number} fullHeight - The full height of multiview setup.
  33860. * @param {number} x - The horizontal offset of the subcamera.
  33861. * @param {number} y - The vertical offset of the subcamera.
  33862. * @param {number} width - The width of subcamera.
  33863. * @param {number} height - The height of subcamera.
  33864. * @see {@link PerspectiveCamera#setViewOffset}
  33865. */
  33866. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33867. if ( this.view === null ) {
  33868. this.view = {
  33869. enabled: true,
  33870. fullWidth: 1,
  33871. fullHeight: 1,
  33872. offsetX: 0,
  33873. offsetY: 0,
  33874. width: 1,
  33875. height: 1
  33876. };
  33877. }
  33878. this.view.enabled = true;
  33879. this.view.fullWidth = fullWidth;
  33880. this.view.fullHeight = fullHeight;
  33881. this.view.offsetX = x;
  33882. this.view.offsetY = y;
  33883. this.view.width = width;
  33884. this.view.height = height;
  33885. this.updateProjectionMatrix();
  33886. }
  33887. /**
  33888. * Removes the view offset from the projection matrix.
  33889. */
  33890. clearViewOffset() {
  33891. if ( this.view !== null ) {
  33892. this.view.enabled = false;
  33893. }
  33894. this.updateProjectionMatrix();
  33895. }
  33896. /**
  33897. * Updates the camera's projection matrix. Must be called after any change of
  33898. * camera properties.
  33899. */
  33900. updateProjectionMatrix() {
  33901. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33902. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33903. const cx = ( this.right + this.left ) / 2;
  33904. const cy = ( this.top + this.bottom ) / 2;
  33905. let left = cx - dx;
  33906. let right = cx + dx;
  33907. let top = cy + dy;
  33908. let bottom = cy - dy;
  33909. if ( this.view !== null && this.view.enabled ) {
  33910. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33911. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33912. left += scaleW * this.view.offsetX;
  33913. right = left + scaleW * this.view.width;
  33914. top -= scaleH * this.view.offsetY;
  33915. bottom = top - scaleH * this.view.height;
  33916. }
  33917. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  33918. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33919. }
  33920. toJSON( meta ) {
  33921. const data = super.toJSON( meta );
  33922. data.object.zoom = this.zoom;
  33923. data.object.left = this.left;
  33924. data.object.right = this.right;
  33925. data.object.top = this.top;
  33926. data.object.bottom = this.bottom;
  33927. data.object.near = this.near;
  33928. data.object.far = this.far;
  33929. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33930. return data;
  33931. }
  33932. }
  33933. /**
  33934. * Represents the shadow configuration of directional lights.
  33935. *
  33936. * @augments LightShadow
  33937. */
  33938. class DirectionalLightShadow extends LightShadow {
  33939. /**
  33940. * Constructs a new directional light shadow.
  33941. */
  33942. constructor() {
  33943. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  33944. /**
  33945. * This flag can be used for type testing.
  33946. *
  33947. * @type {boolean}
  33948. * @readonly
  33949. * @default true
  33950. */
  33951. this.isDirectionalLightShadow = true;
  33952. }
  33953. }
  33954. /**
  33955. * A light that gets emitted in a specific direction. This light will behave
  33956. * as though it is infinitely far away and the rays produced from it are all
  33957. * parallel. The common use case for this is to simulate daylight; the sun is
  33958. * far enough away that its position can be considered to be infinite, and
  33959. * all light rays coming from it are parallel.
  33960. *
  33961. * A common point of confusion for directional lights is that setting the
  33962. * rotation has no effect. This is because three.js's DirectionalLight is the
  33963. * equivalent to what is often called a 'Target Direct Light' in other
  33964. * applications.
  33965. *
  33966. * This means that its direction is calculated as pointing from the light's
  33967. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33968. * (as opposed to a 'Free Direct Light' that just has a rotation
  33969. * component).
  33970. *
  33971. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33972. *
  33973. * ```js
  33974. * // White directional light at half intensity shining from the top.
  33975. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33976. * scene.add( directionalLight );
  33977. * ```
  33978. *
  33979. * @augments Light
  33980. */
  33981. class DirectionalLight extends Light {
  33982. /**
  33983. * Constructs a new directional light.
  33984. *
  33985. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33986. * @param {number} [intensity=1] - The light's strength/intensity.
  33987. */
  33988. constructor( color, intensity ) {
  33989. super( color, intensity );
  33990. /**
  33991. * This flag can be used for type testing.
  33992. *
  33993. * @type {boolean}
  33994. * @readonly
  33995. * @default true
  33996. */
  33997. this.isDirectionalLight = true;
  33998. this.type = 'DirectionalLight';
  33999. this.position.copy( Object3D.DEFAULT_UP );
  34000. this.updateMatrix();
  34001. /**
  34002. * The directional light points from its position to the
  34003. * target's position.
  34004. *
  34005. * For the target's position to be changed to anything other
  34006. * than the default, it must be added to the scene.
  34007. *
  34008. * It is also possible to set the target to be another 3D object
  34009. * in the scene. The light will now track the target object.
  34010. *
  34011. * @type {Object3D}
  34012. */
  34013. this.target = new Object3D();
  34014. /**
  34015. * This property holds the light's shadow configuration.
  34016. *
  34017. * @type {DirectionalLightShadow}
  34018. */
  34019. this.shadow = new DirectionalLightShadow();
  34020. }
  34021. dispose() {
  34022. this.shadow.dispose();
  34023. }
  34024. copy( source ) {
  34025. super.copy( source );
  34026. this.target = source.target.clone();
  34027. this.shadow = source.shadow.clone();
  34028. return this;
  34029. }
  34030. }
  34031. /**
  34032. * This light globally illuminates all objects in the scene equally.
  34033. *
  34034. * It cannot be used to cast shadows as it does not have a direction.
  34035. *
  34036. * ```js
  34037. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34038. * scene.add( light );
  34039. * ```
  34040. *
  34041. * @augments Light
  34042. */
  34043. class AmbientLight extends Light {
  34044. /**
  34045. * Constructs a new ambient light.
  34046. *
  34047. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34048. * @param {number} [intensity=1] - The light's strength/intensity.
  34049. */
  34050. constructor( color, intensity ) {
  34051. super( color, intensity );
  34052. /**
  34053. * This flag can be used for type testing.
  34054. *
  34055. * @type {boolean}
  34056. * @readonly
  34057. * @default true
  34058. */
  34059. this.isAmbientLight = true;
  34060. this.type = 'AmbientLight';
  34061. }
  34062. }
  34063. /**
  34064. * This class emits light uniformly across the face a rectangular plane.
  34065. * This light type can be used to simulate light sources such as bright
  34066. * windows or strip lighting.
  34067. *
  34068. * Important Notes:
  34069. *
  34070. * - There is no shadow support.
  34071. * - Only PBR materials are supported.
  34072. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34073. * into your app and init the uniforms/textures.
  34074. *
  34075. * ```js
  34076. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34077. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34078. *
  34079. * const intensity = 1; const width = 10; const height = 10;
  34080. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34081. * rectLight.position.set( 5, 5, 0 );
  34082. * rectLight.lookAt( 0, 0, 0 );
  34083. * scene.add( rectLight )
  34084. * ```
  34085. *
  34086. * @augments Light
  34087. */
  34088. class RectAreaLight extends Light {
  34089. /**
  34090. * Constructs a new area light.
  34091. *
  34092. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34093. * @param {number} [intensity=1] - The light's strength/intensity.
  34094. * @param {number} [width=10] - The width of the light.
  34095. * @param {number} [height=10] - The height of the light.
  34096. */
  34097. constructor( color, intensity, width = 10, height = 10 ) {
  34098. super( color, intensity );
  34099. /**
  34100. * This flag can be used for type testing.
  34101. *
  34102. * @type {boolean}
  34103. * @readonly
  34104. * @default true
  34105. */
  34106. this.isRectAreaLight = true;
  34107. this.type = 'RectAreaLight';
  34108. /**
  34109. * The width of the light.
  34110. *
  34111. * @type {number}
  34112. * @default 10
  34113. */
  34114. this.width = width;
  34115. /**
  34116. * The height of the light.
  34117. *
  34118. * @type {number}
  34119. * @default 10
  34120. */
  34121. this.height = height;
  34122. }
  34123. /**
  34124. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34125. * Changing the power will also change the light's intensity.
  34126. *
  34127. * @type {number}
  34128. */
  34129. get power() {
  34130. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34131. return this.intensity * this.width * this.height * Math.PI;
  34132. }
  34133. set power( power ) {
  34134. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34135. this.intensity = power / ( this.width * this.height * Math.PI );
  34136. }
  34137. copy( source ) {
  34138. super.copy( source );
  34139. this.width = source.width;
  34140. this.height = source.height;
  34141. return this;
  34142. }
  34143. toJSON( meta ) {
  34144. const data = super.toJSON( meta );
  34145. data.object.width = this.width;
  34146. data.object.height = this.height;
  34147. return data;
  34148. }
  34149. }
  34150. /**
  34151. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34152. * to encode lighting information.
  34153. *
  34154. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34155. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34156. */
  34157. class SphericalHarmonics3 {
  34158. /**
  34159. * Constructs a new spherical harmonics.
  34160. */
  34161. constructor() {
  34162. /**
  34163. * This flag can be used for type testing.
  34164. *
  34165. * @type {boolean}
  34166. * @readonly
  34167. * @default true
  34168. */
  34169. this.isSphericalHarmonics3 = true;
  34170. /**
  34171. * An array holding the (9) SH coefficients.
  34172. *
  34173. * @type {Array<Vector3>}
  34174. */
  34175. this.coefficients = [];
  34176. for ( let i = 0; i < 9; i ++ ) {
  34177. this.coefficients.push( new Vector3() );
  34178. }
  34179. }
  34180. /**
  34181. * Sets the given SH coefficients to this instance by copying
  34182. * the values.
  34183. *
  34184. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34185. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34186. */
  34187. set( coefficients ) {
  34188. for ( let i = 0; i < 9; i ++ ) {
  34189. this.coefficients[ i ].copy( coefficients[ i ] );
  34190. }
  34191. return this;
  34192. }
  34193. /**
  34194. * Sets all SH coefficients to `0`.
  34195. *
  34196. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34197. */
  34198. zero() {
  34199. for ( let i = 0; i < 9; i ++ ) {
  34200. this.coefficients[ i ].set( 0, 0, 0 );
  34201. }
  34202. return this;
  34203. }
  34204. /**
  34205. * Returns the radiance in the direction of the given normal.
  34206. *
  34207. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34208. * @param {Vector3} target - The target vector that is used to store the method's result.
  34209. * @return {Vector3} The radiance.
  34210. */
  34211. getAt( normal, target ) {
  34212. // normal is assumed to be unit length
  34213. const x = normal.x, y = normal.y, z = normal.z;
  34214. const coeff = this.coefficients;
  34215. // band 0
  34216. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34217. // band 1
  34218. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34219. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34220. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34221. // band 2
  34222. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34223. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34224. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34225. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34226. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34227. return target;
  34228. }
  34229. /**
  34230. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34231. * direction of the given normal.
  34232. *
  34233. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34234. * @param {Vector3} target - The target vector that is used to store the method's result.
  34235. * @return {Vector3} The irradiance.
  34236. */
  34237. getIrradianceAt( normal, target ) {
  34238. // normal is assumed to be unit length
  34239. const x = normal.x, y = normal.y, z = normal.z;
  34240. const coeff = this.coefficients;
  34241. // band 0
  34242. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34243. // band 1
  34244. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34245. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34246. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34247. // band 2
  34248. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34249. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34250. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34251. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34252. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34253. return target;
  34254. }
  34255. /**
  34256. * Adds the given SH to this instance.
  34257. *
  34258. * @param {SphericalHarmonics3} sh - The SH to add.
  34259. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34260. */
  34261. add( sh ) {
  34262. for ( let i = 0; i < 9; i ++ ) {
  34263. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34264. }
  34265. return this;
  34266. }
  34267. /**
  34268. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34269. * {@link SphericalHarmonics3#scale} at once.
  34270. *
  34271. * @param {SphericalHarmonics3} sh - The SH to add.
  34272. * @param {number} s - The scale factor.
  34273. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34274. */
  34275. addScaledSH( sh, s ) {
  34276. for ( let i = 0; i < 9; i ++ ) {
  34277. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34278. }
  34279. return this;
  34280. }
  34281. /**
  34282. * Scales this SH by the given scale factor.
  34283. *
  34284. * @param {number} s - The scale factor.
  34285. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34286. */
  34287. scale( s ) {
  34288. for ( let i = 0; i < 9; i ++ ) {
  34289. this.coefficients[ i ].multiplyScalar( s );
  34290. }
  34291. return this;
  34292. }
  34293. /**
  34294. * Linear interpolates between the given SH and this instance by the given
  34295. * alpha factor.
  34296. *
  34297. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34298. * @param {number} alpha - The alpha factor.
  34299. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34300. */
  34301. lerp( sh, alpha ) {
  34302. for ( let i = 0; i < 9; i ++ ) {
  34303. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34304. }
  34305. return this;
  34306. }
  34307. /**
  34308. * Returns `true` if this spherical harmonics is equal with the given one.
  34309. *
  34310. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34311. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34312. */
  34313. equals( sh ) {
  34314. for ( let i = 0; i < 9; i ++ ) {
  34315. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34316. return false;
  34317. }
  34318. }
  34319. return true;
  34320. }
  34321. /**
  34322. * Copies the values of the given spherical harmonics to this instance.
  34323. *
  34324. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34325. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34326. */
  34327. copy( sh ) {
  34328. return this.set( sh.coefficients );
  34329. }
  34330. /**
  34331. * Returns a new spherical harmonics with copied values from this instance.
  34332. *
  34333. * @return {SphericalHarmonics3} A clone of this instance.
  34334. */
  34335. clone() {
  34336. return new this.constructor().copy( this );
  34337. }
  34338. /**
  34339. * Sets the SH coefficients of this instance from the given array.
  34340. *
  34341. * @param {Array<number>} array - An array holding the SH coefficients.
  34342. * @param {number} [offset=0] - The array offset where to start copying.
  34343. * @return {SphericalHarmonics3} A clone of this instance.
  34344. */
  34345. fromArray( array, offset = 0 ) {
  34346. const coefficients = this.coefficients;
  34347. for ( let i = 0; i < 9; i ++ ) {
  34348. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34349. }
  34350. return this;
  34351. }
  34352. /**
  34353. * Returns an array with the SH coefficients, or copies them into the provided
  34354. * array. The coefficients are represented as numbers.
  34355. *
  34356. * @param {Array<number>} [array=[]] - The target array.
  34357. * @param {number} [offset=0] - The array offset where to start copying.
  34358. * @return {Array<number>} An array with flat SH coefficients.
  34359. */
  34360. toArray( array = [], offset = 0 ) {
  34361. const coefficients = this.coefficients;
  34362. for ( let i = 0; i < 9; i ++ ) {
  34363. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34364. }
  34365. return array;
  34366. }
  34367. /**
  34368. * Computes the SH basis for the given normal vector.
  34369. *
  34370. * @param {Vector3} normal - The normal.
  34371. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34372. */
  34373. static getBasisAt( normal, shBasis ) {
  34374. // normal is assumed to be unit length
  34375. const x = normal.x, y = normal.y, z = normal.z;
  34376. // band 0
  34377. shBasis[ 0 ] = 0.282095;
  34378. // band 1
  34379. shBasis[ 1 ] = 0.488603 * y;
  34380. shBasis[ 2 ] = 0.488603 * z;
  34381. shBasis[ 3 ] = 0.488603 * x;
  34382. // band 2
  34383. shBasis[ 4 ] = 1.092548 * x * y;
  34384. shBasis[ 5 ] = 1.092548 * y * z;
  34385. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34386. shBasis[ 7 ] = 1.092548 * x * z;
  34387. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34388. }
  34389. }
  34390. /**
  34391. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34392. * classical light sources (e.g. directional, point or spot lights), light
  34393. * probes do not emit light. Instead they store information about light
  34394. * passing through 3D space. During rendering, the light that hits a 3D
  34395. * object is approximated by using the data from the light probe.
  34396. *
  34397. * Light probes are usually created from (radiance) environment maps. The
  34398. * class {@link LightProbeGenerator} can be used to create light probes from
  34399. * cube textures or render targets. However, light estimation data could also
  34400. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34401. * augmented reality content that reacts to real world lighting.
  34402. *
  34403. * The current probe implementation in three.js supports so-called diffuse
  34404. * light probes. This type of light probe is functionally equivalent to an
  34405. * irradiance environment map.
  34406. *
  34407. * @augments Light
  34408. */
  34409. class LightProbe extends Light {
  34410. /**
  34411. * Constructs a new light probe.
  34412. *
  34413. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34414. * @param {number} [intensity=1] - The light's strength/intensity.
  34415. */
  34416. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34417. super( undefined, intensity );
  34418. /**
  34419. * This flag can be used for type testing.
  34420. *
  34421. * @type {boolean}
  34422. * @readonly
  34423. * @default true
  34424. */
  34425. this.isLightProbe = true;
  34426. /**
  34427. * A light probe uses spherical harmonics to encode lighting information.
  34428. *
  34429. * @type {SphericalHarmonics3}
  34430. */
  34431. this.sh = sh;
  34432. }
  34433. copy( source ) {
  34434. super.copy( source );
  34435. this.sh.copy( source.sh );
  34436. return this;
  34437. }
  34438. /**
  34439. * Deserializes the light prove from the given JSON.
  34440. *
  34441. * @param {Object} json - The JSON holding the serialized light probe.
  34442. * @return {LightProbe} A reference to this light probe.
  34443. */
  34444. fromJSON( json ) {
  34445. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34446. this.sh.fromArray( json.sh );
  34447. return this;
  34448. }
  34449. toJSON( meta ) {
  34450. const data = super.toJSON( meta );
  34451. data.object.sh = this.sh.toArray();
  34452. return data;
  34453. }
  34454. }
  34455. /**
  34456. * Class for loading geometries. The files are internally
  34457. * loaded via {@link FileLoader}.
  34458. *
  34459. * ```js
  34460. * const loader = new THREE.MaterialLoader();
  34461. * const material = await loader.loadAsync( 'material.json' );
  34462. * ```
  34463. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34464. *
  34465. * @augments Loader
  34466. */
  34467. class MaterialLoader extends Loader {
  34468. /**
  34469. * Constructs a new material loader.
  34470. *
  34471. * @param {LoadingManager} [manager] - The loading manager.
  34472. */
  34473. constructor( manager ) {
  34474. super( manager );
  34475. /**
  34476. * A dictionary holding textures used by the material.
  34477. *
  34478. * @type {Object<string,Texture>}
  34479. */
  34480. this.textures = {};
  34481. }
  34482. /**
  34483. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34484. *
  34485. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34486. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34487. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34488. * @param {onErrorCallback} onError - Executed when errors occur.
  34489. */
  34490. load( url, onLoad, onProgress, onError ) {
  34491. const scope = this;
  34492. const loader = new FileLoader( scope.manager );
  34493. loader.setPath( scope.path );
  34494. loader.setRequestHeader( scope.requestHeader );
  34495. loader.setWithCredentials( scope.withCredentials );
  34496. loader.load( url, function ( text ) {
  34497. try {
  34498. onLoad( scope.parse( JSON.parse( text ) ) );
  34499. } catch ( e ) {
  34500. if ( onError ) {
  34501. onError( e );
  34502. } else {
  34503. error( e );
  34504. }
  34505. scope.manager.itemError( url );
  34506. }
  34507. }, onProgress, onError );
  34508. }
  34509. /**
  34510. * Parses the given JSON object and returns a material.
  34511. *
  34512. * @param {Object} json - The serialized material.
  34513. * @return {Material} The parsed material.
  34514. */
  34515. parse( json ) {
  34516. const textures = this.textures;
  34517. function getTexture( name ) {
  34518. if ( textures[ name ] === undefined ) {
  34519. warn( 'MaterialLoader: Undefined texture', name );
  34520. }
  34521. return textures[ name ];
  34522. }
  34523. const material = this.createMaterialFromType( json.type );
  34524. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34525. if ( json.name !== undefined ) material.name = json.name;
  34526. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34527. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34528. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34529. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34530. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34531. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34532. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34533. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34534. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34535. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34536. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34537. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34538. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34539. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34540. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34541. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34542. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34543. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34544. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34545. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34546. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34547. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34548. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34549. if ( json.fog !== undefined ) material.fog = json.fog;
  34550. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34551. if ( json.blending !== undefined ) material.blending = json.blending;
  34552. if ( json.combine !== undefined ) material.combine = json.combine;
  34553. if ( json.side !== undefined ) material.side = json.side;
  34554. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34555. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34556. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34557. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34558. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34559. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34560. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34561. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34562. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34563. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34564. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34565. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34566. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34567. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34568. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34569. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34570. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34571. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34572. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34573. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34574. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34575. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34576. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34577. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34578. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34579. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34580. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34581. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34582. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34583. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34584. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34585. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34586. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34587. if ( json.scale !== undefined ) material.scale = json.scale;
  34588. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34589. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34590. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34591. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34592. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34593. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34594. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34595. if ( json.visible !== undefined ) material.visible = json.visible;
  34596. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34597. if ( json.userData !== undefined ) material.userData = json.userData;
  34598. if ( json.vertexColors !== undefined ) {
  34599. if ( typeof json.vertexColors === 'number' ) {
  34600. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34601. } else {
  34602. material.vertexColors = json.vertexColors;
  34603. }
  34604. }
  34605. // Shader Material
  34606. if ( json.uniforms !== undefined ) {
  34607. for ( const name in json.uniforms ) {
  34608. const uniform = json.uniforms[ name ];
  34609. material.uniforms[ name ] = {};
  34610. switch ( uniform.type ) {
  34611. case 't':
  34612. material.uniforms[ name ].value = getTexture( uniform.value );
  34613. break;
  34614. case 'c':
  34615. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34616. break;
  34617. case 'v2':
  34618. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34619. break;
  34620. case 'v3':
  34621. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34622. break;
  34623. case 'v4':
  34624. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34625. break;
  34626. case 'm3':
  34627. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34628. break;
  34629. case 'm4':
  34630. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34631. break;
  34632. default:
  34633. material.uniforms[ name ].value = uniform.value;
  34634. }
  34635. }
  34636. }
  34637. if ( json.defines !== undefined ) material.defines = json.defines;
  34638. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34639. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34640. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34641. if ( json.extensions !== undefined ) {
  34642. for ( const key in json.extensions ) {
  34643. material.extensions[ key ] = json.extensions[ key ];
  34644. }
  34645. }
  34646. if ( json.lights !== undefined ) material.lights = json.lights;
  34647. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34648. // for PointsMaterial
  34649. if ( json.size !== undefined ) material.size = json.size;
  34650. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34651. // maps
  34652. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34653. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34654. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34655. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34656. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34657. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34658. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34659. if ( json.normalScale !== undefined ) {
  34660. let normalScale = json.normalScale;
  34661. if ( Array.isArray( normalScale ) === false ) {
  34662. // Blender exporter used to export a scalar. See #7459
  34663. normalScale = [ normalScale, normalScale ];
  34664. }
  34665. material.normalScale = new Vector2().fromArray( normalScale );
  34666. }
  34667. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34668. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34669. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34670. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34671. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34672. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34673. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34674. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34675. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34676. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34677. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34678. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34679. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34680. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34681. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34682. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34683. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34684. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34685. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34686. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34687. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34688. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34689. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34690. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34691. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34692. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34693. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34694. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34695. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34696. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34697. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34698. return material;
  34699. }
  34700. /**
  34701. * Textures are not embedded in the material JSON so they have
  34702. * to be injected before the loading process starts.
  34703. *
  34704. * @param {Object} value - A dictionary holding textures for material properties.
  34705. * @return {MaterialLoader} A reference to this material loader.
  34706. */
  34707. setTextures( value ) {
  34708. this.textures = value;
  34709. return this;
  34710. }
  34711. /**
  34712. * Creates a material for the given type.
  34713. *
  34714. * @param {string} type - The material type.
  34715. * @return {Material} The new material.
  34716. */
  34717. createMaterialFromType( type ) {
  34718. return MaterialLoader.createMaterialFromType( type );
  34719. }
  34720. /**
  34721. * Creates a material for the given type.
  34722. *
  34723. * @static
  34724. * @param {string} type - The material type.
  34725. * @return {Material} The new material.
  34726. */
  34727. static createMaterialFromType( type ) {
  34728. const materialLib = {
  34729. ShadowMaterial,
  34730. SpriteMaterial,
  34731. RawShaderMaterial,
  34732. ShaderMaterial,
  34733. PointsMaterial,
  34734. MeshPhysicalMaterial,
  34735. MeshStandardMaterial,
  34736. MeshPhongMaterial,
  34737. MeshToonMaterial,
  34738. MeshNormalMaterial,
  34739. MeshLambertMaterial,
  34740. MeshDepthMaterial,
  34741. MeshDistanceMaterial,
  34742. MeshBasicMaterial,
  34743. MeshMatcapMaterial,
  34744. LineDashedMaterial,
  34745. LineBasicMaterial,
  34746. Material
  34747. };
  34748. return new materialLib[ type ]();
  34749. }
  34750. }
  34751. /**
  34752. * A class with loader utility functions.
  34753. */
  34754. class LoaderUtils {
  34755. /**
  34756. * Extracts the base URL from the given URL.
  34757. *
  34758. * @param {string} url -The URL to extract the base URL from.
  34759. * @return {string} The extracted base URL.
  34760. */
  34761. static extractUrlBase( url ) {
  34762. const index = url.lastIndexOf( '/' );
  34763. if ( index === -1 ) return './';
  34764. return url.slice( 0, index + 1 );
  34765. }
  34766. /**
  34767. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34768. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34769. * string.
  34770. *
  34771. * @param {string} url -The URL to resolve.
  34772. * @param {string} path - The base path for relative URLs to be resolved against.
  34773. * @return {string} The resolved URL.
  34774. */
  34775. static resolveURL( url, path ) {
  34776. // Invalid URL
  34777. if ( typeof url !== 'string' || url === '' ) return '';
  34778. // Host Relative URL
  34779. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34780. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34781. }
  34782. // Absolute URL http://,https://,//
  34783. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34784. // Data URI
  34785. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34786. // Blob URL
  34787. if ( /^blob:.*$/i.test( url ) ) return url;
  34788. // Relative URL
  34789. return path + url;
  34790. }
  34791. }
  34792. /**
  34793. * An instanced version of a geometry.
  34794. */
  34795. class InstancedBufferGeometry extends BufferGeometry {
  34796. /**
  34797. * Constructs a new instanced buffer geometry.
  34798. */
  34799. constructor() {
  34800. super();
  34801. /**
  34802. * This flag can be used for type testing.
  34803. *
  34804. * @type {boolean}
  34805. * @readonly
  34806. * @default true
  34807. */
  34808. this.isInstancedBufferGeometry = true;
  34809. this.type = 'InstancedBufferGeometry';
  34810. /**
  34811. * The instance count.
  34812. *
  34813. * @type {number}
  34814. * @default Infinity
  34815. */
  34816. this.instanceCount = Infinity;
  34817. }
  34818. copy( source ) {
  34819. super.copy( source );
  34820. this.instanceCount = source.instanceCount;
  34821. return this;
  34822. }
  34823. toJSON() {
  34824. const data = super.toJSON();
  34825. data.instanceCount = this.instanceCount;
  34826. data.isInstancedBufferGeometry = true;
  34827. return data;
  34828. }
  34829. }
  34830. /**
  34831. * Class for loading geometries. The files are internally
  34832. * loaded via {@link FileLoader}.
  34833. *
  34834. * ```js
  34835. * const loader = new THREE.BufferGeometryLoader();
  34836. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34837. *
  34838. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34839. * const object = new THREE.Mesh( geometry, material );
  34840. * scene.add( object );
  34841. * ```
  34842. *
  34843. * @augments Loader
  34844. */
  34845. class BufferGeometryLoader extends Loader {
  34846. /**
  34847. * Constructs a new geometry loader.
  34848. *
  34849. * @param {LoadingManager} [manager] - The loading manager.
  34850. */
  34851. constructor( manager ) {
  34852. super( manager );
  34853. }
  34854. /**
  34855. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34856. *
  34857. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34858. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34859. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34860. * @param {onErrorCallback} onError - Executed when errors occur.
  34861. */
  34862. load( url, onLoad, onProgress, onError ) {
  34863. const scope = this;
  34864. const loader = new FileLoader( scope.manager );
  34865. loader.setPath( scope.path );
  34866. loader.setRequestHeader( scope.requestHeader );
  34867. loader.setWithCredentials( scope.withCredentials );
  34868. loader.load( url, function ( text ) {
  34869. try {
  34870. onLoad( scope.parse( JSON.parse( text ) ) );
  34871. } catch ( e ) {
  34872. if ( onError ) {
  34873. onError( e );
  34874. } else {
  34875. error( e );
  34876. }
  34877. scope.manager.itemError( url );
  34878. }
  34879. }, onProgress, onError );
  34880. }
  34881. /**
  34882. * Parses the given JSON object and returns a geometry.
  34883. *
  34884. * @param {Object} json - The serialized geometry.
  34885. * @return {BufferGeometry} The parsed geometry.
  34886. */
  34887. parse( json ) {
  34888. const interleavedBufferMap = {};
  34889. const arrayBufferMap = {};
  34890. function getInterleavedBuffer( json, uuid ) {
  34891. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34892. const interleavedBuffers = json.interleavedBuffers;
  34893. const interleavedBuffer = interleavedBuffers[ uuid ];
  34894. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34895. const array = getTypedArray( interleavedBuffer.type, buffer );
  34896. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34897. ib.uuid = interleavedBuffer.uuid;
  34898. interleavedBufferMap[ uuid ] = ib;
  34899. return ib;
  34900. }
  34901. function getArrayBuffer( json, uuid ) {
  34902. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34903. const arrayBuffers = json.arrayBuffers;
  34904. const arrayBuffer = arrayBuffers[ uuid ];
  34905. const ab = new Uint32Array( arrayBuffer ).buffer;
  34906. arrayBufferMap[ uuid ] = ab;
  34907. return ab;
  34908. }
  34909. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34910. const index = json.data.index;
  34911. if ( index !== undefined ) {
  34912. const typedArray = getTypedArray( index.type, index.array );
  34913. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34914. }
  34915. const attributes = json.data.attributes;
  34916. for ( const key in attributes ) {
  34917. const attribute = attributes[ key ];
  34918. let bufferAttribute;
  34919. if ( attribute.isInterleavedBufferAttribute ) {
  34920. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34921. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34922. } else {
  34923. const typedArray = getTypedArray( attribute.type, attribute.array );
  34924. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34925. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34926. }
  34927. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34928. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34929. geometry.setAttribute( key, bufferAttribute );
  34930. }
  34931. const morphAttributes = json.data.morphAttributes;
  34932. if ( morphAttributes ) {
  34933. for ( const key in morphAttributes ) {
  34934. const attributeArray = morphAttributes[ key ];
  34935. const array = [];
  34936. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34937. const attribute = attributeArray[ i ];
  34938. let bufferAttribute;
  34939. if ( attribute.isInterleavedBufferAttribute ) {
  34940. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34941. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34942. } else {
  34943. const typedArray = getTypedArray( attribute.type, attribute.array );
  34944. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34945. }
  34946. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34947. array.push( bufferAttribute );
  34948. }
  34949. geometry.morphAttributes[ key ] = array;
  34950. }
  34951. }
  34952. const morphTargetsRelative = json.data.morphTargetsRelative;
  34953. if ( morphTargetsRelative ) {
  34954. geometry.morphTargetsRelative = true;
  34955. }
  34956. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34957. if ( groups !== undefined ) {
  34958. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34959. const group = groups[ i ];
  34960. geometry.addGroup( group.start, group.count, group.materialIndex );
  34961. }
  34962. }
  34963. const boundingSphere = json.data.boundingSphere;
  34964. if ( boundingSphere !== undefined ) {
  34965. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  34966. }
  34967. if ( json.name ) geometry.name = json.name;
  34968. if ( json.userData ) geometry.userData = json.userData;
  34969. return geometry;
  34970. }
  34971. }
  34972. /**
  34973. * 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).
  34974. * The files are internally loaded via {@link FileLoader}.
  34975. *
  34976. * ```js
  34977. * const loader = new THREE.ObjectLoader();
  34978. * const obj = await loader.loadAsync( 'models/json/example.json' );
  34979. * scene.add( obj );
  34980. *
  34981. * // Alternatively, to parse a previously loaded JSON structure
  34982. * const object = await loader.parseAsync( a_json_object );
  34983. * scene.add( object );
  34984. * ```
  34985. *
  34986. * @augments Loader
  34987. */
  34988. class ObjectLoader extends Loader {
  34989. /**
  34990. * Constructs a new object loader.
  34991. *
  34992. * @param {LoadingManager} [manager] - The loading manager.
  34993. */
  34994. constructor( manager ) {
  34995. super( manager );
  34996. }
  34997. /**
  34998. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  34999. *
  35000. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35001. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35002. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35003. * @param {onErrorCallback} onError - Executed when errors occur.
  35004. */
  35005. load( url, onLoad, onProgress, onError ) {
  35006. const scope = this;
  35007. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35008. this.resourcePath = this.resourcePath || path;
  35009. const loader = new FileLoader( this.manager );
  35010. loader.setPath( this.path );
  35011. loader.setRequestHeader( this.requestHeader );
  35012. loader.setWithCredentials( this.withCredentials );
  35013. loader.load( url, function ( text ) {
  35014. let json = null;
  35015. try {
  35016. json = JSON.parse( text );
  35017. } catch ( error ) {
  35018. if ( onError !== undefined ) onError( error );
  35019. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  35020. return;
  35021. }
  35022. const metadata = json.metadata;
  35023. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35024. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35025. error( 'ObjectLoader: Can\'t load ' + url );
  35026. return;
  35027. }
  35028. scope.parse( json, onLoad );
  35029. }, onProgress, onError );
  35030. }
  35031. /**
  35032. * Async version of {@link ObjectLoader#load}.
  35033. *
  35034. * @async
  35035. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35036. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35037. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35038. */
  35039. async loadAsync( url, onProgress ) {
  35040. const scope = this;
  35041. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35042. this.resourcePath = this.resourcePath || path;
  35043. const loader = new FileLoader( this.manager );
  35044. loader.setPath( this.path );
  35045. loader.setRequestHeader( this.requestHeader );
  35046. loader.setWithCredentials( this.withCredentials );
  35047. const text = await loader.loadAsync( url, onProgress );
  35048. const json = JSON.parse( text );
  35049. const metadata = json.metadata;
  35050. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35051. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35052. }
  35053. return await scope.parseAsync( json );
  35054. }
  35055. /**
  35056. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35057. * but can also be used directly to parse a previously loaded JSON structure.
  35058. *
  35059. * @param {Object} json - The serialized 3D object.
  35060. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35061. * @return {Object3D} The parsed 3D object.
  35062. */
  35063. parse( json, onLoad ) {
  35064. const animations = this.parseAnimations( json.animations );
  35065. const shapes = this.parseShapes( json.shapes );
  35066. const geometries = this.parseGeometries( json.geometries, shapes );
  35067. const images = this.parseImages( json.images, function () {
  35068. if ( onLoad !== undefined ) onLoad( object );
  35069. } );
  35070. const textures = this.parseTextures( json.textures, images );
  35071. const materials = this.parseMaterials( json.materials, textures );
  35072. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35073. const skeletons = this.parseSkeletons( json.skeletons, object );
  35074. this.bindSkeletons( object, skeletons );
  35075. this.bindLightTargets( object );
  35076. //
  35077. if ( onLoad !== undefined ) {
  35078. let hasImages = false;
  35079. for ( const uuid in images ) {
  35080. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35081. hasImages = true;
  35082. break;
  35083. }
  35084. }
  35085. if ( hasImages === false ) onLoad( object );
  35086. }
  35087. return object;
  35088. }
  35089. /**
  35090. * Async version of {@link ObjectLoader#parse}.
  35091. *
  35092. * @param {Object} json - The serialized 3D object.
  35093. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35094. */
  35095. async parseAsync( json ) {
  35096. const animations = this.parseAnimations( json.animations );
  35097. const shapes = this.parseShapes( json.shapes );
  35098. const geometries = this.parseGeometries( json.geometries, shapes );
  35099. const images = await this.parseImagesAsync( json.images );
  35100. const textures = this.parseTextures( json.textures, images );
  35101. const materials = this.parseMaterials( json.materials, textures );
  35102. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35103. const skeletons = this.parseSkeletons( json.skeletons, object );
  35104. this.bindSkeletons( object, skeletons );
  35105. this.bindLightTargets( object );
  35106. return object;
  35107. }
  35108. // internals
  35109. parseShapes( json ) {
  35110. const shapes = {};
  35111. if ( json !== undefined ) {
  35112. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35113. const shape = new Shape().fromJSON( json[ i ] );
  35114. shapes[ shape.uuid ] = shape;
  35115. }
  35116. }
  35117. return shapes;
  35118. }
  35119. parseSkeletons( json, object ) {
  35120. const skeletons = {};
  35121. const bones = {};
  35122. // generate bone lookup table
  35123. object.traverse( function ( child ) {
  35124. if ( child.isBone ) bones[ child.uuid ] = child;
  35125. } );
  35126. // create skeletons
  35127. if ( json !== undefined ) {
  35128. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35129. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35130. skeletons[ skeleton.uuid ] = skeleton;
  35131. }
  35132. }
  35133. return skeletons;
  35134. }
  35135. parseGeometries( json, shapes ) {
  35136. const geometries = {};
  35137. if ( json !== undefined ) {
  35138. const bufferGeometryLoader = new BufferGeometryLoader();
  35139. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35140. let geometry;
  35141. const data = json[ i ];
  35142. switch ( data.type ) {
  35143. case 'BufferGeometry':
  35144. case 'InstancedBufferGeometry':
  35145. geometry = bufferGeometryLoader.parse( data );
  35146. break;
  35147. default:
  35148. if ( data.type in Geometries ) {
  35149. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35150. } else {
  35151. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35152. }
  35153. }
  35154. geometry.uuid = data.uuid;
  35155. if ( data.name !== undefined ) geometry.name = data.name;
  35156. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35157. geometries[ data.uuid ] = geometry;
  35158. }
  35159. }
  35160. return geometries;
  35161. }
  35162. parseMaterials( json, textures ) {
  35163. const cache = {}; // MultiMaterial
  35164. const materials = {};
  35165. if ( json !== undefined ) {
  35166. const loader = new MaterialLoader();
  35167. loader.setTextures( textures );
  35168. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35169. const data = json[ i ];
  35170. if ( cache[ data.uuid ] === undefined ) {
  35171. cache[ data.uuid ] = loader.parse( data );
  35172. }
  35173. materials[ data.uuid ] = cache[ data.uuid ];
  35174. }
  35175. }
  35176. return materials;
  35177. }
  35178. parseAnimations( json ) {
  35179. const animations = {};
  35180. if ( json !== undefined ) {
  35181. for ( let i = 0; i < json.length; i ++ ) {
  35182. const data = json[ i ];
  35183. const clip = AnimationClip.parse( data );
  35184. animations[ clip.uuid ] = clip;
  35185. }
  35186. }
  35187. return animations;
  35188. }
  35189. parseImages( json, onLoad ) {
  35190. const scope = this;
  35191. const images = {};
  35192. let loader;
  35193. function loadImage( url ) {
  35194. scope.manager.itemStart( url );
  35195. return loader.load( url, function () {
  35196. scope.manager.itemEnd( url );
  35197. }, undefined, function () {
  35198. scope.manager.itemError( url );
  35199. scope.manager.itemEnd( url );
  35200. } );
  35201. }
  35202. function deserializeImage( image ) {
  35203. if ( typeof image === 'string' ) {
  35204. const url = image;
  35205. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35206. return loadImage( path );
  35207. } else {
  35208. if ( image.data ) {
  35209. return {
  35210. data: getTypedArray( image.type, image.data ),
  35211. width: image.width,
  35212. height: image.height
  35213. };
  35214. } else {
  35215. return null;
  35216. }
  35217. }
  35218. }
  35219. if ( json !== undefined && json.length > 0 ) {
  35220. const manager = new LoadingManager( onLoad );
  35221. loader = new ImageLoader( manager );
  35222. loader.setCrossOrigin( this.crossOrigin );
  35223. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35224. const image = json[ i ];
  35225. const url = image.url;
  35226. if ( Array.isArray( url ) ) {
  35227. // load array of images e.g CubeTexture
  35228. const imageArray = [];
  35229. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35230. const currentUrl = url[ j ];
  35231. const deserializedImage = deserializeImage( currentUrl );
  35232. if ( deserializedImage !== null ) {
  35233. if ( deserializedImage instanceof HTMLImageElement ) {
  35234. imageArray.push( deserializedImage );
  35235. } else {
  35236. // special case: handle array of data textures for cube textures
  35237. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35238. }
  35239. }
  35240. }
  35241. images[ image.uuid ] = new Source( imageArray );
  35242. } else {
  35243. // load single image
  35244. const deserializedImage = deserializeImage( image.url );
  35245. images[ image.uuid ] = new Source( deserializedImage );
  35246. }
  35247. }
  35248. }
  35249. return images;
  35250. }
  35251. async parseImagesAsync( json ) {
  35252. const scope = this;
  35253. const images = {};
  35254. let loader;
  35255. async function deserializeImage( image ) {
  35256. if ( typeof image === 'string' ) {
  35257. const url = image;
  35258. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35259. return await loader.loadAsync( path );
  35260. } else {
  35261. if ( image.data ) {
  35262. return {
  35263. data: getTypedArray( image.type, image.data ),
  35264. width: image.width,
  35265. height: image.height
  35266. };
  35267. } else {
  35268. return null;
  35269. }
  35270. }
  35271. }
  35272. if ( json !== undefined && json.length > 0 ) {
  35273. loader = new ImageLoader( this.manager );
  35274. loader.setCrossOrigin( this.crossOrigin );
  35275. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35276. const image = json[ i ];
  35277. const url = image.url;
  35278. if ( Array.isArray( url ) ) {
  35279. // load array of images e.g CubeTexture
  35280. const imageArray = [];
  35281. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35282. const currentUrl = url[ j ];
  35283. const deserializedImage = await deserializeImage( currentUrl );
  35284. if ( deserializedImage !== null ) {
  35285. if ( deserializedImage instanceof HTMLImageElement ) {
  35286. imageArray.push( deserializedImage );
  35287. } else {
  35288. // special case: handle array of data textures for cube textures
  35289. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35290. }
  35291. }
  35292. }
  35293. images[ image.uuid ] = new Source( imageArray );
  35294. } else {
  35295. // load single image
  35296. const deserializedImage = await deserializeImage( image.url );
  35297. images[ image.uuid ] = new Source( deserializedImage );
  35298. }
  35299. }
  35300. }
  35301. return images;
  35302. }
  35303. parseTextures( json, images ) {
  35304. function parseConstant( value, type ) {
  35305. if ( typeof value === 'number' ) return value;
  35306. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35307. return type[ value ];
  35308. }
  35309. const textures = {};
  35310. if ( json !== undefined ) {
  35311. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35312. const data = json[ i ];
  35313. if ( data.image === undefined ) {
  35314. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35315. }
  35316. if ( images[ data.image ] === undefined ) {
  35317. warn( 'ObjectLoader: Undefined image', data.image );
  35318. }
  35319. const source = images[ data.image ];
  35320. const image = source.data;
  35321. let texture;
  35322. if ( Array.isArray( image ) ) {
  35323. texture = new CubeTexture();
  35324. if ( image.length === 6 ) texture.needsUpdate = true;
  35325. } else {
  35326. if ( image && image.data ) {
  35327. texture = new DataTexture();
  35328. } else {
  35329. texture = new Texture();
  35330. }
  35331. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35332. }
  35333. texture.source = source;
  35334. texture.uuid = data.uuid;
  35335. if ( data.name !== undefined ) texture.name = data.name;
  35336. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35337. if ( data.channel !== undefined ) texture.channel = data.channel;
  35338. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35339. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35340. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35341. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35342. if ( data.wrap !== undefined ) {
  35343. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35344. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35345. }
  35346. if ( data.format !== undefined ) texture.format = data.format;
  35347. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35348. if ( data.type !== undefined ) texture.type = data.type;
  35349. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35350. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35351. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35352. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35353. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35354. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35355. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35356. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35357. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35358. if ( data.userData !== undefined ) texture.userData = data.userData;
  35359. textures[ data.uuid ] = texture;
  35360. }
  35361. }
  35362. return textures;
  35363. }
  35364. parseObject( data, geometries, materials, textures, animations ) {
  35365. let object;
  35366. function getGeometry( name ) {
  35367. if ( geometries[ name ] === undefined ) {
  35368. warn( 'ObjectLoader: Undefined geometry', name );
  35369. }
  35370. return geometries[ name ];
  35371. }
  35372. function getMaterial( name ) {
  35373. if ( name === undefined ) return undefined;
  35374. if ( Array.isArray( name ) ) {
  35375. const array = [];
  35376. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35377. const uuid = name[ i ];
  35378. if ( materials[ uuid ] === undefined ) {
  35379. warn( 'ObjectLoader: Undefined material', uuid );
  35380. }
  35381. array.push( materials[ uuid ] );
  35382. }
  35383. return array;
  35384. }
  35385. if ( materials[ name ] === undefined ) {
  35386. warn( 'ObjectLoader: Undefined material', name );
  35387. }
  35388. return materials[ name ];
  35389. }
  35390. function getTexture( uuid ) {
  35391. if ( textures[ uuid ] === undefined ) {
  35392. warn( 'ObjectLoader: Undefined texture', uuid );
  35393. }
  35394. return textures[ uuid ];
  35395. }
  35396. let geometry, material;
  35397. switch ( data.type ) {
  35398. case 'Scene':
  35399. object = new Scene();
  35400. if ( data.background !== undefined ) {
  35401. if ( Number.isInteger( data.background ) ) {
  35402. object.background = new Color( data.background );
  35403. } else {
  35404. object.background = getTexture( data.background );
  35405. }
  35406. }
  35407. if ( data.environment !== undefined ) {
  35408. object.environment = getTexture( data.environment );
  35409. }
  35410. if ( data.fog !== undefined ) {
  35411. if ( data.fog.type === 'Fog' ) {
  35412. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35413. } else if ( data.fog.type === 'FogExp2' ) {
  35414. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35415. }
  35416. if ( data.fog.name !== '' ) {
  35417. object.fog.name = data.fog.name;
  35418. }
  35419. }
  35420. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35421. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35422. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35423. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35424. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35425. break;
  35426. case 'PerspectiveCamera':
  35427. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35428. if ( data.focus !== undefined ) object.focus = data.focus;
  35429. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35430. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35431. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35432. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35433. break;
  35434. case 'OrthographicCamera':
  35435. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35436. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35437. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35438. break;
  35439. case 'AmbientLight':
  35440. object = new AmbientLight( data.color, data.intensity );
  35441. break;
  35442. case 'DirectionalLight':
  35443. object = new DirectionalLight( data.color, data.intensity );
  35444. object.target = data.target || '';
  35445. break;
  35446. case 'PointLight':
  35447. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35448. break;
  35449. case 'RectAreaLight':
  35450. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35451. break;
  35452. case 'SpotLight':
  35453. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35454. object.target = data.target || '';
  35455. break;
  35456. case 'HemisphereLight':
  35457. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35458. break;
  35459. case 'LightProbe':
  35460. object = new LightProbe().fromJSON( data );
  35461. break;
  35462. case 'SkinnedMesh':
  35463. geometry = getGeometry( data.geometry );
  35464. material = getMaterial( data.material );
  35465. object = new SkinnedMesh( geometry, material );
  35466. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35467. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35468. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35469. break;
  35470. case 'Mesh':
  35471. geometry = getGeometry( data.geometry );
  35472. material = getMaterial( data.material );
  35473. object = new Mesh( geometry, material );
  35474. break;
  35475. case 'InstancedMesh':
  35476. geometry = getGeometry( data.geometry );
  35477. material = getMaterial( data.material );
  35478. const count = data.count;
  35479. const instanceMatrix = data.instanceMatrix;
  35480. const instanceColor = data.instanceColor;
  35481. object = new InstancedMesh( geometry, material, count );
  35482. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35483. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35484. break;
  35485. case 'BatchedMesh':
  35486. geometry = getGeometry( data.geometry );
  35487. material = getMaterial( data.material );
  35488. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35489. object.geometry = geometry;
  35490. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35491. object.sortObjects = data.sortObjects;
  35492. object._drawRanges = data.drawRanges;
  35493. object._reservedRanges = data.reservedRanges;
  35494. object._geometryInfo = data.geometryInfo.map( info => {
  35495. let box = null;
  35496. let sphere = null;
  35497. if ( info.boundingBox !== undefined ) {
  35498. box = new Box3().fromJSON( info.boundingBox );
  35499. }
  35500. if ( info.boundingSphere !== undefined ) {
  35501. sphere = new Sphere().fromJSON( info.boundingSphere );
  35502. }
  35503. return {
  35504. ...info,
  35505. boundingBox: box,
  35506. boundingSphere: sphere
  35507. };
  35508. } );
  35509. object._instanceInfo = data.instanceInfo;
  35510. object._availableInstanceIds = data._availableInstanceIds;
  35511. object._availableGeometryIds = data._availableGeometryIds;
  35512. object._nextIndexStart = data.nextIndexStart;
  35513. object._nextVertexStart = data.nextVertexStart;
  35514. object._geometryCount = data.geometryCount;
  35515. object._maxInstanceCount = data.maxInstanceCount;
  35516. object._maxVertexCount = data.maxVertexCount;
  35517. object._maxIndexCount = data.maxIndexCount;
  35518. object._geometryInitialized = data.geometryInitialized;
  35519. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35520. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35521. if ( data.colorsTexture !== undefined ) {
  35522. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35523. }
  35524. if ( data.boundingSphere !== undefined ) {
  35525. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35526. }
  35527. if ( data.boundingBox !== undefined ) {
  35528. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35529. }
  35530. break;
  35531. case 'LOD':
  35532. object = new LOD();
  35533. break;
  35534. case 'Line':
  35535. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35536. break;
  35537. case 'LineLoop':
  35538. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35539. break;
  35540. case 'LineSegments':
  35541. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35542. break;
  35543. case 'PointCloud':
  35544. case 'Points':
  35545. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35546. break;
  35547. case 'Sprite':
  35548. object = new Sprite( getMaterial( data.material ) );
  35549. break;
  35550. case 'Group':
  35551. object = new Group();
  35552. break;
  35553. case 'Bone':
  35554. object = new Bone();
  35555. break;
  35556. default:
  35557. object = new Object3D();
  35558. }
  35559. object.uuid = data.uuid;
  35560. if ( data.name !== undefined ) object.name = data.name;
  35561. if ( data.matrix !== undefined ) {
  35562. object.matrix.fromArray( data.matrix );
  35563. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35564. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35565. } else {
  35566. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35567. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35568. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35569. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35570. }
  35571. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35572. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35573. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35574. if ( data.shadow ) {
  35575. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35576. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35577. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35578. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35579. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35580. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35581. }
  35582. if ( data.visible !== undefined ) object.visible = data.visible;
  35583. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35584. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35585. if ( data.userData !== undefined ) object.userData = data.userData;
  35586. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35587. if ( data.children !== undefined ) {
  35588. const children = data.children;
  35589. for ( let i = 0; i < children.length; i ++ ) {
  35590. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35591. }
  35592. }
  35593. if ( data.animations !== undefined ) {
  35594. const objectAnimations = data.animations;
  35595. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35596. const uuid = objectAnimations[ i ];
  35597. object.animations.push( animations[ uuid ] );
  35598. }
  35599. }
  35600. if ( data.type === 'LOD' ) {
  35601. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35602. const levels = data.levels;
  35603. for ( let l = 0; l < levels.length; l ++ ) {
  35604. const level = levels[ l ];
  35605. const child = object.getObjectByProperty( 'uuid', level.object );
  35606. if ( child !== undefined ) {
  35607. object.addLevel( child, level.distance, level.hysteresis );
  35608. }
  35609. }
  35610. }
  35611. return object;
  35612. }
  35613. bindSkeletons( object, skeletons ) {
  35614. if ( Object.keys( skeletons ).length === 0 ) return;
  35615. object.traverse( function ( child ) {
  35616. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35617. const skeleton = skeletons[ child.skeleton ];
  35618. if ( skeleton === undefined ) {
  35619. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35620. } else {
  35621. child.bind( skeleton, child.bindMatrix );
  35622. }
  35623. }
  35624. } );
  35625. }
  35626. bindLightTargets( object ) {
  35627. object.traverse( function ( child ) {
  35628. if ( child.isDirectionalLight || child.isSpotLight ) {
  35629. const uuid = child.target;
  35630. const target = object.getObjectByProperty( 'uuid', uuid );
  35631. if ( target !== undefined ) {
  35632. child.target = target;
  35633. } else {
  35634. child.target = new Object3D();
  35635. }
  35636. }
  35637. } );
  35638. }
  35639. }
  35640. const TEXTURE_MAPPING = {
  35641. UVMapping: UVMapping,
  35642. CubeReflectionMapping: CubeReflectionMapping,
  35643. CubeRefractionMapping: CubeRefractionMapping,
  35644. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35645. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35646. CubeUVReflectionMapping: CubeUVReflectionMapping
  35647. };
  35648. const TEXTURE_WRAPPING = {
  35649. RepeatWrapping: RepeatWrapping,
  35650. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35651. MirroredRepeatWrapping: MirroredRepeatWrapping
  35652. };
  35653. const TEXTURE_FILTER = {
  35654. NearestFilter: NearestFilter,
  35655. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35656. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35657. LinearFilter: LinearFilter,
  35658. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35659. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35660. };
  35661. const _errorMap = new WeakMap();
  35662. /**
  35663. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  35664. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35665. * textures for rendering.
  35666. *
  35667. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35668. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35669. *
  35670. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35671. *
  35672. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35673. *
  35674. * ```js
  35675. * const loader = new THREE.ImageBitmapLoader();
  35676. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35677. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35678. *
  35679. * const texture = new THREE.Texture( imageBitmap );
  35680. * texture.needsUpdate = true;
  35681. * ```
  35682. *
  35683. * @augments Loader
  35684. */
  35685. class ImageBitmapLoader extends Loader {
  35686. /**
  35687. * Constructs a new image bitmap loader.
  35688. *
  35689. * @param {LoadingManager} [manager] - The loading manager.
  35690. */
  35691. constructor( manager ) {
  35692. super( manager );
  35693. /**
  35694. * This flag can be used for type testing.
  35695. *
  35696. * @type {boolean}
  35697. * @readonly
  35698. * @default true
  35699. */
  35700. this.isImageBitmapLoader = true;
  35701. if ( typeof createImageBitmap === 'undefined' ) {
  35702. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35703. }
  35704. if ( typeof fetch === 'undefined' ) {
  35705. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35706. }
  35707. /**
  35708. * Represents the loader options.
  35709. *
  35710. * @type {Object}
  35711. * @default {premultiplyAlpha:'none'}
  35712. */
  35713. this.options = { premultiplyAlpha: 'none' };
  35714. /**
  35715. * Used for aborting requests.
  35716. *
  35717. * @private
  35718. * @type {AbortController}
  35719. */
  35720. this._abortController = new AbortController();
  35721. }
  35722. /**
  35723. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35724. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  35725. *
  35726. * @param {Object} options - The loader options to set.
  35727. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35728. */
  35729. setOptions( options ) {
  35730. this.options = options;
  35731. return this;
  35732. }
  35733. /**
  35734. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35735. *
  35736. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35737. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35738. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35739. * @param {onErrorCallback} onError - Executed when errors occur.
  35740. * @return {ImageBitmap|undefined} The image bitmap.
  35741. */
  35742. load( url, onLoad, onProgress, onError ) {
  35743. if ( url === undefined ) url = '';
  35744. if ( this.path !== undefined ) url = this.path + url;
  35745. url = this.manager.resolveURL( url );
  35746. const scope = this;
  35747. const cached = Cache.get( `image-bitmap:${url}` );
  35748. if ( cached !== undefined ) {
  35749. scope.manager.itemStart( url );
  35750. // If cached is a promise, wait for it to resolve
  35751. if ( cached.then ) {
  35752. cached.then( imageBitmap => {
  35753. // check if there is an error for the cached promise
  35754. if ( _errorMap.has( cached ) === true ) {
  35755. if ( onError ) onError( _errorMap.get( cached ) );
  35756. scope.manager.itemError( url );
  35757. scope.manager.itemEnd( url );
  35758. } else {
  35759. if ( onLoad ) onLoad( imageBitmap );
  35760. scope.manager.itemEnd( url );
  35761. return imageBitmap;
  35762. }
  35763. } );
  35764. return;
  35765. }
  35766. // If cached is not a promise (i.e., it's already an imageBitmap)
  35767. setTimeout( function () {
  35768. if ( onLoad ) onLoad( cached );
  35769. scope.manager.itemEnd( url );
  35770. }, 0 );
  35771. return cached;
  35772. }
  35773. const fetchOptions = {};
  35774. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35775. fetchOptions.headers = this.requestHeader;
  35776. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35777. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35778. return res.blob();
  35779. } ).then( function ( blob ) {
  35780. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35781. } ).then( function ( imageBitmap ) {
  35782. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35783. if ( onLoad ) onLoad( imageBitmap );
  35784. scope.manager.itemEnd( url );
  35785. return imageBitmap;
  35786. } ).catch( function ( e ) {
  35787. if ( onError ) onError( e );
  35788. _errorMap.set( promise, e );
  35789. Cache.remove( `image-bitmap:${url}` );
  35790. scope.manager.itemError( url );
  35791. scope.manager.itemEnd( url );
  35792. } );
  35793. Cache.add( `image-bitmap:${url}`, promise );
  35794. scope.manager.itemStart( url );
  35795. }
  35796. /**
  35797. * Aborts ongoing fetch requests.
  35798. *
  35799. * @return {ImageBitmapLoader} A reference to this instance.
  35800. */
  35801. abort() {
  35802. this._abortController.abort();
  35803. this._abortController = new AbortController();
  35804. return this;
  35805. }
  35806. }
  35807. let _context;
  35808. /**
  35809. * Manages the global audio context in the engine.
  35810. *
  35811. * @hideconstructor
  35812. */
  35813. class AudioContext {
  35814. /**
  35815. * Returns the global native audio context.
  35816. *
  35817. * @return {AudioContext} The native audio context.
  35818. */
  35819. static getContext() {
  35820. if ( _context === undefined ) {
  35821. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35822. }
  35823. return _context;
  35824. }
  35825. /**
  35826. * Allows to set the global native audio context from outside.
  35827. *
  35828. * @param {AudioContext} value - The native context to set.
  35829. */
  35830. static setContext( value ) {
  35831. _context = value;
  35832. }
  35833. }
  35834. /**
  35835. * Class for loading audio buffers. Audios are internally
  35836. * loaded via {@link FileLoader}.
  35837. *
  35838. * ```js
  35839. * const audioListener = new THREE.AudioListener();
  35840. * const ambientSound = new THREE.Audio( audioListener );
  35841. *
  35842. * const loader = new THREE.AudioLoader();
  35843. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35844. *
  35845. * ambientSound.setBuffer( audioBuffer );
  35846. * ambientSound.play();
  35847. * ```
  35848. *
  35849. * @augments Loader
  35850. */
  35851. class AudioLoader extends Loader {
  35852. /**
  35853. * Constructs a new audio loader.
  35854. *
  35855. * @param {LoadingManager} [manager] - The loading manager.
  35856. */
  35857. constructor( manager ) {
  35858. super( manager );
  35859. }
  35860. /**
  35861. * Starts loading from the given URL and passes the loaded audio buffer
  35862. * to the `onLoad()` callback.
  35863. *
  35864. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35865. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35866. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35867. * @param {onErrorCallback} onError - Executed when errors occur.
  35868. */
  35869. load( url, onLoad, onProgress, onError ) {
  35870. const scope = this;
  35871. const loader = new FileLoader( this.manager );
  35872. loader.setResponseType( 'arraybuffer' );
  35873. loader.setPath( this.path );
  35874. loader.setRequestHeader( this.requestHeader );
  35875. loader.setWithCredentials( this.withCredentials );
  35876. loader.load( url, function ( buffer ) {
  35877. try {
  35878. // Create a copy of the buffer. The `decodeAudioData` method
  35879. // detaches the buffer when complete, preventing reuse.
  35880. const bufferCopy = buffer.slice( 0 );
  35881. const context = AudioContext.getContext();
  35882. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35883. onLoad( audioBuffer );
  35884. } ).catch( handleError );
  35885. } catch ( e ) {
  35886. handleError( e );
  35887. }
  35888. }, onProgress, onError );
  35889. function handleError( e ) {
  35890. if ( onError ) {
  35891. onError( e );
  35892. } else {
  35893. error( e );
  35894. }
  35895. scope.manager.itemError( url );
  35896. }
  35897. }
  35898. }
  35899. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35900. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35901. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35902. /**
  35903. * A special type of camera that uses two perspective cameras with
  35904. * stereoscopic projection. Can be used for rendering stereo effects
  35905. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  35906. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  35907. */
  35908. class StereoCamera {
  35909. /**
  35910. * Constructs a new stereo camera.
  35911. */
  35912. constructor() {
  35913. /**
  35914. * The type property is used for detecting the object type
  35915. * in context of serialization/deserialization.
  35916. *
  35917. * @type {string}
  35918. * @readonly
  35919. */
  35920. this.type = 'StereoCamera';
  35921. /**
  35922. * The aspect.
  35923. *
  35924. * @type {number}
  35925. * @default 1
  35926. */
  35927. this.aspect = 1;
  35928. /**
  35929. * The eye separation which represents the distance
  35930. * between the left and right camera.
  35931. *
  35932. * @type {number}
  35933. * @default 0.064
  35934. */
  35935. this.eyeSep = 0.064;
  35936. /**
  35937. * The camera representing the left eye. This is added to layer `1` so objects to be
  35938. * rendered by the left camera must also be added to this layer.
  35939. *
  35940. * @type {PerspectiveCamera}
  35941. */
  35942. this.cameraL = new PerspectiveCamera();
  35943. this.cameraL.layers.enable( 1 );
  35944. this.cameraL.matrixAutoUpdate = false;
  35945. /**
  35946. * The camera representing the right eye. This is added to layer `2` so objects to be
  35947. * rendered by the right camera must also be added to this layer.
  35948. *
  35949. * @type {PerspectiveCamera}
  35950. */
  35951. this.cameraR = new PerspectiveCamera();
  35952. this.cameraR.layers.enable( 2 );
  35953. this.cameraR.matrixAutoUpdate = false;
  35954. this._cache = {
  35955. focus: null,
  35956. fov: null,
  35957. aspect: null,
  35958. near: null,
  35959. far: null,
  35960. zoom: null,
  35961. eyeSep: null
  35962. };
  35963. }
  35964. /**
  35965. * Updates the stereo camera based on the given perspective camera.
  35966. *
  35967. * @param {PerspectiveCamera} camera - The perspective camera.
  35968. */
  35969. update( camera ) {
  35970. const cache = this._cache;
  35971. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35972. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35973. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35974. if ( needsUpdate ) {
  35975. cache.focus = camera.focus;
  35976. cache.fov = camera.fov;
  35977. cache.aspect = camera.aspect * this.aspect;
  35978. cache.near = camera.near;
  35979. cache.far = camera.far;
  35980. cache.zoom = camera.zoom;
  35981. cache.eyeSep = this.eyeSep;
  35982. // Off-axis stereoscopic effect based on
  35983. // http://paulbourke.net/stereographics/stereorender/
  35984. _projectionMatrix.copy( camera.projectionMatrix );
  35985. const eyeSepHalf = cache.eyeSep / 2;
  35986. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  35987. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  35988. let xmin, xmax;
  35989. // translate xOffset
  35990. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  35991. _eyeRight.elements[ 12 ] = eyeSepHalf;
  35992. // for left eye
  35993. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  35994. xmax = ymax * cache.aspect + eyeSepOnProjection;
  35995. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35996. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35997. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  35998. // for right eye
  35999. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36000. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36001. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36002. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36003. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36004. }
  36005. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36006. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  36007. }
  36008. }
  36009. /**
  36010. * This type of camera can be used in order to efficiently render a scene with a
  36011. * predefined set of cameras. This is an important performance aspect for
  36012. * rendering VR scenes.
  36013. *
  36014. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36015. * to define for each sub camera the `viewport` property which determines the
  36016. * part of the viewport that is rendered with this camera.
  36017. *
  36018. * @augments PerspectiveCamera
  36019. */
  36020. class ArrayCamera extends PerspectiveCamera {
  36021. /**
  36022. * Constructs a new array camera.
  36023. *
  36024. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36025. */
  36026. constructor( array = [] ) {
  36027. super();
  36028. /**
  36029. * This flag can be used for type testing.
  36030. *
  36031. * @type {boolean}
  36032. * @readonly
  36033. * @default true
  36034. */
  36035. this.isArrayCamera = true;
  36036. /**
  36037. * Whether this camera is used with multiview rendering or not.
  36038. *
  36039. * @type {boolean}
  36040. * @readonly
  36041. * @default false
  36042. */
  36043. this.isMultiViewCamera = false;
  36044. /**
  36045. * An array of perspective sub cameras.
  36046. *
  36047. * @type {Array<PerspectiveCamera>}
  36048. */
  36049. this.cameras = array;
  36050. }
  36051. }
  36052. /**
  36053. * Class for keeping track of time.
  36054. */
  36055. class Clock {
  36056. /**
  36057. * Constructs a new clock.
  36058. *
  36059. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  36060. * `getDelta()` is called for the first time.
  36061. */
  36062. constructor( autoStart = true ) {
  36063. /**
  36064. * If set to `true`, the clock starts automatically when `getDelta()` is called
  36065. * for the first time.
  36066. *
  36067. * @type {boolean}
  36068. * @default true
  36069. */
  36070. this.autoStart = autoStart;
  36071. /**
  36072. * Holds the time at which the clock's `start()` method was last called.
  36073. *
  36074. * @type {number}
  36075. * @default 0
  36076. */
  36077. this.startTime = 0;
  36078. /**
  36079. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  36080. * `getDelta()` methods were last called.
  36081. *
  36082. * @type {number}
  36083. * @default 0
  36084. */
  36085. this.oldTime = 0;
  36086. /**
  36087. * Keeps track of the total time that the clock has been running.
  36088. *
  36089. * @type {number}
  36090. * @default 0
  36091. */
  36092. this.elapsedTime = 0;
  36093. /**
  36094. * Whether the clock is running or not.
  36095. *
  36096. * @type {boolean}
  36097. * @default true
  36098. */
  36099. this.running = false;
  36100. }
  36101. /**
  36102. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36103. * called by the class.
  36104. */
  36105. start() {
  36106. this.startTime = performance.now();
  36107. this.oldTime = this.startTime;
  36108. this.elapsedTime = 0;
  36109. this.running = true;
  36110. }
  36111. /**
  36112. * Stops the clock.
  36113. */
  36114. stop() {
  36115. this.getElapsedTime();
  36116. this.running = false;
  36117. this.autoStart = false;
  36118. }
  36119. /**
  36120. * Returns the elapsed time in seconds.
  36121. *
  36122. * @return {number} The elapsed time.
  36123. */
  36124. getElapsedTime() {
  36125. this.getDelta();
  36126. return this.elapsedTime;
  36127. }
  36128. /**
  36129. * Returns the delta time in seconds.
  36130. *
  36131. * @return {number} The delta time.
  36132. */
  36133. getDelta() {
  36134. let diff = 0;
  36135. if ( this.autoStart && ! this.running ) {
  36136. this.start();
  36137. return 0;
  36138. }
  36139. if ( this.running ) {
  36140. const newTime = performance.now();
  36141. diff = ( newTime - this.oldTime ) / 1000;
  36142. this.oldTime = newTime;
  36143. this.elapsedTime += diff;
  36144. }
  36145. return diff;
  36146. }
  36147. }
  36148. const _position$1 = /*@__PURE__*/ new Vector3();
  36149. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36150. const _scale$1 = /*@__PURE__*/ new Vector3();
  36151. const _forward = /*@__PURE__*/ new Vector3();
  36152. const _up = /*@__PURE__*/ new Vector3();
  36153. /**
  36154. * The class represents a virtual listener of the all positional and non-positional audio effects
  36155. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36156. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36157. *
  36158. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36159. * camera represents the 3D transformation of the listener.
  36160. *
  36161. * @augments Object3D
  36162. */
  36163. class AudioListener extends Object3D {
  36164. /**
  36165. * Constructs a new audio listener.
  36166. */
  36167. constructor() {
  36168. super();
  36169. this.type = 'AudioListener';
  36170. /**
  36171. * The native audio context.
  36172. *
  36173. * @type {AudioContext}
  36174. * @readonly
  36175. */
  36176. this.context = AudioContext.getContext();
  36177. /**
  36178. * The gain node used for volume control.
  36179. *
  36180. * @type {GainNode}
  36181. * @readonly
  36182. */
  36183. this.gain = this.context.createGain();
  36184. this.gain.connect( this.context.destination );
  36185. /**
  36186. * An optional filter.
  36187. *
  36188. * Defined via {@link AudioListener#setFilter}.
  36189. *
  36190. * @type {?AudioNode}
  36191. * @default null
  36192. * @readonly
  36193. */
  36194. this.filter = null;
  36195. /**
  36196. * Time delta values required for `linearRampToValueAtTime()` usage.
  36197. *
  36198. * @type {number}
  36199. * @default 0
  36200. * @readonly
  36201. */
  36202. this.timeDelta = 0;
  36203. // private
  36204. this._clock = new Clock();
  36205. }
  36206. /**
  36207. * Returns the listener's input node.
  36208. *
  36209. * This method is used by other audio nodes to connect to this listener.
  36210. *
  36211. * @return {GainNode} The input node.
  36212. */
  36213. getInput() {
  36214. return this.gain;
  36215. }
  36216. /**
  36217. * Removes the current filter from this listener.
  36218. *
  36219. * @return {AudioListener} A reference to this listener.
  36220. */
  36221. removeFilter() {
  36222. if ( this.filter !== null ) {
  36223. this.gain.disconnect( this.filter );
  36224. this.filter.disconnect( this.context.destination );
  36225. this.gain.connect( this.context.destination );
  36226. this.filter = null;
  36227. }
  36228. return this;
  36229. }
  36230. /**
  36231. * Returns the current set filter.
  36232. *
  36233. * @return {?AudioNode} The filter.
  36234. */
  36235. getFilter() {
  36236. return this.filter;
  36237. }
  36238. /**
  36239. * Sets the given filter to this listener.
  36240. *
  36241. * @param {AudioNode} value - The filter to set.
  36242. * @return {AudioListener} A reference to this listener.
  36243. */
  36244. setFilter( value ) {
  36245. if ( this.filter !== null ) {
  36246. this.gain.disconnect( this.filter );
  36247. this.filter.disconnect( this.context.destination );
  36248. } else {
  36249. this.gain.disconnect( this.context.destination );
  36250. }
  36251. this.filter = value;
  36252. this.gain.connect( this.filter );
  36253. this.filter.connect( this.context.destination );
  36254. return this;
  36255. }
  36256. /**
  36257. * Returns the applications master volume.
  36258. *
  36259. * @return {number} The master volume.
  36260. */
  36261. getMasterVolume() {
  36262. return this.gain.gain.value;
  36263. }
  36264. /**
  36265. * Sets the applications master volume. This volume setting affects
  36266. * all audio nodes in the scene.
  36267. *
  36268. * @param {number} value - The master volume to set.
  36269. * @return {AudioListener} A reference to this listener.
  36270. */
  36271. setMasterVolume( value ) {
  36272. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36273. return this;
  36274. }
  36275. updateMatrixWorld( force ) {
  36276. super.updateMatrixWorld( force );
  36277. const listener = this.context.listener;
  36278. this.timeDelta = this._clock.getDelta();
  36279. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36280. // the initial forward and up directions must be orthogonal
  36281. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36282. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36283. if ( listener.positionX ) {
  36284. // code path for Chrome (see #14393)
  36285. const endTime = this.context.currentTime + this.timeDelta;
  36286. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36287. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36288. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36289. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36290. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36291. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36292. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36293. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36294. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36295. } else {
  36296. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36297. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36298. }
  36299. }
  36300. }
  36301. /**
  36302. * Represents a non-positional ( global ) audio object.
  36303. *
  36304. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  36305. *
  36306. * ```js
  36307. * // create an AudioListener and add it to the camera
  36308. * const listener = new THREE.AudioListener();
  36309. * camera.add( listener );
  36310. *
  36311. * // create a global audio source
  36312. * const sound = new THREE.Audio( listener );
  36313. *
  36314. * // load a sound and set it as the Audio object's buffer
  36315. * const audioLoader = new THREE.AudioLoader();
  36316. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36317. * sound.setBuffer( buffer );
  36318. * sound.setLoop( true );
  36319. * sound.setVolume( 0.5 );
  36320. * sound.play();
  36321. * });
  36322. * ```
  36323. *
  36324. * @augments Object3D
  36325. */
  36326. class Audio extends Object3D {
  36327. /**
  36328. * Constructs a new audio.
  36329. *
  36330. * @param {AudioListener} listener - The global audio listener.
  36331. */
  36332. constructor( listener ) {
  36333. super();
  36334. this.type = 'Audio';
  36335. /**
  36336. * The global audio listener.
  36337. *
  36338. * @type {AudioListener}
  36339. * @readonly
  36340. */
  36341. this.listener = listener;
  36342. /**
  36343. * The audio context.
  36344. *
  36345. * @type {AudioContext}
  36346. * @readonly
  36347. */
  36348. this.context = listener.context;
  36349. /**
  36350. * The gain node used for volume control.
  36351. *
  36352. * @type {GainNode}
  36353. * @readonly
  36354. */
  36355. this.gain = this.context.createGain();
  36356. this.gain.connect( listener.getInput() );
  36357. /**
  36358. * Whether to start playback automatically or not.
  36359. *
  36360. * @type {boolean}
  36361. * @default false
  36362. */
  36363. this.autoplay = false;
  36364. /**
  36365. * A reference to an audio buffer.
  36366. *
  36367. * Defined via {@link Audio#setBuffer}.
  36368. *
  36369. * @type {?AudioBuffer}
  36370. * @default null
  36371. * @readonly
  36372. */
  36373. this.buffer = null;
  36374. /**
  36375. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36376. * +/- 1200 is an octave.
  36377. *
  36378. * Defined via {@link Audio#setDetune}.
  36379. *
  36380. * @type {number}
  36381. * @default 0
  36382. * @readonly
  36383. */
  36384. this.detune = 0;
  36385. /**
  36386. * Whether the audio should loop or not.
  36387. *
  36388. * Defined via {@link Audio#setLoop}.
  36389. *
  36390. * @type {boolean}
  36391. * @default false
  36392. * @readonly
  36393. */
  36394. this.loop = false;
  36395. /**
  36396. * Defines where in the audio buffer the replay should
  36397. * start, in seconds.
  36398. *
  36399. * @type {number}
  36400. * @default 0
  36401. */
  36402. this.loopStart = 0;
  36403. /**
  36404. * Defines where in the audio buffer the replay should
  36405. * stop, in seconds.
  36406. *
  36407. * @type {number}
  36408. * @default 0
  36409. */
  36410. this.loopEnd = 0;
  36411. /**
  36412. * An offset to the time within the audio buffer the playback
  36413. * should begin, in seconds.
  36414. *
  36415. * @type {number}
  36416. * @default 0
  36417. */
  36418. this.offset = 0;
  36419. /**
  36420. * Overrides the default duration of the audio.
  36421. *
  36422. * @type {undefined|number}
  36423. * @default undefined
  36424. */
  36425. this.duration = undefined;
  36426. /**
  36427. * The playback speed.
  36428. *
  36429. * Defined via {@link Audio#setPlaybackRate}.
  36430. *
  36431. * @type {number}
  36432. * @readonly
  36433. * @default 1
  36434. */
  36435. this.playbackRate = 1;
  36436. /**
  36437. * Indicates whether the audio is playing or not.
  36438. *
  36439. * This flag will be automatically set when using {@link Audio#play},
  36440. * {@link Audio#pause}, {@link Audio#stop}.
  36441. *
  36442. * @type {boolean}
  36443. * @readonly
  36444. * @default false
  36445. */
  36446. this.isPlaying = false;
  36447. /**
  36448. * Indicates whether the audio playback can be controlled
  36449. * with method like {@link Audio#play} or {@link Audio#pause}.
  36450. *
  36451. * This flag will be automatically set when audio sources are
  36452. * defined.
  36453. *
  36454. * @type {boolean}
  36455. * @readonly
  36456. * @default true
  36457. */
  36458. this.hasPlaybackControl = true;
  36459. /**
  36460. * Holds a reference to the current audio source.
  36461. *
  36462. * The property is automatically by one of the `set*()` methods.
  36463. *
  36464. * @type {?AudioNode}
  36465. * @readonly
  36466. * @default null
  36467. */
  36468. this.source = null;
  36469. /**
  36470. * Defines the source type.
  36471. *
  36472. * The property is automatically by one of the `set*()` methods.
  36473. *
  36474. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36475. * @readonly
  36476. * @default 'empty'
  36477. */
  36478. this.sourceType = 'empty';
  36479. this._startedAt = 0;
  36480. this._progress = 0;
  36481. this._connected = false;
  36482. /**
  36483. * Can be used to apply a variety of low-order filters to create
  36484. * more complex sound effects e.g. via `BiquadFilterNode`.
  36485. *
  36486. * The property is automatically set by {@link Audio#setFilters}.
  36487. *
  36488. * @type {Array<AudioNode>}
  36489. * @readonly
  36490. */
  36491. this.filters = [];
  36492. }
  36493. /**
  36494. * Returns the output audio node.
  36495. *
  36496. * @return {GainNode} The output node.
  36497. */
  36498. getOutput() {
  36499. return this.gain;
  36500. }
  36501. /**
  36502. * Sets the given audio node as the source of this instance.
  36503. *
  36504. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36505. *
  36506. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36507. * @return {Audio} A reference to this instance.
  36508. */
  36509. setNodeSource( audioNode ) {
  36510. this.hasPlaybackControl = false;
  36511. this.sourceType = 'audioNode';
  36512. this.source = audioNode;
  36513. this.connect();
  36514. return this;
  36515. }
  36516. /**
  36517. * Sets the given media element as the source of this instance.
  36518. *
  36519. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36520. *
  36521. * @param {HTMLMediaElement} mediaElement - The media element.
  36522. * @return {Audio} A reference to this instance.
  36523. */
  36524. setMediaElementSource( mediaElement ) {
  36525. this.hasPlaybackControl = false;
  36526. this.sourceType = 'mediaNode';
  36527. this.source = this.context.createMediaElementSource( mediaElement );
  36528. this.connect();
  36529. return this;
  36530. }
  36531. /**
  36532. * Sets the given media stream as the source of this instance.
  36533. *
  36534. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36535. *
  36536. * @param {MediaStream} mediaStream - The media stream.
  36537. * @return {Audio} A reference to this instance.
  36538. */
  36539. setMediaStreamSource( mediaStream ) {
  36540. this.hasPlaybackControl = false;
  36541. this.sourceType = 'mediaStreamNode';
  36542. this.source = this.context.createMediaStreamSource( mediaStream );
  36543. this.connect();
  36544. return this;
  36545. }
  36546. /**
  36547. * Sets the given audio buffer as the source of this instance.
  36548. *
  36549. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36550. *
  36551. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36552. * @return {Audio} A reference to this instance.
  36553. */
  36554. setBuffer( audioBuffer ) {
  36555. this.buffer = audioBuffer;
  36556. this.sourceType = 'buffer';
  36557. if ( this.autoplay ) this.play();
  36558. return this;
  36559. }
  36560. /**
  36561. * Starts the playback of the audio.
  36562. *
  36563. * Can only be used with compatible audio sources that allow playback control.
  36564. *
  36565. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36566. * @return {Audio|undefined} A reference to this instance.
  36567. */
  36568. play( delay = 0 ) {
  36569. if ( this.isPlaying === true ) {
  36570. warn( 'Audio: Audio is already playing.' );
  36571. return;
  36572. }
  36573. if ( this.hasPlaybackControl === false ) {
  36574. warn( 'Audio: this Audio has no playback control.' );
  36575. return;
  36576. }
  36577. this._startedAt = this.context.currentTime + delay;
  36578. const source = this.context.createBufferSource();
  36579. source.buffer = this.buffer;
  36580. source.loop = this.loop;
  36581. source.loopStart = this.loopStart;
  36582. source.loopEnd = this.loopEnd;
  36583. source.onended = this.onEnded.bind( this );
  36584. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36585. this.isPlaying = true;
  36586. this.source = source;
  36587. this.setDetune( this.detune );
  36588. this.setPlaybackRate( this.playbackRate );
  36589. return this.connect();
  36590. }
  36591. /**
  36592. * Pauses the playback of the audio.
  36593. *
  36594. * Can only be used with compatible audio sources that allow playback control.
  36595. *
  36596. * @return {Audio|undefined} A reference to this instance.
  36597. */
  36598. pause() {
  36599. if ( this.hasPlaybackControl === false ) {
  36600. warn( 'Audio: this Audio has no playback control.' );
  36601. return;
  36602. }
  36603. if ( this.isPlaying === true ) {
  36604. // update current progress
  36605. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36606. if ( this.loop === true ) {
  36607. // ensure _progress does not exceed duration with looped audios
  36608. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36609. }
  36610. this.source.stop();
  36611. this.source.onended = null;
  36612. this.isPlaying = false;
  36613. }
  36614. return this;
  36615. }
  36616. /**
  36617. * Stops the playback of the audio.
  36618. *
  36619. * Can only be used with compatible audio sources that allow playback control.
  36620. *
  36621. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36622. * @return {Audio|undefined} A reference to this instance.
  36623. */
  36624. stop( delay = 0 ) {
  36625. if ( this.hasPlaybackControl === false ) {
  36626. warn( 'Audio: this Audio has no playback control.' );
  36627. return;
  36628. }
  36629. this._progress = 0;
  36630. if ( this.source !== null ) {
  36631. this.source.stop( this.context.currentTime + delay );
  36632. this.source.onended = null;
  36633. }
  36634. this.isPlaying = false;
  36635. return this;
  36636. }
  36637. /**
  36638. * Connects to the audio source. This is used internally on
  36639. * initialisation and when setting / removing filters.
  36640. *
  36641. * @return {Audio} A reference to this instance.
  36642. */
  36643. connect() {
  36644. if ( this.filters.length > 0 ) {
  36645. this.source.connect( this.filters[ 0 ] );
  36646. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36647. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36648. }
  36649. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36650. } else {
  36651. this.source.connect( this.getOutput() );
  36652. }
  36653. this._connected = true;
  36654. return this;
  36655. }
  36656. /**
  36657. * Disconnects to the audio source. This is used internally on
  36658. * initialisation and when setting / removing filters.
  36659. *
  36660. * @return {Audio|undefined} A reference to this instance.
  36661. */
  36662. disconnect() {
  36663. if ( this._connected === false ) {
  36664. return;
  36665. }
  36666. if ( this.filters.length > 0 ) {
  36667. this.source.disconnect( this.filters[ 0 ] );
  36668. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36669. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36670. }
  36671. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36672. } else {
  36673. this.source.disconnect( this.getOutput() );
  36674. }
  36675. this._connected = false;
  36676. return this;
  36677. }
  36678. /**
  36679. * Returns the current set filters.
  36680. *
  36681. * @return {Array<AudioNode>} The list of filters.
  36682. */
  36683. getFilters() {
  36684. return this.filters;
  36685. }
  36686. /**
  36687. * Sets an array of filters and connects them with the audio source.
  36688. *
  36689. * @param {Array<AudioNode>} [value] - A list of filters.
  36690. * @return {Audio} A reference to this instance.
  36691. */
  36692. setFilters( value ) {
  36693. if ( ! value ) value = [];
  36694. if ( this._connected === true ) {
  36695. this.disconnect();
  36696. this.filters = value.slice();
  36697. this.connect();
  36698. } else {
  36699. this.filters = value.slice();
  36700. }
  36701. return this;
  36702. }
  36703. /**
  36704. * Defines the detuning of oscillation in cents.
  36705. *
  36706. * @param {number} value - The detuning of oscillation in cents.
  36707. * @return {Audio} A reference to this instance.
  36708. */
  36709. setDetune( value ) {
  36710. this.detune = value;
  36711. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36712. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36713. }
  36714. return this;
  36715. }
  36716. /**
  36717. * Returns the detuning of oscillation in cents.
  36718. *
  36719. * @return {number} The detuning of oscillation in cents.
  36720. */
  36721. getDetune() {
  36722. return this.detune;
  36723. }
  36724. /**
  36725. * Returns the first filter in the list of filters.
  36726. *
  36727. * @return {AudioNode|undefined} The first filter in the list of filters.
  36728. */
  36729. getFilter() {
  36730. return this.getFilters()[ 0 ];
  36731. }
  36732. /**
  36733. * Applies a single filter node to the audio.
  36734. *
  36735. * @param {AudioNode} [filter] - The filter to set.
  36736. * @return {Audio} A reference to this instance.
  36737. */
  36738. setFilter( filter ) {
  36739. return this.setFilters( filter ? [ filter ] : [] );
  36740. }
  36741. /**
  36742. * Sets the playback rate.
  36743. *
  36744. * Can only be used with compatible audio sources that allow playback control.
  36745. *
  36746. * @param {number} [value] - The playback rate to set.
  36747. * @return {Audio|undefined} A reference to this instance.
  36748. */
  36749. setPlaybackRate( value ) {
  36750. if ( this.hasPlaybackControl === false ) {
  36751. warn( 'Audio: this Audio has no playback control.' );
  36752. return;
  36753. }
  36754. this.playbackRate = value;
  36755. if ( this.isPlaying === true ) {
  36756. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36757. }
  36758. return this;
  36759. }
  36760. /**
  36761. * Returns the current playback rate.
  36762. * @return {number} The playback rate.
  36763. */
  36764. getPlaybackRate() {
  36765. return this.playbackRate;
  36766. }
  36767. /**
  36768. * Automatically called when playback finished.
  36769. */
  36770. onEnded() {
  36771. this.isPlaying = false;
  36772. this._progress = 0;
  36773. }
  36774. /**
  36775. * Returns the loop flag.
  36776. *
  36777. * Can only be used with compatible audio sources that allow playback control.
  36778. *
  36779. * @return {boolean} Whether the audio should loop or not.
  36780. */
  36781. getLoop() {
  36782. if ( this.hasPlaybackControl === false ) {
  36783. warn( 'Audio: this Audio has no playback control.' );
  36784. return false;
  36785. }
  36786. return this.loop;
  36787. }
  36788. /**
  36789. * Sets the loop flag.
  36790. *
  36791. * Can only be used with compatible audio sources that allow playback control.
  36792. *
  36793. * @param {boolean} value - Whether the audio should loop or not.
  36794. * @return {Audio|undefined} A reference to this instance.
  36795. */
  36796. setLoop( value ) {
  36797. if ( this.hasPlaybackControl === false ) {
  36798. warn( 'Audio: this Audio has no playback control.' );
  36799. return;
  36800. }
  36801. this.loop = value;
  36802. if ( this.isPlaying === true ) {
  36803. this.source.loop = this.loop;
  36804. }
  36805. return this;
  36806. }
  36807. /**
  36808. * Sets the loop start value which defines where in the audio buffer the replay should
  36809. * start, in seconds.
  36810. *
  36811. * @param {number} value - The loop start value.
  36812. * @return {Audio} A reference to this instance.
  36813. */
  36814. setLoopStart( value ) {
  36815. this.loopStart = value;
  36816. return this;
  36817. }
  36818. /**
  36819. * Sets the loop end value which defines where in the audio buffer the replay should
  36820. * stop, in seconds.
  36821. *
  36822. * @param {number} value - The loop end value.
  36823. * @return {Audio} A reference to this instance.
  36824. */
  36825. setLoopEnd( value ) {
  36826. this.loopEnd = value;
  36827. return this;
  36828. }
  36829. /**
  36830. * Returns the volume.
  36831. *
  36832. * @return {number} The volume.
  36833. */
  36834. getVolume() {
  36835. return this.gain.gain.value;
  36836. }
  36837. /**
  36838. * Sets the volume.
  36839. *
  36840. * @param {number} value - The volume to set.
  36841. * @return {Audio} A reference to this instance.
  36842. */
  36843. setVolume( value ) {
  36844. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36845. return this;
  36846. }
  36847. copy( source, recursive ) {
  36848. super.copy( source, recursive );
  36849. if ( source.sourceType !== 'buffer' ) {
  36850. warn( 'Audio: Audio source type cannot be copied.' );
  36851. return this;
  36852. }
  36853. this.autoplay = source.autoplay;
  36854. this.buffer = source.buffer;
  36855. this.detune = source.detune;
  36856. this.loop = source.loop;
  36857. this.loopStart = source.loopStart;
  36858. this.loopEnd = source.loopEnd;
  36859. this.offset = source.offset;
  36860. this.duration = source.duration;
  36861. this.playbackRate = source.playbackRate;
  36862. this.hasPlaybackControl = source.hasPlaybackControl;
  36863. this.sourceType = source.sourceType;
  36864. this.filters = source.filters.slice();
  36865. return this;
  36866. }
  36867. clone( recursive ) {
  36868. return new this.constructor( this.listener ).copy( this, recursive );
  36869. }
  36870. }
  36871. const _position = /*@__PURE__*/ new Vector3();
  36872. const _quaternion = /*@__PURE__*/ new Quaternion();
  36873. const _scale = /*@__PURE__*/ new Vector3();
  36874. const _orientation = /*@__PURE__*/ new Vector3();
  36875. /**
  36876. * Represents a positional audio object.
  36877. *
  36878. * ```js
  36879. * // create an AudioListener and add it to the camera
  36880. * const listener = new THREE.AudioListener();
  36881. * camera.add( listener );
  36882. *
  36883. * // create the PositionalAudio object (passing in the listener)
  36884. * const sound = new THREE.PositionalAudio( listener );
  36885. *
  36886. * // load a sound and set it as the PositionalAudio object's buffer
  36887. * const audioLoader = new THREE.AudioLoader();
  36888. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36889. * sound.setBuffer( buffer );
  36890. * sound.setRefDistance( 20 );
  36891. * sound.play();
  36892. * });
  36893. *
  36894. * // create an object for the sound to play from
  36895. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36896. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36897. * const mesh = new THREE.Mesh( sphere, material );
  36898. * scene.add( mesh );
  36899. *
  36900. * // finally add the sound to the mesh
  36901. * mesh.add( sound );
  36902. *
  36903. * @augments Audio
  36904. */
  36905. class PositionalAudio extends Audio {
  36906. /**
  36907. * Constructs a positional audio.
  36908. *
  36909. * @param {AudioListener} listener - The global audio listener.
  36910. */
  36911. constructor( listener ) {
  36912. super( listener );
  36913. /**
  36914. * The panner node represents the location, direction, and behavior of an audio
  36915. * source in 3D space.
  36916. *
  36917. * @type {PannerNode}
  36918. * @readonly
  36919. */
  36920. this.panner = this.context.createPanner();
  36921. this.panner.panningModel = 'HRTF';
  36922. this.panner.connect( this.gain );
  36923. }
  36924. connect() {
  36925. super.connect();
  36926. this.panner.connect( this.gain );
  36927. return this;
  36928. }
  36929. disconnect() {
  36930. super.disconnect();
  36931. this.panner.disconnect( this.gain );
  36932. return this;
  36933. }
  36934. getOutput() {
  36935. return this.panner;
  36936. }
  36937. /**
  36938. * Returns the current reference distance.
  36939. *
  36940. * @return {number} The reference distance.
  36941. */
  36942. getRefDistance() {
  36943. return this.panner.refDistance;
  36944. }
  36945. /**
  36946. * Defines the reference distance for reducing volume as the audio source moves
  36947. * further from the listener – i.e. the distance at which the volume reduction
  36948. * starts taking effect.
  36949. *
  36950. * @param {number} value - The reference distance to set.
  36951. * @return {PositionalAudio} A reference to this instance.
  36952. */
  36953. setRefDistance( value ) {
  36954. this.panner.refDistance = value;
  36955. return this;
  36956. }
  36957. /**
  36958. * Returns the current rolloff factor.
  36959. *
  36960. * @return {number} The rolloff factor.
  36961. */
  36962. getRolloffFactor() {
  36963. return this.panner.rolloffFactor;
  36964. }
  36965. /**
  36966. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36967. *
  36968. * @param {number} value - The rolloff factor.
  36969. * @return {PositionalAudio} A reference to this instance.
  36970. */
  36971. setRolloffFactor( value ) {
  36972. this.panner.rolloffFactor = value;
  36973. return this;
  36974. }
  36975. /**
  36976. * Returns the current distance model.
  36977. *
  36978. * @return {('linear'|'inverse'|'exponential')} The distance model.
  36979. */
  36980. getDistanceModel() {
  36981. return this.panner.distanceModel;
  36982. }
  36983. /**
  36984. * Defines which algorithm to use to reduce the volume of the audio source
  36985. * as it moves away from the listener.
  36986. *
  36987. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  36988. * for more details.
  36989. *
  36990. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  36991. * @return {PositionalAudio} A reference to this instance.
  36992. */
  36993. setDistanceModel( value ) {
  36994. this.panner.distanceModel = value;
  36995. return this;
  36996. }
  36997. /**
  36998. * Returns the current max distance.
  36999. *
  37000. * @return {number} The max distance.
  37001. */
  37002. getMaxDistance() {
  37003. return this.panner.maxDistance;
  37004. }
  37005. /**
  37006. * Defines the maximum distance between the audio source and the listener,
  37007. * after which the volume is not reduced any further.
  37008. *
  37009. * This value is used only by the `linear` distance model.
  37010. *
  37011. * @param {number} value - The max distance.
  37012. * @return {PositionalAudio} A reference to this instance.
  37013. */
  37014. setMaxDistance( value ) {
  37015. this.panner.maxDistance = value;
  37016. return this;
  37017. }
  37018. /**
  37019. * Sets the directional cone in which the audio can be listened.
  37020. *
  37021. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37022. * @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.
  37023. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37024. * @return {PositionalAudio} A reference to this instance.
  37025. */
  37026. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37027. this.panner.coneInnerAngle = coneInnerAngle;
  37028. this.panner.coneOuterAngle = coneOuterAngle;
  37029. this.panner.coneOuterGain = coneOuterGain;
  37030. return this;
  37031. }
  37032. updateMatrixWorld( force ) {
  37033. super.updateMatrixWorld( force );
  37034. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37035. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37036. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37037. const panner = this.panner;
  37038. if ( panner.positionX ) {
  37039. // code path for Chrome and Firefox (see #14393)
  37040. const endTime = this.context.currentTime + this.listener.timeDelta;
  37041. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37042. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37043. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37044. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37045. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37046. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37047. } else {
  37048. panner.setPosition( _position.x, _position.y, _position.z );
  37049. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37050. }
  37051. }
  37052. }
  37053. /**
  37054. * This class can be used to analyse audio data.
  37055. *
  37056. * ```js
  37057. * // create an AudioListener and add it to the camera
  37058. * const listener = new THREE.AudioListener();
  37059. * camera.add( listener );
  37060. *
  37061. * // create an Audio source
  37062. * const sound = new THREE.Audio( listener );
  37063. *
  37064. * // load a sound and set it as the Audio object's buffer
  37065. * const audioLoader = new THREE.AudioLoader();
  37066. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37067. * sound.setBuffer( buffer );
  37068. * sound.setLoop(true);
  37069. * sound.setVolume(0.5);
  37070. * sound.play();
  37071. * });
  37072. *
  37073. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37074. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37075. *
  37076. * // get the average frequency of the sound
  37077. * const data = analyser.getAverageFrequency();
  37078. * ```
  37079. */
  37080. class AudioAnalyser {
  37081. /**
  37082. * Constructs a new audio analyzer.
  37083. *
  37084. * @param {Audio} audio - The audio to analyze.
  37085. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37086. */
  37087. constructor( audio, fftSize = 2048 ) {
  37088. /**
  37089. * The global audio listener.
  37090. *
  37091. * @type {AnalyserNode}
  37092. */
  37093. this.analyser = audio.context.createAnalyser();
  37094. this.analyser.fftSize = fftSize;
  37095. /**
  37096. * Holds the analyzed data.
  37097. *
  37098. * @type {Uint8Array}
  37099. */
  37100. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37101. audio.getOutput().connect( this.analyser );
  37102. }
  37103. /**
  37104. * Returns an array with frequency data of the audio.
  37105. *
  37106. * Each item in the array represents the decibel value for a specific frequency.
  37107. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37108. * For example, for 48000 sample rate, the last item of the array will represent
  37109. * the decibel value for 24000 Hz.
  37110. *
  37111. * @return {Uint8Array} The frequency data.
  37112. */
  37113. getFrequencyData() {
  37114. this.analyser.getByteFrequencyData( this.data );
  37115. return this.data;
  37116. }
  37117. /**
  37118. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37119. *
  37120. * @return {number} The average frequency.
  37121. */
  37122. getAverageFrequency() {
  37123. let value = 0;
  37124. const data = this.getFrequencyData();
  37125. for ( let i = 0; i < data.length; i ++ ) {
  37126. value += data[ i ];
  37127. }
  37128. return value / data.length;
  37129. }
  37130. }
  37131. /**
  37132. * Buffered scene graph property that allows weighted accumulation; used internally.
  37133. */
  37134. class PropertyMixer {
  37135. /**
  37136. * Constructs a new property mixer.
  37137. *
  37138. * @param {PropertyBinding} binding - The property binding.
  37139. * @param {string} typeName - The keyframe track type name.
  37140. * @param {number} valueSize - The keyframe track value size.
  37141. */
  37142. constructor( binding, typeName, valueSize ) {
  37143. /**
  37144. * The property binding.
  37145. *
  37146. * @type {PropertyBinding}
  37147. */
  37148. this.binding = binding;
  37149. /**
  37150. * The keyframe track value size.
  37151. *
  37152. * @type {number}
  37153. */
  37154. this.valueSize = valueSize;
  37155. let mixFunction,
  37156. mixFunctionAdditive,
  37157. setIdentity;
  37158. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37159. //
  37160. // interpolators can use .buffer as their .result
  37161. // the data then goes to 'incoming'
  37162. //
  37163. // 'accu0' and 'accu1' are used frame-interleaved for
  37164. // the cumulative result and are compared to detect
  37165. // changes
  37166. //
  37167. // 'orig' stores the original state of the property
  37168. //
  37169. // 'add' is used for additive cumulative results
  37170. //
  37171. // 'work' is optional and is only present for quaternion types. It is used
  37172. // to store intermediate quaternion multiplication results
  37173. switch ( typeName ) {
  37174. case 'quaternion':
  37175. mixFunction = this._slerp;
  37176. mixFunctionAdditive = this._slerpAdditive;
  37177. setIdentity = this._setAdditiveIdentityQuaternion;
  37178. this.buffer = new Float64Array( valueSize * 6 );
  37179. this._workIndex = 5;
  37180. break;
  37181. case 'string':
  37182. case 'bool':
  37183. mixFunction = this._select;
  37184. // Use the regular mix function and for additive on these types,
  37185. // additive is not relevant for non-numeric types
  37186. mixFunctionAdditive = this._select;
  37187. setIdentity = this._setAdditiveIdentityOther;
  37188. this.buffer = new Array( valueSize * 5 );
  37189. break;
  37190. default:
  37191. mixFunction = this._lerp;
  37192. mixFunctionAdditive = this._lerpAdditive;
  37193. setIdentity = this._setAdditiveIdentityNumeric;
  37194. this.buffer = new Float64Array( valueSize * 5 );
  37195. }
  37196. this._mixBufferRegion = mixFunction;
  37197. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37198. this._setIdentity = setIdentity;
  37199. this._origIndex = 3;
  37200. this._addIndex = 4;
  37201. /**
  37202. * TODO
  37203. *
  37204. * @type {number}
  37205. * @default 0
  37206. */
  37207. this.cumulativeWeight = 0;
  37208. /**
  37209. * TODO
  37210. *
  37211. * @type {number}
  37212. * @default 0
  37213. */
  37214. this.cumulativeWeightAdditive = 0;
  37215. /**
  37216. * TODO
  37217. *
  37218. * @type {number}
  37219. * @default 0
  37220. */
  37221. this.useCount = 0;
  37222. /**
  37223. * TODO
  37224. *
  37225. * @type {number}
  37226. * @default 0
  37227. */
  37228. this.referenceCount = 0;
  37229. }
  37230. /**
  37231. * Accumulates data in the `incoming` region into `accu<i>`.
  37232. *
  37233. * @param {number} accuIndex - The accumulation index.
  37234. * @param {number} weight - The weight.
  37235. */
  37236. accumulate( accuIndex, weight ) {
  37237. // note: happily accumulating nothing when weight = 0, the caller knows
  37238. // the weight and shouldn't have made the call in the first place
  37239. const buffer = this.buffer,
  37240. stride = this.valueSize,
  37241. offset = accuIndex * stride + stride;
  37242. let currentWeight = this.cumulativeWeight;
  37243. if ( currentWeight === 0 ) {
  37244. // accuN := incoming * weight
  37245. for ( let i = 0; i !== stride; ++ i ) {
  37246. buffer[ offset + i ] = buffer[ i ];
  37247. }
  37248. currentWeight = weight;
  37249. } else {
  37250. // accuN := accuN + incoming * weight
  37251. currentWeight += weight;
  37252. const mix = weight / currentWeight;
  37253. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37254. }
  37255. this.cumulativeWeight = currentWeight;
  37256. }
  37257. /**
  37258. * Accumulates data in the `incoming` region into `add`.
  37259. *
  37260. * @param {number} weight - The weight.
  37261. */
  37262. accumulateAdditive( weight ) {
  37263. const buffer = this.buffer,
  37264. stride = this.valueSize,
  37265. offset = stride * this._addIndex;
  37266. if ( this.cumulativeWeightAdditive === 0 ) {
  37267. // add = identity
  37268. this._setIdentity();
  37269. }
  37270. // add := add + incoming * weight
  37271. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37272. this.cumulativeWeightAdditive += weight;
  37273. }
  37274. /**
  37275. * Applies the state of `accu<i>` to the binding when accus differ.
  37276. *
  37277. * @param {number} accuIndex - The accumulation index.
  37278. */
  37279. apply( accuIndex ) {
  37280. const stride = this.valueSize,
  37281. buffer = this.buffer,
  37282. offset = accuIndex * stride + stride,
  37283. weight = this.cumulativeWeight,
  37284. weightAdditive = this.cumulativeWeightAdditive,
  37285. binding = this.binding;
  37286. this.cumulativeWeight = 0;
  37287. this.cumulativeWeightAdditive = 0;
  37288. if ( weight < 1 ) {
  37289. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37290. const originalValueOffset = stride * this._origIndex;
  37291. this._mixBufferRegion(
  37292. buffer, offset, originalValueOffset, 1 - weight, stride );
  37293. }
  37294. if ( weightAdditive > 0 ) {
  37295. // accuN := accuN + additive accuN
  37296. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37297. }
  37298. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37299. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37300. // value has changed -> update scene graph
  37301. binding.setValue( buffer, offset );
  37302. break;
  37303. }
  37304. }
  37305. }
  37306. /**
  37307. * Remembers the state of the bound property and copy it to both accus.
  37308. */
  37309. saveOriginalState() {
  37310. const binding = this.binding;
  37311. const buffer = this.buffer,
  37312. stride = this.valueSize,
  37313. originalValueOffset = stride * this._origIndex;
  37314. binding.getValue( buffer, originalValueOffset );
  37315. // accu[0..1] := orig -- initially detect changes against the original
  37316. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37317. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37318. }
  37319. // Add to identity for additive
  37320. this._setIdentity();
  37321. this.cumulativeWeight = 0;
  37322. this.cumulativeWeightAdditive = 0;
  37323. }
  37324. /**
  37325. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37326. */
  37327. restoreOriginalState() {
  37328. const originalValueOffset = this.valueSize * 3;
  37329. this.binding.setValue( this.buffer, originalValueOffset );
  37330. }
  37331. // internals
  37332. _setAdditiveIdentityNumeric() {
  37333. const startIndex = this._addIndex * this.valueSize;
  37334. const endIndex = startIndex + this.valueSize;
  37335. for ( let i = startIndex; i < endIndex; i ++ ) {
  37336. this.buffer[ i ] = 0;
  37337. }
  37338. }
  37339. _setAdditiveIdentityQuaternion() {
  37340. this._setAdditiveIdentityNumeric();
  37341. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37342. }
  37343. _setAdditiveIdentityOther() {
  37344. const startIndex = this._origIndex * this.valueSize;
  37345. const targetIndex = this._addIndex * this.valueSize;
  37346. for ( let i = 0; i < this.valueSize; i ++ ) {
  37347. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37348. }
  37349. }
  37350. // mix functions
  37351. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37352. if ( t >= 0.5 ) {
  37353. for ( let i = 0; i !== stride; ++ i ) {
  37354. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37355. }
  37356. }
  37357. }
  37358. _slerp( buffer, dstOffset, srcOffset, t ) {
  37359. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37360. }
  37361. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37362. const workOffset = this._workIndex * stride;
  37363. // Store result in intermediate buffer offset
  37364. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37365. // Slerp to the intermediate result
  37366. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37367. }
  37368. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37369. const s = 1 - t;
  37370. for ( let i = 0; i !== stride; ++ i ) {
  37371. const j = dstOffset + i;
  37372. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37373. }
  37374. }
  37375. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37376. for ( let i = 0; i !== stride; ++ i ) {
  37377. const j = dstOffset + i;
  37378. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37379. }
  37380. }
  37381. }
  37382. // Characters [].:/ are reserved for track binding syntax.
  37383. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37384. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37385. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37386. // only latin characters, and the unicode \p{L} is not yet supported. So
  37387. // instead, we exclude reserved characters and match everything else.
  37388. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37389. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37390. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37391. // be matched to parse the rest of the track name.
  37392. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37393. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37394. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37395. // Object on target node, and accessor. May not contain reserved
  37396. // characters. Accessor may contain any character except closing bracket.
  37397. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37398. // Property and accessor. May not contain reserved characters. Accessor may
  37399. // contain any non-bracket characters.
  37400. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37401. const _trackRe = new RegExp( ''
  37402. + '^'
  37403. + _directoryRe
  37404. + _nodeRe
  37405. + _objectRe
  37406. + _propertyRe
  37407. + '$'
  37408. );
  37409. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37410. class Composite {
  37411. constructor( targetGroup, path, optionalParsedPath ) {
  37412. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37413. this._targetGroup = targetGroup;
  37414. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37415. }
  37416. getValue( array, offset ) {
  37417. this.bind(); // bind all binding
  37418. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37419. binding = this._bindings[ firstValidIndex ];
  37420. // and only call .getValue on the first
  37421. if ( binding !== undefined ) binding.getValue( array, offset );
  37422. }
  37423. setValue( array, offset ) {
  37424. const bindings = this._bindings;
  37425. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37426. bindings[ i ].setValue( array, offset );
  37427. }
  37428. }
  37429. bind() {
  37430. const bindings = this._bindings;
  37431. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37432. bindings[ i ].bind();
  37433. }
  37434. }
  37435. unbind() {
  37436. const bindings = this._bindings;
  37437. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37438. bindings[ i ].unbind();
  37439. }
  37440. }
  37441. }
  37442. // Note: This class uses a State pattern on a per-method basis:
  37443. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37444. // prototype version of these methods with one that represents
  37445. // the bound state. When the property is not found, the methods
  37446. // become no-ops.
  37447. /**
  37448. * This holds a reference to a real property in the scene graph; used internally.
  37449. */
  37450. class PropertyBinding {
  37451. /**
  37452. * Constructs a new property binding.
  37453. *
  37454. * @param {Object} rootNode - The root node.
  37455. * @param {string} path - The path.
  37456. * @param {?Object} [parsedPath] - The parsed path.
  37457. */
  37458. constructor( rootNode, path, parsedPath ) {
  37459. /**
  37460. * The object path to the animated property.
  37461. *
  37462. * @type {string}
  37463. */
  37464. this.path = path;
  37465. /**
  37466. * An object holding information about the path.
  37467. *
  37468. * @type {Object}
  37469. */
  37470. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37471. /**
  37472. * The object owns the animated property.
  37473. *
  37474. * @type {?Object}
  37475. */
  37476. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37477. /**
  37478. * The root node.
  37479. *
  37480. * @type {Object3D|Skeleton}
  37481. */
  37482. this.rootNode = rootNode;
  37483. // initial state of these methods that calls 'bind'
  37484. this.getValue = this._getValue_unbound;
  37485. this.setValue = this._setValue_unbound;
  37486. }
  37487. /**
  37488. * Factory method for creating a property binding from the given parameters.
  37489. *
  37490. * @static
  37491. * @param {Object} root - The root node.
  37492. * @param {string} path - The path.
  37493. * @param {?Object} [parsedPath] - The parsed path.
  37494. * @return {PropertyBinding|Composite} The created property binding or composite.
  37495. */
  37496. static create( root, path, parsedPath ) {
  37497. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37498. return new PropertyBinding( root, path, parsedPath );
  37499. } else {
  37500. return new PropertyBinding.Composite( root, path, parsedPath );
  37501. }
  37502. }
  37503. /**
  37504. * Replaces spaces with underscores and removes unsupported characters from
  37505. * node names, to ensure compatibility with parseTrackName().
  37506. *
  37507. * @param {string} name - Node name to be sanitized.
  37508. * @return {string} The sanitized node name.
  37509. */
  37510. static sanitizeNodeName( name ) {
  37511. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37512. }
  37513. /**
  37514. * Parses the given track name (an object path to an animated property) and
  37515. * returns an object with information about the path. Matches strings in the following forms:
  37516. *
  37517. * - nodeName.property
  37518. * - nodeName.property[accessor]
  37519. * - nodeName.material.property[accessor]
  37520. * - uuid.property[accessor]
  37521. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37522. * - parentName/nodeName.property
  37523. * - parentName/parentName/nodeName.property[index]
  37524. * - .bone[Armature.DEF_cog].position
  37525. * - scene:helium_balloon_model:helium_balloon_model.position
  37526. *
  37527. * @static
  37528. * @param {string} trackName - The track name to parse.
  37529. * @return {Object} The parsed track name as an object.
  37530. */
  37531. static parseTrackName( trackName ) {
  37532. const matches = _trackRe.exec( trackName );
  37533. if ( matches === null ) {
  37534. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37535. }
  37536. const results = {
  37537. // directoryName: matches[ 1 ], // (tschw) currently unused
  37538. nodeName: matches[ 2 ],
  37539. objectName: matches[ 3 ],
  37540. objectIndex: matches[ 4 ],
  37541. propertyName: matches[ 5 ], // required
  37542. propertyIndex: matches[ 6 ]
  37543. };
  37544. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37545. if ( lastDot !== undefined && lastDot !== -1 ) {
  37546. const objectName = results.nodeName.substring( lastDot + 1 );
  37547. // Object names must be checked against an allowlist. Otherwise, there
  37548. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37549. // 'bar' could be the objectName, or part of a nodeName (which can
  37550. // include '.' characters).
  37551. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37552. results.nodeName = results.nodeName.substring( 0, lastDot );
  37553. results.objectName = objectName;
  37554. }
  37555. }
  37556. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37557. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37558. }
  37559. return results;
  37560. }
  37561. /**
  37562. * Searches for a node in the hierarchy of the given root object by the given
  37563. * node name.
  37564. *
  37565. * @static
  37566. * @param {Object} root - The root object.
  37567. * @param {string|number} nodeName - The name of the node.
  37568. * @return {?Object} The found node. Returns `null` if no object was found.
  37569. */
  37570. static findNode( root, nodeName ) {
  37571. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37572. return root;
  37573. }
  37574. // search into skeleton bones.
  37575. if ( root.skeleton ) {
  37576. const bone = root.skeleton.getBoneByName( nodeName );
  37577. if ( bone !== undefined ) {
  37578. return bone;
  37579. }
  37580. }
  37581. // search into node subtree.
  37582. if ( root.children ) {
  37583. const searchNodeSubtree = function ( children ) {
  37584. for ( let i = 0; i < children.length; i ++ ) {
  37585. const childNode = children[ i ];
  37586. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37587. return childNode;
  37588. }
  37589. const result = searchNodeSubtree( childNode.children );
  37590. if ( result ) return result;
  37591. }
  37592. return null;
  37593. };
  37594. const subTreeNode = searchNodeSubtree( root.children );
  37595. if ( subTreeNode ) {
  37596. return subTreeNode;
  37597. }
  37598. }
  37599. return null;
  37600. }
  37601. // these are used to "bind" a nonexistent property
  37602. _getValue_unavailable() {}
  37603. _setValue_unavailable() {}
  37604. // Getters
  37605. _getValue_direct( buffer, offset ) {
  37606. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37607. }
  37608. _getValue_array( buffer, offset ) {
  37609. const source = this.resolvedProperty;
  37610. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37611. buffer[ offset ++ ] = source[ i ];
  37612. }
  37613. }
  37614. _getValue_arrayElement( buffer, offset ) {
  37615. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37616. }
  37617. _getValue_toArray( buffer, offset ) {
  37618. this.resolvedProperty.toArray( buffer, offset );
  37619. }
  37620. // Direct
  37621. _setValue_direct( buffer, offset ) {
  37622. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37623. }
  37624. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37625. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37626. this.targetObject.needsUpdate = true;
  37627. }
  37628. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37629. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37630. this.targetObject.matrixWorldNeedsUpdate = true;
  37631. }
  37632. // EntireArray
  37633. _setValue_array( buffer, offset ) {
  37634. const dest = this.resolvedProperty;
  37635. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37636. dest[ i ] = buffer[ offset ++ ];
  37637. }
  37638. }
  37639. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37640. const dest = this.resolvedProperty;
  37641. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37642. dest[ i ] = buffer[ offset ++ ];
  37643. }
  37644. this.targetObject.needsUpdate = true;
  37645. }
  37646. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37647. const dest = this.resolvedProperty;
  37648. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37649. dest[ i ] = buffer[ offset ++ ];
  37650. }
  37651. this.targetObject.matrixWorldNeedsUpdate = true;
  37652. }
  37653. // ArrayElement
  37654. _setValue_arrayElement( buffer, offset ) {
  37655. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37656. }
  37657. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37658. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37659. this.targetObject.needsUpdate = true;
  37660. }
  37661. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37662. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37663. this.targetObject.matrixWorldNeedsUpdate = true;
  37664. }
  37665. // HasToFromArray
  37666. _setValue_fromArray( buffer, offset ) {
  37667. this.resolvedProperty.fromArray( buffer, offset );
  37668. }
  37669. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37670. this.resolvedProperty.fromArray( buffer, offset );
  37671. this.targetObject.needsUpdate = true;
  37672. }
  37673. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37674. this.resolvedProperty.fromArray( buffer, offset );
  37675. this.targetObject.matrixWorldNeedsUpdate = true;
  37676. }
  37677. _getValue_unbound( targetArray, offset ) {
  37678. this.bind();
  37679. this.getValue( targetArray, offset );
  37680. }
  37681. _setValue_unbound( sourceArray, offset ) {
  37682. this.bind();
  37683. this.setValue( sourceArray, offset );
  37684. }
  37685. /**
  37686. * Creates a getter / setter pair for the property tracked by this binding.
  37687. */
  37688. bind() {
  37689. let targetObject = this.node;
  37690. const parsedPath = this.parsedPath;
  37691. const objectName = parsedPath.objectName;
  37692. const propertyName = parsedPath.propertyName;
  37693. let propertyIndex = parsedPath.propertyIndex;
  37694. if ( ! targetObject ) {
  37695. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37696. this.node = targetObject;
  37697. }
  37698. // set fail state so we can just 'return' on error
  37699. this.getValue = this._getValue_unavailable;
  37700. this.setValue = this._setValue_unavailable;
  37701. // ensure there is a value node
  37702. if ( ! targetObject ) {
  37703. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  37704. return;
  37705. }
  37706. if ( objectName ) {
  37707. let objectIndex = parsedPath.objectIndex;
  37708. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37709. switch ( objectName ) {
  37710. case 'materials':
  37711. if ( ! targetObject.material ) {
  37712. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37713. return;
  37714. }
  37715. if ( ! targetObject.material.materials ) {
  37716. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37717. return;
  37718. }
  37719. targetObject = targetObject.material.materials;
  37720. break;
  37721. case 'bones':
  37722. if ( ! targetObject.skeleton ) {
  37723. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37724. return;
  37725. }
  37726. // potential future optimization: skip this if propertyIndex is already an integer
  37727. // and convert the integer string to a true integer.
  37728. targetObject = targetObject.skeleton.bones;
  37729. // support resolving morphTarget names into indices.
  37730. for ( let i = 0; i < targetObject.length; i ++ ) {
  37731. if ( targetObject[ i ].name === objectIndex ) {
  37732. objectIndex = i;
  37733. break;
  37734. }
  37735. }
  37736. break;
  37737. case 'map':
  37738. if ( 'map' in targetObject ) {
  37739. targetObject = targetObject.map;
  37740. break;
  37741. }
  37742. if ( ! targetObject.material ) {
  37743. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37744. return;
  37745. }
  37746. if ( ! targetObject.material.map ) {
  37747. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37748. return;
  37749. }
  37750. targetObject = targetObject.material.map;
  37751. break;
  37752. default:
  37753. if ( targetObject[ objectName ] === undefined ) {
  37754. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  37755. return;
  37756. }
  37757. targetObject = targetObject[ objectName ];
  37758. }
  37759. if ( objectIndex !== undefined ) {
  37760. if ( targetObject[ objectIndex ] === undefined ) {
  37761. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37762. return;
  37763. }
  37764. targetObject = targetObject[ objectIndex ];
  37765. }
  37766. }
  37767. // resolve property
  37768. const nodeProperty = targetObject[ propertyName ];
  37769. if ( nodeProperty === undefined ) {
  37770. const nodeName = parsedPath.nodeName;
  37771. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  37772. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37773. return;
  37774. }
  37775. // determine versioning scheme
  37776. let versioning = this.Versioning.None;
  37777. this.targetObject = targetObject;
  37778. if ( targetObject.isMaterial === true ) {
  37779. versioning = this.Versioning.NeedsUpdate;
  37780. } else if ( targetObject.isObject3D === true ) {
  37781. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37782. }
  37783. // determine how the property gets bound
  37784. let bindingType = this.BindingType.Direct;
  37785. if ( propertyIndex !== undefined ) {
  37786. // access a sub element of the property array (only primitives are supported right now)
  37787. if ( propertyName === 'morphTargetInfluences' ) {
  37788. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37789. // support resolving morphTarget names into indices.
  37790. if ( ! targetObject.geometry ) {
  37791. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37792. return;
  37793. }
  37794. if ( ! targetObject.geometry.morphAttributes ) {
  37795. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37796. return;
  37797. }
  37798. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37799. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37800. }
  37801. }
  37802. bindingType = this.BindingType.ArrayElement;
  37803. this.resolvedProperty = nodeProperty;
  37804. this.propertyIndex = propertyIndex;
  37805. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37806. // must use copy for Object3D.Euler/Quaternion
  37807. bindingType = this.BindingType.HasFromToArray;
  37808. this.resolvedProperty = nodeProperty;
  37809. } else if ( Array.isArray( nodeProperty ) ) {
  37810. bindingType = this.BindingType.EntireArray;
  37811. this.resolvedProperty = nodeProperty;
  37812. } else {
  37813. this.propertyName = propertyName;
  37814. }
  37815. // select getter / setter
  37816. this.getValue = this.GetterByBindingType[ bindingType ];
  37817. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37818. }
  37819. /**
  37820. * Unbinds the property.
  37821. */
  37822. unbind() {
  37823. this.node = null;
  37824. // back to the prototype version of getValue / setValue
  37825. // note: avoiding to mutate the shape of 'this' via 'delete'
  37826. this.getValue = this._getValue_unbound;
  37827. this.setValue = this._setValue_unbound;
  37828. }
  37829. }
  37830. PropertyBinding.Composite = Composite;
  37831. PropertyBinding.prototype.BindingType = {
  37832. Direct: 0,
  37833. EntireArray: 1,
  37834. ArrayElement: 2,
  37835. HasFromToArray: 3
  37836. };
  37837. PropertyBinding.prototype.Versioning = {
  37838. None: 0,
  37839. NeedsUpdate: 1,
  37840. MatrixWorldNeedsUpdate: 2
  37841. };
  37842. PropertyBinding.prototype.GetterByBindingType = [
  37843. PropertyBinding.prototype._getValue_direct,
  37844. PropertyBinding.prototype._getValue_array,
  37845. PropertyBinding.prototype._getValue_arrayElement,
  37846. PropertyBinding.prototype._getValue_toArray,
  37847. ];
  37848. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37849. [
  37850. // Direct
  37851. PropertyBinding.prototype._setValue_direct,
  37852. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37853. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37854. ], [
  37855. // EntireArray
  37856. PropertyBinding.prototype._setValue_array,
  37857. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37858. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37859. ], [
  37860. // ArrayElement
  37861. PropertyBinding.prototype._setValue_arrayElement,
  37862. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37863. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37864. ], [
  37865. // HasToFromArray
  37866. PropertyBinding.prototype._setValue_fromArray,
  37867. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37868. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37869. ]
  37870. ];
  37871. /**
  37872. * A group of objects that receives a shared animation state.
  37873. *
  37874. * Usage:
  37875. *
  37876. * - Add objects you would otherwise pass as 'root' to the
  37877. * constructor or the .clipAction method of AnimationMixer.
  37878. * - Instead pass this object as 'root'.
  37879. * - You can also add and remove objects later when the mixer is running.
  37880. *
  37881. * Note:
  37882. *
  37883. * - Objects of this class appear as one object to the mixer,
  37884. * so cache control of the individual objects must be done on the group.
  37885. *
  37886. * Limitation:
  37887. *
  37888. * - The animated properties must be compatible among the all objects in the group.
  37889. * - A single property can either be controlled through a target group or directly, but not both.
  37890. */
  37891. class AnimationObjectGroup {
  37892. /**
  37893. * Constructs a new animation group.
  37894. *
  37895. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37896. */
  37897. constructor() {
  37898. /**
  37899. * This flag can be used for type testing.
  37900. *
  37901. * @type {boolean}
  37902. * @readonly
  37903. * @default true
  37904. */
  37905. this.isAnimationObjectGroup = true;
  37906. /**
  37907. * The UUID of the 3D object.
  37908. *
  37909. * @type {string}
  37910. * @readonly
  37911. */
  37912. this.uuid = generateUUID();
  37913. // cached objects followed by the active ones
  37914. this._objects = Array.prototype.slice.call( arguments );
  37915. this.nCachedObjects_ = 0; // threshold
  37916. // note: read by PropertyBinding.Composite
  37917. const indices = {};
  37918. this._indicesByUUID = indices; // for bookkeeping
  37919. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37920. indices[ arguments[ i ].uuid ] = i;
  37921. }
  37922. this._paths = []; // inside: string
  37923. this._parsedPaths = []; // inside: { we don't care, here }
  37924. this._bindings = []; // inside: Array< PropertyBinding >
  37925. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37926. const scope = this;
  37927. this.stats = {
  37928. objects: {
  37929. get total() {
  37930. return scope._objects.length;
  37931. },
  37932. get inUse() {
  37933. return this.total - scope.nCachedObjects_;
  37934. }
  37935. },
  37936. get bindingsPerObject() {
  37937. return scope._bindings.length;
  37938. }
  37939. };
  37940. }
  37941. /**
  37942. * Adds an arbitrary number of objects to this animation group.
  37943. *
  37944. * @param {...Object3D} arguments - The 3D objects to add.
  37945. */
  37946. add() {
  37947. const objects = this._objects,
  37948. indicesByUUID = this._indicesByUUID,
  37949. paths = this._paths,
  37950. parsedPaths = this._parsedPaths,
  37951. bindings = this._bindings,
  37952. nBindings = bindings.length;
  37953. let knownObject = undefined,
  37954. nObjects = objects.length,
  37955. nCachedObjects = this.nCachedObjects_;
  37956. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37957. const object = arguments[ i ],
  37958. uuid = object.uuid;
  37959. let index = indicesByUUID[ uuid ];
  37960. if ( index === undefined ) {
  37961. // unknown object -> add it to the ACTIVE region
  37962. index = nObjects ++;
  37963. indicesByUUID[ uuid ] = index;
  37964. objects.push( object );
  37965. // accounting is done, now do the same for all bindings
  37966. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37967. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37968. }
  37969. } else if ( index < nCachedObjects ) {
  37970. knownObject = objects[ index ];
  37971. // move existing object to the ACTIVE region
  37972. const firstActiveIndex = -- nCachedObjects,
  37973. lastCachedObject = objects[ firstActiveIndex ];
  37974. indicesByUUID[ lastCachedObject.uuid ] = index;
  37975. objects[ index ] = lastCachedObject;
  37976. indicesByUUID[ uuid ] = firstActiveIndex;
  37977. objects[ firstActiveIndex ] = object;
  37978. // accounting is done, now do the same for all bindings
  37979. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37980. const bindingsForPath = bindings[ j ],
  37981. lastCached = bindingsForPath[ firstActiveIndex ];
  37982. let binding = bindingsForPath[ index ];
  37983. bindingsForPath[ index ] = lastCached;
  37984. if ( binding === undefined ) {
  37985. // since we do not bother to create new bindings
  37986. // for objects that are cached, the binding may
  37987. // or may not exist
  37988. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  37989. }
  37990. bindingsForPath[ firstActiveIndex ] = binding;
  37991. }
  37992. } else if ( objects[ index ] !== knownObject ) {
  37993. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  37994. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  37995. } // else the object is already where we want it to be
  37996. } // for arguments
  37997. this.nCachedObjects_ = nCachedObjects;
  37998. }
  37999. /**
  38000. * Removes an arbitrary number of objects to this animation group
  38001. *
  38002. * @param {...Object3D} arguments - The 3D objects to remove.
  38003. */
  38004. remove() {
  38005. const objects = this._objects,
  38006. indicesByUUID = this._indicesByUUID,
  38007. bindings = this._bindings,
  38008. nBindings = bindings.length;
  38009. let nCachedObjects = this.nCachedObjects_;
  38010. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38011. const object = arguments[ i ],
  38012. uuid = object.uuid,
  38013. index = indicesByUUID[ uuid ];
  38014. if ( index !== undefined && index >= nCachedObjects ) {
  38015. // move existing object into the CACHED region
  38016. const lastCachedIndex = nCachedObjects ++,
  38017. firstActiveObject = objects[ lastCachedIndex ];
  38018. indicesByUUID[ firstActiveObject.uuid ] = index;
  38019. objects[ index ] = firstActiveObject;
  38020. indicesByUUID[ uuid ] = lastCachedIndex;
  38021. objects[ lastCachedIndex ] = object;
  38022. // accounting is done, now do the same for all bindings
  38023. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38024. const bindingsForPath = bindings[ j ],
  38025. firstActive = bindingsForPath[ lastCachedIndex ],
  38026. binding = bindingsForPath[ index ];
  38027. bindingsForPath[ index ] = firstActive;
  38028. bindingsForPath[ lastCachedIndex ] = binding;
  38029. }
  38030. }
  38031. } // for arguments
  38032. this.nCachedObjects_ = nCachedObjects;
  38033. }
  38034. /**
  38035. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38036. *
  38037. * @param {...Object3D} arguments - The 3D objects to uncache.
  38038. */
  38039. uncache() {
  38040. const objects = this._objects,
  38041. indicesByUUID = this._indicesByUUID,
  38042. bindings = this._bindings,
  38043. nBindings = bindings.length;
  38044. let nCachedObjects = this.nCachedObjects_,
  38045. nObjects = objects.length;
  38046. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38047. const object = arguments[ i ],
  38048. uuid = object.uuid,
  38049. index = indicesByUUID[ uuid ];
  38050. if ( index !== undefined ) {
  38051. delete indicesByUUID[ uuid ];
  38052. if ( index < nCachedObjects ) {
  38053. // object is cached, shrink the CACHED region
  38054. const firstActiveIndex = -- nCachedObjects,
  38055. lastCachedObject = objects[ firstActiveIndex ],
  38056. lastIndex = -- nObjects,
  38057. lastObject = objects[ lastIndex ];
  38058. // last cached object takes this object's place
  38059. indicesByUUID[ lastCachedObject.uuid ] = index;
  38060. objects[ index ] = lastCachedObject;
  38061. // last object goes to the activated slot and pop
  38062. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38063. objects[ firstActiveIndex ] = lastObject;
  38064. objects.pop();
  38065. // accounting is done, now do the same for all bindings
  38066. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38067. const bindingsForPath = bindings[ j ],
  38068. lastCached = bindingsForPath[ firstActiveIndex ],
  38069. last = bindingsForPath[ lastIndex ];
  38070. bindingsForPath[ index ] = lastCached;
  38071. bindingsForPath[ firstActiveIndex ] = last;
  38072. bindingsForPath.pop();
  38073. }
  38074. } else {
  38075. // object is active, just swap with the last and pop
  38076. const lastIndex = -- nObjects,
  38077. lastObject = objects[ lastIndex ];
  38078. if ( lastIndex > 0 ) {
  38079. indicesByUUID[ lastObject.uuid ] = index;
  38080. }
  38081. objects[ index ] = lastObject;
  38082. objects.pop();
  38083. // accounting is done, now do the same for all bindings
  38084. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38085. const bindingsForPath = bindings[ j ];
  38086. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38087. bindingsForPath.pop();
  38088. }
  38089. } // cached or active
  38090. } // if object is known
  38091. } // for arguments
  38092. this.nCachedObjects_ = nCachedObjects;
  38093. }
  38094. // Internal interface used by befriended PropertyBinding.Composite:
  38095. subscribe_( path, parsedPath ) {
  38096. // returns an array of bindings for the given path that is changed
  38097. // according to the contained objects in the group
  38098. const indicesByPath = this._bindingsIndicesByPath;
  38099. let index = indicesByPath[ path ];
  38100. const bindings = this._bindings;
  38101. if ( index !== undefined ) return bindings[ index ];
  38102. const paths = this._paths,
  38103. parsedPaths = this._parsedPaths,
  38104. objects = this._objects,
  38105. nObjects = objects.length,
  38106. nCachedObjects = this.nCachedObjects_,
  38107. bindingsForPath = new Array( nObjects );
  38108. index = bindings.length;
  38109. indicesByPath[ path ] = index;
  38110. paths.push( path );
  38111. parsedPaths.push( parsedPath );
  38112. bindings.push( bindingsForPath );
  38113. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38114. const object = objects[ i ];
  38115. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38116. }
  38117. return bindingsForPath;
  38118. }
  38119. unsubscribe_( path ) {
  38120. // tells the group to forget about a property path and no longer
  38121. // update the array previously obtained with 'subscribe_'
  38122. const indicesByPath = this._bindingsIndicesByPath,
  38123. index = indicesByPath[ path ];
  38124. if ( index !== undefined ) {
  38125. const paths = this._paths,
  38126. parsedPaths = this._parsedPaths,
  38127. bindings = this._bindings,
  38128. lastBindingsIndex = bindings.length - 1,
  38129. lastBindings = bindings[ lastBindingsIndex ],
  38130. lastBindingsPath = path[ lastBindingsIndex ];
  38131. indicesByPath[ lastBindingsPath ] = index;
  38132. bindings[ index ] = lastBindings;
  38133. bindings.pop();
  38134. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38135. parsedPaths.pop();
  38136. paths[ index ] = paths[ lastBindingsIndex ];
  38137. paths.pop();
  38138. }
  38139. }
  38140. }
  38141. /**
  38142. * An instance of `AnimationAction` schedules the playback of an animation which is
  38143. * stored in {@link AnimationClip}.
  38144. */
  38145. class AnimationAction {
  38146. /**
  38147. * Constructs a new animation action.
  38148. *
  38149. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38150. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38151. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38152. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38153. */
  38154. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38155. this._mixer = mixer;
  38156. this._clip = clip;
  38157. this._localRoot = localRoot;
  38158. /**
  38159. * Defines how the animation is blended/combined when two or more animations
  38160. * are simultaneously played.
  38161. *
  38162. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38163. */
  38164. this.blendMode = blendMode;
  38165. const tracks = clip.tracks,
  38166. nTracks = tracks.length,
  38167. interpolants = new Array( nTracks );
  38168. const interpolantSettings = {
  38169. endingStart: ZeroCurvatureEnding,
  38170. endingEnd: ZeroCurvatureEnding
  38171. };
  38172. for ( let i = 0; i !== nTracks; ++ i ) {
  38173. const interpolant = tracks[ i ].createInterpolant( null );
  38174. interpolants[ i ] = interpolant;
  38175. interpolant.settings = interpolantSettings;
  38176. }
  38177. this._interpolantSettings = interpolantSettings;
  38178. this._interpolants = interpolants; // bound by the mixer
  38179. // inside: PropertyMixer (managed by the mixer)
  38180. this._propertyBindings = new Array( nTracks );
  38181. this._cacheIndex = null; // for the memory manager
  38182. this._byClipCacheIndex = null; // for the memory manager
  38183. this._timeScaleInterpolant = null;
  38184. this._weightInterpolant = null;
  38185. /**
  38186. * The loop mode, set via {@link AnimationAction#setLoop}.
  38187. *
  38188. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38189. * @default LoopRepeat
  38190. */
  38191. this.loop = LoopRepeat;
  38192. this._loopCount = -1;
  38193. // global mixer time when the action is to be started
  38194. // it's set back to 'null' upon start of the action
  38195. this._startTime = null;
  38196. /**
  38197. * The local time of this action (in seconds, starting with `0`).
  38198. *
  38199. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38200. * loop state).
  38201. *
  38202. * @type {number}
  38203. * @default Infinity
  38204. */
  38205. this.time = 0;
  38206. /**
  38207. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38208. * animation to pause. Negative values cause the animation to play backwards.
  38209. *
  38210. * @type {number}
  38211. * @default 1
  38212. */
  38213. this.timeScale = 1;
  38214. this._effectiveTimeScale = 1;
  38215. /**
  38216. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38217. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38218. * several actions.
  38219. *
  38220. * @type {number}
  38221. * @default 1
  38222. */
  38223. this.weight = 1;
  38224. this._effectiveWeight = 1;
  38225. /**
  38226. * The number of repetitions of the performed clip over the course of this action.
  38227. * Can be set via {@link AnimationAction#setLoop}.
  38228. *
  38229. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38230. * `THREE:LoopOnce`.
  38231. *
  38232. * @type {number}
  38233. * @default Infinity
  38234. */
  38235. this.repetitions = Infinity;
  38236. /**
  38237. * If set to `true`, the playback of the action is paused.
  38238. *
  38239. * @type {boolean}
  38240. * @default false
  38241. */
  38242. this.paused = false;
  38243. /**
  38244. * If set to `false`, the action is disabled so it has no impact.
  38245. *
  38246. * When the action is re-enabled, the animation continues from its current
  38247. * time (setting `enabled` to `false` doesn't reset the action).
  38248. *
  38249. * @type {boolean}
  38250. * @default true
  38251. */
  38252. this.enabled = true;
  38253. /**
  38254. * If set to true the animation will automatically be paused on its last frame.
  38255. *
  38256. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38257. * to `false` when the last loop of the action has finished, so that this action has
  38258. * no further impact.
  38259. *
  38260. * Note: This member has no impact if the action is interrupted (it
  38261. * has only an effect if its last loop has really finished).
  38262. *
  38263. * @type {boolean}
  38264. * @default false
  38265. */
  38266. this.clampWhenFinished = false;
  38267. /**
  38268. * Enables smooth interpolation without separate clips for start, loop and end.
  38269. *
  38270. * @type {boolean}
  38271. * @default true
  38272. */
  38273. this.zeroSlopeAtStart = true;
  38274. /**
  38275. * Enables smooth interpolation without separate clips for start, loop and end.
  38276. *
  38277. * @type {boolean}
  38278. * @default true
  38279. */
  38280. this.zeroSlopeAtEnd = true;
  38281. }
  38282. /**
  38283. * Starts the playback of the animation.
  38284. *
  38285. * @return {AnimationAction} A reference to this animation action.
  38286. */
  38287. play() {
  38288. this._mixer._activateAction( this );
  38289. return this;
  38290. }
  38291. /**
  38292. * Stops the playback of the animation.
  38293. *
  38294. * @return {AnimationAction} A reference to this animation action.
  38295. */
  38296. stop() {
  38297. this._mixer._deactivateAction( this );
  38298. return this.reset();
  38299. }
  38300. /**
  38301. * Resets the playback of the animation.
  38302. *
  38303. * @return {AnimationAction} A reference to this animation action.
  38304. */
  38305. reset() {
  38306. this.paused = false;
  38307. this.enabled = true;
  38308. this.time = 0; // restart clip
  38309. this._loopCount = -1;// forget previous loops
  38310. this._startTime = null;// forget scheduling
  38311. return this.stopFading().stopWarping();
  38312. }
  38313. /**
  38314. * Returns `true` if the animation is running.
  38315. *
  38316. * @return {boolean} Whether the animation is running or not.
  38317. */
  38318. isRunning() {
  38319. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38320. this._startTime === null && this._mixer._isActiveAction( this );
  38321. }
  38322. /**
  38323. * Returns `true` when {@link AnimationAction#play} has been called.
  38324. *
  38325. * @return {boolean} Whether the animation is scheduled or not.
  38326. */
  38327. isScheduled() {
  38328. return this._mixer._isActiveAction( this );
  38329. }
  38330. /**
  38331. * Defines the time when the animation should start.
  38332. *
  38333. * @param {number} time - The start time in seconds.
  38334. * @return {AnimationAction} A reference to this animation action.
  38335. */
  38336. startAt( time ) {
  38337. this._startTime = time;
  38338. return this;
  38339. }
  38340. /**
  38341. * Configures the loop settings for this action.
  38342. *
  38343. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38344. * @param {number} repetitions - The number of repetitions.
  38345. * @return {AnimationAction} A reference to this animation action.
  38346. */
  38347. setLoop( mode, repetitions ) {
  38348. this.loop = mode;
  38349. this.repetitions = repetitions;
  38350. return this;
  38351. }
  38352. /**
  38353. * Sets the effective weight of this action.
  38354. *
  38355. * An action has no effect and thus an effective weight of zero when the
  38356. * action is disabled.
  38357. *
  38358. * @param {number} weight - The weight to set.
  38359. * @return {AnimationAction} A reference to this animation action.
  38360. */
  38361. setEffectiveWeight( weight ) {
  38362. this.weight = weight;
  38363. // note: same logic as when updated at runtime
  38364. this._effectiveWeight = this.enabled ? weight : 0;
  38365. return this.stopFading();
  38366. }
  38367. /**
  38368. * Returns the effective weight of this action.
  38369. *
  38370. * @return {number} The effective weight.
  38371. */
  38372. getEffectiveWeight() {
  38373. return this._effectiveWeight;
  38374. }
  38375. /**
  38376. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38377. * within the passed time interval.
  38378. *
  38379. * @param {number} duration - The duration of the fade.
  38380. * @return {AnimationAction} A reference to this animation action.
  38381. */
  38382. fadeIn( duration ) {
  38383. return this._scheduleFading( duration, 0, 1 );
  38384. }
  38385. /**
  38386. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38387. * within the passed time interval.
  38388. *
  38389. * @param {number} duration - The duration of the fade.
  38390. * @return {AnimationAction} A reference to this animation action.
  38391. */
  38392. fadeOut( duration ) {
  38393. return this._scheduleFading( duration, 1, 0 );
  38394. }
  38395. /**
  38396. * Causes this action to fade in and the given action to fade out,
  38397. * within the passed time interval.
  38398. *
  38399. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38400. * @param {number} duration - The duration of the fade.
  38401. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38402. * @return {AnimationAction} A reference to this animation action.
  38403. */
  38404. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38405. fadeOutAction.fadeOut( duration );
  38406. this.fadeIn( duration );
  38407. if ( warp === true ) {
  38408. const fadeInDuration = this._clip.duration,
  38409. fadeOutDuration = fadeOutAction._clip.duration,
  38410. startEndRatio = fadeOutDuration / fadeInDuration,
  38411. endStartRatio = fadeInDuration / fadeOutDuration;
  38412. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38413. this.warp( endStartRatio, 1.0, duration );
  38414. }
  38415. return this;
  38416. }
  38417. /**
  38418. * Causes this action to fade out and the given action to fade in,
  38419. * within the passed time interval.
  38420. *
  38421. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38422. * @param {number} duration - The duration of the fade.
  38423. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38424. * @return {AnimationAction} A reference to this animation action.
  38425. */
  38426. crossFadeTo( fadeInAction, duration, warp = false ) {
  38427. return fadeInAction.crossFadeFrom( this, duration, warp );
  38428. }
  38429. /**
  38430. * Stops any fading which is applied to this action.
  38431. *
  38432. * @return {AnimationAction} A reference to this animation action.
  38433. */
  38434. stopFading() {
  38435. const weightInterpolant = this._weightInterpolant;
  38436. if ( weightInterpolant !== null ) {
  38437. this._weightInterpolant = null;
  38438. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38439. }
  38440. return this;
  38441. }
  38442. /**
  38443. * Sets the effective time scale of this action.
  38444. *
  38445. * An action has no effect and thus an effective time scale of zero when the
  38446. * action is paused.
  38447. *
  38448. * @param {number} timeScale - The time scale to set.
  38449. * @return {AnimationAction} A reference to this animation action.
  38450. */
  38451. setEffectiveTimeScale( timeScale ) {
  38452. this.timeScale = timeScale;
  38453. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38454. return this.stopWarping();
  38455. }
  38456. /**
  38457. * Returns the effective time scale of this action.
  38458. *
  38459. * @return {number} The effective time scale.
  38460. */
  38461. getEffectiveTimeScale() {
  38462. return this._effectiveTimeScale;
  38463. }
  38464. /**
  38465. * Sets the duration for a single loop of this action.
  38466. *
  38467. * @param {number} duration - The duration to set.
  38468. * @return {AnimationAction} A reference to this animation action.
  38469. */
  38470. setDuration( duration ) {
  38471. this.timeScale = this._clip.duration / duration;
  38472. return this.stopWarping();
  38473. }
  38474. /**
  38475. * Synchronizes this action with the passed other action.
  38476. *
  38477. * @param {AnimationAction} action - The action to sync with.
  38478. * @return {AnimationAction} A reference to this animation action.
  38479. */
  38480. syncWith( action ) {
  38481. this.time = action.time;
  38482. this.timeScale = action.timeScale;
  38483. return this.stopWarping();
  38484. }
  38485. /**
  38486. * Decelerates this animation's speed to `0` within the passed time interval.
  38487. *
  38488. * @param {number} duration - The duration.
  38489. * @return {AnimationAction} A reference to this animation action.
  38490. */
  38491. halt( duration ) {
  38492. return this.warp( this._effectiveTimeScale, 0, duration );
  38493. }
  38494. /**
  38495. * Changes the playback speed, within the passed time interval, by modifying
  38496. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38497. * `endTimeScale`.
  38498. *
  38499. * @param {number} startTimeScale - The start time scale.
  38500. * @param {number} endTimeScale - The end time scale.
  38501. * @param {number} duration - The duration.
  38502. * @return {AnimationAction} A reference to this animation action.
  38503. */
  38504. warp( startTimeScale, endTimeScale, duration ) {
  38505. const mixer = this._mixer,
  38506. now = mixer.time,
  38507. timeScale = this.timeScale;
  38508. let interpolant = this._timeScaleInterpolant;
  38509. if ( interpolant === null ) {
  38510. interpolant = mixer._lendControlInterpolant();
  38511. this._timeScaleInterpolant = interpolant;
  38512. }
  38513. const times = interpolant.parameterPositions,
  38514. values = interpolant.sampleValues;
  38515. times[ 0 ] = now;
  38516. times[ 1 ] = now + duration;
  38517. values[ 0 ] = startTimeScale / timeScale;
  38518. values[ 1 ] = endTimeScale / timeScale;
  38519. return this;
  38520. }
  38521. /**
  38522. * Stops any scheduled warping which is applied to this action.
  38523. *
  38524. * @return {AnimationAction} A reference to this animation action.
  38525. */
  38526. stopWarping() {
  38527. const timeScaleInterpolant = this._timeScaleInterpolant;
  38528. if ( timeScaleInterpolant !== null ) {
  38529. this._timeScaleInterpolant = null;
  38530. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38531. }
  38532. return this;
  38533. }
  38534. /**
  38535. * Returns the animation mixer of this animation action.
  38536. *
  38537. * @return {AnimationMixer} The animation mixer.
  38538. */
  38539. getMixer() {
  38540. return this._mixer;
  38541. }
  38542. /**
  38543. * Returns the animation clip of this animation action.
  38544. *
  38545. * @return {AnimationClip} The animation clip.
  38546. */
  38547. getClip() {
  38548. return this._clip;
  38549. }
  38550. /**
  38551. * Returns the root object of this animation action.
  38552. *
  38553. * @return {Object3D} The root object.
  38554. */
  38555. getRoot() {
  38556. return this._localRoot || this._mixer._root;
  38557. }
  38558. // Interna
  38559. _update( time, deltaTime, timeDirection, accuIndex ) {
  38560. // called by the mixer
  38561. if ( ! this.enabled ) {
  38562. // call ._updateWeight() to update ._effectiveWeight
  38563. this._updateWeight( time );
  38564. return;
  38565. }
  38566. const startTime = this._startTime;
  38567. if ( startTime !== null ) {
  38568. // check for scheduled start of action
  38569. const timeRunning = ( time - startTime ) * timeDirection;
  38570. if ( timeRunning < 0 || timeDirection === 0 ) {
  38571. deltaTime = 0;
  38572. } else {
  38573. this._startTime = null; // unschedule
  38574. deltaTime = timeDirection * timeRunning;
  38575. }
  38576. }
  38577. // apply time scale and advance time
  38578. deltaTime *= this._updateTimeScale( time );
  38579. const clipTime = this._updateTime( deltaTime );
  38580. // note: _updateTime may disable the action resulting in
  38581. // an effective weight of 0
  38582. const weight = this._updateWeight( time );
  38583. if ( weight > 0 ) {
  38584. const interpolants = this._interpolants;
  38585. const propertyMixers = this._propertyBindings;
  38586. switch ( this.blendMode ) {
  38587. case AdditiveAnimationBlendMode:
  38588. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38589. interpolants[ j ].evaluate( clipTime );
  38590. propertyMixers[ j ].accumulateAdditive( weight );
  38591. }
  38592. break;
  38593. case NormalAnimationBlendMode:
  38594. default:
  38595. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38596. interpolants[ j ].evaluate( clipTime );
  38597. propertyMixers[ j ].accumulate( accuIndex, weight );
  38598. }
  38599. }
  38600. }
  38601. }
  38602. _updateWeight( time ) {
  38603. let weight = 0;
  38604. if ( this.enabled ) {
  38605. weight = this.weight;
  38606. const interpolant = this._weightInterpolant;
  38607. if ( interpolant !== null ) {
  38608. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38609. weight *= interpolantValue;
  38610. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38611. this.stopFading();
  38612. if ( interpolantValue === 0 ) {
  38613. // faded out, disable
  38614. this.enabled = false;
  38615. }
  38616. }
  38617. }
  38618. }
  38619. this._effectiveWeight = weight;
  38620. return weight;
  38621. }
  38622. _updateTimeScale( time ) {
  38623. let timeScale = 0;
  38624. if ( ! this.paused ) {
  38625. timeScale = this.timeScale;
  38626. const interpolant = this._timeScaleInterpolant;
  38627. if ( interpolant !== null ) {
  38628. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38629. timeScale *= interpolantValue;
  38630. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38631. this.stopWarping();
  38632. if ( timeScale === 0 ) {
  38633. // motion has halted, pause
  38634. this.paused = true;
  38635. } else {
  38636. // warp done - apply final time scale
  38637. this.timeScale = timeScale;
  38638. }
  38639. }
  38640. }
  38641. }
  38642. this._effectiveTimeScale = timeScale;
  38643. return timeScale;
  38644. }
  38645. _updateTime( deltaTime ) {
  38646. const duration = this._clip.duration;
  38647. const loop = this.loop;
  38648. let time = this.time + deltaTime;
  38649. let loopCount = this._loopCount;
  38650. const pingPong = ( loop === LoopPingPong );
  38651. if ( deltaTime === 0 ) {
  38652. if ( loopCount === -1 ) return time;
  38653. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38654. }
  38655. if ( loop === LoopOnce ) {
  38656. if ( loopCount === -1 ) {
  38657. // just started
  38658. this._loopCount = 0;
  38659. this._setEndings( true, true, false );
  38660. }
  38661. handle_stop: {
  38662. if ( time >= duration ) {
  38663. time = duration;
  38664. } else if ( time < 0 ) {
  38665. time = 0;
  38666. } else {
  38667. this.time = time;
  38668. break handle_stop;
  38669. }
  38670. if ( this.clampWhenFinished ) this.paused = true;
  38671. else this.enabled = false;
  38672. this.time = time;
  38673. this._mixer.dispatchEvent( {
  38674. type: 'finished', action: this,
  38675. direction: deltaTime < 0 ? -1 : 1
  38676. } );
  38677. }
  38678. } else { // repetitive Repeat or PingPong
  38679. if ( loopCount === -1 ) {
  38680. // just started
  38681. if ( deltaTime >= 0 ) {
  38682. loopCount = 0;
  38683. this._setEndings( true, this.repetitions === 0, pingPong );
  38684. } else {
  38685. // when looping in reverse direction, the initial
  38686. // transition through zero counts as a repetition,
  38687. // so leave loopCount at -1
  38688. this._setEndings( this.repetitions === 0, true, pingPong );
  38689. }
  38690. }
  38691. if ( time >= duration || time < 0 ) {
  38692. // wrap around
  38693. const loopDelta = Math.floor( time / duration ); // signed
  38694. time -= duration * loopDelta;
  38695. loopCount += Math.abs( loopDelta );
  38696. const pending = this.repetitions - loopCount;
  38697. if ( pending <= 0 ) {
  38698. // have to stop (switch state, clamp time, fire event)
  38699. if ( this.clampWhenFinished ) this.paused = true;
  38700. else this.enabled = false;
  38701. time = deltaTime > 0 ? duration : 0;
  38702. this.time = time;
  38703. this._mixer.dispatchEvent( {
  38704. type: 'finished', action: this,
  38705. direction: deltaTime > 0 ? 1 : -1
  38706. } );
  38707. } else {
  38708. // keep running
  38709. if ( pending === 1 ) {
  38710. // entering the last round
  38711. const atStart = deltaTime < 0;
  38712. this._setEndings( atStart, ! atStart, pingPong );
  38713. } else {
  38714. this._setEndings( false, false, pingPong );
  38715. }
  38716. this._loopCount = loopCount;
  38717. this.time = time;
  38718. this._mixer.dispatchEvent( {
  38719. type: 'loop', action: this, loopDelta: loopDelta
  38720. } );
  38721. }
  38722. } else {
  38723. this.time = time;
  38724. }
  38725. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38726. // invert time for the "pong round"
  38727. return duration - time;
  38728. }
  38729. }
  38730. return time;
  38731. }
  38732. _setEndings( atStart, atEnd, pingPong ) {
  38733. const settings = this._interpolantSettings;
  38734. if ( pingPong ) {
  38735. settings.endingStart = ZeroSlopeEnding;
  38736. settings.endingEnd = ZeroSlopeEnding;
  38737. } else {
  38738. // assuming for LoopOnce atStart == atEnd == true
  38739. if ( atStart ) {
  38740. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38741. } else {
  38742. settings.endingStart = WrapAroundEnding;
  38743. }
  38744. if ( atEnd ) {
  38745. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38746. } else {
  38747. settings.endingEnd = WrapAroundEnding;
  38748. }
  38749. }
  38750. }
  38751. _scheduleFading( duration, weightNow, weightThen ) {
  38752. const mixer = this._mixer, now = mixer.time;
  38753. let interpolant = this._weightInterpolant;
  38754. if ( interpolant === null ) {
  38755. interpolant = mixer._lendControlInterpolant();
  38756. this._weightInterpolant = interpolant;
  38757. }
  38758. const times = interpolant.parameterPositions,
  38759. values = interpolant.sampleValues;
  38760. times[ 0 ] = now;
  38761. values[ 0 ] = weightNow;
  38762. times[ 1 ] = now + duration;
  38763. values[ 1 ] = weightThen;
  38764. return this;
  38765. }
  38766. }
  38767. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38768. /**
  38769. * `AnimationMixer` is a player for animations on a particular object in
  38770. * the scene. When multiple objects in the scene are animated independently,
  38771. * one `AnimationMixer` may be used for each object.
  38772. */
  38773. class AnimationMixer extends EventDispatcher {
  38774. /**
  38775. * Constructs a new animation mixer.
  38776. *
  38777. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38778. */
  38779. constructor( root ) {
  38780. super();
  38781. this._root = root;
  38782. this._initMemoryManager();
  38783. this._accuIndex = 0;
  38784. /**
  38785. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38786. *
  38787. * @type {number}
  38788. * @default 0
  38789. */
  38790. this.time = 0;
  38791. /**
  38792. * A scaling factor for the global time.
  38793. *
  38794. * Note: Setting this member to `0` and later back to `1` is a
  38795. * possibility to pause/unpause all actions that are controlled by this
  38796. * mixer.
  38797. *
  38798. * @type {number}
  38799. * @default 1
  38800. */
  38801. this.timeScale = 1.0;
  38802. }
  38803. _bindAction( action, prototypeAction ) {
  38804. const root = action._localRoot || this._root,
  38805. tracks = action._clip.tracks,
  38806. nTracks = tracks.length,
  38807. bindings = action._propertyBindings,
  38808. interpolants = action._interpolants,
  38809. rootUuid = root.uuid,
  38810. bindingsByRoot = this._bindingsByRootAndName;
  38811. let bindingsByName = bindingsByRoot[ rootUuid ];
  38812. if ( bindingsByName === undefined ) {
  38813. bindingsByName = {};
  38814. bindingsByRoot[ rootUuid ] = bindingsByName;
  38815. }
  38816. for ( let i = 0; i !== nTracks; ++ i ) {
  38817. const track = tracks[ i ],
  38818. trackName = track.name;
  38819. let binding = bindingsByName[ trackName ];
  38820. if ( binding !== undefined ) {
  38821. ++ binding.referenceCount;
  38822. bindings[ i ] = binding;
  38823. } else {
  38824. binding = bindings[ i ];
  38825. if ( binding !== undefined ) {
  38826. // existing binding, make sure the cache knows
  38827. if ( binding._cacheIndex === null ) {
  38828. ++ binding.referenceCount;
  38829. this._addInactiveBinding( binding, rootUuid, trackName );
  38830. }
  38831. continue;
  38832. }
  38833. const path = prototypeAction && prototypeAction.
  38834. _propertyBindings[ i ].binding.parsedPath;
  38835. binding = new PropertyMixer(
  38836. PropertyBinding.create( root, trackName, path ),
  38837. track.ValueTypeName, track.getValueSize() );
  38838. ++ binding.referenceCount;
  38839. this._addInactiveBinding( binding, rootUuid, trackName );
  38840. bindings[ i ] = binding;
  38841. }
  38842. interpolants[ i ].resultBuffer = binding.buffer;
  38843. }
  38844. }
  38845. _activateAction( action ) {
  38846. if ( ! this._isActiveAction( action ) ) {
  38847. if ( action._cacheIndex === null ) {
  38848. // this action has been forgotten by the cache, but the user
  38849. // appears to be still using it -> rebind
  38850. const rootUuid = ( action._localRoot || this._root ).uuid,
  38851. clipUuid = action._clip.uuid,
  38852. actionsForClip = this._actionsByClip[ clipUuid ];
  38853. this._bindAction( action,
  38854. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38855. this._addInactiveAction( action, clipUuid, rootUuid );
  38856. }
  38857. const bindings = action._propertyBindings;
  38858. // increment reference counts / sort out state
  38859. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38860. const binding = bindings[ i ];
  38861. if ( binding.useCount ++ === 0 ) {
  38862. this._lendBinding( binding );
  38863. binding.saveOriginalState();
  38864. }
  38865. }
  38866. this._lendAction( action );
  38867. }
  38868. }
  38869. _deactivateAction( action ) {
  38870. if ( this._isActiveAction( action ) ) {
  38871. const bindings = action._propertyBindings;
  38872. // decrement reference counts / sort out state
  38873. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38874. const binding = bindings[ i ];
  38875. if ( -- binding.useCount === 0 ) {
  38876. binding.restoreOriginalState();
  38877. this._takeBackBinding( binding );
  38878. }
  38879. }
  38880. this._takeBackAction( action );
  38881. }
  38882. }
  38883. // Memory manager
  38884. _initMemoryManager() {
  38885. this._actions = []; // 'nActiveActions' followed by inactive ones
  38886. this._nActiveActions = 0;
  38887. this._actionsByClip = {};
  38888. // inside:
  38889. // {
  38890. // knownActions: Array< AnimationAction > - used as prototypes
  38891. // actionByRoot: AnimationAction - lookup
  38892. // }
  38893. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38894. this._nActiveBindings = 0;
  38895. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38896. this._controlInterpolants = []; // same game as above
  38897. this._nActiveControlInterpolants = 0;
  38898. const scope = this;
  38899. this.stats = {
  38900. actions: {
  38901. get total() {
  38902. return scope._actions.length;
  38903. },
  38904. get inUse() {
  38905. return scope._nActiveActions;
  38906. }
  38907. },
  38908. bindings: {
  38909. get total() {
  38910. return scope._bindings.length;
  38911. },
  38912. get inUse() {
  38913. return scope._nActiveBindings;
  38914. }
  38915. },
  38916. controlInterpolants: {
  38917. get total() {
  38918. return scope._controlInterpolants.length;
  38919. },
  38920. get inUse() {
  38921. return scope._nActiveControlInterpolants;
  38922. }
  38923. }
  38924. };
  38925. }
  38926. // Memory management for AnimationAction objects
  38927. _isActiveAction( action ) {
  38928. const index = action._cacheIndex;
  38929. return index !== null && index < this._nActiveActions;
  38930. }
  38931. _addInactiveAction( action, clipUuid, rootUuid ) {
  38932. const actions = this._actions,
  38933. actionsByClip = this._actionsByClip;
  38934. let actionsForClip = actionsByClip[ clipUuid ];
  38935. if ( actionsForClip === undefined ) {
  38936. actionsForClip = {
  38937. knownActions: [ action ],
  38938. actionByRoot: {}
  38939. };
  38940. action._byClipCacheIndex = 0;
  38941. actionsByClip[ clipUuid ] = actionsForClip;
  38942. } else {
  38943. const knownActions = actionsForClip.knownActions;
  38944. action._byClipCacheIndex = knownActions.length;
  38945. knownActions.push( action );
  38946. }
  38947. action._cacheIndex = actions.length;
  38948. actions.push( action );
  38949. actionsForClip.actionByRoot[ rootUuid ] = action;
  38950. }
  38951. _removeInactiveAction( action ) {
  38952. const actions = this._actions,
  38953. lastInactiveAction = actions[ actions.length - 1 ],
  38954. cacheIndex = action._cacheIndex;
  38955. lastInactiveAction._cacheIndex = cacheIndex;
  38956. actions[ cacheIndex ] = lastInactiveAction;
  38957. actions.pop();
  38958. action._cacheIndex = null;
  38959. const clipUuid = action._clip.uuid,
  38960. actionsByClip = this._actionsByClip,
  38961. actionsForClip = actionsByClip[ clipUuid ],
  38962. knownActionsForClip = actionsForClip.knownActions,
  38963. lastKnownAction =
  38964. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38965. byClipCacheIndex = action._byClipCacheIndex;
  38966. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38967. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38968. knownActionsForClip.pop();
  38969. action._byClipCacheIndex = null;
  38970. const actionByRoot = actionsForClip.actionByRoot,
  38971. rootUuid = ( action._localRoot || this._root ).uuid;
  38972. delete actionByRoot[ rootUuid ];
  38973. if ( knownActionsForClip.length === 0 ) {
  38974. delete actionsByClip[ clipUuid ];
  38975. }
  38976. this._removeInactiveBindingsForAction( action );
  38977. }
  38978. _removeInactiveBindingsForAction( action ) {
  38979. const bindings = action._propertyBindings;
  38980. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38981. const binding = bindings[ i ];
  38982. if ( -- binding.referenceCount === 0 ) {
  38983. this._removeInactiveBinding( binding );
  38984. }
  38985. }
  38986. }
  38987. _lendAction( action ) {
  38988. // [ active actions | inactive actions ]
  38989. // [ active actions >| inactive actions ]
  38990. // s a
  38991. // <-swap->
  38992. // a s
  38993. const actions = this._actions,
  38994. prevIndex = action._cacheIndex,
  38995. lastActiveIndex = this._nActiveActions ++,
  38996. firstInactiveAction = actions[ lastActiveIndex ];
  38997. action._cacheIndex = lastActiveIndex;
  38998. actions[ lastActiveIndex ] = action;
  38999. firstInactiveAction._cacheIndex = prevIndex;
  39000. actions[ prevIndex ] = firstInactiveAction;
  39001. }
  39002. _takeBackAction( action ) {
  39003. // [ active actions | inactive actions ]
  39004. // [ active actions |< inactive actions ]
  39005. // a s
  39006. // <-swap->
  39007. // s a
  39008. const actions = this._actions,
  39009. prevIndex = action._cacheIndex,
  39010. firstInactiveIndex = -- this._nActiveActions,
  39011. lastActiveAction = actions[ firstInactiveIndex ];
  39012. action._cacheIndex = firstInactiveIndex;
  39013. actions[ firstInactiveIndex ] = action;
  39014. lastActiveAction._cacheIndex = prevIndex;
  39015. actions[ prevIndex ] = lastActiveAction;
  39016. }
  39017. // Memory management for PropertyMixer objects
  39018. _addInactiveBinding( binding, rootUuid, trackName ) {
  39019. const bindingsByRoot = this._bindingsByRootAndName,
  39020. bindings = this._bindings;
  39021. let bindingByName = bindingsByRoot[ rootUuid ];
  39022. if ( bindingByName === undefined ) {
  39023. bindingByName = {};
  39024. bindingsByRoot[ rootUuid ] = bindingByName;
  39025. }
  39026. bindingByName[ trackName ] = binding;
  39027. binding._cacheIndex = bindings.length;
  39028. bindings.push( binding );
  39029. }
  39030. _removeInactiveBinding( binding ) {
  39031. const bindings = this._bindings,
  39032. propBinding = binding.binding,
  39033. rootUuid = propBinding.rootNode.uuid,
  39034. trackName = propBinding.path,
  39035. bindingsByRoot = this._bindingsByRootAndName,
  39036. bindingByName = bindingsByRoot[ rootUuid ],
  39037. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39038. cacheIndex = binding._cacheIndex;
  39039. lastInactiveBinding._cacheIndex = cacheIndex;
  39040. bindings[ cacheIndex ] = lastInactiveBinding;
  39041. bindings.pop();
  39042. delete bindingByName[ trackName ];
  39043. if ( Object.keys( bindingByName ).length === 0 ) {
  39044. delete bindingsByRoot[ rootUuid ];
  39045. }
  39046. }
  39047. _lendBinding( binding ) {
  39048. const bindings = this._bindings,
  39049. prevIndex = binding._cacheIndex,
  39050. lastActiveIndex = this._nActiveBindings ++,
  39051. firstInactiveBinding = bindings[ lastActiveIndex ];
  39052. binding._cacheIndex = lastActiveIndex;
  39053. bindings[ lastActiveIndex ] = binding;
  39054. firstInactiveBinding._cacheIndex = prevIndex;
  39055. bindings[ prevIndex ] = firstInactiveBinding;
  39056. }
  39057. _takeBackBinding( binding ) {
  39058. const bindings = this._bindings,
  39059. prevIndex = binding._cacheIndex,
  39060. firstInactiveIndex = -- this._nActiveBindings,
  39061. lastActiveBinding = bindings[ firstInactiveIndex ];
  39062. binding._cacheIndex = firstInactiveIndex;
  39063. bindings[ firstInactiveIndex ] = binding;
  39064. lastActiveBinding._cacheIndex = prevIndex;
  39065. bindings[ prevIndex ] = lastActiveBinding;
  39066. }
  39067. // Memory management of Interpolants for weight and time scale
  39068. _lendControlInterpolant() {
  39069. const interpolants = this._controlInterpolants,
  39070. lastActiveIndex = this._nActiveControlInterpolants ++;
  39071. let interpolant = interpolants[ lastActiveIndex ];
  39072. if ( interpolant === undefined ) {
  39073. interpolant = new LinearInterpolant(
  39074. new Float32Array( 2 ), new Float32Array( 2 ),
  39075. 1, _controlInterpolantsResultBuffer );
  39076. interpolant.__cacheIndex = lastActiveIndex;
  39077. interpolants[ lastActiveIndex ] = interpolant;
  39078. }
  39079. return interpolant;
  39080. }
  39081. _takeBackControlInterpolant( interpolant ) {
  39082. const interpolants = this._controlInterpolants,
  39083. prevIndex = interpolant.__cacheIndex,
  39084. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39085. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39086. interpolant.__cacheIndex = firstInactiveIndex;
  39087. interpolants[ firstInactiveIndex ] = interpolant;
  39088. lastActiveInterpolant.__cacheIndex = prevIndex;
  39089. interpolants[ prevIndex ] = lastActiveInterpolant;
  39090. }
  39091. /**
  39092. * Returns an instance of {@link AnimationAction} for the passed clip.
  39093. *
  39094. * If an action fitting the clip and root parameters doesn't yet exist, it
  39095. * will be created by this method. Calling this method several times with the
  39096. * same clip and root parameters always returns the same action.
  39097. *
  39098. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39099. * @param {Object3D} [optionalRoot] - An alternative root object.
  39100. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39101. * @return {?AnimationAction} The animation action.
  39102. */
  39103. clipAction( clip, optionalRoot, blendMode ) {
  39104. const root = optionalRoot || this._root,
  39105. rootUuid = root.uuid;
  39106. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39107. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39108. const actionsForClip = this._actionsByClip[ clipUuid ];
  39109. let prototypeAction = null;
  39110. if ( blendMode === undefined ) {
  39111. if ( clipObject !== null ) {
  39112. blendMode = clipObject.blendMode;
  39113. } else {
  39114. blendMode = NormalAnimationBlendMode;
  39115. }
  39116. }
  39117. if ( actionsForClip !== undefined ) {
  39118. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39119. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39120. return existingAction;
  39121. }
  39122. // we know the clip, so we don't have to parse all
  39123. // the bindings again but can just copy
  39124. prototypeAction = actionsForClip.knownActions[ 0 ];
  39125. // also, take the clip from the prototype action
  39126. if ( clipObject === null )
  39127. clipObject = prototypeAction._clip;
  39128. }
  39129. // clip must be known when specified via string
  39130. if ( clipObject === null ) return null;
  39131. // allocate all resources required to run it
  39132. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39133. this._bindAction( newAction, prototypeAction );
  39134. // and make the action known to the memory manager
  39135. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39136. return newAction;
  39137. }
  39138. /**
  39139. * Returns an existing animation action for the passed clip.
  39140. *
  39141. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39142. * @param {Object3D} [optionalRoot] - An alternative root object.
  39143. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39144. */
  39145. existingAction( clip, optionalRoot ) {
  39146. const root = optionalRoot || this._root,
  39147. rootUuid = root.uuid,
  39148. clipObject = typeof clip === 'string' ?
  39149. AnimationClip.findByName( root, clip ) : clip,
  39150. clipUuid = clipObject ? clipObject.uuid : clip,
  39151. actionsForClip = this._actionsByClip[ clipUuid ];
  39152. if ( actionsForClip !== undefined ) {
  39153. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39154. }
  39155. return null;
  39156. }
  39157. /**
  39158. * Deactivates all previously scheduled actions on this mixer.
  39159. *
  39160. * @return {AnimationMixer} A reference to this animation mixer.
  39161. */
  39162. stopAllAction() {
  39163. const actions = this._actions,
  39164. nActions = this._nActiveActions;
  39165. for ( let i = nActions - 1; i >= 0; -- i ) {
  39166. actions[ i ].stop();
  39167. }
  39168. return this;
  39169. }
  39170. /**
  39171. * Advances the global mixer time and updates the animation.
  39172. *
  39173. * This is usually done in the render loop by passing the delta
  39174. * time from {@link Clock} or {@link Timer}.
  39175. *
  39176. * @param {number} deltaTime - The delta time in seconds.
  39177. * @return {AnimationMixer} A reference to this animation mixer.
  39178. */
  39179. update( deltaTime ) {
  39180. deltaTime *= this.timeScale;
  39181. const actions = this._actions,
  39182. nActions = this._nActiveActions,
  39183. time = this.time += deltaTime,
  39184. timeDirection = Math.sign( deltaTime ),
  39185. accuIndex = this._accuIndex ^= 1;
  39186. // run active actions
  39187. for ( let i = 0; i !== nActions; ++ i ) {
  39188. const action = actions[ i ];
  39189. action._update( time, deltaTime, timeDirection, accuIndex );
  39190. }
  39191. // update scene graph
  39192. const bindings = this._bindings,
  39193. nBindings = this._nActiveBindings;
  39194. for ( let i = 0; i !== nBindings; ++ i ) {
  39195. bindings[ i ].apply( accuIndex );
  39196. }
  39197. return this;
  39198. }
  39199. /**
  39200. * Sets the global mixer to a specific time and updates the animation accordingly.
  39201. *
  39202. * This is useful when you need to jump to an exact time in an animation. The
  39203. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39204. *
  39205. * @param {number} time - The time to set in seconds.
  39206. * @return {AnimationMixer} A reference to this animation mixer.
  39207. */
  39208. setTime( time ) {
  39209. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39210. for ( let i = 0; i < this._actions.length; i ++ ) {
  39211. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39212. }
  39213. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39214. }
  39215. /**
  39216. * Returns this mixer's root object.
  39217. *
  39218. * @return {Object3D} The mixer's root object.
  39219. */
  39220. getRoot() {
  39221. return this._root;
  39222. }
  39223. /**
  39224. * Deallocates all memory resources for a clip. Before using this method make
  39225. * sure to call {@link AnimationAction#stop} for all related actions.
  39226. *
  39227. * @param {AnimationClip} clip - The clip to uncache.
  39228. */
  39229. uncacheClip( clip ) {
  39230. const actions = this._actions,
  39231. clipUuid = clip.uuid,
  39232. actionsByClip = this._actionsByClip,
  39233. actionsForClip = actionsByClip[ clipUuid ];
  39234. if ( actionsForClip !== undefined ) {
  39235. // note: just calling _removeInactiveAction would mess up the
  39236. // iteration state and also require updating the state we can
  39237. // just throw away
  39238. const actionsToRemove = actionsForClip.knownActions;
  39239. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39240. const action = actionsToRemove[ i ];
  39241. this._deactivateAction( action );
  39242. const cacheIndex = action._cacheIndex,
  39243. lastInactiveAction = actions[ actions.length - 1 ];
  39244. action._cacheIndex = null;
  39245. action._byClipCacheIndex = null;
  39246. lastInactiveAction._cacheIndex = cacheIndex;
  39247. actions[ cacheIndex ] = lastInactiveAction;
  39248. actions.pop();
  39249. this._removeInactiveBindingsForAction( action );
  39250. }
  39251. delete actionsByClip[ clipUuid ];
  39252. }
  39253. }
  39254. /**
  39255. * Deallocates all memory resources for a root object. Before using this
  39256. * method make sure to call {@link AnimationAction#stop} for all related
  39257. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39258. * mixer operates on a single root.
  39259. *
  39260. * @param {Object3D} root - The root object to uncache.
  39261. */
  39262. uncacheRoot( root ) {
  39263. const rootUuid = root.uuid,
  39264. actionsByClip = this._actionsByClip;
  39265. for ( const clipUuid in actionsByClip ) {
  39266. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39267. action = actionByRoot[ rootUuid ];
  39268. if ( action !== undefined ) {
  39269. this._deactivateAction( action );
  39270. this._removeInactiveAction( action );
  39271. }
  39272. }
  39273. const bindingsByRoot = this._bindingsByRootAndName,
  39274. bindingByName = bindingsByRoot[ rootUuid ];
  39275. if ( bindingByName !== undefined ) {
  39276. for ( const trackName in bindingByName ) {
  39277. const binding = bindingByName[ trackName ];
  39278. binding.restoreOriginalState();
  39279. this._removeInactiveBinding( binding );
  39280. }
  39281. }
  39282. }
  39283. /**
  39284. * Deallocates all memory resources for an action. The action is identified by the
  39285. * given clip and an optional root object. Before using this method make
  39286. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39287. *
  39288. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39289. * @param {Object3D} [optionalRoot] - An alternative root object.
  39290. */
  39291. uncacheAction( clip, optionalRoot ) {
  39292. const action = this.existingAction( clip, optionalRoot );
  39293. if ( action !== null ) {
  39294. this._deactivateAction( action );
  39295. this._removeInactiveAction( action );
  39296. }
  39297. }
  39298. }
  39299. /**
  39300. * Represents a 3D render target.
  39301. *
  39302. * @augments RenderTarget
  39303. */
  39304. class RenderTarget3D extends RenderTarget {
  39305. /**
  39306. * Constructs a new 3D render target.
  39307. *
  39308. * @param {number} [width=1] - The width of the render target.
  39309. * @param {number} [height=1] - The height of the render target.
  39310. * @param {number} [depth=1] - The height of the render target.
  39311. * @param {RenderTarget~Options} [options] - The configuration object.
  39312. */
  39313. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39314. super( width, height, options );
  39315. /**
  39316. * This flag can be used for type testing.
  39317. *
  39318. * @type {boolean}
  39319. * @readonly
  39320. * @default true
  39321. */
  39322. this.isRenderTarget3D = true;
  39323. this.depth = depth;
  39324. /**
  39325. * Overwritten with a different texture type.
  39326. *
  39327. * @type {Data3DTexture}
  39328. */
  39329. this.texture = new Data3DTexture( null, width, height, depth );
  39330. this._setTextureOptions( options );
  39331. this.texture.isRenderTargetTexture = true;
  39332. }
  39333. }
  39334. /**
  39335. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39336. *
  39337. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39338. * ```js
  39339. * uniforms: {
  39340. * time: { value: 1.0 },
  39341. * resolution: new Uniform( new Vector2() )
  39342. * };
  39343. * ```
  39344. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39345. * in {@link WebGLRenderer}.
  39346. */
  39347. class Uniform {
  39348. /**
  39349. * Constructs a new uniform.
  39350. *
  39351. * @param {any} value - The uniform value.
  39352. */
  39353. constructor( value ) {
  39354. /**
  39355. * The uniform value.
  39356. *
  39357. * @type {any}
  39358. */
  39359. this.value = value;
  39360. }
  39361. /**
  39362. * Returns a new uniform with copied values from this instance.
  39363. * If the value has a `clone()` method, the value is cloned as well.
  39364. *
  39365. * @return {Uniform} A clone of this instance.
  39366. */
  39367. clone() {
  39368. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39369. }
  39370. }
  39371. let _id = 0;
  39372. /**
  39373. * A class for managing multiple uniforms in a single group. The renderer will process
  39374. * such a definition as a single UBO.
  39375. *
  39376. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39377. * in {@link WebGLRenderer}.
  39378. *
  39379. * @augments EventDispatcher
  39380. */
  39381. class UniformsGroup extends EventDispatcher {
  39382. /**
  39383. * Constructs a new uniforms group.
  39384. */
  39385. constructor() {
  39386. super();
  39387. /**
  39388. * This flag can be used for type testing.
  39389. *
  39390. * @type {boolean}
  39391. * @readonly
  39392. * @default true
  39393. */
  39394. this.isUniformsGroup = true;
  39395. /**
  39396. * The ID of the 3D object.
  39397. *
  39398. * @name UniformsGroup#id
  39399. * @type {number}
  39400. * @readonly
  39401. */
  39402. Object.defineProperty( this, 'id', { value: _id ++ } );
  39403. /**
  39404. * The name of the uniforms group.
  39405. *
  39406. * @type {string}
  39407. */
  39408. this.name = '';
  39409. /**
  39410. * The buffer usage.
  39411. *
  39412. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39413. * @default StaticDrawUsage
  39414. */
  39415. this.usage = StaticDrawUsage;
  39416. /**
  39417. * An array holding the uniforms.
  39418. *
  39419. * @type {Array<Uniform>}
  39420. */
  39421. this.uniforms = [];
  39422. }
  39423. /**
  39424. * Adds the given uniform to this uniforms group.
  39425. *
  39426. * @param {Uniform} uniform - The uniform to add.
  39427. * @return {UniformsGroup} A reference to this uniforms group.
  39428. */
  39429. add( uniform ) {
  39430. this.uniforms.push( uniform );
  39431. return this;
  39432. }
  39433. /**
  39434. * Removes the given uniform from this uniforms group.
  39435. *
  39436. * @param {Uniform} uniform - The uniform to remove.
  39437. * @return {UniformsGroup} A reference to this uniforms group.
  39438. */
  39439. remove( uniform ) {
  39440. const index = this.uniforms.indexOf( uniform );
  39441. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39442. return this;
  39443. }
  39444. /**
  39445. * Sets the name of this uniforms group.
  39446. *
  39447. * @param {string} name - The name to set.
  39448. * @return {UniformsGroup} A reference to this uniforms group.
  39449. */
  39450. setName( name ) {
  39451. this.name = name;
  39452. return this;
  39453. }
  39454. /**
  39455. * Sets the usage of this uniforms group.
  39456. *
  39457. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39458. * @return {UniformsGroup} A reference to this uniforms group.
  39459. */
  39460. setUsage( value ) {
  39461. this.usage = value;
  39462. return this;
  39463. }
  39464. /**
  39465. * Frees the GPU-related resources allocated by this instance. Call this
  39466. * method whenever this instance is no longer used in your app.
  39467. *
  39468. * @fires Texture#dispose
  39469. */
  39470. dispose() {
  39471. this.dispatchEvent( { type: 'dispose' } );
  39472. }
  39473. /**
  39474. * Copies the values of the given uniforms group to this instance.
  39475. *
  39476. * @param {UniformsGroup} source - The uniforms group to copy.
  39477. * @return {UniformsGroup} A reference to this uniforms group.
  39478. */
  39479. copy( source ) {
  39480. this.name = source.name;
  39481. this.usage = source.usage;
  39482. const uniformsSource = source.uniforms;
  39483. this.uniforms.length = 0;
  39484. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39485. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39486. for ( let j = 0; j < uniforms.length; j ++ ) {
  39487. this.uniforms.push( uniforms[ j ].clone() );
  39488. }
  39489. }
  39490. return this;
  39491. }
  39492. /**
  39493. * Returns a new uniforms group with copied values from this instance.
  39494. *
  39495. * @return {UniformsGroup} A clone of this instance.
  39496. */
  39497. clone() {
  39498. return new this.constructor().copy( this );
  39499. }
  39500. }
  39501. /**
  39502. * An instanced version of an interleaved buffer.
  39503. *
  39504. * @augments InterleavedBuffer
  39505. */
  39506. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39507. /**
  39508. * Constructs a new instanced interleaved buffer.
  39509. *
  39510. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39511. * @param {number} stride - The number of typed-array elements per vertex.
  39512. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39513. */
  39514. constructor( array, stride, meshPerAttribute = 1 ) {
  39515. super( array, stride );
  39516. /**
  39517. * This flag can be used for type testing.
  39518. *
  39519. * @type {boolean}
  39520. * @readonly
  39521. * @default true
  39522. */
  39523. this.isInstancedInterleavedBuffer = true;
  39524. /**
  39525. * Defines how often a value of this buffer attribute should be repeated,
  39526. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39527. *
  39528. * @type {number}
  39529. * @default 1
  39530. */
  39531. this.meshPerAttribute = meshPerAttribute;
  39532. }
  39533. copy( source ) {
  39534. super.copy( source );
  39535. this.meshPerAttribute = source.meshPerAttribute;
  39536. return this;
  39537. }
  39538. clone( data ) {
  39539. const ib = super.clone( data );
  39540. ib.meshPerAttribute = this.meshPerAttribute;
  39541. return ib;
  39542. }
  39543. toJSON( data ) {
  39544. const json = super.toJSON( data );
  39545. json.isInstancedInterleavedBuffer = true;
  39546. json.meshPerAttribute = this.meshPerAttribute;
  39547. return json;
  39548. }
  39549. }
  39550. /**
  39551. * An alternative version of a buffer attribute with more control over the VBO.
  39552. *
  39553. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39554. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39555. *
  39556. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39557. * or even produces the VBOs in question.
  39558. *
  39559. * Notice that this class can only be used with {@link WebGLRenderer}.
  39560. */
  39561. class GLBufferAttribute {
  39562. /**
  39563. * Constructs a new GL buffer attribute.
  39564. *
  39565. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39566. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39567. * @param {number} itemSize - The item size.
  39568. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39569. * @param {number} count - The expected number of vertices in VBO.
  39570. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39571. */
  39572. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39573. /**
  39574. * This flag can be used for type testing.
  39575. *
  39576. * @type {boolean}
  39577. * @readonly
  39578. * @default true
  39579. */
  39580. this.isGLBufferAttribute = true;
  39581. /**
  39582. * The name of the buffer attribute.
  39583. *
  39584. * @type {string}
  39585. */
  39586. this.name = '';
  39587. /**
  39588. * The native WebGL buffer.
  39589. *
  39590. * @type {WebGLBuffer}
  39591. */
  39592. this.buffer = buffer;
  39593. /**
  39594. * The native data type.
  39595. *
  39596. * @type {number}
  39597. */
  39598. this.type = type;
  39599. /**
  39600. * The item size, see {@link BufferAttribute#itemSize}.
  39601. *
  39602. * @type {number}
  39603. */
  39604. this.itemSize = itemSize;
  39605. /**
  39606. * The corresponding size (in bytes) for the given `type` parameter.
  39607. *
  39608. * @type {number}
  39609. */
  39610. this.elementSize = elementSize;
  39611. /**
  39612. * The expected number of vertices in VBO.
  39613. *
  39614. * @type {number}
  39615. */
  39616. this.count = count;
  39617. /**
  39618. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39619. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39620. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39621. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39622. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39623. *
  39624. * @type {boolean}
  39625. */
  39626. this.normalized = normalized;
  39627. /**
  39628. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39629. *
  39630. * @type {number}
  39631. */
  39632. this.version = 0;
  39633. }
  39634. /**
  39635. * Flag to indicate that this attribute has changed and should be re-sent to
  39636. * the GPU. Set this to `true` when you modify the value of the array.
  39637. *
  39638. * @type {number}
  39639. * @default false
  39640. * @param {boolean} value
  39641. */
  39642. set needsUpdate( value ) {
  39643. if ( value === true ) this.version ++;
  39644. }
  39645. /**
  39646. * Sets the given native WebGL buffer.
  39647. *
  39648. * @param {WebGLBuffer} buffer - The buffer to set.
  39649. * @return {BufferAttribute} A reference to this instance.
  39650. */
  39651. setBuffer( buffer ) {
  39652. this.buffer = buffer;
  39653. return this;
  39654. }
  39655. /**
  39656. * Sets the given native data type and element size.
  39657. *
  39658. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39659. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39660. * @return {BufferAttribute} A reference to this instance.
  39661. */
  39662. setType( type, elementSize ) {
  39663. this.type = type;
  39664. this.elementSize = elementSize;
  39665. return this;
  39666. }
  39667. /**
  39668. * Sets the item size.
  39669. *
  39670. * @param {number} itemSize - The item size.
  39671. * @return {BufferAttribute} A reference to this instance.
  39672. */
  39673. setItemSize( itemSize ) {
  39674. this.itemSize = itemSize;
  39675. return this;
  39676. }
  39677. /**
  39678. * Sets the count (the expected number of vertices in VBO).
  39679. *
  39680. * @param {number} count - The count.
  39681. * @return {BufferAttribute} A reference to this instance.
  39682. */
  39683. setCount( count ) {
  39684. this.count = count;
  39685. return this;
  39686. }
  39687. }
  39688. const _matrix = /*@__PURE__*/ new Matrix4();
  39689. /**
  39690. * This class is designed to assist with raycasting. Raycasting is used for
  39691. * mouse picking (working out what objects in the 3d space the mouse is over)
  39692. * amongst other things.
  39693. */
  39694. class Raycaster {
  39695. /**
  39696. * Constructs a new raycaster.
  39697. *
  39698. * @param {Vector3} origin - The origin vector where the ray casts from.
  39699. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39700. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39701. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39702. */
  39703. constructor( origin, direction, near = 0, far = Infinity ) {
  39704. /**
  39705. * The ray used for raycasting.
  39706. *
  39707. * @type {Ray}
  39708. */
  39709. this.ray = new Ray( origin, direction );
  39710. /**
  39711. * All results returned are further away than near. Near can't be negative.
  39712. *
  39713. * @type {number}
  39714. * @default 0
  39715. */
  39716. this.near = near;
  39717. /**
  39718. * All results returned are further away than near. Near can't be negative.
  39719. *
  39720. * @type {number}
  39721. * @default Infinity
  39722. */
  39723. this.far = far;
  39724. /**
  39725. * The camera to use when raycasting against view-dependent objects such as
  39726. * billboarded objects like sprites. This field can be set manually or
  39727. * is set when calling `setFromCamera()`.
  39728. *
  39729. * @type {?Camera}
  39730. * @default null
  39731. */
  39732. this.camera = null;
  39733. /**
  39734. * Allows to selectively ignore 3D objects when performing intersection tests.
  39735. * The following code example ensures that only 3D objects on layer `1` will be
  39736. * honored by raycaster.
  39737. * ```js
  39738. * raycaster.layers.set( 1 );
  39739. * object.layers.enable( 1 );
  39740. * ```
  39741. *
  39742. * @type {Layers}
  39743. */
  39744. this.layers = new Layers();
  39745. /**
  39746. * A parameter object that configures the raycasting. It has the structure:
  39747. *
  39748. * ```
  39749. * {
  39750. * Mesh: {},
  39751. * Line: { threshold: 1 },
  39752. * LOD: {},
  39753. * Points: { threshold: 1 },
  39754. * Sprite: {}
  39755. * }
  39756. * ```
  39757. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39758. *
  39759. * @type {Object}
  39760. */
  39761. this.params = {
  39762. Mesh: {},
  39763. Line: { threshold: 1 },
  39764. LOD: {},
  39765. Points: { threshold: 1 },
  39766. Sprite: {}
  39767. };
  39768. }
  39769. /**
  39770. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39771. *
  39772. * @param {Vector3} origin - The origin vector where the ray casts from.
  39773. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39774. */
  39775. set( origin, direction ) {
  39776. // direction is assumed to be normalized (for accurate distance calculations)
  39777. this.ray.set( origin, direction );
  39778. }
  39779. /**
  39780. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39781. *
  39782. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39783. * X and Y components should be between `-1` and `1`.
  39784. * @param {Camera} camera - The camera from which the ray should originate.
  39785. */
  39786. setFromCamera( coords, camera ) {
  39787. if ( camera.isPerspectiveCamera ) {
  39788. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39789. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39790. this.camera = camera;
  39791. } else if ( camera.isOrthographicCamera ) {
  39792. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39793. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39794. this.camera = camera;
  39795. } else {
  39796. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  39797. }
  39798. }
  39799. /**
  39800. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39801. *
  39802. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39803. * @return {Raycaster} A reference to this raycaster.
  39804. */
  39805. setFromXRController( controller ) {
  39806. _matrix.identity().extractRotation( controller.matrixWorld );
  39807. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39808. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39809. return this;
  39810. }
  39811. /**
  39812. * The intersection point of a raycaster intersection test.
  39813. * @typedef {Object} Raycaster~Intersection
  39814. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39815. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39816. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39817. * @property {Vector3} point - The intersection point, in world coordinates.
  39818. * @property {Object} face - The face that has been intersected.
  39819. * @property {number} faceIndex - The face index.
  39820. * @property {Object3D} object - The 3D object that has been intersected.
  39821. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39822. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39823. * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.
  39824. * @property {number} instanceId - The index number of the instance where the ray
  39825. * intersects the {@link InstancedMesh}.
  39826. */
  39827. /**
  39828. * Checks all intersection between the ray and the object with or without the
  39829. * descendants. Intersections are returned sorted by distance, closest first.
  39830. *
  39831. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39832. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39833. * differently to ray casting than lines or points.
  39834. *
  39835. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39836. * to be detected; intersections of the ray passing through the back of a face will not
  39837. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39838. * to `THREE.DoubleSide`.
  39839. *
  39840. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39841. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39842. * Otherwise it only checks intersection with the object.
  39843. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39844. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39845. */
  39846. intersectObject( object, recursive = true, intersects = [] ) {
  39847. intersect( object, this, intersects, recursive );
  39848. intersects.sort( ascSort );
  39849. return intersects;
  39850. }
  39851. /**
  39852. * Checks all intersection between the ray and the objects with or without
  39853. * the descendants. Intersections are returned sorted by distance, closest first.
  39854. *
  39855. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39856. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39857. * Otherwise it only checks intersection with the object.
  39858. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39859. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39860. */
  39861. intersectObjects( objects, recursive = true, intersects = [] ) {
  39862. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39863. intersect( objects[ i ], this, intersects, recursive );
  39864. }
  39865. intersects.sort( ascSort );
  39866. return intersects;
  39867. }
  39868. }
  39869. function ascSort( a, b ) {
  39870. return a.distance - b.distance;
  39871. }
  39872. function intersect( object, raycaster, intersects, recursive ) {
  39873. let propagate = true;
  39874. if ( object.layers.test( raycaster.layers ) ) {
  39875. const result = object.raycast( raycaster, intersects );
  39876. if ( result === false ) propagate = false;
  39877. }
  39878. if ( propagate === true && recursive === true ) {
  39879. const children = object.children;
  39880. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39881. intersect( children[ i ], raycaster, intersects, true );
  39882. }
  39883. }
  39884. }
  39885. /**
  39886. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39887. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  39888. *
  39889. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  39890. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  39891. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  39892. * is inactive (e.g. tab switched or browser hidden).
  39893. *
  39894. * ```js
  39895. * const timer = new Timer();
  39896. * timer.connect( document ); // use Page Visibility API
  39897. * ```
  39898. */
  39899. class Timer {
  39900. /**
  39901. * Constructs a new timer.
  39902. */
  39903. constructor() {
  39904. this._previousTime = 0;
  39905. this._currentTime = 0;
  39906. this._startTime = performance.now();
  39907. this._delta = 0;
  39908. this._elapsed = 0;
  39909. this._timescale = 1;
  39910. this._document = null;
  39911. this._pageVisibilityHandler = null;
  39912. }
  39913. /**
  39914. * Connect the timer to the given document.Calling this method is not mandatory to
  39915. * use the timer but enables the usage of the Page Visibility API to avoid large time
  39916. * delta values.
  39917. *
  39918. * @param {Document} document - The document.
  39919. */
  39920. connect( document ) {
  39921. this._document = document;
  39922. // use Page Visibility API to avoid large time delta values
  39923. if ( document.hidden !== undefined ) {
  39924. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  39925. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  39926. }
  39927. }
  39928. /**
  39929. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  39930. */
  39931. disconnect() {
  39932. if ( this._pageVisibilityHandler !== null ) {
  39933. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  39934. this._pageVisibilityHandler = null;
  39935. }
  39936. this._document = null;
  39937. }
  39938. /**
  39939. * Returns the time delta in seconds.
  39940. *
  39941. * @return {number} The time delta in second.
  39942. */
  39943. getDelta() {
  39944. return this._delta / 1000;
  39945. }
  39946. /**
  39947. * Returns the elapsed time in seconds.
  39948. *
  39949. * @return {number} The elapsed time in second.
  39950. */
  39951. getElapsed() {
  39952. return this._elapsed / 1000;
  39953. }
  39954. /**
  39955. * Returns the timescale.
  39956. *
  39957. * @return {number} The timescale.
  39958. */
  39959. getTimescale() {
  39960. return this._timescale;
  39961. }
  39962. /**
  39963. * Sets the given timescale which scale the time delta computation
  39964. * in `update()`.
  39965. *
  39966. * @param {number} timescale - The timescale to set.
  39967. * @return {Timer} A reference to this timer.
  39968. */
  39969. setTimescale( timescale ) {
  39970. this._timescale = timescale;
  39971. return this;
  39972. }
  39973. /**
  39974. * Resets the time computation for the current simulation step.
  39975. *
  39976. * @return {Timer} A reference to this timer.
  39977. */
  39978. reset() {
  39979. this._currentTime = performance.now() - this._startTime;
  39980. return this;
  39981. }
  39982. /**
  39983. * Can be used to free all internal resources. Usually called when
  39984. * the timer instance isn't required anymore.
  39985. */
  39986. dispose() {
  39987. this.disconnect();
  39988. }
  39989. /**
  39990. * Updates the internal state of the timer. This method should be called
  39991. * once per simulation step and before you perform queries against the timer
  39992. * (e.g. via `getDelta()`).
  39993. *
  39994. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  39995. * from the `requestAnimationFrame` callback argument. If not provided, the current
  39996. * time will be determined with `performance.now`.
  39997. * @return {Timer} A reference to this timer.
  39998. */
  39999. update( timestamp ) {
  40000. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  40001. this._delta = 0;
  40002. } else {
  40003. this._previousTime = this._currentTime;
  40004. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  40005. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  40006. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  40007. }
  40008. return this;
  40009. }
  40010. }
  40011. function handleVisibilityChange() {
  40012. if ( this._document.hidden === false ) this.reset();
  40013. }
  40014. /**
  40015. * This class can be used to represent points in 3D space as
  40016. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40017. */
  40018. class Spherical {
  40019. /**
  40020. * Constructs a new spherical.
  40021. *
  40022. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40023. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40024. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40025. */
  40026. constructor( radius = 1, phi = 0, theta = 0 ) {
  40027. /**
  40028. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40029. *
  40030. * @type {number}
  40031. * @default 1
  40032. */
  40033. this.radius = radius;
  40034. /**
  40035. * The polar angle in radians from the y (up) axis.
  40036. *
  40037. * @type {number}
  40038. * @default 0
  40039. */
  40040. this.phi = phi;
  40041. /**
  40042. * The equator/azimuthal angle in radians around the y (up) axis.
  40043. *
  40044. * @type {number}
  40045. * @default 0
  40046. */
  40047. this.theta = theta;
  40048. }
  40049. /**
  40050. * Sets the spherical components by copying the given values.
  40051. *
  40052. * @param {number} radius - The radius.
  40053. * @param {number} phi - The polar angle.
  40054. * @param {number} theta - The azimuthal angle.
  40055. * @return {Spherical} A reference to this spherical.
  40056. */
  40057. set( radius, phi, theta ) {
  40058. this.radius = radius;
  40059. this.phi = phi;
  40060. this.theta = theta;
  40061. return this;
  40062. }
  40063. /**
  40064. * Copies the values of the given spherical to this instance.
  40065. *
  40066. * @param {Spherical} other - The spherical to copy.
  40067. * @return {Spherical} A reference to this spherical.
  40068. */
  40069. copy( other ) {
  40070. this.radius = other.radius;
  40071. this.phi = other.phi;
  40072. this.theta = other.theta;
  40073. return this;
  40074. }
  40075. /**
  40076. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40077. * `0.000001`.
  40078. *
  40079. * @return {Spherical} A reference to this spherical.
  40080. */
  40081. makeSafe() {
  40082. const EPS = 0.000001;
  40083. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40084. return this;
  40085. }
  40086. /**
  40087. * Sets the spherical components from the given vector which is assumed to hold
  40088. * Cartesian coordinates.
  40089. *
  40090. * @param {Vector3} v - The vector to set.
  40091. * @return {Spherical} A reference to this spherical.
  40092. */
  40093. setFromVector3( v ) {
  40094. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40095. }
  40096. /**
  40097. * Sets the spherical components from the given Cartesian coordinates.
  40098. *
  40099. * @param {number} x - The x value.
  40100. * @param {number} y - The y value.
  40101. * @param {number} z - The z value.
  40102. * @return {Spherical} A reference to this spherical.
  40103. */
  40104. setFromCartesianCoords( x, y, z ) {
  40105. this.radius = Math.sqrt( x * x + y * y + z * z );
  40106. if ( this.radius === 0 ) {
  40107. this.theta = 0;
  40108. this.phi = 0;
  40109. } else {
  40110. this.theta = Math.atan2( x, z );
  40111. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40112. }
  40113. return this;
  40114. }
  40115. /**
  40116. * Returns a new spherical with copied values from this instance.
  40117. *
  40118. * @return {Spherical} A clone of this instance.
  40119. */
  40120. clone() {
  40121. return new this.constructor().copy( this );
  40122. }
  40123. }
  40124. /**
  40125. * This class can be used to represent points in 3D space as
  40126. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40127. */
  40128. class Cylindrical {
  40129. /**
  40130. * Constructs a new cylindrical.
  40131. *
  40132. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40133. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40134. * @param {number} [y=0] - The height above the x-z plane.
  40135. */
  40136. constructor( radius = 1, theta = 0, y = 0 ) {
  40137. /**
  40138. * The distance from the origin to a point in the x-z plane.
  40139. *
  40140. * @type {number}
  40141. * @default 1
  40142. */
  40143. this.radius = radius;
  40144. /**
  40145. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40146. *
  40147. * @type {number}
  40148. * @default 0
  40149. */
  40150. this.theta = theta;
  40151. /**
  40152. * The height above the x-z plane.
  40153. *
  40154. * @type {number}
  40155. * @default 0
  40156. */
  40157. this.y = y;
  40158. }
  40159. /**
  40160. * Sets the cylindrical components by copying the given values.
  40161. *
  40162. * @param {number} radius - The radius.
  40163. * @param {number} theta - The theta angle.
  40164. * @param {number} y - The height value.
  40165. * @return {Cylindrical} A reference to this cylindrical.
  40166. */
  40167. set( radius, theta, y ) {
  40168. this.radius = radius;
  40169. this.theta = theta;
  40170. this.y = y;
  40171. return this;
  40172. }
  40173. /**
  40174. * Copies the values of the given cylindrical to this instance.
  40175. *
  40176. * @param {Cylindrical} other - The cylindrical to copy.
  40177. * @return {Cylindrical} A reference to this cylindrical.
  40178. */
  40179. copy( other ) {
  40180. this.radius = other.radius;
  40181. this.theta = other.theta;
  40182. this.y = other.y;
  40183. return this;
  40184. }
  40185. /**
  40186. * Sets the cylindrical components from the given vector which is assumed to hold
  40187. * Cartesian coordinates.
  40188. *
  40189. * @param {Vector3} v - The vector to set.
  40190. * @return {Cylindrical} A reference to this cylindrical.
  40191. */
  40192. setFromVector3( v ) {
  40193. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40194. }
  40195. /**
  40196. * Sets the cylindrical components from the given Cartesian coordinates.
  40197. *
  40198. * @param {number} x - The x value.
  40199. * @param {number} y - The x value.
  40200. * @param {number} z - The x value.
  40201. * @return {Cylindrical} A reference to this cylindrical.
  40202. */
  40203. setFromCartesianCoords( x, y, z ) {
  40204. this.radius = Math.sqrt( x * x + z * z );
  40205. this.theta = Math.atan2( x, z );
  40206. this.y = y;
  40207. return this;
  40208. }
  40209. /**
  40210. * Returns a new cylindrical with copied values from this instance.
  40211. *
  40212. * @return {Cylindrical} A clone of this instance.
  40213. */
  40214. clone() {
  40215. return new this.constructor().copy( this );
  40216. }
  40217. }
  40218. /**
  40219. * Represents a 2x2 matrix.
  40220. *
  40221. * A Note on Row-Major and Column-Major Ordering:
  40222. *
  40223. * The constructor and {@link Matrix2#set} method take arguments in
  40224. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  40225. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40226. * This means that calling:
  40227. * ```js
  40228. * const m = new THREE.Matrix2();
  40229. * m.set( 11, 12,
  40230. * 21, 22 );
  40231. * ```
  40232. * will result in the elements array containing:
  40233. * ```js
  40234. * m.elements = [ 11, 21,
  40235. * 12, 22 ];
  40236. * ```
  40237. * and internally all calculations are performed using column-major ordering.
  40238. * However, as the actual ordering makes no difference mathematically and
  40239. * most people are used to thinking about matrices in row-major order, the
  40240. * three.js documentation shows matrices in row-major order. Just bear in
  40241. * mind that if you are reading the source code, you'll have to take the
  40242. * transpose of any matrices outlined here to make sense of the calculations.
  40243. */
  40244. class Matrix2 {
  40245. /**
  40246. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40247. * in row-major order. If no arguments are provided, the constructor
  40248. * initializes the matrix as an identity matrix.
  40249. *
  40250. * @param {number} [n11] - 1-1 matrix element.
  40251. * @param {number} [n12] - 1-2 matrix element.
  40252. * @param {number} [n21] - 2-1 matrix element.
  40253. * @param {number} [n22] - 2-2 matrix element.
  40254. */
  40255. constructor( n11, n12, n21, n22 ) {
  40256. /**
  40257. * This flag can be used for type testing.
  40258. *
  40259. * @type {boolean}
  40260. * @readonly
  40261. * @default true
  40262. */
  40263. Matrix2.prototype.isMatrix2 = true;
  40264. /**
  40265. * A column-major list of matrix values.
  40266. *
  40267. * @type {Array<number>}
  40268. */
  40269. this.elements = [
  40270. 1, 0,
  40271. 0, 1,
  40272. ];
  40273. if ( n11 !== undefined ) {
  40274. this.set( n11, n12, n21, n22 );
  40275. }
  40276. }
  40277. /**
  40278. * Sets this matrix to the 2x2 identity matrix.
  40279. *
  40280. * @return {Matrix2} A reference to this matrix.
  40281. */
  40282. identity() {
  40283. this.set(
  40284. 1, 0,
  40285. 0, 1,
  40286. );
  40287. return this;
  40288. }
  40289. /**
  40290. * Sets the elements of the matrix from the given array.
  40291. *
  40292. * @param {Array<number>} array - The matrix elements in column-major order.
  40293. * @param {number} [offset=0] - Index of the first element in the array.
  40294. * @return {Matrix2} A reference to this matrix.
  40295. */
  40296. fromArray( array, offset = 0 ) {
  40297. for ( let i = 0; i < 4; i ++ ) {
  40298. this.elements[ i ] = array[ i + offset ];
  40299. }
  40300. return this;
  40301. }
  40302. /**
  40303. * Sets the elements of the matrix.The arguments are supposed to be
  40304. * in row-major order.
  40305. *
  40306. * @param {number} n11 - 1-1 matrix element.
  40307. * @param {number} n12 - 1-2 matrix element.
  40308. * @param {number} n21 - 2-1 matrix element.
  40309. * @param {number} n22 - 2-2 matrix element.
  40310. * @return {Matrix2} A reference to this matrix.
  40311. */
  40312. set( n11, n12, n21, n22 ) {
  40313. const te = this.elements;
  40314. te[ 0 ] = n11; te[ 2 ] = n12;
  40315. te[ 1 ] = n21; te[ 3 ] = n22;
  40316. return this;
  40317. }
  40318. }
  40319. const _vector$4 = /*@__PURE__*/ new Vector2();
  40320. /**
  40321. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40322. */
  40323. class Box2 {
  40324. /**
  40325. * Constructs a new bounding box.
  40326. *
  40327. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40328. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40329. */
  40330. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40331. /**
  40332. * This flag can be used for type testing.
  40333. *
  40334. * @type {boolean}
  40335. * @readonly
  40336. * @default true
  40337. */
  40338. this.isBox2 = true;
  40339. /**
  40340. * The lower boundary of the box.
  40341. *
  40342. * @type {Vector2}
  40343. */
  40344. this.min = min;
  40345. /**
  40346. * The upper boundary of the box.
  40347. *
  40348. * @type {Vector2}
  40349. */
  40350. this.max = max;
  40351. }
  40352. /**
  40353. * Sets the lower and upper boundaries of this box.
  40354. * Please note that this method only copies the values from the given objects.
  40355. *
  40356. * @param {Vector2} min - The lower boundary of the box.
  40357. * @param {Vector2} max - The upper boundary of the box.
  40358. * @return {Box2} A reference to this bounding box.
  40359. */
  40360. set( min, max ) {
  40361. this.min.copy( min );
  40362. this.max.copy( max );
  40363. return this;
  40364. }
  40365. /**
  40366. * Sets the upper and lower bounds of this box so it encloses the position data
  40367. * in the given array.
  40368. *
  40369. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40370. * @return {Box2} A reference to this bounding box.
  40371. */
  40372. setFromPoints( points ) {
  40373. this.makeEmpty();
  40374. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40375. this.expandByPoint( points[ i ] );
  40376. }
  40377. return this;
  40378. }
  40379. /**
  40380. * Centers this box on the given center vector and sets this box's width, height and
  40381. * depth to the given size values.
  40382. *
  40383. * @param {Vector2} center - The center of the box.
  40384. * @param {Vector2} size - The x and y dimensions of the box.
  40385. * @return {Box2} A reference to this bounding box.
  40386. */
  40387. setFromCenterAndSize( center, size ) {
  40388. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40389. this.min.copy( center ).sub( halfSize );
  40390. this.max.copy( center ).add( halfSize );
  40391. return this;
  40392. }
  40393. /**
  40394. * Returns a new box with copied values from this instance.
  40395. *
  40396. * @return {Box2} A clone of this instance.
  40397. */
  40398. clone() {
  40399. return new this.constructor().copy( this );
  40400. }
  40401. /**
  40402. * Copies the values of the given box to this instance.
  40403. *
  40404. * @param {Box2} box - The box to copy.
  40405. * @return {Box2} A reference to this bounding box.
  40406. */
  40407. copy( box ) {
  40408. this.min.copy( box.min );
  40409. this.max.copy( box.max );
  40410. return this;
  40411. }
  40412. /**
  40413. * Makes this box empty which means in encloses a zero space in 2D.
  40414. *
  40415. * @return {Box2} A reference to this bounding box.
  40416. */
  40417. makeEmpty() {
  40418. this.min.x = this.min.y = + Infinity;
  40419. this.max.x = this.max.y = - Infinity;
  40420. return this;
  40421. }
  40422. /**
  40423. * Returns true if this box includes zero points within its bounds.
  40424. * Note that a box with equal lower and upper bounds still includes one
  40425. * point, the one both bounds share.
  40426. *
  40427. * @return {boolean} Whether this box is empty or not.
  40428. */
  40429. isEmpty() {
  40430. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40431. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40432. }
  40433. /**
  40434. * Returns the center point of this box.
  40435. *
  40436. * @param {Vector2} target - The target vector that is used to store the method's result.
  40437. * @return {Vector2} The center point.
  40438. */
  40439. getCenter( target ) {
  40440. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40441. }
  40442. /**
  40443. * Returns the dimensions of this box.
  40444. *
  40445. * @param {Vector2} target - The target vector that is used to store the method's result.
  40446. * @return {Vector2} The size.
  40447. */
  40448. getSize( target ) {
  40449. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40450. }
  40451. /**
  40452. * Expands the boundaries of this box to include the given point.
  40453. *
  40454. * @param {Vector2} point - The point that should be included by the bounding box.
  40455. * @return {Box2} A reference to this bounding box.
  40456. */
  40457. expandByPoint( point ) {
  40458. this.min.min( point );
  40459. this.max.max( point );
  40460. return this;
  40461. }
  40462. /**
  40463. * Expands this box equilaterally by the given vector. The width of this
  40464. * box will be expanded by the x component of the vector in both
  40465. * directions. The height of this box will be expanded by the y component of
  40466. * the vector in both directions.
  40467. *
  40468. * @param {Vector2} vector - The vector that should expand the bounding box.
  40469. * @return {Box2} A reference to this bounding box.
  40470. */
  40471. expandByVector( vector ) {
  40472. this.min.sub( vector );
  40473. this.max.add( vector );
  40474. return this;
  40475. }
  40476. /**
  40477. * Expands each dimension of the box by the given scalar. If negative, the
  40478. * dimensions of the box will be contracted.
  40479. *
  40480. * @param {number} scalar - The scalar value that should expand the bounding box.
  40481. * @return {Box2} A reference to this bounding box.
  40482. */
  40483. expandByScalar( scalar ) {
  40484. this.min.addScalar( - scalar );
  40485. this.max.addScalar( scalar );
  40486. return this;
  40487. }
  40488. /**
  40489. * Returns `true` if the given point lies within or on the boundaries of this box.
  40490. *
  40491. * @param {Vector2} point - The point to test.
  40492. * @return {boolean} Whether the bounding box contains the given point or not.
  40493. */
  40494. containsPoint( point ) {
  40495. return point.x >= this.min.x && point.x <= this.max.x &&
  40496. point.y >= this.min.y && point.y <= this.max.y;
  40497. }
  40498. /**
  40499. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40500. * If this box and the given one are identical, this function also returns `true`.
  40501. *
  40502. * @param {Box2} box - The bounding box to test.
  40503. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40504. */
  40505. containsBox( box ) {
  40506. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40507. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40508. }
  40509. /**
  40510. * Returns a point as a proportion of this box's width and height.
  40511. *
  40512. * @param {Vector2} point - A point in 2D space.
  40513. * @param {Vector2} target - The target vector that is used to store the method's result.
  40514. * @return {Vector2} A point as a proportion of this box's width and height.
  40515. */
  40516. getParameter( point, target ) {
  40517. // This can potentially have a divide by zero if the box
  40518. // has a size dimension of 0.
  40519. return target.set(
  40520. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40521. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40522. );
  40523. }
  40524. /**
  40525. * Returns `true` if the given bounding box intersects with this bounding box.
  40526. *
  40527. * @param {Box2} box - The bounding box to test.
  40528. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40529. */
  40530. intersectsBox( box ) {
  40531. // using 4 splitting planes to rule out intersections
  40532. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40533. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40534. }
  40535. /**
  40536. * Clamps the given point within the bounds of this box.
  40537. *
  40538. * @param {Vector2} point - The point to clamp.
  40539. * @param {Vector2} target - The target vector that is used to store the method's result.
  40540. * @return {Vector2} The clamped point.
  40541. */
  40542. clampPoint( point, target ) {
  40543. return target.copy( point ).clamp( this.min, this.max );
  40544. }
  40545. /**
  40546. * Returns the euclidean distance from any edge of this box to the specified point. If
  40547. * the given point lies inside of this box, the distance will be `0`.
  40548. *
  40549. * @param {Vector2} point - The point to compute the distance to.
  40550. * @return {number} The euclidean distance.
  40551. */
  40552. distanceToPoint( point ) {
  40553. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40554. }
  40555. /**
  40556. * Computes the intersection of this bounding box and the given one, setting the upper
  40557. * bound of this box to the lesser of the two boxes' upper bounds and the
  40558. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40559. * there's no overlap, makes this box empty.
  40560. *
  40561. * @param {Box2} box - The bounding box to intersect with.
  40562. * @return {Box2} A reference to this bounding box.
  40563. */
  40564. intersect( box ) {
  40565. this.min.max( box.min );
  40566. this.max.min( box.max );
  40567. if ( this.isEmpty() ) this.makeEmpty();
  40568. return this;
  40569. }
  40570. /**
  40571. * Computes the union of this box and another and the given one, setting the upper
  40572. * bound of this box to the greater of the two boxes' upper bounds and the
  40573. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40574. *
  40575. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40576. * @return {Box2} A reference to this bounding box.
  40577. */
  40578. union( box ) {
  40579. this.min.min( box.min );
  40580. this.max.max( box.max );
  40581. return this;
  40582. }
  40583. /**
  40584. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40585. * effectively moving it in 2D space.
  40586. *
  40587. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40588. * @return {Box2} A reference to this bounding box.
  40589. */
  40590. translate( offset ) {
  40591. this.min.add( offset );
  40592. this.max.add( offset );
  40593. return this;
  40594. }
  40595. /**
  40596. * Returns `true` if this bounding box is equal with the given one.
  40597. *
  40598. * @param {Box2} box - The box to test for equality.
  40599. * @return {boolean} Whether this bounding box is equal with the given one.
  40600. */
  40601. equals( box ) {
  40602. return box.min.equals( this.min ) && box.max.equals( this.max );
  40603. }
  40604. }
  40605. const _startP = /*@__PURE__*/ new Vector3();
  40606. const _startEnd = /*@__PURE__*/ new Vector3();
  40607. const _d1 = /*@__PURE__*/ new Vector3();
  40608. const _d2 = /*@__PURE__*/ new Vector3();
  40609. const _r = /*@__PURE__*/ new Vector3();
  40610. const _c1 = /*@__PURE__*/ new Vector3();
  40611. const _c2 = /*@__PURE__*/ new Vector3();
  40612. /**
  40613. * An analytical line segment in 3D space represented by a start and end point.
  40614. */
  40615. class Line3 {
  40616. /**
  40617. * Constructs a new line segment.
  40618. *
  40619. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40620. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40621. */
  40622. constructor( start = new Vector3(), end = new Vector3() ) {
  40623. /**
  40624. * Start of the line segment.
  40625. *
  40626. * @type {Vector3}
  40627. */
  40628. this.start = start;
  40629. /**
  40630. * End of the line segment.
  40631. *
  40632. * @type {Vector3}
  40633. */
  40634. this.end = end;
  40635. }
  40636. /**
  40637. * Sets the start and end values by copying the given vectors.
  40638. *
  40639. * @param {Vector3} start - The start point.
  40640. * @param {Vector3} end - The end point.
  40641. * @return {Line3} A reference to this line segment.
  40642. */
  40643. set( start, end ) {
  40644. this.start.copy( start );
  40645. this.end.copy( end );
  40646. return this;
  40647. }
  40648. /**
  40649. * Copies the values of the given line segment to this instance.
  40650. *
  40651. * @param {Line3} line - The line segment to copy.
  40652. * @return {Line3} A reference to this line segment.
  40653. */
  40654. copy( line ) {
  40655. this.start.copy( line.start );
  40656. this.end.copy( line.end );
  40657. return this;
  40658. }
  40659. /**
  40660. * Returns the center of the line segment.
  40661. *
  40662. * @param {Vector3} target - The target vector that is used to store the method's result.
  40663. * @return {Vector3} The center point.
  40664. */
  40665. getCenter( target ) {
  40666. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40667. }
  40668. /**
  40669. * Returns the delta vector of the line segment's start and end point.
  40670. *
  40671. * @param {Vector3} target - The target vector that is used to store the method's result.
  40672. * @return {Vector3} The delta vector.
  40673. */
  40674. delta( target ) {
  40675. return target.subVectors( this.end, this.start );
  40676. }
  40677. /**
  40678. * Returns the squared Euclidean distance between the line' start and end point.
  40679. *
  40680. * @return {number} The squared Euclidean distance.
  40681. */
  40682. distanceSq() {
  40683. return this.start.distanceToSquared( this.end );
  40684. }
  40685. /**
  40686. * Returns the Euclidean distance between the line' start and end point.
  40687. *
  40688. * @return {number} The Euclidean distance.
  40689. */
  40690. distance() {
  40691. return this.start.distanceTo( this.end );
  40692. }
  40693. /**
  40694. * Returns a vector at a certain position along the line segment.
  40695. *
  40696. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40697. * @param {Vector3} target - The target vector that is used to store the method's result.
  40698. * @return {Vector3} The delta vector.
  40699. */
  40700. at( t, target ) {
  40701. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40702. }
  40703. /**
  40704. * Returns a point parameter based on the closest point as projected on the line segment.
  40705. *
  40706. * @param {Vector3} point - The point for which to return a point parameter.
  40707. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40708. * @return {number} The point parameter.
  40709. */
  40710. closestPointToPointParameter( point, clampToLine ) {
  40711. _startP.subVectors( point, this.start );
  40712. _startEnd.subVectors( this.end, this.start );
  40713. const startEnd2 = _startEnd.dot( _startEnd );
  40714. const startEnd_startP = _startEnd.dot( _startP );
  40715. let t = startEnd_startP / startEnd2;
  40716. if ( clampToLine ) {
  40717. t = clamp( t, 0, 1 );
  40718. }
  40719. return t;
  40720. }
  40721. /**
  40722. * Returns the closest point on the line for a given point.
  40723. *
  40724. * @param {Vector3} point - The point to compute the closest point on the line for.
  40725. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40726. * @param {Vector3} target - The target vector that is used to store the method's result.
  40727. * @return {Vector3} The closest point on the line.
  40728. */
  40729. closestPointToPoint( point, clampToLine, target ) {
  40730. const t = this.closestPointToPointParameter( point, clampToLine );
  40731. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40732. }
  40733. /**
  40734. * Returns the closest squared distance between this line segment and the given one.
  40735. *
  40736. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40737. * @param {Vector3} [c1] - The closest point on this line segment.
  40738. * @param {Vector3} [c2] - The closest point on the given line segment.
  40739. * @return {number} The squared distance between this line segment and the given one.
  40740. */
  40741. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40742. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40743. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40744. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40745. // distance between between S1(s) and S2(t)
  40746. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40747. let s, t;
  40748. const p1 = this.start;
  40749. const p2 = line.start;
  40750. const q1 = this.end;
  40751. const q2 = line.end;
  40752. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40753. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40754. _r.subVectors( p1, p2 );
  40755. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40756. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40757. const f = _d2.dot( _r );
  40758. // Check if either or both segments degenerate into points
  40759. if ( a <= EPSILON && e <= EPSILON ) {
  40760. // Both segments degenerate into points
  40761. c1.copy( p1 );
  40762. c2.copy( p2 );
  40763. c1.sub( c2 );
  40764. return c1.dot( c1 );
  40765. }
  40766. if ( a <= EPSILON ) {
  40767. // First segment degenerates into a point
  40768. s = 0;
  40769. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40770. t = clamp( t, 0, 1 );
  40771. } else {
  40772. const c = _d1.dot( _r );
  40773. if ( e <= EPSILON ) {
  40774. // Second segment degenerates into a point
  40775. t = 0;
  40776. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40777. } else {
  40778. // The general nondegenerate case starts here
  40779. const b = _d1.dot( _d2 );
  40780. const denom = a * e - b * b; // Always nonnegative
  40781. // If segments not parallel, compute closest point on L1 to L2 and
  40782. // clamp to segment S1. Else pick arbitrary s (here 0)
  40783. if ( denom !== 0 ) {
  40784. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40785. } else {
  40786. s = 0;
  40787. }
  40788. // Compute point on L2 closest to S1(s) using
  40789. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40790. t = ( b * s + f ) / e;
  40791. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40792. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40793. // and clamp s to [0, 1]
  40794. if ( t < 0 ) {
  40795. t = 0.;
  40796. s = clamp( - c / a, 0, 1 );
  40797. } else if ( t > 1 ) {
  40798. t = 1;
  40799. s = clamp( ( b - c ) / a, 0, 1 );
  40800. }
  40801. }
  40802. }
  40803. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40804. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40805. c1.sub( c2 );
  40806. return c1.dot( c1 );
  40807. }
  40808. /**
  40809. * Applies a 4x4 transformation matrix to this line segment.
  40810. *
  40811. * @param {Matrix4} matrix - The transformation matrix.
  40812. * @return {Line3} A reference to this line segment.
  40813. */
  40814. applyMatrix4( matrix ) {
  40815. this.start.applyMatrix4( matrix );
  40816. this.end.applyMatrix4( matrix );
  40817. return this;
  40818. }
  40819. /**
  40820. * Returns `true` if this line segment is equal with the given one.
  40821. *
  40822. * @param {Line3} line - The line segment to test for equality.
  40823. * @return {boolean} Whether this line segment is equal with the given one.
  40824. */
  40825. equals( line ) {
  40826. return line.start.equals( this.start ) && line.end.equals( this.end );
  40827. }
  40828. /**
  40829. * Returns a new line segment with copied values from this instance.
  40830. *
  40831. * @return {Line3} A clone of this instance.
  40832. */
  40833. clone() {
  40834. return new this.constructor().copy( this );
  40835. }
  40836. }
  40837. const _vector$3 = /*@__PURE__*/ new Vector3();
  40838. /**
  40839. * This displays a cone shaped helper object for a {@link SpotLight}.
  40840. *
  40841. * ```js
  40842. * const spotLight = new THREE.SpotLight( 0xffffff );
  40843. * spotLight.position.set( 10, 10, 10 );
  40844. * scene.add( spotLight );
  40845. *
  40846. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40847. * scene.add( spotLightHelper );
  40848. * ```
  40849. *
  40850. * @augments Object3D
  40851. */
  40852. class SpotLightHelper extends Object3D {
  40853. /**
  40854. * Constructs a new spot light helper.
  40855. *
  40856. * @param {HemisphereLight} light - The light to be visualized.
  40857. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40858. * the color of the light.
  40859. */
  40860. constructor( light, color ) {
  40861. super();
  40862. /**
  40863. * The light being visualized.
  40864. *
  40865. * @type {SpotLight}
  40866. */
  40867. this.light = light;
  40868. this.matrixAutoUpdate = false;
  40869. /**
  40870. * The color parameter passed in the constructor.
  40871. * If not set, the helper will take the color of the light.
  40872. *
  40873. * @type {number|Color|string}
  40874. */
  40875. this.color = color;
  40876. this.type = 'SpotLightHelper';
  40877. const geometry = new BufferGeometry();
  40878. const positions = [
  40879. 0, 0, 0, 0, 0, 1,
  40880. 0, 0, 0, 1, 0, 1,
  40881. 0, 0, 0, -1, 0, 1,
  40882. 0, 0, 0, 0, 1, 1,
  40883. 0, 0, 0, 0, -1, 1
  40884. ];
  40885. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40886. const p1 = ( i / l ) * Math.PI * 2;
  40887. const p2 = ( j / l ) * Math.PI * 2;
  40888. positions.push(
  40889. Math.cos( p1 ), Math.sin( p1 ), 1,
  40890. Math.cos( p2 ), Math.sin( p2 ), 1
  40891. );
  40892. }
  40893. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40894. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40895. this.cone = new LineSegments( geometry, material );
  40896. this.add( this.cone );
  40897. this.update();
  40898. }
  40899. /**
  40900. * Frees the GPU-related resources allocated by this instance. Call this
  40901. * method whenever this instance is no longer used in your app.
  40902. */
  40903. dispose() {
  40904. this.cone.geometry.dispose();
  40905. this.cone.material.dispose();
  40906. }
  40907. /**
  40908. * Updates the helper to match the position and direction of the
  40909. * light being visualized.
  40910. */
  40911. update() {
  40912. this.light.updateWorldMatrix( true, false );
  40913. this.light.target.updateWorldMatrix( true, false );
  40914. // update the local matrix based on the parent and light target transforms
  40915. if ( this.parent ) {
  40916. this.parent.updateWorldMatrix( true );
  40917. this.matrix
  40918. .copy( this.parent.matrixWorld )
  40919. .invert()
  40920. .multiply( this.light.matrixWorld );
  40921. } else {
  40922. this.matrix.copy( this.light.matrixWorld );
  40923. }
  40924. this.matrixWorld.copy( this.light.matrixWorld );
  40925. const coneLength = this.light.distance ? this.light.distance : 1000;
  40926. const coneWidth = coneLength * Math.tan( this.light.angle );
  40927. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  40928. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  40929. this.cone.lookAt( _vector$3 );
  40930. if ( this.color !== undefined ) {
  40931. this.cone.material.color.set( this.color );
  40932. } else {
  40933. this.cone.material.color.copy( this.light.color );
  40934. }
  40935. }
  40936. }
  40937. const _vector$2 = /*@__PURE__*/ new Vector3();
  40938. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  40939. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  40940. /**
  40941. * A helper object to assist with visualizing a {@link Skeleton}.
  40942. *
  40943. * ```js
  40944. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  40945. * scene.add( helper );
  40946. * ```
  40947. *
  40948. * @augments LineSegments
  40949. */
  40950. class SkeletonHelper extends LineSegments {
  40951. /**
  40952. * Constructs a new skeleton helper.
  40953. *
  40954. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  40955. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  40956. */
  40957. constructor( object ) {
  40958. const bones = getBoneList( object );
  40959. const geometry = new BufferGeometry();
  40960. const vertices = [];
  40961. const colors = [];
  40962. for ( let i = 0; i < bones.length; i ++ ) {
  40963. const bone = bones[ i ];
  40964. if ( bone.parent && bone.parent.isBone ) {
  40965. vertices.push( 0, 0, 0 );
  40966. vertices.push( 0, 0, 0 );
  40967. colors.push( 0, 0, 0 );
  40968. colors.push( 0, 0, 0 );
  40969. }
  40970. }
  40971. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40972. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40973. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  40974. super( geometry, material );
  40975. /**
  40976. * This flag can be used for type testing.
  40977. *
  40978. * @type {boolean}
  40979. * @readonly
  40980. * @default true
  40981. */
  40982. this.isSkeletonHelper = true;
  40983. this.type = 'SkeletonHelper';
  40984. /**
  40985. * The object being visualized.
  40986. *
  40987. * @type {Object3D}
  40988. */
  40989. this.root = object;
  40990. /**
  40991. * The list of bones that the helper visualizes.
  40992. *
  40993. * @type {Array<Bone>}
  40994. */
  40995. this.bones = bones;
  40996. this.matrix = object.matrixWorld;
  40997. this.matrixAutoUpdate = false;
  40998. // colors
  40999. const color1 = new Color( 0x0000ff );
  41000. const color2 = new Color( 0x00ff00 );
  41001. this.setColors( color1, color2 );
  41002. }
  41003. updateMatrixWorld( force ) {
  41004. const bones = this.bones;
  41005. const geometry = this.geometry;
  41006. const position = geometry.getAttribute( 'position' );
  41007. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41008. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41009. const bone = bones[ i ];
  41010. if ( bone.parent && bone.parent.isBone ) {
  41011. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41012. _vector$2.setFromMatrixPosition( _boneMatrix );
  41013. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41014. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41015. _vector$2.setFromMatrixPosition( _boneMatrix );
  41016. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41017. j += 2;
  41018. }
  41019. }
  41020. geometry.getAttribute( 'position' ).needsUpdate = true;
  41021. super.updateMatrixWorld( force );
  41022. }
  41023. /**
  41024. * Defines the colors of the helper.
  41025. *
  41026. * @param {Color} color1 - The first line color for each bone.
  41027. * @param {Color} color2 - The second line color for each bone.
  41028. * @return {SkeletonHelper} A reference to this helper.
  41029. */
  41030. setColors( color1, color2 ) {
  41031. const geometry = this.geometry;
  41032. const colorAttribute = geometry.getAttribute( 'color' );
  41033. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41034. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41035. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41036. }
  41037. colorAttribute.needsUpdate = true;
  41038. return this;
  41039. }
  41040. /**
  41041. * Frees the GPU-related resources allocated by this instance. Call this
  41042. * method whenever this instance is no longer used in your app.
  41043. */
  41044. dispose() {
  41045. this.geometry.dispose();
  41046. this.material.dispose();
  41047. }
  41048. }
  41049. function getBoneList( object ) {
  41050. const boneList = [];
  41051. if ( object.isBone === true ) {
  41052. boneList.push( object );
  41053. }
  41054. for ( let i = 0; i < object.children.length; i ++ ) {
  41055. boneList.push( ...getBoneList( object.children[ i ] ) );
  41056. }
  41057. return boneList;
  41058. }
  41059. /**
  41060. * This displays a helper object consisting of a spherical mesh for
  41061. * visualizing an instance of {@link PointLight}.
  41062. *
  41063. * ```js
  41064. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41065. * pointLight.position.set( 10, 10, 10 );
  41066. * scene.add( pointLight );
  41067. *
  41068. * const sphereSize = 1;
  41069. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41070. * scene.add( pointLightHelper );
  41071. * ```
  41072. *
  41073. * @augments Mesh
  41074. */
  41075. class PointLightHelper extends Mesh {
  41076. /**
  41077. * Constructs a new point light helper.
  41078. *
  41079. * @param {PointLight} light - The light to be visualized.
  41080. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41081. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41082. * the color of the light.
  41083. */
  41084. constructor( light, sphereSize, color ) {
  41085. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41086. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41087. super( geometry, material );
  41088. /**
  41089. * The light being visualized.
  41090. *
  41091. * @type {HemisphereLight}
  41092. */
  41093. this.light = light;
  41094. /**
  41095. * The color parameter passed in the constructor.
  41096. * If not set, the helper will take the color of the light.
  41097. *
  41098. * @type {number|Color|string}
  41099. */
  41100. this.color = color;
  41101. this.type = 'PointLightHelper';
  41102. this.matrix = this.light.matrixWorld;
  41103. this.matrixAutoUpdate = false;
  41104. this.update();
  41105. /*
  41106. // TODO: delete this comment?
  41107. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41108. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41109. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41110. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41111. const d = light.distance;
  41112. if ( d === 0.0 ) {
  41113. this.lightDistance.visible = false;
  41114. } else {
  41115. this.lightDistance.scale.set( d, d, d );
  41116. }
  41117. this.add( this.lightDistance );
  41118. */
  41119. }
  41120. /**
  41121. * Frees the GPU-related resources allocated by this instance. Call this
  41122. * method whenever this instance is no longer used in your app.
  41123. */
  41124. dispose() {
  41125. this.geometry.dispose();
  41126. this.material.dispose();
  41127. }
  41128. /**
  41129. * Updates the helper to match the position of the
  41130. * light being visualized.
  41131. */
  41132. update() {
  41133. this.light.updateWorldMatrix( true, false );
  41134. if ( this.color !== undefined ) {
  41135. this.material.color.set( this.color );
  41136. } else {
  41137. this.material.color.copy( this.light.color );
  41138. }
  41139. /*
  41140. const d = this.light.distance;
  41141. if ( d === 0.0 ) {
  41142. this.lightDistance.visible = false;
  41143. } else {
  41144. this.lightDistance.visible = true;
  41145. this.lightDistance.scale.set( d, d, d );
  41146. }
  41147. */
  41148. }
  41149. }
  41150. const _vector$1 = /*@__PURE__*/ new Vector3();
  41151. const _color1 = /*@__PURE__*/ new Color();
  41152. const _color2 = /*@__PURE__*/ new Color();
  41153. /**
  41154. * Creates a visual aid consisting of a spherical mesh for a
  41155. * given {@link HemisphereLight}.
  41156. *
  41157. * ```js
  41158. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41159. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41160. * scene.add( helper );
  41161. * ```
  41162. *
  41163. * @augments Object3D
  41164. */
  41165. class HemisphereLightHelper extends Object3D {
  41166. /**
  41167. * Constructs a new hemisphere light helper.
  41168. *
  41169. * @param {HemisphereLight} light - The light to be visualized.
  41170. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41171. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41172. * the color of the light.
  41173. */
  41174. constructor( light, size, color ) {
  41175. super();
  41176. /**
  41177. * The light being visualized.
  41178. *
  41179. * @type {HemisphereLight}
  41180. */
  41181. this.light = light;
  41182. this.matrix = light.matrixWorld;
  41183. this.matrixAutoUpdate = false;
  41184. /**
  41185. * The color parameter passed in the constructor.
  41186. * If not set, the helper will take the color of the light.
  41187. *
  41188. * @type {number|Color|string}
  41189. */
  41190. this.color = color;
  41191. this.type = 'HemisphereLightHelper';
  41192. const geometry = new OctahedronGeometry( size );
  41193. geometry.rotateY( Math.PI * 0.5 );
  41194. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41195. if ( this.color === undefined ) this.material.vertexColors = true;
  41196. const position = geometry.getAttribute( 'position' );
  41197. const colors = new Float32Array( position.count * 3 );
  41198. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41199. this.add( new Mesh( geometry, this.material ) );
  41200. this.update();
  41201. }
  41202. /**
  41203. * Frees the GPU-related resources allocated by this instance. Call this
  41204. * method whenever this instance is no longer used in your app.
  41205. */
  41206. dispose() {
  41207. this.children[ 0 ].geometry.dispose();
  41208. this.children[ 0 ].material.dispose();
  41209. }
  41210. /**
  41211. * Updates the helper to match the position and direction of the
  41212. * light being visualized.
  41213. */
  41214. update() {
  41215. const mesh = this.children[ 0 ];
  41216. if ( this.color !== undefined ) {
  41217. this.material.color.set( this.color );
  41218. } else {
  41219. const colors = mesh.geometry.getAttribute( 'color' );
  41220. _color1.copy( this.light.color );
  41221. _color2.copy( this.light.groundColor );
  41222. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41223. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41224. colors.setXYZ( i, color.r, color.g, color.b );
  41225. }
  41226. colors.needsUpdate = true;
  41227. }
  41228. this.light.updateWorldMatrix( true, false );
  41229. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41230. }
  41231. }
  41232. /**
  41233. * The helper is an object to define grids. Grids are two-dimensional
  41234. * arrays of lines.
  41235. *
  41236. * ```js
  41237. * const size = 10;
  41238. * const divisions = 10;
  41239. *
  41240. * const gridHelper = new THREE.GridHelper( size, divisions );
  41241. * scene.add( gridHelper );
  41242. * ```
  41243. *
  41244. * @augments LineSegments
  41245. */
  41246. class GridHelper extends LineSegments {
  41247. /**
  41248. * Constructs a new grid helper.
  41249. *
  41250. * @param {number} [size=10] - The size of the grid.
  41251. * @param {number} [divisions=10] - The number of divisions across the grid.
  41252. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41253. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41254. */
  41255. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41256. color1 = new Color( color1 );
  41257. color2 = new Color( color2 );
  41258. const center = divisions / 2;
  41259. const step = size / divisions;
  41260. const halfSize = size / 2;
  41261. const vertices = [], colors = [];
  41262. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41263. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41264. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41265. const color = i === center ? color1 : color2;
  41266. color.toArray( colors, j ); j += 3;
  41267. color.toArray( colors, j ); j += 3;
  41268. color.toArray( colors, j ); j += 3;
  41269. color.toArray( colors, j ); j += 3;
  41270. }
  41271. const geometry = new BufferGeometry();
  41272. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41273. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41274. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41275. super( geometry, material );
  41276. this.type = 'GridHelper';
  41277. }
  41278. /**
  41279. * Frees the GPU-related resources allocated by this instance. Call this
  41280. * method whenever this instance is no longer used in your app.
  41281. */
  41282. dispose() {
  41283. this.geometry.dispose();
  41284. this.material.dispose();
  41285. }
  41286. }
  41287. /**
  41288. * This helper is an object to define polar grids. Grids are
  41289. * two-dimensional arrays of lines.
  41290. *
  41291. * ```js
  41292. * const radius = 10;
  41293. * const sectors = 16;
  41294. * const rings = 8;
  41295. * const divisions = 64;
  41296. *
  41297. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41298. * scene.add( helper );
  41299. * ```
  41300. *
  41301. * @augments LineSegments
  41302. */
  41303. class PolarGridHelper extends LineSegments {
  41304. /**
  41305. * Constructs a new polar grid helper.
  41306. *
  41307. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41308. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41309. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41310. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41311. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41312. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41313. */
  41314. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41315. color1 = new Color( color1 );
  41316. color2 = new Color( color2 );
  41317. const vertices = [];
  41318. const colors = [];
  41319. // create the sectors
  41320. if ( sectors > 1 ) {
  41321. for ( let i = 0; i < sectors; i ++ ) {
  41322. const v = ( i / sectors ) * ( Math.PI * 2 );
  41323. const x = Math.sin( v ) * radius;
  41324. const z = Math.cos( v ) * radius;
  41325. vertices.push( 0, 0, 0 );
  41326. vertices.push( x, 0, z );
  41327. const color = ( i & 1 ) ? color1 : color2;
  41328. colors.push( color.r, color.g, color.b );
  41329. colors.push( color.r, color.g, color.b );
  41330. }
  41331. }
  41332. // create the rings
  41333. for ( let i = 0; i < rings; i ++ ) {
  41334. const color = ( i & 1 ) ? color1 : color2;
  41335. const r = radius - ( radius / rings * i );
  41336. for ( let j = 0; j < divisions; j ++ ) {
  41337. // first vertex
  41338. let v = ( j / divisions ) * ( Math.PI * 2 );
  41339. let x = Math.sin( v ) * r;
  41340. let z = Math.cos( v ) * r;
  41341. vertices.push( x, 0, z );
  41342. colors.push( color.r, color.g, color.b );
  41343. // second vertex
  41344. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41345. x = Math.sin( v ) * r;
  41346. z = Math.cos( v ) * r;
  41347. vertices.push( x, 0, z );
  41348. colors.push( color.r, color.g, color.b );
  41349. }
  41350. }
  41351. const geometry = new BufferGeometry();
  41352. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41353. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41354. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41355. super( geometry, material );
  41356. this.type = 'PolarGridHelper';
  41357. }
  41358. /**
  41359. * Frees the GPU-related resources allocated by this instance. Call this
  41360. * method whenever this instance is no longer used in your app.
  41361. */
  41362. dispose() {
  41363. this.geometry.dispose();
  41364. this.material.dispose();
  41365. }
  41366. }
  41367. const _v1 = /*@__PURE__*/ new Vector3();
  41368. const _v2 = /*@__PURE__*/ new Vector3();
  41369. const _v3 = /*@__PURE__*/ new Vector3();
  41370. /**
  41371. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41372. * effect on the scene. This consists of plane and a line representing the
  41373. * light's position and direction.
  41374. *
  41375. * ```js
  41376. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41377. * scene.add( light );
  41378. *
  41379. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41380. * scene.add( helper );
  41381. * ```
  41382. *
  41383. * @augments Object3D
  41384. */
  41385. class DirectionalLightHelper extends Object3D {
  41386. /**
  41387. * Constructs a new directional light helper.
  41388. *
  41389. * @param {DirectionalLight} light - The light to be visualized.
  41390. * @param {number} [size=1] - The dimensions of the plane.
  41391. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41392. * the color of the light.
  41393. */
  41394. constructor( light, size, color ) {
  41395. super();
  41396. /**
  41397. * The light being visualized.
  41398. *
  41399. * @type {DirectionalLight}
  41400. */
  41401. this.light = light;
  41402. this.matrix = light.matrixWorld;
  41403. this.matrixAutoUpdate = false;
  41404. /**
  41405. * The color parameter passed in the constructor.
  41406. * If not set, the helper will take the color of the light.
  41407. *
  41408. * @type {number|Color|string}
  41409. */
  41410. this.color = color;
  41411. this.type = 'DirectionalLightHelper';
  41412. if ( size === undefined ) size = 1;
  41413. let geometry = new BufferGeometry();
  41414. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41415. - size, size, 0,
  41416. size, size, 0,
  41417. size, - size, 0,
  41418. - size, - size, 0,
  41419. - size, size, 0
  41420. ], 3 ) );
  41421. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41422. /**
  41423. * Contains the line showing the location of the directional light.
  41424. *
  41425. * @type {Line}
  41426. */
  41427. this.lightPlane = new Line( geometry, material );
  41428. this.add( this.lightPlane );
  41429. geometry = new BufferGeometry();
  41430. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41431. /**
  41432. * Represents the target line of the directional light.
  41433. *
  41434. * @type {Line}
  41435. */
  41436. this.targetLine = new Line( geometry, material );
  41437. this.add( this.targetLine );
  41438. this.update();
  41439. }
  41440. /**
  41441. * Frees the GPU-related resources allocated by this instance. Call this
  41442. * method whenever this instance is no longer used in your app.
  41443. */
  41444. dispose() {
  41445. this.lightPlane.geometry.dispose();
  41446. this.lightPlane.material.dispose();
  41447. this.targetLine.geometry.dispose();
  41448. this.targetLine.material.dispose();
  41449. }
  41450. /**
  41451. * Updates the helper to match the position and direction of the
  41452. * light being visualized.
  41453. */
  41454. update() {
  41455. this.light.updateWorldMatrix( true, false );
  41456. this.light.target.updateWorldMatrix( true, false );
  41457. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41458. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41459. _v3.subVectors( _v2, _v1 );
  41460. this.lightPlane.lookAt( _v2 );
  41461. if ( this.color !== undefined ) {
  41462. this.lightPlane.material.color.set( this.color );
  41463. this.targetLine.material.color.set( this.color );
  41464. } else {
  41465. this.lightPlane.material.color.copy( this.light.color );
  41466. this.targetLine.material.color.copy( this.light.color );
  41467. }
  41468. this.targetLine.lookAt( _v2 );
  41469. this.targetLine.scale.z = _v3.length();
  41470. }
  41471. }
  41472. const _vector = /*@__PURE__*/ new Vector3();
  41473. const _camera = /*@__PURE__*/ new Camera();
  41474. /**
  41475. * This helps with visualizing what a camera contains in its frustum. It
  41476. * visualizes the frustum of a camera using a line segments.
  41477. *
  41478. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  41479. *
  41480. * `CameraHelper` must be a child of the scene.
  41481. *
  41482. * ```js
  41483. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41484. * const helper = new THREE.CameraHelper( camera );
  41485. * scene.add( helper );
  41486. * ```
  41487. *
  41488. * @augments LineSegments
  41489. */
  41490. class CameraHelper extends LineSegments {
  41491. /**
  41492. * Constructs a new arrow helper.
  41493. *
  41494. * @param {Camera} camera - The camera to visualize.
  41495. */
  41496. constructor( camera ) {
  41497. const geometry = new BufferGeometry();
  41498. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41499. const vertices = [];
  41500. const colors = [];
  41501. const pointMap = {};
  41502. // near
  41503. addLine( 'n1', 'n2' );
  41504. addLine( 'n2', 'n4' );
  41505. addLine( 'n4', 'n3' );
  41506. addLine( 'n3', 'n1' );
  41507. // far
  41508. addLine( 'f1', 'f2' );
  41509. addLine( 'f2', 'f4' );
  41510. addLine( 'f4', 'f3' );
  41511. addLine( 'f3', 'f1' );
  41512. // sides
  41513. addLine( 'n1', 'f1' );
  41514. addLine( 'n2', 'f2' );
  41515. addLine( 'n3', 'f3' );
  41516. addLine( 'n4', 'f4' );
  41517. // cone
  41518. addLine( 'p', 'n1' );
  41519. addLine( 'p', 'n2' );
  41520. addLine( 'p', 'n3' );
  41521. addLine( 'p', 'n4' );
  41522. // up
  41523. addLine( 'u1', 'u2' );
  41524. addLine( 'u2', 'u3' );
  41525. addLine( 'u3', 'u1' );
  41526. // target
  41527. addLine( 'c', 't' );
  41528. addLine( 'p', 'c' );
  41529. // cross
  41530. addLine( 'cn1', 'cn2' );
  41531. addLine( 'cn3', 'cn4' );
  41532. addLine( 'cf1', 'cf2' );
  41533. addLine( 'cf3', 'cf4' );
  41534. function addLine( a, b ) {
  41535. addPoint( a );
  41536. addPoint( b );
  41537. }
  41538. function addPoint( id ) {
  41539. vertices.push( 0, 0, 0 );
  41540. colors.push( 0, 0, 0 );
  41541. if ( pointMap[ id ] === undefined ) {
  41542. pointMap[ id ] = [];
  41543. }
  41544. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41545. }
  41546. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41547. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41548. super( geometry, material );
  41549. this.type = 'CameraHelper';
  41550. /**
  41551. * The camera being visualized.
  41552. *
  41553. * @type {Camera}
  41554. */
  41555. this.camera = camera;
  41556. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41557. this.matrix = camera.matrixWorld;
  41558. this.matrixAutoUpdate = false;
  41559. /**
  41560. * This contains the points used to visualize the camera.
  41561. *
  41562. * @type {Object<string,Array<number>>}
  41563. */
  41564. this.pointMap = pointMap;
  41565. this.update();
  41566. // colors
  41567. const colorFrustum = new Color( 0xffaa00 );
  41568. const colorCone = new Color( 0xff0000 );
  41569. const colorUp = new Color( 0x00aaff );
  41570. const colorTarget = new Color( 0xffffff );
  41571. const colorCross = new Color( 0x333333 );
  41572. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41573. }
  41574. /**
  41575. * Defines the colors of the helper.
  41576. *
  41577. * @param {Color} frustum - The frustum line color.
  41578. * @param {Color} cone - The cone line color.
  41579. * @param {Color} up - The up line color.
  41580. * @param {Color} target - The target line color.
  41581. * @param {Color} cross - The cross line color.
  41582. * @return {CameraHelper} A reference to this helper.
  41583. */
  41584. setColors( frustum, cone, up, target, cross ) {
  41585. const geometry = this.geometry;
  41586. const colorAttribute = geometry.getAttribute( 'color' );
  41587. // near
  41588. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41589. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41590. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41591. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41592. // far
  41593. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41594. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41595. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41596. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41597. // sides
  41598. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41599. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41600. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41601. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41602. // cone
  41603. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41604. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41605. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41606. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41607. // up
  41608. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41609. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41610. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41611. // target
  41612. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41613. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41614. // cross
  41615. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41616. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41617. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41618. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41619. colorAttribute.needsUpdate = true;
  41620. return this;
  41621. }
  41622. /**
  41623. * Updates the helper based on the projection matrix of the camera.
  41624. */
  41625. update() {
  41626. const geometry = this.geometry;
  41627. const pointMap = this.pointMap;
  41628. const w = 1, h = 1;
  41629. let nearZ, farZ;
  41630. // we need just camera projection matrix inverse
  41631. // world matrix must be identity
  41632. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41633. // Adjust z values based on coordinate system
  41634. if ( this.camera.reversedDepth === true ) {
  41635. nearZ = 1;
  41636. farZ = 0;
  41637. } else {
  41638. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41639. nearZ = -1;
  41640. farZ = 1;
  41641. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41642. nearZ = 0;
  41643. farZ = 1;
  41644. } else {
  41645. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41646. }
  41647. }
  41648. // center / target
  41649. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41650. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41651. // near
  41652. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  41653. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  41654. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  41655. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41656. // far
  41657. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  41658. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  41659. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  41660. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41661. // up
  41662. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41663. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  41664. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41665. // cross
  41666. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  41667. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41668. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  41669. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41670. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  41671. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41672. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  41673. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41674. geometry.getAttribute( 'position' ).needsUpdate = true;
  41675. }
  41676. /**
  41677. * Frees the GPU-related resources allocated by this instance. Call this
  41678. * method whenever this instance is no longer used in your app.
  41679. */
  41680. dispose() {
  41681. this.geometry.dispose();
  41682. this.material.dispose();
  41683. }
  41684. }
  41685. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41686. _vector.set( x, y, z ).unproject( camera );
  41687. const points = pointMap[ point ];
  41688. if ( points !== undefined ) {
  41689. const position = geometry.getAttribute( 'position' );
  41690. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41691. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41692. }
  41693. }
  41694. }
  41695. const _box = /*@__PURE__*/ new Box3();
  41696. /**
  41697. * Helper object to graphically show the world-axis-aligned bounding box
  41698. * around an object. The actual bounding box is handled with {@link Box3},
  41699. * this is just a visual helper for debugging. It can be automatically
  41700. * resized with {@link BoxHelper#update} when the object it's created from
  41701. * is transformed. Note that the object must have a geometry for this to work,
  41702. * so it won't work with sprites.
  41703. *
  41704. * ```js
  41705. * const sphere = new THREE.SphereGeometry();
  41706. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41707. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41708. * scene.add( box );
  41709. * ```
  41710. *
  41711. * @augments LineSegments
  41712. */
  41713. class BoxHelper extends LineSegments {
  41714. /**
  41715. * Constructs a new box helper.
  41716. *
  41717. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41718. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41719. */
  41720. constructor( object, color = 0xffff00 ) {
  41721. 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 ] );
  41722. const positions = new Float32Array( 8 * 3 );
  41723. const geometry = new BufferGeometry();
  41724. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41725. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41726. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41727. /**
  41728. * The 3D object being visualized.
  41729. *
  41730. * @type {Object3D}
  41731. */
  41732. this.object = object;
  41733. this.type = 'BoxHelper';
  41734. this.matrixAutoUpdate = false;
  41735. this.update();
  41736. }
  41737. /**
  41738. * Updates the helper's geometry to match the dimensions of the object,
  41739. * including any children.
  41740. */
  41741. update() {
  41742. if ( this.object !== undefined ) {
  41743. _box.setFromObject( this.object );
  41744. }
  41745. if ( _box.isEmpty() ) return;
  41746. const min = _box.min;
  41747. const max = _box.max;
  41748. /*
  41749. 5____4
  41750. 1/___0/|
  41751. | 6__|_7
  41752. 2/___3/
  41753. 0: max.x, max.y, max.z
  41754. 1: min.x, max.y, max.z
  41755. 2: min.x, min.y, max.z
  41756. 3: max.x, min.y, max.z
  41757. 4: max.x, max.y, min.z
  41758. 5: min.x, max.y, min.z
  41759. 6: min.x, min.y, min.z
  41760. 7: max.x, min.y, min.z
  41761. */
  41762. const position = this.geometry.attributes.position;
  41763. const array = position.array;
  41764. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41765. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41766. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41767. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41768. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41769. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41770. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41771. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41772. position.needsUpdate = true;
  41773. this.geometry.computeBoundingSphere();
  41774. }
  41775. /**
  41776. * Updates the wireframe box for the passed object.
  41777. *
  41778. * @param {Object3D} object - The 3D object to create the helper for.
  41779. * @return {BoxHelper} A reference to this instance.
  41780. */
  41781. setFromObject( object ) {
  41782. this.object = object;
  41783. this.update();
  41784. return this;
  41785. }
  41786. copy( source, recursive ) {
  41787. super.copy( source, recursive );
  41788. this.object = source.object;
  41789. return this;
  41790. }
  41791. /**
  41792. * Frees the GPU-related resources allocated by this instance. Call this
  41793. * method whenever this instance is no longer used in your app.
  41794. */
  41795. dispose() {
  41796. this.geometry.dispose();
  41797. this.material.dispose();
  41798. }
  41799. }
  41800. /**
  41801. * A helper object to visualize an instance of {@link Box3}.
  41802. *
  41803. * ```js
  41804. * const box = new THREE.Box3();
  41805. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41806. *
  41807. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41808. * scene.add( helper )
  41809. * ```
  41810. *
  41811. * @augments LineSegments
  41812. */
  41813. class Box3Helper extends LineSegments {
  41814. /**
  41815. * Constructs a new box3 helper.
  41816. *
  41817. * @param {Box3} box - The box to visualize.
  41818. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41819. */
  41820. constructor( box, color = 0xffff00 ) {
  41821. 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 ] );
  41822. 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 ];
  41823. const geometry = new BufferGeometry();
  41824. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41825. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41826. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41827. /**
  41828. * The box being visualized.
  41829. *
  41830. * @type {Box3}
  41831. */
  41832. this.box = box;
  41833. this.type = 'Box3Helper';
  41834. this.geometry.computeBoundingSphere();
  41835. }
  41836. updateMatrixWorld( force ) {
  41837. const box = this.box;
  41838. if ( box.isEmpty() ) return;
  41839. box.getCenter( this.position );
  41840. box.getSize( this.scale );
  41841. this.scale.multiplyScalar( 0.5 );
  41842. super.updateMatrixWorld( force );
  41843. }
  41844. /**
  41845. * Frees the GPU-related resources allocated by this instance. Call this
  41846. * method whenever this instance is no longer used in your app.
  41847. */
  41848. dispose() {
  41849. this.geometry.dispose();
  41850. this.material.dispose();
  41851. }
  41852. }
  41853. /**
  41854. * A helper object to visualize an instance of {@link Plane}.
  41855. *
  41856. * ```js
  41857. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41858. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41859. * scene.add( helper );
  41860. * ```
  41861. *
  41862. * @augments Line
  41863. */
  41864. class PlaneHelper extends Line {
  41865. /**
  41866. * Constructs a new plane helper.
  41867. *
  41868. * @param {Plane} plane - The plane to be visualized.
  41869. * @param {number} [size=1] - The side length of plane helper.
  41870. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41871. */
  41872. constructor( plane, size = 1, hex = 0xffff00 ) {
  41873. const color = hex;
  41874. 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 ];
  41875. const geometry = new BufferGeometry();
  41876. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41877. geometry.computeBoundingSphere();
  41878. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41879. this.type = 'PlaneHelper';
  41880. /**
  41881. * The plane being visualized.
  41882. *
  41883. * @type {Plane}
  41884. */
  41885. this.plane = plane;
  41886. /**
  41887. * The side length of plane helper.
  41888. *
  41889. * @type {number}
  41890. * @default 1
  41891. */
  41892. this.size = size;
  41893. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41894. const geometry2 = new BufferGeometry();
  41895. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41896. geometry2.computeBoundingSphere();
  41897. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41898. }
  41899. updateMatrixWorld( force ) {
  41900. this.position.set( 0, 0, 0 );
  41901. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41902. this.lookAt( this.plane.normal );
  41903. this.translateZ( - this.plane.constant );
  41904. super.updateMatrixWorld( force );
  41905. }
  41906. /**
  41907. * Updates the helper to match the position and direction of the
  41908. * light being visualized.
  41909. */
  41910. dispose() {
  41911. this.geometry.dispose();
  41912. this.material.dispose();
  41913. this.children[ 0 ].geometry.dispose();
  41914. this.children[ 0 ].material.dispose();
  41915. }
  41916. }
  41917. const _axis = /*@__PURE__*/ new Vector3();
  41918. let _lineGeometry, _coneGeometry;
  41919. /**
  41920. * An 3D arrow object for visualizing directions.
  41921. *
  41922. * ```js
  41923. * const dir = new THREE.Vector3( 1, 2, 0 );
  41924. *
  41925. * //normalize the direction vector (convert to vector of length 1)
  41926. * dir.normalize();
  41927. *
  41928. * const origin = new THREE.Vector3( 0, 0, 0 );
  41929. * const length = 1;
  41930. * const hex = 0xffff00;
  41931. *
  41932. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  41933. * scene.add( arrowHelper );
  41934. * ```
  41935. *
  41936. * @augments Object3D
  41937. */
  41938. class ArrowHelper extends Object3D {
  41939. /**
  41940. * Constructs a new arrow helper.
  41941. *
  41942. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  41943. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  41944. * @param {number} [length=1] - Length of the arrow in world units.
  41945. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  41946. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41947. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41948. */
  41949. 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 ) {
  41950. super();
  41951. this.type = 'ArrowHelper';
  41952. if ( _lineGeometry === undefined ) {
  41953. _lineGeometry = new BufferGeometry();
  41954. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  41955. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  41956. _coneGeometry.translate( 0, -0.5, 0 );
  41957. }
  41958. this.position.copy( origin );
  41959. /**
  41960. * The line part of the arrow helper.
  41961. *
  41962. * @type {Line}
  41963. */
  41964. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41965. this.line.matrixAutoUpdate = false;
  41966. this.add( this.line );
  41967. /**
  41968. * The cone part of the arrow helper.
  41969. *
  41970. * @type {Mesh}
  41971. */
  41972. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  41973. this.cone.matrixAutoUpdate = false;
  41974. this.add( this.cone );
  41975. this.setDirection( dir );
  41976. this.setLength( length, headLength, headWidth );
  41977. }
  41978. /**
  41979. * Sets the direction of the helper.
  41980. *
  41981. * @param {Vector3} dir - The normalized direction vector.
  41982. */
  41983. setDirection( dir ) {
  41984. // dir is assumed to be normalized
  41985. if ( dir.y > 0.99999 ) {
  41986. this.quaternion.set( 0, 0, 0, 1 );
  41987. } else if ( dir.y < -0.99999 ) {
  41988. this.quaternion.set( 1, 0, 0, 0 );
  41989. } else {
  41990. _axis.set( dir.z, 0, - dir.x ).normalize();
  41991. const radians = Math.acos( dir.y );
  41992. this.quaternion.setFromAxisAngle( _axis, radians );
  41993. }
  41994. }
  41995. /**
  41996. * Sets the length of the helper.
  41997. *
  41998. * @param {number} length - Length of the arrow in world units.
  41999. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42000. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42001. */
  42002. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42003. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42004. this.line.updateMatrix();
  42005. this.cone.scale.set( headWidth, headLength, headWidth );
  42006. this.cone.position.y = length;
  42007. this.cone.updateMatrix();
  42008. }
  42009. /**
  42010. * Sets the color of the helper.
  42011. *
  42012. * @param {number|Color|string} color - The color to set.
  42013. */
  42014. setColor( color ) {
  42015. this.line.material.color.set( color );
  42016. this.cone.material.color.set( color );
  42017. }
  42018. copy( source ) {
  42019. super.copy( source, false );
  42020. this.line.copy( source.line );
  42021. this.cone.copy( source.cone );
  42022. return this;
  42023. }
  42024. /**
  42025. * Frees the GPU-related resources allocated by this instance. Call this
  42026. * method whenever this instance is no longer used in your app.
  42027. */
  42028. dispose() {
  42029. this.line.geometry.dispose();
  42030. this.line.material.dispose();
  42031. this.cone.geometry.dispose();
  42032. this.cone.material.dispose();
  42033. }
  42034. }
  42035. /**
  42036. * An axis object to visualize the 3 axes in a simple way.
  42037. * The X axis is red. The Y axis is green. The Z axis is blue.
  42038. *
  42039. * ```js
  42040. * const axesHelper = new THREE.AxesHelper( 5 );
  42041. * scene.add( axesHelper );
  42042. * ```
  42043. *
  42044. * @augments LineSegments
  42045. */
  42046. class AxesHelper extends LineSegments {
  42047. /**
  42048. * Constructs a new axes helper.
  42049. *
  42050. * @param {number} [size=1] - Size of the lines representing the axes.
  42051. */
  42052. constructor( size = 1 ) {
  42053. const vertices = [
  42054. 0, 0, 0, size, 0, 0,
  42055. 0, 0, 0, 0, size, 0,
  42056. 0, 0, 0, 0, 0, size
  42057. ];
  42058. const colors = [
  42059. 1, 0, 0, 1, 0.6, 0,
  42060. 0, 1, 0, 0.6, 1, 0,
  42061. 0, 0, 1, 0, 0.6, 1
  42062. ];
  42063. const geometry = new BufferGeometry();
  42064. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42065. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42066. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42067. super( geometry, material );
  42068. this.type = 'AxesHelper';
  42069. }
  42070. /**
  42071. * Defines the colors of the axes helper.
  42072. *
  42073. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42074. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42075. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42076. * @return {AxesHelper} A reference to this axes helper.
  42077. */
  42078. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42079. const color = new Color();
  42080. const array = this.geometry.attributes.color.array;
  42081. color.set( xAxisColor );
  42082. color.toArray( array, 0 );
  42083. color.toArray( array, 3 );
  42084. color.set( yAxisColor );
  42085. color.toArray( array, 6 );
  42086. color.toArray( array, 9 );
  42087. color.set( zAxisColor );
  42088. color.toArray( array, 12 );
  42089. color.toArray( array, 15 );
  42090. this.geometry.attributes.color.needsUpdate = true;
  42091. return this;
  42092. }
  42093. /**
  42094. * Frees the GPU-related resources allocated by this instance. Call this
  42095. * method whenever this instance is no longer used in your app.
  42096. */
  42097. dispose() {
  42098. this.geometry.dispose();
  42099. this.material.dispose();
  42100. }
  42101. }
  42102. /**
  42103. * This class is used to convert a series of paths to an array of
  42104. * shapes. It is specifically used in context of fonts and SVG.
  42105. */
  42106. class ShapePath {
  42107. /**
  42108. * Constructs a new shape path.
  42109. */
  42110. constructor() {
  42111. this.type = 'ShapePath';
  42112. /**
  42113. * The color of the shape.
  42114. *
  42115. * @type {Color}
  42116. */
  42117. this.color = new Color();
  42118. /**
  42119. * The paths that have been generated for this shape.
  42120. *
  42121. * @type {Array<Path>}
  42122. * @default null
  42123. */
  42124. this.subPaths = [];
  42125. /**
  42126. * The current path that is being generated.
  42127. *
  42128. * @type {?Path}
  42129. * @default null
  42130. */
  42131. this.currentPath = null;
  42132. }
  42133. /**
  42134. * Creates a new path and moves it current point to the given one.
  42135. *
  42136. * @param {number} x - The x coordinate.
  42137. * @param {number} y - The y coordinate.
  42138. * @return {ShapePath} A reference to this shape path.
  42139. */
  42140. moveTo( x, y ) {
  42141. this.currentPath = new Path();
  42142. this.subPaths.push( this.currentPath );
  42143. this.currentPath.moveTo( x, y );
  42144. return this;
  42145. }
  42146. /**
  42147. * Adds an instance of {@link LineCurve} to the path by connecting
  42148. * the current point with the given one.
  42149. *
  42150. * @param {number} x - The x coordinate of the end point.
  42151. * @param {number} y - The y coordinate of the end point.
  42152. * @return {ShapePath} A reference to this shape path.
  42153. */
  42154. lineTo( x, y ) {
  42155. this.currentPath.lineTo( x, y );
  42156. return this;
  42157. }
  42158. /**
  42159. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42160. * the current point with the given one.
  42161. *
  42162. * @param {number} aCPx - The x coordinate of the control point.
  42163. * @param {number} aCPy - The y coordinate of the control point.
  42164. * @param {number} aX - The x coordinate of the end point.
  42165. * @param {number} aY - The y coordinate of the end point.
  42166. * @return {ShapePath} A reference to this shape path.
  42167. */
  42168. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42169. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42170. return this;
  42171. }
  42172. /**
  42173. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42174. * the current point with the given one.
  42175. *
  42176. * @param {number} aCP1x - The x coordinate of the first control point.
  42177. * @param {number} aCP1y - The y coordinate of the first control point.
  42178. * @param {number} aCP2x - The x coordinate of the second control point.
  42179. * @param {number} aCP2y - The y coordinate of the second control point.
  42180. * @param {number} aX - The x coordinate of the end point.
  42181. * @param {number} aY - The y coordinate of the end point.
  42182. * @return {ShapePath} A reference to this shape path.
  42183. */
  42184. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42185. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42186. return this;
  42187. }
  42188. /**
  42189. * Adds an instance of {@link SplineCurve} to the path by connecting
  42190. * the current point with the given list of points.
  42191. *
  42192. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42193. * @return {ShapePath} A reference to this shape path.
  42194. */
  42195. splineThru( pts ) {
  42196. this.currentPath.splineThru( pts );
  42197. return this;
  42198. }
  42199. /**
  42200. * Converts the paths into an array of shapes.
  42201. *
  42202. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42203. * If this flag is set to `true`, then those are flipped.
  42204. * @return {Array<Shape>} An array of shapes.
  42205. */
  42206. toShapes( isCCW ) {
  42207. function toShapesNoHoles( inSubpaths ) {
  42208. const shapes = [];
  42209. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42210. const tmpPath = inSubpaths[ i ];
  42211. const tmpShape = new Shape();
  42212. tmpShape.curves = tmpPath.curves;
  42213. shapes.push( tmpShape );
  42214. }
  42215. return shapes;
  42216. }
  42217. function isPointInsidePolygon( inPt, inPolygon ) {
  42218. const polyLen = inPolygon.length;
  42219. // inPt on polygon contour => immediate success or
  42220. // toggling of inside/outside at every single! intersection point of an edge
  42221. // with the horizontal line through inPt, left of inPt
  42222. // not counting lowerY endpoints of edges and whole edges on that line
  42223. let inside = false;
  42224. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42225. let edgeLowPt = inPolygon[ p ];
  42226. let edgeHighPt = inPolygon[ q ];
  42227. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42228. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42229. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42230. // not parallel
  42231. if ( edgeDy < 0 ) {
  42232. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42233. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42234. }
  42235. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42236. if ( inPt.y === edgeLowPt.y ) {
  42237. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42238. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42239. } else {
  42240. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42241. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42242. if ( perpEdge < 0 ) continue;
  42243. inside = ! inside; // true intersection left of inPt
  42244. }
  42245. } else {
  42246. // parallel or collinear
  42247. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42248. // edge lies on the same horizontal line as inPt
  42249. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42250. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42251. // continue;
  42252. }
  42253. }
  42254. return inside;
  42255. }
  42256. const isClockWise = ShapeUtils.isClockWise;
  42257. const subPaths = this.subPaths;
  42258. if ( subPaths.length === 0 ) return [];
  42259. let solid, tmpPath, tmpShape;
  42260. const shapes = [];
  42261. if ( subPaths.length === 1 ) {
  42262. tmpPath = subPaths[ 0 ];
  42263. tmpShape = new Shape();
  42264. tmpShape.curves = tmpPath.curves;
  42265. shapes.push( tmpShape );
  42266. return shapes;
  42267. }
  42268. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42269. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42270. // log("Holes first", holesFirst);
  42271. const betterShapeHoles = [];
  42272. const newShapes = [];
  42273. let newShapeHoles = [];
  42274. let mainIdx = 0;
  42275. let tmpPoints;
  42276. newShapes[ mainIdx ] = undefined;
  42277. newShapeHoles[ mainIdx ] = [];
  42278. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42279. tmpPath = subPaths[ i ];
  42280. tmpPoints = tmpPath.getPoints();
  42281. solid = isClockWise( tmpPoints );
  42282. solid = isCCW ? ! solid : solid;
  42283. if ( solid ) {
  42284. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42285. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42286. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42287. if ( holesFirst ) mainIdx ++;
  42288. newShapeHoles[ mainIdx ] = [];
  42289. //log('cw', i);
  42290. } else {
  42291. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42292. //log('ccw', i);
  42293. }
  42294. }
  42295. // only Holes? -> probably all Shapes with wrong orientation
  42296. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42297. if ( newShapes.length > 1 ) {
  42298. let ambiguous = false;
  42299. let toChange = 0;
  42300. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42301. betterShapeHoles[ sIdx ] = [];
  42302. }
  42303. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42304. const sho = newShapeHoles[ sIdx ];
  42305. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42306. const ho = sho[ hIdx ];
  42307. let hole_unassigned = true;
  42308. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42309. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42310. if ( sIdx !== s2Idx ) toChange ++;
  42311. if ( hole_unassigned ) {
  42312. hole_unassigned = false;
  42313. betterShapeHoles[ s2Idx ].push( ho );
  42314. } else {
  42315. ambiguous = true;
  42316. }
  42317. }
  42318. }
  42319. if ( hole_unassigned ) {
  42320. betterShapeHoles[ sIdx ].push( ho );
  42321. }
  42322. }
  42323. }
  42324. if ( toChange > 0 && ambiguous === false ) {
  42325. newShapeHoles = betterShapeHoles;
  42326. }
  42327. }
  42328. let tmpHoles;
  42329. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42330. tmpShape = newShapes[ i ].s;
  42331. shapes.push( tmpShape );
  42332. tmpHoles = newShapeHoles[ i ];
  42333. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42334. tmpShape.holes.push( tmpHoles[ j ].h );
  42335. }
  42336. }
  42337. //log("shape", shapes);
  42338. return shapes;
  42339. }
  42340. }
  42341. /**
  42342. * Abstract base class for controls.
  42343. *
  42344. * @abstract
  42345. * @augments EventDispatcher
  42346. */
  42347. class Controls extends EventDispatcher {
  42348. /**
  42349. * Constructs a new controls instance.
  42350. *
  42351. * @param {Object3D} object - The object that is managed by the controls.
  42352. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42353. */
  42354. constructor( object, domElement = null ) {
  42355. super();
  42356. /**
  42357. * The object that is managed by the controls.
  42358. *
  42359. * @type {Object3D}
  42360. */
  42361. this.object = object;
  42362. /**
  42363. * The HTML element used for event listeners.
  42364. *
  42365. * @type {?HTMLElement}
  42366. * @default null
  42367. */
  42368. this.domElement = domElement;
  42369. /**
  42370. * Whether the controls responds to user input or not.
  42371. *
  42372. * @type {boolean}
  42373. * @default true
  42374. */
  42375. this.enabled = true;
  42376. /**
  42377. * The internal state of the controls.
  42378. *
  42379. * @type {number}
  42380. * @default -1
  42381. */
  42382. this.state = -1;
  42383. /**
  42384. * This object defines the keyboard input of the controls.
  42385. *
  42386. * @type {Object}
  42387. */
  42388. this.keys = {};
  42389. /**
  42390. * This object defines what type of actions are assigned to the available mouse buttons.
  42391. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42392. *
  42393. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42394. */
  42395. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42396. /**
  42397. * This object defines what type of actions are assigned to what kind of touch interaction.
  42398. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42399. *
  42400. * @type {{ONE: ?number, TWO: ?number}}
  42401. */
  42402. this.touches = { ONE: null, TWO: null };
  42403. }
  42404. /**
  42405. * Connects the controls to the DOM. This method has so called "side effects" since
  42406. * it adds the module's event listeners to the DOM.
  42407. *
  42408. * @param {HTMLElement} element - The DOM element to connect to.
  42409. */
  42410. connect( element ) {
  42411. if ( element === undefined ) {
  42412. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42413. return;
  42414. }
  42415. if ( this.domElement !== null ) this.disconnect();
  42416. this.domElement = element;
  42417. }
  42418. /**
  42419. * Disconnects the controls from the DOM.
  42420. */
  42421. disconnect() {}
  42422. /**
  42423. * Call this method if you no longer want use to the controls. It frees all internal
  42424. * resources and removes all event listeners.
  42425. */
  42426. dispose() {}
  42427. /**
  42428. * Controls should implement this method if they have to update their internal state
  42429. * per simulation step.
  42430. *
  42431. * @param {number} [delta] - The time delta in seconds.
  42432. */
  42433. update( /* delta */ ) {}
  42434. }
  42435. /**
  42436. * Scales the texture as large as possible within its surface without cropping
  42437. * or stretching the texture. The method preserves the original aspect ratio of
  42438. * the texture. Akin to CSS `object-fit: contain`
  42439. *
  42440. * @param {Texture} texture - The texture.
  42441. * @param {number} aspect - The texture's aspect ratio.
  42442. * @return {Texture} The updated texture.
  42443. */
  42444. function contain( texture, aspect ) {
  42445. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42446. if ( imageAspect > aspect ) {
  42447. texture.repeat.x = 1;
  42448. texture.repeat.y = imageAspect / aspect;
  42449. texture.offset.x = 0;
  42450. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42451. } else {
  42452. texture.repeat.x = aspect / imageAspect;
  42453. texture.repeat.y = 1;
  42454. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42455. texture.offset.y = 0;
  42456. }
  42457. return texture;
  42458. }
  42459. /**
  42460. * Scales the texture to the smallest possible size to fill the surface, leaving
  42461. * no empty space. The method preserves the original aspect ratio of the texture.
  42462. * Akin to CSS `object-fit: cover`.
  42463. *
  42464. * @param {Texture} texture - The texture.
  42465. * @param {number} aspect - The texture's aspect ratio.
  42466. * @return {Texture} The updated texture.
  42467. */
  42468. function cover( texture, aspect ) {
  42469. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42470. if ( imageAspect > aspect ) {
  42471. texture.repeat.x = aspect / imageAspect;
  42472. texture.repeat.y = 1;
  42473. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42474. texture.offset.y = 0;
  42475. } else {
  42476. texture.repeat.x = 1;
  42477. texture.repeat.y = imageAspect / aspect;
  42478. texture.offset.x = 0;
  42479. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42480. }
  42481. return texture;
  42482. }
  42483. /**
  42484. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42485. *
  42486. * @param {Texture} texture - The texture.
  42487. * @return {Texture} The updated texture.
  42488. */
  42489. function fill( texture ) {
  42490. texture.repeat.x = 1;
  42491. texture.repeat.y = 1;
  42492. texture.offset.x = 0;
  42493. texture.offset.y = 0;
  42494. return texture;
  42495. }
  42496. /**
  42497. * Determines how many bytes must be used to represent the texture.
  42498. *
  42499. * @param {number} width - The width of the texture.
  42500. * @param {number} height - The height of the texture.
  42501. * @param {number} format - The texture's format.
  42502. * @param {number} type - The texture's type.
  42503. * @return {number} The byte length.
  42504. */
  42505. function getByteLength( width, height, format, type ) {
  42506. const typeByteLength = getTextureTypeByteLength( type );
  42507. switch ( format ) {
  42508. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42509. case AlphaFormat:
  42510. return width * height;
  42511. case RedFormat:
  42512. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42513. case RedIntegerFormat:
  42514. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42515. case RGFormat:
  42516. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42517. case RGIntegerFormat:
  42518. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42519. case RGBFormat:
  42520. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42521. case RGBAFormat:
  42522. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42523. case RGBAIntegerFormat:
  42524. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42525. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42526. case RGB_S3TC_DXT1_Format:
  42527. case RGBA_S3TC_DXT1_Format:
  42528. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42529. case RGBA_S3TC_DXT3_Format:
  42530. case RGBA_S3TC_DXT5_Format:
  42531. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42532. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42533. case RGB_PVRTC_2BPPV1_Format:
  42534. case RGBA_PVRTC_2BPPV1_Format:
  42535. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42536. case RGB_PVRTC_4BPPV1_Format:
  42537. case RGBA_PVRTC_4BPPV1_Format:
  42538. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42539. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42540. case RGB_ETC1_Format:
  42541. case RGB_ETC2_Format:
  42542. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42543. case RGBA_ETC2_EAC_Format:
  42544. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42545. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42546. case RGBA_ASTC_4x4_Format:
  42547. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42548. case RGBA_ASTC_5x4_Format:
  42549. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42550. case RGBA_ASTC_5x5_Format:
  42551. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42552. case RGBA_ASTC_6x5_Format:
  42553. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42554. case RGBA_ASTC_6x6_Format:
  42555. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42556. case RGBA_ASTC_8x5_Format:
  42557. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42558. case RGBA_ASTC_8x6_Format:
  42559. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42560. case RGBA_ASTC_8x8_Format:
  42561. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42562. case RGBA_ASTC_10x5_Format:
  42563. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42564. case RGBA_ASTC_10x6_Format:
  42565. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42566. case RGBA_ASTC_10x8_Format:
  42567. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42568. case RGBA_ASTC_10x10_Format:
  42569. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42570. case RGBA_ASTC_12x10_Format:
  42571. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42572. case RGBA_ASTC_12x12_Format:
  42573. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42574. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42575. case RGBA_BPTC_Format:
  42576. case RGB_BPTC_SIGNED_Format:
  42577. case RGB_BPTC_UNSIGNED_Format:
  42578. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42579. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42580. case RED_RGTC1_Format:
  42581. case SIGNED_RED_RGTC1_Format:
  42582. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42583. case RED_GREEN_RGTC2_Format:
  42584. case SIGNED_RED_GREEN_RGTC2_Format:
  42585. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42586. }
  42587. throw new Error(
  42588. `Unable to determine texture byte length for ${format} format.`,
  42589. );
  42590. }
  42591. function getTextureTypeByteLength( type ) {
  42592. switch ( type ) {
  42593. case UnsignedByteType:
  42594. case ByteType:
  42595. return { byteLength: 1, components: 1 };
  42596. case UnsignedShortType:
  42597. case ShortType:
  42598. case HalfFloatType:
  42599. return { byteLength: 2, components: 1 };
  42600. case UnsignedShort4444Type:
  42601. case UnsignedShort5551Type:
  42602. return { byteLength: 2, components: 4 };
  42603. case UnsignedIntType:
  42604. case IntType:
  42605. case FloatType:
  42606. return { byteLength: 4, components: 1 };
  42607. case UnsignedInt5999Type:
  42608. case UnsignedInt101111Type:
  42609. return { byteLength: 4, components: 3 };
  42610. }
  42611. throw new Error( `Unknown texture type ${type}.` );
  42612. }
  42613. /**
  42614. * A class containing utility functions for textures.
  42615. *
  42616. * @hideconstructor
  42617. */
  42618. class TextureUtils {
  42619. /**
  42620. * Scales the texture as large as possible within its surface without cropping
  42621. * or stretching the texture. The method preserves the original aspect ratio of
  42622. * the texture. Akin to CSS `object-fit: contain`
  42623. *
  42624. * @param {Texture} texture - The texture.
  42625. * @param {number} aspect - The texture's aspect ratio.
  42626. * @return {Texture} The updated texture.
  42627. */
  42628. static contain( texture, aspect ) {
  42629. return contain( texture, aspect );
  42630. }
  42631. /**
  42632. * Scales the texture to the smallest possible size to fill the surface, leaving
  42633. * no empty space. The method preserves the original aspect ratio of the texture.
  42634. * Akin to CSS `object-fit: cover`.
  42635. *
  42636. * @param {Texture} texture - The texture.
  42637. * @param {number} aspect - The texture's aspect ratio.
  42638. * @return {Texture} The updated texture.
  42639. */
  42640. static cover( texture, aspect ) {
  42641. return cover( texture, aspect );
  42642. }
  42643. /**
  42644. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42645. *
  42646. * @param {Texture} texture - The texture.
  42647. * @return {Texture} The updated texture.
  42648. */
  42649. static fill( texture ) {
  42650. return fill( texture );
  42651. }
  42652. /**
  42653. * Determines how many bytes must be used to represent the texture.
  42654. *
  42655. * @param {number} width - The width of the texture.
  42656. * @param {number} height - The height of the texture.
  42657. * @param {number} format - The texture's format.
  42658. * @param {number} type - The texture's type.
  42659. * @return {number} The byte length.
  42660. */
  42661. static getByteLength( width, height, format, type ) {
  42662. return getByteLength( width, height, format, type );
  42663. }
  42664. }
  42665. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42666. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42667. revision: REVISION,
  42668. } } ) );
  42669. }
  42670. if ( typeof window !== 'undefined' ) {
  42671. if ( window.__THREE__ ) {
  42672. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42673. } else {
  42674. window.__THREE__ = REVISION;
  42675. }
  42676. }
  42677. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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