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 = '179dev';
  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. * Discards the red, green and blue components and reads just the alpha component.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const AlphaFormat = 1021;
  648. /**
  649. * Discards the alpha component and reads the red, green and blue component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const RGBFormat = 1022;
  655. /**
  656. * Reads the red, green, blue and alpha components.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBAFormat = 1023;
  662. /**
  663. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const DepthFormat = 1026;
  669. /**
  670. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  671. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  672. *
  673. * @type {number}
  674. * @constant
  675. */
  676. const DepthStencilFormat = 1027;
  677. /**
  678. * Discards the green, blue and alpha components and reads just the red component.
  679. *
  680. * @type {number}
  681. * @constant
  682. */
  683. const RedFormat = 1028;
  684. /**
  685. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const RedIntegerFormat = 1029;
  691. /**
  692. * Discards the alpha, and blue components and reads the red, and green components.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RGFormat = 1030;
  698. /**
  699. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RGIntegerFormat = 1031;
  705. /**
  706. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGBIntegerFormat = 1032;
  712. /**
  713. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGBAIntegerFormat = 1033;
  719. /**
  720. * A DXT1-compressed image in an RGB image format.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGB_S3TC_DXT1_Format = 33776;
  726. /**
  727. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGBA_S3TC_DXT1_Format = 33777;
  733. /**
  734. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGBA_S3TC_DXT3_Format = 33778;
  740. /**
  741. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  742. * compression in how the alpha compression is done.
  743. *
  744. * @type {number}
  745. * @constant
  746. */
  747. const RGBA_S3TC_DXT5_Format = 33779;
  748. /**
  749. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  750. *
  751. * @type {number}
  752. * @constant
  753. */
  754. const RGB_PVRTC_4BPPV1_Format = 35840;
  755. /**
  756. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGB_PVRTC_2BPPV1_Format = 35841;
  762. /**
  763. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGBA_PVRTC_4BPPV1_Format = 35842;
  769. /**
  770. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGBA_PVRTC_2BPPV1_Format = 35843;
  776. /**
  777. * ETC1 RGB format.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGB_ETC1_Format = 36196;
  783. /**
  784. * ETC2 RGB format.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGB_ETC2_Format = 37492;
  790. /**
  791. * ETC2 RGBA format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGBA_ETC2_EAC_Format = 37496;
  797. /**
  798. * ASTC RGBA 4x4 format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGBA_ASTC_4x4_Format = 37808;
  804. /**
  805. * ASTC RGBA 5x4 format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ASTC_5x4_Format = 37809;
  811. /**
  812. * ASTC RGBA 5x5 format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const RGBA_ASTC_5x5_Format = 37810;
  818. /**
  819. * ASTC RGBA 6x5 format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RGBA_ASTC_6x5_Format = 37811;
  825. /**
  826. * ASTC RGBA 6x6 format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RGBA_ASTC_6x6_Format = 37812;
  832. /**
  833. * ASTC RGBA 8x5 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_8x5_Format = 37813;
  839. /**
  840. * ASTC RGBA 8x6 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_8x6_Format = 37814;
  846. /**
  847. * ASTC RGBA 8x8 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_8x8_Format = 37815;
  853. /**
  854. * ASTC RGBA 10x5 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_10x5_Format = 37816;
  860. /**
  861. * ASTC RGBA 10x6 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_10x6_Format = 37817;
  867. /**
  868. * ASTC RGBA 10x8 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_10x8_Format = 37818;
  874. /**
  875. * ASTC RGBA 10x10 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_10x10_Format = 37819;
  881. /**
  882. * ASTC RGBA 12x10 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_12x10_Format = 37820;
  888. /**
  889. * ASTC RGBA 12x12 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_12x12_Format = 37821;
  895. /**
  896. * BPTC RGBA format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_BPTC_Format = 36492;
  902. /**
  903. * BPTC Signed RGB format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGB_BPTC_SIGNED_Format = 36494;
  909. /**
  910. * BPTC Unsigned RGB format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGB_BPTC_UNSIGNED_Format = 36495;
  916. /**
  917. * RGTC1 Red format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RED_RGTC1_Format = 36283;
  923. /**
  924. * RGTC1 Signed Red format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const SIGNED_RED_RGTC1_Format = 36284;
  930. /**
  931. * RGTC2 Red Green format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const RED_GREEN_RGTC2_Format = 36285;
  937. /**
  938. * RGTC2 Signed Red Green format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  944. /**
  945. * Animations are played once.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const LoopOnce = 2200;
  951. /**
  952. * Animations are played with a chosen number of repetitions, each time jumping from
  953. * the end of the clip directly to its beginning.
  954. *
  955. * @type {number}
  956. * @constant
  957. */
  958. const LoopRepeat = 2201;
  959. /**
  960. * Animations are played with a chosen number of repetitions, alternately playing forward
  961. * and backward.
  962. *
  963. * @type {number}
  964. * @constant
  965. */
  966. const LoopPingPong = 2202;
  967. /**
  968. * Discrete interpolation mode for keyframe tracks.
  969. *
  970. * @type {number}
  971. * @constant
  972. */
  973. const InterpolateDiscrete = 2300;
  974. /**
  975. * Linear interpolation mode for keyframe tracks.
  976. *
  977. * @type {number}
  978. * @constant
  979. */
  980. const InterpolateLinear = 2301;
  981. /**
  982. * Smooth interpolation mode for keyframe tracks.
  983. *
  984. * @type {number}
  985. * @constant
  986. */
  987. const InterpolateSmooth = 2302;
  988. /**
  989. * Zero curvature ending for animations.
  990. *
  991. * @type {number}
  992. * @constant
  993. */
  994. const ZeroCurvatureEnding = 2400;
  995. /**
  996. * Zero slope ending for animations.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const ZeroSlopeEnding = 2401;
  1002. /**
  1003. * Wrap around ending for animations.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const WrapAroundEnding = 2402;
  1009. /**
  1010. * Default animation blend mode.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const NormalAnimationBlendMode = 2500;
  1016. /**
  1017. * Additive animation blend mode. Can be used to layer motions on top of
  1018. * each other to build complex performances from smaller re-usable assets.
  1019. *
  1020. * @type {number}
  1021. * @constant
  1022. */
  1023. const AdditiveAnimationBlendMode = 2501;
  1024. /**
  1025. * For every three vertices draw a single triangle.
  1026. *
  1027. * @type {number}
  1028. * @constant
  1029. */
  1030. const TrianglesDrawMode = 0;
  1031. /**
  1032. * For each vertex draw a triangle from the last three vertices.
  1033. *
  1034. * @type {number}
  1035. * @constant
  1036. */
  1037. const TriangleStripDrawMode = 1;
  1038. /**
  1039. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1040. *
  1041. * @type {number}
  1042. * @constant
  1043. */
  1044. const TriangleFanDrawMode = 2;
  1045. /**
  1046. * Basic depth packing.
  1047. *
  1048. * @type {number}
  1049. * @constant
  1050. */
  1051. const BasicDepthPacking = 3200;
  1052. /**
  1053. * A depth value is packed into 32 bit RGBA.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const RGBADepthPacking = 3201;
  1059. /**
  1060. * A depth value is packed into 24 bit RGB.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const RGBDepthPacking = 3202;
  1066. /**
  1067. * A depth value is packed into 16 bit RG.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const RGDepthPacking = 3203;
  1073. /**
  1074. * Normal information is relative to the underlying surface.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const TangentSpaceNormalMap = 0;
  1080. /**
  1081. * Normal information is relative to the object orientation.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const ObjectSpaceNormalMap = 1;
  1087. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1088. /**
  1089. * No color space.
  1090. *
  1091. * @type {string}
  1092. * @constant
  1093. */
  1094. const NoColorSpace = '';
  1095. /**
  1096. * sRGB color space.
  1097. *
  1098. * @type {string}
  1099. * @constant
  1100. */
  1101. const SRGBColorSpace = 'srgb';
  1102. /**
  1103. * sRGB-linear color space.
  1104. *
  1105. * @type {string}
  1106. * @constant
  1107. */
  1108. const LinearSRGBColorSpace = 'srgb-linear';
  1109. /**
  1110. * Linear transfer function.
  1111. *
  1112. * @type {string}
  1113. * @constant
  1114. */
  1115. const LinearTransfer = 'linear';
  1116. /**
  1117. * sRGB transfer function.
  1118. *
  1119. * @type {string}
  1120. * @constant
  1121. */
  1122. const SRGBTransfer = 'srgb';
  1123. /**
  1124. * Sets the stencil buffer value to `0`.
  1125. *
  1126. * @type {number}
  1127. * @constant
  1128. */
  1129. const ZeroStencilOp = 0;
  1130. /**
  1131. * Keeps the current value.
  1132. *
  1133. * @type {number}
  1134. * @constant
  1135. */
  1136. const KeepStencilOp = 7680;
  1137. /**
  1138. * Sets the stencil buffer value to the specified reference value.
  1139. *
  1140. * @type {number}
  1141. * @constant
  1142. */
  1143. const ReplaceStencilOp = 7681;
  1144. /**
  1145. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1146. *
  1147. * @type {number}
  1148. * @constant
  1149. */
  1150. const IncrementStencilOp = 7682;
  1151. /**
  1152. * Decrements the current stencil buffer value. Clamps to `0`.
  1153. *
  1154. * @type {number}
  1155. * @constant
  1156. */
  1157. const DecrementStencilOp = 7683;
  1158. /**
  1159. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1160. * the maximum representable unsigned value.
  1161. *
  1162. * @type {number}
  1163. * @constant
  1164. */
  1165. const IncrementWrapStencilOp = 34055;
  1166. /**
  1167. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1168. * unsigned value when decrementing a stencil buffer value of `0`.
  1169. *
  1170. * @type {number}
  1171. * @constant
  1172. */
  1173. const DecrementWrapStencilOp = 34056;
  1174. /**
  1175. * Inverts the current stencil buffer value bitwise.
  1176. *
  1177. * @type {number}
  1178. * @constant
  1179. */
  1180. const InvertStencilOp = 5386;
  1181. /**
  1182. * Will never return true.
  1183. *
  1184. * @type {number}
  1185. * @constant
  1186. */
  1187. const NeverStencilFunc = 512;
  1188. /**
  1189. * Will return true if the stencil reference value is less than the current stencil value.
  1190. *
  1191. * @type {number}
  1192. * @constant
  1193. */
  1194. const LessStencilFunc = 513;
  1195. /**
  1196. * Will return true if the stencil reference value is equal to the current stencil value.
  1197. *
  1198. * @type {number}
  1199. * @constant
  1200. */
  1201. const EqualStencilFunc = 514;
  1202. /**
  1203. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1204. *
  1205. * @type {number}
  1206. * @constant
  1207. */
  1208. const LessEqualStencilFunc = 515;
  1209. /**
  1210. * Will return true if the stencil reference value is greater than the current stencil value.
  1211. *
  1212. * @type {number}
  1213. * @constant
  1214. */
  1215. const GreaterStencilFunc = 516;
  1216. /**
  1217. * Will return true if the stencil reference value is not equal to the current stencil value.
  1218. *
  1219. * @type {number}
  1220. * @constant
  1221. */
  1222. const NotEqualStencilFunc = 517;
  1223. /**
  1224. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1225. *
  1226. * @type {number}
  1227. * @constant
  1228. */
  1229. const GreaterEqualStencilFunc = 518;
  1230. /**
  1231. * Will always return true.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const AlwaysStencilFunc = 519;
  1237. /**
  1238. * Never pass.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const NeverCompare = 512;
  1244. /**
  1245. * Pass if the incoming value is less than the texture value.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const LessCompare = 513;
  1251. /**
  1252. * Pass if the incoming value equals the texture value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const EqualCompare = 514;
  1258. /**
  1259. * Pass if the incoming value is less than or equal to the texture value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const LessEqualCompare = 515;
  1265. /**
  1266. * Pass if the incoming value is greater than the texture value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const GreaterCompare = 516;
  1272. /**
  1273. * Pass if the incoming value is not equal to the texture value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const NotEqualCompare = 517;
  1279. /**
  1280. * Pass if the incoming value is greater than or equal to the texture value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const GreaterEqualCompare = 518;
  1286. /**
  1287. * Always pass.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const AlwaysCompare = 519;
  1293. /**
  1294. * The contents are intended to be specified once by the application, and used many
  1295. * times as the source for drawing and image specification commands.
  1296. *
  1297. * @type {number}
  1298. * @constant
  1299. */
  1300. const StaticDrawUsage = 35044;
  1301. /**
  1302. * The contents are intended to be respecified repeatedly by the application, and
  1303. * used many times as the source for drawing and image specification commands.
  1304. *
  1305. * @type {number}
  1306. * @constant
  1307. */
  1308. const DynamicDrawUsage = 35048;
  1309. /**
  1310. * The contents are intended to be specified once by the application, and used at most
  1311. * a few times as the source for drawing and image specification commands.
  1312. *
  1313. * @type {number}
  1314. * @constant
  1315. */
  1316. const StreamDrawUsage = 35040;
  1317. /**
  1318. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1319. * many times by the application.
  1320. *
  1321. * @type {number}
  1322. * @constant
  1323. */
  1324. const StaticReadUsage = 35045;
  1325. /**
  1326. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1327. * many times by the application.
  1328. *
  1329. * @type {number}
  1330. * @constant
  1331. */
  1332. const DynamicReadUsage = 35049;
  1333. /**
  1334. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1335. * a few times by the application
  1336. *
  1337. * @type {number}
  1338. * @constant
  1339. */
  1340. const StreamReadUsage = 35041;
  1341. /**
  1342. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1343. * the source for WebGL drawing and image specification commands.
  1344. *
  1345. * @type {number}
  1346. * @constant
  1347. */
  1348. const StaticCopyUsage = 35046;
  1349. /**
  1350. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1351. * as the source for WebGL drawing and image specification commands.
  1352. *
  1353. * @type {number}
  1354. * @constant
  1355. */
  1356. const DynamicCopyUsage = 35050;
  1357. /**
  1358. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1359. * as the source for WebGL drawing and image specification commands.
  1360. *
  1361. * @type {number}
  1362. * @constant
  1363. */
  1364. const StreamCopyUsage = 35042;
  1365. /**
  1366. * GLSL 1 shader code.
  1367. *
  1368. * @type {string}
  1369. * @constant
  1370. */
  1371. const GLSL1 = '100';
  1372. /**
  1373. * GLSL 3 shader code.
  1374. *
  1375. * @type {string}
  1376. * @constant
  1377. */
  1378. const GLSL3 = '300 es';
  1379. /**
  1380. * WebGL coordinate system.
  1381. *
  1382. * @type {number}
  1383. * @constant
  1384. */
  1385. const WebGLCoordinateSystem = 2000;
  1386. /**
  1387. * WebGPU coordinate system.
  1388. *
  1389. * @type {number}
  1390. * @constant
  1391. */
  1392. const WebGPUCoordinateSystem = 2001;
  1393. /**
  1394. * Represents the different timestamp query types.
  1395. *
  1396. * @type {ConstantsTimestampQuery}
  1397. * @constant
  1398. */
  1399. const TimestampQuery = {
  1400. COMPUTE: 'compute',
  1401. RENDER: 'render'
  1402. };
  1403. /**
  1404. * Represents mouse buttons and interaction types in context of controls.
  1405. *
  1406. * @type {ConstantsInterpolationSamplingType}
  1407. * @constant
  1408. */
  1409. const InterpolationSamplingType = {
  1410. PERSPECTIVE: 'perspective',
  1411. LINEAR: 'linear',
  1412. FLAT: 'flat'
  1413. };
  1414. /**
  1415. * Represents the different interpolation sampling modes.
  1416. *
  1417. * @type {ConstantsInterpolationSamplingMode}
  1418. * @constant
  1419. */
  1420. const InterpolationSamplingMode = {
  1421. NORMAL: 'normal',
  1422. CENTROID: 'centroid',
  1423. SAMPLE: 'sample',
  1424. FIRST: 'first',
  1425. EITHER: 'either'
  1426. };
  1427. /**
  1428. * This type represents mouse buttons and interaction types in context of controls.
  1429. *
  1430. * @typedef {Object} ConstantsMouse
  1431. * @property {number} MIDDLE - The left mouse button.
  1432. * @property {number} LEFT - The middle mouse button.
  1433. * @property {number} RIGHT - The right mouse button.
  1434. * @property {number} ROTATE - A rotate interaction.
  1435. * @property {number} DOLLY - A dolly interaction.
  1436. * @property {number} PAN - A pan interaction.
  1437. **/
  1438. /**
  1439. * This type represents touch interaction types in context of controls.
  1440. *
  1441. * @typedef {Object} ConstantsTouch
  1442. * @property {number} ROTATE - A rotate interaction.
  1443. * @property {number} PAN - A pan interaction.
  1444. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1445. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1446. **/
  1447. /**
  1448. * This type represents the different timestamp query types.
  1449. *
  1450. * @typedef {Object} ConstantsTimestampQuery
  1451. * @property {string} COMPUTE - A `compute` timestamp query.
  1452. * @property {string} RENDER - A `render` timestamp query.
  1453. **/
  1454. /**
  1455. * Represents the different interpolation sampling types.
  1456. *
  1457. * @typedef {Object} ConstantsInterpolationSamplingType
  1458. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1459. * @property {string} LINEAR - Linear interpolation.
  1460. * @property {string} FLAT - Flat interpolation.
  1461. */
  1462. /**
  1463. * Represents the different interpolation sampling modes.
  1464. *
  1465. * @typedef {Object} ConstantsInterpolationSamplingMode
  1466. * @property {string} NORMAL - Normal sampling mode.
  1467. * @property {string} CENTROID - Centroid sampling mode.
  1468. * @property {string} SAMPLE - Sample-specific sampling mode.
  1469. * @property {string} FLAT_FIRST - Flat interpolation using the first vertex.
  1470. * @property {string} FLAT_EITHER - Flat interpolation using either vertex.
  1471. */
  1472. /**
  1473. * This modules allows to dispatch event objects on custom JavaScript objects.
  1474. *
  1475. * Main repository: [eventdispatcher.js]{@link https://github.com/mrdoob/eventdispatcher.js/}
  1476. *
  1477. * Code Example:
  1478. * ```js
  1479. * class Car extends EventDispatcher {
  1480. * start() {
  1481. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1482. * }
  1483. *};
  1484. *
  1485. * // Using events with the custom object
  1486. * const car = new Car();
  1487. * car.addEventListener( 'start', function ( event ) {
  1488. * alert( event.message );
  1489. * } );
  1490. *
  1491. * car.start();
  1492. * ```
  1493. */
  1494. class EventDispatcher {
  1495. /**
  1496. * Adds the given event listener to the given event type.
  1497. *
  1498. * @param {string} type - The type of event to listen to.
  1499. * @param {Function} listener - The function that gets called when the event is fired.
  1500. */
  1501. addEventListener( type, listener ) {
  1502. if ( this._listeners === undefined ) this._listeners = {};
  1503. const listeners = this._listeners;
  1504. if ( listeners[ type ] === undefined ) {
  1505. listeners[ type ] = [];
  1506. }
  1507. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1508. listeners[ type ].push( listener );
  1509. }
  1510. }
  1511. /**
  1512. * Returns `true` if the given event listener has been added to the given event type.
  1513. *
  1514. * @param {string} type - The type of event.
  1515. * @param {Function} listener - The listener to check.
  1516. * @return {boolean} Whether the given event listener has been added to the given event type.
  1517. */
  1518. hasEventListener( type, listener ) {
  1519. const listeners = this._listeners;
  1520. if ( listeners === undefined ) return false;
  1521. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1522. }
  1523. /**
  1524. * Removes the given event listener from the given event type.
  1525. *
  1526. * @param {string} type - The type of event.
  1527. * @param {Function} listener - The listener to remove.
  1528. */
  1529. removeEventListener( type, listener ) {
  1530. const listeners = this._listeners;
  1531. if ( listeners === undefined ) return;
  1532. const listenerArray = listeners[ type ];
  1533. if ( listenerArray !== undefined ) {
  1534. const index = listenerArray.indexOf( listener );
  1535. if ( index !== -1 ) {
  1536. listenerArray.splice( index, 1 );
  1537. }
  1538. }
  1539. }
  1540. /**
  1541. * Dispatches an event object.
  1542. *
  1543. * @param {Object} event - The event that gets fired.
  1544. */
  1545. dispatchEvent( event ) {
  1546. const listeners = this._listeners;
  1547. if ( listeners === undefined ) return;
  1548. const listenerArray = listeners[ event.type ];
  1549. if ( listenerArray !== undefined ) {
  1550. event.target = this;
  1551. // Make a copy, in case listeners are removed while iterating.
  1552. const array = listenerArray.slice( 0 );
  1553. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1554. array[ i ].call( this, event );
  1555. }
  1556. event.target = null;
  1557. }
  1558. }
  1559. }
  1560. 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' ];
  1561. let _seed = 1234567;
  1562. const DEG2RAD = Math.PI / 180;
  1563. const RAD2DEG = 180 / Math.PI;
  1564. /**
  1565. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1566. * (universally unique identifier).
  1567. *
  1568. * @return {string} The UUID.
  1569. */
  1570. function generateUUID() {
  1571. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1572. const d0 = Math.random() * 0xffffffff | 0;
  1573. const d1 = Math.random() * 0xffffffff | 0;
  1574. const d2 = Math.random() * 0xffffffff | 0;
  1575. const d3 = Math.random() * 0xffffffff | 0;
  1576. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1577. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1578. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1579. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1580. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1581. return uuid.toLowerCase();
  1582. }
  1583. /**
  1584. * Clamps the given value between min and max.
  1585. *
  1586. * @param {number} value - The value to clamp.
  1587. * @param {number} min - The min value.
  1588. * @param {number} max - The max value.
  1589. * @return {number} The clamped value.
  1590. */
  1591. function clamp( value, min, max ) {
  1592. return Math.max( min, Math.min( max, value ) );
  1593. }
  1594. /**
  1595. * Computes the Euclidean modulo of the given parameters that
  1596. * is `( ( n % m ) + m ) % m`.
  1597. *
  1598. * @param {number} n - The first parameter.
  1599. * @param {number} m - The second parameter.
  1600. * @return {number} The Euclidean modulo.
  1601. */
  1602. function euclideanModulo( n, m ) {
  1603. // https://en.wikipedia.org/wiki/Modulo_operation
  1604. return ( ( n % m ) + m ) % m;
  1605. }
  1606. /**
  1607. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1608. * for the given value.
  1609. *
  1610. * @param {number} x - The value to be mapped.
  1611. * @param {number} a1 - Minimum value for range A.
  1612. * @param {number} a2 - Maximum value for range A.
  1613. * @param {number} b1 - Minimum value for range B.
  1614. * @param {number} b2 - Maximum value for range B.
  1615. * @return {number} The mapped value.
  1616. */
  1617. function mapLinear( x, a1, a2, b1, b2 ) {
  1618. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1619. }
  1620. /**
  1621. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1622. * between the start and end point.
  1623. *
  1624. * @param {number} x - The start point
  1625. * @param {number} y - The end point.
  1626. * @param {number} value - A value between start and end.
  1627. * @return {number} The interpolation factor.
  1628. */
  1629. function inverseLerp( x, y, value ) {
  1630. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1631. if ( x !== y ) {
  1632. return ( value - x ) / ( y - x );
  1633. } else {
  1634. return 0;
  1635. }
  1636. }
  1637. /**
  1638. * Returns a value linearly interpolated from two known points based on the given interval -
  1639. * `t = 0` will return `x` and `t = 1` will return `y`.
  1640. *
  1641. * @param {number} x - The start point
  1642. * @param {number} y - The end point.
  1643. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1644. * @return {number} The interpolated value.
  1645. */
  1646. function lerp( x, y, t ) {
  1647. return ( 1 - t ) * x + t * y;
  1648. }
  1649. /**
  1650. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1651. * time to maintain frame rate independent movement. For details, see
  1652. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1653. *
  1654. * @param {number} x - The current point.
  1655. * @param {number} y - The target point.
  1656. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1657. * and a lower value will make the movement more gradual.
  1658. * @param {number} dt - Delta time in seconds.
  1659. * @return {number} The interpolated value.
  1660. */
  1661. function damp( x, y, lambda, dt ) {
  1662. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1663. }
  1664. /**
  1665. * Returns a value that alternates between `0` and the given `length` parameter.
  1666. *
  1667. * @param {number} x - The value to pingpong.
  1668. * @param {number} [length=1] - The positive value the function will pingpong to.
  1669. * @return {number} The alternated value.
  1670. */
  1671. function pingpong( x, length = 1 ) {
  1672. // https://www.desmos.com/calculator/vcsjnyz7x4
  1673. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1674. }
  1675. /**
  1676. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1677. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1678. * the `min` and `max`.
  1679. *
  1680. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  1681. *
  1682. * @param {number} x - The value to evaluate based on its position between min and max.
  1683. * @param {number} min - The min value. Any x value below min will be `0`.
  1684. * @param {number} max - The max value. Any x value above max will be `1`.
  1685. * @return {number} The alternated value.
  1686. */
  1687. function smoothstep( x, min, max ) {
  1688. if ( x <= min ) return 0;
  1689. if ( x >= max ) return 1;
  1690. x = ( x - min ) / ( max - min );
  1691. return x * x * ( 3 - 2 * x );
  1692. }
  1693. /**
  1694. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  1695. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1696. *
  1697. * @param {number} x - The value to evaluate based on its position between min and max.
  1698. * @param {number} min - The min value. Any x value below min will be `0`.
  1699. * @param {number} max - The max value. Any x value above max will be `1`.
  1700. * @return {number} The alternated value.
  1701. */
  1702. function smootherstep( x, min, max ) {
  1703. if ( x <= min ) return 0;
  1704. if ( x >= max ) return 1;
  1705. x = ( x - min ) / ( max - min );
  1706. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1707. }
  1708. /**
  1709. * Returns a random integer from `<low, high>` interval.
  1710. *
  1711. * @param {number} low - The lower value boundary.
  1712. * @param {number} high - The upper value boundary
  1713. * @return {number} A random integer.
  1714. */
  1715. function randInt( low, high ) {
  1716. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1717. }
  1718. /**
  1719. * Returns a random float from `<low, high>` interval.
  1720. *
  1721. * @param {number} low - The lower value boundary.
  1722. * @param {number} high - The upper value boundary
  1723. * @return {number} A random float.
  1724. */
  1725. function randFloat( low, high ) {
  1726. return low + Math.random() * ( high - low );
  1727. }
  1728. /**
  1729. * Returns a random integer from `<-range/2, range/2>` interval.
  1730. *
  1731. * @param {number} range - Defines the value range.
  1732. * @return {number} A random float.
  1733. */
  1734. function randFloatSpread( range ) {
  1735. return range * ( 0.5 - Math.random() );
  1736. }
  1737. /**
  1738. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1739. *
  1740. * @param {number} [s] - The integer seed.
  1741. * @return {number} A random float.
  1742. */
  1743. function seededRandom( s ) {
  1744. if ( s !== undefined ) _seed = s;
  1745. // Mulberry32 generator
  1746. let t = _seed += 0x6D2B79F5;
  1747. t = Math.imul( t ^ t >>> 15, t | 1 );
  1748. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1749. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1750. }
  1751. /**
  1752. * Converts degrees to radians.
  1753. *
  1754. * @param {number} degrees - A value in degrees.
  1755. * @return {number} The converted value in radians.
  1756. */
  1757. function degToRad( degrees ) {
  1758. return degrees * DEG2RAD;
  1759. }
  1760. /**
  1761. * Converts radians to degrees.
  1762. *
  1763. * @param {number} radians - A value in radians.
  1764. * @return {number} The converted value in degrees.
  1765. */
  1766. function radToDeg( radians ) {
  1767. return radians * RAD2DEG;
  1768. }
  1769. /**
  1770. * Returns `true` if the given number is a power of two.
  1771. *
  1772. * @param {number} value - The value to check.
  1773. * @return {boolean} Whether the given number is a power of two or not.
  1774. */
  1775. function isPowerOfTwo( value ) {
  1776. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1777. }
  1778. /**
  1779. * Returns the smallest power of two that is greater than or equal to the given number.
  1780. *
  1781. * @param {number} value - The value to find a POT for.
  1782. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1783. */
  1784. function ceilPowerOfTwo( value ) {
  1785. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1786. }
  1787. /**
  1788. * Returns the largest power of two that is less than or equal to the given number.
  1789. *
  1790. * @param {number} value - The value to find a POT for.
  1791. * @return {number} The largest power of two that is less than or equal to the given number.
  1792. */
  1793. function floorPowerOfTwo( value ) {
  1794. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1795. }
  1796. /**
  1797. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  1798. * defined by the given angles and order.
  1799. *
  1800. * Rotations are applied to the axes in the order specified by order:
  1801. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1802. *
  1803. * @param {Quaternion} q - The quaternion to set.
  1804. * @param {number} a - The rotation applied to the first axis, in radians.
  1805. * @param {number} b - The rotation applied to the second axis, in radians.
  1806. * @param {number} c - The rotation applied to the third axis, in radians.
  1807. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1808. */
  1809. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1810. const cos = Math.cos;
  1811. const sin = Math.sin;
  1812. const c2 = cos( b / 2 );
  1813. const s2 = sin( b / 2 );
  1814. const c13 = cos( ( a + c ) / 2 );
  1815. const s13 = sin( ( a + c ) / 2 );
  1816. const c1_3 = cos( ( a - c ) / 2 );
  1817. const s1_3 = sin( ( a - c ) / 2 );
  1818. const c3_1 = cos( ( c - a ) / 2 );
  1819. const s3_1 = sin( ( c - a ) / 2 );
  1820. switch ( order ) {
  1821. case 'XYX':
  1822. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1823. break;
  1824. case 'YZY':
  1825. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1826. break;
  1827. case 'ZXZ':
  1828. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1829. break;
  1830. case 'XZX':
  1831. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1832. break;
  1833. case 'YXY':
  1834. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1835. break;
  1836. case 'ZYZ':
  1837. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1838. break;
  1839. default:
  1840. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1841. }
  1842. }
  1843. /**
  1844. * Denormalizes the given value according to the given typed array.
  1845. *
  1846. * @param {number} value - The value to denormalize.
  1847. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1848. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1849. */
  1850. function denormalize( value, array ) {
  1851. switch ( array.constructor ) {
  1852. case Float32Array:
  1853. return value;
  1854. case Uint32Array:
  1855. return value / 4294967295.0;
  1856. case Uint16Array:
  1857. return value / 65535.0;
  1858. case Uint8Array:
  1859. return value / 255.0;
  1860. case Int32Array:
  1861. return Math.max( value / 2147483647.0, -1 );
  1862. case Int16Array:
  1863. return Math.max( value / 32767.0, -1 );
  1864. case Int8Array:
  1865. return Math.max( value / 127.0, -1 );
  1866. default:
  1867. throw new Error( 'Invalid component type.' );
  1868. }
  1869. }
  1870. /**
  1871. * Normalizes the given value according to the given typed array.
  1872. *
  1873. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1874. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1875. * @return {number} The normalize value.
  1876. */
  1877. function normalize( value, array ) {
  1878. switch ( array.constructor ) {
  1879. case Float32Array:
  1880. return value;
  1881. case Uint32Array:
  1882. return Math.round( value * 4294967295.0 );
  1883. case Uint16Array:
  1884. return Math.round( value * 65535.0 );
  1885. case Uint8Array:
  1886. return Math.round( value * 255.0 );
  1887. case Int32Array:
  1888. return Math.round( value * 2147483647.0 );
  1889. case Int16Array:
  1890. return Math.round( value * 32767.0 );
  1891. case Int8Array:
  1892. return Math.round( value * 127.0 );
  1893. default:
  1894. throw new Error( 'Invalid component type.' );
  1895. }
  1896. }
  1897. /**
  1898. * @class
  1899. * @classdesc A collection of math utility functions.
  1900. * @hideconstructor
  1901. */
  1902. const MathUtils = {
  1903. DEG2RAD: DEG2RAD,
  1904. RAD2DEG: RAD2DEG,
  1905. /**
  1906. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1907. * (universally unique identifier).
  1908. *
  1909. * @static
  1910. * @method
  1911. * @return {string} The UUID.
  1912. */
  1913. generateUUID: generateUUID,
  1914. /**
  1915. * Clamps the given value between min and max.
  1916. *
  1917. * @static
  1918. * @method
  1919. * @param {number} value - The value to clamp.
  1920. * @param {number} min - The min value.
  1921. * @param {number} max - The max value.
  1922. * @return {number} The clamped value.
  1923. */
  1924. clamp: clamp,
  1925. /**
  1926. * Computes the Euclidean modulo of the given parameters that
  1927. * is `( ( n % m ) + m ) % m`.
  1928. *
  1929. * @static
  1930. * @method
  1931. * @param {number} n - The first parameter.
  1932. * @param {number} m - The second parameter.
  1933. * @return {number} The Euclidean modulo.
  1934. */
  1935. euclideanModulo: euclideanModulo,
  1936. /**
  1937. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1938. * for the given value.
  1939. *
  1940. * @static
  1941. * @method
  1942. * @param {number} x - The value to be mapped.
  1943. * @param {number} a1 - Minimum value for range A.
  1944. * @param {number} a2 - Maximum value for range A.
  1945. * @param {number} b1 - Minimum value for range B.
  1946. * @param {number} b2 - Maximum value for range B.
  1947. * @return {number} The mapped value.
  1948. */
  1949. mapLinear: mapLinear,
  1950. /**
  1951. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1952. * between the start and end point.
  1953. *
  1954. * @static
  1955. * @method
  1956. * @param {number} x - The start point
  1957. * @param {number} y - The end point.
  1958. * @param {number} value - A value between start and end.
  1959. * @return {number} The interpolation factor.
  1960. */
  1961. inverseLerp: inverseLerp,
  1962. /**
  1963. * Returns a value linearly interpolated from two known points based on the given interval -
  1964. * `t = 0` will return `x` and `t = 1` will return `y`.
  1965. *
  1966. * @static
  1967. * @method
  1968. * @param {number} x - The start point
  1969. * @param {number} y - The end point.
  1970. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1971. * @return {number} The interpolated value.
  1972. */
  1973. lerp: lerp,
  1974. /**
  1975. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1976. * time to maintain frame rate independent movement. For details, see
  1977. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1978. *
  1979. * @static
  1980. * @method
  1981. * @param {number} x - The current point.
  1982. * @param {number} y - The target point.
  1983. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1984. * and a lower value will make the movement more gradual.
  1985. * @param {number} dt - Delta time in seconds.
  1986. * @return {number} The interpolated value.
  1987. */
  1988. damp: damp,
  1989. /**
  1990. * Returns a value that alternates between `0` and the given `length` parameter.
  1991. *
  1992. * @static
  1993. * @method
  1994. * @param {number} x - The value to pingpong.
  1995. * @param {number} [length=1] - The positive value the function will pingpong to.
  1996. * @return {number} The alternated value.
  1997. */
  1998. pingpong: pingpong,
  1999. /**
  2000. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2001. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2002. * the `min` and `max`.
  2003. *
  2004. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  2005. *
  2006. * @static
  2007. * @method
  2008. * @param {number} x - The value to evaluate based on its position between min and max.
  2009. * @param {number} min - The min value. Any x value below min will be `0`.
  2010. * @param {number} max - The max value. Any x value above max will be `1`.
  2011. * @return {number} The alternated value.
  2012. */
  2013. smoothstep: smoothstep,
  2014. /**
  2015. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  2016. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2017. *
  2018. * @static
  2019. * @method
  2020. * @param {number} x - The value to evaluate based on its position between min and max.
  2021. * @param {number} min - The min value. Any x value below min will be `0`.
  2022. * @param {number} max - The max value. Any x value above max will be `1`.
  2023. * @return {number} The alternated value.
  2024. */
  2025. smootherstep: smootherstep,
  2026. /**
  2027. * Returns a random integer from `<low, high>` interval.
  2028. *
  2029. * @static
  2030. * @method
  2031. * @param {number} low - The lower value boundary.
  2032. * @param {number} high - The upper value boundary
  2033. * @return {number} A random integer.
  2034. */
  2035. randInt: randInt,
  2036. /**
  2037. * Returns a random float from `<low, high>` interval.
  2038. *
  2039. * @static
  2040. * @method
  2041. * @param {number} low - The lower value boundary.
  2042. * @param {number} high - The upper value boundary
  2043. * @return {number} A random float.
  2044. */
  2045. randFloat: randFloat,
  2046. /**
  2047. * Returns a random integer from `<-range/2, range/2>` interval.
  2048. *
  2049. * @static
  2050. * @method
  2051. * @param {number} range - Defines the value range.
  2052. * @return {number} A random float.
  2053. */
  2054. randFloatSpread: randFloatSpread,
  2055. /**
  2056. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2057. *
  2058. * @static
  2059. * @method
  2060. * @param {number} [s] - The integer seed.
  2061. * @return {number} A random float.
  2062. */
  2063. seededRandom: seededRandom,
  2064. /**
  2065. * Converts degrees to radians.
  2066. *
  2067. * @static
  2068. * @method
  2069. * @param {number} degrees - A value in degrees.
  2070. * @return {number} The converted value in radians.
  2071. */
  2072. degToRad: degToRad,
  2073. /**
  2074. * Converts radians to degrees.
  2075. *
  2076. * @static
  2077. * @method
  2078. * @param {number} radians - A value in radians.
  2079. * @return {number} The converted value in degrees.
  2080. */
  2081. radToDeg: radToDeg,
  2082. /**
  2083. * Returns `true` if the given number is a power of two.
  2084. *
  2085. * @static
  2086. * @method
  2087. * @param {number} value - The value to check.
  2088. * @return {boolean} Whether the given number is a power of two or not.
  2089. */
  2090. isPowerOfTwo: isPowerOfTwo,
  2091. /**
  2092. * Returns the smallest power of two that is greater than or equal to the given number.
  2093. *
  2094. * @static
  2095. * @method
  2096. * @param {number} value - The value to find a POT for.
  2097. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2098. */
  2099. ceilPowerOfTwo: ceilPowerOfTwo,
  2100. /**
  2101. * Returns the largest power of two that is less than or equal to the given number.
  2102. *
  2103. * @static
  2104. * @method
  2105. * @param {number} value - The value to find a POT for.
  2106. * @return {number} The largest power of two that is less than or equal to the given number.
  2107. */
  2108. floorPowerOfTwo: floorPowerOfTwo,
  2109. /**
  2110. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  2111. * defined by the given angles and order.
  2112. *
  2113. * Rotations are applied to the axes in the order specified by order:
  2114. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2115. *
  2116. * @static
  2117. * @method
  2118. * @param {Quaternion} q - The quaternion to set.
  2119. * @param {number} a - The rotation applied to the first axis, in radians.
  2120. * @param {number} b - The rotation applied to the second axis, in radians.
  2121. * @param {number} c - The rotation applied to the third axis, in radians.
  2122. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2123. */
  2124. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2125. /**
  2126. * Normalizes the given value according to the given typed array.
  2127. *
  2128. * @static
  2129. * @method
  2130. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2131. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2132. * @return {number} The normalize value.
  2133. */
  2134. normalize: normalize,
  2135. /**
  2136. * Denormalizes the given value according to the given typed array.
  2137. *
  2138. * @static
  2139. * @method
  2140. * @param {number} value - The value to denormalize.
  2141. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2142. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2143. */
  2144. denormalize: denormalize
  2145. };
  2146. /**
  2147. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2148. * (labeled x and y), which can be used to represent a number of things, such as:
  2149. *
  2150. * - A point in 2D space (i.e. a position on a plane).
  2151. * - A direction and length across a plane. In three.js the length will
  2152. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2153. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2154. * - Any arbitrary ordered pair of numbers.
  2155. *
  2156. * There are other things a 2D vector can be used to represent, such as
  2157. * momentum vectors, complex numbers and so on, however these are the most
  2158. * common uses in three.js.
  2159. *
  2160. * Iterating through a vector instance will yield its components `(x, y)` in
  2161. * the corresponding order.
  2162. * ```js
  2163. * const a = new THREE.Vector2( 0, 1 );
  2164. *
  2165. * //no arguments; will be initialised to (0, 0)
  2166. * const b = new THREE.Vector2( );
  2167. *
  2168. * const d = a.distanceTo( b );
  2169. * ```
  2170. */
  2171. class Vector2 {
  2172. /**
  2173. * Constructs a new 2D vector.
  2174. *
  2175. * @param {number} [x=0] - The x value of this vector.
  2176. * @param {number} [y=0] - The y value of this vector.
  2177. */
  2178. constructor( x = 0, y = 0 ) {
  2179. /**
  2180. * This flag can be used for type testing.
  2181. *
  2182. * @type {boolean}
  2183. * @readonly
  2184. * @default true
  2185. */
  2186. Vector2.prototype.isVector2 = true;
  2187. /**
  2188. * The x value of this vector.
  2189. *
  2190. * @type {number}
  2191. */
  2192. this.x = x;
  2193. /**
  2194. * The y value of this vector.
  2195. *
  2196. * @type {number}
  2197. */
  2198. this.y = y;
  2199. }
  2200. /**
  2201. * Alias for {@link Vector2#x}.
  2202. *
  2203. * @type {number}
  2204. */
  2205. get width() {
  2206. return this.x;
  2207. }
  2208. set width( value ) {
  2209. this.x = value;
  2210. }
  2211. /**
  2212. * Alias for {@link Vector2#y}.
  2213. *
  2214. * @type {number}
  2215. */
  2216. get height() {
  2217. return this.y;
  2218. }
  2219. set height( value ) {
  2220. this.y = value;
  2221. }
  2222. /**
  2223. * Sets the vector components.
  2224. *
  2225. * @param {number} x - The value of the x component.
  2226. * @param {number} y - The value of the y component.
  2227. * @return {Vector2} A reference to this vector.
  2228. */
  2229. set( x, y ) {
  2230. this.x = x;
  2231. this.y = y;
  2232. return this;
  2233. }
  2234. /**
  2235. * Sets the vector components to the same value.
  2236. *
  2237. * @param {number} scalar - The value to set for all vector components.
  2238. * @return {Vector2} A reference to this vector.
  2239. */
  2240. setScalar( scalar ) {
  2241. this.x = scalar;
  2242. this.y = scalar;
  2243. return this;
  2244. }
  2245. /**
  2246. * Sets the vector's x component to the given value
  2247. *
  2248. * @param {number} x - The value to set.
  2249. * @return {Vector2} A reference to this vector.
  2250. */
  2251. setX( x ) {
  2252. this.x = x;
  2253. return this;
  2254. }
  2255. /**
  2256. * Sets the vector's y component to the given value
  2257. *
  2258. * @param {number} y - The value to set.
  2259. * @return {Vector2} A reference to this vector.
  2260. */
  2261. setY( y ) {
  2262. this.y = y;
  2263. return this;
  2264. }
  2265. /**
  2266. * Allows to set a vector component with an index.
  2267. *
  2268. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2269. * @param {number} value - The value to set.
  2270. * @return {Vector2} A reference to this vector.
  2271. */
  2272. setComponent( index, value ) {
  2273. switch ( index ) {
  2274. case 0: this.x = value; break;
  2275. case 1: this.y = value; break;
  2276. default: throw new Error( 'index is out of range: ' + index );
  2277. }
  2278. return this;
  2279. }
  2280. /**
  2281. * Returns the value of the vector component which matches the given index.
  2282. *
  2283. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2284. * @return {number} A vector component value.
  2285. */
  2286. getComponent( index ) {
  2287. switch ( index ) {
  2288. case 0: return this.x;
  2289. case 1: return this.y;
  2290. default: throw new Error( 'index is out of range: ' + index );
  2291. }
  2292. }
  2293. /**
  2294. * Returns a new vector with copied values from this instance.
  2295. *
  2296. * @return {Vector2} A clone of this instance.
  2297. */
  2298. clone() {
  2299. return new this.constructor( this.x, this.y );
  2300. }
  2301. /**
  2302. * Copies the values of the given vector to this instance.
  2303. *
  2304. * @param {Vector2} v - The vector to copy.
  2305. * @return {Vector2} A reference to this vector.
  2306. */
  2307. copy( v ) {
  2308. this.x = v.x;
  2309. this.y = v.y;
  2310. return this;
  2311. }
  2312. /**
  2313. * Adds the given vector to this instance.
  2314. *
  2315. * @param {Vector2} v - The vector to add.
  2316. * @return {Vector2} A reference to this vector.
  2317. */
  2318. add( v ) {
  2319. this.x += v.x;
  2320. this.y += v.y;
  2321. return this;
  2322. }
  2323. /**
  2324. * Adds the given scalar value to all components of this instance.
  2325. *
  2326. * @param {number} s - The scalar to add.
  2327. * @return {Vector2} A reference to this vector.
  2328. */
  2329. addScalar( s ) {
  2330. this.x += s;
  2331. this.y += s;
  2332. return this;
  2333. }
  2334. /**
  2335. * Adds the given vectors and stores the result in this instance.
  2336. *
  2337. * @param {Vector2} a - The first vector.
  2338. * @param {Vector2} b - The second vector.
  2339. * @return {Vector2} A reference to this vector.
  2340. */
  2341. addVectors( a, b ) {
  2342. this.x = a.x + b.x;
  2343. this.y = a.y + b.y;
  2344. return this;
  2345. }
  2346. /**
  2347. * Adds the given vector scaled by the given factor to this instance.
  2348. *
  2349. * @param {Vector2} v - The vector.
  2350. * @param {number} s - The factor that scales `v`.
  2351. * @return {Vector2} A reference to this vector.
  2352. */
  2353. addScaledVector( v, s ) {
  2354. this.x += v.x * s;
  2355. this.y += v.y * s;
  2356. return this;
  2357. }
  2358. /**
  2359. * Subtracts the given vector from this instance.
  2360. *
  2361. * @param {Vector2} v - The vector to subtract.
  2362. * @return {Vector2} A reference to this vector.
  2363. */
  2364. sub( v ) {
  2365. this.x -= v.x;
  2366. this.y -= v.y;
  2367. return this;
  2368. }
  2369. /**
  2370. * Subtracts the given scalar value from all components of this instance.
  2371. *
  2372. * @param {number} s - The scalar to subtract.
  2373. * @return {Vector2} A reference to this vector.
  2374. */
  2375. subScalar( s ) {
  2376. this.x -= s;
  2377. this.y -= s;
  2378. return this;
  2379. }
  2380. /**
  2381. * Subtracts the given vectors and stores the result in this instance.
  2382. *
  2383. * @param {Vector2} a - The first vector.
  2384. * @param {Vector2} b - The second vector.
  2385. * @return {Vector2} A reference to this vector.
  2386. */
  2387. subVectors( a, b ) {
  2388. this.x = a.x - b.x;
  2389. this.y = a.y - b.y;
  2390. return this;
  2391. }
  2392. /**
  2393. * Multiplies the given vector with this instance.
  2394. *
  2395. * @param {Vector2} v - The vector to multiply.
  2396. * @return {Vector2} A reference to this vector.
  2397. */
  2398. multiply( v ) {
  2399. this.x *= v.x;
  2400. this.y *= v.y;
  2401. return this;
  2402. }
  2403. /**
  2404. * Multiplies the given scalar value with all components of this instance.
  2405. *
  2406. * @param {number} scalar - The scalar to multiply.
  2407. * @return {Vector2} A reference to this vector.
  2408. */
  2409. multiplyScalar( scalar ) {
  2410. this.x *= scalar;
  2411. this.y *= scalar;
  2412. return this;
  2413. }
  2414. /**
  2415. * Divides this instance by the given vector.
  2416. *
  2417. * @param {Vector2} v - The vector to divide.
  2418. * @return {Vector2} A reference to this vector.
  2419. */
  2420. divide( v ) {
  2421. this.x /= v.x;
  2422. this.y /= v.y;
  2423. return this;
  2424. }
  2425. /**
  2426. * Divides this vector by the given scalar.
  2427. *
  2428. * @param {number} scalar - The scalar to divide.
  2429. * @return {Vector2} A reference to this vector.
  2430. */
  2431. divideScalar( scalar ) {
  2432. return this.multiplyScalar( 1 / scalar );
  2433. }
  2434. /**
  2435. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2436. * the given 3x3 matrix.
  2437. *
  2438. * @param {Matrix3} m - The matrix to apply.
  2439. * @return {Vector2} A reference to this vector.
  2440. */
  2441. applyMatrix3( m ) {
  2442. const x = this.x, y = this.y;
  2443. const e = m.elements;
  2444. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2445. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2446. return this;
  2447. }
  2448. /**
  2449. * If this vector's x or y value is greater than the given vector's x or y
  2450. * value, replace that value with the corresponding min value.
  2451. *
  2452. * @param {Vector2} v - The vector.
  2453. * @return {Vector2} A reference to this vector.
  2454. */
  2455. min( v ) {
  2456. this.x = Math.min( this.x, v.x );
  2457. this.y = Math.min( this.y, v.y );
  2458. return this;
  2459. }
  2460. /**
  2461. * If this vector's x or y value is less than the given vector's x or y
  2462. * value, replace that value with the corresponding max value.
  2463. *
  2464. * @param {Vector2} v - The vector.
  2465. * @return {Vector2} A reference to this vector.
  2466. */
  2467. max( v ) {
  2468. this.x = Math.max( this.x, v.x );
  2469. this.y = Math.max( this.y, v.y );
  2470. return this;
  2471. }
  2472. /**
  2473. * If this vector's x or y value is greater than the max vector's x or y
  2474. * value, it is replaced by the corresponding value.
  2475. * If this vector's x or y value is less than the min vector's x or y value,
  2476. * it is replaced by the corresponding value.
  2477. *
  2478. * @param {Vector2} min - The minimum x and y values.
  2479. * @param {Vector2} max - The maximum x and y values in the desired range.
  2480. * @return {Vector2} A reference to this vector.
  2481. */
  2482. clamp( min, max ) {
  2483. // assumes min < max, componentwise
  2484. this.x = clamp( this.x, min.x, max.x );
  2485. this.y = clamp( this.y, min.y, max.y );
  2486. return this;
  2487. }
  2488. /**
  2489. * If this vector's x or y values are greater than the max value, they are
  2490. * replaced by the max value.
  2491. * If this vector's x or y values are less than the min value, they are
  2492. * replaced by the min value.
  2493. *
  2494. * @param {number} minVal - The minimum value the components will be clamped to.
  2495. * @param {number} maxVal - The maximum value the components will be clamped to.
  2496. * @return {Vector2} A reference to this vector.
  2497. */
  2498. clampScalar( minVal, maxVal ) {
  2499. this.x = clamp( this.x, minVal, maxVal );
  2500. this.y = clamp( this.y, minVal, maxVal );
  2501. return this;
  2502. }
  2503. /**
  2504. * If this vector's length is greater than the max value, it is replaced by
  2505. * the max value.
  2506. * If this vector's length is less than the min value, it is replaced by the
  2507. * min value.
  2508. *
  2509. * @param {number} min - The minimum value the vector length will be clamped to.
  2510. * @param {number} max - The maximum value the vector length will be clamped to.
  2511. * @return {Vector2} A reference to this vector.
  2512. */
  2513. clampLength( min, max ) {
  2514. const length = this.length();
  2515. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2516. }
  2517. /**
  2518. * The components of this vector are rounded down to the nearest integer value.
  2519. *
  2520. * @return {Vector2} A reference to this vector.
  2521. */
  2522. floor() {
  2523. this.x = Math.floor( this.x );
  2524. this.y = Math.floor( this.y );
  2525. return this;
  2526. }
  2527. /**
  2528. * The components of this vector are rounded up to the nearest integer value.
  2529. *
  2530. * @return {Vector2} A reference to this vector.
  2531. */
  2532. ceil() {
  2533. this.x = Math.ceil( this.x );
  2534. this.y = Math.ceil( this.y );
  2535. return this;
  2536. }
  2537. /**
  2538. * The components of this vector are rounded to the nearest integer value
  2539. *
  2540. * @return {Vector2} A reference to this vector.
  2541. */
  2542. round() {
  2543. this.x = Math.round( this.x );
  2544. this.y = Math.round( this.y );
  2545. return this;
  2546. }
  2547. /**
  2548. * The components of this vector are rounded towards zero (up if negative,
  2549. * down if positive) to an integer value.
  2550. *
  2551. * @return {Vector2} A reference to this vector.
  2552. */
  2553. roundToZero() {
  2554. this.x = Math.trunc( this.x );
  2555. this.y = Math.trunc( this.y );
  2556. return this;
  2557. }
  2558. /**
  2559. * Inverts this vector - i.e. sets x = -x and y = -y.
  2560. *
  2561. * @return {Vector2} A reference to this vector.
  2562. */
  2563. negate() {
  2564. this.x = - this.x;
  2565. this.y = - this.y;
  2566. return this;
  2567. }
  2568. /**
  2569. * Calculates the dot product of the given vector with this instance.
  2570. *
  2571. * @param {Vector2} v - The vector to compute the dot product with.
  2572. * @return {number} The result of the dot product.
  2573. */
  2574. dot( v ) {
  2575. return this.x * v.x + this.y * v.y;
  2576. }
  2577. /**
  2578. * Calculates the cross product of the given vector with this instance.
  2579. *
  2580. * @param {Vector2} v - The vector to compute the cross product with.
  2581. * @return {number} The result of the cross product.
  2582. */
  2583. cross( v ) {
  2584. return this.x * v.y - this.y * v.x;
  2585. }
  2586. /**
  2587. * Computes the square of the Euclidean length (straight-line length) from
  2588. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2589. * compare the length squared instead as it is slightly more efficient to calculate.
  2590. *
  2591. * @return {number} The square length of this vector.
  2592. */
  2593. lengthSq() {
  2594. return this.x * this.x + this.y * this.y;
  2595. }
  2596. /**
  2597. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2598. *
  2599. * @return {number} The length of this vector.
  2600. */
  2601. length() {
  2602. return Math.sqrt( this.x * this.x + this.y * this.y );
  2603. }
  2604. /**
  2605. * Computes the Manhattan length of this vector.
  2606. *
  2607. * @return {number} The length of this vector.
  2608. */
  2609. manhattanLength() {
  2610. return Math.abs( this.x ) + Math.abs( this.y );
  2611. }
  2612. /**
  2613. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2614. * with the same direction as this one, but with a vector length of `1`.
  2615. *
  2616. * @return {Vector2} A reference to this vector.
  2617. */
  2618. normalize() {
  2619. return this.divideScalar( this.length() || 1 );
  2620. }
  2621. /**
  2622. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2623. *
  2624. * @return {number} The angle in radians.
  2625. */
  2626. angle() {
  2627. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2628. return angle;
  2629. }
  2630. /**
  2631. * Returns the angle between the given vector and this instance in radians.
  2632. *
  2633. * @param {Vector2} v - The vector to compute the angle with.
  2634. * @return {number} The angle in radians.
  2635. */
  2636. angleTo( v ) {
  2637. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2638. if ( denominator === 0 ) return Math.PI / 2;
  2639. const theta = this.dot( v ) / denominator;
  2640. // clamp, to handle numerical problems
  2641. return Math.acos( clamp( theta, -1, 1 ) );
  2642. }
  2643. /**
  2644. * Computes the distance from the given vector to this instance.
  2645. *
  2646. * @param {Vector2} v - The vector to compute the distance to.
  2647. * @return {number} The distance.
  2648. */
  2649. distanceTo( v ) {
  2650. return Math.sqrt( this.distanceToSquared( v ) );
  2651. }
  2652. /**
  2653. * Computes the squared distance from the given vector to this instance.
  2654. * If you are just comparing the distance with another distance, you should compare
  2655. * the distance squared instead as it is slightly more efficient to calculate.
  2656. *
  2657. * @param {Vector2} v - The vector to compute the squared distance to.
  2658. * @return {number} The squared distance.
  2659. */
  2660. distanceToSquared( v ) {
  2661. const dx = this.x - v.x, dy = this.y - v.y;
  2662. return dx * dx + dy * dy;
  2663. }
  2664. /**
  2665. * Computes the Manhattan distance from the given vector to this instance.
  2666. *
  2667. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2668. * @return {number} The Manhattan distance.
  2669. */
  2670. manhattanDistanceTo( v ) {
  2671. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2672. }
  2673. /**
  2674. * Sets this vector to a vector with the same direction as this one, but
  2675. * with the specified length.
  2676. *
  2677. * @param {number} length - The new length of this vector.
  2678. * @return {Vector2} A reference to this vector.
  2679. */
  2680. setLength( length ) {
  2681. return this.normalize().multiplyScalar( length );
  2682. }
  2683. /**
  2684. * Linearly interpolates between the given vector and this instance, where
  2685. * alpha is the percent distance along the line - alpha = 0 will be this
  2686. * vector, and alpha = 1 will be the given one.
  2687. *
  2688. * @param {Vector2} v - The vector to interpolate towards.
  2689. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2690. * @return {Vector2} A reference to this vector.
  2691. */
  2692. lerp( v, alpha ) {
  2693. this.x += ( v.x - this.x ) * alpha;
  2694. this.y += ( v.y - this.y ) * alpha;
  2695. return this;
  2696. }
  2697. /**
  2698. * Linearly interpolates between the given vectors, where alpha is the percent
  2699. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2700. * be the second one. The result is stored in this instance.
  2701. *
  2702. * @param {Vector2} v1 - The first vector.
  2703. * @param {Vector2} v2 - The second vector.
  2704. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2705. * @return {Vector2} A reference to this vector.
  2706. */
  2707. lerpVectors( v1, v2, alpha ) {
  2708. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2709. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2710. return this;
  2711. }
  2712. /**
  2713. * Returns `true` if this vector is equal with the given one.
  2714. *
  2715. * @param {Vector2} v - The vector to test for equality.
  2716. * @return {boolean} Whether this vector is equal with the given one.
  2717. */
  2718. equals( v ) {
  2719. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2720. }
  2721. /**
  2722. * Sets this vector's x value to be `array[ offset ]` and y
  2723. * value to be `array[ offset + 1 ]`.
  2724. *
  2725. * @param {Array<number>} array - An array holding the vector component values.
  2726. * @param {number} [offset=0] - The offset into the array.
  2727. * @return {Vector2} A reference to this vector.
  2728. */
  2729. fromArray( array, offset = 0 ) {
  2730. this.x = array[ offset ];
  2731. this.y = array[ offset + 1 ];
  2732. return this;
  2733. }
  2734. /**
  2735. * Writes the components of this vector to the given array. If no array is provided,
  2736. * the method returns a new instance.
  2737. *
  2738. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2739. * @param {number} [offset=0] - Index of the first element in the array.
  2740. * @return {Array<number>} The vector components.
  2741. */
  2742. toArray( array = [], offset = 0 ) {
  2743. array[ offset ] = this.x;
  2744. array[ offset + 1 ] = this.y;
  2745. return array;
  2746. }
  2747. /**
  2748. * Sets the components of this vector from the given buffer attribute.
  2749. *
  2750. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2751. * @param {number} index - The index into the attribute.
  2752. * @return {Vector2} A reference to this vector.
  2753. */
  2754. fromBufferAttribute( attribute, index ) {
  2755. this.x = attribute.getX( index );
  2756. this.y = attribute.getY( index );
  2757. return this;
  2758. }
  2759. /**
  2760. * Rotates this vector around the given center by the given angle.
  2761. *
  2762. * @param {Vector2} center - The point around which to rotate.
  2763. * @param {number} angle - The angle to rotate, in radians.
  2764. * @return {Vector2} A reference to this vector.
  2765. */
  2766. rotateAround( center, angle ) {
  2767. const c = Math.cos( angle ), s = Math.sin( angle );
  2768. const x = this.x - center.x;
  2769. const y = this.y - center.y;
  2770. this.x = x * c - y * s + center.x;
  2771. this.y = x * s + y * c + center.y;
  2772. return this;
  2773. }
  2774. /**
  2775. * Sets each component of this vector to a pseudo-random value between `0` and
  2776. * `1`, excluding `1`.
  2777. *
  2778. * @return {Vector2} A reference to this vector.
  2779. */
  2780. random() {
  2781. this.x = Math.random();
  2782. this.y = Math.random();
  2783. return this;
  2784. }
  2785. *[ Symbol.iterator ]() {
  2786. yield this.x;
  2787. yield this.y;
  2788. }
  2789. }
  2790. /**
  2791. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2792. *
  2793. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2794. * the corresponding order.
  2795. *
  2796. * Note that three.js expects Quaternions to be normalized.
  2797. * ```js
  2798. * const quaternion = new THREE.Quaternion();
  2799. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2800. *
  2801. * const vector = new THREE.Vector3( 1, 0, 0 );
  2802. * vector.applyQuaternion( quaternion );
  2803. * ```
  2804. */
  2805. class Quaternion {
  2806. /**
  2807. * Constructs a new quaternion.
  2808. *
  2809. * @param {number} [x=0] - The x value of this quaternion.
  2810. * @param {number} [y=0] - The y value of this quaternion.
  2811. * @param {number} [z=0] - The z value of this quaternion.
  2812. * @param {number} [w=1] - The w value of this quaternion.
  2813. */
  2814. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2815. /**
  2816. * This flag can be used for type testing.
  2817. *
  2818. * @type {boolean}
  2819. * @readonly
  2820. * @default true
  2821. */
  2822. this.isQuaternion = true;
  2823. this._x = x;
  2824. this._y = y;
  2825. this._z = z;
  2826. this._w = w;
  2827. }
  2828. /**
  2829. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2830. * quaternion data are managed in flat arrays.
  2831. *
  2832. * @param {Array<number>} dst - The destination array.
  2833. * @param {number} dstOffset - An offset into the destination array.
  2834. * @param {Array<number>} src0 - The source array of the first quaternion.
  2835. * @param {number} srcOffset0 - An offset into the first source array.
  2836. * @param {Array<number>} src1 - The source array of the second quaternion.
  2837. * @param {number} srcOffset1 - An offset into the second source array.
  2838. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2839. * @see {@link Quaternion#slerp}
  2840. */
  2841. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2842. // fuzz-free, array-based Quaternion SLERP operation
  2843. let x0 = src0[ srcOffset0 + 0 ],
  2844. y0 = src0[ srcOffset0 + 1 ],
  2845. z0 = src0[ srcOffset0 + 2 ],
  2846. w0 = src0[ srcOffset0 + 3 ];
  2847. const x1 = src1[ srcOffset1 + 0 ],
  2848. y1 = src1[ srcOffset1 + 1 ],
  2849. z1 = src1[ srcOffset1 + 2 ],
  2850. w1 = src1[ srcOffset1 + 3 ];
  2851. if ( t === 0 ) {
  2852. dst[ dstOffset + 0 ] = x0;
  2853. dst[ dstOffset + 1 ] = y0;
  2854. dst[ dstOffset + 2 ] = z0;
  2855. dst[ dstOffset + 3 ] = w0;
  2856. return;
  2857. }
  2858. if ( t === 1 ) {
  2859. dst[ dstOffset + 0 ] = x1;
  2860. dst[ dstOffset + 1 ] = y1;
  2861. dst[ dstOffset + 2 ] = z1;
  2862. dst[ dstOffset + 3 ] = w1;
  2863. return;
  2864. }
  2865. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  2866. let s = 1 - t;
  2867. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  2868. dir = ( cos >= 0 ? 1 : -1 ),
  2869. sqrSin = 1 - cos * cos;
  2870. // Skip the Slerp for tiny steps to avoid numeric problems:
  2871. if ( sqrSin > Number.EPSILON ) {
  2872. const sin = Math.sqrt( sqrSin ),
  2873. len = Math.atan2( sin, cos * dir );
  2874. s = Math.sin( s * len ) / sin;
  2875. t = Math.sin( t * len ) / sin;
  2876. }
  2877. const tDir = t * dir;
  2878. x0 = x0 * s + x1 * tDir;
  2879. y0 = y0 * s + y1 * tDir;
  2880. z0 = z0 * s + z1 * tDir;
  2881. w0 = w0 * s + w1 * tDir;
  2882. // Normalize in case we just did a lerp:
  2883. if ( s === 1 - t ) {
  2884. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  2885. x0 *= f;
  2886. y0 *= f;
  2887. z0 *= f;
  2888. w0 *= f;
  2889. }
  2890. }
  2891. dst[ dstOffset ] = x0;
  2892. dst[ dstOffset + 1 ] = y0;
  2893. dst[ dstOffset + 2 ] = z0;
  2894. dst[ dstOffset + 3 ] = w0;
  2895. }
  2896. /**
  2897. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  2898. * in flat arrays.
  2899. *
  2900. * @param {Array<number>} dst - The destination array.
  2901. * @param {number} dstOffset - An offset into the destination array.
  2902. * @param {Array<number>} src0 - The source array of the first quaternion.
  2903. * @param {number} srcOffset0 - An offset into the first source array.
  2904. * @param {Array<number>} src1 - The source array of the second quaternion.
  2905. * @param {number} srcOffset1 - An offset into the second source array.
  2906. * @return {Array<number>} The destination array.
  2907. * @see {@link Quaternion#multiplyQuaternions}.
  2908. */
  2909. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  2910. const x0 = src0[ srcOffset0 ];
  2911. const y0 = src0[ srcOffset0 + 1 ];
  2912. const z0 = src0[ srcOffset0 + 2 ];
  2913. const w0 = src0[ srcOffset0 + 3 ];
  2914. const x1 = src1[ srcOffset1 ];
  2915. const y1 = src1[ srcOffset1 + 1 ];
  2916. const z1 = src1[ srcOffset1 + 2 ];
  2917. const w1 = src1[ srcOffset1 + 3 ];
  2918. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  2919. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  2920. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  2921. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  2922. return dst;
  2923. }
  2924. /**
  2925. * The x value of this quaternion.
  2926. *
  2927. * @type {number}
  2928. * @default 0
  2929. */
  2930. get x() {
  2931. return this._x;
  2932. }
  2933. set x( value ) {
  2934. this._x = value;
  2935. this._onChangeCallback();
  2936. }
  2937. /**
  2938. * The y value of this quaternion.
  2939. *
  2940. * @type {number}
  2941. * @default 0
  2942. */
  2943. get y() {
  2944. return this._y;
  2945. }
  2946. set y( value ) {
  2947. this._y = value;
  2948. this._onChangeCallback();
  2949. }
  2950. /**
  2951. * The z value of this quaternion.
  2952. *
  2953. * @type {number}
  2954. * @default 0
  2955. */
  2956. get z() {
  2957. return this._z;
  2958. }
  2959. set z( value ) {
  2960. this._z = value;
  2961. this._onChangeCallback();
  2962. }
  2963. /**
  2964. * The w value of this quaternion.
  2965. *
  2966. * @type {number}
  2967. * @default 1
  2968. */
  2969. get w() {
  2970. return this._w;
  2971. }
  2972. set w( value ) {
  2973. this._w = value;
  2974. this._onChangeCallback();
  2975. }
  2976. /**
  2977. * Sets the quaternion components.
  2978. *
  2979. * @param {number} x - The x value of this quaternion.
  2980. * @param {number} y - The y value of this quaternion.
  2981. * @param {number} z - The z value of this quaternion.
  2982. * @param {number} w - The w value of this quaternion.
  2983. * @return {Quaternion} A reference to this quaternion.
  2984. */
  2985. set( x, y, z, w ) {
  2986. this._x = x;
  2987. this._y = y;
  2988. this._z = z;
  2989. this._w = w;
  2990. this._onChangeCallback();
  2991. return this;
  2992. }
  2993. /**
  2994. * Returns a new quaternion with copied values from this instance.
  2995. *
  2996. * @return {Quaternion} A clone of this instance.
  2997. */
  2998. clone() {
  2999. return new this.constructor( this._x, this._y, this._z, this._w );
  3000. }
  3001. /**
  3002. * Copies the values of the given quaternion to this instance.
  3003. *
  3004. * @param {Quaternion} quaternion - The quaternion to copy.
  3005. * @return {Quaternion} A reference to this quaternion.
  3006. */
  3007. copy( quaternion ) {
  3008. this._x = quaternion.x;
  3009. this._y = quaternion.y;
  3010. this._z = quaternion.z;
  3011. this._w = quaternion.w;
  3012. this._onChangeCallback();
  3013. return this;
  3014. }
  3015. /**
  3016. * Sets this quaternion from the rotation specified by the given
  3017. * Euler angles.
  3018. *
  3019. * @param {Euler} euler - The Euler angles.
  3020. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3021. * @return {Quaternion} A reference to this quaternion.
  3022. */
  3023. setFromEuler( euler, update = true ) {
  3024. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3025. // http://www.mathworks.com/matlabcentral/fileexchange/
  3026. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3027. // content/SpinCalc.m
  3028. const cos = Math.cos;
  3029. const sin = Math.sin;
  3030. const c1 = cos( x / 2 );
  3031. const c2 = cos( y / 2 );
  3032. const c3 = cos( z / 2 );
  3033. const s1 = sin( x / 2 );
  3034. const s2 = sin( y / 2 );
  3035. const s3 = sin( z / 2 );
  3036. switch ( order ) {
  3037. case 'XYZ':
  3038. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3039. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3040. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3041. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3042. break;
  3043. case 'YXZ':
  3044. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3045. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3046. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3047. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3048. break;
  3049. case 'ZXY':
  3050. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3051. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3052. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3053. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3054. break;
  3055. case 'ZYX':
  3056. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3057. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3058. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3059. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3060. break;
  3061. case 'YZX':
  3062. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3063. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3064. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3065. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3066. break;
  3067. case 'XZY':
  3068. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3069. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3070. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3071. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3072. break;
  3073. default:
  3074. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3075. }
  3076. if ( update === true ) this._onChangeCallback();
  3077. return this;
  3078. }
  3079. /**
  3080. * Sets this quaternion from the given axis and angle.
  3081. *
  3082. * @param {Vector3} axis - The normalized axis.
  3083. * @param {number} angle - The angle in radians.
  3084. * @return {Quaternion} A reference to this quaternion.
  3085. */
  3086. setFromAxisAngle( axis, angle ) {
  3087. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3088. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3089. this._x = axis.x * s;
  3090. this._y = axis.y * s;
  3091. this._z = axis.z * s;
  3092. this._w = Math.cos( halfAngle );
  3093. this._onChangeCallback();
  3094. return this;
  3095. }
  3096. /**
  3097. * Sets this quaternion from the given rotation matrix.
  3098. *
  3099. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3100. * @return {Quaternion} A reference to this quaternion.
  3101. */
  3102. setFromRotationMatrix( m ) {
  3103. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3104. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3105. const te = m.elements,
  3106. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3107. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3108. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3109. trace = m11 + m22 + m33;
  3110. if ( trace > 0 ) {
  3111. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3112. this._w = 0.25 / s;
  3113. this._x = ( m32 - m23 ) * s;
  3114. this._y = ( m13 - m31 ) * s;
  3115. this._z = ( m21 - m12 ) * s;
  3116. } else if ( m11 > m22 && m11 > m33 ) {
  3117. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3118. this._w = ( m32 - m23 ) / s;
  3119. this._x = 0.25 * s;
  3120. this._y = ( m12 + m21 ) / s;
  3121. this._z = ( m13 + m31 ) / s;
  3122. } else if ( m22 > m33 ) {
  3123. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3124. this._w = ( m13 - m31 ) / s;
  3125. this._x = ( m12 + m21 ) / s;
  3126. this._y = 0.25 * s;
  3127. this._z = ( m23 + m32 ) / s;
  3128. } else {
  3129. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3130. this._w = ( m21 - m12 ) / s;
  3131. this._x = ( m13 + m31 ) / s;
  3132. this._y = ( m23 + m32 ) / s;
  3133. this._z = 0.25 * s;
  3134. }
  3135. this._onChangeCallback();
  3136. return this;
  3137. }
  3138. /**
  3139. * Sets this quaternion to the rotation required to rotate the direction vector
  3140. * `vFrom` to the direction vector `vTo`.
  3141. *
  3142. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3143. * @param {Vector3} vTo - The second (normalized) direction vector.
  3144. * @return {Quaternion} A reference to this quaternion.
  3145. */
  3146. setFromUnitVectors( vFrom, vTo ) {
  3147. // assumes direction vectors vFrom and vTo are normalized
  3148. let r = vFrom.dot( vTo ) + 1;
  3149. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3150. // vFrom and vTo point in opposite directions
  3151. r = 0;
  3152. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3153. this._x = - vFrom.y;
  3154. this._y = vFrom.x;
  3155. this._z = 0;
  3156. this._w = r;
  3157. } else {
  3158. this._x = 0;
  3159. this._y = - vFrom.z;
  3160. this._z = vFrom.y;
  3161. this._w = r;
  3162. }
  3163. } else {
  3164. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3165. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3166. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3167. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3168. this._w = r;
  3169. }
  3170. return this.normalize();
  3171. }
  3172. /**
  3173. * Returns the angle between this quaternion and the given one in radians.
  3174. *
  3175. * @param {Quaternion} q - The quaternion to compute the angle with.
  3176. * @return {number} The angle in radians.
  3177. */
  3178. angleTo( q ) {
  3179. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3180. }
  3181. /**
  3182. * Rotates this quaternion by a given angular step to the given quaternion.
  3183. * The method ensures that the final quaternion will not overshoot `q`.
  3184. *
  3185. * @param {Quaternion} q - The target quaternion.
  3186. * @param {number} step - The angular step in radians.
  3187. * @return {Quaternion} A reference to this quaternion.
  3188. */
  3189. rotateTowards( q, step ) {
  3190. const angle = this.angleTo( q );
  3191. if ( angle === 0 ) return this;
  3192. const t = Math.min( 1, step / angle );
  3193. this.slerp( q, t );
  3194. return this;
  3195. }
  3196. /**
  3197. * Sets this quaternion to the identity quaternion; that is, to the
  3198. * quaternion that represents "no rotation".
  3199. *
  3200. * @return {Quaternion} A reference to this quaternion.
  3201. */
  3202. identity() {
  3203. return this.set( 0, 0, 0, 1 );
  3204. }
  3205. /**
  3206. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3207. * quaternion is assumed to have unit length.
  3208. *
  3209. * @return {Quaternion} A reference to this quaternion.
  3210. */
  3211. invert() {
  3212. return this.conjugate();
  3213. }
  3214. /**
  3215. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3216. * quaternion represents the same rotation in the opposite direction about
  3217. * the rotational axis.
  3218. *
  3219. * @return {Quaternion} A reference to this quaternion.
  3220. */
  3221. conjugate() {
  3222. this._x *= -1;
  3223. this._y *= -1;
  3224. this._z *= -1;
  3225. this._onChangeCallback();
  3226. return this;
  3227. }
  3228. /**
  3229. * Calculates the dot product of this quaternion and the given one.
  3230. *
  3231. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3232. * @return {number} The result of the dot product.
  3233. */
  3234. dot( v ) {
  3235. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3236. }
  3237. /**
  3238. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3239. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3240. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3241. * {@link Quaternion#length}.
  3242. *
  3243. * @return {number} The squared Euclidean length.
  3244. */
  3245. lengthSq() {
  3246. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3247. }
  3248. /**
  3249. * Computes the Euclidean length (straight-line length) of this quaternion,
  3250. * considered as a 4 dimensional vector.
  3251. *
  3252. * @return {number} The Euclidean length.
  3253. */
  3254. length() {
  3255. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3256. }
  3257. /**
  3258. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3259. * the same rotation as this one, but has a length equal to `1`.
  3260. *
  3261. * @return {Quaternion} A reference to this quaternion.
  3262. */
  3263. normalize() {
  3264. let l = this.length();
  3265. if ( l === 0 ) {
  3266. this._x = 0;
  3267. this._y = 0;
  3268. this._z = 0;
  3269. this._w = 1;
  3270. } else {
  3271. l = 1 / l;
  3272. this._x = this._x * l;
  3273. this._y = this._y * l;
  3274. this._z = this._z * l;
  3275. this._w = this._w * l;
  3276. }
  3277. this._onChangeCallback();
  3278. return this;
  3279. }
  3280. /**
  3281. * Multiplies this quaternion by the given one.
  3282. *
  3283. * @param {Quaternion} q - The quaternion.
  3284. * @return {Quaternion} A reference to this quaternion.
  3285. */
  3286. multiply( q ) {
  3287. return this.multiplyQuaternions( this, q );
  3288. }
  3289. /**
  3290. * Pre-multiplies this quaternion by the given one.
  3291. *
  3292. * @param {Quaternion} q - The quaternion.
  3293. * @return {Quaternion} A reference to this quaternion.
  3294. */
  3295. premultiply( q ) {
  3296. return this.multiplyQuaternions( q, this );
  3297. }
  3298. /**
  3299. * Multiplies the given quaternions and stores the result in this instance.
  3300. *
  3301. * @param {Quaternion} a - The first quaternion.
  3302. * @param {Quaternion} b - The second quaternion.
  3303. * @return {Quaternion} A reference to this quaternion.
  3304. */
  3305. multiplyQuaternions( a, b ) {
  3306. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3307. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3308. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3309. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3310. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3311. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3312. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3313. this._onChangeCallback();
  3314. return this;
  3315. }
  3316. /**
  3317. * Performs a spherical linear interpolation between quaternions.
  3318. *
  3319. * @param {Quaternion} qb - The target quaternion.
  3320. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3321. * @return {Quaternion} A reference to this quaternion.
  3322. */
  3323. slerp( qb, t ) {
  3324. if ( t === 0 ) return this;
  3325. if ( t === 1 ) return this.copy( qb );
  3326. const x = this._x, y = this._y, z = this._z, w = this._w;
  3327. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  3328. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  3329. if ( cosHalfTheta < 0 ) {
  3330. this._w = - qb._w;
  3331. this._x = - qb._x;
  3332. this._y = - qb._y;
  3333. this._z = - qb._z;
  3334. cosHalfTheta = - cosHalfTheta;
  3335. } else {
  3336. this.copy( qb );
  3337. }
  3338. if ( cosHalfTheta >= 1.0 ) {
  3339. this._w = w;
  3340. this._x = x;
  3341. this._y = y;
  3342. this._z = z;
  3343. return this;
  3344. }
  3345. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  3346. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  3347. const s = 1 - t;
  3348. this._w = s * w + t * this._w;
  3349. this._x = s * x + t * this._x;
  3350. this._y = s * y + t * this._y;
  3351. this._z = s * z + t * this._z;
  3352. this.normalize(); // normalize calls _onChangeCallback()
  3353. return this;
  3354. }
  3355. const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  3356. const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  3357. const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  3358. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  3359. this._w = ( w * ratioA + this._w * ratioB );
  3360. this._x = ( x * ratioA + this._x * ratioB );
  3361. this._y = ( y * ratioA + this._y * ratioB );
  3362. this._z = ( z * ratioA + this._z * ratioB );
  3363. this._onChangeCallback();
  3364. return this;
  3365. }
  3366. /**
  3367. * Performs a spherical linear interpolation between the given quaternions
  3368. * and stores the result in this quaternion.
  3369. *
  3370. * @param {Quaternion} qa - The source quaternion.
  3371. * @param {Quaternion} qb - The target quaternion.
  3372. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3373. * @return {Quaternion} A reference to this quaternion.
  3374. */
  3375. slerpQuaternions( qa, qb, t ) {
  3376. return this.copy( qa ).slerp( qb, t );
  3377. }
  3378. /**
  3379. * Sets this quaternion to a uniformly random, normalized quaternion.
  3380. *
  3381. * @return {Quaternion} A reference to this quaternion.
  3382. */
  3383. random() {
  3384. // Ken Shoemake
  3385. // Uniform random rotations
  3386. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3387. const theta1 = 2 * Math.PI * Math.random();
  3388. const theta2 = 2 * Math.PI * Math.random();
  3389. const x0 = Math.random();
  3390. const r1 = Math.sqrt( 1 - x0 );
  3391. const r2 = Math.sqrt( x0 );
  3392. return this.set(
  3393. r1 * Math.sin( theta1 ),
  3394. r1 * Math.cos( theta1 ),
  3395. r2 * Math.sin( theta2 ),
  3396. r2 * Math.cos( theta2 ),
  3397. );
  3398. }
  3399. /**
  3400. * Returns `true` if this quaternion is equal with the given one.
  3401. *
  3402. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3403. * @return {boolean} Whether this quaternion is equal with the given one.
  3404. */
  3405. equals( quaternion ) {
  3406. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3407. }
  3408. /**
  3409. * Sets this quaternion's components from the given array.
  3410. *
  3411. * @param {Array<number>} array - An array holding the quaternion component values.
  3412. * @param {number} [offset=0] - The offset into the array.
  3413. * @return {Quaternion} A reference to this quaternion.
  3414. */
  3415. fromArray( array, offset = 0 ) {
  3416. this._x = array[ offset ];
  3417. this._y = array[ offset + 1 ];
  3418. this._z = array[ offset + 2 ];
  3419. this._w = array[ offset + 3 ];
  3420. this._onChangeCallback();
  3421. return this;
  3422. }
  3423. /**
  3424. * Writes the components of this quaternion to the given array. If no array is provided,
  3425. * the method returns a new instance.
  3426. *
  3427. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3428. * @param {number} [offset=0] - Index of the first element in the array.
  3429. * @return {Array<number>} The quaternion components.
  3430. */
  3431. toArray( array = [], offset = 0 ) {
  3432. array[ offset ] = this._x;
  3433. array[ offset + 1 ] = this._y;
  3434. array[ offset + 2 ] = this._z;
  3435. array[ offset + 3 ] = this._w;
  3436. return array;
  3437. }
  3438. /**
  3439. * Sets the components of this quaternion from the given buffer attribute.
  3440. *
  3441. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3442. * @param {number} index - The index into the attribute.
  3443. * @return {Quaternion} A reference to this quaternion.
  3444. */
  3445. fromBufferAttribute( attribute, index ) {
  3446. this._x = attribute.getX( index );
  3447. this._y = attribute.getY( index );
  3448. this._z = attribute.getZ( index );
  3449. this._w = attribute.getW( index );
  3450. this._onChangeCallback();
  3451. return this;
  3452. }
  3453. /**
  3454. * This methods defines the serialization result of this class. Returns the
  3455. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3456. *
  3457. * @return {Array<number>} The serialized quaternion.
  3458. */
  3459. toJSON() {
  3460. return this.toArray();
  3461. }
  3462. _onChange( callback ) {
  3463. this._onChangeCallback = callback;
  3464. return this;
  3465. }
  3466. _onChangeCallback() {}
  3467. *[ Symbol.iterator ]() {
  3468. yield this._x;
  3469. yield this._y;
  3470. yield this._z;
  3471. yield this._w;
  3472. }
  3473. }
  3474. /**
  3475. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3476. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3477. *
  3478. * - A point in 3D space.
  3479. * - A direction and length in 3D space. In three.js the length will
  3480. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3481. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3482. * - Any arbitrary ordered triplet of numbers.
  3483. *
  3484. * There are other things a 3D vector can be used to represent, such as
  3485. * momentum vectors and so on, however these are the most
  3486. * common uses in three.js.
  3487. *
  3488. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3489. * the corresponding order.
  3490. * ```js
  3491. * const a = new THREE.Vector3( 0, 1, 0 );
  3492. *
  3493. * //no arguments; will be initialised to (0, 0, 0)
  3494. * const b = new THREE.Vector3( );
  3495. *
  3496. * const d = a.distanceTo( b );
  3497. * ```
  3498. */
  3499. class Vector3 {
  3500. /**
  3501. * Constructs a new 3D vector.
  3502. *
  3503. * @param {number} [x=0] - The x value of this vector.
  3504. * @param {number} [y=0] - The y value of this vector.
  3505. * @param {number} [z=0] - The z value of this vector.
  3506. */
  3507. constructor( x = 0, y = 0, z = 0 ) {
  3508. /**
  3509. * This flag can be used for type testing.
  3510. *
  3511. * @type {boolean}
  3512. * @readonly
  3513. * @default true
  3514. */
  3515. Vector3.prototype.isVector3 = true;
  3516. /**
  3517. * The x value of this vector.
  3518. *
  3519. * @type {number}
  3520. */
  3521. this.x = x;
  3522. /**
  3523. * The y value of this vector.
  3524. *
  3525. * @type {number}
  3526. */
  3527. this.y = y;
  3528. /**
  3529. * The z value of this vector.
  3530. *
  3531. * @type {number}
  3532. */
  3533. this.z = z;
  3534. }
  3535. /**
  3536. * Sets the vector components.
  3537. *
  3538. * @param {number} x - The value of the x component.
  3539. * @param {number} y - The value of the y component.
  3540. * @param {number} z - The value of the z component.
  3541. * @return {Vector3} A reference to this vector.
  3542. */
  3543. set( x, y, z ) {
  3544. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3545. this.x = x;
  3546. this.y = y;
  3547. this.z = z;
  3548. return this;
  3549. }
  3550. /**
  3551. * Sets the vector components to the same value.
  3552. *
  3553. * @param {number} scalar - The value to set for all vector components.
  3554. * @return {Vector3} A reference to this vector.
  3555. */
  3556. setScalar( scalar ) {
  3557. this.x = scalar;
  3558. this.y = scalar;
  3559. this.z = scalar;
  3560. return this;
  3561. }
  3562. /**
  3563. * Sets the vector's x component to the given value
  3564. *
  3565. * @param {number} x - The value to set.
  3566. * @return {Vector3} A reference to this vector.
  3567. */
  3568. setX( x ) {
  3569. this.x = x;
  3570. return this;
  3571. }
  3572. /**
  3573. * Sets the vector's y component to the given value
  3574. *
  3575. * @param {number} y - The value to set.
  3576. * @return {Vector3} A reference to this vector.
  3577. */
  3578. setY( y ) {
  3579. this.y = y;
  3580. return this;
  3581. }
  3582. /**
  3583. * Sets the vector's z component to the given value
  3584. *
  3585. * @param {number} z - The value to set.
  3586. * @return {Vector3} A reference to this vector.
  3587. */
  3588. setZ( z ) {
  3589. this.z = z;
  3590. return this;
  3591. }
  3592. /**
  3593. * Allows to set a vector component with an index.
  3594. *
  3595. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3596. * @param {number} value - The value to set.
  3597. * @return {Vector3} A reference to this vector.
  3598. */
  3599. setComponent( index, value ) {
  3600. switch ( index ) {
  3601. case 0: this.x = value; break;
  3602. case 1: this.y = value; break;
  3603. case 2: this.z = value; break;
  3604. default: throw new Error( 'index is out of range: ' + index );
  3605. }
  3606. return this;
  3607. }
  3608. /**
  3609. * Returns the value of the vector component which matches the given index.
  3610. *
  3611. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3612. * @return {number} A vector component value.
  3613. */
  3614. getComponent( index ) {
  3615. switch ( index ) {
  3616. case 0: return this.x;
  3617. case 1: return this.y;
  3618. case 2: return this.z;
  3619. default: throw new Error( 'index is out of range: ' + index );
  3620. }
  3621. }
  3622. /**
  3623. * Returns a new vector with copied values from this instance.
  3624. *
  3625. * @return {Vector3} A clone of this instance.
  3626. */
  3627. clone() {
  3628. return new this.constructor( this.x, this.y, this.z );
  3629. }
  3630. /**
  3631. * Copies the values of the given vector to this instance.
  3632. *
  3633. * @param {Vector3} v - The vector to copy.
  3634. * @return {Vector3} A reference to this vector.
  3635. */
  3636. copy( v ) {
  3637. this.x = v.x;
  3638. this.y = v.y;
  3639. this.z = v.z;
  3640. return this;
  3641. }
  3642. /**
  3643. * Adds the given vector to this instance.
  3644. *
  3645. * @param {Vector3} v - The vector to add.
  3646. * @return {Vector3} A reference to this vector.
  3647. */
  3648. add( v ) {
  3649. this.x += v.x;
  3650. this.y += v.y;
  3651. this.z += v.z;
  3652. return this;
  3653. }
  3654. /**
  3655. * Adds the given scalar value to all components of this instance.
  3656. *
  3657. * @param {number} s - The scalar to add.
  3658. * @return {Vector3} A reference to this vector.
  3659. */
  3660. addScalar( s ) {
  3661. this.x += s;
  3662. this.y += s;
  3663. this.z += s;
  3664. return this;
  3665. }
  3666. /**
  3667. * Adds the given vectors and stores the result in this instance.
  3668. *
  3669. * @param {Vector3} a - The first vector.
  3670. * @param {Vector3} b - The second vector.
  3671. * @return {Vector3} A reference to this vector.
  3672. */
  3673. addVectors( a, b ) {
  3674. this.x = a.x + b.x;
  3675. this.y = a.y + b.y;
  3676. this.z = a.z + b.z;
  3677. return this;
  3678. }
  3679. /**
  3680. * Adds the given vector scaled by the given factor to this instance.
  3681. *
  3682. * @param {Vector3|Vector4} v - The vector.
  3683. * @param {number} s - The factor that scales `v`.
  3684. * @return {Vector3} A reference to this vector.
  3685. */
  3686. addScaledVector( v, s ) {
  3687. this.x += v.x * s;
  3688. this.y += v.y * s;
  3689. this.z += v.z * s;
  3690. return this;
  3691. }
  3692. /**
  3693. * Subtracts the given vector from this instance.
  3694. *
  3695. * @param {Vector3} v - The vector to subtract.
  3696. * @return {Vector3} A reference to this vector.
  3697. */
  3698. sub( v ) {
  3699. this.x -= v.x;
  3700. this.y -= v.y;
  3701. this.z -= v.z;
  3702. return this;
  3703. }
  3704. /**
  3705. * Subtracts the given scalar value from all components of this instance.
  3706. *
  3707. * @param {number} s - The scalar to subtract.
  3708. * @return {Vector3} A reference to this vector.
  3709. */
  3710. subScalar( s ) {
  3711. this.x -= s;
  3712. this.y -= s;
  3713. this.z -= s;
  3714. return this;
  3715. }
  3716. /**
  3717. * Subtracts the given vectors and stores the result in this instance.
  3718. *
  3719. * @param {Vector3} a - The first vector.
  3720. * @param {Vector3} b - The second vector.
  3721. * @return {Vector3} A reference to this vector.
  3722. */
  3723. subVectors( a, b ) {
  3724. this.x = a.x - b.x;
  3725. this.y = a.y - b.y;
  3726. this.z = a.z - b.z;
  3727. return this;
  3728. }
  3729. /**
  3730. * Multiplies the given vector with this instance.
  3731. *
  3732. * @param {Vector3} v - The vector to multiply.
  3733. * @return {Vector3} A reference to this vector.
  3734. */
  3735. multiply( v ) {
  3736. this.x *= v.x;
  3737. this.y *= v.y;
  3738. this.z *= v.z;
  3739. return this;
  3740. }
  3741. /**
  3742. * Multiplies the given scalar value with all components of this instance.
  3743. *
  3744. * @param {number} scalar - The scalar to multiply.
  3745. * @return {Vector3} A reference to this vector.
  3746. */
  3747. multiplyScalar( scalar ) {
  3748. this.x *= scalar;
  3749. this.y *= scalar;
  3750. this.z *= scalar;
  3751. return this;
  3752. }
  3753. /**
  3754. * Multiplies the given vectors and stores the result in this instance.
  3755. *
  3756. * @param {Vector3} a - The first vector.
  3757. * @param {Vector3} b - The second vector.
  3758. * @return {Vector3} A reference to this vector.
  3759. */
  3760. multiplyVectors( a, b ) {
  3761. this.x = a.x * b.x;
  3762. this.y = a.y * b.y;
  3763. this.z = a.z * b.z;
  3764. return this;
  3765. }
  3766. /**
  3767. * Applies the given Euler rotation to this vector.
  3768. *
  3769. * @param {Euler} euler - The Euler angles.
  3770. * @return {Vector3} A reference to this vector.
  3771. */
  3772. applyEuler( euler ) {
  3773. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3774. }
  3775. /**
  3776. * Applies a rotation specified by an axis and an angle to this vector.
  3777. *
  3778. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3779. * @param {number} angle - The angle in radians.
  3780. * @return {Vector3} A reference to this vector.
  3781. */
  3782. applyAxisAngle( axis, angle ) {
  3783. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3784. }
  3785. /**
  3786. * Multiplies this vector with the given 3x3 matrix.
  3787. *
  3788. * @param {Matrix3} m - The 3x3 matrix.
  3789. * @return {Vector3} A reference to this vector.
  3790. */
  3791. applyMatrix3( m ) {
  3792. const x = this.x, y = this.y, z = this.z;
  3793. const e = m.elements;
  3794. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3795. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3796. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3797. return this;
  3798. }
  3799. /**
  3800. * Multiplies this vector by the given normal matrix and normalizes
  3801. * the result.
  3802. *
  3803. * @param {Matrix3} m - The normal matrix.
  3804. * @return {Vector3} A reference to this vector.
  3805. */
  3806. applyNormalMatrix( m ) {
  3807. return this.applyMatrix3( m ).normalize();
  3808. }
  3809. /**
  3810. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3811. * divides by perspective.
  3812. *
  3813. * @param {Matrix4} m - The matrix to apply.
  3814. * @return {Vector3} A reference to this vector.
  3815. */
  3816. applyMatrix4( m ) {
  3817. const x = this.x, y = this.y, z = this.z;
  3818. const e = m.elements;
  3819. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3820. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3821. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3822. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3823. return this;
  3824. }
  3825. /**
  3826. * Applies the given Quaternion to this vector.
  3827. *
  3828. * @param {Quaternion} q - The Quaternion.
  3829. * @return {Vector3} A reference to this vector.
  3830. */
  3831. applyQuaternion( q ) {
  3832. // quaternion q is assumed to have unit length
  3833. const vx = this.x, vy = this.y, vz = this.z;
  3834. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3835. // t = 2 * cross( q.xyz, v );
  3836. const tx = 2 * ( qy * vz - qz * vy );
  3837. const ty = 2 * ( qz * vx - qx * vz );
  3838. const tz = 2 * ( qx * vy - qy * vx );
  3839. // v + q.w * t + cross( q.xyz, t );
  3840. this.x = vx + qw * tx + qy * tz - qz * ty;
  3841. this.y = vy + qw * ty + qz * tx - qx * tz;
  3842. this.z = vz + qw * tz + qx * ty - qy * tx;
  3843. return this;
  3844. }
  3845. /**
  3846. * Projects this vector from world space into the camera's normalized
  3847. * device coordinate (NDC) space.
  3848. *
  3849. * @param {Camera} camera - The camera.
  3850. * @return {Vector3} A reference to this vector.
  3851. */
  3852. project( camera ) {
  3853. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  3854. }
  3855. /**
  3856. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  3857. * space into world space.
  3858. *
  3859. * @param {Camera} camera - The camera.
  3860. * @return {Vector3} A reference to this vector.
  3861. */
  3862. unproject( camera ) {
  3863. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  3864. }
  3865. /**
  3866. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  3867. * subset of the given 4x4 matrix and then normalizes the result.
  3868. *
  3869. * @param {Matrix4} m - The matrix.
  3870. * @return {Vector3} A reference to this vector.
  3871. */
  3872. transformDirection( m ) {
  3873. // input: THREE.Matrix4 affine matrix
  3874. // vector interpreted as a direction
  3875. const x = this.x, y = this.y, z = this.z;
  3876. const e = m.elements;
  3877. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  3878. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  3879. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  3880. return this.normalize();
  3881. }
  3882. /**
  3883. * Divides this instance by the given vector.
  3884. *
  3885. * @param {Vector3} v - The vector to divide.
  3886. * @return {Vector3} A reference to this vector.
  3887. */
  3888. divide( v ) {
  3889. this.x /= v.x;
  3890. this.y /= v.y;
  3891. this.z /= v.z;
  3892. return this;
  3893. }
  3894. /**
  3895. * Divides this vector by the given scalar.
  3896. *
  3897. * @param {number} scalar - The scalar to divide.
  3898. * @return {Vector3} A reference to this vector.
  3899. */
  3900. divideScalar( scalar ) {
  3901. return this.multiplyScalar( 1 / scalar );
  3902. }
  3903. /**
  3904. * If this vector's x, y or z value is greater than the given vector's x, y or z
  3905. * value, replace that value with the corresponding min value.
  3906. *
  3907. * @param {Vector3} v - The vector.
  3908. * @return {Vector3} A reference to this vector.
  3909. */
  3910. min( v ) {
  3911. this.x = Math.min( this.x, v.x );
  3912. this.y = Math.min( this.y, v.y );
  3913. this.z = Math.min( this.z, v.z );
  3914. return this;
  3915. }
  3916. /**
  3917. * If this vector's x, y or z value is less than the given vector's x, y or z
  3918. * value, replace that value with the corresponding max value.
  3919. *
  3920. * @param {Vector3} v - The vector.
  3921. * @return {Vector3} A reference to this vector.
  3922. */
  3923. max( v ) {
  3924. this.x = Math.max( this.x, v.x );
  3925. this.y = Math.max( this.y, v.y );
  3926. this.z = Math.max( this.z, v.z );
  3927. return this;
  3928. }
  3929. /**
  3930. * If this vector's x, y or z value is greater than the max vector's x, y or z
  3931. * value, it is replaced by the corresponding value.
  3932. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  3933. * it is replaced by the corresponding value.
  3934. *
  3935. * @param {Vector3} min - The minimum x, y and z values.
  3936. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  3937. * @return {Vector3} A reference to this vector.
  3938. */
  3939. clamp( min, max ) {
  3940. // assumes min < max, componentwise
  3941. this.x = clamp( this.x, min.x, max.x );
  3942. this.y = clamp( this.y, min.y, max.y );
  3943. this.z = clamp( this.z, min.z, max.z );
  3944. return this;
  3945. }
  3946. /**
  3947. * If this vector's x, y or z values are greater than the max value, they are
  3948. * replaced by the max value.
  3949. * If this vector's x, y or z values are less than the min value, they are
  3950. * replaced by the min value.
  3951. *
  3952. * @param {number} minVal - The minimum value the components will be clamped to.
  3953. * @param {number} maxVal - The maximum value the components will be clamped to.
  3954. * @return {Vector3} A reference to this vector.
  3955. */
  3956. clampScalar( minVal, maxVal ) {
  3957. this.x = clamp( this.x, minVal, maxVal );
  3958. this.y = clamp( this.y, minVal, maxVal );
  3959. this.z = clamp( this.z, minVal, maxVal );
  3960. return this;
  3961. }
  3962. /**
  3963. * If this vector's length is greater than the max value, it is replaced by
  3964. * the max value.
  3965. * If this vector's length is less than the min value, it is replaced by the
  3966. * min value.
  3967. *
  3968. * @param {number} min - The minimum value the vector length will be clamped to.
  3969. * @param {number} max - The maximum value the vector length will be clamped to.
  3970. * @return {Vector3} A reference to this vector.
  3971. */
  3972. clampLength( min, max ) {
  3973. const length = this.length();
  3974. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  3975. }
  3976. /**
  3977. * The components of this vector are rounded down to the nearest integer value.
  3978. *
  3979. * @return {Vector3} A reference to this vector.
  3980. */
  3981. floor() {
  3982. this.x = Math.floor( this.x );
  3983. this.y = Math.floor( this.y );
  3984. this.z = Math.floor( this.z );
  3985. return this;
  3986. }
  3987. /**
  3988. * The components of this vector are rounded up to the nearest integer value.
  3989. *
  3990. * @return {Vector3} A reference to this vector.
  3991. */
  3992. ceil() {
  3993. this.x = Math.ceil( this.x );
  3994. this.y = Math.ceil( this.y );
  3995. this.z = Math.ceil( this.z );
  3996. return this;
  3997. }
  3998. /**
  3999. * The components of this vector are rounded to the nearest integer value
  4000. *
  4001. * @return {Vector3} A reference to this vector.
  4002. */
  4003. round() {
  4004. this.x = Math.round( this.x );
  4005. this.y = Math.round( this.y );
  4006. this.z = Math.round( this.z );
  4007. return this;
  4008. }
  4009. /**
  4010. * The components of this vector are rounded towards zero (up if negative,
  4011. * down if positive) to an integer value.
  4012. *
  4013. * @return {Vector3} A reference to this vector.
  4014. */
  4015. roundToZero() {
  4016. this.x = Math.trunc( this.x );
  4017. this.y = Math.trunc( this.y );
  4018. this.z = Math.trunc( this.z );
  4019. return this;
  4020. }
  4021. /**
  4022. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4023. *
  4024. * @return {Vector3} A reference to this vector.
  4025. */
  4026. negate() {
  4027. this.x = - this.x;
  4028. this.y = - this.y;
  4029. this.z = - this.z;
  4030. return this;
  4031. }
  4032. /**
  4033. * Calculates the dot product of the given vector with this instance.
  4034. *
  4035. * @param {Vector3} v - The vector to compute the dot product with.
  4036. * @return {number} The result of the dot product.
  4037. */
  4038. dot( v ) {
  4039. return this.x * v.x + this.y * v.y + this.z * v.z;
  4040. }
  4041. // TODO lengthSquared?
  4042. /**
  4043. * Computes the square of the Euclidean length (straight-line length) from
  4044. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4045. * compare the length squared instead as it is slightly more efficient to calculate.
  4046. *
  4047. * @return {number} The square length of this vector.
  4048. */
  4049. lengthSq() {
  4050. return this.x * this.x + this.y * this.y + this.z * this.z;
  4051. }
  4052. /**
  4053. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4054. *
  4055. * @return {number} The length of this vector.
  4056. */
  4057. length() {
  4058. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4059. }
  4060. /**
  4061. * Computes the Manhattan length of this vector.
  4062. *
  4063. * @return {number} The length of this vector.
  4064. */
  4065. manhattanLength() {
  4066. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4067. }
  4068. /**
  4069. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4070. * with the same direction as this one, but with a vector length of `1`.
  4071. *
  4072. * @return {Vector3} A reference to this vector.
  4073. */
  4074. normalize() {
  4075. return this.divideScalar( this.length() || 1 );
  4076. }
  4077. /**
  4078. * Sets this vector to a vector with the same direction as this one, but
  4079. * with the specified length.
  4080. *
  4081. * @param {number} length - The new length of this vector.
  4082. * @return {Vector3} A reference to this vector.
  4083. */
  4084. setLength( length ) {
  4085. return this.normalize().multiplyScalar( length );
  4086. }
  4087. /**
  4088. * Linearly interpolates between the given vector and this instance, where
  4089. * alpha is the percent distance along the line - alpha = 0 will be this
  4090. * vector, and alpha = 1 will be the given one.
  4091. *
  4092. * @param {Vector3} v - The vector to interpolate towards.
  4093. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4094. * @return {Vector3} A reference to this vector.
  4095. */
  4096. lerp( v, alpha ) {
  4097. this.x += ( v.x - this.x ) * alpha;
  4098. this.y += ( v.y - this.y ) * alpha;
  4099. this.z += ( v.z - this.z ) * alpha;
  4100. return this;
  4101. }
  4102. /**
  4103. * Linearly interpolates between the given vectors, where alpha is the percent
  4104. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4105. * be the second one. The result is stored in this instance.
  4106. *
  4107. * @param {Vector3} v1 - The first vector.
  4108. * @param {Vector3} v2 - The second vector.
  4109. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4110. * @return {Vector3} A reference to this vector.
  4111. */
  4112. lerpVectors( v1, v2, alpha ) {
  4113. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4114. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4115. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4116. return this;
  4117. }
  4118. /**
  4119. * Calculates the cross product of the given vector with this instance.
  4120. *
  4121. * @param {Vector3} v - The vector to compute the cross product with.
  4122. * @return {Vector3} The result of the cross product.
  4123. */
  4124. cross( v ) {
  4125. return this.crossVectors( this, v );
  4126. }
  4127. /**
  4128. * Calculates the cross product of the given vectors and stores the result
  4129. * in this instance.
  4130. *
  4131. * @param {Vector3} a - The first vector.
  4132. * @param {Vector3} b - The second vector.
  4133. * @return {Vector3} A reference to this vector.
  4134. */
  4135. crossVectors( a, b ) {
  4136. const ax = a.x, ay = a.y, az = a.z;
  4137. const bx = b.x, by = b.y, bz = b.z;
  4138. this.x = ay * bz - az * by;
  4139. this.y = az * bx - ax * bz;
  4140. this.z = ax * by - ay * bx;
  4141. return this;
  4142. }
  4143. /**
  4144. * Projects this vector onto the given one.
  4145. *
  4146. * @param {Vector3} v - The vector to project to.
  4147. * @return {Vector3} A reference to this vector.
  4148. */
  4149. projectOnVector( v ) {
  4150. const denominator = v.lengthSq();
  4151. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4152. const scalar = v.dot( this ) / denominator;
  4153. return this.copy( v ).multiplyScalar( scalar );
  4154. }
  4155. /**
  4156. * Projects this vector onto a plane by subtracting this
  4157. * vector projected onto the plane's normal from this vector.
  4158. *
  4159. * @param {Vector3} planeNormal - The plane normal.
  4160. * @return {Vector3} A reference to this vector.
  4161. */
  4162. projectOnPlane( planeNormal ) {
  4163. _vector$c.copy( this ).projectOnVector( planeNormal );
  4164. return this.sub( _vector$c );
  4165. }
  4166. /**
  4167. * Reflects this vector off a plane orthogonal to the given normal vector.
  4168. *
  4169. * @param {Vector3} normal - The (normalized) normal vector.
  4170. * @return {Vector3} A reference to this vector.
  4171. */
  4172. reflect( normal ) {
  4173. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4174. }
  4175. /**
  4176. * Returns the angle between the given vector and this instance in radians.
  4177. *
  4178. * @param {Vector3} v - The vector to compute the angle with.
  4179. * @return {number} The angle in radians.
  4180. */
  4181. angleTo( v ) {
  4182. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4183. if ( denominator === 0 ) return Math.PI / 2;
  4184. const theta = this.dot( v ) / denominator;
  4185. // clamp, to handle numerical problems
  4186. return Math.acos( clamp( theta, -1, 1 ) );
  4187. }
  4188. /**
  4189. * Computes the distance from the given vector to this instance.
  4190. *
  4191. * @param {Vector3} v - The vector to compute the distance to.
  4192. * @return {number} The distance.
  4193. */
  4194. distanceTo( v ) {
  4195. return Math.sqrt( this.distanceToSquared( v ) );
  4196. }
  4197. /**
  4198. * Computes the squared distance from the given vector to this instance.
  4199. * If you are just comparing the distance with another distance, you should compare
  4200. * the distance squared instead as it is slightly more efficient to calculate.
  4201. *
  4202. * @param {Vector3} v - The vector to compute the squared distance to.
  4203. * @return {number} The squared distance.
  4204. */
  4205. distanceToSquared( v ) {
  4206. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4207. return dx * dx + dy * dy + dz * dz;
  4208. }
  4209. /**
  4210. * Computes the Manhattan distance from the given vector to this instance.
  4211. *
  4212. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4213. * @return {number} The Manhattan distance.
  4214. */
  4215. manhattanDistanceTo( v ) {
  4216. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4217. }
  4218. /**
  4219. * Sets the vector components from the given spherical coordinates.
  4220. *
  4221. * @param {Spherical} s - The spherical coordinates.
  4222. * @return {Vector3} A reference to this vector.
  4223. */
  4224. setFromSpherical( s ) {
  4225. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4226. }
  4227. /**
  4228. * Sets the vector components from the given spherical coordinates.
  4229. *
  4230. * @param {number} radius - The radius.
  4231. * @param {number} phi - The phi angle in radians.
  4232. * @param {number} theta - The theta angle in radians.
  4233. * @return {Vector3} A reference to this vector.
  4234. */
  4235. setFromSphericalCoords( radius, phi, theta ) {
  4236. const sinPhiRadius = Math.sin( phi ) * radius;
  4237. this.x = sinPhiRadius * Math.sin( theta );
  4238. this.y = Math.cos( phi ) * radius;
  4239. this.z = sinPhiRadius * Math.cos( theta );
  4240. return this;
  4241. }
  4242. /**
  4243. * Sets the vector components from the given cylindrical coordinates.
  4244. *
  4245. * @param {Cylindrical} c - The cylindrical coordinates.
  4246. * @return {Vector3} A reference to this vector.
  4247. */
  4248. setFromCylindrical( c ) {
  4249. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4250. }
  4251. /**
  4252. * Sets the vector components from the given cylindrical coordinates.
  4253. *
  4254. * @param {number} radius - The radius.
  4255. * @param {number} theta - The theta angle in radians.
  4256. * @param {number} y - The y value.
  4257. * @return {Vector3} A reference to this vector.
  4258. */
  4259. setFromCylindricalCoords( radius, theta, y ) {
  4260. this.x = radius * Math.sin( theta );
  4261. this.y = y;
  4262. this.z = radius * Math.cos( theta );
  4263. return this;
  4264. }
  4265. /**
  4266. * Sets the vector components to the position elements of the
  4267. * given transformation matrix.
  4268. *
  4269. * @param {Matrix4} m - The 4x4 matrix.
  4270. * @return {Vector3} A reference to this vector.
  4271. */
  4272. setFromMatrixPosition( m ) {
  4273. const e = m.elements;
  4274. this.x = e[ 12 ];
  4275. this.y = e[ 13 ];
  4276. this.z = e[ 14 ];
  4277. return this;
  4278. }
  4279. /**
  4280. * Sets the vector components to the scale elements of the
  4281. * given transformation matrix.
  4282. *
  4283. * @param {Matrix4} m - The 4x4 matrix.
  4284. * @return {Vector3} A reference to this vector.
  4285. */
  4286. setFromMatrixScale( m ) {
  4287. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4288. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4289. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4290. this.x = sx;
  4291. this.y = sy;
  4292. this.z = sz;
  4293. return this;
  4294. }
  4295. /**
  4296. * Sets the vector components from the specified matrix column.
  4297. *
  4298. * @param {Matrix4} m - The 4x4 matrix.
  4299. * @param {number} index - The column index.
  4300. * @return {Vector3} A reference to this vector.
  4301. */
  4302. setFromMatrixColumn( m, index ) {
  4303. return this.fromArray( m.elements, index * 4 );
  4304. }
  4305. /**
  4306. * Sets the vector components from the specified matrix column.
  4307. *
  4308. * @param {Matrix3} m - The 3x3 matrix.
  4309. * @param {number} index - The column index.
  4310. * @return {Vector3} A reference to this vector.
  4311. */
  4312. setFromMatrix3Column( m, index ) {
  4313. return this.fromArray( m.elements, index * 3 );
  4314. }
  4315. /**
  4316. * Sets the vector components from the given Euler angles.
  4317. *
  4318. * @param {Euler} e - The Euler angles to set.
  4319. * @return {Vector3} A reference to this vector.
  4320. */
  4321. setFromEuler( e ) {
  4322. this.x = e._x;
  4323. this.y = e._y;
  4324. this.z = e._z;
  4325. return this;
  4326. }
  4327. /**
  4328. * Sets the vector components from the RGB components of the
  4329. * given color.
  4330. *
  4331. * @param {Color} c - The color to set.
  4332. * @return {Vector3} A reference to this vector.
  4333. */
  4334. setFromColor( c ) {
  4335. this.x = c.r;
  4336. this.y = c.g;
  4337. this.z = c.b;
  4338. return this;
  4339. }
  4340. /**
  4341. * Returns `true` if this vector is equal with the given one.
  4342. *
  4343. * @param {Vector3} v - The vector to test for equality.
  4344. * @return {boolean} Whether this vector is equal with the given one.
  4345. */
  4346. equals( v ) {
  4347. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4348. }
  4349. /**
  4350. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4351. * and z value to be `array[ offset + 2 ]`.
  4352. *
  4353. * @param {Array<number>} array - An array holding the vector component values.
  4354. * @param {number} [offset=0] - The offset into the array.
  4355. * @return {Vector3} A reference to this vector.
  4356. */
  4357. fromArray( array, offset = 0 ) {
  4358. this.x = array[ offset ];
  4359. this.y = array[ offset + 1 ];
  4360. this.z = array[ offset + 2 ];
  4361. return this;
  4362. }
  4363. /**
  4364. * Writes the components of this vector to the given array. If no array is provided,
  4365. * the method returns a new instance.
  4366. *
  4367. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4368. * @param {number} [offset=0] - Index of the first element in the array.
  4369. * @return {Array<number>} The vector components.
  4370. */
  4371. toArray( array = [], offset = 0 ) {
  4372. array[ offset ] = this.x;
  4373. array[ offset + 1 ] = this.y;
  4374. array[ offset + 2 ] = this.z;
  4375. return array;
  4376. }
  4377. /**
  4378. * Sets the components of this vector from the given buffer attribute.
  4379. *
  4380. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4381. * @param {number} index - The index into the attribute.
  4382. * @return {Vector3} A reference to this vector.
  4383. */
  4384. fromBufferAttribute( attribute, index ) {
  4385. this.x = attribute.getX( index );
  4386. this.y = attribute.getY( index );
  4387. this.z = attribute.getZ( index );
  4388. return this;
  4389. }
  4390. /**
  4391. * Sets each component of this vector to a pseudo-random value between `0` and
  4392. * `1`, excluding `1`.
  4393. *
  4394. * @return {Vector3} A reference to this vector.
  4395. */
  4396. random() {
  4397. this.x = Math.random();
  4398. this.y = Math.random();
  4399. this.z = Math.random();
  4400. return this;
  4401. }
  4402. /**
  4403. * Sets this vector to a uniformly random point on a unit sphere.
  4404. *
  4405. * @return {Vector3} A reference to this vector.
  4406. */
  4407. randomDirection() {
  4408. // https://mathworld.wolfram.com/SpherePointPicking.html
  4409. const theta = Math.random() * Math.PI * 2;
  4410. const u = Math.random() * 2 - 1;
  4411. const c = Math.sqrt( 1 - u * u );
  4412. this.x = c * Math.cos( theta );
  4413. this.y = u;
  4414. this.z = c * Math.sin( theta );
  4415. return this;
  4416. }
  4417. *[ Symbol.iterator ]() {
  4418. yield this.x;
  4419. yield this.y;
  4420. yield this.z;
  4421. }
  4422. }
  4423. const _vector$c = /*@__PURE__*/ new Vector3();
  4424. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4425. /**
  4426. * Represents a 3x3 matrix.
  4427. *
  4428. * A Note on Row-Major and Column-Major Ordering:
  4429. *
  4430. * The constructor and {@link Matrix3#set} method take arguments in
  4431. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  4432. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4433. * This means that calling:
  4434. * ```js
  4435. * const m = new THREE.Matrix();
  4436. * m.set( 11, 12, 13,
  4437. * 21, 22, 23,
  4438. * 31, 32, 33 );
  4439. * ```
  4440. * will result in the elements array containing:
  4441. * ```js
  4442. * m.elements = [ 11, 21, 31,
  4443. * 12, 22, 32,
  4444. * 13, 23, 33 ];
  4445. * ```
  4446. * and internally all calculations are performed using column-major ordering.
  4447. * However, as the actual ordering makes no difference mathematically and
  4448. * most people are used to thinking about matrices in row-major order, the
  4449. * three.js documentation shows matrices in row-major order. Just bear in
  4450. * mind that if you are reading the source code, you'll have to take the
  4451. * transpose of any matrices outlined here to make sense of the calculations.
  4452. */
  4453. class Matrix3 {
  4454. /**
  4455. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4456. * in row-major order. If no arguments are provided, the constructor
  4457. * initializes the matrix as an identity matrix.
  4458. *
  4459. * @param {number} [n11] - 1-1 matrix element.
  4460. * @param {number} [n12] - 1-2 matrix element.
  4461. * @param {number} [n13] - 1-3 matrix element.
  4462. * @param {number} [n21] - 2-1 matrix element.
  4463. * @param {number} [n22] - 2-2 matrix element.
  4464. * @param {number} [n23] - 2-3 matrix element.
  4465. * @param {number} [n31] - 3-1 matrix element.
  4466. * @param {number} [n32] - 3-2 matrix element.
  4467. * @param {number} [n33] - 3-3 matrix element.
  4468. */
  4469. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4470. /**
  4471. * This flag can be used for type testing.
  4472. *
  4473. * @type {boolean}
  4474. * @readonly
  4475. * @default true
  4476. */
  4477. Matrix3.prototype.isMatrix3 = true;
  4478. /**
  4479. * A column-major list of matrix values.
  4480. *
  4481. * @type {Array<number>}
  4482. */
  4483. this.elements = [
  4484. 1, 0, 0,
  4485. 0, 1, 0,
  4486. 0, 0, 1
  4487. ];
  4488. if ( n11 !== undefined ) {
  4489. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4490. }
  4491. }
  4492. /**
  4493. * Sets the elements of the matrix.The arguments are supposed to be
  4494. * in row-major order.
  4495. *
  4496. * @param {number} [n11] - 1-1 matrix element.
  4497. * @param {number} [n12] - 1-2 matrix element.
  4498. * @param {number} [n13] - 1-3 matrix element.
  4499. * @param {number} [n21] - 2-1 matrix element.
  4500. * @param {number} [n22] - 2-2 matrix element.
  4501. * @param {number} [n23] - 2-3 matrix element.
  4502. * @param {number} [n31] - 3-1 matrix element.
  4503. * @param {number} [n32] - 3-2 matrix element.
  4504. * @param {number} [n33] - 3-3 matrix element.
  4505. * @return {Matrix3} A reference to this matrix.
  4506. */
  4507. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4508. const te = this.elements;
  4509. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4510. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4511. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4512. return this;
  4513. }
  4514. /**
  4515. * Sets this matrix to the 3x3 identity matrix.
  4516. *
  4517. * @return {Matrix3} A reference to this matrix.
  4518. */
  4519. identity() {
  4520. this.set(
  4521. 1, 0, 0,
  4522. 0, 1, 0,
  4523. 0, 0, 1
  4524. );
  4525. return this;
  4526. }
  4527. /**
  4528. * Copies the values of the given matrix to this instance.
  4529. *
  4530. * @param {Matrix3} m - The matrix to copy.
  4531. * @return {Matrix3} A reference to this matrix.
  4532. */
  4533. copy( m ) {
  4534. const te = this.elements;
  4535. const me = m.elements;
  4536. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4537. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4538. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4539. return this;
  4540. }
  4541. /**
  4542. * Extracts the basis of this matrix into the three axis vectors provided.
  4543. *
  4544. * @param {Vector3} xAxis - The basis's x axis.
  4545. * @param {Vector3} yAxis - The basis's y axis.
  4546. * @param {Vector3} zAxis - The basis's z axis.
  4547. * @return {Matrix3} A reference to this matrix.
  4548. */
  4549. extractBasis( xAxis, yAxis, zAxis ) {
  4550. xAxis.setFromMatrix3Column( this, 0 );
  4551. yAxis.setFromMatrix3Column( this, 1 );
  4552. zAxis.setFromMatrix3Column( this, 2 );
  4553. return this;
  4554. }
  4555. /**
  4556. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4557. *
  4558. * @param {Matrix4} m - The 4x4 matrix.
  4559. * @return {Matrix3} A reference to this matrix.
  4560. */
  4561. setFromMatrix4( m ) {
  4562. const me = m.elements;
  4563. this.set(
  4564. me[ 0 ], me[ 4 ], me[ 8 ],
  4565. me[ 1 ], me[ 5 ], me[ 9 ],
  4566. me[ 2 ], me[ 6 ], me[ 10 ]
  4567. );
  4568. return this;
  4569. }
  4570. /**
  4571. * Post-multiplies this matrix by the given 3x3 matrix.
  4572. *
  4573. * @param {Matrix3} m - The matrix to multiply with.
  4574. * @return {Matrix3} A reference to this matrix.
  4575. */
  4576. multiply( m ) {
  4577. return this.multiplyMatrices( this, m );
  4578. }
  4579. /**
  4580. * Pre-multiplies this matrix by the given 3x3 matrix.
  4581. *
  4582. * @param {Matrix3} m - The matrix to multiply with.
  4583. * @return {Matrix3} A reference to this matrix.
  4584. */
  4585. premultiply( m ) {
  4586. return this.multiplyMatrices( m, this );
  4587. }
  4588. /**
  4589. * Multiples the given 3x3 matrices and stores the result
  4590. * in this matrix.
  4591. *
  4592. * @param {Matrix3} a - The first matrix.
  4593. * @param {Matrix3} b - The second matrix.
  4594. * @return {Matrix3} A reference to this matrix.
  4595. */
  4596. multiplyMatrices( a, b ) {
  4597. const ae = a.elements;
  4598. const be = b.elements;
  4599. const te = this.elements;
  4600. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4601. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4602. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4603. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4604. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4605. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4606. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4607. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4608. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4609. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4610. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4611. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4612. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4613. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4614. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4615. return this;
  4616. }
  4617. /**
  4618. * Multiplies every component of the matrix by the given scalar.
  4619. *
  4620. * @param {number} s - The scalar.
  4621. * @return {Matrix3} A reference to this matrix.
  4622. */
  4623. multiplyScalar( s ) {
  4624. const te = this.elements;
  4625. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4626. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4627. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4628. return this;
  4629. }
  4630. /**
  4631. * Computes and returns the determinant of this matrix.
  4632. *
  4633. * @return {number} The determinant.
  4634. */
  4635. determinant() {
  4636. const te = this.elements;
  4637. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4638. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4639. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4640. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4641. }
  4642. /**
  4643. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  4644. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4645. * a zero matrix instead.
  4646. *
  4647. * @return {Matrix3} A reference to this matrix.
  4648. */
  4649. invert() {
  4650. const te = this.elements,
  4651. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4652. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4653. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4654. t11 = n33 * n22 - n32 * n23,
  4655. t12 = n32 * n13 - n33 * n12,
  4656. t13 = n23 * n12 - n22 * n13,
  4657. det = n11 * t11 + n21 * t12 + n31 * t13;
  4658. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4659. const detInv = 1 / det;
  4660. te[ 0 ] = t11 * detInv;
  4661. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4662. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4663. te[ 3 ] = t12 * detInv;
  4664. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4665. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4666. te[ 6 ] = t13 * detInv;
  4667. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4668. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4669. return this;
  4670. }
  4671. /**
  4672. * Transposes this matrix in place.
  4673. *
  4674. * @return {Matrix3} A reference to this matrix.
  4675. */
  4676. transpose() {
  4677. let tmp;
  4678. const m = this.elements;
  4679. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4680. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4681. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4682. return this;
  4683. }
  4684. /**
  4685. * Computes the normal matrix which is the inverse transpose of the upper
  4686. * left 3x3 portion of the given 4x4 matrix.
  4687. *
  4688. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4689. * @return {Matrix3} A reference to this matrix.
  4690. */
  4691. getNormalMatrix( matrix4 ) {
  4692. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4693. }
  4694. /**
  4695. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4696. *
  4697. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4698. * @return {Matrix3} A reference to this matrix.
  4699. */
  4700. transposeIntoArray( r ) {
  4701. const m = this.elements;
  4702. r[ 0 ] = m[ 0 ];
  4703. r[ 1 ] = m[ 3 ];
  4704. r[ 2 ] = m[ 6 ];
  4705. r[ 3 ] = m[ 1 ];
  4706. r[ 4 ] = m[ 4 ];
  4707. r[ 5 ] = m[ 7 ];
  4708. r[ 6 ] = m[ 2 ];
  4709. r[ 7 ] = m[ 5 ];
  4710. r[ 8 ] = m[ 8 ];
  4711. return this;
  4712. }
  4713. /**
  4714. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4715. *
  4716. * @param {number} tx - Offset x.
  4717. * @param {number} ty - Offset y.
  4718. * @param {number} sx - Repeat x.
  4719. * @param {number} sy - Repeat y.
  4720. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4721. * @param {number} cx - Center x of rotation.
  4722. * @param {number} cy - Center y of rotation
  4723. * @return {Matrix3} A reference to this matrix.
  4724. */
  4725. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4726. const c = Math.cos( rotation );
  4727. const s = Math.sin( rotation );
  4728. this.set(
  4729. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4730. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4731. 0, 0, 1
  4732. );
  4733. return this;
  4734. }
  4735. /**
  4736. * Scales this matrix with the given scalar values.
  4737. *
  4738. * @param {number} sx - The amount to scale in the X axis.
  4739. * @param {number} sy - The amount to scale in the Y axis.
  4740. * @return {Matrix3} A reference to this matrix.
  4741. */
  4742. scale( sx, sy ) {
  4743. this.premultiply( _m3.makeScale( sx, sy ) );
  4744. return this;
  4745. }
  4746. /**
  4747. * Rotates this matrix by the given angle.
  4748. *
  4749. * @param {number} theta - The rotation in radians.
  4750. * @return {Matrix3} A reference to this matrix.
  4751. */
  4752. rotate( theta ) {
  4753. this.premultiply( _m3.makeRotation( - theta ) );
  4754. return this;
  4755. }
  4756. /**
  4757. * Translates this matrix by the given scalar values.
  4758. *
  4759. * @param {number} tx - The amount to translate in the X axis.
  4760. * @param {number} ty - The amount to translate in the Y axis.
  4761. * @return {Matrix3} A reference to this matrix.
  4762. */
  4763. translate( tx, ty ) {
  4764. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4765. return this;
  4766. }
  4767. // for 2D Transforms
  4768. /**
  4769. * Sets this matrix as a 2D translation transform.
  4770. *
  4771. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4772. * @param {number} y - The amount to translate in the Y axis.
  4773. * @return {Matrix3} A reference to this matrix.
  4774. */
  4775. makeTranslation( x, y ) {
  4776. if ( x.isVector2 ) {
  4777. this.set(
  4778. 1, 0, x.x,
  4779. 0, 1, x.y,
  4780. 0, 0, 1
  4781. );
  4782. } else {
  4783. this.set(
  4784. 1, 0, x,
  4785. 0, 1, y,
  4786. 0, 0, 1
  4787. );
  4788. }
  4789. return this;
  4790. }
  4791. /**
  4792. * Sets this matrix as a 2D rotational transformation.
  4793. *
  4794. * @param {number} theta - The rotation in radians.
  4795. * @return {Matrix3} A reference to this matrix.
  4796. */
  4797. makeRotation( theta ) {
  4798. // counterclockwise
  4799. const c = Math.cos( theta );
  4800. const s = Math.sin( theta );
  4801. this.set(
  4802. c, - s, 0,
  4803. s, c, 0,
  4804. 0, 0, 1
  4805. );
  4806. return this;
  4807. }
  4808. /**
  4809. * Sets this matrix as a 2D scale transform.
  4810. *
  4811. * @param {number} x - The amount to scale in the X axis.
  4812. * @param {number} y - The amount to scale in the Y axis.
  4813. * @return {Matrix3} A reference to this matrix.
  4814. */
  4815. makeScale( x, y ) {
  4816. this.set(
  4817. x, 0, 0,
  4818. 0, y, 0,
  4819. 0, 0, 1
  4820. );
  4821. return this;
  4822. }
  4823. /**
  4824. * Returns `true` if this matrix is equal with the given one.
  4825. *
  4826. * @param {Matrix3} matrix - The matrix to test for equality.
  4827. * @return {boolean} Whether this matrix is equal with the given one.
  4828. */
  4829. equals( matrix ) {
  4830. const te = this.elements;
  4831. const me = matrix.elements;
  4832. for ( let i = 0; i < 9; i ++ ) {
  4833. if ( te[ i ] !== me[ i ] ) return false;
  4834. }
  4835. return true;
  4836. }
  4837. /**
  4838. * Sets the elements of the matrix from the given array.
  4839. *
  4840. * @param {Array<number>} array - The matrix elements in column-major order.
  4841. * @param {number} [offset=0] - Index of the first element in the array.
  4842. * @return {Matrix3} A reference to this matrix.
  4843. */
  4844. fromArray( array, offset = 0 ) {
  4845. for ( let i = 0; i < 9; i ++ ) {
  4846. this.elements[ i ] = array[ i + offset ];
  4847. }
  4848. return this;
  4849. }
  4850. /**
  4851. * Writes the elements of this matrix to the given array. If no array is provided,
  4852. * the method returns a new instance.
  4853. *
  4854. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  4855. * @param {number} [offset=0] - Index of the first element in the array.
  4856. * @return {Array<number>} The matrix elements in column-major order.
  4857. */
  4858. toArray( array = [], offset = 0 ) {
  4859. const te = this.elements;
  4860. array[ offset ] = te[ 0 ];
  4861. array[ offset + 1 ] = te[ 1 ];
  4862. array[ offset + 2 ] = te[ 2 ];
  4863. array[ offset + 3 ] = te[ 3 ];
  4864. array[ offset + 4 ] = te[ 4 ];
  4865. array[ offset + 5 ] = te[ 5 ];
  4866. array[ offset + 6 ] = te[ 6 ];
  4867. array[ offset + 7 ] = te[ 7 ];
  4868. array[ offset + 8 ] = te[ 8 ];
  4869. return array;
  4870. }
  4871. /**
  4872. * Returns a matrix with copied values from this instance.
  4873. *
  4874. * @return {Matrix3} A clone of this instance.
  4875. */
  4876. clone() {
  4877. return new this.constructor().fromArray( this.elements );
  4878. }
  4879. }
  4880. const _m3 = /*@__PURE__*/ new Matrix3();
  4881. function arrayNeedsUint32( array ) {
  4882. // assumes larger values usually on last
  4883. for ( let i = array.length - 1; i >= 0; -- i ) {
  4884. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  4885. }
  4886. return false;
  4887. }
  4888. const TYPED_ARRAYS = {
  4889. Int8Array: Int8Array,
  4890. Uint8Array: Uint8Array,
  4891. Uint8ClampedArray: Uint8ClampedArray,
  4892. Int16Array: Int16Array,
  4893. Uint16Array: Uint16Array,
  4894. Int32Array: Int32Array,
  4895. Uint32Array: Uint32Array,
  4896. Float32Array: Float32Array,
  4897. Float64Array: Float64Array
  4898. };
  4899. function getTypedArray( type, buffer ) {
  4900. return new TYPED_ARRAYS[ type ]( buffer );
  4901. }
  4902. function createElementNS( name ) {
  4903. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  4904. }
  4905. function createCanvasElement() {
  4906. const canvas = createElementNS( 'canvas' );
  4907. canvas.style.display = 'block';
  4908. return canvas;
  4909. }
  4910. const _cache = {};
  4911. function warnOnce( message ) {
  4912. if ( message in _cache ) return;
  4913. _cache[ message ] = true;
  4914. console.warn( message );
  4915. }
  4916. function probeAsync( gl, sync, interval ) {
  4917. return new Promise( function ( resolve, reject ) {
  4918. function probe() {
  4919. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  4920. case gl.WAIT_FAILED:
  4921. reject();
  4922. break;
  4923. case gl.TIMEOUT_EXPIRED:
  4924. setTimeout( probe, interval );
  4925. break;
  4926. default:
  4927. resolve();
  4928. }
  4929. }
  4930. setTimeout( probe, interval );
  4931. } );
  4932. }
  4933. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  4934. 0.4123908, 0.3575843, 0.1804808,
  4935. 0.2126390, 0.7151687, 0.0721923,
  4936. 0.0193308, 0.1191948, 0.9505322
  4937. );
  4938. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  4939. 3.2409699, -1.5373832, -0.4986108,
  4940. -0.9692436, 1.8759675, 0.0415551,
  4941. 0.0556301, -0.203977, 1.0569715
  4942. );
  4943. function createColorManagement() {
  4944. const ColorManagement = {
  4945. enabled: true,
  4946. workingColorSpace: LinearSRGBColorSpace,
  4947. /**
  4948. * Implementations of supported color spaces.
  4949. *
  4950. * Required:
  4951. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  4952. * - whitePoint: reference white [ x y ]
  4953. * - transfer: transfer function (pre-defined)
  4954. * - toXYZ: Matrix3 RGB to XYZ transform
  4955. * - fromXYZ: Matrix3 XYZ to RGB transform
  4956. * - luminanceCoefficients: RGB luminance coefficients
  4957. *
  4958. * Optional:
  4959. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace }
  4960. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  4961. *
  4962. * Reference:
  4963. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  4964. */
  4965. spaces: {},
  4966. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  4967. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  4968. return color;
  4969. }
  4970. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  4971. color.r = SRGBToLinear( color.r );
  4972. color.g = SRGBToLinear( color.g );
  4973. color.b = SRGBToLinear( color.b );
  4974. }
  4975. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  4976. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  4977. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  4978. }
  4979. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  4980. color.r = LinearToSRGB( color.r );
  4981. color.g = LinearToSRGB( color.g );
  4982. color.b = LinearToSRGB( color.b );
  4983. }
  4984. return color;
  4985. },
  4986. workingToColorSpace: function ( color, targetColorSpace ) {
  4987. return this.convert( color, this.workingColorSpace, targetColorSpace );
  4988. },
  4989. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  4990. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  4991. },
  4992. getPrimaries: function ( colorSpace ) {
  4993. return this.spaces[ colorSpace ].primaries;
  4994. },
  4995. getTransfer: function ( colorSpace ) {
  4996. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  4997. return this.spaces[ colorSpace ].transfer;
  4998. },
  4999. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5000. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5001. },
  5002. define: function ( colorSpaces ) {
  5003. Object.assign( this.spaces, colorSpaces );
  5004. },
  5005. // Internal APIs
  5006. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5007. return targetMatrix
  5008. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5009. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5010. },
  5011. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5012. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5013. },
  5014. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5015. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5016. },
  5017. // Deprecated
  5018. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5019. warnOnce( 'THREE.ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5020. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5021. },
  5022. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5023. warnOnce( 'THREE.ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5024. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5025. },
  5026. };
  5027. /******************************************************************************
  5028. * sRGB definitions
  5029. */
  5030. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5031. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5032. const D65 = [ 0.3127, 0.3290 ];
  5033. ColorManagement.define( {
  5034. [ LinearSRGBColorSpace ]: {
  5035. primaries: REC709_PRIMARIES,
  5036. whitePoint: D65,
  5037. transfer: LinearTransfer,
  5038. toXYZ: LINEAR_REC709_TO_XYZ,
  5039. fromXYZ: XYZ_TO_LINEAR_REC709,
  5040. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5041. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5042. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5043. },
  5044. [ SRGBColorSpace ]: {
  5045. primaries: REC709_PRIMARIES,
  5046. whitePoint: D65,
  5047. transfer: SRGBTransfer,
  5048. toXYZ: LINEAR_REC709_TO_XYZ,
  5049. fromXYZ: XYZ_TO_LINEAR_REC709,
  5050. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5051. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5052. },
  5053. } );
  5054. return ColorManagement;
  5055. }
  5056. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5057. function SRGBToLinear( c ) {
  5058. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5059. }
  5060. function LinearToSRGB( c ) {
  5061. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5062. }
  5063. let _canvas;
  5064. /**
  5065. * A class containing utility functions for images.
  5066. *
  5067. * @hideconstructor
  5068. */
  5069. class ImageUtils {
  5070. /**
  5071. * Returns a data URI containing a representation of the given image.
  5072. *
  5073. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5074. * @param {string} [type='image/png'] - Indicates the image format.
  5075. * @return {string} The data URI.
  5076. */
  5077. static getDataURL( image, type = 'image/png' ) {
  5078. if ( /^data:/i.test( image.src ) ) {
  5079. return image.src;
  5080. }
  5081. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5082. return image.src;
  5083. }
  5084. let canvas;
  5085. if ( image instanceof HTMLCanvasElement ) {
  5086. canvas = image;
  5087. } else {
  5088. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5089. _canvas.width = image.width;
  5090. _canvas.height = image.height;
  5091. const context = _canvas.getContext( '2d' );
  5092. if ( image instanceof ImageData ) {
  5093. context.putImageData( image, 0, 0 );
  5094. } else {
  5095. context.drawImage( image, 0, 0, image.width, image.height );
  5096. }
  5097. canvas = _canvas;
  5098. }
  5099. return canvas.toDataURL( type );
  5100. }
  5101. /**
  5102. * Converts the given sRGB image data to linear color space.
  5103. *
  5104. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5105. * @return {HTMLCanvasElement|Object} The converted image.
  5106. */
  5107. static sRGBToLinear( image ) {
  5108. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5109. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5110. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5111. const canvas = createElementNS( 'canvas' );
  5112. canvas.width = image.width;
  5113. canvas.height = image.height;
  5114. const context = canvas.getContext( '2d' );
  5115. context.drawImage( image, 0, 0, image.width, image.height );
  5116. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5117. const data = imageData.data;
  5118. for ( let i = 0; i < data.length; i ++ ) {
  5119. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5120. }
  5121. context.putImageData( imageData, 0, 0 );
  5122. return canvas;
  5123. } else if ( image.data ) {
  5124. const data = image.data.slice( 0 );
  5125. for ( let i = 0; i < data.length; i ++ ) {
  5126. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5127. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5128. } else {
  5129. // assuming float
  5130. data[ i ] = SRGBToLinear( data[ i ] );
  5131. }
  5132. }
  5133. return {
  5134. data: data,
  5135. width: image.width,
  5136. height: image.height
  5137. };
  5138. } else {
  5139. console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5140. return image;
  5141. }
  5142. }
  5143. }
  5144. let _sourceId = 0;
  5145. /**
  5146. * Represents the data source of a texture.
  5147. *
  5148. * The main purpose of this class is to decouple the data definition from the texture
  5149. * definition so the same data can be used with multiple texture instances.
  5150. */
  5151. class Source {
  5152. /**
  5153. * Constructs a new video texture.
  5154. *
  5155. * @param {any} [data=null] - The data definition of a texture.
  5156. */
  5157. constructor( data = null ) {
  5158. /**
  5159. * This flag can be used for type testing.
  5160. *
  5161. * @type {boolean}
  5162. * @readonly
  5163. * @default true
  5164. */
  5165. this.isSource = true;
  5166. /**
  5167. * The ID of the source.
  5168. *
  5169. * @name Source#id
  5170. * @type {number}
  5171. * @readonly
  5172. */
  5173. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5174. /**
  5175. * The UUID of the source.
  5176. *
  5177. * @type {string}
  5178. * @readonly
  5179. */
  5180. this.uuid = generateUUID();
  5181. /**
  5182. * The data definition of a texture.
  5183. *
  5184. * @type {any}
  5185. */
  5186. this.data = data;
  5187. /**
  5188. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5189. * provides more control on how texture data should be processed. When `dataReady` is set
  5190. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5191. * the data into the GPU memory.
  5192. *
  5193. * @type {boolean}
  5194. * @default true
  5195. */
  5196. this.dataReady = true;
  5197. /**
  5198. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5199. *
  5200. * @type {number}
  5201. * @readonly
  5202. * @default 0
  5203. */
  5204. this.version = 0;
  5205. }
  5206. /**
  5207. * Returns the dimensions of the source into the given target vector.
  5208. *
  5209. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5210. * @return {(Vector2|Vector3)} The dimensions of the source.
  5211. */
  5212. getSize( target ) {
  5213. const data = this.data;
  5214. if ( data instanceof HTMLVideoElement ) {
  5215. target.set( data.videoWidth, data.videoHeight, 0 );
  5216. } else if ( data instanceof VideoFrame ) {
  5217. target.set( data.displayHeight, data.displayWidth, 0 );
  5218. } else if ( data !== null ) {
  5219. target.set( data.width, data.height, data.depth || 0 );
  5220. } else {
  5221. target.set( 0, 0, 0 );
  5222. }
  5223. return target;
  5224. }
  5225. /**
  5226. * When the property is set to `true`, the engine allocates the memory
  5227. * for the texture (if necessary) and triggers the actual texture upload
  5228. * to the GPU next time the source is used.
  5229. *
  5230. * @type {boolean}
  5231. * @default false
  5232. * @param {boolean} value
  5233. */
  5234. set needsUpdate( value ) {
  5235. if ( value === true ) this.version ++;
  5236. }
  5237. /**
  5238. * Serializes the source into JSON.
  5239. *
  5240. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5241. * @return {Object} A JSON object representing the serialized source.
  5242. * @see {@link ObjectLoader#parse}
  5243. */
  5244. toJSON( meta ) {
  5245. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5246. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5247. return meta.images[ this.uuid ];
  5248. }
  5249. const output = {
  5250. uuid: this.uuid,
  5251. url: ''
  5252. };
  5253. const data = this.data;
  5254. if ( data !== null ) {
  5255. let url;
  5256. if ( Array.isArray( data ) ) {
  5257. // cube texture
  5258. url = [];
  5259. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5260. if ( data[ i ].isDataTexture ) {
  5261. url.push( serializeImage( data[ i ].image ) );
  5262. } else {
  5263. url.push( serializeImage( data[ i ] ) );
  5264. }
  5265. }
  5266. } else {
  5267. // texture
  5268. url = serializeImage( data );
  5269. }
  5270. output.url = url;
  5271. }
  5272. if ( ! isRootObject ) {
  5273. meta.images[ this.uuid ] = output;
  5274. }
  5275. return output;
  5276. }
  5277. }
  5278. function serializeImage( image ) {
  5279. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5280. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5281. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5282. // default images
  5283. return ImageUtils.getDataURL( image );
  5284. } else {
  5285. if ( image.data ) {
  5286. // images of DataTexture
  5287. return {
  5288. data: Array.from( image.data ),
  5289. width: image.width,
  5290. height: image.height,
  5291. type: image.data.constructor.name
  5292. };
  5293. } else {
  5294. console.warn( 'THREE.Texture: Unable to serialize Texture.' );
  5295. return {};
  5296. }
  5297. }
  5298. }
  5299. let _textureId = 0;
  5300. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5301. /**
  5302. * Base class for all textures.
  5303. *
  5304. * Note: After the initial use of a texture, its dimensions, format, and type
  5305. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5306. *
  5307. * @augments EventDispatcher
  5308. */
  5309. class Texture extends EventDispatcher {
  5310. /**
  5311. * Constructs a new texture.
  5312. *
  5313. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5314. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5315. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5316. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5317. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5318. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5319. * @param {number} [format=RGBAFormat] - The texture format.
  5320. * @param {number} [type=UnsignedByteType] - The texture type.
  5321. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5322. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5323. */
  5324. 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 ) {
  5325. super();
  5326. /**
  5327. * This flag can be used for type testing.
  5328. *
  5329. * @type {boolean}
  5330. * @readonly
  5331. * @default true
  5332. */
  5333. this.isTexture = true;
  5334. /**
  5335. * The ID of the texture.
  5336. *
  5337. * @name Texture#id
  5338. * @type {number}
  5339. * @readonly
  5340. */
  5341. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5342. /**
  5343. * The UUID of the material.
  5344. *
  5345. * @type {string}
  5346. * @readonly
  5347. */
  5348. this.uuid = generateUUID();
  5349. /**
  5350. * The name of the material.
  5351. *
  5352. * @type {string}
  5353. */
  5354. this.name = '';
  5355. /**
  5356. * The data definition of a texture. A reference to the data source can be
  5357. * shared across textures. This is often useful in context of spritesheets
  5358. * where multiple textures render the same data but with different texture
  5359. * transformations.
  5360. *
  5361. * @type {Source}
  5362. */
  5363. this.source = new Source( image );
  5364. /**
  5365. * An array holding user-defined mipmaps.
  5366. *
  5367. * @type {Array<Object>}
  5368. */
  5369. this.mipmaps = [];
  5370. /**
  5371. * How the texture is applied to the object. The value `UVMapping`
  5372. * is the default, where texture or uv coordinates are used to apply the map.
  5373. *
  5374. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5375. * @default UVMapping
  5376. */
  5377. this.mapping = mapping;
  5378. /**
  5379. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5380. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5381. *
  5382. * @type {number}
  5383. * @default 0
  5384. */
  5385. this.channel = 0;
  5386. /**
  5387. * This defines how the texture is wrapped horizontally and corresponds to
  5388. * *U* in UV mapping.
  5389. *
  5390. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5391. * @default ClampToEdgeWrapping
  5392. */
  5393. this.wrapS = wrapS;
  5394. /**
  5395. * This defines how the texture is wrapped horizontally and corresponds to
  5396. * *V* in UV mapping.
  5397. *
  5398. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5399. * @default ClampToEdgeWrapping
  5400. */
  5401. this.wrapT = wrapT;
  5402. /**
  5403. * How the texture is sampled when a texel covers more than one pixel.
  5404. *
  5405. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5406. * @default LinearFilter
  5407. */
  5408. this.magFilter = magFilter;
  5409. /**
  5410. * How the texture is sampled when a texel covers less than one pixel.
  5411. *
  5412. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5413. * @default LinearMipmapLinearFilter
  5414. */
  5415. this.minFilter = minFilter;
  5416. /**
  5417. * The number of samples taken along the axis through the pixel that has the
  5418. * highest density of texels. By default, this value is `1`. A higher value
  5419. * gives a less blurry result than a basic mipmap, at the cost of more
  5420. * texture samples being used.
  5421. *
  5422. * @type {number}
  5423. * @default 0
  5424. */
  5425. this.anisotropy = anisotropy;
  5426. /**
  5427. * The format of the texture.
  5428. *
  5429. * @type {number}
  5430. * @default RGBAFormat
  5431. */
  5432. this.format = format;
  5433. /**
  5434. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5435. * defines how the texture data is going to be stored on the GPU.
  5436. *
  5437. * This property allows to overwrite the default format.
  5438. *
  5439. * @type {?string}
  5440. * @default null
  5441. */
  5442. this.internalFormat = null;
  5443. /**
  5444. * The data type of the texture.
  5445. *
  5446. * @type {number}
  5447. * @default UnsignedByteType
  5448. */
  5449. this.type = type;
  5450. /**
  5451. * How much a single repetition of the texture is offset from the beginning,
  5452. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5453. *
  5454. * @type {Vector2}
  5455. * @default (0,0)
  5456. */
  5457. this.offset = new Vector2( 0, 0 );
  5458. /**
  5459. * How many times the texture is repeated across the surface, in each
  5460. * direction U and V. If repeat is set greater than `1` in either direction,
  5461. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5462. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5463. *
  5464. * @type {Vector2}
  5465. * @default (1,1)
  5466. */
  5467. this.repeat = new Vector2( 1, 1 );
  5468. /**
  5469. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5470. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5471. *
  5472. * @type {Vector2}
  5473. * @default (0,0)
  5474. */
  5475. this.center = new Vector2( 0, 0 );
  5476. /**
  5477. * How much the texture is rotated around the center point, in radians.
  5478. * Positive values are counter-clockwise.
  5479. *
  5480. * @type {number}
  5481. * @default 0
  5482. */
  5483. this.rotation = 0;
  5484. /**
  5485. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5486. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5487. * {@link Texture#rotation}, and {@link Texture#center}.
  5488. *
  5489. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5490. *
  5491. * @type {boolean}
  5492. * @default true
  5493. */
  5494. this.matrixAutoUpdate = true;
  5495. /**
  5496. * The uv-transformation matrix of the texture.
  5497. *
  5498. * @type {Matrix3}
  5499. */
  5500. this.matrix = new Matrix3();
  5501. /**
  5502. * Whether to generate mipmaps (if possible) for a texture.
  5503. *
  5504. * Set this to `false` if you are creating mipmaps manually.
  5505. *
  5506. * @type {boolean}
  5507. * @default true
  5508. */
  5509. this.generateMipmaps = true;
  5510. /**
  5511. * If set to `true`, the alpha channel, if present, is multiplied into the
  5512. * color channels when the texture is uploaded to the GPU.
  5513. *
  5514. * Note that this property has no effect when using `ImageBitmap`. You need to
  5515. * configure premultiply alpha on bitmap creation instead.
  5516. *
  5517. * @type {boolean}
  5518. * @default false
  5519. */
  5520. this.premultiplyAlpha = false;
  5521. /**
  5522. * If set to `true`, the texture is flipped along the vertical axis when
  5523. * uploaded to the GPU.
  5524. *
  5525. * Note that this property has no effect when using `ImageBitmap`. You need to
  5526. * configure the flip on bitmap creation instead.
  5527. *
  5528. * @type {boolean}
  5529. * @default true
  5530. */
  5531. this.flipY = true;
  5532. /**
  5533. * Specifies the alignment requirements for the start of each pixel row in memory.
  5534. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5535. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5536. *
  5537. * @type {number}
  5538. * @default 4
  5539. */
  5540. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5541. /**
  5542. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5543. *
  5544. * @type {string}
  5545. * @default NoColorSpace
  5546. */
  5547. this.colorSpace = colorSpace;
  5548. /**
  5549. * An object that can be used to store custom data about the texture. It
  5550. * should not hold references to functions as these will not be cloned.
  5551. *
  5552. * @type {Object}
  5553. */
  5554. this.userData = {};
  5555. /**
  5556. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5557. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5558. *
  5559. * @type {Array<Object>}
  5560. */
  5561. this.updateRanges = [];
  5562. /**
  5563. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5564. *
  5565. * @type {number}
  5566. * @readonly
  5567. * @default 0
  5568. */
  5569. this.version = 0;
  5570. /**
  5571. * A callback function, called when the texture is updated (e.g., when
  5572. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5573. *
  5574. * @type {?Function}
  5575. * @default null
  5576. */
  5577. this.onUpdate = null;
  5578. /**
  5579. * An optional back reference to the textures render target.
  5580. *
  5581. * @type {?(RenderTarget|WebGLRenderTarget)}
  5582. * @default null
  5583. */
  5584. this.renderTarget = null;
  5585. /**
  5586. * Indicates whether a texture belongs to a render target or not.
  5587. *
  5588. * @type {boolean}
  5589. * @readonly
  5590. * @default false
  5591. */
  5592. this.isRenderTargetTexture = false;
  5593. /**
  5594. * Indicates if a texture should be handled like a texture array.
  5595. *
  5596. * @type {boolean}
  5597. * @readonly
  5598. * @default false
  5599. */
  5600. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5601. /**
  5602. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5603. * (only relevant for render target textures).
  5604. *
  5605. * @type {number}
  5606. * @readonly
  5607. * @default 0
  5608. */
  5609. this.pmremVersion = 0;
  5610. }
  5611. /**
  5612. * The width of the texture in pixels.
  5613. */
  5614. get width() {
  5615. return this.source.getSize( _tempVec3 ).x;
  5616. }
  5617. /**
  5618. * The height of the texture in pixels.
  5619. */
  5620. get height() {
  5621. return this.source.getSize( _tempVec3 ).y;
  5622. }
  5623. /**
  5624. * The depth of the texture in pixels.
  5625. */
  5626. get depth() {
  5627. return this.source.getSize( _tempVec3 ).z;
  5628. }
  5629. /**
  5630. * The image object holding the texture data.
  5631. *
  5632. * @type {?Object}
  5633. */
  5634. get image() {
  5635. return this.source.data;
  5636. }
  5637. set image( value = null ) {
  5638. this.source.data = value;
  5639. }
  5640. /**
  5641. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5642. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5643. */
  5644. updateMatrix() {
  5645. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5646. }
  5647. /**
  5648. * Adds a range of data in the data texture to be updated on the GPU.
  5649. *
  5650. * @param {number} start - Position at which to start update.
  5651. * @param {number} count - The number of components to update.
  5652. */
  5653. addUpdateRange( start, count ) {
  5654. this.updateRanges.push( { start, count } );
  5655. }
  5656. /**
  5657. * Clears the update ranges.
  5658. */
  5659. clearUpdateRanges() {
  5660. this.updateRanges.length = 0;
  5661. }
  5662. /**
  5663. * Returns a new texture with copied values from this instance.
  5664. *
  5665. * @return {Texture} A clone of this instance.
  5666. */
  5667. clone() {
  5668. return new this.constructor().copy( this );
  5669. }
  5670. /**
  5671. * Copies the values of the given texture to this instance.
  5672. *
  5673. * @param {Texture} source - The texture to copy.
  5674. * @return {Texture} A reference to this instance.
  5675. */
  5676. copy( source ) {
  5677. this.name = source.name;
  5678. this.source = source.source;
  5679. this.mipmaps = source.mipmaps.slice( 0 );
  5680. this.mapping = source.mapping;
  5681. this.channel = source.channel;
  5682. this.wrapS = source.wrapS;
  5683. this.wrapT = source.wrapT;
  5684. this.magFilter = source.magFilter;
  5685. this.minFilter = source.minFilter;
  5686. this.anisotropy = source.anisotropy;
  5687. this.format = source.format;
  5688. this.internalFormat = source.internalFormat;
  5689. this.type = source.type;
  5690. this.offset.copy( source.offset );
  5691. this.repeat.copy( source.repeat );
  5692. this.center.copy( source.center );
  5693. this.rotation = source.rotation;
  5694. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5695. this.matrix.copy( source.matrix );
  5696. this.generateMipmaps = source.generateMipmaps;
  5697. this.premultiplyAlpha = source.premultiplyAlpha;
  5698. this.flipY = source.flipY;
  5699. this.unpackAlignment = source.unpackAlignment;
  5700. this.colorSpace = source.colorSpace;
  5701. this.renderTarget = source.renderTarget;
  5702. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5703. this.isArrayTexture = source.isArrayTexture;
  5704. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5705. this.needsUpdate = true;
  5706. return this;
  5707. }
  5708. /**
  5709. * Sets this texture's properties based on `values`.
  5710. * @param {Object} values - A container with texture parameters.
  5711. */
  5712. setValues( values ) {
  5713. for ( const key in values ) {
  5714. const newValue = values[ key ];
  5715. if ( newValue === undefined ) {
  5716. console.warn( `THREE.Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5717. continue;
  5718. }
  5719. const currentValue = this[ key ];
  5720. if ( currentValue === undefined ) {
  5721. console.warn( `THREE.Texture.setValues(): property '${ key }' does not exist.` );
  5722. continue;
  5723. }
  5724. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5725. currentValue.copy( newValue );
  5726. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5727. currentValue.copy( newValue );
  5728. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5729. currentValue.copy( newValue );
  5730. } else {
  5731. this[ key ] = newValue;
  5732. }
  5733. }
  5734. }
  5735. /**
  5736. * Serializes the texture into JSON.
  5737. *
  5738. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5739. * @return {Object} A JSON object representing the serialized texture.
  5740. * @see {@link ObjectLoader#parse}
  5741. */
  5742. toJSON( meta ) {
  5743. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5744. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5745. return meta.textures[ this.uuid ];
  5746. }
  5747. const output = {
  5748. metadata: {
  5749. version: 4.7,
  5750. type: 'Texture',
  5751. generator: 'Texture.toJSON'
  5752. },
  5753. uuid: this.uuid,
  5754. name: this.name,
  5755. image: this.source.toJSON( meta ).uuid,
  5756. mapping: this.mapping,
  5757. channel: this.channel,
  5758. repeat: [ this.repeat.x, this.repeat.y ],
  5759. offset: [ this.offset.x, this.offset.y ],
  5760. center: [ this.center.x, this.center.y ],
  5761. rotation: this.rotation,
  5762. wrap: [ this.wrapS, this.wrapT ],
  5763. format: this.format,
  5764. internalFormat: this.internalFormat,
  5765. type: this.type,
  5766. colorSpace: this.colorSpace,
  5767. minFilter: this.minFilter,
  5768. magFilter: this.magFilter,
  5769. anisotropy: this.anisotropy,
  5770. flipY: this.flipY,
  5771. generateMipmaps: this.generateMipmaps,
  5772. premultiplyAlpha: this.premultiplyAlpha,
  5773. unpackAlignment: this.unpackAlignment
  5774. };
  5775. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5776. if ( ! isRootObject ) {
  5777. meta.textures[ this.uuid ] = output;
  5778. }
  5779. return output;
  5780. }
  5781. /**
  5782. * Frees the GPU-related resources allocated by this instance. Call this
  5783. * method whenever this instance is no longer used in your app.
  5784. *
  5785. * @fires Texture#dispose
  5786. */
  5787. dispose() {
  5788. /**
  5789. * Fires when the texture has been disposed of.
  5790. *
  5791. * @event Texture#dispose
  5792. * @type {Object}
  5793. */
  5794. this.dispatchEvent( { type: 'dispose' } );
  5795. }
  5796. /**
  5797. * Transforms the given uv vector with the textures uv transformation matrix.
  5798. *
  5799. * @param {Vector2} uv - The uv vector.
  5800. * @return {Vector2} The transformed uv vector.
  5801. */
  5802. transformUv( uv ) {
  5803. if ( this.mapping !== UVMapping ) return uv;
  5804. uv.applyMatrix3( this.matrix );
  5805. if ( uv.x < 0 || uv.x > 1 ) {
  5806. switch ( this.wrapS ) {
  5807. case RepeatWrapping:
  5808. uv.x = uv.x - Math.floor( uv.x );
  5809. break;
  5810. case ClampToEdgeWrapping:
  5811. uv.x = uv.x < 0 ? 0 : 1;
  5812. break;
  5813. case MirroredRepeatWrapping:
  5814. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5815. uv.x = Math.ceil( uv.x ) - uv.x;
  5816. } else {
  5817. uv.x = uv.x - Math.floor( uv.x );
  5818. }
  5819. break;
  5820. }
  5821. }
  5822. if ( uv.y < 0 || uv.y > 1 ) {
  5823. switch ( this.wrapT ) {
  5824. case RepeatWrapping:
  5825. uv.y = uv.y - Math.floor( uv.y );
  5826. break;
  5827. case ClampToEdgeWrapping:
  5828. uv.y = uv.y < 0 ? 0 : 1;
  5829. break;
  5830. case MirroredRepeatWrapping:
  5831. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5832. uv.y = Math.ceil( uv.y ) - uv.y;
  5833. } else {
  5834. uv.y = uv.y - Math.floor( uv.y );
  5835. }
  5836. break;
  5837. }
  5838. }
  5839. if ( this.flipY ) {
  5840. uv.y = 1 - uv.y;
  5841. }
  5842. return uv;
  5843. }
  5844. /**
  5845. * Setting this property to `true` indicates the engine the texture
  5846. * must be updated in the next render. This triggers a texture upload
  5847. * to the GPU and ensures correct texture parameter configuration.
  5848. *
  5849. * @type {boolean}
  5850. * @default false
  5851. * @param {boolean} value
  5852. */
  5853. set needsUpdate( value ) {
  5854. if ( value === true ) {
  5855. this.version ++;
  5856. this.source.needsUpdate = true;
  5857. }
  5858. }
  5859. /**
  5860. * Setting this property to `true` indicates the engine the PMREM
  5861. * must be regenerated.
  5862. *
  5863. * @type {boolean}
  5864. * @default false
  5865. * @param {boolean} value
  5866. */
  5867. set needsPMREMUpdate( value ) {
  5868. if ( value === true ) {
  5869. this.pmremVersion ++;
  5870. }
  5871. }
  5872. }
  5873. /**
  5874. * The default image for all textures.
  5875. *
  5876. * @static
  5877. * @type {?Image}
  5878. * @default null
  5879. */
  5880. Texture.DEFAULT_IMAGE = null;
  5881. /**
  5882. * The default mapping for all textures.
  5883. *
  5884. * @static
  5885. * @type {number}
  5886. * @default UVMapping
  5887. */
  5888. Texture.DEFAULT_MAPPING = UVMapping;
  5889. /**
  5890. * The default anisotropy value for all textures.
  5891. *
  5892. * @static
  5893. * @type {number}
  5894. * @default 1
  5895. */
  5896. Texture.DEFAULT_ANISOTROPY = 1;
  5897. /**
  5898. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  5899. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  5900. *
  5901. * - A point in 4D space.
  5902. * - A direction and length in 4D space. In three.js the length will
  5903. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  5904. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  5905. * - Any arbitrary ordered quadruplet of numbers.
  5906. *
  5907. * There are other things a 4D vector can be used to represent, however these
  5908. * are the most common uses in *three.js*.
  5909. *
  5910. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  5911. * the corresponding order.
  5912. * ```js
  5913. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  5914. *
  5915. * //no arguments; will be initialised to (0, 0, 0, 1)
  5916. * const b = new THREE.Vector4( );
  5917. *
  5918. * const d = a.dot( b );
  5919. * ```
  5920. */
  5921. class Vector4 {
  5922. /**
  5923. * Constructs a new 4D vector.
  5924. *
  5925. * @param {number} [x=0] - The x value of this vector.
  5926. * @param {number} [y=0] - The y value of this vector.
  5927. * @param {number} [z=0] - The z value of this vector.
  5928. * @param {number} [w=1] - The w value of this vector.
  5929. */
  5930. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  5931. /**
  5932. * This flag can be used for type testing.
  5933. *
  5934. * @type {boolean}
  5935. * @readonly
  5936. * @default true
  5937. */
  5938. Vector4.prototype.isVector4 = true;
  5939. /**
  5940. * The x value of this vector.
  5941. *
  5942. * @type {number}
  5943. */
  5944. this.x = x;
  5945. /**
  5946. * The y value of this vector.
  5947. *
  5948. * @type {number}
  5949. */
  5950. this.y = y;
  5951. /**
  5952. * The z value of this vector.
  5953. *
  5954. * @type {number}
  5955. */
  5956. this.z = z;
  5957. /**
  5958. * The w value of this vector.
  5959. *
  5960. * @type {number}
  5961. */
  5962. this.w = w;
  5963. }
  5964. /**
  5965. * Alias for {@link Vector4#z}.
  5966. *
  5967. * @type {number}
  5968. */
  5969. get width() {
  5970. return this.z;
  5971. }
  5972. set width( value ) {
  5973. this.z = value;
  5974. }
  5975. /**
  5976. * Alias for {@link Vector4#w}.
  5977. *
  5978. * @type {number}
  5979. */
  5980. get height() {
  5981. return this.w;
  5982. }
  5983. set height( value ) {
  5984. this.w = value;
  5985. }
  5986. /**
  5987. * Sets the vector components.
  5988. *
  5989. * @param {number} x - The value of the x component.
  5990. * @param {number} y - The value of the y component.
  5991. * @param {number} z - The value of the z component.
  5992. * @param {number} w - The value of the w component.
  5993. * @return {Vector4} A reference to this vector.
  5994. */
  5995. set( x, y, z, w ) {
  5996. this.x = x;
  5997. this.y = y;
  5998. this.z = z;
  5999. this.w = w;
  6000. return this;
  6001. }
  6002. /**
  6003. * Sets the vector components to the same value.
  6004. *
  6005. * @param {number} scalar - The value to set for all vector components.
  6006. * @return {Vector4} A reference to this vector.
  6007. */
  6008. setScalar( scalar ) {
  6009. this.x = scalar;
  6010. this.y = scalar;
  6011. this.z = scalar;
  6012. this.w = scalar;
  6013. return this;
  6014. }
  6015. /**
  6016. * Sets the vector's x component to the given value
  6017. *
  6018. * @param {number} x - The value to set.
  6019. * @return {Vector4} A reference to this vector.
  6020. */
  6021. setX( x ) {
  6022. this.x = x;
  6023. return this;
  6024. }
  6025. /**
  6026. * Sets the vector's y component to the given value
  6027. *
  6028. * @param {number} y - The value to set.
  6029. * @return {Vector4} A reference to this vector.
  6030. */
  6031. setY( y ) {
  6032. this.y = y;
  6033. return this;
  6034. }
  6035. /**
  6036. * Sets the vector's z component to the given value
  6037. *
  6038. * @param {number} z - The value to set.
  6039. * @return {Vector4} A reference to this vector.
  6040. */
  6041. setZ( z ) {
  6042. this.z = z;
  6043. return this;
  6044. }
  6045. /**
  6046. * Sets the vector's w component to the given value
  6047. *
  6048. * @param {number} w - The value to set.
  6049. * @return {Vector4} A reference to this vector.
  6050. */
  6051. setW( w ) {
  6052. this.w = w;
  6053. return this;
  6054. }
  6055. /**
  6056. * Allows to set a vector component with an index.
  6057. *
  6058. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6059. * `2` equals to z, `3` equals to w.
  6060. * @param {number} value - The value to set.
  6061. * @return {Vector4} A reference to this vector.
  6062. */
  6063. setComponent( index, value ) {
  6064. switch ( index ) {
  6065. case 0: this.x = value; break;
  6066. case 1: this.y = value; break;
  6067. case 2: this.z = value; break;
  6068. case 3: this.w = value; break;
  6069. default: throw new Error( 'index is out of range: ' + index );
  6070. }
  6071. return this;
  6072. }
  6073. /**
  6074. * Returns the value of the vector component which matches the given index.
  6075. *
  6076. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6077. * `2` equals to z, `3` equals to w.
  6078. * @return {number} A vector component value.
  6079. */
  6080. getComponent( index ) {
  6081. switch ( index ) {
  6082. case 0: return this.x;
  6083. case 1: return this.y;
  6084. case 2: return this.z;
  6085. case 3: return this.w;
  6086. default: throw new Error( 'index is out of range: ' + index );
  6087. }
  6088. }
  6089. /**
  6090. * Returns a new vector with copied values from this instance.
  6091. *
  6092. * @return {Vector4} A clone of this instance.
  6093. */
  6094. clone() {
  6095. return new this.constructor( this.x, this.y, this.z, this.w );
  6096. }
  6097. /**
  6098. * Copies the values of the given vector to this instance.
  6099. *
  6100. * @param {Vector3|Vector4} v - The vector to copy.
  6101. * @return {Vector4} A reference to this vector.
  6102. */
  6103. copy( v ) {
  6104. this.x = v.x;
  6105. this.y = v.y;
  6106. this.z = v.z;
  6107. this.w = ( v.w !== undefined ) ? v.w : 1;
  6108. return this;
  6109. }
  6110. /**
  6111. * Adds the given vector to this instance.
  6112. *
  6113. * @param {Vector4} v - The vector to add.
  6114. * @return {Vector4} A reference to this vector.
  6115. */
  6116. add( v ) {
  6117. this.x += v.x;
  6118. this.y += v.y;
  6119. this.z += v.z;
  6120. this.w += v.w;
  6121. return this;
  6122. }
  6123. /**
  6124. * Adds the given scalar value to all components of this instance.
  6125. *
  6126. * @param {number} s - The scalar to add.
  6127. * @return {Vector4} A reference to this vector.
  6128. */
  6129. addScalar( s ) {
  6130. this.x += s;
  6131. this.y += s;
  6132. this.z += s;
  6133. this.w += s;
  6134. return this;
  6135. }
  6136. /**
  6137. * Adds the given vectors and stores the result in this instance.
  6138. *
  6139. * @param {Vector4} a - The first vector.
  6140. * @param {Vector4} b - The second vector.
  6141. * @return {Vector4} A reference to this vector.
  6142. */
  6143. addVectors( a, b ) {
  6144. this.x = a.x + b.x;
  6145. this.y = a.y + b.y;
  6146. this.z = a.z + b.z;
  6147. this.w = a.w + b.w;
  6148. return this;
  6149. }
  6150. /**
  6151. * Adds the given vector scaled by the given factor to this instance.
  6152. *
  6153. * @param {Vector4} v - The vector.
  6154. * @param {number} s - The factor that scales `v`.
  6155. * @return {Vector4} A reference to this vector.
  6156. */
  6157. addScaledVector( v, s ) {
  6158. this.x += v.x * s;
  6159. this.y += v.y * s;
  6160. this.z += v.z * s;
  6161. this.w += v.w * s;
  6162. return this;
  6163. }
  6164. /**
  6165. * Subtracts the given vector from this instance.
  6166. *
  6167. * @param {Vector4} v - The vector to subtract.
  6168. * @return {Vector4} A reference to this vector.
  6169. */
  6170. sub( v ) {
  6171. this.x -= v.x;
  6172. this.y -= v.y;
  6173. this.z -= v.z;
  6174. this.w -= v.w;
  6175. return this;
  6176. }
  6177. /**
  6178. * Subtracts the given scalar value from all components of this instance.
  6179. *
  6180. * @param {number} s - The scalar to subtract.
  6181. * @return {Vector4} A reference to this vector.
  6182. */
  6183. subScalar( s ) {
  6184. this.x -= s;
  6185. this.y -= s;
  6186. this.z -= s;
  6187. this.w -= s;
  6188. return this;
  6189. }
  6190. /**
  6191. * Subtracts the given vectors and stores the result in this instance.
  6192. *
  6193. * @param {Vector4} a - The first vector.
  6194. * @param {Vector4} b - The second vector.
  6195. * @return {Vector4} A reference to this vector.
  6196. */
  6197. subVectors( a, b ) {
  6198. this.x = a.x - b.x;
  6199. this.y = a.y - b.y;
  6200. this.z = a.z - b.z;
  6201. this.w = a.w - b.w;
  6202. return this;
  6203. }
  6204. /**
  6205. * Multiplies the given vector with this instance.
  6206. *
  6207. * @param {Vector4} v - The vector to multiply.
  6208. * @return {Vector4} A reference to this vector.
  6209. */
  6210. multiply( v ) {
  6211. this.x *= v.x;
  6212. this.y *= v.y;
  6213. this.z *= v.z;
  6214. this.w *= v.w;
  6215. return this;
  6216. }
  6217. /**
  6218. * Multiplies the given scalar value with all components of this instance.
  6219. *
  6220. * @param {number} scalar - The scalar to multiply.
  6221. * @return {Vector4} A reference to this vector.
  6222. */
  6223. multiplyScalar( scalar ) {
  6224. this.x *= scalar;
  6225. this.y *= scalar;
  6226. this.z *= scalar;
  6227. this.w *= scalar;
  6228. return this;
  6229. }
  6230. /**
  6231. * Multiplies this vector with the given 4x4 matrix.
  6232. *
  6233. * @param {Matrix4} m - The 4x4 matrix.
  6234. * @return {Vector4} A reference to this vector.
  6235. */
  6236. applyMatrix4( m ) {
  6237. const x = this.x, y = this.y, z = this.z, w = this.w;
  6238. const e = m.elements;
  6239. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6240. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6241. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6242. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6243. return this;
  6244. }
  6245. /**
  6246. * Divides this instance by the given vector.
  6247. *
  6248. * @param {Vector4} v - The vector to divide.
  6249. * @return {Vector4} A reference to this vector.
  6250. */
  6251. divide( v ) {
  6252. this.x /= v.x;
  6253. this.y /= v.y;
  6254. this.z /= v.z;
  6255. this.w /= v.w;
  6256. return this;
  6257. }
  6258. /**
  6259. * Divides this vector by the given scalar.
  6260. *
  6261. * @param {number} scalar - The scalar to divide.
  6262. * @return {Vector4} A reference to this vector.
  6263. */
  6264. divideScalar( scalar ) {
  6265. return this.multiplyScalar( 1 / scalar );
  6266. }
  6267. /**
  6268. * Sets the x, y and z components of this
  6269. * vector to the quaternion's axis and w to the angle.
  6270. *
  6271. * @param {Quaternion} q - The Quaternion to set.
  6272. * @return {Vector4} A reference to this vector.
  6273. */
  6274. setAxisAngleFromQuaternion( q ) {
  6275. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6276. // q is assumed to be normalized
  6277. this.w = 2 * Math.acos( q.w );
  6278. const s = Math.sqrt( 1 - q.w * q.w );
  6279. if ( s < 0.0001 ) {
  6280. this.x = 1;
  6281. this.y = 0;
  6282. this.z = 0;
  6283. } else {
  6284. this.x = q.x / s;
  6285. this.y = q.y / s;
  6286. this.z = q.z / s;
  6287. }
  6288. return this;
  6289. }
  6290. /**
  6291. * Sets the x, y and z components of this
  6292. * vector to the axis of rotation and w to the angle.
  6293. *
  6294. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6295. * @return {Vector4} A reference to this vector.
  6296. */
  6297. setAxisAngleFromRotationMatrix( m ) {
  6298. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6299. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6300. let angle, x, y, z; // variables for result
  6301. const epsilon = 0.01, // margin to allow for rounding errors
  6302. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6303. te = m.elements,
  6304. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6305. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6306. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6307. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6308. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6309. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6310. // singularity found
  6311. // first check for identity matrix which must have +1 for all terms
  6312. // in leading diagonal and zero in other terms
  6313. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6314. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6315. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6316. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6317. // this singularity is identity matrix so angle = 0
  6318. this.set( 1, 0, 0, 0 );
  6319. return this; // zero angle, arbitrary axis
  6320. }
  6321. // otherwise this singularity is angle = 180
  6322. angle = Math.PI;
  6323. const xx = ( m11 + 1 ) / 2;
  6324. const yy = ( m22 + 1 ) / 2;
  6325. const zz = ( m33 + 1 ) / 2;
  6326. const xy = ( m12 + m21 ) / 4;
  6327. const xz = ( m13 + m31 ) / 4;
  6328. const yz = ( m23 + m32 ) / 4;
  6329. if ( ( xx > yy ) && ( xx > zz ) ) {
  6330. // m11 is the largest diagonal term
  6331. if ( xx < epsilon ) {
  6332. x = 0;
  6333. y = 0.707106781;
  6334. z = 0.707106781;
  6335. } else {
  6336. x = Math.sqrt( xx );
  6337. y = xy / x;
  6338. z = xz / x;
  6339. }
  6340. } else if ( yy > zz ) {
  6341. // m22 is the largest diagonal term
  6342. if ( yy < epsilon ) {
  6343. x = 0.707106781;
  6344. y = 0;
  6345. z = 0.707106781;
  6346. } else {
  6347. y = Math.sqrt( yy );
  6348. x = xy / y;
  6349. z = yz / y;
  6350. }
  6351. } else {
  6352. // m33 is the largest diagonal term so base result on this
  6353. if ( zz < epsilon ) {
  6354. x = 0.707106781;
  6355. y = 0.707106781;
  6356. z = 0;
  6357. } else {
  6358. z = Math.sqrt( zz );
  6359. x = xz / z;
  6360. y = yz / z;
  6361. }
  6362. }
  6363. this.set( x, y, z, angle );
  6364. return this; // return 180 deg rotation
  6365. }
  6366. // as we have reached here there are no singularities so we can handle normally
  6367. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6368. ( m13 - m31 ) * ( m13 - m31 ) +
  6369. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6370. if ( Math.abs( s ) < 0.001 ) s = 1;
  6371. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6372. // caught by singularity test above, but I've left it in just in case
  6373. this.x = ( m32 - m23 ) / s;
  6374. this.y = ( m13 - m31 ) / s;
  6375. this.z = ( m21 - m12 ) / s;
  6376. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6377. return this;
  6378. }
  6379. /**
  6380. * Sets the vector components to the position elements of the
  6381. * given transformation matrix.
  6382. *
  6383. * @param {Matrix4} m - The 4x4 matrix.
  6384. * @return {Vector4} A reference to this vector.
  6385. */
  6386. setFromMatrixPosition( m ) {
  6387. const e = m.elements;
  6388. this.x = e[ 12 ];
  6389. this.y = e[ 13 ];
  6390. this.z = e[ 14 ];
  6391. this.w = e[ 15 ];
  6392. return this;
  6393. }
  6394. /**
  6395. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6396. * value, replace that value with the corresponding min value.
  6397. *
  6398. * @param {Vector4} v - The vector.
  6399. * @return {Vector4} A reference to this vector.
  6400. */
  6401. min( v ) {
  6402. this.x = Math.min( this.x, v.x );
  6403. this.y = Math.min( this.y, v.y );
  6404. this.z = Math.min( this.z, v.z );
  6405. this.w = Math.min( this.w, v.w );
  6406. return this;
  6407. }
  6408. /**
  6409. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6410. * value, replace that value with the corresponding max value.
  6411. *
  6412. * @param {Vector4} v - The vector.
  6413. * @return {Vector4} A reference to this vector.
  6414. */
  6415. max( v ) {
  6416. this.x = Math.max( this.x, v.x );
  6417. this.y = Math.max( this.y, v.y );
  6418. this.z = Math.max( this.z, v.z );
  6419. this.w = Math.max( this.w, v.w );
  6420. return this;
  6421. }
  6422. /**
  6423. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6424. * value, it is replaced by the corresponding value.
  6425. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6426. * it is replaced by the corresponding value.
  6427. *
  6428. * @param {Vector4} min - The minimum x, y and z values.
  6429. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6430. * @return {Vector4} A reference to this vector.
  6431. */
  6432. clamp( min, max ) {
  6433. // assumes min < max, componentwise
  6434. this.x = clamp( this.x, min.x, max.x );
  6435. this.y = clamp( this.y, min.y, max.y );
  6436. this.z = clamp( this.z, min.z, max.z );
  6437. this.w = clamp( this.w, min.w, max.w );
  6438. return this;
  6439. }
  6440. /**
  6441. * If this vector's x, y, z or w values are greater than the max value, they are
  6442. * replaced by the max value.
  6443. * If this vector's x, y, z or w values are less than the min value, they are
  6444. * replaced by the min value.
  6445. *
  6446. * @param {number} minVal - The minimum value the components will be clamped to.
  6447. * @param {number} maxVal - The maximum value the components will be clamped to.
  6448. * @return {Vector4} A reference to this vector.
  6449. */
  6450. clampScalar( minVal, maxVal ) {
  6451. this.x = clamp( this.x, minVal, maxVal );
  6452. this.y = clamp( this.y, minVal, maxVal );
  6453. this.z = clamp( this.z, minVal, maxVal );
  6454. this.w = clamp( this.w, minVal, maxVal );
  6455. return this;
  6456. }
  6457. /**
  6458. * If this vector's length is greater than the max value, it is replaced by
  6459. * the max value.
  6460. * If this vector's length is less than the min value, it is replaced by the
  6461. * min value.
  6462. *
  6463. * @param {number} min - The minimum value the vector length will be clamped to.
  6464. * @param {number} max - The maximum value the vector length will be clamped to.
  6465. * @return {Vector4} A reference to this vector.
  6466. */
  6467. clampLength( min, max ) {
  6468. const length = this.length();
  6469. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6470. }
  6471. /**
  6472. * The components of this vector are rounded down to the nearest integer value.
  6473. *
  6474. * @return {Vector4} A reference to this vector.
  6475. */
  6476. floor() {
  6477. this.x = Math.floor( this.x );
  6478. this.y = Math.floor( this.y );
  6479. this.z = Math.floor( this.z );
  6480. this.w = Math.floor( this.w );
  6481. return this;
  6482. }
  6483. /**
  6484. * The components of this vector are rounded up to the nearest integer value.
  6485. *
  6486. * @return {Vector4} A reference to this vector.
  6487. */
  6488. ceil() {
  6489. this.x = Math.ceil( this.x );
  6490. this.y = Math.ceil( this.y );
  6491. this.z = Math.ceil( this.z );
  6492. this.w = Math.ceil( this.w );
  6493. return this;
  6494. }
  6495. /**
  6496. * The components of this vector are rounded to the nearest integer value
  6497. *
  6498. * @return {Vector4} A reference to this vector.
  6499. */
  6500. round() {
  6501. this.x = Math.round( this.x );
  6502. this.y = Math.round( this.y );
  6503. this.z = Math.round( this.z );
  6504. this.w = Math.round( this.w );
  6505. return this;
  6506. }
  6507. /**
  6508. * The components of this vector are rounded towards zero (up if negative,
  6509. * down if positive) to an integer value.
  6510. *
  6511. * @return {Vector4} A reference to this vector.
  6512. */
  6513. roundToZero() {
  6514. this.x = Math.trunc( this.x );
  6515. this.y = Math.trunc( this.y );
  6516. this.z = Math.trunc( this.z );
  6517. this.w = Math.trunc( this.w );
  6518. return this;
  6519. }
  6520. /**
  6521. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6522. *
  6523. * @return {Vector4} A reference to this vector.
  6524. */
  6525. negate() {
  6526. this.x = - this.x;
  6527. this.y = - this.y;
  6528. this.z = - this.z;
  6529. this.w = - this.w;
  6530. return this;
  6531. }
  6532. /**
  6533. * Calculates the dot product of the given vector with this instance.
  6534. *
  6535. * @param {Vector4} v - The vector to compute the dot product with.
  6536. * @return {number} The result of the dot product.
  6537. */
  6538. dot( v ) {
  6539. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6540. }
  6541. /**
  6542. * Computes the square of the Euclidean length (straight-line length) from
  6543. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6544. * compare the length squared instead as it is slightly more efficient to calculate.
  6545. *
  6546. * @return {number} The square length of this vector.
  6547. */
  6548. lengthSq() {
  6549. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6550. }
  6551. /**
  6552. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6553. *
  6554. * @return {number} The length of this vector.
  6555. */
  6556. length() {
  6557. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6558. }
  6559. /**
  6560. * Computes the Manhattan length of this vector.
  6561. *
  6562. * @return {number} The length of this vector.
  6563. */
  6564. manhattanLength() {
  6565. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6566. }
  6567. /**
  6568. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6569. * with the same direction as this one, but with a vector length of `1`.
  6570. *
  6571. * @return {Vector4} A reference to this vector.
  6572. */
  6573. normalize() {
  6574. return this.divideScalar( this.length() || 1 );
  6575. }
  6576. /**
  6577. * Sets this vector to a vector with the same direction as this one, but
  6578. * with the specified length.
  6579. *
  6580. * @param {number} length - The new length of this vector.
  6581. * @return {Vector4} A reference to this vector.
  6582. */
  6583. setLength( length ) {
  6584. return this.normalize().multiplyScalar( length );
  6585. }
  6586. /**
  6587. * Linearly interpolates between the given vector and this instance, where
  6588. * alpha is the percent distance along the line - alpha = 0 will be this
  6589. * vector, and alpha = 1 will be the given one.
  6590. *
  6591. * @param {Vector4} v - The vector to interpolate towards.
  6592. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6593. * @return {Vector4} A reference to this vector.
  6594. */
  6595. lerp( v, alpha ) {
  6596. this.x += ( v.x - this.x ) * alpha;
  6597. this.y += ( v.y - this.y ) * alpha;
  6598. this.z += ( v.z - this.z ) * alpha;
  6599. this.w += ( v.w - this.w ) * alpha;
  6600. return this;
  6601. }
  6602. /**
  6603. * Linearly interpolates between the given vectors, where alpha is the percent
  6604. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6605. * be the second one. The result is stored in this instance.
  6606. *
  6607. * @param {Vector4} v1 - The first vector.
  6608. * @param {Vector4} v2 - The second vector.
  6609. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6610. * @return {Vector4} A reference to this vector.
  6611. */
  6612. lerpVectors( v1, v2, alpha ) {
  6613. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6614. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6615. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6616. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6617. return this;
  6618. }
  6619. /**
  6620. * Returns `true` if this vector is equal with the given one.
  6621. *
  6622. * @param {Vector4} v - The vector to test for equality.
  6623. * @return {boolean} Whether this vector is equal with the given one.
  6624. */
  6625. equals( v ) {
  6626. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6627. }
  6628. /**
  6629. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6630. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6631. *
  6632. * @param {Array<number>} array - An array holding the vector component values.
  6633. * @param {number} [offset=0] - The offset into the array.
  6634. * @return {Vector4} A reference to this vector.
  6635. */
  6636. fromArray( array, offset = 0 ) {
  6637. this.x = array[ offset ];
  6638. this.y = array[ offset + 1 ];
  6639. this.z = array[ offset + 2 ];
  6640. this.w = array[ offset + 3 ];
  6641. return this;
  6642. }
  6643. /**
  6644. * Writes the components of this vector to the given array. If no array is provided,
  6645. * the method returns a new instance.
  6646. *
  6647. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6648. * @param {number} [offset=0] - Index of the first element in the array.
  6649. * @return {Array<number>} The vector components.
  6650. */
  6651. toArray( array = [], offset = 0 ) {
  6652. array[ offset ] = this.x;
  6653. array[ offset + 1 ] = this.y;
  6654. array[ offset + 2 ] = this.z;
  6655. array[ offset + 3 ] = this.w;
  6656. return array;
  6657. }
  6658. /**
  6659. * Sets the components of this vector from the given buffer attribute.
  6660. *
  6661. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6662. * @param {number} index - The index into the attribute.
  6663. * @return {Vector4} A reference to this vector.
  6664. */
  6665. fromBufferAttribute( attribute, index ) {
  6666. this.x = attribute.getX( index );
  6667. this.y = attribute.getY( index );
  6668. this.z = attribute.getZ( index );
  6669. this.w = attribute.getW( index );
  6670. return this;
  6671. }
  6672. /**
  6673. * Sets each component of this vector to a pseudo-random value between `0` and
  6674. * `1`, excluding `1`.
  6675. *
  6676. * @return {Vector4} A reference to this vector.
  6677. */
  6678. random() {
  6679. this.x = Math.random();
  6680. this.y = Math.random();
  6681. this.z = Math.random();
  6682. this.w = Math.random();
  6683. return this;
  6684. }
  6685. *[ Symbol.iterator ]() {
  6686. yield this.x;
  6687. yield this.y;
  6688. yield this.z;
  6689. yield this.w;
  6690. }
  6691. }
  6692. /**
  6693. * A render target is a buffer where the video card draws pixels for a scene
  6694. * that is being rendered in the background. It is used in different effects,
  6695. * such as applying postprocessing to a rendered image before displaying it
  6696. * on the screen.
  6697. *
  6698. * @augments EventDispatcher
  6699. */
  6700. class RenderTarget extends EventDispatcher {
  6701. /**
  6702. * Render target options.
  6703. *
  6704. * @typedef {Object} RenderTarget~Options
  6705. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6706. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6707. * @property {number} [minFilter=LinearFilter] - The min filter.
  6708. * @property {number} [format=RGBAFormat] - The texture format.
  6709. * @property {number} [type=UnsignedByteType] - The texture type.
  6710. * @property {?string} [internalFormat=null] - The texture's internal format.
  6711. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6712. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6713. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6714. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6715. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6716. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6717. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6718. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6719. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6720. * @property {number} [samples=0] - The MSAA samples count.
  6721. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6722. * @property {number} [depth=1] - The texture depth.
  6723. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6724. */
  6725. /**
  6726. * Constructs a new render target.
  6727. *
  6728. * @param {number} [width=1] - The width of the render target.
  6729. * @param {number} [height=1] - The height of the render target.
  6730. * @param {RenderTarget~Options} [options] - The configuration object.
  6731. */
  6732. constructor( width = 1, height = 1, options = {} ) {
  6733. super();
  6734. options = Object.assign( {
  6735. generateMipmaps: false,
  6736. internalFormat: null,
  6737. minFilter: LinearFilter,
  6738. depthBuffer: true,
  6739. stencilBuffer: false,
  6740. resolveDepthBuffer: true,
  6741. resolveStencilBuffer: true,
  6742. depthTexture: null,
  6743. samples: 0,
  6744. count: 1,
  6745. depth: 1,
  6746. multiview: false
  6747. }, options );
  6748. /**
  6749. * This flag can be used for type testing.
  6750. *
  6751. * @type {boolean}
  6752. * @readonly
  6753. * @default true
  6754. */
  6755. this.isRenderTarget = true;
  6756. /**
  6757. * The width of the render target.
  6758. *
  6759. * @type {number}
  6760. * @default 1
  6761. */
  6762. this.width = width;
  6763. /**
  6764. * The height of the render target.
  6765. *
  6766. * @type {number}
  6767. * @default 1
  6768. */
  6769. this.height = height;
  6770. /**
  6771. * The depth of the render target.
  6772. *
  6773. * @type {number}
  6774. * @default 1
  6775. */
  6776. this.depth = options.depth;
  6777. /**
  6778. * A rectangular area inside the render target's viewport. Fragments that are
  6779. * outside the area will be discarded.
  6780. *
  6781. * @type {Vector4}
  6782. * @default (0,0,width,height)
  6783. */
  6784. this.scissor = new Vector4( 0, 0, width, height );
  6785. /**
  6786. * Indicates whether the scissor test should be enabled when rendering into
  6787. * this render target or not.
  6788. *
  6789. * @type {boolean}
  6790. * @default false
  6791. */
  6792. this.scissorTest = false;
  6793. /**
  6794. * A rectangular area representing the render target's viewport.
  6795. *
  6796. * @type {Vector4}
  6797. * @default (0,0,width,height)
  6798. */
  6799. this.viewport = new Vector4( 0, 0, width, height );
  6800. const image = { width: width, height: height, depth: options.depth };
  6801. const texture = new Texture( image );
  6802. /**
  6803. * An array of textures. Each color attachment is represented as a separate texture.
  6804. * Has at least a single entry for the default color attachment.
  6805. *
  6806. * @type {Array<Texture>}
  6807. */
  6808. this.textures = [];
  6809. const count = options.count;
  6810. for ( let i = 0; i < count; i ++ ) {
  6811. this.textures[ i ] = texture.clone();
  6812. this.textures[ i ].isRenderTargetTexture = true;
  6813. this.textures[ i ].renderTarget = this;
  6814. }
  6815. this._setTextureOptions( options );
  6816. /**
  6817. * Whether to allocate a depth buffer or not.
  6818. *
  6819. * @type {boolean}
  6820. * @default true
  6821. */
  6822. this.depthBuffer = options.depthBuffer;
  6823. /**
  6824. * Whether to allocate a stencil buffer or not.
  6825. *
  6826. * @type {boolean}
  6827. * @default false
  6828. */
  6829. this.stencilBuffer = options.stencilBuffer;
  6830. /**
  6831. * Whether to resolve the depth buffer or not.
  6832. *
  6833. * @type {boolean}
  6834. * @default true
  6835. */
  6836. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6837. /**
  6838. * Whether to resolve the stencil buffer or not.
  6839. *
  6840. * @type {boolean}
  6841. * @default true
  6842. */
  6843. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6844. this._depthTexture = null;
  6845. this.depthTexture = options.depthTexture;
  6846. /**
  6847. * The number of MSAA samples.
  6848. *
  6849. * A value of `0` disables MSAA.
  6850. *
  6851. * @type {number}
  6852. * @default 0
  6853. */
  6854. this.samples = options.samples;
  6855. /**
  6856. * Whether to this target is used in multiview rendering.
  6857. *
  6858. * @type {boolean}
  6859. * @default false
  6860. */
  6861. this.multiview = options.multiview;
  6862. }
  6863. _setTextureOptions( options = {} ) {
  6864. const values = {
  6865. minFilter: LinearFilter,
  6866. generateMipmaps: false,
  6867. flipY: false,
  6868. internalFormat: null
  6869. };
  6870. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6871. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6872. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6873. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6874. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6875. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6876. if ( options.format !== undefined ) values.format = options.format;
  6877. if ( options.type !== undefined ) values.type = options.type;
  6878. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6879. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6880. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6881. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6882. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6883. for ( let i = 0; i < this.textures.length; i ++ ) {
  6884. const texture = this.textures[ i ];
  6885. texture.setValues( values );
  6886. }
  6887. }
  6888. /**
  6889. * The texture representing the default color attachment.
  6890. *
  6891. * @type {Texture}
  6892. */
  6893. get texture() {
  6894. return this.textures[ 0 ];
  6895. }
  6896. set texture( value ) {
  6897. this.textures[ 0 ] = value;
  6898. }
  6899. set depthTexture( current ) {
  6900. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  6901. if ( current !== null ) current.renderTarget = this;
  6902. this._depthTexture = current;
  6903. }
  6904. /**
  6905. * Instead of saving the depth in a renderbuffer, a texture
  6906. * can be used instead which is useful for further processing
  6907. * e.g. in context of post-processing.
  6908. *
  6909. * @type {?DepthTexture}
  6910. * @default null
  6911. */
  6912. get depthTexture() {
  6913. return this._depthTexture;
  6914. }
  6915. /**
  6916. * Sets the size of this render target.
  6917. *
  6918. * @param {number} width - The width.
  6919. * @param {number} height - The height.
  6920. * @param {number} [depth=1] - The depth.
  6921. */
  6922. setSize( width, height, depth = 1 ) {
  6923. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  6924. this.width = width;
  6925. this.height = height;
  6926. this.depth = depth;
  6927. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  6928. this.textures[ i ].image.width = width;
  6929. this.textures[ i ].image.height = height;
  6930. this.textures[ i ].image.depth = depth;
  6931. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  6932. }
  6933. this.dispose();
  6934. }
  6935. this.viewport.set( 0, 0, width, height );
  6936. this.scissor.set( 0, 0, width, height );
  6937. }
  6938. /**
  6939. * Returns a new render target with copied values from this instance.
  6940. *
  6941. * @return {RenderTarget} A clone of this instance.
  6942. */
  6943. clone() {
  6944. return new this.constructor().copy( this );
  6945. }
  6946. /**
  6947. * Copies the settings of the given render target. This is a structural copy so
  6948. * no resources are shared between render targets after the copy. That includes
  6949. * all MRT textures and the depth texture.
  6950. *
  6951. * @param {RenderTarget} source - The render target to copy.
  6952. * @return {RenderTarget} A reference to this instance.
  6953. */
  6954. copy( source ) {
  6955. this.width = source.width;
  6956. this.height = source.height;
  6957. this.depth = source.depth;
  6958. this.scissor.copy( source.scissor );
  6959. this.scissorTest = source.scissorTest;
  6960. this.viewport.copy( source.viewport );
  6961. this.textures.length = 0;
  6962. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  6963. this.textures[ i ] = source.textures[ i ].clone();
  6964. this.textures[ i ].isRenderTargetTexture = true;
  6965. this.textures[ i ].renderTarget = this;
  6966. // ensure image object is not shared, see #20328
  6967. const image = Object.assign( {}, source.textures[ i ].image );
  6968. this.textures[ i ].source = new Source( image );
  6969. }
  6970. this.depthBuffer = source.depthBuffer;
  6971. this.stencilBuffer = source.stencilBuffer;
  6972. this.resolveDepthBuffer = source.resolveDepthBuffer;
  6973. this.resolveStencilBuffer = source.resolveStencilBuffer;
  6974. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  6975. this.samples = source.samples;
  6976. return this;
  6977. }
  6978. /**
  6979. * Frees the GPU-related resources allocated by this instance. Call this
  6980. * method whenever this instance is no longer used in your app.
  6981. *
  6982. * @fires RenderTarget#dispose
  6983. */
  6984. dispose() {
  6985. this.dispatchEvent( { type: 'dispose' } );
  6986. }
  6987. }
  6988. /**
  6989. * A render target used in context of {@link WebGLRenderer}.
  6990. *
  6991. * @augments RenderTarget
  6992. */
  6993. class WebGLRenderTarget extends RenderTarget {
  6994. /**
  6995. * Constructs a new 3D render target.
  6996. *
  6997. * @param {number} [width=1] - The width of the render target.
  6998. * @param {number} [height=1] - The height of the render target.
  6999. * @param {RenderTarget~Options} [options] - The configuration object.
  7000. */
  7001. constructor( width = 1, height = 1, options = {} ) {
  7002. super( width, height, options );
  7003. /**
  7004. * This flag can be used for type testing.
  7005. *
  7006. * @type {boolean}
  7007. * @readonly
  7008. * @default true
  7009. */
  7010. this.isWebGLRenderTarget = true;
  7011. }
  7012. }
  7013. /**
  7014. * Creates an array of textures directly from raw buffer data.
  7015. *
  7016. * @augments Texture
  7017. */
  7018. class DataArrayTexture extends Texture {
  7019. /**
  7020. * Constructs a new data array texture.
  7021. *
  7022. * @param {?TypedArray} [data=null] - The buffer data.
  7023. * @param {number} [width=1] - The width of the texture.
  7024. * @param {number} [height=1] - The height of the texture.
  7025. * @param {number} [depth=1] - The depth of the texture.
  7026. */
  7027. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7028. super( null );
  7029. /**
  7030. * This flag can be used for type testing.
  7031. *
  7032. * @type {boolean}
  7033. * @readonly
  7034. * @default true
  7035. */
  7036. this.isDataArrayTexture = true;
  7037. /**
  7038. * The image definition of a data texture.
  7039. *
  7040. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7041. */
  7042. this.image = { data, width, height, depth };
  7043. /**
  7044. * How the texture is sampled when a texel covers more than one pixel.
  7045. *
  7046. * Overwritten and set to `NearestFilter` by default.
  7047. *
  7048. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7049. * @default NearestFilter
  7050. */
  7051. this.magFilter = NearestFilter;
  7052. /**
  7053. * How the texture is sampled when a texel covers less than one pixel.
  7054. *
  7055. * Overwritten and set to `NearestFilter` by default.
  7056. *
  7057. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7058. * @default NearestFilter
  7059. */
  7060. this.minFilter = NearestFilter;
  7061. /**
  7062. * This defines how the texture is wrapped in the depth and corresponds to
  7063. * *W* in UVW mapping.
  7064. *
  7065. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7066. * @default ClampToEdgeWrapping
  7067. */
  7068. this.wrapR = ClampToEdgeWrapping;
  7069. /**
  7070. * Whether to generate mipmaps (if possible) for a texture.
  7071. *
  7072. * Overwritten and set to `false` by default.
  7073. *
  7074. * @type {boolean}
  7075. * @default false
  7076. */
  7077. this.generateMipmaps = false;
  7078. /**
  7079. * If set to `true`, the texture is flipped along the vertical axis when
  7080. * uploaded to the GPU.
  7081. *
  7082. * Overwritten and set to `false` by default.
  7083. *
  7084. * @type {boolean}
  7085. * @default false
  7086. */
  7087. this.flipY = false;
  7088. /**
  7089. * Specifies the alignment requirements for the start of each pixel row in memory.
  7090. *
  7091. * Overwritten and set to `1` by default.
  7092. *
  7093. * @type {boolean}
  7094. * @default 1
  7095. */
  7096. this.unpackAlignment = 1;
  7097. /**
  7098. * A set of all layers which need to be updated in the texture.
  7099. *
  7100. * @type {Set<number>}
  7101. */
  7102. this.layerUpdates = new Set();
  7103. }
  7104. /**
  7105. * Describes that a specific layer of the texture needs to be updated.
  7106. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7107. * entire data texture array is sent to the GPU. Marking specific
  7108. * layers will only transmit subsets of all mipmaps associated with a
  7109. * specific depth in the array which is often much more performant.
  7110. *
  7111. * @param {number} layerIndex - The layer index that should be updated.
  7112. */
  7113. addLayerUpdate( layerIndex ) {
  7114. this.layerUpdates.add( layerIndex );
  7115. }
  7116. /**
  7117. * Resets the layer updates registry.
  7118. */
  7119. clearLayerUpdates() {
  7120. this.layerUpdates.clear();
  7121. }
  7122. }
  7123. /**
  7124. * An array render target used in context of {@link WebGLRenderer}.
  7125. *
  7126. * @augments WebGLRenderTarget
  7127. */
  7128. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7129. /**
  7130. * Constructs a new array render target.
  7131. *
  7132. * @param {number} [width=1] - The width of the render target.
  7133. * @param {number} [height=1] - The height of the render target.
  7134. * @param {number} [depth=1] - The height of the render target.
  7135. * @param {RenderTarget~Options} [options] - The configuration object.
  7136. */
  7137. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7138. super( width, height, options );
  7139. /**
  7140. * This flag can be used for type testing.
  7141. *
  7142. * @type {boolean}
  7143. * @readonly
  7144. * @default true
  7145. */
  7146. this.isWebGLArrayRenderTarget = true;
  7147. this.depth = depth;
  7148. /**
  7149. * Overwritten with a different texture type.
  7150. *
  7151. * @type {DataArrayTexture}
  7152. */
  7153. this.texture = new DataArrayTexture( null, width, height, depth );
  7154. this._setTextureOptions( options );
  7155. this.texture.isRenderTargetTexture = true;
  7156. }
  7157. }
  7158. /**
  7159. * Creates a three-dimensional texture from raw data, with parameters to
  7160. * divide it into width, height, and depth.
  7161. *
  7162. * @augments Texture
  7163. */
  7164. class Data3DTexture extends Texture {
  7165. /**
  7166. * Constructs a new data array texture.
  7167. *
  7168. * @param {?TypedArray} [data=null] - The buffer data.
  7169. * @param {number} [width=1] - The width of the texture.
  7170. * @param {number} [height=1] - The height of the texture.
  7171. * @param {number} [depth=1] - The depth of the texture.
  7172. */
  7173. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7174. // We're going to add .setXXX() methods for setting properties later.
  7175. // Users can still set in Data3DTexture directly.
  7176. //
  7177. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7178. // texture.anisotropy = 16;
  7179. //
  7180. // See #14839
  7181. super( null );
  7182. /**
  7183. * This flag can be used for type testing.
  7184. *
  7185. * @type {boolean}
  7186. * @readonly
  7187. * @default true
  7188. */
  7189. this.isData3DTexture = true;
  7190. /**
  7191. * The image definition of a data texture.
  7192. *
  7193. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7194. */
  7195. this.image = { data, width, height, depth };
  7196. /**
  7197. * How the texture is sampled when a texel covers more than one pixel.
  7198. *
  7199. * Overwritten and set to `NearestFilter` by default.
  7200. *
  7201. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7202. * @default NearestFilter
  7203. */
  7204. this.magFilter = NearestFilter;
  7205. /**
  7206. * How the texture is sampled when a texel covers less than one pixel.
  7207. *
  7208. * Overwritten and set to `NearestFilter` by default.
  7209. *
  7210. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7211. * @default NearestFilter
  7212. */
  7213. this.minFilter = NearestFilter;
  7214. /**
  7215. * This defines how the texture is wrapped in the depth and corresponds to
  7216. * *W* in UVW mapping.
  7217. *
  7218. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7219. * @default ClampToEdgeWrapping
  7220. */
  7221. this.wrapR = ClampToEdgeWrapping;
  7222. /**
  7223. * Whether to generate mipmaps (if possible) for a texture.
  7224. *
  7225. * Overwritten and set to `false` by default.
  7226. *
  7227. * @type {boolean}
  7228. * @default false
  7229. */
  7230. this.generateMipmaps = false;
  7231. /**
  7232. * If set to `true`, the texture is flipped along the vertical axis when
  7233. * uploaded to the GPU.
  7234. *
  7235. * Overwritten and set to `false` by default.
  7236. *
  7237. * @type {boolean}
  7238. * @default false
  7239. */
  7240. this.flipY = false;
  7241. /**
  7242. * Specifies the alignment requirements for the start of each pixel row in memory.
  7243. *
  7244. * Overwritten and set to `1` by default.
  7245. *
  7246. * @type {boolean}
  7247. * @default 1
  7248. */
  7249. this.unpackAlignment = 1;
  7250. }
  7251. }
  7252. /**
  7253. * A 3D render target used in context of {@link WebGLRenderer}.
  7254. *
  7255. * @augments WebGLRenderTarget
  7256. */
  7257. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7258. /**
  7259. * Constructs a new 3D render target.
  7260. *
  7261. * @param {number} [width=1] - The width of the render target.
  7262. * @param {number} [height=1] - The height of the render target.
  7263. * @param {number} [depth=1] - The height of the render target.
  7264. * @param {RenderTarget~Options} [options] - The configuration object.
  7265. */
  7266. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7267. super( width, height, options );
  7268. /**
  7269. * This flag can be used for type testing.
  7270. *
  7271. * @type {boolean}
  7272. * @readonly
  7273. * @default true
  7274. */
  7275. this.isWebGL3DRenderTarget = true;
  7276. this.depth = depth;
  7277. /**
  7278. * Overwritten with a different texture type.
  7279. *
  7280. * @type {Data3DTexture}
  7281. */
  7282. this.texture = new Data3DTexture( null, width, height, depth );
  7283. this._setTextureOptions( options );
  7284. this.texture.isRenderTargetTexture = true;
  7285. }
  7286. }
  7287. /**
  7288. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7289. */
  7290. class Box3 {
  7291. /**
  7292. * Constructs a new bounding box.
  7293. *
  7294. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7295. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7296. */
  7297. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7298. /**
  7299. * This flag can be used for type testing.
  7300. *
  7301. * @type {boolean}
  7302. * @readonly
  7303. * @default true
  7304. */
  7305. this.isBox3 = true;
  7306. /**
  7307. * The lower boundary of the box.
  7308. *
  7309. * @type {Vector3}
  7310. */
  7311. this.min = min;
  7312. /**
  7313. * The upper boundary of the box.
  7314. *
  7315. * @type {Vector3}
  7316. */
  7317. this.max = max;
  7318. }
  7319. /**
  7320. * Sets the lower and upper boundaries of this box.
  7321. * Please note that this method only copies the values from the given objects.
  7322. *
  7323. * @param {Vector3} min - The lower boundary of the box.
  7324. * @param {Vector3} max - The upper boundary of the box.
  7325. * @return {Box3} A reference to this bounding box.
  7326. */
  7327. set( min, max ) {
  7328. this.min.copy( min );
  7329. this.max.copy( max );
  7330. return this;
  7331. }
  7332. /**
  7333. * Sets the upper and lower bounds of this box so it encloses the position data
  7334. * in the given array.
  7335. *
  7336. * @param {Array<number>} array - An array holding 3D position data.
  7337. * @return {Box3} A reference to this bounding box.
  7338. */
  7339. setFromArray( array ) {
  7340. this.makeEmpty();
  7341. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7342. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7343. }
  7344. return this;
  7345. }
  7346. /**
  7347. * Sets the upper and lower bounds of this box so it encloses the position data
  7348. * in the given buffer attribute.
  7349. *
  7350. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7351. * @return {Box3} A reference to this bounding box.
  7352. */
  7353. setFromBufferAttribute( attribute ) {
  7354. this.makeEmpty();
  7355. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7356. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7357. }
  7358. return this;
  7359. }
  7360. /**
  7361. * Sets the upper and lower bounds of this box so it encloses the position data
  7362. * in the given array.
  7363. *
  7364. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7365. * @return {Box3} A reference to this bounding box.
  7366. */
  7367. setFromPoints( points ) {
  7368. this.makeEmpty();
  7369. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7370. this.expandByPoint( points[ i ] );
  7371. }
  7372. return this;
  7373. }
  7374. /**
  7375. * Centers this box on the given center vector and sets this box's width, height and
  7376. * depth to the given size values.
  7377. *
  7378. * @param {Vector3} center - The center of the box.
  7379. * @param {Vector3} size - The x, y and z dimensions of the box.
  7380. * @return {Box3} A reference to this bounding box.
  7381. */
  7382. setFromCenterAndSize( center, size ) {
  7383. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7384. this.min.copy( center ).sub( halfSize );
  7385. this.max.copy( center ).add( halfSize );
  7386. return this;
  7387. }
  7388. /**
  7389. * Computes the world-axis-aligned bounding box for the given 3D object
  7390. * (including its children), accounting for the object's, and children's,
  7391. * world transforms. The function may result in a larger box than strictly necessary.
  7392. *
  7393. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7394. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7395. * world-axis-aligned bounding box at the expense of more computation.
  7396. * @return {Box3} A reference to this bounding box.
  7397. */
  7398. setFromObject( object, precise = false ) {
  7399. this.makeEmpty();
  7400. return this.expandByObject( object, precise );
  7401. }
  7402. /**
  7403. * Returns a new box with copied values from this instance.
  7404. *
  7405. * @return {Box3} A clone of this instance.
  7406. */
  7407. clone() {
  7408. return new this.constructor().copy( this );
  7409. }
  7410. /**
  7411. * Copies the values of the given box to this instance.
  7412. *
  7413. * @param {Box3} box - The box to copy.
  7414. * @return {Box3} A reference to this bounding box.
  7415. */
  7416. copy( box ) {
  7417. this.min.copy( box.min );
  7418. this.max.copy( box.max );
  7419. return this;
  7420. }
  7421. /**
  7422. * Makes this box empty which means in encloses a zero space in 3D.
  7423. *
  7424. * @return {Box3} A reference to this bounding box.
  7425. */
  7426. makeEmpty() {
  7427. this.min.x = this.min.y = this.min.z = + Infinity;
  7428. this.max.x = this.max.y = this.max.z = - Infinity;
  7429. return this;
  7430. }
  7431. /**
  7432. * Returns true if this box includes zero points within its bounds.
  7433. * Note that a box with equal lower and upper bounds still includes one
  7434. * point, the one both bounds share.
  7435. *
  7436. * @return {boolean} Whether this box is empty or not.
  7437. */
  7438. isEmpty() {
  7439. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7440. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7441. }
  7442. /**
  7443. * Returns the center point of this box.
  7444. *
  7445. * @param {Vector3} target - The target vector that is used to store the method's result.
  7446. * @return {Vector3} The center point.
  7447. */
  7448. getCenter( target ) {
  7449. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7450. }
  7451. /**
  7452. * Returns the dimensions of this box.
  7453. *
  7454. * @param {Vector3} target - The target vector that is used to store the method's result.
  7455. * @return {Vector3} The size.
  7456. */
  7457. getSize( target ) {
  7458. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7459. }
  7460. /**
  7461. * Expands the boundaries of this box to include the given point.
  7462. *
  7463. * @param {Vector3} point - The point that should be included by the bounding box.
  7464. * @return {Box3} A reference to this bounding box.
  7465. */
  7466. expandByPoint( point ) {
  7467. this.min.min( point );
  7468. this.max.max( point );
  7469. return this;
  7470. }
  7471. /**
  7472. * Expands this box equilaterally by the given vector. The width of this
  7473. * box will be expanded by the x component of the vector in both
  7474. * directions. The height of this box will be expanded by the y component of
  7475. * the vector in both directions. The depth of this box will be
  7476. * expanded by the z component of the vector in both directions.
  7477. *
  7478. * @param {Vector3} vector - The vector that should expand the bounding box.
  7479. * @return {Box3} A reference to this bounding box.
  7480. */
  7481. expandByVector( vector ) {
  7482. this.min.sub( vector );
  7483. this.max.add( vector );
  7484. return this;
  7485. }
  7486. /**
  7487. * Expands each dimension of the box by the given scalar. If negative, the
  7488. * dimensions of the box will be contracted.
  7489. *
  7490. * @param {number} scalar - The scalar value that should expand the bounding box.
  7491. * @return {Box3} A reference to this bounding box.
  7492. */
  7493. expandByScalar( scalar ) {
  7494. this.min.addScalar( - scalar );
  7495. this.max.addScalar( scalar );
  7496. return this;
  7497. }
  7498. /**
  7499. * Expands the boundaries of this box to include the given 3D object and
  7500. * its children, accounting for the object's, and children's, world
  7501. * transforms. The function may result in a larger box than strictly
  7502. * necessary (unless the precise parameter is set to true).
  7503. *
  7504. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7505. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7506. * as little as necessary at the expense of more computation.
  7507. * @return {Box3} A reference to this bounding box.
  7508. */
  7509. expandByObject( object, precise = false ) {
  7510. // Computes the world-axis-aligned bounding box of an object (including its children),
  7511. // accounting for both the object's, and children's, world transforms
  7512. object.updateWorldMatrix( false, false );
  7513. const geometry = object.geometry;
  7514. if ( geometry !== undefined ) {
  7515. const positionAttribute = geometry.getAttribute( 'position' );
  7516. // precise AABB computation based on vertex data requires at least a position attribute.
  7517. // instancing isn't supported so far and uses the normal (conservative) code path.
  7518. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7519. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7520. if ( object.isMesh === true ) {
  7521. object.getVertexPosition( i, _vector$b );
  7522. } else {
  7523. _vector$b.fromBufferAttribute( positionAttribute, i );
  7524. }
  7525. _vector$b.applyMatrix4( object.matrixWorld );
  7526. this.expandByPoint( _vector$b );
  7527. }
  7528. } else {
  7529. if ( object.boundingBox !== undefined ) {
  7530. // object-level bounding box
  7531. if ( object.boundingBox === null ) {
  7532. object.computeBoundingBox();
  7533. }
  7534. _box$4.copy( object.boundingBox );
  7535. } else {
  7536. // geometry-level bounding box
  7537. if ( geometry.boundingBox === null ) {
  7538. geometry.computeBoundingBox();
  7539. }
  7540. _box$4.copy( geometry.boundingBox );
  7541. }
  7542. _box$4.applyMatrix4( object.matrixWorld );
  7543. this.union( _box$4 );
  7544. }
  7545. }
  7546. const children = object.children;
  7547. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7548. this.expandByObject( children[ i ], precise );
  7549. }
  7550. return this;
  7551. }
  7552. /**
  7553. * Returns `true` if the given point lies within or on the boundaries of this box.
  7554. *
  7555. * @param {Vector3} point - The point to test.
  7556. * @return {boolean} Whether the bounding box contains the given point or not.
  7557. */
  7558. containsPoint( point ) {
  7559. return point.x >= this.min.x && point.x <= this.max.x &&
  7560. point.y >= this.min.y && point.y <= this.max.y &&
  7561. point.z >= this.min.z && point.z <= this.max.z;
  7562. }
  7563. /**
  7564. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7565. * If this box and the given one are identical, this function also returns `true`.
  7566. *
  7567. * @param {Box3} box - The bounding box to test.
  7568. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7569. */
  7570. containsBox( box ) {
  7571. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7572. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7573. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7574. }
  7575. /**
  7576. * Returns a point as a proportion of this box's width, height and depth.
  7577. *
  7578. * @param {Vector3} point - A point in 3D space.
  7579. * @param {Vector3} target - The target vector that is used to store the method's result.
  7580. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7581. */
  7582. getParameter( point, target ) {
  7583. // This can potentially have a divide by zero if the box
  7584. // has a size dimension of 0.
  7585. return target.set(
  7586. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7587. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7588. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7589. );
  7590. }
  7591. /**
  7592. * Returns `true` if the given bounding box intersects with this bounding box.
  7593. *
  7594. * @param {Box3} box - The bounding box to test.
  7595. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7596. */
  7597. intersectsBox( box ) {
  7598. // using 6 splitting planes to rule out intersections.
  7599. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7600. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7601. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7602. }
  7603. /**
  7604. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7605. *
  7606. * @param {Sphere} sphere - The bounding sphere to test.
  7607. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7608. */
  7609. intersectsSphere( sphere ) {
  7610. // Find the point on the AABB closest to the sphere center.
  7611. this.clampPoint( sphere.center, _vector$b );
  7612. // If that point is inside the sphere, the AABB and sphere intersect.
  7613. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7614. }
  7615. /**
  7616. * Returns `true` if the given plane intersects with this bounding box.
  7617. *
  7618. * @param {Plane} plane - The plane to test.
  7619. * @return {boolean} Whether the given plane intersects with this bounding box.
  7620. */
  7621. intersectsPlane( plane ) {
  7622. // We compute the minimum and maximum dot product values. If those values
  7623. // are on the same side (back or front) of the plane, then there is no intersection.
  7624. let min, max;
  7625. if ( plane.normal.x > 0 ) {
  7626. min = plane.normal.x * this.min.x;
  7627. max = plane.normal.x * this.max.x;
  7628. } else {
  7629. min = plane.normal.x * this.max.x;
  7630. max = plane.normal.x * this.min.x;
  7631. }
  7632. if ( plane.normal.y > 0 ) {
  7633. min += plane.normal.y * this.min.y;
  7634. max += plane.normal.y * this.max.y;
  7635. } else {
  7636. min += plane.normal.y * this.max.y;
  7637. max += plane.normal.y * this.min.y;
  7638. }
  7639. if ( plane.normal.z > 0 ) {
  7640. min += plane.normal.z * this.min.z;
  7641. max += plane.normal.z * this.max.z;
  7642. } else {
  7643. min += plane.normal.z * this.max.z;
  7644. max += plane.normal.z * this.min.z;
  7645. }
  7646. return ( min <= - plane.constant && max >= - plane.constant );
  7647. }
  7648. /**
  7649. * Returns `true` if the given triangle intersects with this bounding box.
  7650. *
  7651. * @param {Triangle} triangle - The triangle to test.
  7652. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7653. */
  7654. intersectsTriangle( triangle ) {
  7655. if ( this.isEmpty() ) {
  7656. return false;
  7657. }
  7658. // compute box center and extents
  7659. this.getCenter( _center );
  7660. _extents.subVectors( this.max, _center );
  7661. // translate triangle to aabb origin
  7662. _v0$2.subVectors( triangle.a, _center );
  7663. _v1$7.subVectors( triangle.b, _center );
  7664. _v2$4.subVectors( triangle.c, _center );
  7665. // compute edge vectors for triangle
  7666. _f0.subVectors( _v1$7, _v0$2 );
  7667. _f1.subVectors( _v2$4, _v1$7 );
  7668. _f2.subVectors( _v0$2, _v2$4 );
  7669. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7670. // 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
  7671. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7672. let axes = [
  7673. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7674. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7675. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7676. ];
  7677. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7678. return false;
  7679. }
  7680. // test 3 face normals from the aabb
  7681. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7682. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7683. return false;
  7684. }
  7685. // finally testing the face normal of the triangle
  7686. // use already existing triangle edge vectors here
  7687. _triangleNormal.crossVectors( _f0, _f1 );
  7688. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7689. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7690. }
  7691. /**
  7692. * Clamps the given point within the bounds of this box.
  7693. *
  7694. * @param {Vector3} point - The point to clamp.
  7695. * @param {Vector3} target - The target vector that is used to store the method's result.
  7696. * @return {Vector3} The clamped point.
  7697. */
  7698. clampPoint( point, target ) {
  7699. return target.copy( point ).clamp( this.min, this.max );
  7700. }
  7701. /**
  7702. * Returns the euclidean distance from any edge of this box to the specified point. If
  7703. * the given point lies inside of this box, the distance will be `0`.
  7704. *
  7705. * @param {Vector3} point - The point to compute the distance to.
  7706. * @return {number} The euclidean distance.
  7707. */
  7708. distanceToPoint( point ) {
  7709. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7710. }
  7711. /**
  7712. * Returns a bounding sphere that encloses this bounding box.
  7713. *
  7714. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7715. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7716. */
  7717. getBoundingSphere( target ) {
  7718. if ( this.isEmpty() ) {
  7719. target.makeEmpty();
  7720. } else {
  7721. this.getCenter( target.center );
  7722. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7723. }
  7724. return target;
  7725. }
  7726. /**
  7727. * Computes the intersection of this bounding box and the given one, setting the upper
  7728. * bound of this box to the lesser of the two boxes' upper bounds and the
  7729. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7730. * there's no overlap, makes this box empty.
  7731. *
  7732. * @param {Box3} box - The bounding box to intersect with.
  7733. * @return {Box3} A reference to this bounding box.
  7734. */
  7735. intersect( box ) {
  7736. this.min.max( box.min );
  7737. this.max.min( box.max );
  7738. // 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.
  7739. if ( this.isEmpty() ) this.makeEmpty();
  7740. return this;
  7741. }
  7742. /**
  7743. * Computes the union of this box and another and the given one, setting the upper
  7744. * bound of this box to the greater of the two boxes' upper bounds and the
  7745. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7746. *
  7747. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7748. * @return {Box3} A reference to this bounding box.
  7749. */
  7750. union( box ) {
  7751. this.min.min( box.min );
  7752. this.max.max( box.max );
  7753. return this;
  7754. }
  7755. /**
  7756. * Transforms this bounding box by the given 4x4 transformation matrix.
  7757. *
  7758. * @param {Matrix4} matrix - The transformation matrix.
  7759. * @return {Box3} A reference to this bounding box.
  7760. */
  7761. applyMatrix4( matrix ) {
  7762. // transform of empty box is an empty box.
  7763. if ( this.isEmpty() ) return this;
  7764. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7765. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7766. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7767. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7768. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7769. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7770. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7771. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7772. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7773. this.setFromPoints( _points );
  7774. return this;
  7775. }
  7776. /**
  7777. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7778. * effectively moving it in 3D space.
  7779. *
  7780. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7781. * @return {Box3} A reference to this bounding box.
  7782. */
  7783. translate( offset ) {
  7784. this.min.add( offset );
  7785. this.max.add( offset );
  7786. return this;
  7787. }
  7788. /**
  7789. * Returns `true` if this bounding box is equal with the given one.
  7790. *
  7791. * @param {Box3} box - The box to test for equality.
  7792. * @return {boolean} Whether this bounding box is equal with the given one.
  7793. */
  7794. equals( box ) {
  7795. return box.min.equals( this.min ) && box.max.equals( this.max );
  7796. }
  7797. /**
  7798. * Returns a serialized structure of the bounding box.
  7799. *
  7800. * @return {Object} Serialized structure with fields representing the object state.
  7801. */
  7802. toJSON() {
  7803. return {
  7804. min: this.min.toArray(),
  7805. max: this.max.toArray()
  7806. };
  7807. }
  7808. /**
  7809. * Returns a serialized structure of the bounding box.
  7810. *
  7811. * @param {Object} json - The serialized json to set the box from.
  7812. * @return {Box3} A reference to this bounding box.
  7813. */
  7814. fromJSON( json ) {
  7815. this.min.fromArray( json.min );
  7816. this.max.fromArray( json.max );
  7817. return this;
  7818. }
  7819. }
  7820. const _points = [
  7821. /*@__PURE__*/ new Vector3(),
  7822. /*@__PURE__*/ new Vector3(),
  7823. /*@__PURE__*/ new Vector3(),
  7824. /*@__PURE__*/ new Vector3(),
  7825. /*@__PURE__*/ new Vector3(),
  7826. /*@__PURE__*/ new Vector3(),
  7827. /*@__PURE__*/ new Vector3(),
  7828. /*@__PURE__*/ new Vector3()
  7829. ];
  7830. const _vector$b = /*@__PURE__*/ new Vector3();
  7831. const _box$4 = /*@__PURE__*/ new Box3();
  7832. // triangle centered vertices
  7833. const _v0$2 = /*@__PURE__*/ new Vector3();
  7834. const _v1$7 = /*@__PURE__*/ new Vector3();
  7835. const _v2$4 = /*@__PURE__*/ new Vector3();
  7836. // triangle edge vectors
  7837. const _f0 = /*@__PURE__*/ new Vector3();
  7838. const _f1 = /*@__PURE__*/ new Vector3();
  7839. const _f2 = /*@__PURE__*/ new Vector3();
  7840. const _center = /*@__PURE__*/ new Vector3();
  7841. const _extents = /*@__PURE__*/ new Vector3();
  7842. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7843. const _testAxis = /*@__PURE__*/ new Vector3();
  7844. function satForAxes( axes, v0, v1, v2, extents ) {
  7845. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7846. _testAxis.fromArray( axes, i );
  7847. // project the aabb onto the separating axis
  7848. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7849. // project all 3 vertices of the triangle onto the separating axis
  7850. const p0 = v0.dot( _testAxis );
  7851. const p1 = v1.dot( _testAxis );
  7852. const p2 = v2.dot( _testAxis );
  7853. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7854. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7855. // points of the projected triangle are outside the projected half-length of the aabb
  7856. // the axis is separating and we can exit
  7857. return false;
  7858. }
  7859. }
  7860. return true;
  7861. }
  7862. const _box$3 = /*@__PURE__*/ new Box3();
  7863. const _v1$6 = /*@__PURE__*/ new Vector3();
  7864. const _v2$3 = /*@__PURE__*/ new Vector3();
  7865. /**
  7866. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7867. * used as a Bounding Sphere for 3D objects.
  7868. */
  7869. class Sphere {
  7870. /**
  7871. * Constructs a new sphere.
  7872. *
  7873. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7874. * @param {number} [radius=-1] - The radius of the sphere.
  7875. */
  7876. constructor( center = new Vector3(), radius = -1 ) {
  7877. /**
  7878. * This flag can be used for type testing.
  7879. *
  7880. * @type {boolean}
  7881. * @readonly
  7882. * @default true
  7883. */
  7884. this.isSphere = true;
  7885. /**
  7886. * The center of the sphere
  7887. *
  7888. * @type {Vector3}
  7889. */
  7890. this.center = center;
  7891. /**
  7892. * The radius of the sphere.
  7893. *
  7894. * @type {number}
  7895. */
  7896. this.radius = radius;
  7897. }
  7898. /**
  7899. * Sets the sphere's components by copying the given values.
  7900. *
  7901. * @param {Vector3} center - The center.
  7902. * @param {number} radius - The radius.
  7903. * @return {Sphere} A reference to this sphere.
  7904. */
  7905. set( center, radius ) {
  7906. this.center.copy( center );
  7907. this.radius = radius;
  7908. return this;
  7909. }
  7910. /**
  7911. * Computes the minimum bounding sphere for list of points.
  7912. * If the optional center point is given, it is used as the sphere's
  7913. * center. Otherwise, the center of the axis-aligned bounding box
  7914. * encompassing the points is calculated.
  7915. *
  7916. * @param {Array<Vector3>} points - A list of points in 3D space.
  7917. * @param {Vector3} [optionalCenter] - The center of the sphere.
  7918. * @return {Sphere} A reference to this sphere.
  7919. */
  7920. setFromPoints( points, optionalCenter ) {
  7921. const center = this.center;
  7922. if ( optionalCenter !== undefined ) {
  7923. center.copy( optionalCenter );
  7924. } else {
  7925. _box$3.setFromPoints( points ).getCenter( center );
  7926. }
  7927. let maxRadiusSq = 0;
  7928. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7929. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  7930. }
  7931. this.radius = Math.sqrt( maxRadiusSq );
  7932. return this;
  7933. }
  7934. /**
  7935. * Copies the values of the given sphere to this instance.
  7936. *
  7937. * @param {Sphere} sphere - The sphere to copy.
  7938. * @return {Sphere} A reference to this sphere.
  7939. */
  7940. copy( sphere ) {
  7941. this.center.copy( sphere.center );
  7942. this.radius = sphere.radius;
  7943. return this;
  7944. }
  7945. /**
  7946. * Returns `true` if the sphere is empty (the radius set to a negative number).
  7947. *
  7948. * Spheres with a radius of `0` contain only their center point and are not
  7949. * considered to be empty.
  7950. *
  7951. * @return {boolean} Whether this sphere is empty or not.
  7952. */
  7953. isEmpty() {
  7954. return ( this.radius < 0 );
  7955. }
  7956. /**
  7957. * Makes this sphere empty which means in encloses a zero space in 3D.
  7958. *
  7959. * @return {Sphere} A reference to this sphere.
  7960. */
  7961. makeEmpty() {
  7962. this.center.set( 0, 0, 0 );
  7963. this.radius = -1;
  7964. return this;
  7965. }
  7966. /**
  7967. * Returns `true` if this sphere contains the given point inclusive of
  7968. * the surface of the sphere.
  7969. *
  7970. * @param {Vector3} point - The point to check.
  7971. * @return {boolean} Whether this sphere contains the given point or not.
  7972. */
  7973. containsPoint( point ) {
  7974. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  7975. }
  7976. /**
  7977. * Returns the closest distance from the boundary of the sphere to the
  7978. * given point. If the sphere contains the point, the distance will
  7979. * be negative.
  7980. *
  7981. * @param {Vector3} point - The point to compute the distance to.
  7982. * @return {number} The distance to the point.
  7983. */
  7984. distanceToPoint( point ) {
  7985. return ( point.distanceTo( this.center ) - this.radius );
  7986. }
  7987. /**
  7988. * Returns `true` if this sphere intersects with the given one.
  7989. *
  7990. * @param {Sphere} sphere - The sphere to test.
  7991. * @return {boolean} Whether this sphere intersects with the given one or not.
  7992. */
  7993. intersectsSphere( sphere ) {
  7994. const radiusSum = this.radius + sphere.radius;
  7995. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  7996. }
  7997. /**
  7998. * Returns `true` if this sphere intersects with the given box.
  7999. *
  8000. * @param {Box3} box - The box to test.
  8001. * @return {boolean} Whether this sphere intersects with the given box or not.
  8002. */
  8003. intersectsBox( box ) {
  8004. return box.intersectsSphere( this );
  8005. }
  8006. /**
  8007. * Returns `true` if this sphere intersects with the given plane.
  8008. *
  8009. * @param {Plane} plane - The plane to test.
  8010. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8011. */
  8012. intersectsPlane( plane ) {
  8013. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8014. }
  8015. /**
  8016. * Clamps a point within the sphere. If the point is outside the sphere, it
  8017. * will clamp it to the closest point on the edge of the sphere. Points
  8018. * already inside the sphere will not be affected.
  8019. *
  8020. * @param {Vector3} point - The plane to clamp.
  8021. * @param {Vector3} target - The target vector that is used to store the method's result.
  8022. * @return {Vector3} The clamped point.
  8023. */
  8024. clampPoint( point, target ) {
  8025. const deltaLengthSq = this.center.distanceToSquared( point );
  8026. target.copy( point );
  8027. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8028. target.sub( this.center ).normalize();
  8029. target.multiplyScalar( this.radius ).add( this.center );
  8030. }
  8031. return target;
  8032. }
  8033. /**
  8034. * Returns a bounding box that encloses this sphere.
  8035. *
  8036. * @param {Box3} target - The target box that is used to store the method's result.
  8037. * @return {Box3} The bounding box that encloses this sphere.
  8038. */
  8039. getBoundingBox( target ) {
  8040. if ( this.isEmpty() ) {
  8041. // Empty sphere produces empty bounding box
  8042. target.makeEmpty();
  8043. return target;
  8044. }
  8045. target.set( this.center, this.center );
  8046. target.expandByScalar( this.radius );
  8047. return target;
  8048. }
  8049. /**
  8050. * Transforms this sphere with the given 4x4 transformation matrix.
  8051. *
  8052. * @param {Matrix4} matrix - The transformation matrix.
  8053. * @return {Sphere} A reference to this sphere.
  8054. */
  8055. applyMatrix4( matrix ) {
  8056. this.center.applyMatrix4( matrix );
  8057. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8058. return this;
  8059. }
  8060. /**
  8061. * Translates the sphere's center by the given offset.
  8062. *
  8063. * @param {Vector3} offset - The offset.
  8064. * @return {Sphere} A reference to this sphere.
  8065. */
  8066. translate( offset ) {
  8067. this.center.add( offset );
  8068. return this;
  8069. }
  8070. /**
  8071. * Expands the boundaries of this sphere to include the given point.
  8072. *
  8073. * @param {Vector3} point - The point to include.
  8074. * @return {Sphere} A reference to this sphere.
  8075. */
  8076. expandByPoint( point ) {
  8077. if ( this.isEmpty() ) {
  8078. this.center.copy( point );
  8079. this.radius = 0;
  8080. return this;
  8081. }
  8082. _v1$6.subVectors( point, this.center );
  8083. const lengthSq = _v1$6.lengthSq();
  8084. if ( lengthSq > ( this.radius * this.radius ) ) {
  8085. // calculate the minimal sphere
  8086. const length = Math.sqrt( lengthSq );
  8087. const delta = ( length - this.radius ) * 0.5;
  8088. this.center.addScaledVector( _v1$6, delta / length );
  8089. this.radius += delta;
  8090. }
  8091. return this;
  8092. }
  8093. /**
  8094. * Expands this sphere to enclose both the original sphere and the given sphere.
  8095. *
  8096. * @param {Sphere} sphere - The sphere to include.
  8097. * @return {Sphere} A reference to this sphere.
  8098. */
  8099. union( sphere ) {
  8100. if ( sphere.isEmpty() ) {
  8101. return this;
  8102. }
  8103. if ( this.isEmpty() ) {
  8104. this.copy( sphere );
  8105. return this;
  8106. }
  8107. if ( this.center.equals( sphere.center ) === true ) {
  8108. this.radius = Math.max( this.radius, sphere.radius );
  8109. } else {
  8110. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8111. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8112. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8113. }
  8114. return this;
  8115. }
  8116. /**
  8117. * Returns `true` if this sphere is equal with the given one.
  8118. *
  8119. * @param {Sphere} sphere - The sphere to test for equality.
  8120. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8121. */
  8122. equals( sphere ) {
  8123. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8124. }
  8125. /**
  8126. * Returns a new sphere with copied values from this instance.
  8127. *
  8128. * @return {Sphere} A clone of this instance.
  8129. */
  8130. clone() {
  8131. return new this.constructor().copy( this );
  8132. }
  8133. /**
  8134. * Returns a serialized structure of the bounding sphere.
  8135. *
  8136. * @return {Object} Serialized structure with fields representing the object state.
  8137. */
  8138. toJSON() {
  8139. return {
  8140. radius: this.radius,
  8141. center: this.center.toArray()
  8142. };
  8143. }
  8144. /**
  8145. * Returns a serialized structure of the bounding sphere.
  8146. *
  8147. * @param {Object} json - The serialized json to set the sphere from.
  8148. * @return {Box3} A reference to this bounding sphere.
  8149. */
  8150. fromJSON( json ) {
  8151. this.radius = json.radius;
  8152. this.center.fromArray( json.center );
  8153. return this;
  8154. }
  8155. }
  8156. const _vector$a = /*@__PURE__*/ new Vector3();
  8157. const _segCenter = /*@__PURE__*/ new Vector3();
  8158. const _segDir = /*@__PURE__*/ new Vector3();
  8159. const _diff = /*@__PURE__*/ new Vector3();
  8160. const _edge1 = /*@__PURE__*/ new Vector3();
  8161. const _edge2 = /*@__PURE__*/ new Vector3();
  8162. const _normal$1 = /*@__PURE__*/ new Vector3();
  8163. /**
  8164. * A ray that emits from an origin in a certain direction. The class is used by
  8165. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8166. * mouse picking (working out what objects in the 3D space the mouse is over)
  8167. * amongst other things.
  8168. */
  8169. class Ray {
  8170. /**
  8171. * Constructs a new ray.
  8172. *
  8173. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8174. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8175. */
  8176. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8177. /**
  8178. * The origin of the ray.
  8179. *
  8180. * @type {Vector3}
  8181. */
  8182. this.origin = origin;
  8183. /**
  8184. * The (normalized) direction of the ray.
  8185. *
  8186. * @type {Vector3}
  8187. */
  8188. this.direction = direction;
  8189. }
  8190. /**
  8191. * Sets the ray's components by copying the given values.
  8192. *
  8193. * @param {Vector3} origin - The origin.
  8194. * @param {Vector3} direction - The direction.
  8195. * @return {Ray} A reference to this ray.
  8196. */
  8197. set( origin, direction ) {
  8198. this.origin.copy( origin );
  8199. this.direction.copy( direction );
  8200. return this;
  8201. }
  8202. /**
  8203. * Copies the values of the given ray to this instance.
  8204. *
  8205. * @param {Ray} ray - The ray to copy.
  8206. * @return {Ray} A reference to this ray.
  8207. */
  8208. copy( ray ) {
  8209. this.origin.copy( ray.origin );
  8210. this.direction.copy( ray.direction );
  8211. return this;
  8212. }
  8213. /**
  8214. * Returns a vector that is located at a given distance along this ray.
  8215. *
  8216. * @param {number} t - The distance along the ray to retrieve a position for.
  8217. * @param {Vector3} target - The target vector that is used to store the method's result.
  8218. * @return {Vector3} A position on the ray.
  8219. */
  8220. at( t, target ) {
  8221. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8222. }
  8223. /**
  8224. * Adjusts the direction of the ray to point at the given vector in world space.
  8225. *
  8226. * @param {Vector3} v - The target position.
  8227. * @return {Ray} A reference to this ray.
  8228. */
  8229. lookAt( v ) {
  8230. this.direction.copy( v ).sub( this.origin ).normalize();
  8231. return this;
  8232. }
  8233. /**
  8234. * Shift the origin of this ray along its direction by the given distance.
  8235. *
  8236. * @param {number} t - The distance along the ray to interpolate.
  8237. * @return {Ray} A reference to this ray.
  8238. */
  8239. recast( t ) {
  8240. this.origin.copy( this.at( t, _vector$a ) );
  8241. return this;
  8242. }
  8243. /**
  8244. * Returns the point along this ray that is closest to the given point.
  8245. *
  8246. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8247. * @param {Vector3} target - The target vector that is used to store the method's result.
  8248. * @return {Vector3} The closest point on this ray.
  8249. */
  8250. closestPointToPoint( point, target ) {
  8251. target.subVectors( point, this.origin );
  8252. const directionDistance = target.dot( this.direction );
  8253. if ( directionDistance < 0 ) {
  8254. return target.copy( this.origin );
  8255. }
  8256. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8257. }
  8258. /**
  8259. * Returns the distance of the closest approach between this ray and the given point.
  8260. *
  8261. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8262. * @return {number} The distance.
  8263. */
  8264. distanceToPoint( point ) {
  8265. return Math.sqrt( this.distanceSqToPoint( point ) );
  8266. }
  8267. /**
  8268. * Returns the squared distance of the closest approach between this ray and the given point.
  8269. *
  8270. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8271. * @return {number} The squared distance.
  8272. */
  8273. distanceSqToPoint( point ) {
  8274. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8275. // point behind the ray
  8276. if ( directionDistance < 0 ) {
  8277. return this.origin.distanceToSquared( point );
  8278. }
  8279. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8280. return _vector$a.distanceToSquared( point );
  8281. }
  8282. /**
  8283. * Returns the squared distance between this ray and the given line segment.
  8284. *
  8285. * @param {Vector3} v0 - The start point of the line segment.
  8286. * @param {Vector3} v1 - The end point of the line segment.
  8287. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8288. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8289. * @return {number} The squared distance.
  8290. */
  8291. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8292. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8293. // It returns the min distance between the ray and the segment
  8294. // defined by v0 and v1
  8295. // It can also set two optional targets :
  8296. // - The closest point on the ray
  8297. // - The closest point on the segment
  8298. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8299. _segDir.copy( v1 ).sub( v0 ).normalize();
  8300. _diff.copy( this.origin ).sub( _segCenter );
  8301. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8302. const a01 = - this.direction.dot( _segDir );
  8303. const b0 = _diff.dot( this.direction );
  8304. const b1 = - _diff.dot( _segDir );
  8305. const c = _diff.lengthSq();
  8306. const det = Math.abs( 1 - a01 * a01 );
  8307. let s0, s1, sqrDist, extDet;
  8308. if ( det > 0 ) {
  8309. // The ray and segment are not parallel.
  8310. s0 = a01 * b1 - b0;
  8311. s1 = a01 * b0 - b1;
  8312. extDet = segExtent * det;
  8313. if ( s0 >= 0 ) {
  8314. if ( s1 >= - extDet ) {
  8315. if ( s1 <= extDet ) {
  8316. // region 0
  8317. // Minimum at interior points of ray and segment.
  8318. const invDet = 1 / det;
  8319. s0 *= invDet;
  8320. s1 *= invDet;
  8321. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8322. } else {
  8323. // region 1
  8324. s1 = segExtent;
  8325. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8326. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8327. }
  8328. } else {
  8329. // region 5
  8330. s1 = - segExtent;
  8331. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8332. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8333. }
  8334. } else {
  8335. if ( s1 <= - extDet ) {
  8336. // region 4
  8337. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8338. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8339. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8340. } else if ( s1 <= extDet ) {
  8341. // region 3
  8342. s0 = 0;
  8343. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8344. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8345. } else {
  8346. // region 2
  8347. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8348. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8349. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8350. }
  8351. }
  8352. } else {
  8353. // Ray and segment are parallel.
  8354. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8355. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8356. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8357. }
  8358. if ( optionalPointOnRay ) {
  8359. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8360. }
  8361. if ( optionalPointOnSegment ) {
  8362. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8363. }
  8364. return sqrDist;
  8365. }
  8366. /**
  8367. * Intersects this ray with the given sphere, returning the intersection
  8368. * point or `null` if there is no intersection.
  8369. *
  8370. * @param {Sphere} sphere - The sphere to intersect.
  8371. * @param {Vector3} target - The target vector that is used to store the method's result.
  8372. * @return {?Vector3} The intersection point.
  8373. */
  8374. intersectSphere( sphere, target ) {
  8375. _vector$a.subVectors( sphere.center, this.origin );
  8376. const tca = _vector$a.dot( this.direction );
  8377. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8378. const radius2 = sphere.radius * sphere.radius;
  8379. if ( d2 > radius2 ) return null;
  8380. const thc = Math.sqrt( radius2 - d2 );
  8381. // t0 = first intersect point - entrance on front of sphere
  8382. const t0 = tca - thc;
  8383. // t1 = second intersect point - exit point on back of sphere
  8384. const t1 = tca + thc;
  8385. // test to see if t1 is behind the ray - if so, return null
  8386. if ( t1 < 0 ) return null;
  8387. // test to see if t0 is behind the ray:
  8388. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8389. // in order to always return an intersect point that is in front of the ray.
  8390. if ( t0 < 0 ) return this.at( t1, target );
  8391. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8392. return this.at( t0, target );
  8393. }
  8394. /**
  8395. * Returns `true` if this ray intersects with the given sphere.
  8396. *
  8397. * @param {Sphere} sphere - The sphere to intersect.
  8398. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8399. */
  8400. intersectsSphere( sphere ) {
  8401. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8402. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8403. }
  8404. /**
  8405. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8406. * does not intersect with the plane.
  8407. *
  8408. * @param {Plane} plane - The plane to compute the distance to.
  8409. * @return {?number} Whether this ray intersects with the given sphere or not.
  8410. */
  8411. distanceToPlane( plane ) {
  8412. const denominator = plane.normal.dot( this.direction );
  8413. if ( denominator === 0 ) {
  8414. // line is coplanar, return origin
  8415. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8416. return 0;
  8417. }
  8418. // Null is preferable to undefined since undefined means.... it is undefined
  8419. return null;
  8420. }
  8421. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8422. // Return if the ray never intersects the plane
  8423. return t >= 0 ? t : null;
  8424. }
  8425. /**
  8426. * Intersects this ray with the given plane, returning the intersection
  8427. * point or `null` if there is no intersection.
  8428. *
  8429. * @param {Plane} plane - The plane to intersect.
  8430. * @param {Vector3} target - The target vector that is used to store the method's result.
  8431. * @return {?Vector3} The intersection point.
  8432. */
  8433. intersectPlane( plane, target ) {
  8434. const t = this.distanceToPlane( plane );
  8435. if ( t === null ) {
  8436. return null;
  8437. }
  8438. return this.at( t, target );
  8439. }
  8440. /**
  8441. * Returns `true` if this ray intersects with the given plane.
  8442. *
  8443. * @param {Plane} plane - The plane to intersect.
  8444. * @return {boolean} Whether this ray intersects with the given plane or not.
  8445. */
  8446. intersectsPlane( plane ) {
  8447. // check if the ray lies on the plane first
  8448. const distToPoint = plane.distanceToPoint( this.origin );
  8449. if ( distToPoint === 0 ) {
  8450. return true;
  8451. }
  8452. const denominator = plane.normal.dot( this.direction );
  8453. if ( denominator * distToPoint < 0 ) {
  8454. return true;
  8455. }
  8456. // ray origin is behind the plane (and is pointing behind it)
  8457. return false;
  8458. }
  8459. /**
  8460. * Intersects this ray with the given bounding box, returning the intersection
  8461. * point or `null` if there is no intersection.
  8462. *
  8463. * @param {Box3} box - The box to intersect.
  8464. * @param {Vector3} target - The target vector that is used to store the method's result.
  8465. * @return {?Vector3} The intersection point.
  8466. */
  8467. intersectBox( box, target ) {
  8468. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8469. const invdirx = 1 / this.direction.x,
  8470. invdiry = 1 / this.direction.y,
  8471. invdirz = 1 / this.direction.z;
  8472. const origin = this.origin;
  8473. if ( invdirx >= 0 ) {
  8474. tmin = ( box.min.x - origin.x ) * invdirx;
  8475. tmax = ( box.max.x - origin.x ) * invdirx;
  8476. } else {
  8477. tmin = ( box.max.x - origin.x ) * invdirx;
  8478. tmax = ( box.min.x - origin.x ) * invdirx;
  8479. }
  8480. if ( invdiry >= 0 ) {
  8481. tymin = ( box.min.y - origin.y ) * invdiry;
  8482. tymax = ( box.max.y - origin.y ) * invdiry;
  8483. } else {
  8484. tymin = ( box.max.y - origin.y ) * invdiry;
  8485. tymax = ( box.min.y - origin.y ) * invdiry;
  8486. }
  8487. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8488. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8489. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8490. if ( invdirz >= 0 ) {
  8491. tzmin = ( box.min.z - origin.z ) * invdirz;
  8492. tzmax = ( box.max.z - origin.z ) * invdirz;
  8493. } else {
  8494. tzmin = ( box.max.z - origin.z ) * invdirz;
  8495. tzmax = ( box.min.z - origin.z ) * invdirz;
  8496. }
  8497. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8498. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8499. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8500. //return point closest to the ray (positive side)
  8501. if ( tmax < 0 ) return null;
  8502. return this.at( tmin >= 0 ? tmin : tmax, target );
  8503. }
  8504. /**
  8505. * Returns `true` if this ray intersects with the given box.
  8506. *
  8507. * @param {Box3} box - The box to intersect.
  8508. * @return {boolean} Whether this ray intersects with the given box or not.
  8509. */
  8510. intersectsBox( box ) {
  8511. return this.intersectBox( box, _vector$a ) !== null;
  8512. }
  8513. /**
  8514. * Intersects this ray with the given triangle, returning the intersection
  8515. * point or `null` if there is no intersection.
  8516. *
  8517. * @param {Vector3} a - The first vertex of the triangle.
  8518. * @param {Vector3} b - The second vertex of the triangle.
  8519. * @param {Vector3} c - The third vertex of the triangle.
  8520. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8521. * @param {Vector3} target - The target vector that is used to store the method's result.
  8522. * @return {?Vector3} The intersection point.
  8523. */
  8524. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8525. // Compute the offset origin, edges, and normal.
  8526. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8527. _edge1.subVectors( b, a );
  8528. _edge2.subVectors( c, a );
  8529. _normal$1.crossVectors( _edge1, _edge2 );
  8530. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8531. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8532. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8533. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8534. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8535. let DdN = this.direction.dot( _normal$1 );
  8536. let sign;
  8537. if ( DdN > 0 ) {
  8538. if ( backfaceCulling ) return null;
  8539. sign = 1;
  8540. } else if ( DdN < 0 ) {
  8541. sign = -1;
  8542. DdN = - DdN;
  8543. } else {
  8544. return null;
  8545. }
  8546. _diff.subVectors( this.origin, a );
  8547. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8548. // b1 < 0, no intersection
  8549. if ( DdQxE2 < 0 ) {
  8550. return null;
  8551. }
  8552. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8553. // b2 < 0, no intersection
  8554. if ( DdE1xQ < 0 ) {
  8555. return null;
  8556. }
  8557. // b1+b2 > 1, no intersection
  8558. if ( DdQxE2 + DdE1xQ > DdN ) {
  8559. return null;
  8560. }
  8561. // Line intersects triangle, check if ray does.
  8562. const QdN = - sign * _diff.dot( _normal$1 );
  8563. // t < 0, no intersection
  8564. if ( QdN < 0 ) {
  8565. return null;
  8566. }
  8567. // Ray intersects triangle.
  8568. return this.at( QdN / DdN, target );
  8569. }
  8570. /**
  8571. * Transforms this ray with the given 4x4 transformation matrix.
  8572. *
  8573. * @param {Matrix4} matrix4 - The transformation matrix.
  8574. * @return {Ray} A reference to this ray.
  8575. */
  8576. applyMatrix4( matrix4 ) {
  8577. this.origin.applyMatrix4( matrix4 );
  8578. this.direction.transformDirection( matrix4 );
  8579. return this;
  8580. }
  8581. /**
  8582. * Returns `true` if this ray is equal with the given one.
  8583. *
  8584. * @param {Ray} ray - The ray to test for equality.
  8585. * @return {boolean} Whether this ray is equal with the given one.
  8586. */
  8587. equals( ray ) {
  8588. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8589. }
  8590. /**
  8591. * Returns a new ray with copied values from this instance.
  8592. *
  8593. * @return {Ray} A clone of this instance.
  8594. */
  8595. clone() {
  8596. return new this.constructor().copy( this );
  8597. }
  8598. }
  8599. /**
  8600. * Represents a 4x4 matrix.
  8601. *
  8602. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8603. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial]{@link https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices}
  8604. *
  8605. * This allows a 3D vector representing a point in 3D space to undergo
  8606. * transformations such as translation, rotation, shear, scale, reflection,
  8607. * orthogonal or perspective projection and so on, by being multiplied by the
  8608. * matrix. This is known as `applying` the matrix to the vector.
  8609. *
  8610. * A Note on Row-Major and Column-Major Ordering:
  8611. *
  8612. * The constructor and {@link Matrix3#set} method take arguments in
  8613. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  8614. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8615. * This means that calling:
  8616. * ```js
  8617. * const m = new THREE.Matrix4();
  8618. * m.set( 11, 12, 13, 14,
  8619. * 21, 22, 23, 24,
  8620. * 31, 32, 33, 34,
  8621. * 41, 42, 43, 44 );
  8622. * ```
  8623. * will result in the elements array containing:
  8624. * ```js
  8625. * m.elements = [ 11, 21, 31, 41,
  8626. * 12, 22, 32, 42,
  8627. * 13, 23, 33, 43,
  8628. * 14, 24, 34, 44 ];
  8629. * ```
  8630. * and internally all calculations are performed using column-major ordering.
  8631. * However, as the actual ordering makes no difference mathematically and
  8632. * most people are used to thinking about matrices in row-major order, the
  8633. * three.js documentation shows matrices in row-major order. Just bear in
  8634. * mind that if you are reading the source code, you'll have to take the
  8635. * transpose of any matrices outlined here to make sense of the calculations.
  8636. */
  8637. class Matrix4 {
  8638. /**
  8639. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8640. * in row-major order. If no arguments are provided, the constructor
  8641. * initializes the matrix as an identity matrix.
  8642. *
  8643. * @param {number} [n11] - 1-1 matrix element.
  8644. * @param {number} [n12] - 1-2 matrix element.
  8645. * @param {number} [n13] - 1-3 matrix element.
  8646. * @param {number} [n14] - 1-4 matrix element.
  8647. * @param {number} [n21] - 2-1 matrix element.
  8648. * @param {number} [n22] - 2-2 matrix element.
  8649. * @param {number} [n23] - 2-3 matrix element.
  8650. * @param {number} [n24] - 2-4 matrix element.
  8651. * @param {number} [n31] - 3-1 matrix element.
  8652. * @param {number} [n32] - 3-2 matrix element.
  8653. * @param {number} [n33] - 3-3 matrix element.
  8654. * @param {number} [n34] - 3-4 matrix element.
  8655. * @param {number} [n41] - 4-1 matrix element.
  8656. * @param {number} [n42] - 4-2 matrix element.
  8657. * @param {number} [n43] - 4-3 matrix element.
  8658. * @param {number} [n44] - 4-4 matrix element.
  8659. */
  8660. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8661. /**
  8662. * This flag can be used for type testing.
  8663. *
  8664. * @type {boolean}
  8665. * @readonly
  8666. * @default true
  8667. */
  8668. Matrix4.prototype.isMatrix4 = true;
  8669. /**
  8670. * A column-major list of matrix values.
  8671. *
  8672. * @type {Array<number>}
  8673. */
  8674. this.elements = [
  8675. 1, 0, 0, 0,
  8676. 0, 1, 0, 0,
  8677. 0, 0, 1, 0,
  8678. 0, 0, 0, 1
  8679. ];
  8680. if ( n11 !== undefined ) {
  8681. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8682. }
  8683. }
  8684. /**
  8685. * Sets the elements of the matrix.The arguments are supposed to be
  8686. * in row-major order.
  8687. *
  8688. * @param {number} [n11] - 1-1 matrix element.
  8689. * @param {number} [n12] - 1-2 matrix element.
  8690. * @param {number} [n13] - 1-3 matrix element.
  8691. * @param {number} [n14] - 1-4 matrix element.
  8692. * @param {number} [n21] - 2-1 matrix element.
  8693. * @param {number} [n22] - 2-2 matrix element.
  8694. * @param {number} [n23] - 2-3 matrix element.
  8695. * @param {number} [n24] - 2-4 matrix element.
  8696. * @param {number} [n31] - 3-1 matrix element.
  8697. * @param {number} [n32] - 3-2 matrix element.
  8698. * @param {number} [n33] - 3-3 matrix element.
  8699. * @param {number} [n34] - 3-4 matrix element.
  8700. * @param {number} [n41] - 4-1 matrix element.
  8701. * @param {number} [n42] - 4-2 matrix element.
  8702. * @param {number} [n43] - 4-3 matrix element.
  8703. * @param {number} [n44] - 4-4 matrix element.
  8704. * @return {Matrix4} A reference to this matrix.
  8705. */
  8706. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8707. const te = this.elements;
  8708. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8709. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8710. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8711. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8712. return this;
  8713. }
  8714. /**
  8715. * Sets this matrix to the 4x4 identity matrix.
  8716. *
  8717. * @return {Matrix4} A reference to this matrix.
  8718. */
  8719. identity() {
  8720. this.set(
  8721. 1, 0, 0, 0,
  8722. 0, 1, 0, 0,
  8723. 0, 0, 1, 0,
  8724. 0, 0, 0, 1
  8725. );
  8726. return this;
  8727. }
  8728. /**
  8729. * Returns a matrix with copied values from this instance.
  8730. *
  8731. * @return {Matrix4} A clone of this instance.
  8732. */
  8733. clone() {
  8734. return new Matrix4().fromArray( this.elements );
  8735. }
  8736. /**
  8737. * Copies the values of the given matrix to this instance.
  8738. *
  8739. * @param {Matrix4} m - The matrix to copy.
  8740. * @return {Matrix4} A reference to this matrix.
  8741. */
  8742. copy( m ) {
  8743. const te = this.elements;
  8744. const me = m.elements;
  8745. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8746. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8747. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8748. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8749. return this;
  8750. }
  8751. /**
  8752. * Copies the translation component of the given matrix
  8753. * into this matrix's translation component.
  8754. *
  8755. * @param {Matrix4} m - The matrix to copy the translation component.
  8756. * @return {Matrix4} A reference to this matrix.
  8757. */
  8758. copyPosition( m ) {
  8759. const te = this.elements, me = m.elements;
  8760. te[ 12 ] = me[ 12 ];
  8761. te[ 13 ] = me[ 13 ];
  8762. te[ 14 ] = me[ 14 ];
  8763. return this;
  8764. }
  8765. /**
  8766. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8767. *
  8768. * @param {Matrix3} m - The 3x3 matrix.
  8769. * @return {Matrix4} A reference to this matrix.
  8770. */
  8771. setFromMatrix3( m ) {
  8772. const me = m.elements;
  8773. this.set(
  8774. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8775. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8776. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8777. 0, 0, 0, 1
  8778. );
  8779. return this;
  8780. }
  8781. /**
  8782. * Extracts the basis of this matrix into the three axis vectors provided.
  8783. *
  8784. * @param {Vector3} xAxis - The basis's x axis.
  8785. * @param {Vector3} yAxis - The basis's y axis.
  8786. * @param {Vector3} zAxis - The basis's z axis.
  8787. * @return {Matrix4} A reference to this matrix.
  8788. */
  8789. extractBasis( xAxis, yAxis, zAxis ) {
  8790. xAxis.setFromMatrixColumn( this, 0 );
  8791. yAxis.setFromMatrixColumn( this, 1 );
  8792. zAxis.setFromMatrixColumn( this, 2 );
  8793. return this;
  8794. }
  8795. /**
  8796. * Sets the given basis vectors to this matrix.
  8797. *
  8798. * @param {Vector3} xAxis - The basis's x axis.
  8799. * @param {Vector3} yAxis - The basis's y axis.
  8800. * @param {Vector3} zAxis - The basis's z axis.
  8801. * @return {Matrix4} A reference to this matrix.
  8802. */
  8803. makeBasis( xAxis, yAxis, zAxis ) {
  8804. this.set(
  8805. xAxis.x, yAxis.x, zAxis.x, 0,
  8806. xAxis.y, yAxis.y, zAxis.y, 0,
  8807. xAxis.z, yAxis.z, zAxis.z, 0,
  8808. 0, 0, 0, 1
  8809. );
  8810. return this;
  8811. }
  8812. /**
  8813. * Extracts the rotation component of the given matrix
  8814. * into this matrix's rotation component.
  8815. *
  8816. * Note: This method does not support reflection matrices.
  8817. *
  8818. * @param {Matrix4} m - The matrix.
  8819. * @return {Matrix4} A reference to this matrix.
  8820. */
  8821. extractRotation( m ) {
  8822. const te = this.elements;
  8823. const me = m.elements;
  8824. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8825. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8826. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8827. te[ 0 ] = me[ 0 ] * scaleX;
  8828. te[ 1 ] = me[ 1 ] * scaleX;
  8829. te[ 2 ] = me[ 2 ] * scaleX;
  8830. te[ 3 ] = 0;
  8831. te[ 4 ] = me[ 4 ] * scaleY;
  8832. te[ 5 ] = me[ 5 ] * scaleY;
  8833. te[ 6 ] = me[ 6 ] * scaleY;
  8834. te[ 7 ] = 0;
  8835. te[ 8 ] = me[ 8 ] * scaleZ;
  8836. te[ 9 ] = me[ 9 ] * scaleZ;
  8837. te[ 10 ] = me[ 10 ] * scaleZ;
  8838. te[ 11 ] = 0;
  8839. te[ 12 ] = 0;
  8840. te[ 13 ] = 0;
  8841. te[ 14 ] = 0;
  8842. te[ 15 ] = 1;
  8843. return this;
  8844. }
  8845. /**
  8846. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8847. * the rotation specified by the given Euler angles. The rest of
  8848. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8849. * there are six possible outcomes. See [this page]{@link https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix}
  8850. * for a complete list.
  8851. *
  8852. * @param {Euler} euler - The Euler angles.
  8853. * @return {Matrix4} A reference to this matrix.
  8854. */
  8855. makeRotationFromEuler( euler ) {
  8856. const te = this.elements;
  8857. const x = euler.x, y = euler.y, z = euler.z;
  8858. const a = Math.cos( x ), b = Math.sin( x );
  8859. const c = Math.cos( y ), d = Math.sin( y );
  8860. const e = Math.cos( z ), f = Math.sin( z );
  8861. if ( euler.order === 'XYZ' ) {
  8862. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8863. te[ 0 ] = c * e;
  8864. te[ 4 ] = - c * f;
  8865. te[ 8 ] = d;
  8866. te[ 1 ] = af + be * d;
  8867. te[ 5 ] = ae - bf * d;
  8868. te[ 9 ] = - b * c;
  8869. te[ 2 ] = bf - ae * d;
  8870. te[ 6 ] = be + af * d;
  8871. te[ 10 ] = a * c;
  8872. } else if ( euler.order === 'YXZ' ) {
  8873. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8874. te[ 0 ] = ce + df * b;
  8875. te[ 4 ] = de * b - cf;
  8876. te[ 8 ] = a * d;
  8877. te[ 1 ] = a * f;
  8878. te[ 5 ] = a * e;
  8879. te[ 9 ] = - b;
  8880. te[ 2 ] = cf * b - de;
  8881. te[ 6 ] = df + ce * b;
  8882. te[ 10 ] = a * c;
  8883. } else if ( euler.order === 'ZXY' ) {
  8884. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8885. te[ 0 ] = ce - df * b;
  8886. te[ 4 ] = - a * f;
  8887. te[ 8 ] = de + cf * b;
  8888. te[ 1 ] = cf + de * b;
  8889. te[ 5 ] = a * e;
  8890. te[ 9 ] = df - ce * b;
  8891. te[ 2 ] = - a * d;
  8892. te[ 6 ] = b;
  8893. te[ 10 ] = a * c;
  8894. } else if ( euler.order === 'ZYX' ) {
  8895. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8896. te[ 0 ] = c * e;
  8897. te[ 4 ] = be * d - af;
  8898. te[ 8 ] = ae * d + bf;
  8899. te[ 1 ] = c * f;
  8900. te[ 5 ] = bf * d + ae;
  8901. te[ 9 ] = af * d - be;
  8902. te[ 2 ] = - d;
  8903. te[ 6 ] = b * c;
  8904. te[ 10 ] = a * c;
  8905. } else if ( euler.order === 'YZX' ) {
  8906. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8907. te[ 0 ] = c * e;
  8908. te[ 4 ] = bd - ac * f;
  8909. te[ 8 ] = bc * f + ad;
  8910. te[ 1 ] = f;
  8911. te[ 5 ] = a * e;
  8912. te[ 9 ] = - b * e;
  8913. te[ 2 ] = - d * e;
  8914. te[ 6 ] = ad * f + bc;
  8915. te[ 10 ] = ac - bd * f;
  8916. } else if ( euler.order === 'XZY' ) {
  8917. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8918. te[ 0 ] = c * e;
  8919. te[ 4 ] = - f;
  8920. te[ 8 ] = d * e;
  8921. te[ 1 ] = ac * f + bd;
  8922. te[ 5 ] = a * e;
  8923. te[ 9 ] = ad * f - bc;
  8924. te[ 2 ] = bc * f - ad;
  8925. te[ 6 ] = b * e;
  8926. te[ 10 ] = bd * f + ac;
  8927. }
  8928. // bottom row
  8929. te[ 3 ] = 0;
  8930. te[ 7 ] = 0;
  8931. te[ 11 ] = 0;
  8932. // last column
  8933. te[ 12 ] = 0;
  8934. te[ 13 ] = 0;
  8935. te[ 14 ] = 0;
  8936. te[ 15 ] = 1;
  8937. return this;
  8938. }
  8939. /**
  8940. * Sets the rotation component of this matrix to the rotation specified by
  8941. * the given Quaternion as outlined [here]{@link https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion}
  8942. * The rest of the matrix is set to the identity.
  8943. *
  8944. * @param {Quaternion} q - The Quaternion.
  8945. * @return {Matrix4} A reference to this matrix.
  8946. */
  8947. makeRotationFromQuaternion( q ) {
  8948. return this.compose( _zero, q, _one );
  8949. }
  8950. /**
  8951. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  8952. * `target`, and oriented by the up-direction.
  8953. *
  8954. * @param {Vector3} eye - The eye vector.
  8955. * @param {Vector3} target - The target vector.
  8956. * @param {Vector3} up - The up vector.
  8957. * @return {Matrix4} A reference to this matrix.
  8958. */
  8959. lookAt( eye, target, up ) {
  8960. const te = this.elements;
  8961. _z.subVectors( eye, target );
  8962. if ( _z.lengthSq() === 0 ) {
  8963. // eye and target are in the same position
  8964. _z.z = 1;
  8965. }
  8966. _z.normalize();
  8967. _x.crossVectors( up, _z );
  8968. if ( _x.lengthSq() === 0 ) {
  8969. // up and z are parallel
  8970. if ( Math.abs( up.z ) === 1 ) {
  8971. _z.x += 0.0001;
  8972. } else {
  8973. _z.z += 0.0001;
  8974. }
  8975. _z.normalize();
  8976. _x.crossVectors( up, _z );
  8977. }
  8978. _x.normalize();
  8979. _y.crossVectors( _z, _x );
  8980. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  8981. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  8982. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  8983. return this;
  8984. }
  8985. /**
  8986. * Post-multiplies this matrix by the given 4x4 matrix.
  8987. *
  8988. * @param {Matrix4} m - The matrix to multiply with.
  8989. * @return {Matrix4} A reference to this matrix.
  8990. */
  8991. multiply( m ) {
  8992. return this.multiplyMatrices( this, m );
  8993. }
  8994. /**
  8995. * Pre-multiplies this matrix by the given 4x4 matrix.
  8996. *
  8997. * @param {Matrix4} m - The matrix to multiply with.
  8998. * @return {Matrix4} A reference to this matrix.
  8999. */
  9000. premultiply( m ) {
  9001. return this.multiplyMatrices( m, this );
  9002. }
  9003. /**
  9004. * Multiples the given 4x4 matrices and stores the result
  9005. * in this matrix.
  9006. *
  9007. * @param {Matrix4} a - The first matrix.
  9008. * @param {Matrix4} b - The second matrix.
  9009. * @return {Matrix4} A reference to this matrix.
  9010. */
  9011. multiplyMatrices( a, b ) {
  9012. const ae = a.elements;
  9013. const be = b.elements;
  9014. const te = this.elements;
  9015. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9016. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9017. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9018. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9019. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9020. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9021. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9022. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9023. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9024. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9025. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9026. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9027. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9028. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9029. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9030. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9031. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9032. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9033. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9034. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9035. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9036. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9037. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9038. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9039. return this;
  9040. }
  9041. /**
  9042. * Multiplies every component of the matrix by the given scalar.
  9043. *
  9044. * @param {number} s - The scalar.
  9045. * @return {Matrix4} A reference to this matrix.
  9046. */
  9047. multiplyScalar( s ) {
  9048. const te = this.elements;
  9049. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9050. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9051. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9052. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9053. return this;
  9054. }
  9055. /**
  9056. * Computes and returns the determinant of this matrix.
  9057. *
  9058. * Based on the method outlined [here]{@link http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html}.
  9059. *
  9060. * @return {number} The determinant.
  9061. */
  9062. determinant() {
  9063. const te = this.elements;
  9064. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9065. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9066. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9067. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9068. //TODO: make this more efficient
  9069. return (
  9070. n41 * (
  9071. + n14 * n23 * n32
  9072. - n13 * n24 * n32
  9073. - n14 * n22 * n33
  9074. + n12 * n24 * n33
  9075. + n13 * n22 * n34
  9076. - n12 * n23 * n34
  9077. ) +
  9078. n42 * (
  9079. + n11 * n23 * n34
  9080. - n11 * n24 * n33
  9081. + n14 * n21 * n33
  9082. - n13 * n21 * n34
  9083. + n13 * n24 * n31
  9084. - n14 * n23 * n31
  9085. ) +
  9086. n43 * (
  9087. + n11 * n24 * n32
  9088. - n11 * n22 * n34
  9089. - n14 * n21 * n32
  9090. + n12 * n21 * n34
  9091. + n14 * n22 * n31
  9092. - n12 * n24 * n31
  9093. ) +
  9094. n44 * (
  9095. - n13 * n22 * n31
  9096. - n11 * n23 * n32
  9097. + n11 * n22 * n33
  9098. + n13 * n21 * n32
  9099. - n12 * n21 * n33
  9100. + n12 * n23 * n31
  9101. )
  9102. );
  9103. }
  9104. /**
  9105. * Transposes this matrix in place.
  9106. *
  9107. * @return {Matrix4} A reference to this matrix.
  9108. */
  9109. transpose() {
  9110. const te = this.elements;
  9111. let tmp;
  9112. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9113. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9114. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9115. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9116. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9117. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9118. return this;
  9119. }
  9120. /**
  9121. * Sets the position component for this matrix from the given vector,
  9122. * without affecting the rest of the matrix.
  9123. *
  9124. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9125. * @param {number} y - The y component of the vector.
  9126. * @param {number} z - The z component of the vector.
  9127. * @return {Matrix4} A reference to this matrix.
  9128. */
  9129. setPosition( x, y, z ) {
  9130. const te = this.elements;
  9131. if ( x.isVector3 ) {
  9132. te[ 12 ] = x.x;
  9133. te[ 13 ] = x.y;
  9134. te[ 14 ] = x.z;
  9135. } else {
  9136. te[ 12 ] = x;
  9137. te[ 13 ] = y;
  9138. te[ 14 ] = z;
  9139. }
  9140. return this;
  9141. }
  9142. /**
  9143. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  9144. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9145. * a zero matrix instead.
  9146. *
  9147. * @return {Matrix4} A reference to this matrix.
  9148. */
  9149. invert() {
  9150. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9151. const te = this.elements,
  9152. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9153. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9154. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9155. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9156. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9157. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9158. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9159. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9160. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9161. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9162. const detInv = 1 / det;
  9163. te[ 0 ] = t11 * detInv;
  9164. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9165. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9166. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9167. te[ 4 ] = t12 * detInv;
  9168. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9169. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9170. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9171. te[ 8 ] = t13 * detInv;
  9172. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9173. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9174. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9175. te[ 12 ] = t14 * detInv;
  9176. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9177. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9178. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9179. return this;
  9180. }
  9181. /**
  9182. * Multiplies the columns of this matrix by the given vector.
  9183. *
  9184. * @param {Vector3} v - The scale vector.
  9185. * @return {Matrix4} A reference to this matrix.
  9186. */
  9187. scale( v ) {
  9188. const te = this.elements;
  9189. const x = v.x, y = v.y, z = v.z;
  9190. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9191. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9192. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9193. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9194. return this;
  9195. }
  9196. /**
  9197. * Gets the maximum scale value of the three axes.
  9198. *
  9199. * @return {number} The maximum scale.
  9200. */
  9201. getMaxScaleOnAxis() {
  9202. const te = this.elements;
  9203. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9204. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9205. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9206. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9207. }
  9208. /**
  9209. * Sets this matrix as a translation transform from the given vector.
  9210. *
  9211. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9212. * @param {number} y - The amount to translate in the Y axis.
  9213. * @param {number} z - The amount to translate in the z axis.
  9214. * @return {Matrix4} A reference to this matrix.
  9215. */
  9216. makeTranslation( x, y, z ) {
  9217. if ( x.isVector3 ) {
  9218. this.set(
  9219. 1, 0, 0, x.x,
  9220. 0, 1, 0, x.y,
  9221. 0, 0, 1, x.z,
  9222. 0, 0, 0, 1
  9223. );
  9224. } else {
  9225. this.set(
  9226. 1, 0, 0, x,
  9227. 0, 1, 0, y,
  9228. 0, 0, 1, z,
  9229. 0, 0, 0, 1
  9230. );
  9231. }
  9232. return this;
  9233. }
  9234. /**
  9235. * Sets this matrix as a rotational transformation around the X axis by
  9236. * the given angle.
  9237. *
  9238. * @param {number} theta - The rotation in radians.
  9239. * @return {Matrix4} A reference to this matrix.
  9240. */
  9241. makeRotationX( theta ) {
  9242. const c = Math.cos( theta ), s = Math.sin( theta );
  9243. this.set(
  9244. 1, 0, 0, 0,
  9245. 0, c, - s, 0,
  9246. 0, s, c, 0,
  9247. 0, 0, 0, 1
  9248. );
  9249. return this;
  9250. }
  9251. /**
  9252. * Sets this matrix as a rotational transformation around the Y axis by
  9253. * the given angle.
  9254. *
  9255. * @param {number} theta - The rotation in radians.
  9256. * @return {Matrix4} A reference to this matrix.
  9257. */
  9258. makeRotationY( theta ) {
  9259. const c = Math.cos( theta ), s = Math.sin( theta );
  9260. this.set(
  9261. c, 0, s, 0,
  9262. 0, 1, 0, 0,
  9263. - s, 0, c, 0,
  9264. 0, 0, 0, 1
  9265. );
  9266. return this;
  9267. }
  9268. /**
  9269. * Sets this matrix as a rotational transformation around the Z axis by
  9270. * the given angle.
  9271. *
  9272. * @param {number} theta - The rotation in radians.
  9273. * @return {Matrix4} A reference to this matrix.
  9274. */
  9275. makeRotationZ( theta ) {
  9276. const c = Math.cos( theta ), s = Math.sin( theta );
  9277. this.set(
  9278. c, - s, 0, 0,
  9279. s, c, 0, 0,
  9280. 0, 0, 1, 0,
  9281. 0, 0, 0, 1
  9282. );
  9283. return this;
  9284. }
  9285. /**
  9286. * Sets this matrix as a rotational transformation around the given axis by
  9287. * the given angle.
  9288. *
  9289. * This is a somewhat controversial but mathematically sound alternative to
  9290. * rotating via Quaternions. See the discussion [here]{@link https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199}.
  9291. *
  9292. * @param {Vector3} axis - The normalized rotation axis.
  9293. * @param {number} angle - The rotation in radians.
  9294. * @return {Matrix4} A reference to this matrix.
  9295. */
  9296. makeRotationAxis( axis, angle ) {
  9297. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9298. const c = Math.cos( angle );
  9299. const s = Math.sin( angle );
  9300. const t = 1 - c;
  9301. const x = axis.x, y = axis.y, z = axis.z;
  9302. const tx = t * x, ty = t * y;
  9303. this.set(
  9304. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9305. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9306. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9307. 0, 0, 0, 1
  9308. );
  9309. return this;
  9310. }
  9311. /**
  9312. * Sets this matrix as a scale transformation.
  9313. *
  9314. * @param {number} x - The amount to scale in the X axis.
  9315. * @param {number} y - The amount to scale in the Y axis.
  9316. * @param {number} z - The amount to scale in the Z axis.
  9317. * @return {Matrix4} A reference to this matrix.
  9318. */
  9319. makeScale( x, y, z ) {
  9320. this.set(
  9321. x, 0, 0, 0,
  9322. 0, y, 0, 0,
  9323. 0, 0, z, 0,
  9324. 0, 0, 0, 1
  9325. );
  9326. return this;
  9327. }
  9328. /**
  9329. * Sets this matrix as a shear transformation.
  9330. *
  9331. * @param {number} xy - The amount to shear X by Y.
  9332. * @param {number} xz - The amount to shear X by Z.
  9333. * @param {number} yx - The amount to shear Y by X.
  9334. * @param {number} yz - The amount to shear Y by Z.
  9335. * @param {number} zx - The amount to shear Z by X.
  9336. * @param {number} zy - The amount to shear Z by Y.
  9337. * @return {Matrix4} A reference to this matrix.
  9338. */
  9339. makeShear( xy, xz, yx, yz, zx, zy ) {
  9340. this.set(
  9341. 1, yx, zx, 0,
  9342. xy, 1, zy, 0,
  9343. xz, yz, 1, 0,
  9344. 0, 0, 0, 1
  9345. );
  9346. return this;
  9347. }
  9348. /**
  9349. * Sets this matrix to the transformation composed of the given position,
  9350. * rotation (Quaternion) and scale.
  9351. *
  9352. * @param {Vector3} position - The position vector.
  9353. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9354. * @param {Vector3} scale - The scale vector.
  9355. * @return {Matrix4} A reference to this matrix.
  9356. */
  9357. compose( position, quaternion, scale ) {
  9358. const te = this.elements;
  9359. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9360. const x2 = x + x, y2 = y + y, z2 = z + z;
  9361. const xx = x * x2, xy = x * y2, xz = x * z2;
  9362. const yy = y * y2, yz = y * z2, zz = z * z2;
  9363. const wx = w * x2, wy = w * y2, wz = w * z2;
  9364. const sx = scale.x, sy = scale.y, sz = scale.z;
  9365. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9366. te[ 1 ] = ( xy + wz ) * sx;
  9367. te[ 2 ] = ( xz - wy ) * sx;
  9368. te[ 3 ] = 0;
  9369. te[ 4 ] = ( xy - wz ) * sy;
  9370. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9371. te[ 6 ] = ( yz + wx ) * sy;
  9372. te[ 7 ] = 0;
  9373. te[ 8 ] = ( xz + wy ) * sz;
  9374. te[ 9 ] = ( yz - wx ) * sz;
  9375. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9376. te[ 11 ] = 0;
  9377. te[ 12 ] = position.x;
  9378. te[ 13 ] = position.y;
  9379. te[ 14 ] = position.z;
  9380. te[ 15 ] = 1;
  9381. return this;
  9382. }
  9383. /**
  9384. * Decomposes this matrix into its position, rotation and scale components
  9385. * and provides the result in the given objects.
  9386. *
  9387. * Note: Not all matrices are decomposable in this way. For example, if an
  9388. * object has a non-uniformly scaled parent, then the object's world matrix
  9389. * may not be decomposable, and this method may not be appropriate.
  9390. *
  9391. * @param {Vector3} position - The position vector.
  9392. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9393. * @param {Vector3} scale - The scale vector.
  9394. * @return {Matrix4} A reference to this matrix.
  9395. */
  9396. decompose( position, quaternion, scale ) {
  9397. const te = this.elements;
  9398. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9399. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9400. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9401. // if determine is negative, we need to invert one scale
  9402. const det = this.determinant();
  9403. if ( det < 0 ) sx = - sx;
  9404. position.x = te[ 12 ];
  9405. position.y = te[ 13 ];
  9406. position.z = te[ 14 ];
  9407. // scale the rotation part
  9408. _m1$2.copy( this );
  9409. const invSX = 1 / sx;
  9410. const invSY = 1 / sy;
  9411. const invSZ = 1 / sz;
  9412. _m1$2.elements[ 0 ] *= invSX;
  9413. _m1$2.elements[ 1 ] *= invSX;
  9414. _m1$2.elements[ 2 ] *= invSX;
  9415. _m1$2.elements[ 4 ] *= invSY;
  9416. _m1$2.elements[ 5 ] *= invSY;
  9417. _m1$2.elements[ 6 ] *= invSY;
  9418. _m1$2.elements[ 8 ] *= invSZ;
  9419. _m1$2.elements[ 9 ] *= invSZ;
  9420. _m1$2.elements[ 10 ] *= invSZ;
  9421. quaternion.setFromRotationMatrix( _m1$2 );
  9422. scale.x = sx;
  9423. scale.y = sy;
  9424. scale.z = sz;
  9425. return this;
  9426. }
  9427. /**
  9428. * Creates a perspective projection matrix. This is used internally by
  9429. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9430. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9431. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9432. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9433. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9434. * @param {number} near - The distance from the camera to the near plane.
  9435. * @param {number} far - The distance from the camera to the far plane.
  9436. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9437. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9438. * @return {Matrix4} A reference to this matrix.
  9439. */
  9440. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9441. const te = this.elements;
  9442. const x = 2 * near / ( right - left );
  9443. const y = 2 * near / ( top - bottom );
  9444. const a = ( right + left ) / ( right - left );
  9445. const b = ( top + bottom ) / ( top - bottom );
  9446. let c, d;
  9447. if ( reversedDepth ) {
  9448. c = near / ( far - near );
  9449. d = ( far * near ) / ( far - near );
  9450. } else {
  9451. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9452. c = - ( far + near ) / ( far - near );
  9453. d = ( -2 * far * near ) / ( far - near );
  9454. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9455. c = - far / ( far - near );
  9456. d = ( - far * near ) / ( far - near );
  9457. } else {
  9458. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9459. }
  9460. }
  9461. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9462. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9463. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9464. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9465. return this;
  9466. }
  9467. /**
  9468. * Creates a orthographic projection matrix. This is used internally by
  9469. * {@link OrthographicCamera#updateProjectionMatrix}.
  9470. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9471. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9472. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9473. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9474. * @param {number} near - The distance from the camera to the near plane.
  9475. * @param {number} far - The distance from the camera to the far plane.
  9476. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9477. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9478. * @return {Matrix4} A reference to this matrix.
  9479. */
  9480. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9481. const te = this.elements;
  9482. const x = 2 / ( right - left );
  9483. const y = 2 / ( top - bottom );
  9484. const a = - ( right + left ) / ( right - left );
  9485. const b = - ( top + bottom ) / ( top - bottom );
  9486. let c, d;
  9487. if ( reversedDepth ) {
  9488. c = 1 / ( far - near );
  9489. d = far / ( far - near );
  9490. } else {
  9491. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9492. c = -2 / ( far - near );
  9493. d = - ( far + near ) / ( far - near );
  9494. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9495. c = -1 / ( far - near );
  9496. d = - near / ( far - near );
  9497. } else {
  9498. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9499. }
  9500. }
  9501. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  9502. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  9503. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9504. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9505. return this;
  9506. }
  9507. /**
  9508. * Returns `true` if this matrix is equal with the given one.
  9509. *
  9510. * @param {Matrix4} matrix - The matrix to test for equality.
  9511. * @return {boolean} Whether this matrix is equal with the given one.
  9512. */
  9513. equals( matrix ) {
  9514. const te = this.elements;
  9515. const me = matrix.elements;
  9516. for ( let i = 0; i < 16; i ++ ) {
  9517. if ( te[ i ] !== me[ i ] ) return false;
  9518. }
  9519. return true;
  9520. }
  9521. /**
  9522. * Sets the elements of the matrix from the given array.
  9523. *
  9524. * @param {Array<number>} array - The matrix elements in column-major order.
  9525. * @param {number} [offset=0] - Index of the first element in the array.
  9526. * @return {Matrix4} A reference to this matrix.
  9527. */
  9528. fromArray( array, offset = 0 ) {
  9529. for ( let i = 0; i < 16; i ++ ) {
  9530. this.elements[ i ] = array[ i + offset ];
  9531. }
  9532. return this;
  9533. }
  9534. /**
  9535. * Writes the elements of this matrix to the given array. If no array is provided,
  9536. * the method returns a new instance.
  9537. *
  9538. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9539. * @param {number} [offset=0] - Index of the first element in the array.
  9540. * @return {Array<number>} The matrix elements in column-major order.
  9541. */
  9542. toArray( array = [], offset = 0 ) {
  9543. const te = this.elements;
  9544. array[ offset ] = te[ 0 ];
  9545. array[ offset + 1 ] = te[ 1 ];
  9546. array[ offset + 2 ] = te[ 2 ];
  9547. array[ offset + 3 ] = te[ 3 ];
  9548. array[ offset + 4 ] = te[ 4 ];
  9549. array[ offset + 5 ] = te[ 5 ];
  9550. array[ offset + 6 ] = te[ 6 ];
  9551. array[ offset + 7 ] = te[ 7 ];
  9552. array[ offset + 8 ] = te[ 8 ];
  9553. array[ offset + 9 ] = te[ 9 ];
  9554. array[ offset + 10 ] = te[ 10 ];
  9555. array[ offset + 11 ] = te[ 11 ];
  9556. array[ offset + 12 ] = te[ 12 ];
  9557. array[ offset + 13 ] = te[ 13 ];
  9558. array[ offset + 14 ] = te[ 14 ];
  9559. array[ offset + 15 ] = te[ 15 ];
  9560. return array;
  9561. }
  9562. }
  9563. const _v1$5 = /*@__PURE__*/ new Vector3();
  9564. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9565. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9566. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9567. const _x = /*@__PURE__*/ new Vector3();
  9568. const _y = /*@__PURE__*/ new Vector3();
  9569. const _z = /*@__PURE__*/ new Vector3();
  9570. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9571. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9572. /**
  9573. * A class representing Euler angles.
  9574. *
  9575. * Euler angles describe a rotational transformation by rotating an object on
  9576. * its various axes in specified amounts per axis, and a specified axis
  9577. * order.
  9578. *
  9579. * Iterating through an instance will yield its components (x, y, z,
  9580. * order) in the corresponding order.
  9581. *
  9582. * ```js
  9583. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9584. * const b = new THREE.Vector3( 1, 0, 1 );
  9585. * b.applyEuler(a);
  9586. * ```
  9587. */
  9588. class Euler {
  9589. /**
  9590. * Constructs a new euler instance.
  9591. *
  9592. * @param {number} [x=0] - The angle of the x axis in radians.
  9593. * @param {number} [y=0] - The angle of the y axis in radians.
  9594. * @param {number} [z=0] - The angle of the z axis in radians.
  9595. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9596. */
  9597. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9598. /**
  9599. * This flag can be used for type testing.
  9600. *
  9601. * @type {boolean}
  9602. * @readonly
  9603. * @default true
  9604. */
  9605. this.isEuler = true;
  9606. this._x = x;
  9607. this._y = y;
  9608. this._z = z;
  9609. this._order = order;
  9610. }
  9611. /**
  9612. * The angle of the x axis in radians.
  9613. *
  9614. * @type {number}
  9615. * @default 0
  9616. */
  9617. get x() {
  9618. return this._x;
  9619. }
  9620. set x( value ) {
  9621. this._x = value;
  9622. this._onChangeCallback();
  9623. }
  9624. /**
  9625. * The angle of the y axis in radians.
  9626. *
  9627. * @type {number}
  9628. * @default 0
  9629. */
  9630. get y() {
  9631. return this._y;
  9632. }
  9633. set y( value ) {
  9634. this._y = value;
  9635. this._onChangeCallback();
  9636. }
  9637. /**
  9638. * The angle of the z axis in radians.
  9639. *
  9640. * @type {number}
  9641. * @default 0
  9642. */
  9643. get z() {
  9644. return this._z;
  9645. }
  9646. set z( value ) {
  9647. this._z = value;
  9648. this._onChangeCallback();
  9649. }
  9650. /**
  9651. * A string representing the order that the rotations are applied.
  9652. *
  9653. * @type {string}
  9654. * @default 'XYZ'
  9655. */
  9656. get order() {
  9657. return this._order;
  9658. }
  9659. set order( value ) {
  9660. this._order = value;
  9661. this._onChangeCallback();
  9662. }
  9663. /**
  9664. * Sets the Euler components.
  9665. *
  9666. * @param {number} x - The angle of the x axis in radians.
  9667. * @param {number} y - The angle of the y axis in radians.
  9668. * @param {number} z - The angle of the z axis in radians.
  9669. * @param {string} [order] - A string representing the order that the rotations are applied.
  9670. * @return {Euler} A reference to this Euler instance.
  9671. */
  9672. set( x, y, z, order = this._order ) {
  9673. this._x = x;
  9674. this._y = y;
  9675. this._z = z;
  9676. this._order = order;
  9677. this._onChangeCallback();
  9678. return this;
  9679. }
  9680. /**
  9681. * Returns a new Euler instance with copied values from this instance.
  9682. *
  9683. * @return {Euler} A clone of this instance.
  9684. */
  9685. clone() {
  9686. return new this.constructor( this._x, this._y, this._z, this._order );
  9687. }
  9688. /**
  9689. * Copies the values of the given Euler instance to this instance.
  9690. *
  9691. * @param {Euler} euler - The Euler instance to copy.
  9692. * @return {Euler} A reference to this Euler instance.
  9693. */
  9694. copy( euler ) {
  9695. this._x = euler._x;
  9696. this._y = euler._y;
  9697. this._z = euler._z;
  9698. this._order = euler._order;
  9699. this._onChangeCallback();
  9700. return this;
  9701. }
  9702. /**
  9703. * Sets the angles of this Euler instance from a pure rotation matrix.
  9704. *
  9705. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9706. * @param {string} [order] - A string representing the order that the rotations are applied.
  9707. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9708. * @return {Euler} A reference to this Euler instance.
  9709. */
  9710. setFromRotationMatrix( m, order = this._order, update = true ) {
  9711. const te = m.elements;
  9712. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9713. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9714. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9715. switch ( order ) {
  9716. case 'XYZ':
  9717. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9718. if ( Math.abs( m13 ) < 0.9999999 ) {
  9719. this._x = Math.atan2( - m23, m33 );
  9720. this._z = Math.atan2( - m12, m11 );
  9721. } else {
  9722. this._x = Math.atan2( m32, m22 );
  9723. this._z = 0;
  9724. }
  9725. break;
  9726. case 'YXZ':
  9727. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9728. if ( Math.abs( m23 ) < 0.9999999 ) {
  9729. this._y = Math.atan2( m13, m33 );
  9730. this._z = Math.atan2( m21, m22 );
  9731. } else {
  9732. this._y = Math.atan2( - m31, m11 );
  9733. this._z = 0;
  9734. }
  9735. break;
  9736. case 'ZXY':
  9737. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9738. if ( Math.abs( m32 ) < 0.9999999 ) {
  9739. this._y = Math.atan2( - m31, m33 );
  9740. this._z = Math.atan2( - m12, m22 );
  9741. } else {
  9742. this._y = 0;
  9743. this._z = Math.atan2( m21, m11 );
  9744. }
  9745. break;
  9746. case 'ZYX':
  9747. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9748. if ( Math.abs( m31 ) < 0.9999999 ) {
  9749. this._x = Math.atan2( m32, m33 );
  9750. this._z = Math.atan2( m21, m11 );
  9751. } else {
  9752. this._x = 0;
  9753. this._z = Math.atan2( - m12, m22 );
  9754. }
  9755. break;
  9756. case 'YZX':
  9757. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9758. if ( Math.abs( m21 ) < 0.9999999 ) {
  9759. this._x = Math.atan2( - m23, m22 );
  9760. this._y = Math.atan2( - m31, m11 );
  9761. } else {
  9762. this._x = 0;
  9763. this._y = Math.atan2( m13, m33 );
  9764. }
  9765. break;
  9766. case 'XZY':
  9767. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9768. if ( Math.abs( m12 ) < 0.9999999 ) {
  9769. this._x = Math.atan2( m32, m22 );
  9770. this._y = Math.atan2( m13, m11 );
  9771. } else {
  9772. this._x = Math.atan2( - m23, m33 );
  9773. this._y = 0;
  9774. }
  9775. break;
  9776. default:
  9777. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9778. }
  9779. this._order = order;
  9780. if ( update === true ) this._onChangeCallback();
  9781. return this;
  9782. }
  9783. /**
  9784. * Sets the angles of this Euler instance from a normalized quaternion.
  9785. *
  9786. * @param {Quaternion} q - A normalized Quaternion.
  9787. * @param {string} [order] - A string representing the order that the rotations are applied.
  9788. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9789. * @return {Euler} A reference to this Euler instance.
  9790. */
  9791. setFromQuaternion( q, order, update ) {
  9792. _matrix$2.makeRotationFromQuaternion( q );
  9793. return this.setFromRotationMatrix( _matrix$2, order, update );
  9794. }
  9795. /**
  9796. * Sets the angles of this Euler instance from the given vector.
  9797. *
  9798. * @param {Vector3} v - The vector.
  9799. * @param {string} [order] - A string representing the order that the rotations are applied.
  9800. * @return {Euler} A reference to this Euler instance.
  9801. */
  9802. setFromVector3( v, order = this._order ) {
  9803. return this.set( v.x, v.y, v.z, order );
  9804. }
  9805. /**
  9806. * Resets the euler angle with a new order by creating a quaternion from this
  9807. * euler angle and then setting this euler angle with the quaternion and the
  9808. * new order.
  9809. *
  9810. * Warning: This discards revolution information.
  9811. *
  9812. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9813. * @return {Euler} A reference to this Euler instance.
  9814. */
  9815. reorder( newOrder ) {
  9816. _quaternion$3.setFromEuler( this );
  9817. return this.setFromQuaternion( _quaternion$3, newOrder );
  9818. }
  9819. /**
  9820. * Returns `true` if this Euler instance is equal with the given one.
  9821. *
  9822. * @param {Euler} euler - The Euler instance to test for equality.
  9823. * @return {boolean} Whether this Euler instance is equal with the given one.
  9824. */
  9825. equals( euler ) {
  9826. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9827. }
  9828. /**
  9829. * Sets this Euler instance's components to values from the given array. The first three
  9830. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9831. * defines the Euler order.
  9832. *
  9833. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9834. * @return {Euler} A reference to this Euler instance.
  9835. */
  9836. fromArray( array ) {
  9837. this._x = array[ 0 ];
  9838. this._y = array[ 1 ];
  9839. this._z = array[ 2 ];
  9840. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9841. this._onChangeCallback();
  9842. return this;
  9843. }
  9844. /**
  9845. * Writes the components of this Euler instance to the given array. If no array is provided,
  9846. * the method returns a new instance.
  9847. *
  9848. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9849. * @param {number} [offset=0] - Index of the first element in the array.
  9850. * @return {Array<number,number,number,string>} The Euler components.
  9851. */
  9852. toArray( array = [], offset = 0 ) {
  9853. array[ offset ] = this._x;
  9854. array[ offset + 1 ] = this._y;
  9855. array[ offset + 2 ] = this._z;
  9856. array[ offset + 3 ] = this._order;
  9857. return array;
  9858. }
  9859. _onChange( callback ) {
  9860. this._onChangeCallback = callback;
  9861. return this;
  9862. }
  9863. _onChangeCallback() {}
  9864. *[ Symbol.iterator ]() {
  9865. yield this._x;
  9866. yield this._y;
  9867. yield this._z;
  9868. yield this._order;
  9869. }
  9870. }
  9871. /**
  9872. * The default Euler angle order.
  9873. *
  9874. * @static
  9875. * @type {string}
  9876. * @default 'XYZ'
  9877. */
  9878. Euler.DEFAULT_ORDER = 'XYZ';
  9879. /**
  9880. * A layers object assigns an 3D object to 1 or more of 32
  9881. * layers numbered `0` to `31` - internally the layers are stored as a
  9882. * bit mask], and by default all 3D objects are a member of layer `0`.
  9883. *
  9884. * This can be used to control visibility - an object must share a layer with
  9885. * a camera to be visible when that camera's view is
  9886. * rendered.
  9887. *
  9888. * All classes that inherit from {@link Object3D} have an `layers` property which
  9889. * is an instance of this class.
  9890. */
  9891. class Layers {
  9892. /**
  9893. * Constructs a new layers instance, with membership
  9894. * initially set to layer `0`.
  9895. */
  9896. constructor() {
  9897. /**
  9898. * A bit mask storing which of the 32 layers this layers object is currently
  9899. * a member of.
  9900. *
  9901. * @type {number}
  9902. */
  9903. this.mask = 1 | 0;
  9904. }
  9905. /**
  9906. * Sets membership to the given layer, and remove membership all other layers.
  9907. *
  9908. * @param {number} layer - The layer to set.
  9909. */
  9910. set( layer ) {
  9911. this.mask = ( 1 << layer | 0 ) >>> 0;
  9912. }
  9913. /**
  9914. * Adds membership of the given layer.
  9915. *
  9916. * @param {number} layer - The layer to enable.
  9917. */
  9918. enable( layer ) {
  9919. this.mask |= 1 << layer | 0;
  9920. }
  9921. /**
  9922. * Adds membership to all layers.
  9923. */
  9924. enableAll() {
  9925. this.mask = 0xffffffff | 0;
  9926. }
  9927. /**
  9928. * Toggles the membership of the given layer.
  9929. *
  9930. * @param {number} layer - The layer to toggle.
  9931. */
  9932. toggle( layer ) {
  9933. this.mask ^= 1 << layer | 0;
  9934. }
  9935. /**
  9936. * Removes membership of the given layer.
  9937. *
  9938. * @param {number} layer - The layer to enable.
  9939. */
  9940. disable( layer ) {
  9941. this.mask &= ~ ( 1 << layer | 0 );
  9942. }
  9943. /**
  9944. * Removes the membership from all layers.
  9945. */
  9946. disableAll() {
  9947. this.mask = 0;
  9948. }
  9949. /**
  9950. * Returns `true` if this and the given layers object have at least one
  9951. * layer in common.
  9952. *
  9953. * @param {Layers} layers - The layers to test.
  9954. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  9955. */
  9956. test( layers ) {
  9957. return ( this.mask & layers.mask ) !== 0;
  9958. }
  9959. /**
  9960. * Returns `true` if the given layer is enabled.
  9961. *
  9962. * @param {number} layer - The layer to test.
  9963. * @return {boolean } Whether the given layer is enabled or not.
  9964. */
  9965. isEnabled( layer ) {
  9966. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  9967. }
  9968. }
  9969. let _object3DId = 0;
  9970. const _v1$4 = /*@__PURE__*/ new Vector3();
  9971. const _q1 = /*@__PURE__*/ new Quaternion();
  9972. const _m1$1 = /*@__PURE__*/ new Matrix4();
  9973. const _target = /*@__PURE__*/ new Vector3();
  9974. const _position$3 = /*@__PURE__*/ new Vector3();
  9975. const _scale$2 = /*@__PURE__*/ new Vector3();
  9976. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  9977. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  9978. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  9979. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  9980. /**
  9981. * Fires when the object has been added to its parent object.
  9982. *
  9983. * @event Object3D#added
  9984. * @type {Object}
  9985. */
  9986. const _addedEvent = { type: 'added' };
  9987. /**
  9988. * Fires when the object has been removed from its parent object.
  9989. *
  9990. * @event Object3D#removed
  9991. * @type {Object}
  9992. */
  9993. const _removedEvent = { type: 'removed' };
  9994. /**
  9995. * Fires when a new child object has been added.
  9996. *
  9997. * @event Object3D#childadded
  9998. * @type {Object}
  9999. */
  10000. const _childaddedEvent = { type: 'childadded', child: null };
  10001. /**
  10002. * Fires when a child object has been removed.
  10003. *
  10004. * @event Object3D#childremoved
  10005. * @type {Object}
  10006. */
  10007. const _childremovedEvent = { type: 'childremoved', child: null };
  10008. /**
  10009. * This is the base class for most objects in three.js and provides a set of
  10010. * properties and methods for manipulating objects in 3D space.
  10011. *
  10012. * @augments EventDispatcher
  10013. */
  10014. class Object3D extends EventDispatcher {
  10015. /**
  10016. * Constructs a new 3D object.
  10017. */
  10018. constructor() {
  10019. super();
  10020. /**
  10021. * This flag can be used for type testing.
  10022. *
  10023. * @type {boolean}
  10024. * @readonly
  10025. * @default true
  10026. */
  10027. this.isObject3D = true;
  10028. /**
  10029. * The ID of the 3D object.
  10030. *
  10031. * @name Object3D#id
  10032. * @type {number}
  10033. * @readonly
  10034. */
  10035. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10036. /**
  10037. * The UUID of the 3D object.
  10038. *
  10039. * @type {string}
  10040. * @readonly
  10041. */
  10042. this.uuid = generateUUID();
  10043. /**
  10044. * The name of the 3D object.
  10045. *
  10046. * @type {string}
  10047. */
  10048. this.name = '';
  10049. /**
  10050. * The type property is used for detecting the object type
  10051. * in context of serialization/deserialization.
  10052. *
  10053. * @type {string}
  10054. * @readonly
  10055. */
  10056. this.type = 'Object3D';
  10057. /**
  10058. * A reference to the parent object.
  10059. *
  10060. * @type {?Object3D}
  10061. * @default null
  10062. */
  10063. this.parent = null;
  10064. /**
  10065. * An array holding the child 3D objects of this instance.
  10066. *
  10067. * @type {Array<Object3D>}
  10068. */
  10069. this.children = [];
  10070. /**
  10071. * Defines the `up` direction of the 3D object which influences
  10072. * the orientation via methods like {@link Object3D#lookAt}.
  10073. *
  10074. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10075. *
  10076. * @type {Vector3}
  10077. */
  10078. this.up = Object3D.DEFAULT_UP.clone();
  10079. const position = new Vector3();
  10080. const rotation = new Euler();
  10081. const quaternion = new Quaternion();
  10082. const scale = new Vector3( 1, 1, 1 );
  10083. function onRotationChange() {
  10084. quaternion.setFromEuler( rotation, false );
  10085. }
  10086. function onQuaternionChange() {
  10087. rotation.setFromQuaternion( quaternion, undefined, false );
  10088. }
  10089. rotation._onChange( onRotationChange );
  10090. quaternion._onChange( onQuaternionChange );
  10091. Object.defineProperties( this, {
  10092. /**
  10093. * Represents the object's local position.
  10094. *
  10095. * @name Object3D#position
  10096. * @type {Vector3}
  10097. * @default (0,0,0)
  10098. */
  10099. position: {
  10100. configurable: true,
  10101. enumerable: true,
  10102. value: position
  10103. },
  10104. /**
  10105. * Represents the object's local rotation as Euler angles, in radians.
  10106. *
  10107. * @name Object3D#rotation
  10108. * @type {Euler}
  10109. * @default (0,0,0)
  10110. */
  10111. rotation: {
  10112. configurable: true,
  10113. enumerable: true,
  10114. value: rotation
  10115. },
  10116. /**
  10117. * Represents the object's local rotation as Quaternions.
  10118. *
  10119. * @name Object3D#quaternion
  10120. * @type {Quaternion}
  10121. */
  10122. quaternion: {
  10123. configurable: true,
  10124. enumerable: true,
  10125. value: quaternion
  10126. },
  10127. /**
  10128. * Represents the object's local scale.
  10129. *
  10130. * @name Object3D#scale
  10131. * @type {Vector3}
  10132. * @default (1,1,1)
  10133. */
  10134. scale: {
  10135. configurable: true,
  10136. enumerable: true,
  10137. value: scale
  10138. },
  10139. /**
  10140. * Represents the object's model-view matrix.
  10141. *
  10142. * @name Object3D#modelViewMatrix
  10143. * @type {Matrix4}
  10144. */
  10145. modelViewMatrix: {
  10146. value: new Matrix4()
  10147. },
  10148. /**
  10149. * Represents the object's normal matrix.
  10150. *
  10151. * @name Object3D#normalMatrix
  10152. * @type {Matrix3}
  10153. */
  10154. normalMatrix: {
  10155. value: new Matrix3()
  10156. }
  10157. } );
  10158. /**
  10159. * Represents the object's transformation matrix in local space.
  10160. *
  10161. * @type {Matrix4}
  10162. */
  10163. this.matrix = new Matrix4();
  10164. /**
  10165. * Represents the object's transformation matrix in world space.
  10166. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10167. *
  10168. * @type {Matrix4}
  10169. */
  10170. this.matrixWorld = new Matrix4();
  10171. /**
  10172. * When set to `true`, the engine automatically computes the local matrix from position,
  10173. * rotation and scale every frame.
  10174. *
  10175. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10176. *
  10177. * @type {boolean}
  10178. * @default true
  10179. */
  10180. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10181. /**
  10182. * When set to `true`, the engine automatically computes the world matrix from the current local
  10183. * matrix and the object's transformation hierarchy.
  10184. *
  10185. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10186. *
  10187. * @type {boolean}
  10188. * @default true
  10189. */
  10190. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10191. /**
  10192. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10193. * to `false`.
  10194. *
  10195. * @type {boolean}
  10196. * @default false
  10197. */
  10198. this.matrixWorldNeedsUpdate = false;
  10199. /**
  10200. * The layer membership of the 3D object. The 3D object is only visible if it has
  10201. * at least one layer in common with the camera in use. This property can also be
  10202. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10203. *
  10204. * @type {Layers}
  10205. */
  10206. this.layers = new Layers();
  10207. /**
  10208. * When set to `true`, the 3D object gets rendered.
  10209. *
  10210. * @type {boolean}
  10211. * @default true
  10212. */
  10213. this.visible = true;
  10214. /**
  10215. * When set to `true`, the 3D object gets rendered into shadow maps.
  10216. *
  10217. * @type {boolean}
  10218. * @default false
  10219. */
  10220. this.castShadow = false;
  10221. /**
  10222. * When set to `true`, the 3D object is affected by shadows in the scene.
  10223. *
  10224. * @type {boolean}
  10225. * @default false
  10226. */
  10227. this.receiveShadow = false;
  10228. /**
  10229. * When set to `true`, the 3D object is honored by view frustum culling.
  10230. *
  10231. * @type {boolean}
  10232. * @default true
  10233. */
  10234. this.frustumCulled = true;
  10235. /**
  10236. * This value allows the default rendering order of scene graph objects to be
  10237. * overridden although opaque and transparent objects remain sorted independently.
  10238. * When this property is set for an instance of {@link Group},all descendants
  10239. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10240. * render order.
  10241. *
  10242. * @type {number}
  10243. * @default 0
  10244. */
  10245. this.renderOrder = 0;
  10246. /**
  10247. * An array holding the animation clips of the 3D object.
  10248. *
  10249. * @type {Array<AnimationClip>}
  10250. */
  10251. this.animations = [];
  10252. /**
  10253. * Custom depth material to be used when rendering to the depth map. Can only be used
  10254. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10255. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10256. * material for proper shadows.
  10257. *
  10258. * Only relevant in context of {@link WebGLRenderer}.
  10259. *
  10260. * @type {(Material|undefined)}
  10261. * @default undefined
  10262. */
  10263. this.customDepthMaterial = undefined;
  10264. /**
  10265. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10266. *
  10267. * Only relevant in context of {@link WebGLRenderer}.
  10268. *
  10269. * @type {(Material|undefined)}
  10270. * @default undefined
  10271. */
  10272. this.customDistanceMaterial = undefined;
  10273. /**
  10274. * An object that can be used to store custom data about the 3D object. It
  10275. * should not hold references to functions as these will not be cloned.
  10276. *
  10277. * @type {Object}
  10278. */
  10279. this.userData = {};
  10280. }
  10281. /**
  10282. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10283. *
  10284. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10285. * @param {Object3D} object - The 3D object.
  10286. * @param {Camera} camera - The camera that is used to render the scene.
  10287. * @param {Camera} shadowCamera - The shadow camera.
  10288. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10289. * @param {Material} depthMaterial - The depth material.
  10290. * @param {Object} group - The geometry group data.
  10291. */
  10292. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10293. /**
  10294. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10295. *
  10296. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10297. * @param {Object3D} object - The 3D object.
  10298. * @param {Camera} camera - The camera that is used to render the scene.
  10299. * @param {Camera} shadowCamera - The shadow camera.
  10300. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10301. * @param {Material} depthMaterial - The depth material.
  10302. * @param {Object} group - The geometry group data.
  10303. */
  10304. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10305. /**
  10306. * A callback that is executed immediately before a 3D object is rendered.
  10307. *
  10308. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10309. * @param {Object3D} object - The 3D object.
  10310. * @param {Camera} camera - The camera that is used to render the scene.
  10311. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10312. * @param {Material} material - The 3D object's material.
  10313. * @param {Object} group - The geometry group data.
  10314. */
  10315. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10316. /**
  10317. * A callback that is executed immediately after a 3D object is rendered.
  10318. *
  10319. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10320. * @param {Object3D} object - The 3D object.
  10321. * @param {Camera} camera - The camera that is used to render the scene.
  10322. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10323. * @param {Material} material - The 3D object's material.
  10324. * @param {Object} group - The geometry group data.
  10325. */
  10326. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10327. /**
  10328. * Applies the given transformation matrix to the object and updates the object's position,
  10329. * rotation and scale.
  10330. *
  10331. * @param {Matrix4} matrix - The transformation matrix.
  10332. */
  10333. applyMatrix4( matrix ) {
  10334. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10335. this.matrix.premultiply( matrix );
  10336. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10337. }
  10338. /**
  10339. * Applies a rotation represented by given the quaternion to the 3D object.
  10340. *
  10341. * @param {Quaternion} q - The quaternion.
  10342. * @return {Object3D} A reference to this instance.
  10343. */
  10344. applyQuaternion( q ) {
  10345. this.quaternion.premultiply( q );
  10346. return this;
  10347. }
  10348. /**
  10349. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10350. *
  10351. * @param {Vector3} axis - The (normalized) axis vector.
  10352. * @param {number} angle - The angle in radians.
  10353. */
  10354. setRotationFromAxisAngle( axis, angle ) {
  10355. // assumes axis is normalized
  10356. this.quaternion.setFromAxisAngle( axis, angle );
  10357. }
  10358. /**
  10359. * Sets the given rotation represented as Euler angles to the 3D object.
  10360. *
  10361. * @param {Euler} euler - The Euler angles.
  10362. */
  10363. setRotationFromEuler( euler ) {
  10364. this.quaternion.setFromEuler( euler, true );
  10365. }
  10366. /**
  10367. * Sets the given rotation represented as rotation matrix to the 3D object.
  10368. *
  10369. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10370. * a pure rotation matrix (i.e, unscaled).
  10371. */
  10372. setRotationFromMatrix( m ) {
  10373. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10374. this.quaternion.setFromRotationMatrix( m );
  10375. }
  10376. /**
  10377. * Sets the given rotation represented as a Quaternion to the 3D object.
  10378. *
  10379. * @param {Quaternion} q - The Quaternion
  10380. */
  10381. setRotationFromQuaternion( q ) {
  10382. // assumes q is normalized
  10383. this.quaternion.copy( q );
  10384. }
  10385. /**
  10386. * Rotates the 3D object along an axis in local space.
  10387. *
  10388. * @param {Vector3} axis - The (normalized) axis vector.
  10389. * @param {number} angle - The angle in radians.
  10390. * @return {Object3D} A reference to this instance.
  10391. */
  10392. rotateOnAxis( axis, angle ) {
  10393. // rotate object on axis in object space
  10394. // axis is assumed to be normalized
  10395. _q1.setFromAxisAngle( axis, angle );
  10396. this.quaternion.multiply( _q1 );
  10397. return this;
  10398. }
  10399. /**
  10400. * Rotates the 3D object along an axis in world space.
  10401. *
  10402. * @param {Vector3} axis - The (normalized) axis vector.
  10403. * @param {number} angle - The angle in radians.
  10404. * @return {Object3D} A reference to this instance.
  10405. */
  10406. rotateOnWorldAxis( axis, angle ) {
  10407. // rotate object on axis in world space
  10408. // axis is assumed to be normalized
  10409. // method assumes no rotated parent
  10410. _q1.setFromAxisAngle( axis, angle );
  10411. this.quaternion.premultiply( _q1 );
  10412. return this;
  10413. }
  10414. /**
  10415. * Rotates the 3D object around its X axis in local space.
  10416. *
  10417. * @param {number} angle - The angle in radians.
  10418. * @return {Object3D} A reference to this instance.
  10419. */
  10420. rotateX( angle ) {
  10421. return this.rotateOnAxis( _xAxis, angle );
  10422. }
  10423. /**
  10424. * Rotates the 3D object around its Y axis in local space.
  10425. *
  10426. * @param {number} angle - The angle in radians.
  10427. * @return {Object3D} A reference to this instance.
  10428. */
  10429. rotateY( angle ) {
  10430. return this.rotateOnAxis( _yAxis, angle );
  10431. }
  10432. /**
  10433. * Rotates the 3D object around its Z axis in local space.
  10434. *
  10435. * @param {number} angle - The angle in radians.
  10436. * @return {Object3D} A reference to this instance.
  10437. */
  10438. rotateZ( angle ) {
  10439. return this.rotateOnAxis( _zAxis, angle );
  10440. }
  10441. /**
  10442. * Translate the 3D object by a distance along the given axis in local space.
  10443. *
  10444. * @param {Vector3} axis - The (normalized) axis vector.
  10445. * @param {number} distance - The distance in world units.
  10446. * @return {Object3D} A reference to this instance.
  10447. */
  10448. translateOnAxis( axis, distance ) {
  10449. // translate object by distance along axis in object space
  10450. // axis is assumed to be normalized
  10451. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10452. this.position.add( _v1$4.multiplyScalar( distance ) );
  10453. return this;
  10454. }
  10455. /**
  10456. * Translate the 3D object by a distance along its X-axis in local space.
  10457. *
  10458. * @param {number} distance - The distance in world units.
  10459. * @return {Object3D} A reference to this instance.
  10460. */
  10461. translateX( distance ) {
  10462. return this.translateOnAxis( _xAxis, distance );
  10463. }
  10464. /**
  10465. * Translate the 3D object by a distance along its Y-axis in local space.
  10466. *
  10467. * @param {number} distance - The distance in world units.
  10468. * @return {Object3D} A reference to this instance.
  10469. */
  10470. translateY( distance ) {
  10471. return this.translateOnAxis( _yAxis, distance );
  10472. }
  10473. /**
  10474. * Translate the 3D object by a distance along its Z-axis in local space.
  10475. *
  10476. * @param {number} distance - The distance in world units.
  10477. * @return {Object3D} A reference to this instance.
  10478. */
  10479. translateZ( distance ) {
  10480. return this.translateOnAxis( _zAxis, distance );
  10481. }
  10482. /**
  10483. * Converts the given vector from this 3D object's local space to world space.
  10484. *
  10485. * @param {Vector3} vector - The vector to convert.
  10486. * @return {Vector3} The converted vector.
  10487. */
  10488. localToWorld( vector ) {
  10489. this.updateWorldMatrix( true, false );
  10490. return vector.applyMatrix4( this.matrixWorld );
  10491. }
  10492. /**
  10493. * Converts the given vector from this 3D object's word space to local space.
  10494. *
  10495. * @param {Vector3} vector - The vector to convert.
  10496. * @return {Vector3} The converted vector.
  10497. */
  10498. worldToLocal( vector ) {
  10499. this.updateWorldMatrix( true, false );
  10500. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10501. }
  10502. /**
  10503. * Rotates the object to face a point in world space.
  10504. *
  10505. * This method does not support objects having non-uniformly-scaled parent(s).
  10506. *
  10507. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10508. * @param {number} [y] - The y coordinate in world space.
  10509. * @param {number} [z] - The z coordinate in world space.
  10510. */
  10511. lookAt( x, y, z ) {
  10512. // This method does not support objects having non-uniformly-scaled parent(s)
  10513. if ( x.isVector3 ) {
  10514. _target.copy( x );
  10515. } else {
  10516. _target.set( x, y, z );
  10517. }
  10518. const parent = this.parent;
  10519. this.updateWorldMatrix( true, false );
  10520. _position$3.setFromMatrixPosition( this.matrixWorld );
  10521. if ( this.isCamera || this.isLight ) {
  10522. _m1$1.lookAt( _position$3, _target, this.up );
  10523. } else {
  10524. _m1$1.lookAt( _target, _position$3, this.up );
  10525. }
  10526. this.quaternion.setFromRotationMatrix( _m1$1 );
  10527. if ( parent ) {
  10528. _m1$1.extractRotation( parent.matrixWorld );
  10529. _q1.setFromRotationMatrix( _m1$1 );
  10530. this.quaternion.premultiply( _q1.invert() );
  10531. }
  10532. }
  10533. /**
  10534. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10535. * objects may be added. Any current parent on an object passed in here will be
  10536. * removed, since an object can have at most one parent.
  10537. *
  10538. * @fires Object3D#added
  10539. * @fires Object3D#childadded
  10540. * @param {Object3D} object - The 3D object to add.
  10541. * @return {Object3D} A reference to this instance.
  10542. */
  10543. add( object ) {
  10544. if ( arguments.length > 1 ) {
  10545. for ( let i = 0; i < arguments.length; i ++ ) {
  10546. this.add( arguments[ i ] );
  10547. }
  10548. return this;
  10549. }
  10550. if ( object === this ) {
  10551. console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
  10552. return this;
  10553. }
  10554. if ( object && object.isObject3D ) {
  10555. object.removeFromParent();
  10556. object.parent = this;
  10557. this.children.push( object );
  10558. object.dispatchEvent( _addedEvent );
  10559. _childaddedEvent.child = object;
  10560. this.dispatchEvent( _childaddedEvent );
  10561. _childaddedEvent.child = null;
  10562. } else {
  10563. console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
  10564. }
  10565. return this;
  10566. }
  10567. /**
  10568. * Removes the given 3D object as child from this 3D object.
  10569. * An arbitrary number of objects may be removed.
  10570. *
  10571. * @fires Object3D#removed
  10572. * @fires Object3D#childremoved
  10573. * @param {Object3D} object - The 3D object to remove.
  10574. * @return {Object3D} A reference to this instance.
  10575. */
  10576. remove( object ) {
  10577. if ( arguments.length > 1 ) {
  10578. for ( let i = 0; i < arguments.length; i ++ ) {
  10579. this.remove( arguments[ i ] );
  10580. }
  10581. return this;
  10582. }
  10583. const index = this.children.indexOf( object );
  10584. if ( index !== -1 ) {
  10585. object.parent = null;
  10586. this.children.splice( index, 1 );
  10587. object.dispatchEvent( _removedEvent );
  10588. _childremovedEvent.child = object;
  10589. this.dispatchEvent( _childremovedEvent );
  10590. _childremovedEvent.child = null;
  10591. }
  10592. return this;
  10593. }
  10594. /**
  10595. * Removes this 3D object from its current parent.
  10596. *
  10597. * @fires Object3D#removed
  10598. * @fires Object3D#childremoved
  10599. * @return {Object3D} A reference to this instance.
  10600. */
  10601. removeFromParent() {
  10602. const parent = this.parent;
  10603. if ( parent !== null ) {
  10604. parent.remove( this );
  10605. }
  10606. return this;
  10607. }
  10608. /**
  10609. * Removes all child objects.
  10610. *
  10611. * @fires Object3D#removed
  10612. * @fires Object3D#childremoved
  10613. * @return {Object3D} A reference to this instance.
  10614. */
  10615. clear() {
  10616. return this.remove( ... this.children );
  10617. }
  10618. /**
  10619. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10620. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10621. *
  10622. * @fires Object3D#added
  10623. * @fires Object3D#childadded
  10624. * @param {Object3D} object - The 3D object to attach.
  10625. * @return {Object3D} A reference to this instance.
  10626. */
  10627. attach( object ) {
  10628. // adds object as a child of this, while maintaining the object's world transform
  10629. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10630. this.updateWorldMatrix( true, false );
  10631. _m1$1.copy( this.matrixWorld ).invert();
  10632. if ( object.parent !== null ) {
  10633. object.parent.updateWorldMatrix( true, false );
  10634. _m1$1.multiply( object.parent.matrixWorld );
  10635. }
  10636. object.applyMatrix4( _m1$1 );
  10637. object.removeFromParent();
  10638. object.parent = this;
  10639. this.children.push( object );
  10640. object.updateWorldMatrix( false, true );
  10641. object.dispatchEvent( _addedEvent );
  10642. _childaddedEvent.child = object;
  10643. this.dispatchEvent( _childaddedEvent );
  10644. _childaddedEvent.child = null;
  10645. return this;
  10646. }
  10647. /**
  10648. * Searches through the 3D object and its children, starting with the 3D object
  10649. * itself, and returns the first with a matching ID.
  10650. *
  10651. * @param {number} id - The id.
  10652. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10653. */
  10654. getObjectById( id ) {
  10655. return this.getObjectByProperty( 'id', id );
  10656. }
  10657. /**
  10658. * Searches through the 3D object and its children, starting with the 3D object
  10659. * itself, and returns the first with a matching name.
  10660. *
  10661. * @param {string} name - The name.
  10662. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10663. */
  10664. getObjectByName( name ) {
  10665. return this.getObjectByProperty( 'name', name );
  10666. }
  10667. /**
  10668. * Searches through the 3D object and its children, starting with the 3D object
  10669. * itself, and returns the first with a matching property value.
  10670. *
  10671. * @param {string} name - The name of the property.
  10672. * @param {any} value - The value.
  10673. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10674. */
  10675. getObjectByProperty( name, value ) {
  10676. if ( this[ name ] === value ) return this;
  10677. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10678. const child = this.children[ i ];
  10679. const object = child.getObjectByProperty( name, value );
  10680. if ( object !== undefined ) {
  10681. return object;
  10682. }
  10683. }
  10684. return undefined;
  10685. }
  10686. /**
  10687. * Searches through the 3D object and its children, starting with the 3D object
  10688. * itself, and returns all 3D objects with a matching property value.
  10689. *
  10690. * @param {string} name - The name of the property.
  10691. * @param {any} value - The value.
  10692. * @param {Array<Object3D>} result - The method stores the result in this array.
  10693. * @return {Array<Object3D>} The found 3D objects.
  10694. */
  10695. getObjectsByProperty( name, value, result = [] ) {
  10696. if ( this[ name ] === value ) result.push( this );
  10697. const children = this.children;
  10698. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10699. children[ i ].getObjectsByProperty( name, value, result );
  10700. }
  10701. return result;
  10702. }
  10703. /**
  10704. * Returns a vector representing the position of the 3D object in world space.
  10705. *
  10706. * @param {Vector3} target - The target vector the result is stored to.
  10707. * @return {Vector3} The 3D object's position in world space.
  10708. */
  10709. getWorldPosition( target ) {
  10710. this.updateWorldMatrix( true, false );
  10711. return target.setFromMatrixPosition( this.matrixWorld );
  10712. }
  10713. /**
  10714. * Returns a Quaternion representing the position of the 3D object in world space.
  10715. *
  10716. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10717. * @return {Quaternion} The 3D object's rotation in world space.
  10718. */
  10719. getWorldQuaternion( target ) {
  10720. this.updateWorldMatrix( true, false );
  10721. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10722. return target;
  10723. }
  10724. /**
  10725. * Returns a vector representing the scale of the 3D object in world space.
  10726. *
  10727. * @param {Vector3} target - The target vector the result is stored to.
  10728. * @return {Vector3} The 3D object's scale in world space.
  10729. */
  10730. getWorldScale( target ) {
  10731. this.updateWorldMatrix( true, false );
  10732. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10733. return target;
  10734. }
  10735. /**
  10736. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10737. *
  10738. * @param {Vector3} target - The target vector the result is stored to.
  10739. * @return {Vector3} The 3D object's direction in world space.
  10740. */
  10741. getWorldDirection( target ) {
  10742. this.updateWorldMatrix( true, false );
  10743. const e = this.matrixWorld.elements;
  10744. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10745. }
  10746. /**
  10747. * Abstract method to get intersections between a casted ray and this
  10748. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10749. * implement this method in order to use raycasting.
  10750. *
  10751. * @abstract
  10752. * @param {Raycaster} raycaster - The raycaster.
  10753. * @param {Array<Object>} intersects - An array holding the result of the method.
  10754. */
  10755. raycast( /* raycaster, intersects */ ) {}
  10756. /**
  10757. * Executes the callback on this 3D object and all descendants.
  10758. *
  10759. * Note: Modifying the scene graph inside the callback is discouraged.
  10760. *
  10761. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10762. */
  10763. traverse( callback ) {
  10764. callback( this );
  10765. const children = this.children;
  10766. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10767. children[ i ].traverse( callback );
  10768. }
  10769. }
  10770. /**
  10771. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10772. * Descendants of invisible 3D objects are not traversed.
  10773. *
  10774. * Note: Modifying the scene graph inside the callback is discouraged.
  10775. *
  10776. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10777. */
  10778. traverseVisible( callback ) {
  10779. if ( this.visible === false ) return;
  10780. callback( this );
  10781. const children = this.children;
  10782. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10783. children[ i ].traverseVisible( callback );
  10784. }
  10785. }
  10786. /**
  10787. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10788. *
  10789. * Note: Modifying the scene graph inside the callback is discouraged.
  10790. *
  10791. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10792. */
  10793. traverseAncestors( callback ) {
  10794. const parent = this.parent;
  10795. if ( parent !== null ) {
  10796. callback( parent );
  10797. parent.traverseAncestors( callback );
  10798. }
  10799. }
  10800. /**
  10801. * Updates the transformation matrix in local space by computing it from the current
  10802. * position, rotation and scale values.
  10803. */
  10804. updateMatrix() {
  10805. this.matrix.compose( this.position, this.quaternion, this.scale );
  10806. this.matrixWorldNeedsUpdate = true;
  10807. }
  10808. /**
  10809. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10810. *
  10811. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10812. * local space. The computation of the local and world matrix can be controlled with the
  10813. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10814. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10815. *
  10816. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10817. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10818. */
  10819. updateMatrixWorld( force ) {
  10820. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10821. if ( this.matrixWorldNeedsUpdate || force ) {
  10822. if ( this.matrixWorldAutoUpdate === true ) {
  10823. if ( this.parent === null ) {
  10824. this.matrixWorld.copy( this.matrix );
  10825. } else {
  10826. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10827. }
  10828. }
  10829. this.matrixWorldNeedsUpdate = false;
  10830. force = true;
  10831. }
  10832. // make sure descendants are updated if required
  10833. const children = this.children;
  10834. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10835. const child = children[ i ];
  10836. child.updateMatrixWorld( force );
  10837. }
  10838. }
  10839. /**
  10840. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10841. * update of ancestor and descendant nodes.
  10842. *
  10843. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10844. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10845. */
  10846. updateWorldMatrix( updateParents, updateChildren ) {
  10847. const parent = this.parent;
  10848. if ( updateParents === true && parent !== null ) {
  10849. parent.updateWorldMatrix( true, false );
  10850. }
  10851. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10852. if ( this.matrixWorldAutoUpdate === true ) {
  10853. if ( this.parent === null ) {
  10854. this.matrixWorld.copy( this.matrix );
  10855. } else {
  10856. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10857. }
  10858. }
  10859. // make sure descendants are updated
  10860. if ( updateChildren === true ) {
  10861. const children = this.children;
  10862. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10863. const child = children[ i ];
  10864. child.updateWorldMatrix( false, true );
  10865. }
  10866. }
  10867. }
  10868. /**
  10869. * Serializes the 3D object into JSON.
  10870. *
  10871. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10872. * @return {Object} A JSON object representing the serialized 3D object.
  10873. * @see {@link ObjectLoader#parse}
  10874. */
  10875. toJSON( meta ) {
  10876. // meta is a string when called from JSON.stringify
  10877. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10878. const output = {};
  10879. // meta is a hash used to collect geometries, materials.
  10880. // not providing it implies that this is the root object
  10881. // being serialized.
  10882. if ( isRootObject ) {
  10883. // initialize meta obj
  10884. meta = {
  10885. geometries: {},
  10886. materials: {},
  10887. textures: {},
  10888. images: {},
  10889. shapes: {},
  10890. skeletons: {},
  10891. animations: {},
  10892. nodes: {}
  10893. };
  10894. output.metadata = {
  10895. version: 4.7,
  10896. type: 'Object',
  10897. generator: 'Object3D.toJSON'
  10898. };
  10899. }
  10900. // standard Object3D serialization
  10901. const object = {};
  10902. object.uuid = this.uuid;
  10903. object.type = this.type;
  10904. if ( this.name !== '' ) object.name = this.name;
  10905. if ( this.castShadow === true ) object.castShadow = true;
  10906. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10907. if ( this.visible === false ) object.visible = false;
  10908. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10909. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10910. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10911. object.layers = this.layers.mask;
  10912. object.matrix = this.matrix.toArray();
  10913. object.up = this.up.toArray();
  10914. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10915. // object specific properties
  10916. if ( this.isInstancedMesh ) {
  10917. object.type = 'InstancedMesh';
  10918. object.count = this.count;
  10919. object.instanceMatrix = this.instanceMatrix.toJSON();
  10920. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10921. }
  10922. if ( this.isBatchedMesh ) {
  10923. object.type = 'BatchedMesh';
  10924. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  10925. object.sortObjects = this.sortObjects;
  10926. object.drawRanges = this._drawRanges;
  10927. object.reservedRanges = this._reservedRanges;
  10928. object.geometryInfo = this._geometryInfo.map( info => ( {
  10929. ...info,
  10930. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  10931. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  10932. } ) );
  10933. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  10934. object.availableInstanceIds = this._availableInstanceIds.slice();
  10935. object.availableGeometryIds = this._availableGeometryIds.slice();
  10936. object.nextIndexStart = this._nextIndexStart;
  10937. object.nextVertexStart = this._nextVertexStart;
  10938. object.geometryCount = this._geometryCount;
  10939. object.maxInstanceCount = this._maxInstanceCount;
  10940. object.maxVertexCount = this._maxVertexCount;
  10941. object.maxIndexCount = this._maxIndexCount;
  10942. object.geometryInitialized = this._geometryInitialized;
  10943. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10944. object.indirectTexture = this._indirectTexture.toJSON( meta );
  10945. if ( this._colorsTexture !== null ) {
  10946. object.colorsTexture = this._colorsTexture.toJSON( meta );
  10947. }
  10948. if ( this.boundingSphere !== null ) {
  10949. object.boundingSphere = this.boundingSphere.toJSON();
  10950. }
  10951. if ( this.boundingBox !== null ) {
  10952. object.boundingBox = this.boundingBox.toJSON();
  10953. }
  10954. }
  10955. //
  10956. function serialize( library, element ) {
  10957. if ( library[ element.uuid ] === undefined ) {
  10958. library[ element.uuid ] = element.toJSON( meta );
  10959. }
  10960. return element.uuid;
  10961. }
  10962. if ( this.isScene ) {
  10963. if ( this.background ) {
  10964. if ( this.background.isColor ) {
  10965. object.background = this.background.toJSON();
  10966. } else if ( this.background.isTexture ) {
  10967. object.background = this.background.toJSON( meta ).uuid;
  10968. }
  10969. }
  10970. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  10971. object.environment = this.environment.toJSON( meta ).uuid;
  10972. }
  10973. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  10974. object.geometry = serialize( meta.geometries, this.geometry );
  10975. const parameters = this.geometry.parameters;
  10976. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  10977. const shapes = parameters.shapes;
  10978. if ( Array.isArray( shapes ) ) {
  10979. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  10980. const shape = shapes[ i ];
  10981. serialize( meta.shapes, shape );
  10982. }
  10983. } else {
  10984. serialize( meta.shapes, shapes );
  10985. }
  10986. }
  10987. }
  10988. if ( this.isSkinnedMesh ) {
  10989. object.bindMode = this.bindMode;
  10990. object.bindMatrix = this.bindMatrix.toArray();
  10991. if ( this.skeleton !== undefined ) {
  10992. serialize( meta.skeletons, this.skeleton );
  10993. object.skeleton = this.skeleton.uuid;
  10994. }
  10995. }
  10996. if ( this.material !== undefined ) {
  10997. if ( Array.isArray( this.material ) ) {
  10998. const uuids = [];
  10999. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11000. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11001. }
  11002. object.material = uuids;
  11003. } else {
  11004. object.material = serialize( meta.materials, this.material );
  11005. }
  11006. }
  11007. //
  11008. if ( this.children.length > 0 ) {
  11009. object.children = [];
  11010. for ( let i = 0; i < this.children.length; i ++ ) {
  11011. object.children.push( this.children[ i ].toJSON( meta ).object );
  11012. }
  11013. }
  11014. //
  11015. if ( this.animations.length > 0 ) {
  11016. object.animations = [];
  11017. for ( let i = 0; i < this.animations.length; i ++ ) {
  11018. const animation = this.animations[ i ];
  11019. object.animations.push( serialize( meta.animations, animation ) );
  11020. }
  11021. }
  11022. if ( isRootObject ) {
  11023. const geometries = extractFromCache( meta.geometries );
  11024. const materials = extractFromCache( meta.materials );
  11025. const textures = extractFromCache( meta.textures );
  11026. const images = extractFromCache( meta.images );
  11027. const shapes = extractFromCache( meta.shapes );
  11028. const skeletons = extractFromCache( meta.skeletons );
  11029. const animations = extractFromCache( meta.animations );
  11030. const nodes = extractFromCache( meta.nodes );
  11031. if ( geometries.length > 0 ) output.geometries = geometries;
  11032. if ( materials.length > 0 ) output.materials = materials;
  11033. if ( textures.length > 0 ) output.textures = textures;
  11034. if ( images.length > 0 ) output.images = images;
  11035. if ( shapes.length > 0 ) output.shapes = shapes;
  11036. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11037. if ( animations.length > 0 ) output.animations = animations;
  11038. if ( nodes.length > 0 ) output.nodes = nodes;
  11039. }
  11040. output.object = object;
  11041. return output;
  11042. // extract data from the cache hash
  11043. // remove metadata on each item
  11044. // and return as array
  11045. function extractFromCache( cache ) {
  11046. const values = [];
  11047. for ( const key in cache ) {
  11048. const data = cache[ key ];
  11049. delete data.metadata;
  11050. values.push( data );
  11051. }
  11052. return values;
  11053. }
  11054. }
  11055. /**
  11056. * Returns a new 3D object with copied values from this instance.
  11057. *
  11058. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11059. * @return {Object3D} A clone of this instance.
  11060. */
  11061. clone( recursive ) {
  11062. return new this.constructor().copy( this, recursive );
  11063. }
  11064. /**
  11065. * Copies the values of the given 3D object to this instance.
  11066. *
  11067. * @param {Object3D} source - The 3D object to copy.
  11068. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11069. * @return {Object3D} A reference to this instance.
  11070. */
  11071. copy( source, recursive = true ) {
  11072. this.name = source.name;
  11073. this.up.copy( source.up );
  11074. this.position.copy( source.position );
  11075. this.rotation.order = source.rotation.order;
  11076. this.quaternion.copy( source.quaternion );
  11077. this.scale.copy( source.scale );
  11078. this.matrix.copy( source.matrix );
  11079. this.matrixWorld.copy( source.matrixWorld );
  11080. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11081. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11082. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11083. this.layers.mask = source.layers.mask;
  11084. this.visible = source.visible;
  11085. this.castShadow = source.castShadow;
  11086. this.receiveShadow = source.receiveShadow;
  11087. this.frustumCulled = source.frustumCulled;
  11088. this.renderOrder = source.renderOrder;
  11089. this.animations = source.animations.slice();
  11090. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11091. if ( recursive === true ) {
  11092. for ( let i = 0; i < source.children.length; i ++ ) {
  11093. const child = source.children[ i ];
  11094. this.add( child.clone() );
  11095. }
  11096. }
  11097. return this;
  11098. }
  11099. }
  11100. /**
  11101. * The default up direction for objects, also used as the default
  11102. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11103. *
  11104. * @static
  11105. * @type {Vector3}
  11106. * @default (0,1,0)
  11107. */
  11108. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11109. /**
  11110. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11111. * newly created 3D objects.
  11112. *
  11113. * @static
  11114. * @type {boolean}
  11115. * @default true
  11116. */
  11117. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11118. /**
  11119. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11120. * newly created 3D objects.
  11121. *
  11122. * @static
  11123. * @type {boolean}
  11124. * @default true
  11125. */
  11126. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11127. const _v0$1 = /*@__PURE__*/ new Vector3();
  11128. const _v1$3 = /*@__PURE__*/ new Vector3();
  11129. const _v2$2 = /*@__PURE__*/ new Vector3();
  11130. const _v3$2 = /*@__PURE__*/ new Vector3();
  11131. const _vab = /*@__PURE__*/ new Vector3();
  11132. const _vac = /*@__PURE__*/ new Vector3();
  11133. const _vbc = /*@__PURE__*/ new Vector3();
  11134. const _vap = /*@__PURE__*/ new Vector3();
  11135. const _vbp = /*@__PURE__*/ new Vector3();
  11136. const _vcp = /*@__PURE__*/ new Vector3();
  11137. const _v40 = /*@__PURE__*/ new Vector4();
  11138. const _v41 = /*@__PURE__*/ new Vector4();
  11139. const _v42 = /*@__PURE__*/ new Vector4();
  11140. /**
  11141. * A geometric triangle as defined by three vectors representing its three corners.
  11142. */
  11143. class Triangle {
  11144. /**
  11145. * Constructs a new triangle.
  11146. *
  11147. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11148. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11149. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11150. */
  11151. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11152. /**
  11153. * The first corner of the triangle.
  11154. *
  11155. * @type {Vector3}
  11156. */
  11157. this.a = a;
  11158. /**
  11159. * The second corner of the triangle.
  11160. *
  11161. * @type {Vector3}
  11162. */
  11163. this.b = b;
  11164. /**
  11165. * The third corner of the triangle.
  11166. *
  11167. * @type {Vector3}
  11168. */
  11169. this.c = c;
  11170. }
  11171. /**
  11172. * Computes the normal vector of a triangle.
  11173. *
  11174. * @param {Vector3} a - The first corner of the triangle.
  11175. * @param {Vector3} b - The second corner of the triangle.
  11176. * @param {Vector3} c - The third corner of the triangle.
  11177. * @param {Vector3} target - The target vector that is used to store the method's result.
  11178. * @return {Vector3} The triangle's normal.
  11179. */
  11180. static getNormal( a, b, c, target ) {
  11181. target.subVectors( c, b );
  11182. _v0$1.subVectors( a, b );
  11183. target.cross( _v0$1 );
  11184. const targetLengthSq = target.lengthSq();
  11185. if ( targetLengthSq > 0 ) {
  11186. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11187. }
  11188. return target.set( 0, 0, 0 );
  11189. }
  11190. /**
  11191. * Computes a barycentric coordinates from the given vector.
  11192. * Returns `null` if the triangle is degenerate.
  11193. *
  11194. * @param {Vector3} point - A point in 3D space.
  11195. * @param {Vector3} a - The first corner of the triangle.
  11196. * @param {Vector3} b - The second corner of the triangle.
  11197. * @param {Vector3} c - The third corner of the triangle.
  11198. * @param {Vector3} target - The target vector that is used to store the method's result.
  11199. * @return {?Vector3} The barycentric coordinates for the given point
  11200. */
  11201. static getBarycoord( point, a, b, c, target ) {
  11202. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11203. _v0$1.subVectors( c, a );
  11204. _v1$3.subVectors( b, a );
  11205. _v2$2.subVectors( point, a );
  11206. const dot00 = _v0$1.dot( _v0$1 );
  11207. const dot01 = _v0$1.dot( _v1$3 );
  11208. const dot02 = _v0$1.dot( _v2$2 );
  11209. const dot11 = _v1$3.dot( _v1$3 );
  11210. const dot12 = _v1$3.dot( _v2$2 );
  11211. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11212. // collinear or singular triangle
  11213. if ( denom === 0 ) {
  11214. target.set( 0, 0, 0 );
  11215. return null;
  11216. }
  11217. const invDenom = 1 / denom;
  11218. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11219. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11220. // barycentric coordinates must always sum to 1
  11221. return target.set( 1 - u - v, v, u );
  11222. }
  11223. /**
  11224. * Returns `true` if the given point, when projected onto the plane of the
  11225. * triangle, lies within the triangle.
  11226. *
  11227. * @param {Vector3} point - The point in 3D space to test.
  11228. * @param {Vector3} a - The first corner of the triangle.
  11229. * @param {Vector3} b - The second corner of the triangle.
  11230. * @param {Vector3} c - The third corner of the triangle.
  11231. * @return {boolean} Whether the given point, when projected onto the plane of the
  11232. * triangle, lies within the triangle or not.
  11233. */
  11234. static containsPoint( point, a, b, c ) {
  11235. // if the triangle is degenerate then we can't contain a point
  11236. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11237. return false;
  11238. }
  11239. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11240. }
  11241. /**
  11242. * Computes the value barycentrically interpolated for the given point on the
  11243. * triangle. Returns `null` if the triangle is degenerate.
  11244. *
  11245. * @param {Vector3} point - Position of interpolated point.
  11246. * @param {Vector3} p1 - The first corner of the triangle.
  11247. * @param {Vector3} p2 - The second corner of the triangle.
  11248. * @param {Vector3} p3 - The third corner of the triangle.
  11249. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11250. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11251. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11252. * @param {Vector3} target - The target vector that is used to store the method's result.
  11253. * @return {?Vector3} The interpolated value.
  11254. */
  11255. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11256. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11257. target.x = 0;
  11258. target.y = 0;
  11259. if ( 'z' in target ) target.z = 0;
  11260. if ( 'w' in target ) target.w = 0;
  11261. return null;
  11262. }
  11263. target.setScalar( 0 );
  11264. target.addScaledVector( v1, _v3$2.x );
  11265. target.addScaledVector( v2, _v3$2.y );
  11266. target.addScaledVector( v3, _v3$2.z );
  11267. return target;
  11268. }
  11269. /**
  11270. * Computes the value barycentrically interpolated for the given attribute and indices.
  11271. *
  11272. * @param {BufferAttribute} attr - The attribute to interpolate.
  11273. * @param {number} i1 - Index of first vertex.
  11274. * @param {number} i2 - Index of second vertex.
  11275. * @param {number} i3 - Index of third vertex.
  11276. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11277. * @param {Vector3} target - The target vector that is used to store the method's result.
  11278. * @return {Vector3} The interpolated attribute value.
  11279. */
  11280. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11281. _v40.setScalar( 0 );
  11282. _v41.setScalar( 0 );
  11283. _v42.setScalar( 0 );
  11284. _v40.fromBufferAttribute( attr, i1 );
  11285. _v41.fromBufferAttribute( attr, i2 );
  11286. _v42.fromBufferAttribute( attr, i3 );
  11287. target.setScalar( 0 );
  11288. target.addScaledVector( _v40, barycoord.x );
  11289. target.addScaledVector( _v41, barycoord.y );
  11290. target.addScaledVector( _v42, barycoord.z );
  11291. return target;
  11292. }
  11293. /**
  11294. * Returns `true` if the triangle is oriented towards the given direction.
  11295. *
  11296. * @param {Vector3} a - The first corner of the triangle.
  11297. * @param {Vector3} b - The second corner of the triangle.
  11298. * @param {Vector3} c - The third corner of the triangle.
  11299. * @param {Vector3} direction - The (normalized) direction vector.
  11300. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11301. */
  11302. static isFrontFacing( a, b, c, direction ) {
  11303. _v0$1.subVectors( c, b );
  11304. _v1$3.subVectors( a, b );
  11305. // strictly front facing
  11306. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11307. }
  11308. /**
  11309. * Sets the triangle's vertices by copying the given values.
  11310. *
  11311. * @param {Vector3} a - The first corner of the triangle.
  11312. * @param {Vector3} b - The second corner of the triangle.
  11313. * @param {Vector3} c - The third corner of the triangle.
  11314. * @return {Triangle} A reference to this triangle.
  11315. */
  11316. set( a, b, c ) {
  11317. this.a.copy( a );
  11318. this.b.copy( b );
  11319. this.c.copy( c );
  11320. return this;
  11321. }
  11322. /**
  11323. * Sets the triangle's vertices by copying the given array values.
  11324. *
  11325. * @param {Array<Vector3>} points - An array with 3D points.
  11326. * @param {number} i0 - The array index representing the first corner of the triangle.
  11327. * @param {number} i1 - The array index representing the second corner of the triangle.
  11328. * @param {number} i2 - The array index representing the third corner of the triangle.
  11329. * @return {Triangle} A reference to this triangle.
  11330. */
  11331. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11332. this.a.copy( points[ i0 ] );
  11333. this.b.copy( points[ i1 ] );
  11334. this.c.copy( points[ i2 ] );
  11335. return this;
  11336. }
  11337. /**
  11338. * Sets the triangle's vertices by copying the given attribute values.
  11339. *
  11340. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11341. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11342. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11343. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11344. * @return {Triangle} A reference to this triangle.
  11345. */
  11346. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11347. this.a.fromBufferAttribute( attribute, i0 );
  11348. this.b.fromBufferAttribute( attribute, i1 );
  11349. this.c.fromBufferAttribute( attribute, i2 );
  11350. return this;
  11351. }
  11352. /**
  11353. * Returns a new triangle with copied values from this instance.
  11354. *
  11355. * @return {Triangle} A clone of this instance.
  11356. */
  11357. clone() {
  11358. return new this.constructor().copy( this );
  11359. }
  11360. /**
  11361. * Copies the values of the given triangle to this instance.
  11362. *
  11363. * @param {Triangle} triangle - The triangle to copy.
  11364. * @return {Triangle} A reference to this triangle.
  11365. */
  11366. copy( triangle ) {
  11367. this.a.copy( triangle.a );
  11368. this.b.copy( triangle.b );
  11369. this.c.copy( triangle.c );
  11370. return this;
  11371. }
  11372. /**
  11373. * Computes the area of the triangle.
  11374. *
  11375. * @return {number} The triangle's area.
  11376. */
  11377. getArea() {
  11378. _v0$1.subVectors( this.c, this.b );
  11379. _v1$3.subVectors( this.a, this.b );
  11380. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11381. }
  11382. /**
  11383. * Computes the midpoint of the triangle.
  11384. *
  11385. * @param {Vector3} target - The target vector that is used to store the method's result.
  11386. * @return {Vector3} The triangle's midpoint.
  11387. */
  11388. getMidpoint( target ) {
  11389. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11390. }
  11391. /**
  11392. * Computes the normal of the triangle.
  11393. *
  11394. * @param {Vector3} target - The target vector that is used to store the method's result.
  11395. * @return {Vector3} The triangle's normal.
  11396. */
  11397. getNormal( target ) {
  11398. return Triangle.getNormal( this.a, this.b, this.c, target );
  11399. }
  11400. /**
  11401. * Computes a plane the triangle lies within.
  11402. *
  11403. * @param {Plane} target - The target vector that is used to store the method's result.
  11404. * @return {Plane} The plane the triangle lies within.
  11405. */
  11406. getPlane( target ) {
  11407. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11408. }
  11409. /**
  11410. * Computes a barycentric coordinates from the given vector.
  11411. * Returns `null` if the triangle is degenerate.
  11412. *
  11413. * @param {Vector3} point - A point in 3D space.
  11414. * @param {Vector3} target - The target vector that is used to store the method's result.
  11415. * @return {?Vector3} The barycentric coordinates for the given point
  11416. */
  11417. getBarycoord( point, target ) {
  11418. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11419. }
  11420. /**
  11421. * Computes the value barycentrically interpolated for the given point on the
  11422. * triangle. Returns `null` if the triangle is degenerate.
  11423. *
  11424. * @param {Vector3} point - Position of interpolated point.
  11425. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11426. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11427. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11428. * @param {Vector3} target - The target vector that is used to store the method's result.
  11429. * @return {?Vector3} The interpolated value.
  11430. */
  11431. getInterpolation( point, v1, v2, v3, target ) {
  11432. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11433. }
  11434. /**
  11435. * Returns `true` if the given point, when projected onto the plane of the
  11436. * triangle, lies within the triangle.
  11437. *
  11438. * @param {Vector3} point - The point in 3D space to test.
  11439. * @return {boolean} Whether the given point, when projected onto the plane of the
  11440. * triangle, lies within the triangle or not.
  11441. */
  11442. containsPoint( point ) {
  11443. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11444. }
  11445. /**
  11446. * Returns `true` if the triangle is oriented towards the given direction.
  11447. *
  11448. * @param {Vector3} direction - The (normalized) direction vector.
  11449. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11450. */
  11451. isFrontFacing( direction ) {
  11452. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11453. }
  11454. /**
  11455. * Returns `true` if this triangle intersects with the given box.
  11456. *
  11457. * @param {Box3} box - The box to intersect.
  11458. * @return {boolean} Whether this triangle intersects with the given box or not.
  11459. */
  11460. intersectsBox( box ) {
  11461. return box.intersectsTriangle( this );
  11462. }
  11463. /**
  11464. * Returns the closest point on the triangle to the given point.
  11465. *
  11466. * @param {Vector3} p - The point to compute the closest point for.
  11467. * @param {Vector3} target - The target vector that is used to store the method's result.
  11468. * @return {Vector3} The closest point on the triangle.
  11469. */
  11470. closestPointToPoint( p, target ) {
  11471. const a = this.a, b = this.b, c = this.c;
  11472. let v, w;
  11473. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11474. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11475. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11476. // basically, we're distinguishing which of the voronoi regions of the triangle
  11477. // the point lies in with the minimum amount of redundant computation.
  11478. _vab.subVectors( b, a );
  11479. _vac.subVectors( c, a );
  11480. _vap.subVectors( p, a );
  11481. const d1 = _vab.dot( _vap );
  11482. const d2 = _vac.dot( _vap );
  11483. if ( d1 <= 0 && d2 <= 0 ) {
  11484. // vertex region of A; barycentric coords (1, 0, 0)
  11485. return target.copy( a );
  11486. }
  11487. _vbp.subVectors( p, b );
  11488. const d3 = _vab.dot( _vbp );
  11489. const d4 = _vac.dot( _vbp );
  11490. if ( d3 >= 0 && d4 <= d3 ) {
  11491. // vertex region of B; barycentric coords (0, 1, 0)
  11492. return target.copy( b );
  11493. }
  11494. const vc = d1 * d4 - d3 * d2;
  11495. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11496. v = d1 / ( d1 - d3 );
  11497. // edge region of AB; barycentric coords (1-v, v, 0)
  11498. return target.copy( a ).addScaledVector( _vab, v );
  11499. }
  11500. _vcp.subVectors( p, c );
  11501. const d5 = _vab.dot( _vcp );
  11502. const d6 = _vac.dot( _vcp );
  11503. if ( d6 >= 0 && d5 <= d6 ) {
  11504. // vertex region of C; barycentric coords (0, 0, 1)
  11505. return target.copy( c );
  11506. }
  11507. const vb = d5 * d2 - d1 * d6;
  11508. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11509. w = d2 / ( d2 - d6 );
  11510. // edge region of AC; barycentric coords (1-w, 0, w)
  11511. return target.copy( a ).addScaledVector( _vac, w );
  11512. }
  11513. const va = d3 * d6 - d5 * d4;
  11514. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11515. _vbc.subVectors( c, b );
  11516. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11517. // edge region of BC; barycentric coords (0, 1-w, w)
  11518. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11519. }
  11520. // face region
  11521. const denom = 1 / ( va + vb + vc );
  11522. // u = va * denom
  11523. v = vb * denom;
  11524. w = vc * denom;
  11525. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11526. }
  11527. /**
  11528. * Returns `true` if this triangle is equal with the given one.
  11529. *
  11530. * @param {Triangle} triangle - The triangle to test for equality.
  11531. * @return {boolean} Whether this triangle is equal with the given one.
  11532. */
  11533. equals( triangle ) {
  11534. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11535. }
  11536. }
  11537. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11538. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11539. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11540. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11541. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11542. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11543. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11544. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11545. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11546. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11547. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11548. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11549. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11550. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11551. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11552. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11553. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11554. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11555. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11556. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11557. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11558. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11559. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11560. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11561. const _hslA = { h: 0, s: 0, l: 0 };
  11562. const _hslB = { h: 0, s: 0, l: 0 };
  11563. function hue2rgb( p, q, t ) {
  11564. if ( t < 0 ) t += 1;
  11565. if ( t > 1 ) t -= 1;
  11566. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11567. if ( t < 1 / 2 ) return q;
  11568. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11569. return p;
  11570. }
  11571. /**
  11572. * A Color instance is represented by RGB components in the linear <i>working
  11573. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11574. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11575. * strings) are converted to the working color space automatically.
  11576. *
  11577. * ```js
  11578. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11579. * const color = new THREE.Color().setHex( 0x112233 );
  11580. * ```
  11581. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11582. * ```js
  11583. * // assumed already LinearSRGBColorSpace; no conversion
  11584. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11585. *
  11586. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11587. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11588. * ```
  11589. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11590. * see <i>Color management</i>. Iterating through a Color instance will yield
  11591. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11592. * in any of the following ways:
  11593. * ```js
  11594. * //empty constructor - will default white
  11595. * const color1 = new THREE.Color();
  11596. *
  11597. * //Hexadecimal color (recommended)
  11598. * const color2 = new THREE.Color( 0xff0000 );
  11599. *
  11600. * //RGB string
  11601. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11602. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11603. *
  11604. * //X11 color name - all 140 color names are supported.
  11605. * //Note the lack of CamelCase in the name
  11606. * const color5 = new THREE.Color( 'skyblue' );
  11607. * //HSL string
  11608. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11609. *
  11610. * //Separate RGB values between 0 and 1
  11611. * const color7 = new THREE.Color( 1, 0, 0 );
  11612. * ```
  11613. */
  11614. class Color {
  11615. /**
  11616. * Constructs a new color.
  11617. *
  11618. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11619. * and that method is used throughout the rest of the documentation.
  11620. *
  11621. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11622. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11623. * @param {number} [g] - The green component.
  11624. * @param {number} [b] - The blue component.
  11625. */
  11626. constructor( r, g, b ) {
  11627. /**
  11628. * This flag can be used for type testing.
  11629. *
  11630. * @type {boolean}
  11631. * @readonly
  11632. * @default true
  11633. */
  11634. this.isColor = true;
  11635. /**
  11636. * The red component.
  11637. *
  11638. * @type {number}
  11639. * @default 1
  11640. */
  11641. this.r = 1;
  11642. /**
  11643. * The green component.
  11644. *
  11645. * @type {number}
  11646. * @default 1
  11647. */
  11648. this.g = 1;
  11649. /**
  11650. * The blue component.
  11651. *
  11652. * @type {number}
  11653. * @default 1
  11654. */
  11655. this.b = 1;
  11656. return this.set( r, g, b );
  11657. }
  11658. /**
  11659. * Sets the colors's components from the given values.
  11660. *
  11661. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11662. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11663. * @param {number} [g] - The green component.
  11664. * @param {number} [b] - The blue component.
  11665. * @return {Color} A reference to this color.
  11666. */
  11667. set( r, g, b ) {
  11668. if ( g === undefined && b === undefined ) {
  11669. // r is THREE.Color, hex or string
  11670. const value = r;
  11671. if ( value && value.isColor ) {
  11672. this.copy( value );
  11673. } else if ( typeof value === 'number' ) {
  11674. this.setHex( value );
  11675. } else if ( typeof value === 'string' ) {
  11676. this.setStyle( value );
  11677. }
  11678. } else {
  11679. this.setRGB( r, g, b );
  11680. }
  11681. return this;
  11682. }
  11683. /**
  11684. * Sets the colors's components to the given scalar value.
  11685. *
  11686. * @param {number} scalar - The scalar value.
  11687. * @return {Color} A reference to this color.
  11688. */
  11689. setScalar( scalar ) {
  11690. this.r = scalar;
  11691. this.g = scalar;
  11692. this.b = scalar;
  11693. return this;
  11694. }
  11695. /**
  11696. * Sets this color from a hexadecimal value.
  11697. *
  11698. * @param {number} hex - The hexadecimal value.
  11699. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11700. * @return {Color} A reference to this color.
  11701. */
  11702. setHex( hex, colorSpace = SRGBColorSpace ) {
  11703. hex = Math.floor( hex );
  11704. this.r = ( hex >> 16 & 255 ) / 255;
  11705. this.g = ( hex >> 8 & 255 ) / 255;
  11706. this.b = ( hex & 255 ) / 255;
  11707. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11708. return this;
  11709. }
  11710. /**
  11711. * Sets this color from RGB values.
  11712. *
  11713. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11714. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11715. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11716. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11717. * @return {Color} A reference to this color.
  11718. */
  11719. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11720. this.r = r;
  11721. this.g = g;
  11722. this.b = b;
  11723. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11724. return this;
  11725. }
  11726. /**
  11727. * Sets this color from RGB values.
  11728. *
  11729. * @param {number} h - Hue value between `0.0` and `1.0`.
  11730. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11731. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11732. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11733. * @return {Color} A reference to this color.
  11734. */
  11735. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11736. // h,s,l ranges are in 0.0 - 1.0
  11737. h = euclideanModulo( h, 1 );
  11738. s = clamp( s, 0, 1 );
  11739. l = clamp( l, 0, 1 );
  11740. if ( s === 0 ) {
  11741. this.r = this.g = this.b = l;
  11742. } else {
  11743. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11744. const q = ( 2 * l ) - p;
  11745. this.r = hue2rgb( q, p, h + 1 / 3 );
  11746. this.g = hue2rgb( q, p, h );
  11747. this.b = hue2rgb( q, p, h - 1 / 3 );
  11748. }
  11749. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11750. return this;
  11751. }
  11752. /**
  11753. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11754. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11755. * any [X11 color name]{@link https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart} -
  11756. * all 140 color names are supported).
  11757. *
  11758. * @param {string} style - Color as a CSS-style string.
  11759. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11760. * @return {Color} A reference to this color.
  11761. */
  11762. setStyle( style, colorSpace = SRGBColorSpace ) {
  11763. function handleAlpha( string ) {
  11764. if ( string === undefined ) return;
  11765. if ( parseFloat( string ) < 1 ) {
  11766. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  11767. }
  11768. }
  11769. let m;
  11770. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11771. // rgb / hsl
  11772. let color;
  11773. const name = m[ 1 ];
  11774. const components = m[ 2 ];
  11775. switch ( name ) {
  11776. case 'rgb':
  11777. case 'rgba':
  11778. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11779. // rgb(255,0,0) rgba(255,0,0,0.5)
  11780. handleAlpha( color[ 4 ] );
  11781. return this.setRGB(
  11782. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11783. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11784. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11785. colorSpace
  11786. );
  11787. }
  11788. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11789. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11790. handleAlpha( color[ 4 ] );
  11791. return this.setRGB(
  11792. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11793. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11794. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11795. colorSpace
  11796. );
  11797. }
  11798. break;
  11799. case 'hsl':
  11800. case 'hsla':
  11801. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11802. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11803. handleAlpha( color[ 4 ] );
  11804. return this.setHSL(
  11805. parseFloat( color[ 1 ] ) / 360,
  11806. parseFloat( color[ 2 ] ) / 100,
  11807. parseFloat( color[ 3 ] ) / 100,
  11808. colorSpace
  11809. );
  11810. }
  11811. break;
  11812. default:
  11813. console.warn( 'THREE.Color: Unknown color model ' + style );
  11814. }
  11815. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11816. // hex color
  11817. const hex = m[ 1 ];
  11818. const size = hex.length;
  11819. if ( size === 3 ) {
  11820. // #ff0
  11821. return this.setRGB(
  11822. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11823. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11824. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11825. colorSpace
  11826. );
  11827. } else if ( size === 6 ) {
  11828. // #ff0000
  11829. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11830. } else {
  11831. console.warn( 'THREE.Color: Invalid hex color ' + style );
  11832. }
  11833. } else if ( style && style.length > 0 ) {
  11834. return this.setColorName( style, colorSpace );
  11835. }
  11836. return this;
  11837. }
  11838. /**
  11839. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11840. * you don't need the other CSS-style formats.
  11841. *
  11842. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11843. * ```js
  11844. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11845. * ```
  11846. *
  11847. * @param {string} style - The color name.
  11848. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11849. * @return {Color} A reference to this color.
  11850. */
  11851. setColorName( style, colorSpace = SRGBColorSpace ) {
  11852. // color keywords
  11853. const hex = _colorKeywords[ style.toLowerCase() ];
  11854. if ( hex !== undefined ) {
  11855. // red
  11856. this.setHex( hex, colorSpace );
  11857. } else {
  11858. // unknown color
  11859. console.warn( 'THREE.Color: Unknown color ' + style );
  11860. }
  11861. return this;
  11862. }
  11863. /**
  11864. * Returns a new color with copied values from this instance.
  11865. *
  11866. * @return {Color} A clone of this instance.
  11867. */
  11868. clone() {
  11869. return new this.constructor( this.r, this.g, this.b );
  11870. }
  11871. /**
  11872. * Copies the values of the given color to this instance.
  11873. *
  11874. * @param {Color} color - The color to copy.
  11875. * @return {Color} A reference to this color.
  11876. */
  11877. copy( color ) {
  11878. this.r = color.r;
  11879. this.g = color.g;
  11880. this.b = color.b;
  11881. return this;
  11882. }
  11883. /**
  11884. * Copies the given color into this color, and then converts this color from
  11885. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11886. *
  11887. * @param {Color} color - The color to copy/convert.
  11888. * @return {Color} A reference to this color.
  11889. */
  11890. copySRGBToLinear( color ) {
  11891. this.r = SRGBToLinear( color.r );
  11892. this.g = SRGBToLinear( color.g );
  11893. this.b = SRGBToLinear( color.b );
  11894. return this;
  11895. }
  11896. /**
  11897. * Copies the given color into this color, and then converts this color from
  11898. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11899. *
  11900. * @param {Color} color - The color to copy/convert.
  11901. * @return {Color} A reference to this color.
  11902. */
  11903. copyLinearToSRGB( color ) {
  11904. this.r = LinearToSRGB( color.r );
  11905. this.g = LinearToSRGB( color.g );
  11906. this.b = LinearToSRGB( color.b );
  11907. return this;
  11908. }
  11909. /**
  11910. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11911. *
  11912. * @return {Color} A reference to this color.
  11913. */
  11914. convertSRGBToLinear() {
  11915. this.copySRGBToLinear( this );
  11916. return this;
  11917. }
  11918. /**
  11919. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11920. *
  11921. * @return {Color} A reference to this color.
  11922. */
  11923. convertLinearToSRGB() {
  11924. this.copyLinearToSRGB( this );
  11925. return this;
  11926. }
  11927. /**
  11928. * Returns the hexadecimal value of this color.
  11929. *
  11930. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11931. * @return {number} The hexadecimal value.
  11932. */
  11933. getHex( colorSpace = SRGBColorSpace ) {
  11934. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11935. 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 ) );
  11936. }
  11937. /**
  11938. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  11939. *
  11940. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11941. * @return {string} The hexadecimal value as a string.
  11942. */
  11943. getHexString( colorSpace = SRGBColorSpace ) {
  11944. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  11945. }
  11946. /**
  11947. * Converts the colors RGB values into the HSL format and stores them into the
  11948. * given target object.
  11949. *
  11950. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  11951. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11952. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  11953. */
  11954. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  11955. // h,s,l ranges are in 0.0 - 1.0
  11956. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11957. const r = _color.r, g = _color.g, b = _color.b;
  11958. const max = Math.max( r, g, b );
  11959. const min = Math.min( r, g, b );
  11960. let hue, saturation;
  11961. const lightness = ( min + max ) / 2.0;
  11962. if ( min === max ) {
  11963. hue = 0;
  11964. saturation = 0;
  11965. } else {
  11966. const delta = max - min;
  11967. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  11968. switch ( max ) {
  11969. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  11970. case g: hue = ( b - r ) / delta + 2; break;
  11971. case b: hue = ( r - g ) / delta + 4; break;
  11972. }
  11973. hue /= 6;
  11974. }
  11975. target.h = hue;
  11976. target.s = saturation;
  11977. target.l = lightness;
  11978. return target;
  11979. }
  11980. /**
  11981. * Returns the RGB values of this color and stores them into the given target object.
  11982. *
  11983. * @param {Color} target - The target color that is used to store the method's result.
  11984. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11985. * @return {Color} The RGB representation of this color.
  11986. */
  11987. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  11988. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11989. target.r = _color.r;
  11990. target.g = _color.g;
  11991. target.b = _color.b;
  11992. return target;
  11993. }
  11994. /**
  11995. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  11996. *
  11997. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11998. * @return {string} The CSS representation of this color.
  11999. */
  12000. getStyle( colorSpace = SRGBColorSpace ) {
  12001. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12002. const r = _color.r, g = _color.g, b = _color.b;
  12003. if ( colorSpace !== SRGBColorSpace ) {
  12004. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12005. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12006. }
  12007. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12008. }
  12009. /**
  12010. * Adds the given HSL values to this color's values.
  12011. * Internally, this converts the color's RGB values to HSL, adds HSL
  12012. * and then converts the color back to RGB.
  12013. *
  12014. * @param {number} h - Hue value between `0.0` and `1.0`.
  12015. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12016. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12017. * @return {Color} A reference to this color.
  12018. */
  12019. offsetHSL( h, s, l ) {
  12020. this.getHSL( _hslA );
  12021. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12022. }
  12023. /**
  12024. * Adds the RGB values of the given color to the RGB values of this color.
  12025. *
  12026. * @param {Color} color - The color to add.
  12027. * @return {Color} A reference to this color.
  12028. */
  12029. add( color ) {
  12030. this.r += color.r;
  12031. this.g += color.g;
  12032. this.b += color.b;
  12033. return this;
  12034. }
  12035. /**
  12036. * Adds the RGB values of the given colors and stores the result in this instance.
  12037. *
  12038. * @param {Color} color1 - The first color.
  12039. * @param {Color} color2 - The second color.
  12040. * @return {Color} A reference to this color.
  12041. */
  12042. addColors( color1, color2 ) {
  12043. this.r = color1.r + color2.r;
  12044. this.g = color1.g + color2.g;
  12045. this.b = color1.b + color2.b;
  12046. return this;
  12047. }
  12048. /**
  12049. * Adds the given scalar value to the RGB values of this color.
  12050. *
  12051. * @param {number} s - The scalar to add.
  12052. * @return {Color} A reference to this color.
  12053. */
  12054. addScalar( s ) {
  12055. this.r += s;
  12056. this.g += s;
  12057. this.b += s;
  12058. return this;
  12059. }
  12060. /**
  12061. * Subtracts the RGB values of the given color from the RGB values of this color.
  12062. *
  12063. * @param {Color} color - The color to subtract.
  12064. * @return {Color} A reference to this color.
  12065. */
  12066. sub( color ) {
  12067. this.r = Math.max( 0, this.r - color.r );
  12068. this.g = Math.max( 0, this.g - color.g );
  12069. this.b = Math.max( 0, this.b - color.b );
  12070. return this;
  12071. }
  12072. /**
  12073. * Multiplies the RGB values of the given color with the RGB values of this color.
  12074. *
  12075. * @param {Color} color - The color to multiply.
  12076. * @return {Color} A reference to this color.
  12077. */
  12078. multiply( color ) {
  12079. this.r *= color.r;
  12080. this.g *= color.g;
  12081. this.b *= color.b;
  12082. return this;
  12083. }
  12084. /**
  12085. * Multiplies the given scalar value with the RGB values of this color.
  12086. *
  12087. * @param {number} s - The scalar to multiply.
  12088. * @return {Color} A reference to this color.
  12089. */
  12090. multiplyScalar( s ) {
  12091. this.r *= s;
  12092. this.g *= s;
  12093. this.b *= s;
  12094. return this;
  12095. }
  12096. /**
  12097. * Linearly interpolates this color's RGB values toward the RGB values of the
  12098. * given color. The alpha argument can be thought of as the ratio between
  12099. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12100. *
  12101. * @param {Color} color - The color to converge on.
  12102. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12103. * @return {Color} A reference to this color.
  12104. */
  12105. lerp( color, alpha ) {
  12106. this.r += ( color.r - this.r ) * alpha;
  12107. this.g += ( color.g - this.g ) * alpha;
  12108. this.b += ( color.b - this.b ) * alpha;
  12109. return this;
  12110. }
  12111. /**
  12112. * Linearly interpolates between the given colors and stores the result in this instance.
  12113. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12114. * is the first and `1.0` is the second color.
  12115. *
  12116. * @param {Color} color1 - The first color.
  12117. * @param {Color} color2 - The second color.
  12118. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12119. * @return {Color} A reference to this color.
  12120. */
  12121. lerpColors( color1, color2, alpha ) {
  12122. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12123. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12124. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12125. return this;
  12126. }
  12127. /**
  12128. * Linearly interpolates this color's HSL values toward the HSL values of the
  12129. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12130. * from one color to the other, but instead going through all the hues in between
  12131. * those two colors. The alpha argument can be thought of as the ratio between
  12132. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12133. *
  12134. * @param {Color} color - The color to converge on.
  12135. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12136. * @return {Color} A reference to this color.
  12137. */
  12138. lerpHSL( color, alpha ) {
  12139. this.getHSL( _hslA );
  12140. color.getHSL( _hslB );
  12141. const h = lerp( _hslA.h, _hslB.h, alpha );
  12142. const s = lerp( _hslA.s, _hslB.s, alpha );
  12143. const l = lerp( _hslA.l, _hslB.l, alpha );
  12144. this.setHSL( h, s, l );
  12145. return this;
  12146. }
  12147. /**
  12148. * Sets the color's RGB components from the given 3D vector.
  12149. *
  12150. * @param {Vector3} v - The vector to set.
  12151. * @return {Color} A reference to this color.
  12152. */
  12153. setFromVector3( v ) {
  12154. this.r = v.x;
  12155. this.g = v.y;
  12156. this.b = v.z;
  12157. return this;
  12158. }
  12159. /**
  12160. * Transforms this color with the given 3x3 matrix.
  12161. *
  12162. * @param {Matrix3} m - The matrix.
  12163. * @return {Color} A reference to this color.
  12164. */
  12165. applyMatrix3( m ) {
  12166. const r = this.r, g = this.g, b = this.b;
  12167. const e = m.elements;
  12168. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12169. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12170. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12171. return this;
  12172. }
  12173. /**
  12174. * Returns `true` if this color is equal with the given one.
  12175. *
  12176. * @param {Color} c - The color to test for equality.
  12177. * @return {boolean} Whether this bounding color is equal with the given one.
  12178. */
  12179. equals( c ) {
  12180. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12181. }
  12182. /**
  12183. * Sets this color's RGB components from the given array.
  12184. *
  12185. * @param {Array<number>} array - An array holding the RGB values.
  12186. * @param {number} [offset=0] - The offset into the array.
  12187. * @return {Color} A reference to this color.
  12188. */
  12189. fromArray( array, offset = 0 ) {
  12190. this.r = array[ offset ];
  12191. this.g = array[ offset + 1 ];
  12192. this.b = array[ offset + 2 ];
  12193. return this;
  12194. }
  12195. /**
  12196. * Writes the RGB components of this color to the given array. If no array is provided,
  12197. * the method returns a new instance.
  12198. *
  12199. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12200. * @param {number} [offset=0] - Index of the first element in the array.
  12201. * @return {Array<number>} The color components.
  12202. */
  12203. toArray( array = [], offset = 0 ) {
  12204. array[ offset ] = this.r;
  12205. array[ offset + 1 ] = this.g;
  12206. array[ offset + 2 ] = this.b;
  12207. return array;
  12208. }
  12209. /**
  12210. * Sets the components of this color from the given buffer attribute.
  12211. *
  12212. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12213. * @param {number} index - The index into the attribute.
  12214. * @return {Color} A reference to this color.
  12215. */
  12216. fromBufferAttribute( attribute, index ) {
  12217. this.r = attribute.getX( index );
  12218. this.g = attribute.getY( index );
  12219. this.b = attribute.getZ( index );
  12220. return this;
  12221. }
  12222. /**
  12223. * This methods defines the serialization result of this class. Returns the color
  12224. * as a hexadecimal value.
  12225. *
  12226. * @return {number} The hexadecimal value.
  12227. */
  12228. toJSON() {
  12229. return this.getHex();
  12230. }
  12231. *[ Symbol.iterator ]() {
  12232. yield this.r;
  12233. yield this.g;
  12234. yield this.b;
  12235. }
  12236. }
  12237. const _color = /*@__PURE__*/ new Color();
  12238. /**
  12239. * A dictionary with X11 color names.
  12240. *
  12241. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12242. *
  12243. * @static
  12244. * @type {Object}
  12245. */
  12246. Color.NAMES = _colorKeywords;
  12247. let _materialId = 0;
  12248. /**
  12249. * Abstract base class for materials.
  12250. *
  12251. * Materials define the appearance of renderable 3D objects.
  12252. *
  12253. * @abstract
  12254. * @augments EventDispatcher
  12255. */
  12256. class Material extends EventDispatcher {
  12257. /**
  12258. * Constructs a new material.
  12259. */
  12260. constructor() {
  12261. super();
  12262. /**
  12263. * This flag can be used for type testing.
  12264. *
  12265. * @type {boolean}
  12266. * @readonly
  12267. * @default true
  12268. */
  12269. this.isMaterial = true;
  12270. /**
  12271. * The ID of the material.
  12272. *
  12273. * @name Material#id
  12274. * @type {number}
  12275. * @readonly
  12276. */
  12277. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12278. /**
  12279. * The UUID of the material.
  12280. *
  12281. * @type {string}
  12282. * @readonly
  12283. */
  12284. this.uuid = generateUUID();
  12285. /**
  12286. * The name of the material.
  12287. *
  12288. * @type {string}
  12289. */
  12290. this.name = '';
  12291. /**
  12292. * The type property is used for detecting the object type
  12293. * in context of serialization/deserialization.
  12294. *
  12295. * @type {string}
  12296. * @readonly
  12297. */
  12298. this.type = 'Material';
  12299. /**
  12300. * Defines the blending type of the material.
  12301. *
  12302. * It must be set to `CustomBlending` if custom blending properties like
  12303. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12304. * should have any effect.
  12305. *
  12306. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12307. * @default NormalBlending
  12308. */
  12309. this.blending = NormalBlending;
  12310. /**
  12311. * Defines which side of faces will be rendered - front, back or both.
  12312. *
  12313. * @type {(FrontSide|BackSide|DoubleSide)}
  12314. * @default FrontSide
  12315. */
  12316. this.side = FrontSide;
  12317. /**
  12318. * If set to `true`, vertex colors should be used.
  12319. *
  12320. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12321. * four (RGBA) component color buffer attribute is used.
  12322. *
  12323. * @type {boolean}
  12324. * @default false
  12325. */
  12326. this.vertexColors = false;
  12327. /**
  12328. * Defines how transparent the material is.
  12329. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12330. *
  12331. * If the {@link Material#transparent} is not set to `true`,
  12332. * the material will remain fully opaque and this value will only affect its color.
  12333. *
  12334. * @type {number}
  12335. * @default 1
  12336. */
  12337. this.opacity = 1;
  12338. /**
  12339. * Defines whether this material is transparent. This has an effect on
  12340. * rendering as transparent objects need special treatment and are rendered
  12341. * after non-transparent objects.
  12342. *
  12343. * When set to true, the extent to which the material is transparent is
  12344. * controlled by {@link Material#opacity}.
  12345. *
  12346. * @type {boolean}
  12347. * @default false
  12348. */
  12349. this.transparent = false;
  12350. /**
  12351. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12352. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12353. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12354. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12355. *
  12356. * @type {boolean}
  12357. * @default false
  12358. */
  12359. this.alphaHash = false;
  12360. /**
  12361. * Defines the blending source factor.
  12362. *
  12363. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12364. * @default SrcAlphaFactor
  12365. */
  12366. this.blendSrc = SrcAlphaFactor;
  12367. /**
  12368. * Defines the blending destination factor.
  12369. *
  12370. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12371. * @default OneMinusSrcAlphaFactor
  12372. */
  12373. this.blendDst = OneMinusSrcAlphaFactor;
  12374. /**
  12375. * Defines the blending equation.
  12376. *
  12377. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12378. * @default AddEquation
  12379. */
  12380. this.blendEquation = AddEquation;
  12381. /**
  12382. * Defines the blending source alpha factor.
  12383. *
  12384. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12385. * @default null
  12386. */
  12387. this.blendSrcAlpha = null;
  12388. /**
  12389. * Defines the blending destination alpha factor.
  12390. *
  12391. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12392. * @default null
  12393. */
  12394. this.blendDstAlpha = null;
  12395. /**
  12396. * Defines the blending equation of the alpha channel.
  12397. *
  12398. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12399. * @default null
  12400. */
  12401. this.blendEquationAlpha = null;
  12402. /**
  12403. * Represents the RGB values of the constant blend color.
  12404. *
  12405. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12406. *
  12407. * @type {Color}
  12408. * @default (0,0,0)
  12409. */
  12410. this.blendColor = new Color( 0, 0, 0 );
  12411. /**
  12412. * Represents the alpha value of the constant blend color.
  12413. *
  12414. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12415. *
  12416. * @type {number}
  12417. * @default 0
  12418. */
  12419. this.blendAlpha = 0;
  12420. /**
  12421. * Defines the depth function.
  12422. *
  12423. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12424. * @default LessEqualDepth
  12425. */
  12426. this.depthFunc = LessEqualDepth;
  12427. /**
  12428. * Whether to have depth test enabled when rendering this material.
  12429. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12430. *
  12431. * @type {boolean}
  12432. * @default true
  12433. */
  12434. this.depthTest = true;
  12435. /**
  12436. * Whether rendering this material has any effect on the depth buffer.
  12437. *
  12438. * When drawing 2D overlays it can be useful to disable the depth writing in
  12439. * order to layer several things together without creating z-index artifacts.
  12440. *
  12441. * @type {boolean}
  12442. * @default true
  12443. */
  12444. this.depthWrite = true;
  12445. /**
  12446. * The bit mask to use when writing to the stencil buffer.
  12447. *
  12448. * @type {number}
  12449. * @default 0xff
  12450. */
  12451. this.stencilWriteMask = 0xff;
  12452. /**
  12453. * The stencil comparison function to use.
  12454. *
  12455. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12456. * @default AlwaysStencilFunc
  12457. */
  12458. this.stencilFunc = AlwaysStencilFunc;
  12459. /**
  12460. * The value to use when performing stencil comparisons or stencil operations.
  12461. *
  12462. * @type {number}
  12463. * @default 0
  12464. */
  12465. this.stencilRef = 0;
  12466. /**
  12467. * The bit mask to use when comparing against the stencil buffer.
  12468. *
  12469. * @type {number}
  12470. * @default 0xff
  12471. */
  12472. this.stencilFuncMask = 0xff;
  12473. /**
  12474. * Which stencil operation to perform when the comparison function returns `false`.
  12475. *
  12476. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12477. * @default KeepStencilOp
  12478. */
  12479. this.stencilFail = KeepStencilOp;
  12480. /**
  12481. * Which stencil operation to perform when the comparison function returns
  12482. * `true` but the depth test fails.
  12483. *
  12484. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12485. * @default KeepStencilOp
  12486. */
  12487. this.stencilZFail = KeepStencilOp;
  12488. /**
  12489. * Which stencil operation to perform when the comparison function returns
  12490. * `true` and the depth test passes.
  12491. *
  12492. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12493. * @default KeepStencilOp
  12494. */
  12495. this.stencilZPass = KeepStencilOp;
  12496. /**
  12497. * Whether stencil operations are performed against the stencil buffer. In
  12498. * order to perform writes or comparisons against the stencil buffer this
  12499. * value must be `true`.
  12500. *
  12501. * @type {boolean}
  12502. * @default false
  12503. */
  12504. this.stencilWrite = false;
  12505. /**
  12506. * User-defined clipping planes specified as THREE.Plane objects in world
  12507. * space. These planes apply to the objects this material is attached to.
  12508. * Points in space whose signed distance to the plane is negative are clipped
  12509. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12510. * be `true`.
  12511. *
  12512. * @type {?Array<Plane>}
  12513. * @default null
  12514. */
  12515. this.clippingPlanes = null;
  12516. /**
  12517. * Changes the behavior of clipping planes so that only their intersection is
  12518. * clipped, rather than their union.
  12519. *
  12520. * @type {boolean}
  12521. * @default false
  12522. */
  12523. this.clipIntersection = false;
  12524. /**
  12525. * Defines whether to clip shadows according to the clipping planes specified
  12526. * on this material.
  12527. *
  12528. * @type {boolean}
  12529. * @default false
  12530. */
  12531. this.clipShadows = false;
  12532. /**
  12533. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12534. * is determined as follows:
  12535. *
  12536. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12537. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12538. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12539. *
  12540. * @type {?(FrontSide|BackSide|DoubleSide)}
  12541. * @default null
  12542. */
  12543. this.shadowSide = null;
  12544. /**
  12545. * Whether to render the material's color.
  12546. *
  12547. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12548. * objects that occlude other objects.
  12549. *
  12550. * @type {boolean}
  12551. * @default true
  12552. */
  12553. this.colorWrite = true;
  12554. /**
  12555. * Override the renderer's default precision for this material.
  12556. *
  12557. * @type {?('highp'|'mediump'|'lowp')}
  12558. * @default null
  12559. */
  12560. this.precision = null;
  12561. /**
  12562. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12563. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12564. * The offset is added before the depth test is performed and before the value is written
  12565. * into the depth buffer.
  12566. *
  12567. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12568. * rendering solids with highlighted edges.
  12569. *
  12570. * @type {boolean}
  12571. * @default false
  12572. */
  12573. this.polygonOffset = false;
  12574. /**
  12575. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12576. *
  12577. * @type {number}
  12578. * @default 0
  12579. */
  12580. this.polygonOffsetFactor = 0;
  12581. /**
  12582. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12583. *
  12584. * @type {number}
  12585. * @default 0
  12586. */
  12587. this.polygonOffsetUnits = 0;
  12588. /**
  12589. * Whether to apply dithering to the color to remove the appearance of banding.
  12590. *
  12591. * @type {boolean}
  12592. * @default false
  12593. */
  12594. this.dithering = false;
  12595. /**
  12596. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12597. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12598. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12599. *
  12600. * @type {boolean}
  12601. * @default false
  12602. */
  12603. this.alphaToCoverage = false;
  12604. /**
  12605. * Whether to premultiply the alpha (transparency) value.
  12606. *
  12607. * @type {boolean}
  12608. * @default false
  12609. */
  12610. this.premultipliedAlpha = false;
  12611. /**
  12612. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12613. *
  12614. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12615. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12616. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12617. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12618. * disable the two pass rendering to avoid performance issues.
  12619. *
  12620. * @type {boolean}
  12621. * @default false
  12622. */
  12623. this.forceSinglePass = false;
  12624. /**
  12625. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12626. *
  12627. * @type {boolean}
  12628. * @default true
  12629. */
  12630. this.allowOverride = true;
  12631. /**
  12632. * Defines whether 3D objects using this material are visible.
  12633. *
  12634. * @type {boolean}
  12635. * @default true
  12636. */
  12637. this.visible = true;
  12638. /**
  12639. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12640. *
  12641. * It is ignored when rendering to a render target or using post processing or when using
  12642. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12643. *
  12644. * @type {boolean}
  12645. * @default true
  12646. */
  12647. this.toneMapped = true;
  12648. /**
  12649. * An object that can be used to store custom data about the Material. It
  12650. * should not hold references to functions as these will not be cloned.
  12651. *
  12652. * @type {Object}
  12653. */
  12654. this.userData = {};
  12655. /**
  12656. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12657. *
  12658. * @type {number}
  12659. * @readonly
  12660. * @default 0
  12661. */
  12662. this.version = 0;
  12663. this._alphaTest = 0;
  12664. }
  12665. /**
  12666. * Sets the alpha value to be used when running an alpha test. The material
  12667. * will not be rendered if the opacity is lower than this value.
  12668. *
  12669. * @type {number}
  12670. * @readonly
  12671. * @default 0
  12672. */
  12673. get alphaTest() {
  12674. return this._alphaTest;
  12675. }
  12676. set alphaTest( value ) {
  12677. if ( this._alphaTest > 0 !== value > 0 ) {
  12678. this.version ++;
  12679. }
  12680. this._alphaTest = value;
  12681. }
  12682. /**
  12683. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12684. *
  12685. * This method can only be used when rendering with {@link WebGLRenderer}.
  12686. *
  12687. * @param {WebGLRenderer} renderer - The renderer.
  12688. * @param {Scene} scene - The scene.
  12689. * @param {Camera} camera - The camera that is used to render the scene.
  12690. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12691. * @param {Object3D} object - The 3D object.
  12692. * @param {Object} group - The geometry group data.
  12693. */
  12694. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12695. /**
  12696. * An optional callback that is executed immediately before the shader
  12697. * program is compiled. This function is called with the shader source code
  12698. * as a parameter. Useful for the modification of built-in materials.
  12699. *
  12700. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12701. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12702. * Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.
  12703. *
  12704. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12705. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12706. */
  12707. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12708. /**
  12709. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12710. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12711. * shader or recompile the shader for this material as needed.
  12712. *
  12713. * This method can only be used when rendering with {@link WebGLRenderer}.
  12714. *
  12715. * @return {string} The custom program cache key.
  12716. */
  12717. customProgramCacheKey() {
  12718. return this.onBeforeCompile.toString();
  12719. }
  12720. /**
  12721. * This method can be used to set default values from parameter objects.
  12722. * It is a generic implementation so it can be used with different types
  12723. * of materials.
  12724. *
  12725. * @param {Object} [values] - The material values to set.
  12726. */
  12727. setValues( values ) {
  12728. if ( values === undefined ) return;
  12729. for ( const key in values ) {
  12730. const newValue = values[ key ];
  12731. if ( newValue === undefined ) {
  12732. console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
  12733. continue;
  12734. }
  12735. const currentValue = this[ key ];
  12736. if ( currentValue === undefined ) {
  12737. console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12738. continue;
  12739. }
  12740. if ( currentValue && currentValue.isColor ) {
  12741. currentValue.set( newValue );
  12742. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12743. currentValue.copy( newValue );
  12744. } else {
  12745. this[ key ] = newValue;
  12746. }
  12747. }
  12748. }
  12749. /**
  12750. * Serializes the material into JSON.
  12751. *
  12752. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12753. * @return {Object} A JSON object representing the serialized material.
  12754. * @see {@link ObjectLoader#parse}
  12755. */
  12756. toJSON( meta ) {
  12757. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12758. if ( isRootObject ) {
  12759. meta = {
  12760. textures: {},
  12761. images: {}
  12762. };
  12763. }
  12764. const data = {
  12765. metadata: {
  12766. version: 4.7,
  12767. type: 'Material',
  12768. generator: 'Material.toJSON'
  12769. }
  12770. };
  12771. // standard Material serialization
  12772. data.uuid = this.uuid;
  12773. data.type = this.type;
  12774. if ( this.name !== '' ) data.name = this.name;
  12775. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12776. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12777. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12778. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12779. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12780. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12781. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12782. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12783. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12784. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12785. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12786. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12787. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12788. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12789. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12790. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12791. }
  12792. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12793. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12794. }
  12795. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12796. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12797. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12798. }
  12799. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12800. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12801. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12802. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12803. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12804. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12805. }
  12806. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12807. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12808. }
  12809. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12810. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12811. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12812. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12813. }
  12814. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12815. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12816. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12817. if ( this.lightMap && this.lightMap.isTexture ) {
  12818. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12819. data.lightMapIntensity = this.lightMapIntensity;
  12820. }
  12821. if ( this.aoMap && this.aoMap.isTexture ) {
  12822. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12823. data.aoMapIntensity = this.aoMapIntensity;
  12824. }
  12825. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12826. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12827. data.bumpScale = this.bumpScale;
  12828. }
  12829. if ( this.normalMap && this.normalMap.isTexture ) {
  12830. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12831. data.normalMapType = this.normalMapType;
  12832. data.normalScale = this.normalScale.toArray();
  12833. }
  12834. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12835. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12836. data.displacementScale = this.displacementScale;
  12837. data.displacementBias = this.displacementBias;
  12838. }
  12839. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12840. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12841. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12842. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12843. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12844. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12845. if ( this.envMap && this.envMap.isTexture ) {
  12846. data.envMap = this.envMap.toJSON( meta ).uuid;
  12847. if ( this.combine !== undefined ) data.combine = this.combine;
  12848. }
  12849. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12850. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12851. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12852. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12853. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12854. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12855. }
  12856. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12857. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12858. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12859. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12860. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12861. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12862. if ( this.size !== undefined ) data.size = this.size;
  12863. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12864. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12865. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12866. if ( this.side !== FrontSide ) data.side = this.side;
  12867. if ( this.vertexColors === true ) data.vertexColors = true;
  12868. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12869. if ( this.transparent === true ) data.transparent = true;
  12870. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12871. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12872. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12873. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12874. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12875. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12876. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12877. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12878. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12879. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12880. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12881. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12882. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12883. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12884. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12885. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12886. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12887. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12888. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12889. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12890. // rotation (SpriteMaterial)
  12891. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12892. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12893. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12894. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12895. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12896. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12897. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12898. if ( this.scale !== undefined ) data.scale = this.scale;
  12899. if ( this.dithering === true ) data.dithering = true;
  12900. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12901. if ( this.alphaHash === true ) data.alphaHash = true;
  12902. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12903. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12904. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12905. if ( this.wireframe === true ) data.wireframe = true;
  12906. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12907. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12908. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12909. if ( this.flatShading === true ) data.flatShading = true;
  12910. if ( this.visible === false ) data.visible = false;
  12911. if ( this.toneMapped === false ) data.toneMapped = false;
  12912. if ( this.fog === false ) data.fog = false;
  12913. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12914. // TODO: Copied from Object3D.toJSON
  12915. function extractFromCache( cache ) {
  12916. const values = [];
  12917. for ( const key in cache ) {
  12918. const data = cache[ key ];
  12919. delete data.metadata;
  12920. values.push( data );
  12921. }
  12922. return values;
  12923. }
  12924. if ( isRootObject ) {
  12925. const textures = extractFromCache( meta.textures );
  12926. const images = extractFromCache( meta.images );
  12927. if ( textures.length > 0 ) data.textures = textures;
  12928. if ( images.length > 0 ) data.images = images;
  12929. }
  12930. return data;
  12931. }
  12932. /**
  12933. * Returns a new material with copied values from this instance.
  12934. *
  12935. * @return {Material} A clone of this instance.
  12936. */
  12937. clone() {
  12938. return new this.constructor().copy( this );
  12939. }
  12940. /**
  12941. * Copies the values of the given material to this instance.
  12942. *
  12943. * @param {Material} source - The material to copy.
  12944. * @return {Material} A reference to this instance.
  12945. */
  12946. copy( source ) {
  12947. this.name = source.name;
  12948. this.blending = source.blending;
  12949. this.side = source.side;
  12950. this.vertexColors = source.vertexColors;
  12951. this.opacity = source.opacity;
  12952. this.transparent = source.transparent;
  12953. this.blendSrc = source.blendSrc;
  12954. this.blendDst = source.blendDst;
  12955. this.blendEquation = source.blendEquation;
  12956. this.blendSrcAlpha = source.blendSrcAlpha;
  12957. this.blendDstAlpha = source.blendDstAlpha;
  12958. this.blendEquationAlpha = source.blendEquationAlpha;
  12959. this.blendColor.copy( source.blendColor );
  12960. this.blendAlpha = source.blendAlpha;
  12961. this.depthFunc = source.depthFunc;
  12962. this.depthTest = source.depthTest;
  12963. this.depthWrite = source.depthWrite;
  12964. this.stencilWriteMask = source.stencilWriteMask;
  12965. this.stencilFunc = source.stencilFunc;
  12966. this.stencilRef = source.stencilRef;
  12967. this.stencilFuncMask = source.stencilFuncMask;
  12968. this.stencilFail = source.stencilFail;
  12969. this.stencilZFail = source.stencilZFail;
  12970. this.stencilZPass = source.stencilZPass;
  12971. this.stencilWrite = source.stencilWrite;
  12972. const srcPlanes = source.clippingPlanes;
  12973. let dstPlanes = null;
  12974. if ( srcPlanes !== null ) {
  12975. const n = srcPlanes.length;
  12976. dstPlanes = new Array( n );
  12977. for ( let i = 0; i !== n; ++ i ) {
  12978. dstPlanes[ i ] = srcPlanes[ i ].clone();
  12979. }
  12980. }
  12981. this.clippingPlanes = dstPlanes;
  12982. this.clipIntersection = source.clipIntersection;
  12983. this.clipShadows = source.clipShadows;
  12984. this.shadowSide = source.shadowSide;
  12985. this.colorWrite = source.colorWrite;
  12986. this.precision = source.precision;
  12987. this.polygonOffset = source.polygonOffset;
  12988. this.polygonOffsetFactor = source.polygonOffsetFactor;
  12989. this.polygonOffsetUnits = source.polygonOffsetUnits;
  12990. this.dithering = source.dithering;
  12991. this.alphaTest = source.alphaTest;
  12992. this.alphaHash = source.alphaHash;
  12993. this.alphaToCoverage = source.alphaToCoverage;
  12994. this.premultipliedAlpha = source.premultipliedAlpha;
  12995. this.forceSinglePass = source.forceSinglePass;
  12996. this.visible = source.visible;
  12997. this.toneMapped = source.toneMapped;
  12998. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  12999. return this;
  13000. }
  13001. /**
  13002. * Frees the GPU-related resources allocated by this instance. Call this
  13003. * method whenever this instance is no longer used in your app.
  13004. *
  13005. * @fires Material#dispose
  13006. */
  13007. dispose() {
  13008. /**
  13009. * Fires when the material has been disposed of.
  13010. *
  13011. * @event Material#dispose
  13012. * @type {Object}
  13013. */
  13014. this.dispatchEvent( { type: 'dispose' } );
  13015. }
  13016. /**
  13017. * Setting this property to `true` indicates the engine the material
  13018. * needs to be recompiled.
  13019. *
  13020. * @type {boolean}
  13021. * @default false
  13022. * @param {boolean} value
  13023. */
  13024. set needsUpdate( value ) {
  13025. if ( value === true ) this.version ++;
  13026. }
  13027. }
  13028. /**
  13029. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13030. *
  13031. * This material is not affected by lights.
  13032. *
  13033. * @augments Material
  13034. */
  13035. class MeshBasicMaterial extends Material {
  13036. /**
  13037. * Constructs a new mesh basic material.
  13038. *
  13039. * @param {Object} [parameters] - An object with one or more properties
  13040. * defining the material's appearance. Any property of the material
  13041. * (including any property from inherited materials) can be passed
  13042. * in here. Color values can be passed any type of value accepted
  13043. * by {@link Color#set}.
  13044. */
  13045. constructor( parameters ) {
  13046. super();
  13047. /**
  13048. * This flag can be used for type testing.
  13049. *
  13050. * @type {boolean}
  13051. * @readonly
  13052. * @default true
  13053. */
  13054. this.isMeshBasicMaterial = true;
  13055. this.type = 'MeshBasicMaterial';
  13056. /**
  13057. * Color of the material.
  13058. *
  13059. * @type {Color}
  13060. * @default (1,1,1)
  13061. */
  13062. this.color = new Color( 0xffffff ); // diffuse
  13063. /**
  13064. * The color map. May optionally include an alpha channel, typically combined
  13065. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13066. * color is modulated by the diffuse `color`.
  13067. *
  13068. * @type {?Texture}
  13069. * @default null
  13070. */
  13071. this.map = null;
  13072. /**
  13073. * The light map. Requires a second set of UVs.
  13074. *
  13075. * @type {?Texture}
  13076. * @default null
  13077. */
  13078. this.lightMap = null;
  13079. /**
  13080. * Intensity of the baked light.
  13081. *
  13082. * @type {number}
  13083. * @default 1
  13084. */
  13085. this.lightMapIntensity = 1.0;
  13086. /**
  13087. * The red channel of this texture is used as the ambient occlusion map.
  13088. * Requires a second set of UVs.
  13089. *
  13090. * @type {?Texture}
  13091. * @default null
  13092. */
  13093. this.aoMap = null;
  13094. /**
  13095. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13096. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13097. * red channel is also `1`, ambient light is fully occluded on a surface.
  13098. *
  13099. * @type {number}
  13100. * @default 1
  13101. */
  13102. this.aoMapIntensity = 1.0;
  13103. /**
  13104. * Specular map used by the material.
  13105. *
  13106. * @type {?Texture}
  13107. * @default null
  13108. */
  13109. this.specularMap = null;
  13110. /**
  13111. * The alpha map is a grayscale texture that controls the opacity across the
  13112. * surface (black: fully transparent; white: fully opaque).
  13113. *
  13114. * Only the color of the texture is used, ignoring the alpha channel if one
  13115. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13116. * when sampling this texture due to the extra bit of precision provided for
  13117. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13118. * luminance/alpha textures will also still work as expected.
  13119. *
  13120. * @type {?Texture}
  13121. * @default null
  13122. */
  13123. this.alphaMap = null;
  13124. /**
  13125. * The environment map.
  13126. *
  13127. * @type {?Texture}
  13128. * @default null
  13129. */
  13130. this.envMap = null;
  13131. /**
  13132. * The rotation of the environment map in radians.
  13133. *
  13134. * @type {Euler}
  13135. * @default (0,0,0)
  13136. */
  13137. this.envMapRotation = new Euler();
  13138. /**
  13139. * How to combine the result of the surface's color with the environment map, if any.
  13140. *
  13141. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13142. * blend between the two colors.
  13143. *
  13144. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13145. * @default MultiplyOperation
  13146. */
  13147. this.combine = MultiplyOperation;
  13148. /**
  13149. * How much the environment map affects the surface.
  13150. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13151. *
  13152. * @type {number}
  13153. * @default 1
  13154. */
  13155. this.reflectivity = 1;
  13156. /**
  13157. * The index of refraction (IOR) of air (approximately 1) divided by the
  13158. * index of refraction of the material. It is used with environment mapping
  13159. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13160. * The refraction ratio should not exceed `1`.
  13161. *
  13162. * @type {number}
  13163. * @default 0.98
  13164. */
  13165. this.refractionRatio = 0.98;
  13166. /**
  13167. * Renders the geometry as a wireframe.
  13168. *
  13169. * @type {boolean}
  13170. * @default false
  13171. */
  13172. this.wireframe = false;
  13173. /**
  13174. * Controls the thickness of the wireframe.
  13175. *
  13176. * Can only be used with {@link SVGRenderer}.
  13177. *
  13178. * @type {number}
  13179. * @default 1
  13180. */
  13181. this.wireframeLinewidth = 1;
  13182. /**
  13183. * Defines appearance of wireframe ends.
  13184. *
  13185. * Can only be used with {@link SVGRenderer}.
  13186. *
  13187. * @type {('round'|'bevel'|'miter')}
  13188. * @default 'round'
  13189. */
  13190. this.wireframeLinecap = 'round';
  13191. /**
  13192. * Defines appearance of wireframe joints.
  13193. *
  13194. * Can only be used with {@link SVGRenderer}.
  13195. *
  13196. * @type {('round'|'bevel'|'miter')}
  13197. * @default 'round'
  13198. */
  13199. this.wireframeLinejoin = 'round';
  13200. /**
  13201. * Whether the material is affected by fog or not.
  13202. *
  13203. * @type {boolean}
  13204. * @default true
  13205. */
  13206. this.fog = true;
  13207. this.setValues( parameters );
  13208. }
  13209. copy( source ) {
  13210. super.copy( source );
  13211. this.color.copy( source.color );
  13212. this.map = source.map;
  13213. this.lightMap = source.lightMap;
  13214. this.lightMapIntensity = source.lightMapIntensity;
  13215. this.aoMap = source.aoMap;
  13216. this.aoMapIntensity = source.aoMapIntensity;
  13217. this.specularMap = source.specularMap;
  13218. this.alphaMap = source.alphaMap;
  13219. this.envMap = source.envMap;
  13220. this.envMapRotation.copy( source.envMapRotation );
  13221. this.combine = source.combine;
  13222. this.reflectivity = source.reflectivity;
  13223. this.refractionRatio = source.refractionRatio;
  13224. this.wireframe = source.wireframe;
  13225. this.wireframeLinewidth = source.wireframeLinewidth;
  13226. this.wireframeLinecap = source.wireframeLinecap;
  13227. this.wireframeLinejoin = source.wireframeLinejoin;
  13228. this.fog = source.fog;
  13229. return this;
  13230. }
  13231. }
  13232. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13233. const _tables = /*@__PURE__*/ _generateTables();
  13234. function _generateTables() {
  13235. // float32 to float16 helpers
  13236. const buffer = new ArrayBuffer( 4 );
  13237. const floatView = new Float32Array( buffer );
  13238. const uint32View = new Uint32Array( buffer );
  13239. const baseTable = new Uint32Array( 512 );
  13240. const shiftTable = new Uint32Array( 512 );
  13241. for ( let i = 0; i < 256; ++ i ) {
  13242. const e = i - 127;
  13243. // very small number (0, -0)
  13244. if ( e < -27 ) {
  13245. baseTable[ i ] = 0x0000;
  13246. baseTable[ i | 0x100 ] = 0x8000;
  13247. shiftTable[ i ] = 24;
  13248. shiftTable[ i | 0x100 ] = 24;
  13249. // small number (denorm)
  13250. } else if ( e < -14 ) {
  13251. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13252. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13253. shiftTable[ i ] = - e - 1;
  13254. shiftTable[ i | 0x100 ] = - e - 1;
  13255. // normal number
  13256. } else if ( e <= 15 ) {
  13257. baseTable[ i ] = ( e + 15 ) << 10;
  13258. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13259. shiftTable[ i ] = 13;
  13260. shiftTable[ i | 0x100 ] = 13;
  13261. // large number (Infinity, -Infinity)
  13262. } else if ( e < 128 ) {
  13263. baseTable[ i ] = 0x7c00;
  13264. baseTable[ i | 0x100 ] = 0xfc00;
  13265. shiftTable[ i ] = 24;
  13266. shiftTable[ i | 0x100 ] = 24;
  13267. // stay (NaN, Infinity, -Infinity)
  13268. } else {
  13269. baseTable[ i ] = 0x7c00;
  13270. baseTable[ i | 0x100 ] = 0xfc00;
  13271. shiftTable[ i ] = 13;
  13272. shiftTable[ i | 0x100 ] = 13;
  13273. }
  13274. }
  13275. // float16 to float32 helpers
  13276. const mantissaTable = new Uint32Array( 2048 );
  13277. const exponentTable = new Uint32Array( 64 );
  13278. const offsetTable = new Uint32Array( 64 );
  13279. for ( let i = 1; i < 1024; ++ i ) {
  13280. let m = i << 13; // zero pad mantissa bits
  13281. let e = 0; // zero exponent
  13282. // normalized
  13283. while ( ( m & 0x00800000 ) === 0 ) {
  13284. m <<= 1;
  13285. e -= 0x00800000; // decrement exponent
  13286. }
  13287. m &= -8388609; // clear leading 1 bit
  13288. e += 0x38800000; // adjust bias
  13289. mantissaTable[ i ] = m | e;
  13290. }
  13291. for ( let i = 1024; i < 2048; ++ i ) {
  13292. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13293. }
  13294. for ( let i = 1; i < 31; ++ i ) {
  13295. exponentTable[ i ] = i << 23;
  13296. }
  13297. exponentTable[ 31 ] = 0x47800000;
  13298. exponentTable[ 32 ] = 0x80000000;
  13299. for ( let i = 33; i < 63; ++ i ) {
  13300. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13301. }
  13302. exponentTable[ 63 ] = 0xc7800000;
  13303. for ( let i = 1; i < 64; ++ i ) {
  13304. if ( i !== 32 ) {
  13305. offsetTable[ i ] = 1024;
  13306. }
  13307. }
  13308. return {
  13309. floatView: floatView,
  13310. uint32View: uint32View,
  13311. baseTable: baseTable,
  13312. shiftTable: shiftTable,
  13313. mantissaTable: mantissaTable,
  13314. exponentTable: exponentTable,
  13315. offsetTable: offsetTable
  13316. };
  13317. }
  13318. /**
  13319. * Returns a half precision floating point value (FP16) from the given single
  13320. * precision floating point value (FP32).
  13321. *
  13322. * @param {number} val - A single precision floating point value.
  13323. * @return {number} The FP16 value.
  13324. */
  13325. function toHalfFloat( val ) {
  13326. if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
  13327. val = clamp( val, -65504, 65504 );
  13328. _tables.floatView[ 0 ] = val;
  13329. const f = _tables.uint32View[ 0 ];
  13330. const e = ( f >> 23 ) & 0x1ff;
  13331. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13332. }
  13333. /**
  13334. * Returns a single precision floating point value (FP32) from the given half
  13335. * precision floating point value (FP16).
  13336. *
  13337. * @param {number} val - A half precision floating point value.
  13338. * @return {number} The FP32 value.
  13339. */
  13340. function fromHalfFloat( val ) {
  13341. const m = val >> 10;
  13342. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13343. return _tables.floatView[ 0 ];
  13344. }
  13345. /**
  13346. * A class containing utility functions for data.
  13347. *
  13348. * @hideconstructor
  13349. */
  13350. class DataUtils {
  13351. /**
  13352. * Returns a half precision floating point value (FP16) from the given single
  13353. * precision floating point value (FP32).
  13354. *
  13355. * @param {number} val - A single precision floating point value.
  13356. * @return {number} The FP16 value.
  13357. */
  13358. static toHalfFloat( val ) {
  13359. return toHalfFloat( val );
  13360. }
  13361. /**
  13362. * Returns a single precision floating point value (FP32) from the given half
  13363. * precision floating point value (FP16).
  13364. *
  13365. * @param {number} val - A half precision floating point value.
  13366. * @return {number} The FP32 value.
  13367. */
  13368. static fromHalfFloat( val ) {
  13369. return fromHalfFloat( val );
  13370. }
  13371. }
  13372. const _vector$9 = /*@__PURE__*/ new Vector3();
  13373. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13374. let _id$2 = 0;
  13375. /**
  13376. * This class stores data for an attribute (such as vertex positions, face
  13377. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13378. * a geometry, which allows for more efficient passing of data to the GPU.
  13379. *
  13380. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13381. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13382. */
  13383. class BufferAttribute {
  13384. /**
  13385. * Constructs a new buffer attribute.
  13386. *
  13387. * @param {TypedArray} array - The array holding the attribute data.
  13388. * @param {number} itemSize - The item size.
  13389. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13390. */
  13391. constructor( array, itemSize, normalized = false ) {
  13392. if ( Array.isArray( array ) ) {
  13393. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13394. }
  13395. /**
  13396. * This flag can be used for type testing.
  13397. *
  13398. * @type {boolean}
  13399. * @readonly
  13400. * @default true
  13401. */
  13402. this.isBufferAttribute = true;
  13403. /**
  13404. * The ID of the buffer attribute.
  13405. *
  13406. * @name BufferAttribute#id
  13407. * @type {number}
  13408. * @readonly
  13409. */
  13410. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13411. /**
  13412. * The name of the buffer attribute.
  13413. *
  13414. * @type {string}
  13415. */
  13416. this.name = '';
  13417. /**
  13418. * The array holding the attribute data. It should have `itemSize * numVertices`
  13419. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13420. *
  13421. * @type {TypedArray}
  13422. */
  13423. this.array = array;
  13424. /**
  13425. * The number of values of the array that should be associated with a particular vertex.
  13426. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13427. * normal, or color), then the value should be `3`.
  13428. *
  13429. * @type {number}
  13430. */
  13431. this.itemSize = itemSize;
  13432. /**
  13433. * Represents the number of items this buffer attribute stores. It is internally computed
  13434. * by dividing the `array` length by the `itemSize`.
  13435. *
  13436. * @type {number}
  13437. * @readonly
  13438. */
  13439. this.count = array !== undefined ? array.length / itemSize : 0;
  13440. /**
  13441. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13442. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13443. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13444. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13445. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13446. *
  13447. * @type {boolean}
  13448. */
  13449. this.normalized = normalized;
  13450. /**
  13451. * Defines the intended usage pattern of the data store for optimization purposes.
  13452. *
  13453. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13454. * instantiate a new one and set the desired usage before the next render.
  13455. *
  13456. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13457. * @default StaticDrawUsage
  13458. */
  13459. this.usage = StaticDrawUsage;
  13460. /**
  13461. * This can be used to only update some components of stored vectors (for example, just the
  13462. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13463. *
  13464. * @type {Array<Object>}
  13465. */
  13466. this.updateRanges = [];
  13467. /**
  13468. * Configures the bound GPU type for use in shaders.
  13469. *
  13470. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13471. * For lower precision float types, use `Float16BufferAttribute`.
  13472. *
  13473. * @type {(FloatType|IntType)}
  13474. * @default FloatType
  13475. */
  13476. this.gpuType = FloatType;
  13477. /**
  13478. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13479. *
  13480. * @type {number}
  13481. */
  13482. this.version = 0;
  13483. }
  13484. /**
  13485. * A callback function that is executed after the renderer has transferred the attribute
  13486. * array data to the GPU.
  13487. */
  13488. onUploadCallback() {}
  13489. /**
  13490. * Flag to indicate that this attribute has changed and should be re-sent to
  13491. * the GPU. Set this to `true` when you modify the value of the array.
  13492. *
  13493. * @type {number}
  13494. * @default false
  13495. * @param {boolean} value
  13496. */
  13497. set needsUpdate( value ) {
  13498. if ( value === true ) this.version ++;
  13499. }
  13500. /**
  13501. * Sets the usage of this buffer attribute.
  13502. *
  13503. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13504. * @return {BufferAttribute} A reference to this buffer attribute.
  13505. */
  13506. setUsage( value ) {
  13507. this.usage = value;
  13508. return this;
  13509. }
  13510. /**
  13511. * Adds a range of data in the data array to be updated on the GPU.
  13512. *
  13513. * @param {number} start - Position at which to start update.
  13514. * @param {number} count - The number of components to update.
  13515. */
  13516. addUpdateRange( start, count ) {
  13517. this.updateRanges.push( { start, count } );
  13518. }
  13519. /**
  13520. * Clears the update ranges.
  13521. */
  13522. clearUpdateRanges() {
  13523. this.updateRanges.length = 0;
  13524. }
  13525. /**
  13526. * Copies the values of the given buffer attribute to this instance.
  13527. *
  13528. * @param {BufferAttribute} source - The buffer attribute to copy.
  13529. * @return {BufferAttribute} A reference to this instance.
  13530. */
  13531. copy( source ) {
  13532. this.name = source.name;
  13533. this.array = new source.array.constructor( source.array );
  13534. this.itemSize = source.itemSize;
  13535. this.count = source.count;
  13536. this.normalized = source.normalized;
  13537. this.usage = source.usage;
  13538. this.gpuType = source.gpuType;
  13539. return this;
  13540. }
  13541. /**
  13542. * Copies a vector from the given buffer attribute to this one. The start
  13543. * and destination position in the attribute buffers are represented by the
  13544. * given indices.
  13545. *
  13546. * @param {number} index1 - The destination index into this buffer attribute.
  13547. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13548. * @param {number} index2 - The source index into the given buffer attribute.
  13549. * @return {BufferAttribute} A reference to this instance.
  13550. */
  13551. copyAt( index1, attribute, index2 ) {
  13552. index1 *= this.itemSize;
  13553. index2 *= attribute.itemSize;
  13554. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13555. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13556. }
  13557. return this;
  13558. }
  13559. /**
  13560. * Copies the given array data into this buffer attribute.
  13561. *
  13562. * @param {(TypedArray|Array)} array - The array to copy.
  13563. * @return {BufferAttribute} A reference to this instance.
  13564. */
  13565. copyArray( array ) {
  13566. this.array.set( array );
  13567. return this;
  13568. }
  13569. /**
  13570. * Applies the given 3x3 matrix to the given attribute. Works with
  13571. * item size `2` and `3`.
  13572. *
  13573. * @param {Matrix3} m - The matrix to apply.
  13574. * @return {BufferAttribute} A reference to this instance.
  13575. */
  13576. applyMatrix3( m ) {
  13577. if ( this.itemSize === 2 ) {
  13578. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13579. _vector2$1.fromBufferAttribute( this, i );
  13580. _vector2$1.applyMatrix3( m );
  13581. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13582. }
  13583. } else if ( this.itemSize === 3 ) {
  13584. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13585. _vector$9.fromBufferAttribute( this, i );
  13586. _vector$9.applyMatrix3( m );
  13587. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13588. }
  13589. }
  13590. return this;
  13591. }
  13592. /**
  13593. * Applies the given 4x4 matrix to the given attribute. Only works with
  13594. * item size `3`.
  13595. *
  13596. * @param {Matrix4} m - The matrix to apply.
  13597. * @return {BufferAttribute} A reference to this instance.
  13598. */
  13599. applyMatrix4( m ) {
  13600. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13601. _vector$9.fromBufferAttribute( this, i );
  13602. _vector$9.applyMatrix4( m );
  13603. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13604. }
  13605. return this;
  13606. }
  13607. /**
  13608. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13609. * item size `3`.
  13610. *
  13611. * @param {Matrix3} m - The normal matrix to apply.
  13612. * @return {BufferAttribute} A reference to this instance.
  13613. */
  13614. applyNormalMatrix( m ) {
  13615. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13616. _vector$9.fromBufferAttribute( this, i );
  13617. _vector$9.applyNormalMatrix( m );
  13618. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13619. }
  13620. return this;
  13621. }
  13622. /**
  13623. * Applies the given 4x4 matrix to the given attribute. Only works with
  13624. * item size `3` and with direction vectors.
  13625. *
  13626. * @param {Matrix4} m - The matrix to apply.
  13627. * @return {BufferAttribute} A reference to this instance.
  13628. */
  13629. transformDirection( m ) {
  13630. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13631. _vector$9.fromBufferAttribute( this, i );
  13632. _vector$9.transformDirection( m );
  13633. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13634. }
  13635. return this;
  13636. }
  13637. /**
  13638. * Sets the given array data in the buffer attribute.
  13639. *
  13640. * @param {(TypedArray|Array)} value - The array data to set.
  13641. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13642. * @return {BufferAttribute} A reference to this instance.
  13643. */
  13644. set( value, offset = 0 ) {
  13645. // Matching BufferAttribute constructor, do not normalize the array.
  13646. this.array.set( value, offset );
  13647. return this;
  13648. }
  13649. /**
  13650. * Returns the given component of the vector at the given index.
  13651. *
  13652. * @param {number} index - The index into the buffer attribute.
  13653. * @param {number} component - The component index.
  13654. * @return {number} The returned value.
  13655. */
  13656. getComponent( index, component ) {
  13657. let value = this.array[ index * this.itemSize + component ];
  13658. if ( this.normalized ) value = denormalize( value, this.array );
  13659. return value;
  13660. }
  13661. /**
  13662. * Sets the given value to the given component of the vector at the given index.
  13663. *
  13664. * @param {number} index - The index into the buffer attribute.
  13665. * @param {number} component - The component index.
  13666. * @param {number} value - The value to set.
  13667. * @return {BufferAttribute} A reference to this instance.
  13668. */
  13669. setComponent( index, component, value ) {
  13670. if ( this.normalized ) value = normalize( value, this.array );
  13671. this.array[ index * this.itemSize + component ] = value;
  13672. return this;
  13673. }
  13674. /**
  13675. * Returns the x component of the vector at the given index.
  13676. *
  13677. * @param {number} index - The index into the buffer attribute.
  13678. * @return {number} The x component.
  13679. */
  13680. getX( index ) {
  13681. let x = this.array[ index * this.itemSize ];
  13682. if ( this.normalized ) x = denormalize( x, this.array );
  13683. return x;
  13684. }
  13685. /**
  13686. * Sets the x component of the vector at the given index.
  13687. *
  13688. * @param {number} index - The index into the buffer attribute.
  13689. * @param {number} x - The value to set.
  13690. * @return {BufferAttribute} A reference to this instance.
  13691. */
  13692. setX( index, x ) {
  13693. if ( this.normalized ) x = normalize( x, this.array );
  13694. this.array[ index * this.itemSize ] = x;
  13695. return this;
  13696. }
  13697. /**
  13698. * Returns the y component of the vector at the given index.
  13699. *
  13700. * @param {number} index - The index into the buffer attribute.
  13701. * @return {number} The y component.
  13702. */
  13703. getY( index ) {
  13704. let y = this.array[ index * this.itemSize + 1 ];
  13705. if ( this.normalized ) y = denormalize( y, this.array );
  13706. return y;
  13707. }
  13708. /**
  13709. * Sets the y component of the vector at the given index.
  13710. *
  13711. * @param {number} index - The index into the buffer attribute.
  13712. * @param {number} y - The value to set.
  13713. * @return {BufferAttribute} A reference to this instance.
  13714. */
  13715. setY( index, y ) {
  13716. if ( this.normalized ) y = normalize( y, this.array );
  13717. this.array[ index * this.itemSize + 1 ] = y;
  13718. return this;
  13719. }
  13720. /**
  13721. * Returns the z component of the vector at the given index.
  13722. *
  13723. * @param {number} index - The index into the buffer attribute.
  13724. * @return {number} The z component.
  13725. */
  13726. getZ( index ) {
  13727. let z = this.array[ index * this.itemSize + 2 ];
  13728. if ( this.normalized ) z = denormalize( z, this.array );
  13729. return z;
  13730. }
  13731. /**
  13732. * Sets the z component of the vector at the given index.
  13733. *
  13734. * @param {number} index - The index into the buffer attribute.
  13735. * @param {number} z - The value to set.
  13736. * @return {BufferAttribute} A reference to this instance.
  13737. */
  13738. setZ( index, z ) {
  13739. if ( this.normalized ) z = normalize( z, this.array );
  13740. this.array[ index * this.itemSize + 2 ] = z;
  13741. return this;
  13742. }
  13743. /**
  13744. * Returns the w component of the vector at the given index.
  13745. *
  13746. * @param {number} index - The index into the buffer attribute.
  13747. * @return {number} The w component.
  13748. */
  13749. getW( index ) {
  13750. let w = this.array[ index * this.itemSize + 3 ];
  13751. if ( this.normalized ) w = denormalize( w, this.array );
  13752. return w;
  13753. }
  13754. /**
  13755. * Sets the w component of the vector at the given index.
  13756. *
  13757. * @param {number} index - The index into the buffer attribute.
  13758. * @param {number} w - The value to set.
  13759. * @return {BufferAttribute} A reference to this instance.
  13760. */
  13761. setW( index, w ) {
  13762. if ( this.normalized ) w = normalize( w, this.array );
  13763. this.array[ index * this.itemSize + 3 ] = w;
  13764. return this;
  13765. }
  13766. /**
  13767. * Sets the x and y component of the vector at the given index.
  13768. *
  13769. * @param {number} index - The index into the buffer attribute.
  13770. * @param {number} x - The value for the x component to set.
  13771. * @param {number} y - The value for the y component to set.
  13772. * @return {BufferAttribute} A reference to this instance.
  13773. */
  13774. setXY( index, x, y ) {
  13775. index *= this.itemSize;
  13776. if ( this.normalized ) {
  13777. x = normalize( x, this.array );
  13778. y = normalize( y, this.array );
  13779. }
  13780. this.array[ index + 0 ] = x;
  13781. this.array[ index + 1 ] = y;
  13782. return this;
  13783. }
  13784. /**
  13785. * Sets the x, y and z component of the vector at the given index.
  13786. *
  13787. * @param {number} index - The index into the buffer attribute.
  13788. * @param {number} x - The value for the x component to set.
  13789. * @param {number} y - The value for the y component to set.
  13790. * @param {number} z - The value for the z component to set.
  13791. * @return {BufferAttribute} A reference to this instance.
  13792. */
  13793. setXYZ( index, x, y, z ) {
  13794. index *= this.itemSize;
  13795. if ( this.normalized ) {
  13796. x = normalize( x, this.array );
  13797. y = normalize( y, this.array );
  13798. z = normalize( z, this.array );
  13799. }
  13800. this.array[ index + 0 ] = x;
  13801. this.array[ index + 1 ] = y;
  13802. this.array[ index + 2 ] = z;
  13803. return this;
  13804. }
  13805. /**
  13806. * Sets the x, y, z and w component of the vector at the given index.
  13807. *
  13808. * @param {number} index - The index into the buffer attribute.
  13809. * @param {number} x - The value for the x component to set.
  13810. * @param {number} y - The value for the y component to set.
  13811. * @param {number} z - The value for the z component to set.
  13812. * @param {number} w - The value for the w component to set.
  13813. * @return {BufferAttribute} A reference to this instance.
  13814. */
  13815. setXYZW( index, x, y, z, w ) {
  13816. index *= this.itemSize;
  13817. if ( this.normalized ) {
  13818. x = normalize( x, this.array );
  13819. y = normalize( y, this.array );
  13820. z = normalize( z, this.array );
  13821. w = normalize( w, this.array );
  13822. }
  13823. this.array[ index + 0 ] = x;
  13824. this.array[ index + 1 ] = y;
  13825. this.array[ index + 2 ] = z;
  13826. this.array[ index + 3 ] = w;
  13827. return this;
  13828. }
  13829. /**
  13830. * Sets the given callback function that is executed after the Renderer has transferred
  13831. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13832. * the upload when attribute data are not needed anymore on the CPU side.
  13833. *
  13834. * @param {Function} callback - The `onUpload()` callback.
  13835. * @return {BufferAttribute} A reference to this instance.
  13836. */
  13837. onUpload( callback ) {
  13838. this.onUploadCallback = callback;
  13839. return this;
  13840. }
  13841. /**
  13842. * Returns a new buffer attribute with copied values from this instance.
  13843. *
  13844. * @return {BufferAttribute} A clone of this instance.
  13845. */
  13846. clone() {
  13847. return new this.constructor( this.array, this.itemSize ).copy( this );
  13848. }
  13849. /**
  13850. * Serializes the buffer attribute into JSON.
  13851. *
  13852. * @return {Object} A JSON object representing the serialized buffer attribute.
  13853. */
  13854. toJSON() {
  13855. const data = {
  13856. itemSize: this.itemSize,
  13857. type: this.array.constructor.name,
  13858. array: Array.from( this.array ),
  13859. normalized: this.normalized
  13860. };
  13861. if ( this.name !== '' ) data.name = this.name;
  13862. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13863. return data;
  13864. }
  13865. }
  13866. /**
  13867. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13868. * a plain `Array` instance.
  13869. *
  13870. * @augments BufferAttribute
  13871. */
  13872. class Int8BufferAttribute extends BufferAttribute {
  13873. /**
  13874. * Constructs a new buffer attribute.
  13875. *
  13876. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13877. * @param {number} itemSize - The item size.
  13878. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13879. */
  13880. constructor( array, itemSize, normalized ) {
  13881. super( new Int8Array( array ), itemSize, normalized );
  13882. }
  13883. }
  13884. /**
  13885. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13886. * a plain `Array` instance.
  13887. *
  13888. * @augments BufferAttribute
  13889. */
  13890. class Uint8BufferAttribute extends BufferAttribute {
  13891. /**
  13892. * Constructs a new buffer attribute.
  13893. *
  13894. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13895. * @param {number} itemSize - The item size.
  13896. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13897. */
  13898. constructor( array, itemSize, normalized ) {
  13899. super( new Uint8Array( array ), itemSize, normalized );
  13900. }
  13901. }
  13902. /**
  13903. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13904. * a plain `Array` instance.
  13905. *
  13906. * @augments BufferAttribute
  13907. */
  13908. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13909. /**
  13910. * Constructs a new buffer attribute.
  13911. *
  13912. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13913. * @param {number} itemSize - The item size.
  13914. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13915. */
  13916. constructor( array, itemSize, normalized ) {
  13917. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13918. }
  13919. }
  13920. /**
  13921. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13922. * a plain `Array` instance.
  13923. *
  13924. * @augments BufferAttribute
  13925. */
  13926. class Int16BufferAttribute extends BufferAttribute {
  13927. /**
  13928. * Constructs a new buffer attribute.
  13929. *
  13930. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13931. * @param {number} itemSize - The item size.
  13932. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13933. */
  13934. constructor( array, itemSize, normalized ) {
  13935. super( new Int16Array( array ), itemSize, normalized );
  13936. }
  13937. }
  13938. /**
  13939. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13940. * a plain `Array` instance.
  13941. *
  13942. * @augments BufferAttribute
  13943. */
  13944. class Uint16BufferAttribute extends BufferAttribute {
  13945. /**
  13946. * Constructs a new buffer attribute.
  13947. *
  13948. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13949. * @param {number} itemSize - The item size.
  13950. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13951. */
  13952. constructor( array, itemSize, normalized ) {
  13953. super( new Uint16Array( array ), itemSize, normalized );
  13954. }
  13955. }
  13956. /**
  13957. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13958. * a plain `Array` instance.
  13959. *
  13960. * @augments BufferAttribute
  13961. */
  13962. class Int32BufferAttribute extends BufferAttribute {
  13963. /**
  13964. * Constructs a new buffer attribute.
  13965. *
  13966. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13967. * @param {number} itemSize - The item size.
  13968. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13969. */
  13970. constructor( array, itemSize, normalized ) {
  13971. super( new Int32Array( array ), itemSize, normalized );
  13972. }
  13973. }
  13974. /**
  13975. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  13976. * a plain `Array` instance.
  13977. *
  13978. * @augments BufferAttribute
  13979. */
  13980. class Uint32BufferAttribute extends BufferAttribute {
  13981. /**
  13982. * Constructs a new buffer attribute.
  13983. *
  13984. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  13985. * @param {number} itemSize - The item size.
  13986. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13987. */
  13988. constructor( array, itemSize, normalized ) {
  13989. super( new Uint32Array( array ), itemSize, normalized );
  13990. }
  13991. }
  13992. /**
  13993. * Convenient class that can be used when creating a `Float16` buffer attribute with
  13994. * a plain `Array` instance.
  13995. *
  13996. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  13997. * browser support is still problematic.
  13998. *
  13999. * @augments BufferAttribute
  14000. */
  14001. class Float16BufferAttribute extends BufferAttribute {
  14002. /**
  14003. * Constructs a new buffer attribute.
  14004. *
  14005. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14006. * @param {number} itemSize - The item size.
  14007. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14008. */
  14009. constructor( array, itemSize, normalized ) {
  14010. super( new Uint16Array( array ), itemSize, normalized );
  14011. this.isFloat16BufferAttribute = true;
  14012. }
  14013. getX( index ) {
  14014. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14015. if ( this.normalized ) x = denormalize( x, this.array );
  14016. return x;
  14017. }
  14018. setX( index, x ) {
  14019. if ( this.normalized ) x = normalize( x, this.array );
  14020. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14021. return this;
  14022. }
  14023. getY( index ) {
  14024. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14025. if ( this.normalized ) y = denormalize( y, this.array );
  14026. return y;
  14027. }
  14028. setY( index, y ) {
  14029. if ( this.normalized ) y = normalize( y, this.array );
  14030. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14031. return this;
  14032. }
  14033. getZ( index ) {
  14034. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14035. if ( this.normalized ) z = denormalize( z, this.array );
  14036. return z;
  14037. }
  14038. setZ( index, z ) {
  14039. if ( this.normalized ) z = normalize( z, this.array );
  14040. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14041. return this;
  14042. }
  14043. getW( index ) {
  14044. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14045. if ( this.normalized ) w = denormalize( w, this.array );
  14046. return w;
  14047. }
  14048. setW( index, w ) {
  14049. if ( this.normalized ) w = normalize( w, this.array );
  14050. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14051. return this;
  14052. }
  14053. setXY( index, x, y ) {
  14054. index *= this.itemSize;
  14055. if ( this.normalized ) {
  14056. x = normalize( x, this.array );
  14057. y = normalize( y, this.array );
  14058. }
  14059. this.array[ index + 0 ] = toHalfFloat( x );
  14060. this.array[ index + 1 ] = toHalfFloat( y );
  14061. return this;
  14062. }
  14063. setXYZ( index, x, y, z ) {
  14064. index *= this.itemSize;
  14065. if ( this.normalized ) {
  14066. x = normalize( x, this.array );
  14067. y = normalize( y, this.array );
  14068. z = normalize( z, this.array );
  14069. }
  14070. this.array[ index + 0 ] = toHalfFloat( x );
  14071. this.array[ index + 1 ] = toHalfFloat( y );
  14072. this.array[ index + 2 ] = toHalfFloat( z );
  14073. return this;
  14074. }
  14075. setXYZW( index, x, y, z, w ) {
  14076. index *= this.itemSize;
  14077. if ( this.normalized ) {
  14078. x = normalize( x, this.array );
  14079. y = normalize( y, this.array );
  14080. z = normalize( z, this.array );
  14081. w = normalize( w, this.array );
  14082. }
  14083. this.array[ index + 0 ] = toHalfFloat( x );
  14084. this.array[ index + 1 ] = toHalfFloat( y );
  14085. this.array[ index + 2 ] = toHalfFloat( z );
  14086. this.array[ index + 3 ] = toHalfFloat( w );
  14087. return this;
  14088. }
  14089. }
  14090. /**
  14091. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14092. * a plain `Array` instance.
  14093. *
  14094. * @augments BufferAttribute
  14095. */
  14096. class Float32BufferAttribute extends BufferAttribute {
  14097. /**
  14098. * Constructs a new buffer attribute.
  14099. *
  14100. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14101. * @param {number} itemSize - The item size.
  14102. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14103. */
  14104. constructor( array, itemSize, normalized ) {
  14105. super( new Float32Array( array ), itemSize, normalized );
  14106. }
  14107. }
  14108. let _id$1 = 0;
  14109. const _m1 = /*@__PURE__*/ new Matrix4();
  14110. const _obj = /*@__PURE__*/ new Object3D();
  14111. const _offset = /*@__PURE__*/ new Vector3();
  14112. const _box$2 = /*@__PURE__*/ new Box3();
  14113. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14114. const _vector$8 = /*@__PURE__*/ new Vector3();
  14115. /**
  14116. * A representation of mesh, line, or point geometry. Includes vertex
  14117. * positions, face indices, normals, colors, UVs, and custom attributes
  14118. * within buffers, reducing the cost of passing all this data to the GPU.
  14119. *
  14120. * ```js
  14121. * const geometry = new THREE.BufferGeometry();
  14122. * // create a simple square shape. We duplicate the top left and bottom right
  14123. * // vertices because each vertex needs to appear once per triangle.
  14124. * const vertices = new Float32Array( [
  14125. * -1.0, -1.0, 1.0, // v0
  14126. * 1.0, -1.0, 1.0, // v1
  14127. * 1.0, 1.0, 1.0, // v2
  14128. *
  14129. * 1.0, 1.0, 1.0, // v3
  14130. * -1.0, 1.0, 1.0, // v4
  14131. * -1.0, -1.0, 1.0 // v5
  14132. * ] );
  14133. * // itemSize = 3 because there are 3 values (components) per vertex
  14134. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14135. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14136. * const mesh = new THREE.Mesh( geometry, material );
  14137. * ```
  14138. *
  14139. * @augments EventDispatcher
  14140. */
  14141. class BufferGeometry extends EventDispatcher {
  14142. /**
  14143. * Constructs a new geometry.
  14144. */
  14145. constructor() {
  14146. super();
  14147. /**
  14148. * This flag can be used for type testing.
  14149. *
  14150. * @type {boolean}
  14151. * @readonly
  14152. * @default true
  14153. */
  14154. this.isBufferGeometry = true;
  14155. /**
  14156. * The ID of the geometry.
  14157. *
  14158. * @name BufferGeometry#id
  14159. * @type {number}
  14160. * @readonly
  14161. */
  14162. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14163. /**
  14164. * The UUID of the geometry.
  14165. *
  14166. * @type {string}
  14167. * @readonly
  14168. */
  14169. this.uuid = generateUUID();
  14170. /**
  14171. * The name of the geometry.
  14172. *
  14173. * @type {string}
  14174. */
  14175. this.name = '';
  14176. this.type = 'BufferGeometry';
  14177. /**
  14178. * Allows for vertices to be re-used across multiple triangles; this is
  14179. * called using "indexed triangles". Each triangle is associated with the
  14180. * indices of three vertices. This attribute therefore stores the index of
  14181. * each vertex for each triangular face. If this attribute is not set, the
  14182. * renderer assumes that each three contiguous positions represent a single triangle.
  14183. *
  14184. * @type {?BufferAttribute}
  14185. * @default null
  14186. */
  14187. this.index = null;
  14188. /**
  14189. * A (storage) buffer attribute which was generated with a compute shader and
  14190. * now defines indirect draw calls.
  14191. *
  14192. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14193. *
  14194. * @type {?BufferAttribute}
  14195. * @default null
  14196. */
  14197. this.indirect = null;
  14198. /**
  14199. * This dictionary has as id the name of the attribute to be set and as value
  14200. * the buffer attribute to set it to. Rather than accessing this property directly,
  14201. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14202. *
  14203. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14204. */
  14205. this.attributes = {};
  14206. /**
  14207. * This dictionary holds the morph targets of the geometry.
  14208. *
  14209. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14210. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14211. *
  14212. * @type {Object}
  14213. */
  14214. this.morphAttributes = {};
  14215. /**
  14216. * Used to control the morph target behavior; when set to `true`, the morph
  14217. * target data is treated as relative offsets, rather than as absolute
  14218. * positions/normals.
  14219. *
  14220. * @type {boolean}
  14221. * @default false
  14222. */
  14223. this.morphTargetsRelative = false;
  14224. /**
  14225. * Split the geometry into groups, each of which will be rendered in a
  14226. * separate draw call. This allows an array of materials to be used with the geometry.
  14227. *
  14228. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14229. *
  14230. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14231. * indices, and must not leave vertices or indices unused.
  14232. *
  14233. * @type {Array<Object>}
  14234. */
  14235. this.groups = [];
  14236. /**
  14237. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14238. *
  14239. * @type {Box3}
  14240. * @default null
  14241. */
  14242. this.boundingBox = null;
  14243. /**
  14244. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14245. *
  14246. * @type {Sphere}
  14247. * @default null
  14248. */
  14249. this.boundingSphere = null;
  14250. /**
  14251. * Determines the part of the geometry to render. This should not be set directly,
  14252. * instead use `setDrawRange()`.
  14253. *
  14254. * @type {{start:number,count:number}}
  14255. */
  14256. this.drawRange = { start: 0, count: Infinity };
  14257. /**
  14258. * An object that can be used to store custom data about the geometry.
  14259. * It should not hold references to functions as these will not be cloned.
  14260. *
  14261. * @type {Object}
  14262. */
  14263. this.userData = {};
  14264. }
  14265. /**
  14266. * Returns the index of this geometry.
  14267. *
  14268. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14269. */
  14270. getIndex() {
  14271. return this.index;
  14272. }
  14273. /**
  14274. * Sets the given index to this geometry.
  14275. *
  14276. * @param {Array<number>|BufferAttribute} index - The index to set.
  14277. * @return {BufferGeometry} A reference to this instance.
  14278. */
  14279. setIndex( index ) {
  14280. if ( Array.isArray( index ) ) {
  14281. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14282. } else {
  14283. this.index = index;
  14284. }
  14285. return this;
  14286. }
  14287. /**
  14288. * Sets the given indirect attribute to this geometry.
  14289. *
  14290. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14291. * @return {BufferGeometry} A reference to this instance.
  14292. */
  14293. setIndirect( indirect ) {
  14294. this.indirect = indirect;
  14295. return this;
  14296. }
  14297. /**
  14298. * Returns the indirect attribute of this geometry.
  14299. *
  14300. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14301. */
  14302. getIndirect() {
  14303. return this.indirect;
  14304. }
  14305. /**
  14306. * Returns the buffer attribute for the given name.
  14307. *
  14308. * @param {string} name - The attribute name.
  14309. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14310. * Returns `undefined` if not attribute has been found.
  14311. */
  14312. getAttribute( name ) {
  14313. return this.attributes[ name ];
  14314. }
  14315. /**
  14316. * Sets the given attribute for the given name.
  14317. *
  14318. * @param {string} name - The attribute name.
  14319. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14320. * @return {BufferGeometry} A reference to this instance.
  14321. */
  14322. setAttribute( name, attribute ) {
  14323. this.attributes[ name ] = attribute;
  14324. return this;
  14325. }
  14326. /**
  14327. * Deletes the attribute for the given name.
  14328. *
  14329. * @param {string} name - The attribute name to delete.
  14330. * @return {BufferGeometry} A reference to this instance.
  14331. */
  14332. deleteAttribute( name ) {
  14333. delete this.attributes[ name ];
  14334. return this;
  14335. }
  14336. /**
  14337. * Returns `true` if this geometry has an attribute for the given name.
  14338. *
  14339. * @param {string} name - The attribute name.
  14340. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14341. */
  14342. hasAttribute( name ) {
  14343. return this.attributes[ name ] !== undefined;
  14344. }
  14345. /**
  14346. * Adds a group to this geometry.
  14347. *
  14348. * @param {number} start - The first element in this draw call. That is the first
  14349. * vertex for non-indexed geometry, otherwise the first triangle index.
  14350. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14351. * @param {number} [materialIndex=0] - The material array index to use.
  14352. */
  14353. addGroup( start, count, materialIndex = 0 ) {
  14354. this.groups.push( {
  14355. start: start,
  14356. count: count,
  14357. materialIndex: materialIndex
  14358. } );
  14359. }
  14360. /**
  14361. * Clears all groups.
  14362. */
  14363. clearGroups() {
  14364. this.groups = [];
  14365. }
  14366. /**
  14367. * Sets the draw range for this geometry.
  14368. *
  14369. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14370. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14371. * For indexed BufferGeometry, `count` is the number of indices to render.
  14372. */
  14373. setDrawRange( start, count ) {
  14374. this.drawRange.start = start;
  14375. this.drawRange.count = count;
  14376. }
  14377. /**
  14378. * Applies the given 4x4 transformation matrix to the geometry.
  14379. *
  14380. * @param {Matrix4} matrix - The matrix to apply.
  14381. * @return {BufferGeometry} A reference to this instance.
  14382. */
  14383. applyMatrix4( matrix ) {
  14384. const position = this.attributes.position;
  14385. if ( position !== undefined ) {
  14386. position.applyMatrix4( matrix );
  14387. position.needsUpdate = true;
  14388. }
  14389. const normal = this.attributes.normal;
  14390. if ( normal !== undefined ) {
  14391. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14392. normal.applyNormalMatrix( normalMatrix );
  14393. normal.needsUpdate = true;
  14394. }
  14395. const tangent = this.attributes.tangent;
  14396. if ( tangent !== undefined ) {
  14397. tangent.transformDirection( matrix );
  14398. tangent.needsUpdate = true;
  14399. }
  14400. if ( this.boundingBox !== null ) {
  14401. this.computeBoundingBox();
  14402. }
  14403. if ( this.boundingSphere !== null ) {
  14404. this.computeBoundingSphere();
  14405. }
  14406. return this;
  14407. }
  14408. /**
  14409. * Applies the rotation represented by the Quaternion to the geometry.
  14410. *
  14411. * @param {Quaternion} q - The Quaternion to apply.
  14412. * @return {BufferGeometry} A reference to this instance.
  14413. */
  14414. applyQuaternion( q ) {
  14415. _m1.makeRotationFromQuaternion( q );
  14416. this.applyMatrix4( _m1 );
  14417. return this;
  14418. }
  14419. /**
  14420. * Rotates the geometry about the X axis. This is typically done as a one time
  14421. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14422. * real-time mesh rotation.
  14423. *
  14424. * @param {number} angle - The angle in radians.
  14425. * @return {BufferGeometry} A reference to this instance.
  14426. */
  14427. rotateX( angle ) {
  14428. // rotate geometry around world x-axis
  14429. _m1.makeRotationX( angle );
  14430. this.applyMatrix4( _m1 );
  14431. return this;
  14432. }
  14433. /**
  14434. * Rotates the geometry about the Y axis. This is typically done as a one time
  14435. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14436. * real-time mesh rotation.
  14437. *
  14438. * @param {number} angle - The angle in radians.
  14439. * @return {BufferGeometry} A reference to this instance.
  14440. */
  14441. rotateY( angle ) {
  14442. // rotate geometry around world y-axis
  14443. _m1.makeRotationY( angle );
  14444. this.applyMatrix4( _m1 );
  14445. return this;
  14446. }
  14447. /**
  14448. * Rotates the geometry about the Z axis. This is typically done as a one time
  14449. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14450. * real-time mesh rotation.
  14451. *
  14452. * @param {number} angle - The angle in radians.
  14453. * @return {BufferGeometry} A reference to this instance.
  14454. */
  14455. rotateZ( angle ) {
  14456. // rotate geometry around world z-axis
  14457. _m1.makeRotationZ( angle );
  14458. this.applyMatrix4( _m1 );
  14459. return this;
  14460. }
  14461. /**
  14462. * Translates the geometry. This is typically done as a one time
  14463. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14464. * real-time mesh rotation.
  14465. *
  14466. * @param {number} x - The x offset.
  14467. * @param {number} y - The y offset.
  14468. * @param {number} z - The z offset.
  14469. * @return {BufferGeometry} A reference to this instance.
  14470. */
  14471. translate( x, y, z ) {
  14472. // translate geometry
  14473. _m1.makeTranslation( x, y, z );
  14474. this.applyMatrix4( _m1 );
  14475. return this;
  14476. }
  14477. /**
  14478. * Scales the geometry. This is typically done as a one time
  14479. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14480. * real-time mesh rotation.
  14481. *
  14482. * @param {number} x - The x scale.
  14483. * @param {number} y - The y scale.
  14484. * @param {number} z - The z scale.
  14485. * @return {BufferGeometry} A reference to this instance.
  14486. */
  14487. scale( x, y, z ) {
  14488. // scale geometry
  14489. _m1.makeScale( x, y, z );
  14490. this.applyMatrix4( _m1 );
  14491. return this;
  14492. }
  14493. /**
  14494. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14495. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14496. * real-time mesh rotation.
  14497. *
  14498. * @param {Vector3} vector - The target point.
  14499. * @return {BufferGeometry} A reference to this instance.
  14500. */
  14501. lookAt( vector ) {
  14502. _obj.lookAt( vector );
  14503. _obj.updateMatrix();
  14504. this.applyMatrix4( _obj.matrix );
  14505. return this;
  14506. }
  14507. /**
  14508. * Center the geometry based on its bounding box.
  14509. *
  14510. * @return {BufferGeometry} A reference to this instance.
  14511. */
  14512. center() {
  14513. this.computeBoundingBox();
  14514. this.boundingBox.getCenter( _offset ).negate();
  14515. this.translate( _offset.x, _offset.y, _offset.z );
  14516. return this;
  14517. }
  14518. /**
  14519. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14520. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14521. * set to `0`.
  14522. *
  14523. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14524. * data from the array. The length of the array must match the vertex count.
  14525. *
  14526. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14527. * @return {BufferGeometry} A reference to this instance.
  14528. */
  14529. setFromPoints( points ) {
  14530. const positionAttribute = this.getAttribute( 'position' );
  14531. if ( positionAttribute === undefined ) {
  14532. const position = [];
  14533. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14534. const point = points[ i ];
  14535. position.push( point.x, point.y, point.z || 0 );
  14536. }
  14537. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14538. } else {
  14539. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14540. for ( let i = 0; i < l; i ++ ) {
  14541. const point = points[ i ];
  14542. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14543. }
  14544. if ( points.length > positionAttribute.count ) {
  14545. console.warn( 'THREE.BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14546. }
  14547. positionAttribute.needsUpdate = true;
  14548. }
  14549. return this;
  14550. }
  14551. /**
  14552. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14553. * The bounding box is not computed by the engine; it must be computed by your app.
  14554. * You may need to recompute the bounding box if the geometry vertices are modified.
  14555. */
  14556. computeBoundingBox() {
  14557. if ( this.boundingBox === null ) {
  14558. this.boundingBox = new Box3();
  14559. }
  14560. const position = this.attributes.position;
  14561. const morphAttributesPosition = this.morphAttributes.position;
  14562. if ( position && position.isGLBufferAttribute ) {
  14563. console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14564. this.boundingBox.set(
  14565. new Vector3( - Infinity, - Infinity, - Infinity ),
  14566. new Vector3( + Infinity, + Infinity, + Infinity )
  14567. );
  14568. return;
  14569. }
  14570. if ( position !== undefined ) {
  14571. this.boundingBox.setFromBufferAttribute( position );
  14572. // process morph attributes if present
  14573. if ( morphAttributesPosition ) {
  14574. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14575. const morphAttribute = morphAttributesPosition[ i ];
  14576. _box$2.setFromBufferAttribute( morphAttribute );
  14577. if ( this.morphTargetsRelative ) {
  14578. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14579. this.boundingBox.expandByPoint( _vector$8 );
  14580. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14581. this.boundingBox.expandByPoint( _vector$8 );
  14582. } else {
  14583. this.boundingBox.expandByPoint( _box$2.min );
  14584. this.boundingBox.expandByPoint( _box$2.max );
  14585. }
  14586. }
  14587. }
  14588. } else {
  14589. this.boundingBox.makeEmpty();
  14590. }
  14591. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14592. console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14593. }
  14594. }
  14595. /**
  14596. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14597. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14598. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14599. */
  14600. computeBoundingSphere() {
  14601. if ( this.boundingSphere === null ) {
  14602. this.boundingSphere = new Sphere();
  14603. }
  14604. const position = this.attributes.position;
  14605. const morphAttributesPosition = this.morphAttributes.position;
  14606. if ( position && position.isGLBufferAttribute ) {
  14607. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14608. this.boundingSphere.set( new Vector3(), Infinity );
  14609. return;
  14610. }
  14611. if ( position ) {
  14612. // first, find the center of the bounding sphere
  14613. const center = this.boundingSphere.center;
  14614. _box$2.setFromBufferAttribute( position );
  14615. // process morph attributes if present
  14616. if ( morphAttributesPosition ) {
  14617. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14618. const morphAttribute = morphAttributesPosition[ i ];
  14619. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14620. if ( this.morphTargetsRelative ) {
  14621. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14622. _box$2.expandByPoint( _vector$8 );
  14623. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14624. _box$2.expandByPoint( _vector$8 );
  14625. } else {
  14626. _box$2.expandByPoint( _boxMorphTargets.min );
  14627. _box$2.expandByPoint( _boxMorphTargets.max );
  14628. }
  14629. }
  14630. }
  14631. _box$2.getCenter( center );
  14632. // second, try to find a boundingSphere with a radius smaller than the
  14633. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14634. let maxRadiusSq = 0;
  14635. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14636. _vector$8.fromBufferAttribute( position, i );
  14637. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14638. }
  14639. // process morph attributes if present
  14640. if ( morphAttributesPosition ) {
  14641. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14642. const morphAttribute = morphAttributesPosition[ i ];
  14643. const morphTargetsRelative = this.morphTargetsRelative;
  14644. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14645. _vector$8.fromBufferAttribute( morphAttribute, j );
  14646. if ( morphTargetsRelative ) {
  14647. _offset.fromBufferAttribute( position, j );
  14648. _vector$8.add( _offset );
  14649. }
  14650. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14651. }
  14652. }
  14653. }
  14654. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14655. if ( isNaN( this.boundingSphere.radius ) ) {
  14656. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14657. }
  14658. }
  14659. }
  14660. /**
  14661. * Calculates and adds a tangent attribute to this geometry.
  14662. *
  14663. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14664. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14665. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14666. */
  14667. computeTangents() {
  14668. const index = this.index;
  14669. const attributes = this.attributes;
  14670. // based on http://www.terathon.com/code/tangent.html
  14671. // (per vertex tangents)
  14672. if ( index === null ||
  14673. attributes.position === undefined ||
  14674. attributes.normal === undefined ||
  14675. attributes.uv === undefined ) {
  14676. console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14677. return;
  14678. }
  14679. const positionAttribute = attributes.position;
  14680. const normalAttribute = attributes.normal;
  14681. const uvAttribute = attributes.uv;
  14682. if ( this.hasAttribute( 'tangent' ) === false ) {
  14683. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14684. }
  14685. const tangentAttribute = this.getAttribute( 'tangent' );
  14686. const tan1 = [], tan2 = [];
  14687. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14688. tan1[ i ] = new Vector3();
  14689. tan2[ i ] = new Vector3();
  14690. }
  14691. const vA = new Vector3(),
  14692. vB = new Vector3(),
  14693. vC = new Vector3(),
  14694. uvA = new Vector2(),
  14695. uvB = new Vector2(),
  14696. uvC = new Vector2(),
  14697. sdir = new Vector3(),
  14698. tdir = new Vector3();
  14699. function handleTriangle( a, b, c ) {
  14700. vA.fromBufferAttribute( positionAttribute, a );
  14701. vB.fromBufferAttribute( positionAttribute, b );
  14702. vC.fromBufferAttribute( positionAttribute, c );
  14703. uvA.fromBufferAttribute( uvAttribute, a );
  14704. uvB.fromBufferAttribute( uvAttribute, b );
  14705. uvC.fromBufferAttribute( uvAttribute, c );
  14706. vB.sub( vA );
  14707. vC.sub( vA );
  14708. uvB.sub( uvA );
  14709. uvC.sub( uvA );
  14710. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14711. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14712. if ( ! isFinite( r ) ) return;
  14713. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14714. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14715. tan1[ a ].add( sdir );
  14716. tan1[ b ].add( sdir );
  14717. tan1[ c ].add( sdir );
  14718. tan2[ a ].add( tdir );
  14719. tan2[ b ].add( tdir );
  14720. tan2[ c ].add( tdir );
  14721. }
  14722. let groups = this.groups;
  14723. if ( groups.length === 0 ) {
  14724. groups = [ {
  14725. start: 0,
  14726. count: index.count
  14727. } ];
  14728. }
  14729. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14730. const group = groups[ i ];
  14731. const start = group.start;
  14732. const count = group.count;
  14733. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14734. handleTriangle(
  14735. index.getX( j + 0 ),
  14736. index.getX( j + 1 ),
  14737. index.getX( j + 2 )
  14738. );
  14739. }
  14740. }
  14741. const tmp = new Vector3(), tmp2 = new Vector3();
  14742. const n = new Vector3(), n2 = new Vector3();
  14743. function handleVertex( v ) {
  14744. n.fromBufferAttribute( normalAttribute, v );
  14745. n2.copy( n );
  14746. const t = tan1[ v ];
  14747. // Gram-Schmidt orthogonalize
  14748. tmp.copy( t );
  14749. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14750. // Calculate handedness
  14751. tmp2.crossVectors( n2, t );
  14752. const test = tmp2.dot( tan2[ v ] );
  14753. const w = ( test < 0.0 ) ? -1 : 1.0;
  14754. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14755. }
  14756. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14757. const group = groups[ i ];
  14758. const start = group.start;
  14759. const count = group.count;
  14760. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14761. handleVertex( index.getX( j + 0 ) );
  14762. handleVertex( index.getX( j + 1 ) );
  14763. handleVertex( index.getX( j + 2 ) );
  14764. }
  14765. }
  14766. }
  14767. /**
  14768. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14769. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14770. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14771. * to be the same as the face normal.
  14772. */
  14773. computeVertexNormals() {
  14774. const index = this.index;
  14775. const positionAttribute = this.getAttribute( 'position' );
  14776. if ( positionAttribute !== undefined ) {
  14777. let normalAttribute = this.getAttribute( 'normal' );
  14778. if ( normalAttribute === undefined ) {
  14779. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14780. this.setAttribute( 'normal', normalAttribute );
  14781. } else {
  14782. // reset existing normals to zero
  14783. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14784. normalAttribute.setXYZ( i, 0, 0, 0 );
  14785. }
  14786. }
  14787. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14788. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14789. const cb = new Vector3(), ab = new Vector3();
  14790. // indexed elements
  14791. if ( index ) {
  14792. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14793. const vA = index.getX( i + 0 );
  14794. const vB = index.getX( i + 1 );
  14795. const vC = index.getX( i + 2 );
  14796. pA.fromBufferAttribute( positionAttribute, vA );
  14797. pB.fromBufferAttribute( positionAttribute, vB );
  14798. pC.fromBufferAttribute( positionAttribute, vC );
  14799. cb.subVectors( pC, pB );
  14800. ab.subVectors( pA, pB );
  14801. cb.cross( ab );
  14802. nA.fromBufferAttribute( normalAttribute, vA );
  14803. nB.fromBufferAttribute( normalAttribute, vB );
  14804. nC.fromBufferAttribute( normalAttribute, vC );
  14805. nA.add( cb );
  14806. nB.add( cb );
  14807. nC.add( cb );
  14808. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14809. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14810. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14811. }
  14812. } else {
  14813. // non-indexed elements (unconnected triangle soup)
  14814. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14815. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14816. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14817. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14818. cb.subVectors( pC, pB );
  14819. ab.subVectors( pA, pB );
  14820. cb.cross( ab );
  14821. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14822. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14823. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14824. }
  14825. }
  14826. this.normalizeNormals();
  14827. normalAttribute.needsUpdate = true;
  14828. }
  14829. }
  14830. /**
  14831. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14832. * correct lighting on the geometry surfaces.
  14833. */
  14834. normalizeNormals() {
  14835. const normals = this.attributes.normal;
  14836. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14837. _vector$8.fromBufferAttribute( normals, i );
  14838. _vector$8.normalize();
  14839. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14840. }
  14841. }
  14842. /**
  14843. * Return a new non-index version of this indexed geometry. If the geometry
  14844. * is already non-indexed, the method is a NOOP.
  14845. *
  14846. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14847. */
  14848. toNonIndexed() {
  14849. function convertBufferAttribute( attribute, indices ) {
  14850. const array = attribute.array;
  14851. const itemSize = attribute.itemSize;
  14852. const normalized = attribute.normalized;
  14853. const array2 = new array.constructor( indices.length * itemSize );
  14854. let index = 0, index2 = 0;
  14855. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14856. if ( attribute.isInterleavedBufferAttribute ) {
  14857. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14858. } else {
  14859. index = indices[ i ] * itemSize;
  14860. }
  14861. for ( let j = 0; j < itemSize; j ++ ) {
  14862. array2[ index2 ++ ] = array[ index ++ ];
  14863. }
  14864. }
  14865. return new BufferAttribute( array2, itemSize, normalized );
  14866. }
  14867. //
  14868. if ( this.index === null ) {
  14869. console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14870. return this;
  14871. }
  14872. const geometry2 = new BufferGeometry();
  14873. const indices = this.index.array;
  14874. const attributes = this.attributes;
  14875. // attributes
  14876. for ( const name in attributes ) {
  14877. const attribute = attributes[ name ];
  14878. const newAttribute = convertBufferAttribute( attribute, indices );
  14879. geometry2.setAttribute( name, newAttribute );
  14880. }
  14881. // morph attributes
  14882. const morphAttributes = this.morphAttributes;
  14883. for ( const name in morphAttributes ) {
  14884. const morphArray = [];
  14885. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14886. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14887. const attribute = morphAttribute[ i ];
  14888. const newAttribute = convertBufferAttribute( attribute, indices );
  14889. morphArray.push( newAttribute );
  14890. }
  14891. geometry2.morphAttributes[ name ] = morphArray;
  14892. }
  14893. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14894. // groups
  14895. const groups = this.groups;
  14896. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14897. const group = groups[ i ];
  14898. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14899. }
  14900. return geometry2;
  14901. }
  14902. /**
  14903. * Serializes the geometry into JSON.
  14904. *
  14905. * @return {Object} A JSON object representing the serialized geometry.
  14906. */
  14907. toJSON() {
  14908. const data = {
  14909. metadata: {
  14910. version: 4.7,
  14911. type: 'BufferGeometry',
  14912. generator: 'BufferGeometry.toJSON'
  14913. }
  14914. };
  14915. // standard BufferGeometry serialization
  14916. data.uuid = this.uuid;
  14917. data.type = this.type;
  14918. if ( this.name !== '' ) data.name = this.name;
  14919. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14920. if ( this.parameters !== undefined ) {
  14921. const parameters = this.parameters;
  14922. for ( const key in parameters ) {
  14923. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14924. }
  14925. return data;
  14926. }
  14927. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14928. data.data = { attributes: {} };
  14929. const index = this.index;
  14930. if ( index !== null ) {
  14931. data.data.index = {
  14932. type: index.array.constructor.name,
  14933. array: Array.prototype.slice.call( index.array )
  14934. };
  14935. }
  14936. const attributes = this.attributes;
  14937. for ( const key in attributes ) {
  14938. const attribute = attributes[ key ];
  14939. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14940. }
  14941. const morphAttributes = {};
  14942. let hasMorphAttributes = false;
  14943. for ( const key in this.morphAttributes ) {
  14944. const attributeArray = this.morphAttributes[ key ];
  14945. const array = [];
  14946. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14947. const attribute = attributeArray[ i ];
  14948. array.push( attribute.toJSON( data.data ) );
  14949. }
  14950. if ( array.length > 0 ) {
  14951. morphAttributes[ key ] = array;
  14952. hasMorphAttributes = true;
  14953. }
  14954. }
  14955. if ( hasMorphAttributes ) {
  14956. data.data.morphAttributes = morphAttributes;
  14957. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14958. }
  14959. const groups = this.groups;
  14960. if ( groups.length > 0 ) {
  14961. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14962. }
  14963. const boundingSphere = this.boundingSphere;
  14964. if ( boundingSphere !== null ) {
  14965. data.data.boundingSphere = boundingSphere.toJSON();
  14966. }
  14967. return data;
  14968. }
  14969. /**
  14970. * Returns a new geometry with copied values from this instance.
  14971. *
  14972. * @return {BufferGeometry} A clone of this instance.
  14973. */
  14974. clone() {
  14975. return new this.constructor().copy( this );
  14976. }
  14977. /**
  14978. * Copies the values of the given geometry to this instance.
  14979. *
  14980. * @param {BufferGeometry} source - The geometry to copy.
  14981. * @return {BufferGeometry} A reference to this instance.
  14982. */
  14983. copy( source ) {
  14984. // reset
  14985. this.index = null;
  14986. this.attributes = {};
  14987. this.morphAttributes = {};
  14988. this.groups = [];
  14989. this.boundingBox = null;
  14990. this.boundingSphere = null;
  14991. // used for storing cloned, shared data
  14992. const data = {};
  14993. // name
  14994. this.name = source.name;
  14995. // index
  14996. const index = source.index;
  14997. if ( index !== null ) {
  14998. this.setIndex( index.clone() );
  14999. }
  15000. // attributes
  15001. const attributes = source.attributes;
  15002. for ( const name in attributes ) {
  15003. const attribute = attributes[ name ];
  15004. this.setAttribute( name, attribute.clone( data ) );
  15005. }
  15006. // morph attributes
  15007. const morphAttributes = source.morphAttributes;
  15008. for ( const name in morphAttributes ) {
  15009. const array = [];
  15010. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15011. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15012. array.push( morphAttribute[ i ].clone( data ) );
  15013. }
  15014. this.morphAttributes[ name ] = array;
  15015. }
  15016. this.morphTargetsRelative = source.morphTargetsRelative;
  15017. // groups
  15018. const groups = source.groups;
  15019. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15020. const group = groups[ i ];
  15021. this.addGroup( group.start, group.count, group.materialIndex );
  15022. }
  15023. // bounding box
  15024. const boundingBox = source.boundingBox;
  15025. if ( boundingBox !== null ) {
  15026. this.boundingBox = boundingBox.clone();
  15027. }
  15028. // bounding sphere
  15029. const boundingSphere = source.boundingSphere;
  15030. if ( boundingSphere !== null ) {
  15031. this.boundingSphere = boundingSphere.clone();
  15032. }
  15033. // draw range
  15034. this.drawRange.start = source.drawRange.start;
  15035. this.drawRange.count = source.drawRange.count;
  15036. // user data
  15037. this.userData = source.userData;
  15038. return this;
  15039. }
  15040. /**
  15041. * Frees the GPU-related resources allocated by this instance. Call this
  15042. * method whenever this instance is no longer used in your app.
  15043. *
  15044. * @fires BufferGeometry#dispose
  15045. */
  15046. dispose() {
  15047. this.dispatchEvent( { type: 'dispose' } );
  15048. }
  15049. }
  15050. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15051. const _ray$3 = /*@__PURE__*/ new Ray();
  15052. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15053. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15054. const _vA$1 = /*@__PURE__*/ new Vector3();
  15055. const _vB$1 = /*@__PURE__*/ new Vector3();
  15056. const _vC$1 = /*@__PURE__*/ new Vector3();
  15057. const _tempA = /*@__PURE__*/ new Vector3();
  15058. const _morphA = /*@__PURE__*/ new Vector3();
  15059. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15060. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15061. /**
  15062. * Class representing triangular polygon mesh based objects.
  15063. *
  15064. * ```js
  15065. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15066. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15067. * const mesh = new THREE.Mesh( geometry, material );
  15068. * scene.add( mesh );
  15069. * ```
  15070. *
  15071. * @augments Object3D
  15072. */
  15073. class Mesh extends Object3D {
  15074. /**
  15075. * Constructs a new mesh.
  15076. *
  15077. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15078. * @param {Material|Array<Material>} [material] - The mesh material.
  15079. */
  15080. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15081. super();
  15082. /**
  15083. * This flag can be used for type testing.
  15084. *
  15085. * @type {boolean}
  15086. * @readonly
  15087. * @default true
  15088. */
  15089. this.isMesh = true;
  15090. this.type = 'Mesh';
  15091. /**
  15092. * The mesh geometry.
  15093. *
  15094. * @type {BufferGeometry}
  15095. */
  15096. this.geometry = geometry;
  15097. /**
  15098. * The mesh material.
  15099. *
  15100. * @type {Material|Array<Material>}
  15101. * @default MeshBasicMaterial
  15102. */
  15103. this.material = material;
  15104. /**
  15105. * A dictionary representing the morph targets in the geometry. The key is the
  15106. * morph targets name, the value its attribute index. This member is `undefined`
  15107. * by default and only set when morph targets are detected in the geometry.
  15108. *
  15109. * @type {Object<String,number>|undefined}
  15110. * @default undefined
  15111. */
  15112. this.morphTargetDictionary = undefined;
  15113. /**
  15114. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15115. * is applied. This member is `undefined` by default and only set when morph targets are
  15116. * detected in the geometry.
  15117. *
  15118. * @type {Array<number>|undefined}
  15119. * @default undefined
  15120. */
  15121. this.morphTargetInfluences = undefined;
  15122. /**
  15123. * The number of instances of this mesh.
  15124. * Can only be used with {@link WebGPURenderer}.
  15125. *
  15126. * @type {number}
  15127. * @default 1
  15128. */
  15129. this.count = 1;
  15130. this.updateMorphTargets();
  15131. }
  15132. copy( source, recursive ) {
  15133. super.copy( source, recursive );
  15134. if ( source.morphTargetInfluences !== undefined ) {
  15135. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15136. }
  15137. if ( source.morphTargetDictionary !== undefined ) {
  15138. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15139. }
  15140. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15141. this.geometry = source.geometry;
  15142. return this;
  15143. }
  15144. /**
  15145. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15146. * to make sure existing morph targets can influence this 3D object.
  15147. */
  15148. updateMorphTargets() {
  15149. const geometry = this.geometry;
  15150. const morphAttributes = geometry.morphAttributes;
  15151. const keys = Object.keys( morphAttributes );
  15152. if ( keys.length > 0 ) {
  15153. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15154. if ( morphAttribute !== undefined ) {
  15155. this.morphTargetInfluences = [];
  15156. this.morphTargetDictionary = {};
  15157. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15158. const name = morphAttribute[ m ].name || String( m );
  15159. this.morphTargetInfluences.push( 0 );
  15160. this.morphTargetDictionary[ name ] = m;
  15161. }
  15162. }
  15163. }
  15164. }
  15165. /**
  15166. * Returns the local-space position of the vertex at the given index, taking into
  15167. * account the current animation state of both morph targets and skinning.
  15168. *
  15169. * @param {number} index - The vertex index.
  15170. * @param {Vector3} target - The target object that is used to store the method's result.
  15171. * @return {Vector3} The vertex position in local space.
  15172. */
  15173. getVertexPosition( index, target ) {
  15174. const geometry = this.geometry;
  15175. const position = geometry.attributes.position;
  15176. const morphPosition = geometry.morphAttributes.position;
  15177. const morphTargetsRelative = geometry.morphTargetsRelative;
  15178. target.fromBufferAttribute( position, index );
  15179. const morphInfluences = this.morphTargetInfluences;
  15180. if ( morphPosition && morphInfluences ) {
  15181. _morphA.set( 0, 0, 0 );
  15182. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15183. const influence = morphInfluences[ i ];
  15184. const morphAttribute = morphPosition[ i ];
  15185. if ( influence === 0 ) continue;
  15186. _tempA.fromBufferAttribute( morphAttribute, index );
  15187. if ( morphTargetsRelative ) {
  15188. _morphA.addScaledVector( _tempA, influence );
  15189. } else {
  15190. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15191. }
  15192. }
  15193. target.add( _morphA );
  15194. }
  15195. return target;
  15196. }
  15197. /**
  15198. * Computes intersection points between a casted ray and this line.
  15199. *
  15200. * @param {Raycaster} raycaster - The raycaster.
  15201. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15202. */
  15203. raycast( raycaster, intersects ) {
  15204. const geometry = this.geometry;
  15205. const material = this.material;
  15206. const matrixWorld = this.matrixWorld;
  15207. if ( material === undefined ) return;
  15208. // test with bounding sphere in world space
  15209. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15210. _sphere$6.copy( geometry.boundingSphere );
  15211. _sphere$6.applyMatrix4( matrixWorld );
  15212. // check distance from ray origin to bounding sphere
  15213. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15214. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15215. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15216. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15217. }
  15218. // convert ray to local space of mesh
  15219. _inverseMatrix$3.copy( matrixWorld ).invert();
  15220. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15221. // test with bounding box in local space
  15222. if ( geometry.boundingBox !== null ) {
  15223. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15224. }
  15225. // test for intersections with geometry
  15226. this._computeIntersections( raycaster, intersects, _ray$3 );
  15227. }
  15228. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15229. let intersection;
  15230. const geometry = this.geometry;
  15231. const material = this.material;
  15232. const index = geometry.index;
  15233. const position = geometry.attributes.position;
  15234. const uv = geometry.attributes.uv;
  15235. const uv1 = geometry.attributes.uv1;
  15236. const normal = geometry.attributes.normal;
  15237. const groups = geometry.groups;
  15238. const drawRange = geometry.drawRange;
  15239. if ( index !== null ) {
  15240. // indexed buffer geometry
  15241. if ( Array.isArray( material ) ) {
  15242. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15243. const group = groups[ i ];
  15244. const groupMaterial = material[ group.materialIndex ];
  15245. const start = Math.max( group.start, drawRange.start );
  15246. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15247. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15248. const a = index.getX( j );
  15249. const b = index.getX( j + 1 );
  15250. const c = index.getX( j + 2 );
  15251. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15252. if ( intersection ) {
  15253. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15254. intersection.face.materialIndex = group.materialIndex;
  15255. intersects.push( intersection );
  15256. }
  15257. }
  15258. }
  15259. } else {
  15260. const start = Math.max( 0, drawRange.start );
  15261. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15262. for ( let i = start, il = end; i < il; i += 3 ) {
  15263. const a = index.getX( i );
  15264. const b = index.getX( i + 1 );
  15265. const c = index.getX( i + 2 );
  15266. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15267. if ( intersection ) {
  15268. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15269. intersects.push( intersection );
  15270. }
  15271. }
  15272. }
  15273. } else if ( position !== undefined ) {
  15274. // non-indexed buffer geometry
  15275. if ( Array.isArray( material ) ) {
  15276. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15277. const group = groups[ i ];
  15278. const groupMaterial = material[ group.materialIndex ];
  15279. const start = Math.max( group.start, drawRange.start );
  15280. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15281. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15282. const a = j;
  15283. const b = j + 1;
  15284. const c = j + 2;
  15285. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15286. if ( intersection ) {
  15287. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15288. intersection.face.materialIndex = group.materialIndex;
  15289. intersects.push( intersection );
  15290. }
  15291. }
  15292. }
  15293. } else {
  15294. const start = Math.max( 0, drawRange.start );
  15295. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15296. for ( let i = start, il = end; i < il; i += 3 ) {
  15297. const a = i;
  15298. const b = i + 1;
  15299. const c = i + 2;
  15300. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15301. if ( intersection ) {
  15302. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15303. intersects.push( intersection );
  15304. }
  15305. }
  15306. }
  15307. }
  15308. }
  15309. }
  15310. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15311. let intersect;
  15312. if ( material.side === BackSide ) {
  15313. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15314. } else {
  15315. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15316. }
  15317. if ( intersect === null ) return null;
  15318. _intersectionPointWorld.copy( point );
  15319. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15320. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15321. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15322. return {
  15323. distance: distance,
  15324. point: _intersectionPointWorld.clone(),
  15325. object: object
  15326. };
  15327. }
  15328. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15329. object.getVertexPosition( a, _vA$1 );
  15330. object.getVertexPosition( b, _vB$1 );
  15331. object.getVertexPosition( c, _vC$1 );
  15332. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15333. if ( intersection ) {
  15334. const barycoord = new Vector3();
  15335. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15336. if ( uv ) {
  15337. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15338. }
  15339. if ( uv1 ) {
  15340. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15341. }
  15342. if ( normal ) {
  15343. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15344. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15345. intersection.normal.multiplyScalar( -1 );
  15346. }
  15347. }
  15348. const face = {
  15349. a: a,
  15350. b: b,
  15351. c: c,
  15352. normal: new Vector3(),
  15353. materialIndex: 0
  15354. };
  15355. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15356. intersection.face = face;
  15357. intersection.barycoord = barycoord;
  15358. }
  15359. return intersection;
  15360. }
  15361. /**
  15362. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15363. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15364. * of the axes.
  15365. *
  15366. * ```js
  15367. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15368. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15369. * const cube = new THREE.Mesh( geometry, material );
  15370. * scene.add( cube );
  15371. * ```
  15372. *
  15373. * @augments BufferGeometry
  15374. */
  15375. class BoxGeometry extends BufferGeometry {
  15376. /**
  15377. * Constructs a new box geometry.
  15378. *
  15379. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15380. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15381. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15382. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15383. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15384. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15385. */
  15386. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15387. super();
  15388. this.type = 'BoxGeometry';
  15389. /**
  15390. * Holds the constructor parameters that have been
  15391. * used to generate the geometry. Any modification
  15392. * after instantiation does not change the geometry.
  15393. *
  15394. * @type {Object}
  15395. */
  15396. this.parameters = {
  15397. width: width,
  15398. height: height,
  15399. depth: depth,
  15400. widthSegments: widthSegments,
  15401. heightSegments: heightSegments,
  15402. depthSegments: depthSegments
  15403. };
  15404. const scope = this;
  15405. // segments
  15406. widthSegments = Math.floor( widthSegments );
  15407. heightSegments = Math.floor( heightSegments );
  15408. depthSegments = Math.floor( depthSegments );
  15409. // buffers
  15410. const indices = [];
  15411. const vertices = [];
  15412. const normals = [];
  15413. const uvs = [];
  15414. // helper variables
  15415. let numberOfVertices = 0;
  15416. let groupStart = 0;
  15417. // build each side of the box geometry
  15418. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15419. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15420. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15421. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15422. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15423. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15424. // build geometry
  15425. this.setIndex( indices );
  15426. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15427. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15428. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15429. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15430. const segmentWidth = width / gridX;
  15431. const segmentHeight = height / gridY;
  15432. const widthHalf = width / 2;
  15433. const heightHalf = height / 2;
  15434. const depthHalf = depth / 2;
  15435. const gridX1 = gridX + 1;
  15436. const gridY1 = gridY + 1;
  15437. let vertexCounter = 0;
  15438. let groupCount = 0;
  15439. const vector = new Vector3();
  15440. // generate vertices, normals and uvs
  15441. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15442. const y = iy * segmentHeight - heightHalf;
  15443. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15444. const x = ix * segmentWidth - widthHalf;
  15445. // set values to correct vector component
  15446. vector[ u ] = x * udir;
  15447. vector[ v ] = y * vdir;
  15448. vector[ w ] = depthHalf;
  15449. // now apply vector to vertex buffer
  15450. vertices.push( vector.x, vector.y, vector.z );
  15451. // set values to correct vector component
  15452. vector[ u ] = 0;
  15453. vector[ v ] = 0;
  15454. vector[ w ] = depth > 0 ? 1 : -1;
  15455. // now apply vector to normal buffer
  15456. normals.push( vector.x, vector.y, vector.z );
  15457. // uvs
  15458. uvs.push( ix / gridX );
  15459. uvs.push( 1 - ( iy / gridY ) );
  15460. // counters
  15461. vertexCounter += 1;
  15462. }
  15463. }
  15464. // indices
  15465. // 1. you need three indices to draw a single face
  15466. // 2. a single segment consists of two faces
  15467. // 3. so we need to generate six (2*3) indices per segment
  15468. for ( let iy = 0; iy < gridY; iy ++ ) {
  15469. for ( let ix = 0; ix < gridX; ix ++ ) {
  15470. const a = numberOfVertices + ix + gridX1 * iy;
  15471. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15472. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15473. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15474. // faces
  15475. indices.push( a, b, d );
  15476. indices.push( b, c, d );
  15477. // increase counter
  15478. groupCount += 6;
  15479. }
  15480. }
  15481. // add a group to the geometry. this will ensure multi material support
  15482. scope.addGroup( groupStart, groupCount, materialIndex );
  15483. // calculate new start value for groups
  15484. groupStart += groupCount;
  15485. // update total number of vertices
  15486. numberOfVertices += vertexCounter;
  15487. }
  15488. }
  15489. copy( source ) {
  15490. super.copy( source );
  15491. this.parameters = Object.assign( {}, source.parameters );
  15492. return this;
  15493. }
  15494. /**
  15495. * Factory method for creating an instance of this class from the given
  15496. * JSON object.
  15497. *
  15498. * @param {Object} data - A JSON object representing the serialized geometry.
  15499. * @return {BoxGeometry} A new instance.
  15500. */
  15501. static fromJSON( data ) {
  15502. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15503. }
  15504. }
  15505. // Uniform Utilities
  15506. function cloneUniforms( src ) {
  15507. const dst = {};
  15508. for ( const u in src ) {
  15509. dst[ u ] = {};
  15510. for ( const p in src[ u ] ) {
  15511. const property = src[ u ][ p ];
  15512. if ( property && ( property.isColor ||
  15513. property.isMatrix3 || property.isMatrix4 ||
  15514. property.isVector2 || property.isVector3 || property.isVector4 ||
  15515. property.isTexture || property.isQuaternion ) ) {
  15516. if ( property.isRenderTargetTexture ) {
  15517. console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15518. dst[ u ][ p ] = null;
  15519. } else {
  15520. dst[ u ][ p ] = property.clone();
  15521. }
  15522. } else if ( Array.isArray( property ) ) {
  15523. dst[ u ][ p ] = property.slice();
  15524. } else {
  15525. dst[ u ][ p ] = property;
  15526. }
  15527. }
  15528. }
  15529. return dst;
  15530. }
  15531. function mergeUniforms( uniforms ) {
  15532. const merged = {};
  15533. for ( let u = 0; u < uniforms.length; u ++ ) {
  15534. const tmp = cloneUniforms( uniforms[ u ] );
  15535. for ( const p in tmp ) {
  15536. merged[ p ] = tmp[ p ];
  15537. }
  15538. }
  15539. return merged;
  15540. }
  15541. function cloneUniformsGroups( src ) {
  15542. const dst = [];
  15543. for ( let u = 0; u < src.length; u ++ ) {
  15544. dst.push( src[ u ].clone() );
  15545. }
  15546. return dst;
  15547. }
  15548. function getUnlitUniformColorSpace( renderer ) {
  15549. const currentRenderTarget = renderer.getRenderTarget();
  15550. if ( currentRenderTarget === null ) {
  15551. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15552. return renderer.outputColorSpace;
  15553. }
  15554. // https://github.com/mrdoob/three.js/issues/27868
  15555. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15556. return currentRenderTarget.texture.colorSpace;
  15557. }
  15558. return ColorManagement.workingColorSpace;
  15559. }
  15560. // Legacy
  15561. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15562. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15563. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15564. /**
  15565. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15566. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15567. * effect not included with any of the built-in materials.
  15568. *
  15569. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15570. *
  15571. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15572. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15573. * you don't want that, use {@link RawShaderMaterial} instead.
  15574. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15575. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15576. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15577. * - The loop has to be [normalized]{@link https://en.wikipedia.org/wiki/Normalized_loop}.
  15578. * - The loop variable has to be *i*.
  15579. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15580. * value of *i* for the given iteration and can be used in preprocessor
  15581. * statements.
  15582. *
  15583. * ```js
  15584. * const material = new THREE.ShaderMaterial( {
  15585. * uniforms: {
  15586. * time: { value: 1.0 },
  15587. * resolution: { value: new THREE.Vector2() }
  15588. * },
  15589. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15590. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15591. * } );
  15592. * ```
  15593. *
  15594. * @augments Material
  15595. */
  15596. class ShaderMaterial extends Material {
  15597. /**
  15598. * Constructs a new shader material.
  15599. *
  15600. * @param {Object} [parameters] - An object with one or more properties
  15601. * defining the material's appearance. Any property of the material
  15602. * (including any property from inherited materials) can be passed
  15603. * in here. Color values can be passed any type of value accepted
  15604. * by {@link Color#set}.
  15605. */
  15606. constructor( parameters ) {
  15607. super();
  15608. /**
  15609. * This flag can be used for type testing.
  15610. *
  15611. * @type {boolean}
  15612. * @readonly
  15613. * @default true
  15614. */
  15615. this.isShaderMaterial = true;
  15616. this.type = 'ShaderMaterial';
  15617. /**
  15618. * Defines custom constants using `#define` directives within the GLSL code
  15619. * for both the vertex shader and the fragment shader; each key/value pair
  15620. * yields another directive.
  15621. * ```js
  15622. * defines: {
  15623. * FOO: 15,
  15624. * BAR: true
  15625. * }
  15626. * ```
  15627. * Yields the lines:
  15628. * ```
  15629. * #define FOO 15
  15630. * #define BAR true
  15631. * ```
  15632. *
  15633. * @type {Object}
  15634. */
  15635. this.defines = {};
  15636. /**
  15637. * An object of the form:
  15638. * ```js
  15639. * {
  15640. * "uniform1": { value: 1.0 },
  15641. * "uniform2": { value: 2 }
  15642. * }
  15643. * ```
  15644. * specifying the uniforms to be passed to the shader code; keys are uniform
  15645. * names, values are definitions of the form
  15646. * ```
  15647. * {
  15648. * value: 1.0
  15649. * }
  15650. * ```
  15651. * where `value` is the value of the uniform. Names must match the name of
  15652. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15653. * on every frame, so updating the value of the uniform will immediately
  15654. * update the value available to the GLSL code.
  15655. *
  15656. * @type {Object}
  15657. */
  15658. this.uniforms = {};
  15659. /**
  15660. * An array holding uniforms groups for configuring UBOs.
  15661. *
  15662. * @type {Array<UniformsGroup>}
  15663. */
  15664. this.uniformsGroups = [];
  15665. /**
  15666. * Vertex shader GLSL code. This is the actual code for the shader.
  15667. *
  15668. * @type {string}
  15669. */
  15670. this.vertexShader = default_vertex;
  15671. /**
  15672. * Fragment shader GLSL code. This is the actual code for the shader.
  15673. *
  15674. * @type {string}
  15675. */
  15676. this.fragmentShader = default_fragment;
  15677. /**
  15678. * Controls line thickness or lines.
  15679. *
  15680. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15681. * width of one pixel.
  15682. *
  15683. * @type {number}
  15684. * @default 1
  15685. */
  15686. this.linewidth = 1;
  15687. /**
  15688. * Renders the geometry as a wireframe.
  15689. *
  15690. * @type {boolean}
  15691. * @default false
  15692. */
  15693. this.wireframe = false;
  15694. /**
  15695. * Controls the thickness of the wireframe.
  15696. *
  15697. * WebGL and WebGPU ignore this property and always render
  15698. * 1 pixel wide lines.
  15699. *
  15700. * @type {number}
  15701. * @default 1
  15702. */
  15703. this.wireframeLinewidth = 1;
  15704. /**
  15705. * Define whether the material color is affected by global fog settings; `true`
  15706. * to pass fog uniforms to the shader.
  15707. *
  15708. * @type {boolean}
  15709. * @default false
  15710. */
  15711. this.fog = false;
  15712. /**
  15713. * Defines whether this material uses lighting; `true` to pass uniform data
  15714. * related to lighting to this shader.
  15715. *
  15716. * @type {boolean}
  15717. * @default false
  15718. */
  15719. this.lights = false;
  15720. /**
  15721. * Defines whether this material supports clipping; `true` to let the renderer
  15722. * pass the clippingPlanes uniform.
  15723. *
  15724. * @type {boolean}
  15725. * @default false
  15726. */
  15727. this.clipping = false;
  15728. /**
  15729. * Overwritten and set to `true` by default.
  15730. *
  15731. * @type {boolean}
  15732. * @default true
  15733. */
  15734. this.forceSinglePass = true;
  15735. /**
  15736. * This object allows to enable certain WebGL 2 extensions.
  15737. *
  15738. * - clipCullDistance: set to `true` to use vertex shader clipping
  15739. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15740. *
  15741. * @type {{clipCullDistance:false,multiDraw:false}}
  15742. */
  15743. this.extensions = {
  15744. clipCullDistance: false, // set to use vertex shader clipping
  15745. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15746. };
  15747. /**
  15748. * When the rendered geometry doesn't include these attributes but the
  15749. * material does, these default values will be passed to the shaders. This
  15750. * avoids errors when buffer data is missing.
  15751. *
  15752. * - color: [ 1, 1, 1 ]
  15753. * - uv: [ 0, 0 ]
  15754. * - uv1: [ 0, 0 ]
  15755. *
  15756. * @type {Object}
  15757. */
  15758. this.defaultAttributeValues = {
  15759. 'color': [ 1, 1, 1 ],
  15760. 'uv': [ 0, 0 ],
  15761. 'uv1': [ 0, 0 ]
  15762. };
  15763. /**
  15764. * If set, this calls [gl.bindAttribLocation]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation}
  15765. * to bind a generic vertex index to an attribute variable.
  15766. *
  15767. * @type {string|undefined}
  15768. * @default undefined
  15769. */
  15770. this.index0AttributeName = undefined;
  15771. /**
  15772. * Can be used to force a uniform update while changing uniforms in
  15773. * {@link Object3D#onBeforeRender}.
  15774. *
  15775. * @type {boolean}
  15776. * @default false
  15777. */
  15778. this.uniformsNeedUpdate = false;
  15779. /**
  15780. * Defines the GLSL version of custom shader code.
  15781. *
  15782. * @type {?(GLSL1|GLSL3)}
  15783. * @default null
  15784. */
  15785. this.glslVersion = null;
  15786. if ( parameters !== undefined ) {
  15787. this.setValues( parameters );
  15788. }
  15789. }
  15790. copy( source ) {
  15791. super.copy( source );
  15792. this.fragmentShader = source.fragmentShader;
  15793. this.vertexShader = source.vertexShader;
  15794. this.uniforms = cloneUniforms( source.uniforms );
  15795. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15796. this.defines = Object.assign( {}, source.defines );
  15797. this.wireframe = source.wireframe;
  15798. this.wireframeLinewidth = source.wireframeLinewidth;
  15799. this.fog = source.fog;
  15800. this.lights = source.lights;
  15801. this.clipping = source.clipping;
  15802. this.extensions = Object.assign( {}, source.extensions );
  15803. this.glslVersion = source.glslVersion;
  15804. return this;
  15805. }
  15806. toJSON( meta ) {
  15807. const data = super.toJSON( meta );
  15808. data.glslVersion = this.glslVersion;
  15809. data.uniforms = {};
  15810. for ( const name in this.uniforms ) {
  15811. const uniform = this.uniforms[ name ];
  15812. const value = uniform.value;
  15813. if ( value && value.isTexture ) {
  15814. data.uniforms[ name ] = {
  15815. type: 't',
  15816. value: value.toJSON( meta ).uuid
  15817. };
  15818. } else if ( value && value.isColor ) {
  15819. data.uniforms[ name ] = {
  15820. type: 'c',
  15821. value: value.getHex()
  15822. };
  15823. } else if ( value && value.isVector2 ) {
  15824. data.uniforms[ name ] = {
  15825. type: 'v2',
  15826. value: value.toArray()
  15827. };
  15828. } else if ( value && value.isVector3 ) {
  15829. data.uniforms[ name ] = {
  15830. type: 'v3',
  15831. value: value.toArray()
  15832. };
  15833. } else if ( value && value.isVector4 ) {
  15834. data.uniforms[ name ] = {
  15835. type: 'v4',
  15836. value: value.toArray()
  15837. };
  15838. } else if ( value && value.isMatrix3 ) {
  15839. data.uniforms[ name ] = {
  15840. type: 'm3',
  15841. value: value.toArray()
  15842. };
  15843. } else if ( value && value.isMatrix4 ) {
  15844. data.uniforms[ name ] = {
  15845. type: 'm4',
  15846. value: value.toArray()
  15847. };
  15848. } else {
  15849. data.uniforms[ name ] = {
  15850. value: value
  15851. };
  15852. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15853. }
  15854. }
  15855. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15856. data.vertexShader = this.vertexShader;
  15857. data.fragmentShader = this.fragmentShader;
  15858. data.lights = this.lights;
  15859. data.clipping = this.clipping;
  15860. const extensions = {};
  15861. for ( const key in this.extensions ) {
  15862. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15863. }
  15864. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15865. return data;
  15866. }
  15867. }
  15868. /**
  15869. * Abstract base class for cameras. This class should always be inherited
  15870. * when you build a new camera.
  15871. *
  15872. * @abstract
  15873. * @augments Object3D
  15874. */
  15875. class Camera extends Object3D {
  15876. /**
  15877. * Constructs a new camera.
  15878. */
  15879. constructor() {
  15880. super();
  15881. /**
  15882. * This flag can be used for type testing.
  15883. *
  15884. * @type {boolean}
  15885. * @readonly
  15886. * @default true
  15887. */
  15888. this.isCamera = true;
  15889. this.type = 'Camera';
  15890. /**
  15891. * The inverse of the camera's world matrix.
  15892. *
  15893. * @type {Matrix4}
  15894. */
  15895. this.matrixWorldInverse = new Matrix4();
  15896. /**
  15897. * The camera's projection matrix.
  15898. *
  15899. * @type {Matrix4}
  15900. */
  15901. this.projectionMatrix = new Matrix4();
  15902. /**
  15903. * The inverse of the camera's projection matrix.
  15904. *
  15905. * @type {Matrix4}
  15906. */
  15907. this.projectionMatrixInverse = new Matrix4();
  15908. /**
  15909. * The coordinate system in which the camera is used.
  15910. *
  15911. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  15912. */
  15913. this.coordinateSystem = WebGLCoordinateSystem;
  15914. this._reversedDepth = false;
  15915. }
  15916. /**
  15917. * The flag that indicates whether the camera uses a reversed depth buffer.
  15918. *
  15919. * @type {boolean}
  15920. * @default false
  15921. */
  15922. get reversedDepth() {
  15923. return this._reversedDepth;
  15924. }
  15925. copy( source, recursive ) {
  15926. super.copy( source, recursive );
  15927. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  15928. this.projectionMatrix.copy( source.projectionMatrix );
  15929. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  15930. this.coordinateSystem = source.coordinateSystem;
  15931. return this;
  15932. }
  15933. /**
  15934. * Returns a vector representing the ("look") direction of the 3D object in world space.
  15935. *
  15936. * This method is overwritten since cameras have a different forward vector compared to other
  15937. * 3D objects. A camera looks down its local, negative z-axis by default.
  15938. *
  15939. * @param {Vector3} target - The target vector the result is stored to.
  15940. * @return {Vector3} The 3D object's direction in world space.
  15941. */
  15942. getWorldDirection( target ) {
  15943. return super.getWorldDirection( target ).negate();
  15944. }
  15945. updateMatrixWorld( force ) {
  15946. super.updateMatrixWorld( force );
  15947. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15948. }
  15949. updateWorldMatrix( updateParents, updateChildren ) {
  15950. super.updateWorldMatrix( updateParents, updateChildren );
  15951. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15952. }
  15953. clone() {
  15954. return new this.constructor().copy( this );
  15955. }
  15956. }
  15957. const _v3$1 = /*@__PURE__*/ new Vector3();
  15958. const _minTarget = /*@__PURE__*/ new Vector2();
  15959. const _maxTarget = /*@__PURE__*/ new Vector2();
  15960. /**
  15961. * Camera that uses [perspective projection]{@link https://en.wikipedia.org/wiki/Perspective_(graphical)}.
  15962. *
  15963. * This projection mode is designed to mimic the way the human eye sees. It
  15964. * is the most common projection mode used for rendering a 3D scene.
  15965. *
  15966. * ```js
  15967. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  15968. * scene.add( camera );
  15969. * ```
  15970. *
  15971. * @augments Camera
  15972. */
  15973. class PerspectiveCamera extends Camera {
  15974. /**
  15975. * Constructs a new perspective camera.
  15976. *
  15977. * @param {number} [fov=50] - The vertical field of view.
  15978. * @param {number} [aspect=1] - The aspect ratio.
  15979. * @param {number} [near=0.1] - The camera's near plane.
  15980. * @param {number} [far=2000] - The camera's far plane.
  15981. */
  15982. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  15983. super();
  15984. /**
  15985. * This flag can be used for type testing.
  15986. *
  15987. * @type {boolean}
  15988. * @readonly
  15989. * @default true
  15990. */
  15991. this.isPerspectiveCamera = true;
  15992. this.type = 'PerspectiveCamera';
  15993. /**
  15994. * The vertical field of view, from bottom to top of view,
  15995. * in degrees.
  15996. *
  15997. * @type {number}
  15998. * @default 50
  15999. */
  16000. this.fov = fov;
  16001. /**
  16002. * The zoom factor of the camera.
  16003. *
  16004. * @type {number}
  16005. * @default 1
  16006. */
  16007. this.zoom = 1;
  16008. /**
  16009. * The camera's near plane. The valid range is greater than `0`
  16010. * and less than the current value of {@link PerspectiveCamera#far}.
  16011. *
  16012. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16013. * valid value for a perspective camera's near plane.
  16014. *
  16015. * @type {number}
  16016. * @default 0.1
  16017. */
  16018. this.near = near;
  16019. /**
  16020. * The camera's far plane. Must be greater than the
  16021. * current value of {@link PerspectiveCamera#near}.
  16022. *
  16023. * @type {number}
  16024. * @default 2000
  16025. */
  16026. this.far = far;
  16027. /**
  16028. * Object distance used for stereoscopy and depth-of-field effects. This
  16029. * parameter does not influence the projection matrix unless a
  16030. * {@link StereoCamera} is being used.
  16031. *
  16032. * @type {number}
  16033. * @default 10
  16034. */
  16035. this.focus = 10;
  16036. /**
  16037. * The aspect ratio, usually the canvas width / canvas height.
  16038. *
  16039. * @type {number}
  16040. * @default 1
  16041. */
  16042. this.aspect = aspect;
  16043. /**
  16044. * Represents the frustum window specification. This property should not be edited
  16045. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16046. *
  16047. * @type {?Object}
  16048. * @default null
  16049. */
  16050. this.view = null;
  16051. /**
  16052. * Film size used for the larger axis. Default is `35` (millimeters). This
  16053. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16054. * is set to a nonzero value.
  16055. *
  16056. * @type {number}
  16057. * @default 35
  16058. */
  16059. this.filmGauge = 35;
  16060. /**
  16061. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16062. *
  16063. * @type {number}
  16064. * @default 0
  16065. */
  16066. this.filmOffset = 0;
  16067. this.updateProjectionMatrix();
  16068. }
  16069. copy( source, recursive ) {
  16070. super.copy( source, recursive );
  16071. this.fov = source.fov;
  16072. this.zoom = source.zoom;
  16073. this.near = source.near;
  16074. this.far = source.far;
  16075. this.focus = source.focus;
  16076. this.aspect = source.aspect;
  16077. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16078. this.filmGauge = source.filmGauge;
  16079. this.filmOffset = source.filmOffset;
  16080. return this;
  16081. }
  16082. /**
  16083. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16084. *
  16085. * The default film gauge is 35, so that the focal length can be specified for
  16086. * a 35mm (full frame) camera.
  16087. *
  16088. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16089. */
  16090. setFocalLength( focalLength ) {
  16091. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16092. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16093. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16094. this.updateProjectionMatrix();
  16095. }
  16096. /**
  16097. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16098. * {@link PerspectiveCamera#filmGauge}.
  16099. *
  16100. * @return {number} The computed focal length.
  16101. */
  16102. getFocalLength() {
  16103. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16104. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16105. }
  16106. /**
  16107. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16108. *
  16109. * @return {number} The effective FOV.
  16110. */
  16111. getEffectiveFOV() {
  16112. return RAD2DEG * 2 * Math.atan(
  16113. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16114. }
  16115. /**
  16116. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16117. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16118. *
  16119. * @return {number} The film width.
  16120. */
  16121. getFilmWidth() {
  16122. // film not completely covered in portrait format (aspect < 1)
  16123. return this.filmGauge * Math.min( this.aspect, 1 );
  16124. }
  16125. /**
  16126. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16127. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16128. *
  16129. * @return {number} The film width.
  16130. */
  16131. getFilmHeight() {
  16132. // film not completely covered in landscape format (aspect > 1)
  16133. return this.filmGauge / Math.max( this.aspect, 1 );
  16134. }
  16135. /**
  16136. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16137. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16138. *
  16139. * @param {number} distance - The viewing distance.
  16140. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16141. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16142. */
  16143. getViewBounds( distance, minTarget, maxTarget ) {
  16144. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16145. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16146. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16147. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16148. }
  16149. /**
  16150. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16151. *
  16152. * @param {number} distance - The viewing distance.
  16153. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16154. * @returns {Vector2} The view size.
  16155. */
  16156. getViewSize( distance, target ) {
  16157. this.getViewBounds( distance, _minTarget, _maxTarget );
  16158. return target.subVectors( _maxTarget, _minTarget );
  16159. }
  16160. /**
  16161. * Sets an offset in a larger frustum. This is useful for multi-window or
  16162. * multi-monitor/multi-machine setups.
  16163. *
  16164. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16165. * the monitors are in grid like this
  16166. *```
  16167. * +---+---+---+
  16168. * | A | B | C |
  16169. * +---+---+---+
  16170. * | D | E | F |
  16171. * +---+---+---+
  16172. *```
  16173. * then for each monitor you would call it like this:
  16174. *```js
  16175. * const w = 1920;
  16176. * const h = 1080;
  16177. * const fullWidth = w * 3;
  16178. * const fullHeight = h * 2;
  16179. *
  16180. * // --A--
  16181. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16182. * // --B--
  16183. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16184. * // --C--
  16185. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16186. * // --D--
  16187. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16188. * // --E--
  16189. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16190. * // --F--
  16191. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16192. * ```
  16193. *
  16194. * Note there is no reason monitors have to be the same size or in a grid.
  16195. *
  16196. * @param {number} fullWidth - The full width of multiview setup.
  16197. * @param {number} fullHeight - The full height of multiview setup.
  16198. * @param {number} x - The horizontal offset of the subcamera.
  16199. * @param {number} y - The vertical offset of the subcamera.
  16200. * @param {number} width - The width of subcamera.
  16201. * @param {number} height - The height of subcamera.
  16202. */
  16203. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16204. this.aspect = fullWidth / fullHeight;
  16205. if ( this.view === null ) {
  16206. this.view = {
  16207. enabled: true,
  16208. fullWidth: 1,
  16209. fullHeight: 1,
  16210. offsetX: 0,
  16211. offsetY: 0,
  16212. width: 1,
  16213. height: 1
  16214. };
  16215. }
  16216. this.view.enabled = true;
  16217. this.view.fullWidth = fullWidth;
  16218. this.view.fullHeight = fullHeight;
  16219. this.view.offsetX = x;
  16220. this.view.offsetY = y;
  16221. this.view.width = width;
  16222. this.view.height = height;
  16223. this.updateProjectionMatrix();
  16224. }
  16225. /**
  16226. * Removes the view offset from the projection matrix.
  16227. */
  16228. clearViewOffset() {
  16229. if ( this.view !== null ) {
  16230. this.view.enabled = false;
  16231. }
  16232. this.updateProjectionMatrix();
  16233. }
  16234. /**
  16235. * Updates the camera's projection matrix. Must be called after any change of
  16236. * camera properties.
  16237. */
  16238. updateProjectionMatrix() {
  16239. const near = this.near;
  16240. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16241. let height = 2 * top;
  16242. let width = this.aspect * height;
  16243. let left = -0.5 * width;
  16244. const view = this.view;
  16245. if ( this.view !== null && this.view.enabled ) {
  16246. const fullWidth = view.fullWidth,
  16247. fullHeight = view.fullHeight;
  16248. left += view.offsetX * width / fullWidth;
  16249. top -= view.offsetY * height / fullHeight;
  16250. width *= view.width / fullWidth;
  16251. height *= view.height / fullHeight;
  16252. }
  16253. const skew = this.filmOffset;
  16254. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16255. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16256. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16257. }
  16258. toJSON( meta ) {
  16259. const data = super.toJSON( meta );
  16260. data.object.fov = this.fov;
  16261. data.object.zoom = this.zoom;
  16262. data.object.near = this.near;
  16263. data.object.far = this.far;
  16264. data.object.focus = this.focus;
  16265. data.object.aspect = this.aspect;
  16266. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16267. data.object.filmGauge = this.filmGauge;
  16268. data.object.filmOffset = this.filmOffset;
  16269. return data;
  16270. }
  16271. }
  16272. const fov = -90; // negative fov is not an error
  16273. const aspect = 1;
  16274. /**
  16275. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16276. * cube render target. The render target can then be used as an environment map for rendering
  16277. * realtime reflections in your scene.
  16278. *
  16279. * ```js
  16280. * // Create cube render target
  16281. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16282. *
  16283. * // Create cube camera
  16284. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16285. * scene.add( cubeCamera );
  16286. *
  16287. * // Create car
  16288. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16289. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16290. * scene.add( car );
  16291. *
  16292. * // Update the render target cube
  16293. * car.visible = false;
  16294. * cubeCamera.position.copy( car.position );
  16295. * cubeCamera.update( renderer, scene );
  16296. *
  16297. * // Render the scene
  16298. * car.visible = true;
  16299. * renderer.render( scene, camera );
  16300. * ```
  16301. *
  16302. * @augments Object3D
  16303. */
  16304. class CubeCamera extends Object3D {
  16305. /**
  16306. * Constructs a new cube camera.
  16307. *
  16308. * @param {number} near - The camera's near plane.
  16309. * @param {number} far - The camera's far plane.
  16310. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16311. */
  16312. constructor( near, far, renderTarget ) {
  16313. super();
  16314. this.type = 'CubeCamera';
  16315. /**
  16316. * A reference to the cube render target.
  16317. *
  16318. * @type {WebGLCubeRenderTarget}
  16319. */
  16320. this.renderTarget = renderTarget;
  16321. /**
  16322. * The current active coordinate system.
  16323. *
  16324. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16325. * @default null
  16326. */
  16327. this.coordinateSystem = null;
  16328. /**
  16329. * The current active mipmap level
  16330. *
  16331. * @type {number}
  16332. * @default 0
  16333. */
  16334. this.activeMipmapLevel = 0;
  16335. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16336. cameraPX.layers = this.layers;
  16337. this.add( cameraPX );
  16338. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16339. cameraNX.layers = this.layers;
  16340. this.add( cameraNX );
  16341. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16342. cameraPY.layers = this.layers;
  16343. this.add( cameraPY );
  16344. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16345. cameraNY.layers = this.layers;
  16346. this.add( cameraNY );
  16347. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16348. cameraPZ.layers = this.layers;
  16349. this.add( cameraPZ );
  16350. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16351. cameraNZ.layers = this.layers;
  16352. this.add( cameraNZ );
  16353. }
  16354. /**
  16355. * Must be called when the coordinate system of the cube camera is changed.
  16356. */
  16357. updateCoordinateSystem() {
  16358. const coordinateSystem = this.coordinateSystem;
  16359. const cameras = this.children.concat();
  16360. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16361. for ( const camera of cameras ) this.remove( camera );
  16362. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16363. cameraPX.up.set( 0, 1, 0 );
  16364. cameraPX.lookAt( 1, 0, 0 );
  16365. cameraNX.up.set( 0, 1, 0 );
  16366. cameraNX.lookAt( -1, 0, 0 );
  16367. cameraPY.up.set( 0, 0, -1 );
  16368. cameraPY.lookAt( 0, 1, 0 );
  16369. cameraNY.up.set( 0, 0, 1 );
  16370. cameraNY.lookAt( 0, -1, 0 );
  16371. cameraPZ.up.set( 0, 1, 0 );
  16372. cameraPZ.lookAt( 0, 0, 1 );
  16373. cameraNZ.up.set( 0, 1, 0 );
  16374. cameraNZ.lookAt( 0, 0, -1 );
  16375. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16376. cameraPX.up.set( 0, -1, 0 );
  16377. cameraPX.lookAt( -1, 0, 0 );
  16378. cameraNX.up.set( 0, -1, 0 );
  16379. cameraNX.lookAt( 1, 0, 0 );
  16380. cameraPY.up.set( 0, 0, 1 );
  16381. cameraPY.lookAt( 0, 1, 0 );
  16382. cameraNY.up.set( 0, 0, -1 );
  16383. cameraNY.lookAt( 0, -1, 0 );
  16384. cameraPZ.up.set( 0, -1, 0 );
  16385. cameraPZ.lookAt( 0, 0, 1 );
  16386. cameraNZ.up.set( 0, -1, 0 );
  16387. cameraNZ.lookAt( 0, 0, -1 );
  16388. } else {
  16389. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16390. }
  16391. for ( const camera of cameras ) {
  16392. this.add( camera );
  16393. camera.updateMatrixWorld();
  16394. }
  16395. }
  16396. /**
  16397. * Calling this method will render the given scene with the given renderer
  16398. * into the cube render target of the camera.
  16399. *
  16400. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16401. * @param {Scene} scene - The scene to render.
  16402. */
  16403. update( renderer, scene ) {
  16404. if ( this.parent === null ) this.updateMatrixWorld();
  16405. const { renderTarget, activeMipmapLevel } = this;
  16406. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16407. this.coordinateSystem = renderer.coordinateSystem;
  16408. this.updateCoordinateSystem();
  16409. }
  16410. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16411. const currentRenderTarget = renderer.getRenderTarget();
  16412. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16413. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16414. const currentXrEnabled = renderer.xr.enabled;
  16415. renderer.xr.enabled = false;
  16416. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16417. renderTarget.texture.generateMipmaps = false;
  16418. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16419. renderer.render( scene, cameraPX );
  16420. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16421. renderer.render( scene, cameraNX );
  16422. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16423. renderer.render( scene, cameraPY );
  16424. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16425. renderer.render( scene, cameraNY );
  16426. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16427. renderer.render( scene, cameraPZ );
  16428. // mipmaps are generated during the last call of render()
  16429. // at this point, all sides of the cube render target are defined
  16430. renderTarget.texture.generateMipmaps = generateMipmaps;
  16431. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16432. renderer.render( scene, cameraNZ );
  16433. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16434. renderer.xr.enabled = currentXrEnabled;
  16435. renderTarget.texture.needsPMREMUpdate = true;
  16436. }
  16437. }
  16438. /**
  16439. * Creates a cube texture made up of six images.
  16440. *
  16441. * ```js
  16442. * const loader = new THREE.CubeTextureLoader();
  16443. * loader.setPath( 'textures/cube/pisa/' );
  16444. *
  16445. * const textureCube = loader.load( [
  16446. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16447. * ] );
  16448. *
  16449. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16450. * ```
  16451. *
  16452. * @augments Texture
  16453. */
  16454. class CubeTexture extends Texture {
  16455. /**
  16456. * Constructs a new cube texture.
  16457. *
  16458. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16459. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16460. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16461. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16462. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16463. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16464. * @param {number} [format=RGBAFormat] - The texture format.
  16465. * @param {number} [type=UnsignedByteType] - The texture type.
  16466. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16467. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16468. */
  16469. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16470. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16471. /**
  16472. * This flag can be used for type testing.
  16473. *
  16474. * @type {boolean}
  16475. * @readonly
  16476. * @default true
  16477. */
  16478. this.isCubeTexture = true;
  16479. /**
  16480. * If set to `true`, the texture is flipped along the vertical axis when
  16481. * uploaded to the GPU.
  16482. *
  16483. * Overwritten and set to `false` by default.
  16484. *
  16485. * @type {boolean}
  16486. * @default false
  16487. */
  16488. this.flipY = false;
  16489. }
  16490. /**
  16491. * Alias for {@link CubeTexture#image}.
  16492. *
  16493. * @type {Array<Image>}
  16494. */
  16495. get images() {
  16496. return this.image;
  16497. }
  16498. set images( value ) {
  16499. this.image = value;
  16500. }
  16501. }
  16502. /**
  16503. * A cube render target used in context of {@link WebGLRenderer}.
  16504. *
  16505. * @augments WebGLRenderTarget
  16506. */
  16507. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16508. /**
  16509. * Constructs a new cube render target.
  16510. *
  16511. * @param {number} [size=1] - The size of the render target.
  16512. * @param {RenderTarget~Options} [options] - The configuration object.
  16513. */
  16514. constructor( size = 1, options = {} ) {
  16515. super( size, size, options );
  16516. /**
  16517. * This flag can be used for type testing.
  16518. *
  16519. * @type {boolean}
  16520. * @readonly
  16521. * @default true
  16522. */
  16523. this.isWebGLCubeRenderTarget = true;
  16524. const image = { width: size, height: size, depth: 1 };
  16525. const images = [ image, image, image, image, image, image ];
  16526. /**
  16527. * Overwritten with a different texture type.
  16528. *
  16529. * @type {DataArrayTexture}
  16530. */
  16531. this.texture = new CubeTexture( images );
  16532. this._setTextureOptions( options );
  16533. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16534. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16535. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16536. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16537. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16538. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16539. this.texture.isRenderTargetTexture = true;
  16540. }
  16541. /**
  16542. * Converts the given equirectangular texture to a cube map.
  16543. *
  16544. * @param {WebGLRenderer} renderer - The renderer.
  16545. * @param {Texture} texture - The equirectangular texture.
  16546. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16547. */
  16548. fromEquirectangularTexture( renderer, texture ) {
  16549. this.texture.type = texture.type;
  16550. this.texture.colorSpace = texture.colorSpace;
  16551. this.texture.generateMipmaps = texture.generateMipmaps;
  16552. this.texture.minFilter = texture.minFilter;
  16553. this.texture.magFilter = texture.magFilter;
  16554. const shader = {
  16555. uniforms: {
  16556. tEquirect: { value: null },
  16557. },
  16558. vertexShader: /* glsl */`
  16559. varying vec3 vWorldDirection;
  16560. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16561. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16562. }
  16563. void main() {
  16564. vWorldDirection = transformDirection( position, modelMatrix );
  16565. #include <begin_vertex>
  16566. #include <project_vertex>
  16567. }
  16568. `,
  16569. fragmentShader: /* glsl */`
  16570. uniform sampler2D tEquirect;
  16571. varying vec3 vWorldDirection;
  16572. #include <common>
  16573. void main() {
  16574. vec3 direction = normalize( vWorldDirection );
  16575. vec2 sampleUV = equirectUv( direction );
  16576. gl_FragColor = texture2D( tEquirect, sampleUV );
  16577. }
  16578. `
  16579. };
  16580. const geometry = new BoxGeometry( 5, 5, 5 );
  16581. const material = new ShaderMaterial( {
  16582. name: 'CubemapFromEquirect',
  16583. uniforms: cloneUniforms( shader.uniforms ),
  16584. vertexShader: shader.vertexShader,
  16585. fragmentShader: shader.fragmentShader,
  16586. side: BackSide,
  16587. blending: NoBlending
  16588. } );
  16589. material.uniforms.tEquirect.value = texture;
  16590. const mesh = new Mesh( geometry, material );
  16591. const currentMinFilter = texture.minFilter;
  16592. // Avoid blurred poles
  16593. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16594. const camera = new CubeCamera( 1, 10, this );
  16595. camera.update( renderer, mesh );
  16596. texture.minFilter = currentMinFilter;
  16597. mesh.geometry.dispose();
  16598. mesh.material.dispose();
  16599. return this;
  16600. }
  16601. /**
  16602. * Clears this cube render target.
  16603. *
  16604. * @param {WebGLRenderer} renderer - The renderer.
  16605. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16606. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16607. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16608. */
  16609. clear( renderer, color = true, depth = true, stencil = true ) {
  16610. const currentRenderTarget = renderer.getRenderTarget();
  16611. for ( let i = 0; i < 6; i ++ ) {
  16612. renderer.setRenderTarget( this, i );
  16613. renderer.clear( color, depth, stencil );
  16614. }
  16615. renderer.setRenderTarget( currentRenderTarget );
  16616. }
  16617. }
  16618. /**
  16619. * This is almost identical to an {@link Object3D}. Its purpose is to
  16620. * make working with groups of objects syntactically clearer.
  16621. *
  16622. * ```js
  16623. * // Create a group and add the two cubes.
  16624. * // These cubes can now be rotated / scaled etc as a group.
  16625. * const group = new THREE.Group();
  16626. *
  16627. * group.add( meshA );
  16628. * group.add( meshB );
  16629. *
  16630. * scene.add( group );
  16631. * ```
  16632. *
  16633. * @augments Object3D
  16634. */
  16635. class Group extends Object3D {
  16636. constructor() {
  16637. super();
  16638. /**
  16639. * This flag can be used for type testing.
  16640. *
  16641. * @type {boolean}
  16642. * @readonly
  16643. * @default true
  16644. */
  16645. this.isGroup = true;
  16646. this.type = 'Group';
  16647. }
  16648. }
  16649. const _moveEvent = { type: 'move' };
  16650. /**
  16651. * Class for representing a XR controller with its
  16652. * different coordinate systems.
  16653. *
  16654. * @private
  16655. */
  16656. class WebXRController {
  16657. /**
  16658. * Constructs a new XR controller.
  16659. */
  16660. constructor() {
  16661. /**
  16662. * A group representing the target ray space
  16663. * of the XR controller.
  16664. *
  16665. * @private
  16666. * @type {?Group}
  16667. * @default null
  16668. */
  16669. this._targetRay = null;
  16670. /**
  16671. * A group representing the grip space
  16672. * of the XR controller.
  16673. *
  16674. * @private
  16675. * @type {?Group}
  16676. * @default null
  16677. */
  16678. this._grip = null;
  16679. /**
  16680. * A group representing the hand space
  16681. * of the XR controller.
  16682. *
  16683. * @private
  16684. * @type {?Group}
  16685. * @default null
  16686. */
  16687. this._hand = null;
  16688. }
  16689. /**
  16690. * Returns a group representing the hand space of the XR controller.
  16691. *
  16692. * @return {Group} A group representing the hand space of the XR controller.
  16693. */
  16694. getHandSpace() {
  16695. if ( this._hand === null ) {
  16696. this._hand = new Group();
  16697. this._hand.matrixAutoUpdate = false;
  16698. this._hand.visible = false;
  16699. this._hand.joints = {};
  16700. this._hand.inputState = { pinching: false };
  16701. }
  16702. return this._hand;
  16703. }
  16704. /**
  16705. * Returns a group representing the target ray space of the XR controller.
  16706. *
  16707. * @return {Group} A group representing the target ray space of the XR controller.
  16708. */
  16709. getTargetRaySpace() {
  16710. if ( this._targetRay === null ) {
  16711. this._targetRay = new Group();
  16712. this._targetRay.matrixAutoUpdate = false;
  16713. this._targetRay.visible = false;
  16714. this._targetRay.hasLinearVelocity = false;
  16715. this._targetRay.linearVelocity = new Vector3();
  16716. this._targetRay.hasAngularVelocity = false;
  16717. this._targetRay.angularVelocity = new Vector3();
  16718. }
  16719. return this._targetRay;
  16720. }
  16721. /**
  16722. * Returns a group representing the grip space of the XR controller.
  16723. *
  16724. * @return {Group} A group representing the grip space of the XR controller.
  16725. */
  16726. getGripSpace() {
  16727. if ( this._grip === null ) {
  16728. this._grip = new Group();
  16729. this._grip.matrixAutoUpdate = false;
  16730. this._grip.visible = false;
  16731. this._grip.hasLinearVelocity = false;
  16732. this._grip.linearVelocity = new Vector3();
  16733. this._grip.hasAngularVelocity = false;
  16734. this._grip.angularVelocity = new Vector3();
  16735. }
  16736. return this._grip;
  16737. }
  16738. /**
  16739. * Dispatches the given event to the groups representing
  16740. * the different coordinate spaces of the XR controller.
  16741. *
  16742. * @param {Object} event - The event to dispatch.
  16743. * @return {WebXRController} A reference to this instance.
  16744. */
  16745. dispatchEvent( event ) {
  16746. if ( this._targetRay !== null ) {
  16747. this._targetRay.dispatchEvent( event );
  16748. }
  16749. if ( this._grip !== null ) {
  16750. this._grip.dispatchEvent( event );
  16751. }
  16752. if ( this._hand !== null ) {
  16753. this._hand.dispatchEvent( event );
  16754. }
  16755. return this;
  16756. }
  16757. /**
  16758. * Connects the controller with the given XR input source.
  16759. *
  16760. * @param {XRInputSource} inputSource - The input source.
  16761. * @return {WebXRController} A reference to this instance.
  16762. */
  16763. connect( inputSource ) {
  16764. if ( inputSource && inputSource.hand ) {
  16765. const hand = this._hand;
  16766. if ( hand ) {
  16767. for ( const inputjoint of inputSource.hand.values() ) {
  16768. // Initialize hand with joints when connected
  16769. this._getHandJoint( hand, inputjoint );
  16770. }
  16771. }
  16772. }
  16773. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16774. return this;
  16775. }
  16776. /**
  16777. * Disconnects the controller from the given XR input source.
  16778. *
  16779. * @param {XRInputSource} inputSource - The input source.
  16780. * @return {WebXRController} A reference to this instance.
  16781. */
  16782. disconnect( inputSource ) {
  16783. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16784. if ( this._targetRay !== null ) {
  16785. this._targetRay.visible = false;
  16786. }
  16787. if ( this._grip !== null ) {
  16788. this._grip.visible = false;
  16789. }
  16790. if ( this._hand !== null ) {
  16791. this._hand.visible = false;
  16792. }
  16793. return this;
  16794. }
  16795. /**
  16796. * Updates the controller with the given input source, XR frame and reference space.
  16797. * This updates the transformations of the groups that represent the different
  16798. * coordinate systems of the controller.
  16799. *
  16800. * @param {XRInputSource} inputSource - The input source.
  16801. * @param {XRFrame} frame - The XR frame.
  16802. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16803. * @return {WebXRController} A reference to this instance.
  16804. */
  16805. update( inputSource, frame, referenceSpace ) {
  16806. let inputPose = null;
  16807. let gripPose = null;
  16808. let handPose = null;
  16809. const targetRay = this._targetRay;
  16810. const grip = this._grip;
  16811. const hand = this._hand;
  16812. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16813. if ( hand && inputSource.hand ) {
  16814. handPose = true;
  16815. for ( const inputjoint of inputSource.hand.values() ) {
  16816. // Update the joints groups with the XRJoint poses
  16817. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16818. // The transform of this joint will be updated with the joint pose on each frame
  16819. const joint = this._getHandJoint( hand, inputjoint );
  16820. if ( jointPose !== null ) {
  16821. joint.matrix.fromArray( jointPose.transform.matrix );
  16822. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16823. joint.matrixWorldNeedsUpdate = true;
  16824. joint.jointRadius = jointPose.radius;
  16825. }
  16826. joint.visible = jointPose !== null;
  16827. }
  16828. // Custom events
  16829. // Check pinchz
  16830. const indexTip = hand.joints[ 'index-finger-tip' ];
  16831. const thumbTip = hand.joints[ 'thumb-tip' ];
  16832. const distance = indexTip.position.distanceTo( thumbTip.position );
  16833. const distanceToPinch = 0.02;
  16834. const threshold = 0.005;
  16835. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16836. hand.inputState.pinching = false;
  16837. this.dispatchEvent( {
  16838. type: 'pinchend',
  16839. handedness: inputSource.handedness,
  16840. target: this
  16841. } );
  16842. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16843. hand.inputState.pinching = true;
  16844. this.dispatchEvent( {
  16845. type: 'pinchstart',
  16846. handedness: inputSource.handedness,
  16847. target: this
  16848. } );
  16849. }
  16850. } else {
  16851. if ( grip !== null && inputSource.gripSpace ) {
  16852. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16853. if ( gripPose !== null ) {
  16854. grip.matrix.fromArray( gripPose.transform.matrix );
  16855. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16856. grip.matrixWorldNeedsUpdate = true;
  16857. if ( gripPose.linearVelocity ) {
  16858. grip.hasLinearVelocity = true;
  16859. grip.linearVelocity.copy( gripPose.linearVelocity );
  16860. } else {
  16861. grip.hasLinearVelocity = false;
  16862. }
  16863. if ( gripPose.angularVelocity ) {
  16864. grip.hasAngularVelocity = true;
  16865. grip.angularVelocity.copy( gripPose.angularVelocity );
  16866. } else {
  16867. grip.hasAngularVelocity = false;
  16868. }
  16869. }
  16870. }
  16871. }
  16872. if ( targetRay !== null ) {
  16873. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16874. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16875. if ( inputPose === null && gripPose !== null ) {
  16876. inputPose = gripPose;
  16877. }
  16878. if ( inputPose !== null ) {
  16879. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16880. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16881. targetRay.matrixWorldNeedsUpdate = true;
  16882. if ( inputPose.linearVelocity ) {
  16883. targetRay.hasLinearVelocity = true;
  16884. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16885. } else {
  16886. targetRay.hasLinearVelocity = false;
  16887. }
  16888. if ( inputPose.angularVelocity ) {
  16889. targetRay.hasAngularVelocity = true;
  16890. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16891. } else {
  16892. targetRay.hasAngularVelocity = false;
  16893. }
  16894. this.dispatchEvent( _moveEvent );
  16895. }
  16896. }
  16897. }
  16898. if ( targetRay !== null ) {
  16899. targetRay.visible = ( inputPose !== null );
  16900. }
  16901. if ( grip !== null ) {
  16902. grip.visible = ( gripPose !== null );
  16903. }
  16904. if ( hand !== null ) {
  16905. hand.visible = ( handPose !== null );
  16906. }
  16907. return this;
  16908. }
  16909. /**
  16910. * Returns a group representing the hand joint for the given input joint.
  16911. *
  16912. * @private
  16913. * @param {Group} hand - The group representing the hand space.
  16914. * @param {XRJointSpace} inputjoint - The hand joint data.
  16915. * @return {Group} A group representing the hand joint for the given input joint.
  16916. */
  16917. _getHandJoint( hand, inputjoint ) {
  16918. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  16919. const joint = new Group();
  16920. joint.matrixAutoUpdate = false;
  16921. joint.visible = false;
  16922. hand.joints[ inputjoint.jointName ] = joint;
  16923. hand.add( joint );
  16924. }
  16925. return hand.joints[ inputjoint.jointName ];
  16926. }
  16927. }
  16928. /**
  16929. * This class can be used to define an exponential squared fog,
  16930. * which gives a clear view near the camera and a faster than exponentially
  16931. * densening fog farther from the camera.
  16932. *
  16933. * ```js
  16934. * const scene = new THREE.Scene();
  16935. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  16936. * ```
  16937. */
  16938. class FogExp2 {
  16939. /**
  16940. * Constructs a new fog.
  16941. *
  16942. * @param {number|Color} color - The fog's color.
  16943. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  16944. */
  16945. constructor( color, density = 0.00025 ) {
  16946. /**
  16947. * This flag can be used for type testing.
  16948. *
  16949. * @type {boolean}
  16950. * @readonly
  16951. * @default true
  16952. */
  16953. this.isFogExp2 = true;
  16954. /**
  16955. * The name of the fog.
  16956. *
  16957. * @type {string}
  16958. */
  16959. this.name = '';
  16960. /**
  16961. * The fog's color.
  16962. *
  16963. * @type {Color}
  16964. */
  16965. this.color = new Color( color );
  16966. /**
  16967. * Defines how fast the fog will grow dense.
  16968. *
  16969. * @type {number}
  16970. * @default 0.00025
  16971. */
  16972. this.density = density;
  16973. }
  16974. /**
  16975. * Returns a new fog with copied values from this instance.
  16976. *
  16977. * @return {FogExp2} A clone of this instance.
  16978. */
  16979. clone() {
  16980. return new FogExp2( this.color, this.density );
  16981. }
  16982. /**
  16983. * Serializes the fog into JSON.
  16984. *
  16985. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  16986. * @return {Object} A JSON object representing the serialized fog
  16987. */
  16988. toJSON( /* meta */ ) {
  16989. return {
  16990. type: 'FogExp2',
  16991. name: this.name,
  16992. color: this.color.getHex(),
  16993. density: this.density
  16994. };
  16995. }
  16996. }
  16997. /**
  16998. * This class can be used to define a linear fog that grows linearly denser
  16999. * with the distance.
  17000. *
  17001. * ```js
  17002. * const scene = new THREE.Scene();
  17003. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17004. * ```
  17005. */
  17006. class Fog {
  17007. /**
  17008. * Constructs a new fog.
  17009. *
  17010. * @param {number|Color} color - The fog's color.
  17011. * @param {number} [near=1] - The minimum distance to start applying fog.
  17012. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17013. */
  17014. constructor( color, near = 1, far = 1000 ) {
  17015. /**
  17016. * This flag can be used for type testing.
  17017. *
  17018. * @type {boolean}
  17019. * @readonly
  17020. * @default true
  17021. */
  17022. this.isFog = true;
  17023. /**
  17024. * The name of the fog.
  17025. *
  17026. * @type {string}
  17027. */
  17028. this.name = '';
  17029. /**
  17030. * The fog's color.
  17031. *
  17032. * @type {Color}
  17033. */
  17034. this.color = new Color( color );
  17035. /**
  17036. * The minimum distance to start applying fog. Objects that are less than
  17037. * `near` units from the active camera won't be affected by fog.
  17038. *
  17039. * @type {number}
  17040. * @default 1
  17041. */
  17042. this.near = near;
  17043. /**
  17044. * The maximum distance at which fog stops being calculated and applied.
  17045. * Objects that are more than `far` units away from the active camera won't
  17046. * be affected by fog.
  17047. *
  17048. * @type {number}
  17049. * @default 1000
  17050. */
  17051. this.far = far;
  17052. }
  17053. /**
  17054. * Returns a new fog with copied values from this instance.
  17055. *
  17056. * @return {Fog} A clone of this instance.
  17057. */
  17058. clone() {
  17059. return new Fog( this.color, this.near, this.far );
  17060. }
  17061. /**
  17062. * Serializes the fog into JSON.
  17063. *
  17064. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17065. * @return {Object} A JSON object representing the serialized fog
  17066. */
  17067. toJSON( /* meta */ ) {
  17068. return {
  17069. type: 'Fog',
  17070. name: this.name,
  17071. color: this.color.getHex(),
  17072. near: this.near,
  17073. far: this.far
  17074. };
  17075. }
  17076. }
  17077. /**
  17078. * Scenes allow you to set up what is to be rendered and where by three.js.
  17079. * This is where you place 3D objects like meshes, lines or lights.
  17080. *
  17081. * @augments Object3D
  17082. */
  17083. class Scene extends Object3D {
  17084. /**
  17085. * Constructs a new scene.
  17086. */
  17087. constructor() {
  17088. super();
  17089. /**
  17090. * This flag can be used for type testing.
  17091. *
  17092. * @type {boolean}
  17093. * @readonly
  17094. * @default true
  17095. */
  17096. this.isScene = true;
  17097. this.type = 'Scene';
  17098. /**
  17099. * Defines the background of the scene. Valid inputs are:
  17100. *
  17101. * - A color for defining a uniform colored background.
  17102. * - A texture for defining a (flat) textured background.
  17103. * - Cube textures or equirectangular textures for defining a skybox.
  17104. *
  17105. * @type {?(Color|Texture)}
  17106. * @default null
  17107. */
  17108. this.background = null;
  17109. /**
  17110. * Sets the environment map for all physical materials in the scene. However,
  17111. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17112. * material property.
  17113. *
  17114. * @type {?Texture}
  17115. * @default null
  17116. */
  17117. this.environment = null;
  17118. /**
  17119. * A fog instance defining the type of fog that affects everything
  17120. * rendered in the scene.
  17121. *
  17122. * @type {?(Fog|FogExp2)}
  17123. * @default null
  17124. */
  17125. this.fog = null;
  17126. /**
  17127. * Sets the blurriness of the background. Only influences environment maps
  17128. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17129. * and `1`.
  17130. *
  17131. * @type {number}
  17132. * @default 0
  17133. */
  17134. this.backgroundBlurriness = 0;
  17135. /**
  17136. * Attenuates the color of the background. Only applies to background textures.
  17137. *
  17138. * @type {number}
  17139. * @default 1
  17140. */
  17141. this.backgroundIntensity = 1;
  17142. /**
  17143. * The rotation of the background in radians. Only influences environment maps
  17144. * assigned to {@link Scene#background}.
  17145. *
  17146. * @type {Euler}
  17147. * @default (0,0,0)
  17148. */
  17149. this.backgroundRotation = new Euler();
  17150. /**
  17151. * Attenuates the color of the environment. Only influences environment maps
  17152. * assigned to {@link Scene#environment}.
  17153. *
  17154. * @type {number}
  17155. * @default 1
  17156. */
  17157. this.environmentIntensity = 1;
  17158. /**
  17159. * The rotation of the environment map in radians. Only influences physical materials
  17160. * in the scene when {@link Scene#environment} is used.
  17161. *
  17162. * @type {Euler}
  17163. * @default (0,0,0)
  17164. */
  17165. this.environmentRotation = new Euler();
  17166. /**
  17167. * Forces everything in the scene to be rendered with the defined material. It is possible
  17168. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17169. *
  17170. * @type {?Material}
  17171. * @default null
  17172. */
  17173. this.overrideMaterial = null;
  17174. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17175. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17176. }
  17177. }
  17178. copy( source, recursive ) {
  17179. super.copy( source, recursive );
  17180. if ( source.background !== null ) this.background = source.background.clone();
  17181. if ( source.environment !== null ) this.environment = source.environment.clone();
  17182. if ( source.fog !== null ) this.fog = source.fog.clone();
  17183. this.backgroundBlurriness = source.backgroundBlurriness;
  17184. this.backgroundIntensity = source.backgroundIntensity;
  17185. this.backgroundRotation.copy( source.backgroundRotation );
  17186. this.environmentIntensity = source.environmentIntensity;
  17187. this.environmentRotation.copy( source.environmentRotation );
  17188. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17189. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17190. return this;
  17191. }
  17192. toJSON( meta ) {
  17193. const data = super.toJSON( meta );
  17194. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17195. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17196. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17197. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17198. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17199. data.object.environmentRotation = this.environmentRotation.toArray();
  17200. return data;
  17201. }
  17202. }
  17203. /**
  17204. * "Interleaved" means that multiple attributes, possibly of different types,
  17205. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17206. *
  17207. * An introduction into interleaved arrays can be found here: [Interleaved array basics]{@link https://blog.tojicode.com/2011/05/interleaved-array-basics.html}
  17208. */
  17209. class InterleavedBuffer {
  17210. /**
  17211. * Constructs a new interleaved buffer.
  17212. *
  17213. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17214. * @param {number} stride - The number of typed-array elements per vertex.
  17215. */
  17216. constructor( array, stride ) {
  17217. /**
  17218. * This flag can be used for type testing.
  17219. *
  17220. * @type {boolean}
  17221. * @readonly
  17222. * @default true
  17223. */
  17224. this.isInterleavedBuffer = true;
  17225. /**
  17226. * A typed array with a shared buffer storing attribute data.
  17227. *
  17228. * @type {TypedArray}
  17229. */
  17230. this.array = array;
  17231. /**
  17232. * The number of typed-array elements per vertex.
  17233. *
  17234. * @type {number}
  17235. */
  17236. this.stride = stride;
  17237. /**
  17238. * The total number of elements in the array
  17239. *
  17240. * @type {number}
  17241. * @readonly
  17242. */
  17243. this.count = array !== undefined ? array.length / stride : 0;
  17244. /**
  17245. * Defines the intended usage pattern of the data store for optimization purposes.
  17246. *
  17247. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17248. * instantiate a new one and set the desired usage before the next render.
  17249. *
  17250. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17251. * @default StaticDrawUsage
  17252. */
  17253. this.usage = StaticDrawUsage;
  17254. /**
  17255. * This can be used to only update some components of stored vectors (for example, just the
  17256. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17257. *
  17258. * @type {Array<Object>}
  17259. */
  17260. this.updateRanges = [];
  17261. /**
  17262. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17263. *
  17264. * @type {number}
  17265. */
  17266. this.version = 0;
  17267. /**
  17268. * The UUID of the interleaved buffer.
  17269. *
  17270. * @type {string}
  17271. * @readonly
  17272. */
  17273. this.uuid = generateUUID();
  17274. }
  17275. /**
  17276. * A callback function that is executed after the renderer has transferred the attribute array
  17277. * data to the GPU.
  17278. */
  17279. onUploadCallback() {}
  17280. /**
  17281. * Flag to indicate that this attribute has changed and should be re-sent to
  17282. * the GPU. Set this to `true` when you modify the value of the array.
  17283. *
  17284. * @type {number}
  17285. * @default false
  17286. * @param {boolean} value
  17287. */
  17288. set needsUpdate( value ) {
  17289. if ( value === true ) this.version ++;
  17290. }
  17291. /**
  17292. * Sets the usage of this interleaved buffer.
  17293. *
  17294. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17295. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17296. */
  17297. setUsage( value ) {
  17298. this.usage = value;
  17299. return this;
  17300. }
  17301. /**
  17302. * Adds a range of data in the data array to be updated on the GPU.
  17303. *
  17304. * @param {number} start - Position at which to start update.
  17305. * @param {number} count - The number of components to update.
  17306. */
  17307. addUpdateRange( start, count ) {
  17308. this.updateRanges.push( { start, count } );
  17309. }
  17310. /**
  17311. * Clears the update ranges.
  17312. */
  17313. clearUpdateRanges() {
  17314. this.updateRanges.length = 0;
  17315. }
  17316. /**
  17317. * Copies the values of the given interleaved buffer to this instance.
  17318. *
  17319. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17320. * @return {InterleavedBuffer} A reference to this instance.
  17321. */
  17322. copy( source ) {
  17323. this.array = new source.array.constructor( source.array );
  17324. this.count = source.count;
  17325. this.stride = source.stride;
  17326. this.usage = source.usage;
  17327. return this;
  17328. }
  17329. /**
  17330. * Copies a vector from the given interleaved buffer to this one. The start
  17331. * and destination position in the attribute buffers are represented by the
  17332. * given indices.
  17333. *
  17334. * @param {number} index1 - The destination index into this interleaved buffer.
  17335. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17336. * @param {number} index2 - The source index into the given interleaved buffer.
  17337. * @return {InterleavedBuffer} A reference to this instance.
  17338. */
  17339. copyAt( index1, interleavedBuffer, index2 ) {
  17340. index1 *= this.stride;
  17341. index2 *= interleavedBuffer.stride;
  17342. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17343. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17344. }
  17345. return this;
  17346. }
  17347. /**
  17348. * Sets the given array data in the interleaved buffer.
  17349. *
  17350. * @param {(TypedArray|Array)} value - The array data to set.
  17351. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17352. * @return {InterleavedBuffer} A reference to this instance.
  17353. */
  17354. set( value, offset = 0 ) {
  17355. this.array.set( value, offset );
  17356. return this;
  17357. }
  17358. /**
  17359. * Returns a new interleaved buffer with copied values from this instance.
  17360. *
  17361. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17362. * @return {InterleavedBuffer} A clone of this instance.
  17363. */
  17364. clone( data ) {
  17365. if ( data.arrayBuffers === undefined ) {
  17366. data.arrayBuffers = {};
  17367. }
  17368. if ( this.array.buffer._uuid === undefined ) {
  17369. this.array.buffer._uuid = generateUUID();
  17370. }
  17371. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17372. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17373. }
  17374. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17375. const ib = new this.constructor( array, this.stride );
  17376. ib.setUsage( this.usage );
  17377. return ib;
  17378. }
  17379. /**
  17380. * Sets the given callback function that is executed after the Renderer has transferred
  17381. * the array data to the GPU. Can be used to perform clean-up operations after
  17382. * the upload when data are not needed anymore on the CPU side.
  17383. *
  17384. * @param {Function} callback - The `onUpload()` callback.
  17385. * @return {InterleavedBuffer} A reference to this instance.
  17386. */
  17387. onUpload( callback ) {
  17388. this.onUploadCallback = callback;
  17389. return this;
  17390. }
  17391. /**
  17392. * Serializes the interleaved buffer into JSON.
  17393. *
  17394. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17395. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17396. */
  17397. toJSON( data ) {
  17398. if ( data.arrayBuffers === undefined ) {
  17399. data.arrayBuffers = {};
  17400. }
  17401. // generate UUID for array buffer if necessary
  17402. if ( this.array.buffer._uuid === undefined ) {
  17403. this.array.buffer._uuid = generateUUID();
  17404. }
  17405. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17406. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17407. }
  17408. //
  17409. return {
  17410. uuid: this.uuid,
  17411. buffer: this.array.buffer._uuid,
  17412. type: this.array.constructor.name,
  17413. stride: this.stride
  17414. };
  17415. }
  17416. }
  17417. const _vector$7 = /*@__PURE__*/ new Vector3();
  17418. /**
  17419. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17420. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17421. * different offsets into the buffer.
  17422. */
  17423. class InterleavedBufferAttribute {
  17424. /**
  17425. * Constructs a new interleaved buffer attribute.
  17426. *
  17427. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17428. * @param {number} itemSize - The item size.
  17429. * @param {number} offset - The attribute offset into the buffer.
  17430. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17431. */
  17432. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17433. /**
  17434. * This flag can be used for type testing.
  17435. *
  17436. * @type {boolean}
  17437. * @readonly
  17438. * @default true
  17439. */
  17440. this.isInterleavedBufferAttribute = true;
  17441. /**
  17442. * The name of the buffer attribute.
  17443. *
  17444. * @type {string}
  17445. */
  17446. this.name = '';
  17447. /**
  17448. * The buffer holding the interleaved data.
  17449. *
  17450. * @type {InterleavedBuffer}
  17451. */
  17452. this.data = interleavedBuffer;
  17453. /**
  17454. * The item size, see {@link BufferAttribute#itemSize}.
  17455. *
  17456. * @type {number}
  17457. */
  17458. this.itemSize = itemSize;
  17459. /**
  17460. * The attribute offset into the buffer.
  17461. *
  17462. * @type {number}
  17463. */
  17464. this.offset = offset;
  17465. /**
  17466. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17467. *
  17468. * @type {InterleavedBuffer}
  17469. */
  17470. this.normalized = normalized;
  17471. }
  17472. /**
  17473. * The item count of this buffer attribute.
  17474. *
  17475. * @type {number}
  17476. * @readonly
  17477. */
  17478. get count() {
  17479. return this.data.count;
  17480. }
  17481. /**
  17482. * The array holding the interleaved buffer attribute data.
  17483. *
  17484. * @type {TypedArray}
  17485. */
  17486. get array() {
  17487. return this.data.array;
  17488. }
  17489. /**
  17490. * Flag to indicate that this attribute has changed and should be re-sent to
  17491. * the GPU. Set this to `true` when you modify the value of the array.
  17492. *
  17493. * @type {number}
  17494. * @default false
  17495. * @param {boolean} value
  17496. */
  17497. set needsUpdate( value ) {
  17498. this.data.needsUpdate = value;
  17499. }
  17500. /**
  17501. * Applies the given 4x4 matrix to the given attribute. Only works with
  17502. * item size `3`.
  17503. *
  17504. * @param {Matrix4} m - The matrix to apply.
  17505. * @return {InterleavedBufferAttribute} A reference to this instance.
  17506. */
  17507. applyMatrix4( m ) {
  17508. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17509. _vector$7.fromBufferAttribute( this, i );
  17510. _vector$7.applyMatrix4( m );
  17511. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17512. }
  17513. return this;
  17514. }
  17515. /**
  17516. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17517. * item size `3`.
  17518. *
  17519. * @param {Matrix3} m - The normal matrix to apply.
  17520. * @return {InterleavedBufferAttribute} A reference to this instance.
  17521. */
  17522. applyNormalMatrix( m ) {
  17523. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17524. _vector$7.fromBufferAttribute( this, i );
  17525. _vector$7.applyNormalMatrix( m );
  17526. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17527. }
  17528. return this;
  17529. }
  17530. /**
  17531. * Applies the given 4x4 matrix to the given attribute. Only works with
  17532. * item size `3` and with direction vectors.
  17533. *
  17534. * @param {Matrix4} m - The matrix to apply.
  17535. * @return {InterleavedBufferAttribute} A reference to this instance.
  17536. */
  17537. transformDirection( m ) {
  17538. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17539. _vector$7.fromBufferAttribute( this, i );
  17540. _vector$7.transformDirection( m );
  17541. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17542. }
  17543. return this;
  17544. }
  17545. /**
  17546. * Returns the given component of the vector at the given index.
  17547. *
  17548. * @param {number} index - The index into the buffer attribute.
  17549. * @param {number} component - The component index.
  17550. * @return {number} The returned value.
  17551. */
  17552. getComponent( index, component ) {
  17553. let value = this.array[ index * this.data.stride + this.offset + component ];
  17554. if ( this.normalized ) value = denormalize( value, this.array );
  17555. return value;
  17556. }
  17557. /**
  17558. * Sets the given value to the given component of the vector at the given index.
  17559. *
  17560. * @param {number} index - The index into the buffer attribute.
  17561. * @param {number} component - The component index.
  17562. * @param {number} value - The value to set.
  17563. * @return {InterleavedBufferAttribute} A reference to this instance.
  17564. */
  17565. setComponent( index, component, value ) {
  17566. if ( this.normalized ) value = normalize( value, this.array );
  17567. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17568. return this;
  17569. }
  17570. /**
  17571. * Sets the x component of the vector at the given index.
  17572. *
  17573. * @param {number} index - The index into the buffer attribute.
  17574. * @param {number} x - The value to set.
  17575. * @return {InterleavedBufferAttribute} A reference to this instance.
  17576. */
  17577. setX( index, x ) {
  17578. if ( this.normalized ) x = normalize( x, this.array );
  17579. this.data.array[ index * this.data.stride + this.offset ] = x;
  17580. return this;
  17581. }
  17582. /**
  17583. * Sets the y component of the vector at the given index.
  17584. *
  17585. * @param {number} index - The index into the buffer attribute.
  17586. * @param {number} y - The value to set.
  17587. * @return {InterleavedBufferAttribute} A reference to this instance.
  17588. */
  17589. setY( index, y ) {
  17590. if ( this.normalized ) y = normalize( y, this.array );
  17591. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17592. return this;
  17593. }
  17594. /**
  17595. * Sets the z component of the vector at the given index.
  17596. *
  17597. * @param {number} index - The index into the buffer attribute.
  17598. * @param {number} z - The value to set.
  17599. * @return {InterleavedBufferAttribute} A reference to this instance.
  17600. */
  17601. setZ( index, z ) {
  17602. if ( this.normalized ) z = normalize( z, this.array );
  17603. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17604. return this;
  17605. }
  17606. /**
  17607. * Sets the w component of the vector at the given index.
  17608. *
  17609. * @param {number} index - The index into the buffer attribute.
  17610. * @param {number} w - The value to set.
  17611. * @return {InterleavedBufferAttribute} A reference to this instance.
  17612. */
  17613. setW( index, w ) {
  17614. if ( this.normalized ) w = normalize( w, this.array );
  17615. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17616. return this;
  17617. }
  17618. /**
  17619. * Returns the x component of the vector at the given index.
  17620. *
  17621. * @param {number} index - The index into the buffer attribute.
  17622. * @return {number} The x component.
  17623. */
  17624. getX( index ) {
  17625. let x = this.data.array[ index * this.data.stride + this.offset ];
  17626. if ( this.normalized ) x = denormalize( x, this.array );
  17627. return x;
  17628. }
  17629. /**
  17630. * Returns the y component of the vector at the given index.
  17631. *
  17632. * @param {number} index - The index into the buffer attribute.
  17633. * @return {number} The y component.
  17634. */
  17635. getY( index ) {
  17636. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17637. if ( this.normalized ) y = denormalize( y, this.array );
  17638. return y;
  17639. }
  17640. /**
  17641. * Returns the z component of the vector at the given index.
  17642. *
  17643. * @param {number} index - The index into the buffer attribute.
  17644. * @return {number} The z component.
  17645. */
  17646. getZ( index ) {
  17647. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17648. if ( this.normalized ) z = denormalize( z, this.array );
  17649. return z;
  17650. }
  17651. /**
  17652. * Returns the w component of the vector at the given index.
  17653. *
  17654. * @param {number} index - The index into the buffer attribute.
  17655. * @return {number} The w component.
  17656. */
  17657. getW( index ) {
  17658. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17659. if ( this.normalized ) w = denormalize( w, this.array );
  17660. return w;
  17661. }
  17662. /**
  17663. * Sets the x and y component of the vector at the given index.
  17664. *
  17665. * @param {number} index - The index into the buffer attribute.
  17666. * @param {number} x - The value for the x component to set.
  17667. * @param {number} y - The value for the y component to set.
  17668. * @return {InterleavedBufferAttribute} A reference to this instance.
  17669. */
  17670. setXY( index, x, y ) {
  17671. index = index * this.data.stride + this.offset;
  17672. if ( this.normalized ) {
  17673. x = normalize( x, this.array );
  17674. y = normalize( y, this.array );
  17675. }
  17676. this.data.array[ index + 0 ] = x;
  17677. this.data.array[ index + 1 ] = y;
  17678. return this;
  17679. }
  17680. /**
  17681. * Sets the x, y and z component of the vector at the given index.
  17682. *
  17683. * @param {number} index - The index into the buffer attribute.
  17684. * @param {number} x - The value for the x component to set.
  17685. * @param {number} y - The value for the y component to set.
  17686. * @param {number} z - The value for the z component to set.
  17687. * @return {InterleavedBufferAttribute} A reference to this instance.
  17688. */
  17689. setXYZ( index, x, y, z ) {
  17690. index = index * this.data.stride + this.offset;
  17691. if ( this.normalized ) {
  17692. x = normalize( x, this.array );
  17693. y = normalize( y, this.array );
  17694. z = normalize( z, this.array );
  17695. }
  17696. this.data.array[ index + 0 ] = x;
  17697. this.data.array[ index + 1 ] = y;
  17698. this.data.array[ index + 2 ] = z;
  17699. return this;
  17700. }
  17701. /**
  17702. * Sets the x, y, z and w component of the vector at the given index.
  17703. *
  17704. * @param {number} index - The index into the buffer attribute.
  17705. * @param {number} x - The value for the x component to set.
  17706. * @param {number} y - The value for the y component to set.
  17707. * @param {number} z - The value for the z component to set.
  17708. * @param {number} w - The value for the w component to set.
  17709. * @return {InterleavedBufferAttribute} A reference to this instance.
  17710. */
  17711. setXYZW( index, x, y, z, w ) {
  17712. index = index * this.data.stride + this.offset;
  17713. if ( this.normalized ) {
  17714. x = normalize( x, this.array );
  17715. y = normalize( y, this.array );
  17716. z = normalize( z, this.array );
  17717. w = normalize( w, this.array );
  17718. }
  17719. this.data.array[ index + 0 ] = x;
  17720. this.data.array[ index + 1 ] = y;
  17721. this.data.array[ index + 2 ] = z;
  17722. this.data.array[ index + 3 ] = w;
  17723. return this;
  17724. }
  17725. /**
  17726. * Returns a new buffer attribute with copied values from this instance.
  17727. *
  17728. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17729. *
  17730. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17731. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17732. */
  17733. clone( data ) {
  17734. if ( data === undefined ) {
  17735. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17736. const array = [];
  17737. for ( let i = 0; i < this.count; i ++ ) {
  17738. const index = i * this.data.stride + this.offset;
  17739. for ( let j = 0; j < this.itemSize; j ++ ) {
  17740. array.push( this.data.array[ index + j ] );
  17741. }
  17742. }
  17743. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17744. } else {
  17745. if ( data.interleavedBuffers === undefined ) {
  17746. data.interleavedBuffers = {};
  17747. }
  17748. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17749. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17750. }
  17751. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17752. }
  17753. }
  17754. /**
  17755. * Serializes the buffer attribute into JSON.
  17756. *
  17757. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17758. *
  17759. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17760. * @return {Object} A JSON object representing the serialized buffer attribute.
  17761. */
  17762. toJSON( data ) {
  17763. if ( data === undefined ) {
  17764. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17765. const array = [];
  17766. for ( let i = 0; i < this.count; i ++ ) {
  17767. const index = i * this.data.stride + this.offset;
  17768. for ( let j = 0; j < this.itemSize; j ++ ) {
  17769. array.push( this.data.array[ index + j ] );
  17770. }
  17771. }
  17772. // de-interleave data and save it as an ordinary buffer attribute for now
  17773. return {
  17774. itemSize: this.itemSize,
  17775. type: this.array.constructor.name,
  17776. array: array,
  17777. normalized: this.normalized
  17778. };
  17779. } else {
  17780. // save as true interleaved attribute
  17781. if ( data.interleavedBuffers === undefined ) {
  17782. data.interleavedBuffers = {};
  17783. }
  17784. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17785. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17786. }
  17787. return {
  17788. isInterleavedBufferAttribute: true,
  17789. itemSize: this.itemSize,
  17790. data: this.data.uuid,
  17791. offset: this.offset,
  17792. normalized: this.normalized
  17793. };
  17794. }
  17795. }
  17796. }
  17797. /**
  17798. * A material for rendering instances of {@link Sprite}.
  17799. *
  17800. * ```js
  17801. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17802. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17803. *
  17804. * const sprite = new THREE.Sprite( material );
  17805. * sprite.scale.set(200, 200, 1)
  17806. * scene.add( sprite );
  17807. * ```
  17808. *
  17809. * @augments Material
  17810. */
  17811. class SpriteMaterial extends Material {
  17812. /**
  17813. * Constructs a new sprite material.
  17814. *
  17815. * @param {Object} [parameters] - An object with one or more properties
  17816. * defining the material's appearance. Any property of the material
  17817. * (including any property from inherited materials) can be passed
  17818. * in here. Color values can be passed any type of value accepted
  17819. * by {@link Color#set}.
  17820. */
  17821. constructor( parameters ) {
  17822. super();
  17823. /**
  17824. * This flag can be used for type testing.
  17825. *
  17826. * @type {boolean}
  17827. * @readonly
  17828. * @default true
  17829. */
  17830. this.isSpriteMaterial = true;
  17831. this.type = 'SpriteMaterial';
  17832. /**
  17833. * Color of the material.
  17834. *
  17835. * @type {Color}
  17836. * @default (1,1,1)
  17837. */
  17838. this.color = new Color( 0xffffff );
  17839. /**
  17840. * The color map. May optionally include an alpha channel, typically combined
  17841. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17842. * color is modulated by the diffuse `color`.
  17843. *
  17844. * @type {?Texture}
  17845. * @default null
  17846. */
  17847. this.map = null;
  17848. /**
  17849. * The alpha map is a grayscale texture that controls the opacity across the
  17850. * surface (black: fully transparent; white: fully opaque).
  17851. *
  17852. * Only the color of the texture is used, ignoring the alpha channel if one
  17853. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17854. * when sampling this texture due to the extra bit of precision provided for
  17855. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17856. * luminance/alpha textures will also still work as expected.
  17857. *
  17858. * @type {?Texture}
  17859. * @default null
  17860. */
  17861. this.alphaMap = null;
  17862. /**
  17863. * The rotation of the sprite in radians.
  17864. *
  17865. * @type {number}
  17866. * @default 0
  17867. */
  17868. this.rotation = 0;
  17869. /**
  17870. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17871. *
  17872. * @type {boolean}
  17873. * @default true
  17874. */
  17875. this.sizeAttenuation = true;
  17876. /**
  17877. * Overwritten since sprite materials are transparent
  17878. * by default.
  17879. *
  17880. * @type {boolean}
  17881. * @default true
  17882. */
  17883. this.transparent = true;
  17884. /**
  17885. * Whether the material is affected by fog or not.
  17886. *
  17887. * @type {boolean}
  17888. * @default true
  17889. */
  17890. this.fog = true;
  17891. this.setValues( parameters );
  17892. }
  17893. copy( source ) {
  17894. super.copy( source );
  17895. this.color.copy( source.color );
  17896. this.map = source.map;
  17897. this.alphaMap = source.alphaMap;
  17898. this.rotation = source.rotation;
  17899. this.sizeAttenuation = source.sizeAttenuation;
  17900. this.fog = source.fog;
  17901. return this;
  17902. }
  17903. }
  17904. let _geometry;
  17905. const _intersectPoint = /*@__PURE__*/ new Vector3();
  17906. const _worldScale = /*@__PURE__*/ new Vector3();
  17907. const _mvPosition = /*@__PURE__*/ new Vector3();
  17908. const _alignedPosition = /*@__PURE__*/ new Vector2();
  17909. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  17910. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  17911. const _vA = /*@__PURE__*/ new Vector3();
  17912. const _vB = /*@__PURE__*/ new Vector3();
  17913. const _vC = /*@__PURE__*/ new Vector3();
  17914. const _uvA = /*@__PURE__*/ new Vector2();
  17915. const _uvB = /*@__PURE__*/ new Vector2();
  17916. const _uvC = /*@__PURE__*/ new Vector2();
  17917. /**
  17918. * A sprite is a plane that always faces towards the camera, generally with a
  17919. * partially transparent texture applied.
  17920. *
  17921. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  17922. * have no effect.
  17923. *
  17924. * ```js
  17925. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  17926. * const material = new THREE.SpriteMaterial( { map: map } );
  17927. *
  17928. * const sprite = new THREE.Sprite( material );
  17929. * scene.add( sprite );
  17930. * ```
  17931. *
  17932. * @augments Object3D
  17933. */
  17934. class Sprite extends Object3D {
  17935. /**
  17936. * Constructs a new sprite.
  17937. *
  17938. * @param {SpriteMaterial} [material] - The sprite material.
  17939. */
  17940. constructor( material = new SpriteMaterial() ) {
  17941. super();
  17942. /**
  17943. * This flag can be used for type testing.
  17944. *
  17945. * @type {boolean}
  17946. * @readonly
  17947. * @default true
  17948. */
  17949. this.isSprite = true;
  17950. this.type = 'Sprite';
  17951. if ( _geometry === undefined ) {
  17952. _geometry = new BufferGeometry();
  17953. const float32Array = new Float32Array( [
  17954. -0.5, -0.5, 0, 0, 0,
  17955. 0.5, -0.5, 0, 1, 0,
  17956. 0.5, 0.5, 0, 1, 1,
  17957. -0.5, 0.5, 0, 0, 1
  17958. ] );
  17959. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  17960. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  17961. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  17962. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  17963. }
  17964. /**
  17965. * The sprite geometry.
  17966. *
  17967. * @type {BufferGeometry}
  17968. */
  17969. this.geometry = _geometry;
  17970. /**
  17971. * The sprite material.
  17972. *
  17973. * @type {SpriteMaterial}
  17974. */
  17975. this.material = material;
  17976. /**
  17977. * The sprite's anchor point, and the point around which the sprite rotates.
  17978. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  17979. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  17980. *
  17981. * @type {Vector2}
  17982. * @default (0.5,0.5)
  17983. */
  17984. this.center = new Vector2( 0.5, 0.5 );
  17985. /**
  17986. * The number of instances of this sprite.
  17987. * Can only be used with {@link WebGPURenderer}.
  17988. *
  17989. * @type {number}
  17990. * @default 1
  17991. */
  17992. this.count = 1;
  17993. }
  17994. /**
  17995. * Computes intersection points between a casted ray and this sprite.
  17996. *
  17997. * @param {Raycaster} raycaster - The raycaster.
  17998. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  17999. */
  18000. raycast( raycaster, intersects ) {
  18001. if ( raycaster.camera === null ) {
  18002. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18003. }
  18004. _worldScale.setFromMatrixScale( this.matrixWorld );
  18005. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18006. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18007. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18008. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18009. _worldScale.multiplyScalar( - _mvPosition.z );
  18010. }
  18011. const rotation = this.material.rotation;
  18012. let sin, cos;
  18013. if ( rotation !== 0 ) {
  18014. cos = Math.cos( rotation );
  18015. sin = Math.sin( rotation );
  18016. }
  18017. const center = this.center;
  18018. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18019. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18020. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18021. _uvA.set( 0, 0 );
  18022. _uvB.set( 1, 0 );
  18023. _uvC.set( 1, 1 );
  18024. // check first triangle
  18025. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18026. if ( intersect === null ) {
  18027. // check second triangle
  18028. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18029. _uvB.set( 0, 1 );
  18030. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18031. if ( intersect === null ) {
  18032. return;
  18033. }
  18034. }
  18035. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18036. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18037. intersects.push( {
  18038. distance: distance,
  18039. point: _intersectPoint.clone(),
  18040. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18041. face: null,
  18042. object: this
  18043. } );
  18044. }
  18045. copy( source, recursive ) {
  18046. super.copy( source, recursive );
  18047. if ( source.center !== undefined ) this.center.copy( source.center );
  18048. this.material = source.material;
  18049. return this;
  18050. }
  18051. }
  18052. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18053. // compute position in camera space
  18054. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18055. // to check if rotation is not zero
  18056. if ( sin !== undefined ) {
  18057. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18058. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18059. } else {
  18060. _rotatedPosition.copy( _alignedPosition );
  18061. }
  18062. vertexPosition.copy( mvPosition );
  18063. vertexPosition.x += _rotatedPosition.x;
  18064. vertexPosition.y += _rotatedPosition.y;
  18065. // transform to world space
  18066. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18067. }
  18068. const _v1$2 = /*@__PURE__*/ new Vector3();
  18069. const _v2$1 = /*@__PURE__*/ new Vector3();
  18070. /**
  18071. * A component for providing a basic Level of Detail (LOD) mechanism.
  18072. *
  18073. * Every LOD level is associated with an object, and rendering can be switched
  18074. * between them at the distances specified. Typically you would create, say,
  18075. * three meshes, one for far away (low detail), one for mid range (medium
  18076. * detail) and one for close up (high detail).
  18077. *
  18078. * ```js
  18079. * const lod = new THREE.LOD();
  18080. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18081. *
  18082. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18083. * for( let i = 0; i < 3; i++ ) {
  18084. *
  18085. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18086. * const mesh = new THREE.Mesh( geometry, material );
  18087. * lod.addLevel( mesh, i * 75 );
  18088. *
  18089. * }
  18090. *
  18091. * scene.add( lod );
  18092. * ```
  18093. *
  18094. * @augments Object3D
  18095. */
  18096. class LOD extends Object3D {
  18097. /**
  18098. * Constructs a new LOD.
  18099. */
  18100. constructor() {
  18101. super();
  18102. /**
  18103. * This flag can be used for type testing.
  18104. *
  18105. * @type {boolean}
  18106. * @readonly
  18107. * @default true
  18108. */
  18109. this.isLOD = true;
  18110. /**
  18111. * The current LOD index.
  18112. *
  18113. * @private
  18114. * @type {number}
  18115. * @default 0
  18116. */
  18117. this._currentLevel = 0;
  18118. this.type = 'LOD';
  18119. Object.defineProperties( this, {
  18120. /**
  18121. * This array holds the LOD levels.
  18122. *
  18123. * @name LOD#levels
  18124. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18125. */
  18126. levels: {
  18127. enumerable: true,
  18128. value: []
  18129. }
  18130. } );
  18131. /**
  18132. * Whether the LOD object is updated automatically by the renderer per frame
  18133. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18134. * render loop by yourself.
  18135. *
  18136. * @type {boolean}
  18137. * @default true
  18138. */
  18139. this.autoUpdate = true;
  18140. }
  18141. copy( source ) {
  18142. super.copy( source, false );
  18143. const levels = source.levels;
  18144. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18145. const level = levels[ i ];
  18146. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18147. }
  18148. this.autoUpdate = source.autoUpdate;
  18149. return this;
  18150. }
  18151. /**
  18152. * Adds a mesh that will display at a certain distance and greater. Typically
  18153. * the further away the distance, the lower the detail on the mesh.
  18154. *
  18155. * @param {Object3D} object - The 3D object to display at this level.
  18156. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18157. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18158. * @return {LOD} A reference to this instance.
  18159. */
  18160. addLevel( object, distance = 0, hysteresis = 0 ) {
  18161. distance = Math.abs( distance );
  18162. const levels = this.levels;
  18163. let l;
  18164. for ( l = 0; l < levels.length; l ++ ) {
  18165. if ( distance < levels[ l ].distance ) {
  18166. break;
  18167. }
  18168. }
  18169. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18170. this.add( object );
  18171. return this;
  18172. }
  18173. /**
  18174. * Removes an existing level, based on the distance from the camera.
  18175. * Returns `true` when the level has been removed. Otherwise `false`.
  18176. *
  18177. * @param {number} distance - Distance of the level to remove.
  18178. * @return {boolean} Whether the level has been removed or not.
  18179. */
  18180. removeLevel( distance ) {
  18181. const levels = this.levels;
  18182. for ( let i = 0; i < levels.length; i ++ ) {
  18183. if ( levels[ i ].distance === distance ) {
  18184. const removedElements = levels.splice( i, 1 );
  18185. this.remove( removedElements[ 0 ].object );
  18186. return true;
  18187. }
  18188. }
  18189. return false;
  18190. }
  18191. /**
  18192. * Returns the currently active LOD level index.
  18193. *
  18194. * @return {number} The current active LOD level index.
  18195. */
  18196. getCurrentLevel() {
  18197. return this._currentLevel;
  18198. }
  18199. /**
  18200. * Returns a reference to the first 3D object that is greater than
  18201. * the given distance.
  18202. *
  18203. * @param {number} distance - The LOD distance.
  18204. * @return {Object3D|null} The found 3D object. `null` if no 3D object has been found.
  18205. */
  18206. getObjectForDistance( distance ) {
  18207. const levels = this.levels;
  18208. if ( levels.length > 0 ) {
  18209. let i, l;
  18210. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18211. let levelDistance = levels[ i ].distance;
  18212. if ( levels[ i ].object.visible ) {
  18213. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18214. }
  18215. if ( distance < levelDistance ) {
  18216. break;
  18217. }
  18218. }
  18219. return levels[ i - 1 ].object;
  18220. }
  18221. return null;
  18222. }
  18223. /**
  18224. * Computes intersection points between a casted ray and this LOD.
  18225. *
  18226. * @param {Raycaster} raycaster - The raycaster.
  18227. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18228. */
  18229. raycast( raycaster, intersects ) {
  18230. const levels = this.levels;
  18231. if ( levels.length > 0 ) {
  18232. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18233. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18234. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18235. }
  18236. }
  18237. /**
  18238. * Updates the LOD by computing which LOD level should be visible according
  18239. * to the current distance of the given camera.
  18240. *
  18241. * @param {Camera} camera - The camera the scene is rendered with.
  18242. */
  18243. update( camera ) {
  18244. const levels = this.levels;
  18245. if ( levels.length > 1 ) {
  18246. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18247. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18248. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18249. levels[ 0 ].object.visible = true;
  18250. let i, l;
  18251. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18252. let levelDistance = levels[ i ].distance;
  18253. if ( levels[ i ].object.visible ) {
  18254. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18255. }
  18256. if ( distance >= levelDistance ) {
  18257. levels[ i - 1 ].object.visible = false;
  18258. levels[ i ].object.visible = true;
  18259. } else {
  18260. break;
  18261. }
  18262. }
  18263. this._currentLevel = i - 1;
  18264. for ( ; i < l; i ++ ) {
  18265. levels[ i ].object.visible = false;
  18266. }
  18267. }
  18268. }
  18269. toJSON( meta ) {
  18270. const data = super.toJSON( meta );
  18271. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18272. data.object.levels = [];
  18273. const levels = this.levels;
  18274. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18275. const level = levels[ i ];
  18276. data.object.levels.push( {
  18277. object: level.object.uuid,
  18278. distance: level.distance,
  18279. hysteresis: level.hysteresis
  18280. } );
  18281. }
  18282. return data;
  18283. }
  18284. }
  18285. const _basePosition = /*@__PURE__*/ new Vector3();
  18286. const _skinIndex = /*@__PURE__*/ new Vector4();
  18287. const _skinWeight = /*@__PURE__*/ new Vector4();
  18288. const _vector3 = /*@__PURE__*/ new Vector3();
  18289. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18290. const _vertex = /*@__PURE__*/ new Vector3();
  18291. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18292. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18293. const _ray$2 = /*@__PURE__*/ new Ray();
  18294. /**
  18295. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18296. * vertices of the geometry with skinning/skeleton animation.
  18297. *
  18298. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18299. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18300. * vertex to a certain extend.
  18301. *
  18302. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18303. * or {@link FBXLoader } import respective models.
  18304. *
  18305. * @augments Mesh
  18306. */
  18307. class SkinnedMesh extends Mesh {
  18308. /**
  18309. * Constructs a new skinned mesh.
  18310. *
  18311. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18312. * @param {Material|Array<Material>} [material] - The mesh material.
  18313. */
  18314. constructor( geometry, material ) {
  18315. super( geometry, material );
  18316. /**
  18317. * This flag can be used for type testing.
  18318. *
  18319. * @type {boolean}
  18320. * @readonly
  18321. * @default true
  18322. */
  18323. this.isSkinnedMesh = true;
  18324. this.type = 'SkinnedMesh';
  18325. /**
  18326. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18327. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18328. * across multiple skinned meshes.
  18329. *
  18330. * @type {(AttachedBindMode|DetachedBindMode)}
  18331. * @default AttachedBindMode
  18332. */
  18333. this.bindMode = AttachedBindMode;
  18334. /**
  18335. * The base matrix that is used for the bound bone transforms.
  18336. *
  18337. * @type {Matrix4}
  18338. */
  18339. this.bindMatrix = new Matrix4();
  18340. /**
  18341. * The base matrix that is used for resetting the bound bone transforms.
  18342. *
  18343. * @type {Matrix4}
  18344. */
  18345. this.bindMatrixInverse = new Matrix4();
  18346. /**
  18347. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18348. *
  18349. * @type {?Box3}
  18350. * @default null
  18351. */
  18352. this.boundingBox = null;
  18353. /**
  18354. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18355. *
  18356. * @type {?Sphere}
  18357. * @default null
  18358. */
  18359. this.boundingSphere = null;
  18360. }
  18361. /**
  18362. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18363. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18364. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18365. * the current animation state.
  18366. */
  18367. computeBoundingBox() {
  18368. const geometry = this.geometry;
  18369. if ( this.boundingBox === null ) {
  18370. this.boundingBox = new Box3();
  18371. }
  18372. this.boundingBox.makeEmpty();
  18373. const positionAttribute = geometry.getAttribute( 'position' );
  18374. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18375. this.getVertexPosition( i, _vertex );
  18376. this.boundingBox.expandByPoint( _vertex );
  18377. }
  18378. }
  18379. /**
  18380. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18381. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18382. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18383. * per frame in order to reflect the current animation state.
  18384. */
  18385. computeBoundingSphere() {
  18386. const geometry = this.geometry;
  18387. if ( this.boundingSphere === null ) {
  18388. this.boundingSphere = new Sphere();
  18389. }
  18390. this.boundingSphere.makeEmpty();
  18391. const positionAttribute = geometry.getAttribute( 'position' );
  18392. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18393. this.getVertexPosition( i, _vertex );
  18394. this.boundingSphere.expandByPoint( _vertex );
  18395. }
  18396. }
  18397. copy( source, recursive ) {
  18398. super.copy( source, recursive );
  18399. this.bindMode = source.bindMode;
  18400. this.bindMatrix.copy( source.bindMatrix );
  18401. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18402. this.skeleton = source.skeleton;
  18403. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18404. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18405. return this;
  18406. }
  18407. raycast( raycaster, intersects ) {
  18408. const material = this.material;
  18409. const matrixWorld = this.matrixWorld;
  18410. if ( material === undefined ) return;
  18411. // test with bounding sphere in world space
  18412. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18413. _sphere$5.copy( this.boundingSphere );
  18414. _sphere$5.applyMatrix4( matrixWorld );
  18415. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18416. // convert ray to local space of skinned mesh
  18417. _inverseMatrix$2.copy( matrixWorld ).invert();
  18418. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18419. // test with bounding box in local space
  18420. if ( this.boundingBox !== null ) {
  18421. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18422. }
  18423. // test for intersections with geometry
  18424. this._computeIntersections( raycaster, intersects, _ray$2 );
  18425. }
  18426. getVertexPosition( index, target ) {
  18427. super.getVertexPosition( index, target );
  18428. this.applyBoneTransform( index, target );
  18429. return target;
  18430. }
  18431. /**
  18432. * Binds the given skeleton to the skinned mesh.
  18433. *
  18434. * @param {Skeleton} skeleton - The skeleton to bind.
  18435. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18436. * the skinned mesh's world matrix will be used instead.
  18437. */
  18438. bind( skeleton, bindMatrix ) {
  18439. this.skeleton = skeleton;
  18440. if ( bindMatrix === undefined ) {
  18441. this.updateMatrixWorld( true );
  18442. this.skeleton.calculateInverses();
  18443. bindMatrix = this.matrixWorld;
  18444. }
  18445. this.bindMatrix.copy( bindMatrix );
  18446. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18447. }
  18448. /**
  18449. * This method sets the skinned mesh in the rest pose).
  18450. */
  18451. pose() {
  18452. this.skeleton.pose();
  18453. }
  18454. /**
  18455. * Normalizes the skin weights which are defined as a buffer attribute
  18456. * in the skinned mesh's geometry.
  18457. */
  18458. normalizeSkinWeights() {
  18459. const vector = new Vector4();
  18460. const skinWeight = this.geometry.attributes.skinWeight;
  18461. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18462. vector.fromBufferAttribute( skinWeight, i );
  18463. const scale = 1.0 / vector.manhattanLength();
  18464. if ( scale !== Infinity ) {
  18465. vector.multiplyScalar( scale );
  18466. } else {
  18467. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18468. }
  18469. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18470. }
  18471. }
  18472. updateMatrixWorld( force ) {
  18473. super.updateMatrixWorld( force );
  18474. if ( this.bindMode === AttachedBindMode ) {
  18475. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18476. } else if ( this.bindMode === DetachedBindMode ) {
  18477. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18478. } else {
  18479. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18480. }
  18481. }
  18482. /**
  18483. * Applies the bone transform associated with the given index to the given
  18484. * vertex position. Returns the updated vector.
  18485. *
  18486. * @param {number} index - The vertex index.
  18487. * @param {Vector3} target - The target object that is used to store the method's result.
  18488. * the skinned mesh's world matrix will be used instead.
  18489. * @return {Vector3} The updated vertex position.
  18490. */
  18491. applyBoneTransform( index, target ) {
  18492. const skeleton = this.skeleton;
  18493. const geometry = this.geometry;
  18494. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18495. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18496. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18497. target.set( 0, 0, 0 );
  18498. for ( let i = 0; i < 4; i ++ ) {
  18499. const weight = _skinWeight.getComponent( i );
  18500. if ( weight !== 0 ) {
  18501. const boneIndex = _skinIndex.getComponent( i );
  18502. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18503. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18504. }
  18505. }
  18506. return target.applyMatrix4( this.bindMatrixInverse );
  18507. }
  18508. }
  18509. /**
  18510. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18511. * the {@link SkinnedMesh}.
  18512. *
  18513. * ```js
  18514. * const root = new THREE.Bone();
  18515. * const child = new THREE.Bone();
  18516. *
  18517. * root.add( child );
  18518. * child.position.y = 5;
  18519. * ```
  18520. *
  18521. * @augments Object3D
  18522. */
  18523. class Bone extends Object3D {
  18524. /**
  18525. * Constructs a new bone.
  18526. */
  18527. constructor() {
  18528. super();
  18529. /**
  18530. * This flag can be used for type testing.
  18531. *
  18532. * @type {boolean}
  18533. * @readonly
  18534. * @default true
  18535. */
  18536. this.isBone = true;
  18537. this.type = 'Bone';
  18538. }
  18539. }
  18540. /**
  18541. * Creates a texture directly from raw buffer data.
  18542. *
  18543. * The interpretation of the data depends on type and format: If the type is
  18544. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18545. * texel data. If the format is `RGBAFormat`, data needs four values for
  18546. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18547. *
  18548. * @augments Texture
  18549. */
  18550. class DataTexture extends Texture {
  18551. /**
  18552. * Constructs a new data texture.
  18553. *
  18554. * @param {?TypedArray} [data=null] - The buffer data.
  18555. * @param {number} [width=1] - The width of the texture.
  18556. * @param {number} [height=1] - The height of the texture.
  18557. * @param {number} [format=RGBAFormat] - The texture format.
  18558. * @param {number} [type=UnsignedByteType] - The texture type.
  18559. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18560. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18561. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18562. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18563. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18564. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18565. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18566. */
  18567. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18568. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18569. /**
  18570. * This flag can be used for type testing.
  18571. *
  18572. * @type {boolean}
  18573. * @readonly
  18574. * @default true
  18575. */
  18576. this.isDataTexture = true;
  18577. /**
  18578. * The image definition of a data texture.
  18579. *
  18580. * @type {{data:TypedArray,width:number,height:number}}
  18581. */
  18582. this.image = { data: data, width: width, height: height };
  18583. /**
  18584. * Whether to generate mipmaps (if possible) for a texture.
  18585. *
  18586. * Overwritten and set to `false` by default.
  18587. *
  18588. * @type {boolean}
  18589. * @default false
  18590. */
  18591. this.generateMipmaps = false;
  18592. /**
  18593. * If set to `true`, the texture is flipped along the vertical axis when
  18594. * uploaded to the GPU.
  18595. *
  18596. * Overwritten and set to `false` by default.
  18597. *
  18598. * @type {boolean}
  18599. * @default false
  18600. */
  18601. this.flipY = false;
  18602. /**
  18603. * Specifies the alignment requirements for the start of each pixel row in memory.
  18604. *
  18605. * Overwritten and set to `1` by default.
  18606. *
  18607. * @type {boolean}
  18608. * @default 1
  18609. */
  18610. this.unpackAlignment = 1;
  18611. }
  18612. }
  18613. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18614. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18615. /**
  18616. * Class for representing the armatures in `three.js`. The skeleton
  18617. * is defined by a hierarchy of bones.
  18618. *
  18619. * ```js
  18620. * const bones = [];
  18621. *
  18622. * const shoulder = new THREE.Bone();
  18623. * const elbow = new THREE.Bone();
  18624. * const hand = new THREE.Bone();
  18625. *
  18626. * shoulder.add( elbow );
  18627. * elbow.add( hand );
  18628. *
  18629. * bones.push( shoulder , elbow, hand);
  18630. *
  18631. * shoulder.position.y = -5;
  18632. * elbow.position.y = 0;
  18633. * hand.position.y = 5;
  18634. *
  18635. * const armSkeleton = new THREE.Skeleton( bones );
  18636. * ```
  18637. */
  18638. class Skeleton {
  18639. /**
  18640. * Constructs a new skeleton.
  18641. *
  18642. * @param {Array<Bone>} [bones] - An array of bones.
  18643. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18644. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18645. */
  18646. constructor( bones = [], boneInverses = [] ) {
  18647. this.uuid = generateUUID();
  18648. /**
  18649. * An array of bones defining the skeleton.
  18650. *
  18651. * @type {Array<Bone>}
  18652. */
  18653. this.bones = bones.slice( 0 );
  18654. /**
  18655. * An array of bone inverse matrices.
  18656. *
  18657. * @type {Array<Matrix4>}
  18658. */
  18659. this.boneInverses = boneInverses;
  18660. /**
  18661. * An array buffer holding the bone data.
  18662. * Input data for {@link Skeleton#boneTexture}.
  18663. *
  18664. * @type {?Float32Array}
  18665. * @default null
  18666. */
  18667. this.boneMatrices = null;
  18668. /**
  18669. * A texture holding the bone data for use
  18670. * in the vertex shader.
  18671. *
  18672. * @type {?DataTexture}
  18673. * @default null
  18674. */
  18675. this.boneTexture = null;
  18676. this.init();
  18677. }
  18678. /**
  18679. * Initializes the skeleton. This method gets automatically called by the constructor
  18680. * but depending on how the skeleton is created it might be necessary to call this method
  18681. * manually.
  18682. */
  18683. init() {
  18684. const bones = this.bones;
  18685. const boneInverses = this.boneInverses;
  18686. this.boneMatrices = new Float32Array( bones.length * 16 );
  18687. // calculate inverse bone matrices if necessary
  18688. if ( boneInverses.length === 0 ) {
  18689. this.calculateInverses();
  18690. } else {
  18691. // handle special case
  18692. if ( bones.length !== boneInverses.length ) {
  18693. console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18694. this.boneInverses = [];
  18695. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18696. this.boneInverses.push( new Matrix4() );
  18697. }
  18698. }
  18699. }
  18700. }
  18701. /**
  18702. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18703. * and fills it with new matrices.
  18704. */
  18705. calculateInverses() {
  18706. this.boneInverses.length = 0;
  18707. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18708. const inverse = new Matrix4();
  18709. if ( this.bones[ i ] ) {
  18710. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18711. }
  18712. this.boneInverses.push( inverse );
  18713. }
  18714. }
  18715. /**
  18716. * Resets the skeleton to the base pose.
  18717. */
  18718. pose() {
  18719. // recover the bind-time world matrices
  18720. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18721. const bone = this.bones[ i ];
  18722. if ( bone ) {
  18723. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18724. }
  18725. }
  18726. // compute the local matrices, positions, rotations and scales
  18727. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18728. const bone = this.bones[ i ];
  18729. if ( bone ) {
  18730. if ( bone.parent && bone.parent.isBone ) {
  18731. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18732. bone.matrix.multiply( bone.matrixWorld );
  18733. } else {
  18734. bone.matrix.copy( bone.matrixWorld );
  18735. }
  18736. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18737. }
  18738. }
  18739. }
  18740. /**
  18741. * Resets the skeleton to the base pose.
  18742. */
  18743. update() {
  18744. const bones = this.bones;
  18745. const boneInverses = this.boneInverses;
  18746. const boneMatrices = this.boneMatrices;
  18747. const boneTexture = this.boneTexture;
  18748. // flatten bone matrices to array
  18749. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18750. // compute the offset between the current and the original transform
  18751. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18752. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18753. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18754. }
  18755. if ( boneTexture !== null ) {
  18756. boneTexture.needsUpdate = true;
  18757. }
  18758. }
  18759. /**
  18760. * Returns a new skeleton with copied values from this instance.
  18761. *
  18762. * @return {Skeleton} A clone of this instance.
  18763. */
  18764. clone() {
  18765. return new Skeleton( this.bones, this.boneInverses );
  18766. }
  18767. /**
  18768. * Computes a data texture for passing bone data to the vertex shader.
  18769. *
  18770. * @return {Skeleton} A reference of this instance.
  18771. */
  18772. computeBoneTexture() {
  18773. // layout (1 matrix = 4 pixels)
  18774. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18775. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18776. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18777. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18778. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18779. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18780. size = Math.ceil( size / 4 ) * 4;
  18781. size = Math.max( size, 4 );
  18782. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18783. boneMatrices.set( this.boneMatrices ); // copy current values
  18784. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18785. boneTexture.needsUpdate = true;
  18786. this.boneMatrices = boneMatrices;
  18787. this.boneTexture = boneTexture;
  18788. return this;
  18789. }
  18790. /**
  18791. * Searches through the skeleton's bone array and returns the first with a
  18792. * matching name.
  18793. *
  18794. * @param {string} name - The name of the bone.
  18795. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18796. */
  18797. getBoneByName( name ) {
  18798. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18799. const bone = this.bones[ i ];
  18800. if ( bone.name === name ) {
  18801. return bone;
  18802. }
  18803. }
  18804. return undefined;
  18805. }
  18806. /**
  18807. * Frees the GPU-related resources allocated by this instance. Call this
  18808. * method whenever this instance is no longer used in your app.
  18809. */
  18810. dispose( ) {
  18811. if ( this.boneTexture !== null ) {
  18812. this.boneTexture.dispose();
  18813. this.boneTexture = null;
  18814. }
  18815. }
  18816. /**
  18817. * Setups the skeleton by the given JSON and bones.
  18818. *
  18819. * @param {Object} json - The skeleton as serialized JSON.
  18820. * @param {Object<string, Bone>} bones - An array of bones.
  18821. * @return {Skeleton} A reference of this instance.
  18822. */
  18823. fromJSON( json, bones ) {
  18824. this.uuid = json.uuid;
  18825. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18826. const uuid = json.bones[ i ];
  18827. let bone = bones[ uuid ];
  18828. if ( bone === undefined ) {
  18829. console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
  18830. bone = new Bone();
  18831. }
  18832. this.bones.push( bone );
  18833. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18834. }
  18835. this.init();
  18836. return this;
  18837. }
  18838. /**
  18839. * Serializes the skeleton into JSON.
  18840. *
  18841. * @return {Object} A JSON object representing the serialized skeleton.
  18842. * @see {@link ObjectLoader#parse}
  18843. */
  18844. toJSON() {
  18845. const data = {
  18846. metadata: {
  18847. version: 4.7,
  18848. type: 'Skeleton',
  18849. generator: 'Skeleton.toJSON'
  18850. },
  18851. bones: [],
  18852. boneInverses: []
  18853. };
  18854. data.uuid = this.uuid;
  18855. const bones = this.bones;
  18856. const boneInverses = this.boneInverses;
  18857. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18858. const bone = bones[ i ];
  18859. data.bones.push( bone.uuid );
  18860. const boneInverse = boneInverses[ i ];
  18861. data.boneInverses.push( boneInverse.toArray() );
  18862. }
  18863. return data;
  18864. }
  18865. }
  18866. /**
  18867. * An instanced version of a buffer attribute.
  18868. *
  18869. * @augments BufferAttribute
  18870. */
  18871. class InstancedBufferAttribute extends BufferAttribute {
  18872. /**
  18873. * Constructs a new instanced buffer attribute.
  18874. *
  18875. * @param {TypedArray} array - The array holding the attribute data.
  18876. * @param {number} itemSize - The item size.
  18877. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18878. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18879. */
  18880. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18881. super( array, itemSize, normalized );
  18882. /**
  18883. * This flag can be used for type testing.
  18884. *
  18885. * @type {boolean}
  18886. * @readonly
  18887. * @default true
  18888. */
  18889. this.isInstancedBufferAttribute = true;
  18890. /**
  18891. * Defines how often a value of this buffer attribute should be repeated. A
  18892. * value of one means that each value of the instanced attribute is used for
  18893. * a single instance. A value of two means that each value is used for two
  18894. * consecutive instances (and so on).
  18895. *
  18896. * @type {number}
  18897. * @default 1
  18898. */
  18899. this.meshPerAttribute = meshPerAttribute;
  18900. }
  18901. copy( source ) {
  18902. super.copy( source );
  18903. this.meshPerAttribute = source.meshPerAttribute;
  18904. return this;
  18905. }
  18906. toJSON() {
  18907. const data = super.toJSON();
  18908. data.meshPerAttribute = this.meshPerAttribute;
  18909. data.isInstancedBufferAttribute = true;
  18910. return data;
  18911. }
  18912. }
  18913. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18914. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18915. const _instanceIntersects = [];
  18916. const _box3 = /*@__PURE__*/ new Box3();
  18917. const _identity = /*@__PURE__*/ new Matrix4();
  18918. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18919. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18920. /**
  18921. * A special version of a mesh with instanced rendering support. Use
  18922. * this class if you have to render a large number of objects with the same
  18923. * geometry and material(s) but with different world transformations. The usage
  18924. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18925. * improve the overall rendering performance in your application.
  18926. *
  18927. * @augments Mesh
  18928. */
  18929. class InstancedMesh extends Mesh {
  18930. /**
  18931. * Constructs a new instanced mesh.
  18932. *
  18933. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18934. * @param {Material|Array<Material>} [material] - The mesh material.
  18935. * @param {number} count - The number of instances.
  18936. */
  18937. constructor( geometry, material, count ) {
  18938. super( geometry, material );
  18939. /**
  18940. * This flag can be used for type testing.
  18941. *
  18942. * @type {boolean}
  18943. * @readonly
  18944. * @default true
  18945. */
  18946. this.isInstancedMesh = true;
  18947. /**
  18948. * Represents the local transformation of all instances. You have to set its
  18949. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18950. * via {@link InstancedMesh#setMatrixAt}.
  18951. *
  18952. * @type {InstancedBufferAttribute}
  18953. */
  18954. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  18955. /**
  18956. * Represents the color of all instances. You have to set its
  18957. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18958. * via {@link InstancedMesh#setColorAt}.
  18959. *
  18960. * @type {?InstancedBufferAttribute}
  18961. * @default null
  18962. */
  18963. this.instanceColor = null;
  18964. /**
  18965. * Represents the morph target weights of all instances. You have to set its
  18966. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  18967. * via {@link InstancedMesh#setMorphAt}.
  18968. *
  18969. * @type {?DataTexture}
  18970. * @default null
  18971. */
  18972. this.morphTexture = null;
  18973. /**
  18974. * The number of instances.
  18975. *
  18976. * @type {number}
  18977. */
  18978. this.count = count;
  18979. /**
  18980. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  18981. *
  18982. * @type {?Box3}
  18983. * @default null
  18984. */
  18985. this.boundingBox = null;
  18986. /**
  18987. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  18988. *
  18989. * @type {?Sphere}
  18990. * @default null
  18991. */
  18992. this.boundingSphere = null;
  18993. for ( let i = 0; i < count; i ++ ) {
  18994. this.setMatrixAt( i, _identity );
  18995. }
  18996. }
  18997. /**
  18998. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  18999. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19000. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19001. */
  19002. computeBoundingBox() {
  19003. const geometry = this.geometry;
  19004. const count = this.count;
  19005. if ( this.boundingBox === null ) {
  19006. this.boundingBox = new Box3();
  19007. }
  19008. if ( geometry.boundingBox === null ) {
  19009. geometry.computeBoundingBox();
  19010. }
  19011. this.boundingBox.makeEmpty();
  19012. for ( let i = 0; i < count; i ++ ) {
  19013. this.getMatrixAt( i, _instanceLocalMatrix );
  19014. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19015. this.boundingBox.union( _box3 );
  19016. }
  19017. }
  19018. /**
  19019. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19020. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19021. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19022. */
  19023. computeBoundingSphere() {
  19024. const geometry = this.geometry;
  19025. const count = this.count;
  19026. if ( this.boundingSphere === null ) {
  19027. this.boundingSphere = new Sphere();
  19028. }
  19029. if ( geometry.boundingSphere === null ) {
  19030. geometry.computeBoundingSphere();
  19031. }
  19032. this.boundingSphere.makeEmpty();
  19033. for ( let i = 0; i < count; i ++ ) {
  19034. this.getMatrixAt( i, _instanceLocalMatrix );
  19035. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19036. this.boundingSphere.union( _sphere$4 );
  19037. }
  19038. }
  19039. copy( source, recursive ) {
  19040. super.copy( source, recursive );
  19041. this.instanceMatrix.copy( source.instanceMatrix );
  19042. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19043. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19044. this.count = source.count;
  19045. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19046. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19047. return this;
  19048. }
  19049. /**
  19050. * Gets the color of the defined instance.
  19051. *
  19052. * @param {number} index - The instance index.
  19053. * @param {Color} color - The target object that is used to store the method's result.
  19054. */
  19055. getColorAt( index, color ) {
  19056. color.fromArray( this.instanceColor.array, index * 3 );
  19057. }
  19058. /**
  19059. * Gets the local transformation matrix of the defined instance.
  19060. *
  19061. * @param {number} index - The instance index.
  19062. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19063. */
  19064. getMatrixAt( index, matrix ) {
  19065. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19066. }
  19067. /**
  19068. * Gets the morph target weights of the defined instance.
  19069. *
  19070. * @param {number} index - The instance index.
  19071. * @param {Mesh} object - The target object that is used to store the method's result.
  19072. */
  19073. getMorphAt( index, object ) {
  19074. const objectInfluences = object.morphTargetInfluences;
  19075. const array = this.morphTexture.source.data.data;
  19076. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19077. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19078. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19079. objectInfluences[ i ] = array[ dataIndex + i ];
  19080. }
  19081. }
  19082. raycast( raycaster, intersects ) {
  19083. const matrixWorld = this.matrixWorld;
  19084. const raycastTimes = this.count;
  19085. _mesh$1.geometry = this.geometry;
  19086. _mesh$1.material = this.material;
  19087. if ( _mesh$1.material === undefined ) return;
  19088. // test with bounding sphere first
  19089. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19090. _sphere$4.copy( this.boundingSphere );
  19091. _sphere$4.applyMatrix4( matrixWorld );
  19092. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19093. // now test each instance
  19094. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19095. // calculate the world matrix for each instance
  19096. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19097. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19098. // the mesh represents this single instance
  19099. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19100. _mesh$1.raycast( raycaster, _instanceIntersects );
  19101. // process the result of raycast
  19102. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19103. const intersect = _instanceIntersects[ i ];
  19104. intersect.instanceId = instanceId;
  19105. intersect.object = this;
  19106. intersects.push( intersect );
  19107. }
  19108. _instanceIntersects.length = 0;
  19109. }
  19110. }
  19111. /**
  19112. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19113. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19114. *
  19115. * @param {number} index - The instance index.
  19116. * @param {Color} color - The instance color.
  19117. */
  19118. setColorAt( index, color ) {
  19119. if ( this.instanceColor === null ) {
  19120. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19121. }
  19122. color.toArray( this.instanceColor.array, index * 3 );
  19123. }
  19124. /**
  19125. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19126. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19127. *
  19128. * @param {number} index - The instance index.
  19129. * @param {Matrix4} matrix - The local transformation.
  19130. */
  19131. setMatrixAt( index, matrix ) {
  19132. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19133. }
  19134. /**
  19135. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19136. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19137. *
  19138. * @param {number} index - The instance index.
  19139. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19140. * of a single instance.
  19141. */
  19142. setMorphAt( index, object ) {
  19143. const objectInfluences = object.morphTargetInfluences;
  19144. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19145. if ( this.morphTexture === null ) {
  19146. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19147. }
  19148. const array = this.morphTexture.source.data.data;
  19149. let morphInfluencesSum = 0;
  19150. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19151. morphInfluencesSum += objectInfluences[ i ];
  19152. }
  19153. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19154. const dataIndex = len * index;
  19155. array[ dataIndex ] = morphBaseInfluence;
  19156. array.set( objectInfluences, dataIndex + 1 );
  19157. }
  19158. updateMorphTargets() {
  19159. }
  19160. /**
  19161. * Frees the GPU-related resources allocated by this instance. Call this
  19162. * method whenever this instance is no longer used in your app.
  19163. */
  19164. dispose() {
  19165. this.dispatchEvent( { type: 'dispose' } );
  19166. if ( this.morphTexture !== null ) {
  19167. this.morphTexture.dispose();
  19168. this.morphTexture = null;
  19169. }
  19170. }
  19171. }
  19172. const _vector1 = /*@__PURE__*/ new Vector3();
  19173. const _vector2 = /*@__PURE__*/ new Vector3();
  19174. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19175. /**
  19176. * A two dimensional surface that extends infinitely in 3D space, represented
  19177. * in [Hessian normal form]{@link http://mathworld.wolfram.com/HessianNormalForm.html}
  19178. * by a unit length normal vector and a constant.
  19179. */
  19180. class Plane {
  19181. /**
  19182. * Constructs a new plane.
  19183. *
  19184. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19185. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19186. */
  19187. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19188. /**
  19189. * This flag can be used for type testing.
  19190. *
  19191. * @type {boolean}
  19192. * @readonly
  19193. * @default true
  19194. */
  19195. this.isPlane = true;
  19196. /**
  19197. * A unit length vector defining the normal of the plane.
  19198. *
  19199. * @type {Vector3}
  19200. */
  19201. this.normal = normal;
  19202. /**
  19203. * The signed distance from the origin to the plane.
  19204. *
  19205. * @type {number}
  19206. * @default 0
  19207. */
  19208. this.constant = constant;
  19209. }
  19210. /**
  19211. * Sets the plane components by copying the given values.
  19212. *
  19213. * @param {Vector3} normal - The normal.
  19214. * @param {number} constant - The constant.
  19215. * @return {Plane} A reference to this plane.
  19216. */
  19217. set( normal, constant ) {
  19218. this.normal.copy( normal );
  19219. this.constant = constant;
  19220. return this;
  19221. }
  19222. /**
  19223. * Sets the plane components by defining `x`, `y`, `z` as the
  19224. * plane normal and `w` as the constant.
  19225. *
  19226. * @param {number} x - The value for the normal's x component.
  19227. * @param {number} y - The value for the normal's y component.
  19228. * @param {number} z - The value for the normal's z component.
  19229. * @param {number} w - The constant value.
  19230. * @return {Plane} A reference to this plane.
  19231. */
  19232. setComponents( x, y, z, w ) {
  19233. this.normal.set( x, y, z );
  19234. this.constant = w;
  19235. return this;
  19236. }
  19237. /**
  19238. * Sets the plane from the given normal and coplanar point (that is a point
  19239. * that lies onto the plane).
  19240. *
  19241. * @param {Vector3} normal - The normal.
  19242. * @param {Vector3} point - A coplanar point.
  19243. * @return {Plane} A reference to this plane.
  19244. */
  19245. setFromNormalAndCoplanarPoint( normal, point ) {
  19246. this.normal.copy( normal );
  19247. this.constant = - point.dot( this.normal );
  19248. return this;
  19249. }
  19250. /**
  19251. * Sets the plane from three coplanar points. The winding order is
  19252. * assumed to be counter-clockwise, and determines the direction of
  19253. * the plane normal.
  19254. *
  19255. * @param {Vector3} a - The first coplanar point.
  19256. * @param {Vector3} b - The second coplanar point.
  19257. * @param {Vector3} c - The third coplanar point.
  19258. * @return {Plane} A reference to this plane.
  19259. */
  19260. setFromCoplanarPoints( a, b, c ) {
  19261. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19262. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19263. this.setFromNormalAndCoplanarPoint( normal, a );
  19264. return this;
  19265. }
  19266. /**
  19267. * Copies the values of the given plane to this instance.
  19268. *
  19269. * @param {Plane} plane - The plane to copy.
  19270. * @return {Plane} A reference to this plane.
  19271. */
  19272. copy( plane ) {
  19273. this.normal.copy( plane.normal );
  19274. this.constant = plane.constant;
  19275. return this;
  19276. }
  19277. /**
  19278. * Normalizes the plane normal and adjusts the constant accordingly.
  19279. *
  19280. * @return {Plane} A reference to this plane.
  19281. */
  19282. normalize() {
  19283. // Note: will lead to a divide by zero if the plane is invalid.
  19284. const inverseNormalLength = 1.0 / this.normal.length();
  19285. this.normal.multiplyScalar( inverseNormalLength );
  19286. this.constant *= inverseNormalLength;
  19287. return this;
  19288. }
  19289. /**
  19290. * Negates both the plane normal and the constant.
  19291. *
  19292. * @return {Plane} A reference to this plane.
  19293. */
  19294. negate() {
  19295. this.constant *= -1;
  19296. this.normal.negate();
  19297. return this;
  19298. }
  19299. /**
  19300. * Returns the signed distance from the given point to this plane.
  19301. *
  19302. * @param {Vector3} point - The point to compute the distance for.
  19303. * @return {number} The signed distance.
  19304. */
  19305. distanceToPoint( point ) {
  19306. return this.normal.dot( point ) + this.constant;
  19307. }
  19308. /**
  19309. * Returns the signed distance from the given sphere to this plane.
  19310. *
  19311. * @param {Sphere} sphere - The sphere to compute the distance for.
  19312. * @return {number} The signed distance.
  19313. */
  19314. distanceToSphere( sphere ) {
  19315. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19316. }
  19317. /**
  19318. * Projects a the given point onto the plane.
  19319. *
  19320. * @param {Vector3} point - The point to project.
  19321. * @param {Vector3} target - The target vector that is used to store the method's result.
  19322. * @return {Vector3} The projected point on the plane.
  19323. */
  19324. projectPoint( point, target ) {
  19325. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19326. }
  19327. /**
  19328. * Returns the intersection point of the passed line and the plane. Returns
  19329. * `null` if the line does not intersect. Returns the line's starting point if
  19330. * the line is coplanar with the plane.
  19331. *
  19332. * @param {Line3} line - The line to compute the intersection for.
  19333. * @param {Vector3} target - The target vector that is used to store the method's result.
  19334. * @return {?Vector3} The intersection point.
  19335. */
  19336. intersectLine( line, target ) {
  19337. const direction = line.delta( _vector1 );
  19338. const denominator = this.normal.dot( direction );
  19339. if ( denominator === 0 ) {
  19340. // line is coplanar, return origin
  19341. if ( this.distanceToPoint( line.start ) === 0 ) {
  19342. return target.copy( line.start );
  19343. }
  19344. // Unsure if this is the correct method to handle this case.
  19345. return null;
  19346. }
  19347. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19348. if ( t < 0 || t > 1 ) {
  19349. return null;
  19350. }
  19351. return target.copy( line.start ).addScaledVector( direction, t );
  19352. }
  19353. /**
  19354. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19355. *
  19356. * @param {Line3} line - The line to test.
  19357. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19358. */
  19359. intersectsLine( line ) {
  19360. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19361. const startSign = this.distanceToPoint( line.start );
  19362. const endSign = this.distanceToPoint( line.end );
  19363. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19364. }
  19365. /**
  19366. * Returns `true` if the given bounding box intersects with the plane.
  19367. *
  19368. * @param {Box3} box - The bounding box to test.
  19369. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19370. */
  19371. intersectsBox( box ) {
  19372. return box.intersectsPlane( this );
  19373. }
  19374. /**
  19375. * Returns `true` if the given bounding sphere intersects with the plane.
  19376. *
  19377. * @param {Sphere} sphere - The bounding sphere to test.
  19378. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19379. */
  19380. intersectsSphere( sphere ) {
  19381. return sphere.intersectsPlane( this );
  19382. }
  19383. /**
  19384. * Returns a coplanar vector to the plane, by calculating the
  19385. * projection of the normal at the origin onto the plane.
  19386. *
  19387. * @param {Vector3} target - The target vector that is used to store the method's result.
  19388. * @return {Vector3} The coplanar point.
  19389. */
  19390. coplanarPoint( target ) {
  19391. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19392. }
  19393. /**
  19394. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19395. *
  19396. * The optional normal matrix can be pre-computed like so:
  19397. * ```js
  19398. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19399. * ```
  19400. *
  19401. * @param {Matrix4} matrix - The transformation matrix.
  19402. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19403. * @return {Plane} A reference to this plane.
  19404. */
  19405. applyMatrix4( matrix, optionalNormalMatrix ) {
  19406. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19407. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19408. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19409. this.constant = - referencePoint.dot( normal );
  19410. return this;
  19411. }
  19412. /**
  19413. * Translates the plane by the distance defined by the given offset vector.
  19414. * Note that this only affects the plane constant and will not affect the normal vector.
  19415. *
  19416. * @param {Vector3} offset - The offset vector.
  19417. * @return {Plane} A reference to this plane.
  19418. */
  19419. translate( offset ) {
  19420. this.constant -= offset.dot( this.normal );
  19421. return this;
  19422. }
  19423. /**
  19424. * Returns `true` if this plane is equal with the given one.
  19425. *
  19426. * @param {Plane} plane - The plane to test for equality.
  19427. * @return {boolean} Whether this plane is equal with the given one.
  19428. */
  19429. equals( plane ) {
  19430. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19431. }
  19432. /**
  19433. * Returns a new plane with copied values from this instance.
  19434. *
  19435. * @return {Plane} A clone of this instance.
  19436. */
  19437. clone() {
  19438. return new this.constructor().copy( this );
  19439. }
  19440. }
  19441. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19442. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19443. const _vector$6 = /*@__PURE__*/ new Vector3();
  19444. /**
  19445. * Frustums are used to determine what is inside the camera's field of view.
  19446. * They help speed up the rendering process - objects which lie outside a camera's
  19447. * frustum can safely be excluded from rendering.
  19448. *
  19449. * This class is mainly intended for use internally by a renderer.
  19450. */
  19451. class Frustum {
  19452. /**
  19453. * Constructs a new frustum.
  19454. *
  19455. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19456. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19457. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19458. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19459. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19460. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19461. */
  19462. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19463. /**
  19464. * This array holds the planes that enclose the frustum.
  19465. *
  19466. * @type {Array<Plane>}
  19467. */
  19468. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19469. }
  19470. /**
  19471. * Sets the frustum planes by copying the given planes.
  19472. *
  19473. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19474. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19475. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19476. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19477. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19478. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19479. * @return {Frustum} A reference to this frustum.
  19480. */
  19481. set( p0, p1, p2, p3, p4, p5 ) {
  19482. const planes = this.planes;
  19483. planes[ 0 ].copy( p0 );
  19484. planes[ 1 ].copy( p1 );
  19485. planes[ 2 ].copy( p2 );
  19486. planes[ 3 ].copy( p3 );
  19487. planes[ 4 ].copy( p4 );
  19488. planes[ 5 ].copy( p5 );
  19489. return this;
  19490. }
  19491. /**
  19492. * Copies the values of the given frustum to this instance.
  19493. *
  19494. * @param {Frustum} frustum - The frustum to copy.
  19495. * @return {Frustum} A reference to this frustum.
  19496. */
  19497. copy( frustum ) {
  19498. const planes = this.planes;
  19499. for ( let i = 0; i < 6; i ++ ) {
  19500. planes[ i ].copy( frustum.planes[ i ] );
  19501. }
  19502. return this;
  19503. }
  19504. /**
  19505. * Sets the frustum planes from the given projection matrix.
  19506. *
  19507. * @param {Matrix4} m - The projection matrix.
  19508. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19509. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19510. * @return {Frustum} A reference to this frustum.
  19511. */
  19512. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19513. const planes = this.planes;
  19514. const me = m.elements;
  19515. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19516. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19517. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19518. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19519. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19520. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19521. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19522. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19523. if ( reversedDepth ) {
  19524. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19525. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19526. } else {
  19527. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19528. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19529. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19530. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19531. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19532. } else {
  19533. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19534. }
  19535. }
  19536. return this;
  19537. }
  19538. /**
  19539. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19540. *
  19541. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19542. *
  19543. * @param {Object3D} object - The 3D object to test.
  19544. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19545. */
  19546. intersectsObject( object ) {
  19547. if ( object.boundingSphere !== undefined ) {
  19548. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19549. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19550. } else {
  19551. const geometry = object.geometry;
  19552. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19553. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19554. }
  19555. return this.intersectsSphere( _sphere$3 );
  19556. }
  19557. /**
  19558. * Returns `true` if the given sprite is intersecting this frustum.
  19559. *
  19560. * @param {Sprite} sprite - The sprite to test.
  19561. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19562. */
  19563. intersectsSprite( sprite ) {
  19564. _sphere$3.center.set( 0, 0, 0 );
  19565. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19566. _sphere$3.radius = 0.7071067811865476 + offset;
  19567. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19568. return this.intersectsSphere( _sphere$3 );
  19569. }
  19570. /**
  19571. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19572. *
  19573. * @param {Sphere} sphere - The bounding sphere to test.
  19574. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19575. */
  19576. intersectsSphere( sphere ) {
  19577. const planes = this.planes;
  19578. const center = sphere.center;
  19579. const negRadius = - sphere.radius;
  19580. for ( let i = 0; i < 6; i ++ ) {
  19581. const distance = planes[ i ].distanceToPoint( center );
  19582. if ( distance < negRadius ) {
  19583. return false;
  19584. }
  19585. }
  19586. return true;
  19587. }
  19588. /**
  19589. * Returns `true` if the given bounding box is intersecting this frustum.
  19590. *
  19591. * @param {Box3} box - The bounding box to test.
  19592. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19593. */
  19594. intersectsBox( box ) {
  19595. const planes = this.planes;
  19596. for ( let i = 0; i < 6; i ++ ) {
  19597. const plane = planes[ i ];
  19598. // corner at max distance
  19599. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19600. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19601. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19602. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19603. return false;
  19604. }
  19605. }
  19606. return true;
  19607. }
  19608. /**
  19609. * Returns `true` if the given point lies within the frustum.
  19610. *
  19611. * @param {Vector3} point - The point to test.
  19612. * @return {boolean} Whether the point lies within this frustum or not.
  19613. */
  19614. containsPoint( point ) {
  19615. const planes = this.planes;
  19616. for ( let i = 0; i < 6; i ++ ) {
  19617. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19618. return false;
  19619. }
  19620. }
  19621. return true;
  19622. }
  19623. /**
  19624. * Returns a new frustum with copied values from this instance.
  19625. *
  19626. * @return {Frustum} A clone of this instance.
  19627. */
  19628. clone() {
  19629. return new this.constructor().copy( this );
  19630. }
  19631. }
  19632. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19633. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19634. /**
  19635. * FrustumArray is used to determine if an object is visible in at least one camera
  19636. * from an array of cameras. This is particularly useful for multi-view renderers.
  19637. */
  19638. class FrustumArray {
  19639. /**
  19640. * Constructs a new frustum array.
  19641. *
  19642. */
  19643. constructor() {
  19644. /**
  19645. * The coordinate system to use.
  19646. *
  19647. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19648. * @default WebGLCoordinateSystem
  19649. */
  19650. this.coordinateSystem = WebGLCoordinateSystem;
  19651. }
  19652. /**
  19653. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19654. * from the camera array.
  19655. *
  19656. * @param {Object3D} object - The 3D object to test.
  19657. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19658. * @return {boolean} Whether the 3D object is visible in any camera.
  19659. */
  19660. intersectsObject( object, cameraArray ) {
  19661. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19662. return false;
  19663. }
  19664. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19665. const camera = cameraArray.cameras[ i ];
  19666. _projScreenMatrix$2.multiplyMatrices(
  19667. camera.projectionMatrix,
  19668. camera.matrixWorldInverse
  19669. );
  19670. _frustum$1.setFromProjectionMatrix(
  19671. _projScreenMatrix$2,
  19672. camera.coordinateSystem,
  19673. camera.reversedDepth
  19674. );
  19675. if ( _frustum$1.intersectsObject( object ) ) {
  19676. return true; // Object is visible in at least one camera
  19677. }
  19678. }
  19679. return false; // Not visible in any camera
  19680. }
  19681. /**
  19682. * Returns `true` if the given sprite is intersecting any frustum
  19683. * from the camera array.
  19684. *
  19685. * @param {Sprite} sprite - The sprite to test.
  19686. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19687. * @return {boolean} Whether the sprite is visible in any camera.
  19688. */
  19689. intersectsSprite( sprite, cameraArray ) {
  19690. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19691. return false;
  19692. }
  19693. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19694. const camera = cameraArray.cameras[ i ];
  19695. _projScreenMatrix$2.multiplyMatrices(
  19696. camera.projectionMatrix,
  19697. camera.matrixWorldInverse
  19698. );
  19699. _frustum$1.setFromProjectionMatrix(
  19700. _projScreenMatrix$2,
  19701. camera.coordinateSystem,
  19702. camera.reversedDepth
  19703. );
  19704. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19705. return true; // Sprite is visible in at least one camera
  19706. }
  19707. }
  19708. return false; // Not visible in any camera
  19709. }
  19710. /**
  19711. * Returns `true` if the given bounding sphere is intersecting any frustum
  19712. * from the camera array.
  19713. *
  19714. * @param {Sphere} sphere - The bounding sphere to test.
  19715. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19716. * @return {boolean} Whether the sphere is visible in any camera.
  19717. */
  19718. intersectsSphere( sphere, cameraArray ) {
  19719. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19720. return false;
  19721. }
  19722. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19723. const camera = cameraArray.cameras[ i ];
  19724. _projScreenMatrix$2.multiplyMatrices(
  19725. camera.projectionMatrix,
  19726. camera.matrixWorldInverse
  19727. );
  19728. _frustum$1.setFromProjectionMatrix(
  19729. _projScreenMatrix$2,
  19730. camera.coordinateSystem,
  19731. camera.reversedDepth
  19732. );
  19733. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19734. return true; // Sphere is visible in at least one camera
  19735. }
  19736. }
  19737. return false; // Not visible in any camera
  19738. }
  19739. /**
  19740. * Returns `true` if the given bounding box is intersecting any frustum
  19741. * from the camera array.
  19742. *
  19743. * @param {Box3} box - The bounding box to test.
  19744. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19745. * @return {boolean} Whether the box is visible in any camera.
  19746. */
  19747. intersectsBox( box, cameraArray ) {
  19748. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19749. return false;
  19750. }
  19751. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19752. const camera = cameraArray.cameras[ i ];
  19753. _projScreenMatrix$2.multiplyMatrices(
  19754. camera.projectionMatrix,
  19755. camera.matrixWorldInverse
  19756. );
  19757. _frustum$1.setFromProjectionMatrix(
  19758. _projScreenMatrix$2,
  19759. camera.coordinateSystem,
  19760. camera.reversedDepth
  19761. );
  19762. if ( _frustum$1.intersectsBox( box ) ) {
  19763. return true; // Box is visible in at least one camera
  19764. }
  19765. }
  19766. return false; // Not visible in any camera
  19767. }
  19768. /**
  19769. * Returns `true` if the given point lies within any frustum
  19770. * from the camera array.
  19771. *
  19772. * @param {Vector3} point - The point to test.
  19773. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19774. * @return {boolean} Whether the point is visible in any camera.
  19775. */
  19776. containsPoint( point, cameraArray ) {
  19777. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19778. return false;
  19779. }
  19780. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19781. const camera = cameraArray.cameras[ i ];
  19782. _projScreenMatrix$2.multiplyMatrices(
  19783. camera.projectionMatrix,
  19784. camera.matrixWorldInverse
  19785. );
  19786. _frustum$1.setFromProjectionMatrix(
  19787. _projScreenMatrix$2,
  19788. camera.coordinateSystem,
  19789. camera.reversedDepth
  19790. );
  19791. if ( _frustum$1.containsPoint( point ) ) {
  19792. return true; // Point is visible in at least one camera
  19793. }
  19794. }
  19795. return false; // Not visible in any camera
  19796. }
  19797. /**
  19798. * Returns a new frustum array with copied values from this instance.
  19799. *
  19800. * @return {FrustumArray} A clone of this instance.
  19801. */
  19802. clone() {
  19803. return new FrustumArray();
  19804. }
  19805. }
  19806. function ascIdSort( a, b ) {
  19807. return a - b;
  19808. }
  19809. function sortOpaque( a, b ) {
  19810. return a.z - b.z;
  19811. }
  19812. function sortTransparent( a, b ) {
  19813. return b.z - a.z;
  19814. }
  19815. class MultiDrawRenderList {
  19816. constructor() {
  19817. this.index = 0;
  19818. this.pool = [];
  19819. this.list = [];
  19820. }
  19821. push( start, count, z, index ) {
  19822. const pool = this.pool;
  19823. const list = this.list;
  19824. if ( this.index >= pool.length ) {
  19825. pool.push( {
  19826. start: -1,
  19827. count: -1,
  19828. z: -1,
  19829. index: -1,
  19830. } );
  19831. }
  19832. const item = pool[ this.index ];
  19833. list.push( item );
  19834. this.index ++;
  19835. item.start = start;
  19836. item.count = count;
  19837. item.z = z;
  19838. item.index = index;
  19839. }
  19840. reset() {
  19841. this.list.length = 0;
  19842. this.index = 0;
  19843. }
  19844. }
  19845. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19846. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19847. const _frustum = /*@__PURE__*/ new Frustum();
  19848. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19849. const _box$1 = /*@__PURE__*/ new Box3();
  19850. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19851. const _vector$5 = /*@__PURE__*/ new Vector3();
  19852. const _forward$1 = /*@__PURE__*/ new Vector3();
  19853. const _temp = /*@__PURE__*/ new Vector3();
  19854. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19855. const _mesh = /*@__PURE__*/ new Mesh();
  19856. const _batchIntersects = [];
  19857. // copies data from attribute "src" into "target" starting at "targetOffset"
  19858. function copyAttributeData( src, target, targetOffset = 0 ) {
  19859. const itemSize = target.itemSize;
  19860. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19861. // use the component getters and setters if the array data cannot
  19862. // be copied directly
  19863. const vertexCount = src.count;
  19864. for ( let i = 0; i < vertexCount; i ++ ) {
  19865. for ( let c = 0; c < itemSize; c ++ ) {
  19866. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19867. }
  19868. }
  19869. } else {
  19870. // faster copy approach using typed array set function
  19871. target.array.set( src.array, targetOffset * itemSize );
  19872. }
  19873. target.needsUpdate = true;
  19874. }
  19875. // safely copies array contents to a potentially smaller array
  19876. function copyArrayContents( src, target ) {
  19877. if ( src.constructor !== target.constructor ) {
  19878. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19879. const len = Math.min( src.length, target.length );
  19880. for ( let i = 0; i < len; i ++ ) {
  19881. target[ i ] = src[ i ];
  19882. }
  19883. } else {
  19884. // if the arrays use the same data layout we can use a fast block copy
  19885. const len = Math.min( src.length, target.length );
  19886. target.set( new src.constructor( src.buffer, 0, len ) );
  19887. }
  19888. }
  19889. /**
  19890. * A special version of a mesh with multi draw batch rendering support. Use
  19891. * this class if you have to render a large number of objects with the same
  19892. * material but with different geometries or world transformations. The usage of
  19893. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19894. * rendering performance in your application.
  19895. *
  19896. * ```js
  19897. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19898. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19899. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19900. *
  19901. * // initialize and add geometries into the batched mesh
  19902. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19903. * const boxGeometryId = batchedMesh.addGeometry( box );
  19904. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19905. *
  19906. * // create instances of those geometries
  19907. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19908. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19909. *
  19910. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19911. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19912. *
  19913. * // position the geometries
  19914. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19915. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19916. *
  19917. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19918. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19919. *
  19920. * scene.add( batchedMesh );
  19921. * ```
  19922. *
  19923. * @augments Mesh
  19924. */
  19925. class BatchedMesh extends Mesh {
  19926. /**
  19927. * Constructs a new batched mesh.
  19928. *
  19929. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19930. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19931. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19932. * @param {Material|Array<Material>} [material] - The mesh material.
  19933. */
  19934. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19935. super( new BufferGeometry(), material );
  19936. /**
  19937. * This flag can be used for type testing.
  19938. *
  19939. * @type {boolean}
  19940. * @readonly
  19941. * @default true
  19942. */
  19943. this.isBatchedMesh = true;
  19944. /**
  19945. * When set ot `true`, the individual objects of a batch are frustum culled.
  19946. *
  19947. * @type {boolean}
  19948. * @default true
  19949. */
  19950. this.perObjectFrustumCulled = true;
  19951. /**
  19952. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  19953. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  19954. * rendered front to back.
  19955. *
  19956. * @type {boolean}
  19957. * @default true
  19958. */
  19959. this.sortObjects = true;
  19960. /**
  19961. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  19962. *
  19963. * @type {?Box3}
  19964. * @default null
  19965. */
  19966. this.boundingBox = null;
  19967. /**
  19968. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  19969. *
  19970. * @type {?Sphere}
  19971. * @default null
  19972. */
  19973. this.boundingSphere = null;
  19974. /**
  19975. * Takes a sort a function that is run before render. The function takes a list of instances to
  19976. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  19977. * sort with.
  19978. *
  19979. * @type {?Function}
  19980. * @default null
  19981. */
  19982. this.customSort = null;
  19983. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  19984. this._instanceInfo = [];
  19985. this._geometryInfo = [];
  19986. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  19987. this._availableInstanceIds = [];
  19988. this._availableGeometryIds = [];
  19989. // used to track where the next point is that geometry should be inserted
  19990. this._nextIndexStart = 0;
  19991. this._nextVertexStart = 0;
  19992. this._geometryCount = 0;
  19993. // flags
  19994. this._visibilityChanged = true;
  19995. this._geometryInitialized = false;
  19996. // cached user options
  19997. this._maxInstanceCount = maxInstanceCount;
  19998. this._maxVertexCount = maxVertexCount;
  19999. this._maxIndexCount = maxIndexCount;
  20000. // buffers for multi draw
  20001. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20002. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20003. this._multiDrawCount = 0;
  20004. this._multiDrawInstances = null;
  20005. // Local matrix per geometry by using data texture
  20006. this._matricesTexture = null;
  20007. this._indirectTexture = null;
  20008. this._colorsTexture = null;
  20009. this._initMatricesTexture();
  20010. this._initIndirectTexture();
  20011. }
  20012. /**
  20013. * The maximum number of individual instances that can be stored in the batch.
  20014. *
  20015. * @type {number}
  20016. * @readonly
  20017. */
  20018. get maxInstanceCount() {
  20019. return this._maxInstanceCount;
  20020. }
  20021. /**
  20022. * The instance count.
  20023. *
  20024. * @type {number}
  20025. * @readonly
  20026. */
  20027. get instanceCount() {
  20028. return this._instanceInfo.length - this._availableInstanceIds.length;
  20029. }
  20030. /**
  20031. * The number of unused vertices.
  20032. *
  20033. * @type {number}
  20034. * @readonly
  20035. */
  20036. get unusedVertexCount() {
  20037. return this._maxVertexCount - this._nextVertexStart;
  20038. }
  20039. /**
  20040. * The number of unused indices.
  20041. *
  20042. * @type {number}
  20043. * @readonly
  20044. */
  20045. get unusedIndexCount() {
  20046. return this._maxIndexCount - this._nextIndexStart;
  20047. }
  20048. _initMatricesTexture() {
  20049. // layout (1 matrix = 4 pixels)
  20050. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20051. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20052. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20053. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20054. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20055. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20056. size = Math.ceil( size / 4 ) * 4;
  20057. size = Math.max( size, 4 );
  20058. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20059. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20060. this._matricesTexture = matricesTexture;
  20061. }
  20062. _initIndirectTexture() {
  20063. let size = Math.sqrt( this._maxInstanceCount );
  20064. size = Math.ceil( size );
  20065. const indirectArray = new Uint32Array( size * size );
  20066. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20067. this._indirectTexture = indirectTexture;
  20068. }
  20069. _initColorsTexture() {
  20070. let size = Math.sqrt( this._maxInstanceCount );
  20071. size = Math.ceil( size );
  20072. // 4 floats per RGBA pixel initialized to white
  20073. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20074. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20075. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20076. this._colorsTexture = colorsTexture;
  20077. }
  20078. _initializeGeometry( reference ) {
  20079. const geometry = this.geometry;
  20080. const maxVertexCount = this._maxVertexCount;
  20081. const maxIndexCount = this._maxIndexCount;
  20082. if ( this._geometryInitialized === false ) {
  20083. for ( const attributeName in reference.attributes ) {
  20084. const srcAttribute = reference.getAttribute( attributeName );
  20085. const { array, itemSize, normalized } = srcAttribute;
  20086. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20087. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20088. geometry.setAttribute( attributeName, dstAttribute );
  20089. }
  20090. if ( reference.getIndex() !== null ) {
  20091. // Reserve last u16 index for primitive restart.
  20092. const indexArray = maxVertexCount > 65535
  20093. ? new Uint32Array( maxIndexCount )
  20094. : new Uint16Array( maxIndexCount );
  20095. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20096. }
  20097. this._geometryInitialized = true;
  20098. }
  20099. }
  20100. // Make sure the geometry is compatible with the existing combined geometry attributes
  20101. _validateGeometry( geometry ) {
  20102. // check to ensure the geometries are using consistent attributes and indices
  20103. const batchGeometry = this.geometry;
  20104. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20105. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20106. }
  20107. for ( const attributeName in batchGeometry.attributes ) {
  20108. if ( ! geometry.hasAttribute( attributeName ) ) {
  20109. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20110. }
  20111. const srcAttribute = geometry.getAttribute( attributeName );
  20112. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20113. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20114. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20115. }
  20116. }
  20117. }
  20118. /**
  20119. * Validates the instance defined by the given ID.
  20120. *
  20121. * @param {number} instanceId - The instance to validate.
  20122. */
  20123. validateInstanceId( instanceId ) {
  20124. const instanceInfo = this._instanceInfo;
  20125. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20126. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20127. }
  20128. }
  20129. /**
  20130. * Validates the geometry defined by the given ID.
  20131. *
  20132. * @param {number} geometryId - The geometry to validate.
  20133. */
  20134. validateGeometryId( geometryId ) {
  20135. const geometryInfoList = this._geometryInfo;
  20136. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20137. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20138. }
  20139. }
  20140. /**
  20141. * Takes a sort a function that is run before render. The function takes a list of instances to
  20142. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20143. *
  20144. * @param {Function} func - The custom sort function.
  20145. * @return {BatchedMesh} A reference to this batched mesh.
  20146. */
  20147. setCustomSort( func ) {
  20148. this.customSort = func;
  20149. return this;
  20150. }
  20151. /**
  20152. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20153. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20154. * otherwise they are `null`.
  20155. */
  20156. computeBoundingBox() {
  20157. if ( this.boundingBox === null ) {
  20158. this.boundingBox = new Box3();
  20159. }
  20160. const boundingBox = this.boundingBox;
  20161. const instanceInfo = this._instanceInfo;
  20162. boundingBox.makeEmpty();
  20163. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20164. if ( instanceInfo[ i ].active === false ) continue;
  20165. const geometryId = instanceInfo[ i ].geometryIndex;
  20166. this.getMatrixAt( i, _matrix$1 );
  20167. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20168. boundingBox.union( _box$1 );
  20169. }
  20170. }
  20171. /**
  20172. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20173. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20174. * otherwise they are `null`.
  20175. */
  20176. computeBoundingSphere() {
  20177. if ( this.boundingSphere === null ) {
  20178. this.boundingSphere = new Sphere();
  20179. }
  20180. const boundingSphere = this.boundingSphere;
  20181. const instanceInfo = this._instanceInfo;
  20182. boundingSphere.makeEmpty();
  20183. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20184. if ( instanceInfo[ i ].active === false ) continue;
  20185. const geometryId = instanceInfo[ i ].geometryIndex;
  20186. this.getMatrixAt( i, _matrix$1 );
  20187. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20188. boundingSphere.union( _sphere$2 );
  20189. }
  20190. }
  20191. /**
  20192. * Adds a new instance to the batch using the geometry of the given ID and returns
  20193. * a new id referring to the new instance to be used by other functions.
  20194. *
  20195. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20196. * @return {number} The instance ID.
  20197. */
  20198. addInstance( geometryId ) {
  20199. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20200. // ensure we're not over geometry
  20201. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20202. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20203. }
  20204. const instanceInfo = {
  20205. visible: true,
  20206. active: true,
  20207. geometryIndex: geometryId,
  20208. };
  20209. let drawId = null;
  20210. // Prioritize using previously freed instance ids
  20211. if ( this._availableInstanceIds.length > 0 ) {
  20212. this._availableInstanceIds.sort( ascIdSort );
  20213. drawId = this._availableInstanceIds.shift();
  20214. this._instanceInfo[ drawId ] = instanceInfo;
  20215. } else {
  20216. drawId = this._instanceInfo.length;
  20217. this._instanceInfo.push( instanceInfo );
  20218. }
  20219. const matricesTexture = this._matricesTexture;
  20220. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20221. matricesTexture.needsUpdate = true;
  20222. const colorsTexture = this._colorsTexture;
  20223. if ( colorsTexture ) {
  20224. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20225. colorsTexture.needsUpdate = true;
  20226. }
  20227. this._visibilityChanged = true;
  20228. return drawId;
  20229. }
  20230. /**
  20231. * Adds the given geometry to the batch and returns the associated
  20232. * geometry id referring to it to be used in other functions.
  20233. *
  20234. * @param {BufferGeometry} geometry - The geometry to add.
  20235. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20236. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20237. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20238. * Defaults to the length of the given geometry vertex buffer.
  20239. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20240. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20241. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20242. * the length of the given geometry index buffer.
  20243. * @return {number} The geometry ID.
  20244. */
  20245. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20246. this._initializeGeometry( geometry );
  20247. this._validateGeometry( geometry );
  20248. const geometryInfo = {
  20249. // geometry information
  20250. vertexStart: -1,
  20251. vertexCount: -1,
  20252. reservedVertexCount: -1,
  20253. indexStart: -1,
  20254. indexCount: -1,
  20255. reservedIndexCount: -1,
  20256. // draw range information
  20257. start: -1,
  20258. count: -1,
  20259. // state
  20260. boundingBox: null,
  20261. boundingSphere: null,
  20262. active: true,
  20263. };
  20264. const geometryInfoList = this._geometryInfo;
  20265. geometryInfo.vertexStart = this._nextVertexStart;
  20266. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20267. const index = geometry.getIndex();
  20268. const hasIndex = index !== null;
  20269. if ( hasIndex ) {
  20270. geometryInfo.indexStart = this._nextIndexStart;
  20271. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20272. }
  20273. if (
  20274. geometryInfo.indexStart !== -1 &&
  20275. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20276. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20277. ) {
  20278. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20279. }
  20280. // update id
  20281. let geometryId;
  20282. if ( this._availableGeometryIds.length > 0 ) {
  20283. this._availableGeometryIds.sort( ascIdSort );
  20284. geometryId = this._availableGeometryIds.shift();
  20285. geometryInfoList[ geometryId ] = geometryInfo;
  20286. } else {
  20287. geometryId = this._geometryCount;
  20288. this._geometryCount ++;
  20289. geometryInfoList.push( geometryInfo );
  20290. }
  20291. // update the geometry
  20292. this.setGeometryAt( geometryId, geometry );
  20293. // increment the next geometry position
  20294. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20295. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20296. return geometryId;
  20297. }
  20298. /**
  20299. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20300. * is not enough space reserved for geometry. Calling this will change all instances that are
  20301. * rendering that geometry.
  20302. *
  20303. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20304. * @param {BufferGeometry} geometry - The new geometry.
  20305. * @return {number} The geometry ID.
  20306. */
  20307. setGeometryAt( geometryId, geometry ) {
  20308. if ( geometryId >= this._geometryCount ) {
  20309. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20310. }
  20311. this._validateGeometry( geometry );
  20312. const batchGeometry = this.geometry;
  20313. const hasIndex = batchGeometry.getIndex() !== null;
  20314. const dstIndex = batchGeometry.getIndex();
  20315. const srcIndex = geometry.getIndex();
  20316. const geometryInfo = this._geometryInfo[ geometryId ];
  20317. if (
  20318. hasIndex &&
  20319. srcIndex.count > geometryInfo.reservedIndexCount ||
  20320. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20321. ) {
  20322. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20323. }
  20324. // copy geometry buffer data over
  20325. const vertexStart = geometryInfo.vertexStart;
  20326. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20327. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20328. for ( const attributeName in batchGeometry.attributes ) {
  20329. // copy attribute data
  20330. const srcAttribute = geometry.getAttribute( attributeName );
  20331. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20332. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20333. // fill the rest in with zeroes
  20334. const itemSize = srcAttribute.itemSize;
  20335. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20336. const index = vertexStart + i;
  20337. for ( let c = 0; c < itemSize; c ++ ) {
  20338. dstAttribute.setComponent( index, c, 0 );
  20339. }
  20340. }
  20341. dstAttribute.needsUpdate = true;
  20342. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20343. }
  20344. // copy index
  20345. if ( hasIndex ) {
  20346. const indexStart = geometryInfo.indexStart;
  20347. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20348. geometryInfo.indexCount = geometry.getIndex().count;
  20349. // copy index data over
  20350. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20351. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20352. }
  20353. // fill the rest in with zeroes
  20354. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20355. dstIndex.setX( indexStart + i, vertexStart );
  20356. }
  20357. dstIndex.needsUpdate = true;
  20358. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20359. }
  20360. // update the draw range
  20361. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20362. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20363. // store the bounding boxes
  20364. geometryInfo.boundingBox = null;
  20365. if ( geometry.boundingBox !== null ) {
  20366. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20367. }
  20368. geometryInfo.boundingSphere = null;
  20369. if ( geometry.boundingSphere !== null ) {
  20370. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20371. }
  20372. this._visibilityChanged = true;
  20373. return geometryId;
  20374. }
  20375. /**
  20376. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20377. * this geometry will also be removed as a side effect.
  20378. *
  20379. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20380. * @return {BatchedMesh} A reference to this batched mesh.
  20381. */
  20382. deleteGeometry( geometryId ) {
  20383. const geometryInfoList = this._geometryInfo;
  20384. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20385. return this;
  20386. }
  20387. // delete any instances associated with this geometry
  20388. const instanceInfo = this._instanceInfo;
  20389. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20390. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20391. this.deleteInstance( i );
  20392. }
  20393. }
  20394. geometryInfoList[ geometryId ].active = false;
  20395. this._availableGeometryIds.push( geometryId );
  20396. this._visibilityChanged = true;
  20397. return this;
  20398. }
  20399. /**
  20400. * Deletes an existing instance from the batch using the given ID.
  20401. *
  20402. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20403. * @return {BatchedMesh} A reference to this batched mesh.
  20404. */
  20405. deleteInstance( instanceId ) {
  20406. this.validateInstanceId( instanceId );
  20407. this._instanceInfo[ instanceId ].active = false;
  20408. this._availableInstanceIds.push( instanceId );
  20409. this._visibilityChanged = true;
  20410. return this;
  20411. }
  20412. /**
  20413. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20414. * previously deleted geometry, freeing up space to add new geometry.
  20415. *
  20416. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20417. * @return {BatchedMesh} A reference to this batched mesh.
  20418. */
  20419. optimize() {
  20420. // track the next indices to copy data to
  20421. let nextVertexStart = 0;
  20422. let nextIndexStart = 0;
  20423. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20424. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20425. const geometryInfoList = this._geometryInfo;
  20426. const indices = geometryInfoList
  20427. .map( ( e, i ) => i )
  20428. .sort( ( a, b ) => {
  20429. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20430. } );
  20431. const geometry = this.geometry;
  20432. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20433. // if a geometry range is inactive then don't copy anything
  20434. const index = indices[ i ];
  20435. const geometryInfo = geometryInfoList[ index ];
  20436. if ( geometryInfo.active === false ) {
  20437. continue;
  20438. }
  20439. // if a geometry contains an index buffer then shift it, as well
  20440. if ( geometry.index !== null ) {
  20441. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20442. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20443. const index = geometry.index;
  20444. const array = index.array;
  20445. // shift the index pointers based on how the vertex data will shift
  20446. // adjusting the index must happen first so the original vertex start value is available
  20447. const elementDelta = nextVertexStart - vertexStart;
  20448. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20449. array[ j ] = array[ j ] + elementDelta;
  20450. }
  20451. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20452. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20453. geometryInfo.indexStart = nextIndexStart;
  20454. }
  20455. nextIndexStart += geometryInfo.reservedIndexCount;
  20456. }
  20457. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20458. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20459. const { vertexStart, reservedVertexCount } = geometryInfo;
  20460. const attributes = geometry.attributes;
  20461. for ( const key in attributes ) {
  20462. const attribute = attributes[ key ];
  20463. const { array, itemSize } = attribute;
  20464. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20465. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20466. }
  20467. geometryInfo.vertexStart = nextVertexStart;
  20468. }
  20469. nextVertexStart += geometryInfo.reservedVertexCount;
  20470. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20471. // step the next geometry points to the shifted position
  20472. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20473. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20474. }
  20475. return this;
  20476. }
  20477. /**
  20478. * Returns the bounding box for the given geometry.
  20479. *
  20480. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20481. * @param {Box3} target - The target object that is used to store the method's result.
  20482. * @return {Box3|null} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20483. */
  20484. getBoundingBoxAt( geometryId, target ) {
  20485. if ( geometryId >= this._geometryCount ) {
  20486. return null;
  20487. }
  20488. // compute bounding box
  20489. const geometry = this.geometry;
  20490. const geometryInfo = this._geometryInfo[ geometryId ];
  20491. if ( geometryInfo.boundingBox === null ) {
  20492. const box = new Box3();
  20493. const index = geometry.index;
  20494. const position = geometry.attributes.position;
  20495. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20496. let iv = i;
  20497. if ( index ) {
  20498. iv = index.getX( iv );
  20499. }
  20500. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20501. }
  20502. geometryInfo.boundingBox = box;
  20503. }
  20504. target.copy( geometryInfo.boundingBox );
  20505. return target;
  20506. }
  20507. /**
  20508. * Returns the bounding sphere for the given geometry.
  20509. *
  20510. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20511. * @param {Sphere} target - The target object that is used to store the method's result.
  20512. * @return {Sphere|null} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20513. */
  20514. getBoundingSphereAt( geometryId, target ) {
  20515. if ( geometryId >= this._geometryCount ) {
  20516. return null;
  20517. }
  20518. // compute bounding sphere
  20519. const geometry = this.geometry;
  20520. const geometryInfo = this._geometryInfo[ geometryId ];
  20521. if ( geometryInfo.boundingSphere === null ) {
  20522. const sphere = new Sphere();
  20523. this.getBoundingBoxAt( geometryId, _box$1 );
  20524. _box$1.getCenter( sphere.center );
  20525. const index = geometry.index;
  20526. const position = geometry.attributes.position;
  20527. let maxRadiusSq = 0;
  20528. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20529. let iv = i;
  20530. if ( index ) {
  20531. iv = index.getX( iv );
  20532. }
  20533. _vector$5.fromBufferAttribute( position, iv );
  20534. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20535. }
  20536. sphere.radius = Math.sqrt( maxRadiusSq );
  20537. geometryInfo.boundingSphere = sphere;
  20538. }
  20539. target.copy( geometryInfo.boundingSphere );
  20540. return target;
  20541. }
  20542. /**
  20543. * Sets the given local transformation matrix to the defined instance.
  20544. * Negatively scaled matrices are not supported.
  20545. *
  20546. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20547. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20548. * @return {BatchedMesh} A reference to this batched mesh.
  20549. */
  20550. setMatrixAt( instanceId, matrix ) {
  20551. this.validateInstanceId( instanceId );
  20552. const matricesTexture = this._matricesTexture;
  20553. const matricesArray = this._matricesTexture.image.data;
  20554. matrix.toArray( matricesArray, instanceId * 16 );
  20555. matricesTexture.needsUpdate = true;
  20556. return this;
  20557. }
  20558. /**
  20559. * Returns the local transformation matrix of the defined instance.
  20560. *
  20561. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20562. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20563. * @return {Matrix4} The instance's local transformation matrix.
  20564. */
  20565. getMatrixAt( instanceId, matrix ) {
  20566. this.validateInstanceId( instanceId );
  20567. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20568. }
  20569. /**
  20570. * Sets the given color to the defined instance.
  20571. *
  20572. * @param {number} instanceId - The ID of an instance to set the color of.
  20573. * @param {Color} color - The color to set the instance to.
  20574. * @return {BatchedMesh} A reference to this batched mesh.
  20575. */
  20576. setColorAt( instanceId, color ) {
  20577. this.validateInstanceId( instanceId );
  20578. if ( this._colorsTexture === null ) {
  20579. this._initColorsTexture();
  20580. }
  20581. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20582. this._colorsTexture.needsUpdate = true;
  20583. return this;
  20584. }
  20585. /**
  20586. * Returns the color of the defined instance.
  20587. *
  20588. * @param {number} instanceId - The ID of an instance to get the color of.
  20589. * @param {Color} color - The target object that is used to store the method's result.
  20590. * @return {Color} The instance's color.
  20591. */
  20592. getColorAt( instanceId, color ) {
  20593. this.validateInstanceId( instanceId );
  20594. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20595. }
  20596. /**
  20597. * Sets the visibility of the instance.
  20598. *
  20599. * @param {number} instanceId - The id of the instance to set the visibility of.
  20600. * @param {boolean} visible - Whether the instance is visible or not.
  20601. * @return {BatchedMesh} A reference to this batched mesh.
  20602. */
  20603. setVisibleAt( instanceId, visible ) {
  20604. this.validateInstanceId( instanceId );
  20605. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20606. return this;
  20607. }
  20608. this._instanceInfo[ instanceId ].visible = visible;
  20609. this._visibilityChanged = true;
  20610. return this;
  20611. }
  20612. /**
  20613. * Returns the visibility state of the defined instance.
  20614. *
  20615. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20616. * @return {boolean} Whether the instance is visible or not.
  20617. */
  20618. getVisibleAt( instanceId ) {
  20619. this.validateInstanceId( instanceId );
  20620. return this._instanceInfo[ instanceId ].visible;
  20621. }
  20622. /**
  20623. * Sets the geometry ID of the instance at the given index.
  20624. *
  20625. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20626. * @param {number} geometryId - The geometry ID to be use by the instance.
  20627. * @return {BatchedMesh} A reference to this batched mesh.
  20628. */
  20629. setGeometryIdAt( instanceId, geometryId ) {
  20630. this.validateInstanceId( instanceId );
  20631. this.validateGeometryId( geometryId );
  20632. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20633. return this;
  20634. }
  20635. /**
  20636. * Returns the geometry ID of the defined instance.
  20637. *
  20638. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20639. * @return {number} The instance's geometry ID.
  20640. */
  20641. getGeometryIdAt( instanceId ) {
  20642. this.validateInstanceId( instanceId );
  20643. return this._instanceInfo[ instanceId ].geometryIndex;
  20644. }
  20645. /**
  20646. * Get the range representing the subset of triangles related to the attached geometry,
  20647. * indicating the starting offset and count, or `null` if invalid.
  20648. *
  20649. * @param {number} geometryId - The id of the geometry to get the range of.
  20650. * @param {Object} [target] - The target object that is used to store the method's result.
  20651. * @return {{
  20652. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20653. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20654. * start:number,count:number
  20655. * }} The result object with range data.
  20656. */
  20657. getGeometryRangeAt( geometryId, target = {} ) {
  20658. this.validateGeometryId( geometryId );
  20659. const geometryInfo = this._geometryInfo[ geometryId ];
  20660. target.vertexStart = geometryInfo.vertexStart;
  20661. target.vertexCount = geometryInfo.vertexCount;
  20662. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20663. target.indexStart = geometryInfo.indexStart;
  20664. target.indexCount = geometryInfo.indexCount;
  20665. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20666. target.start = geometryInfo.start;
  20667. target.count = geometryInfo.count;
  20668. return target;
  20669. }
  20670. /**
  20671. * Resizes the necessary buffers to support the provided number of instances.
  20672. * If the provided arguments shrink the number of instances but there are not enough
  20673. * unused Ids at the end of the list then an error is thrown.
  20674. *
  20675. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20676. */
  20677. setInstanceCount( maxInstanceCount ) {
  20678. // shrink the available instances as much as possible
  20679. const availableInstanceIds = this._availableInstanceIds;
  20680. const instanceInfo = this._instanceInfo;
  20681. availableInstanceIds.sort( ascIdSort );
  20682. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20683. instanceInfo.pop();
  20684. availableInstanceIds.pop();
  20685. }
  20686. // throw an error if it can't be shrunk to the desired size
  20687. if ( maxInstanceCount < instanceInfo.length ) {
  20688. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20689. }
  20690. // copy the multi draw counts
  20691. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20692. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20693. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20694. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20695. this._multiDrawCounts = multiDrawCounts;
  20696. this._multiDrawStarts = multiDrawStarts;
  20697. this._maxInstanceCount = maxInstanceCount;
  20698. // update texture data for instance sampling
  20699. const indirectTexture = this._indirectTexture;
  20700. const matricesTexture = this._matricesTexture;
  20701. const colorsTexture = this._colorsTexture;
  20702. indirectTexture.dispose();
  20703. this._initIndirectTexture();
  20704. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20705. matricesTexture.dispose();
  20706. this._initMatricesTexture();
  20707. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20708. if ( colorsTexture ) {
  20709. colorsTexture.dispose();
  20710. this._initColorsTexture();
  20711. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20712. }
  20713. }
  20714. /**
  20715. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20716. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20717. * end of the geometry attributes then an error is thrown.
  20718. *
  20719. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20720. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20721. */
  20722. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20723. // Check if we can shrink to the requested vertex attribute size
  20724. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20725. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20726. if ( requiredVertexLength > maxVertexCount ) {
  20727. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20728. }
  20729. // Check if we can shrink to the requested index attribute size
  20730. if ( this.geometry.index ) {
  20731. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20732. if ( requiredIndexLength > maxIndexCount ) {
  20733. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20734. }
  20735. }
  20736. //
  20737. // dispose of the previous geometry
  20738. const oldGeometry = this.geometry;
  20739. oldGeometry.dispose();
  20740. // recreate the geometry needed based on the previous variant
  20741. this._maxVertexCount = maxVertexCount;
  20742. this._maxIndexCount = maxIndexCount;
  20743. if ( this._geometryInitialized ) {
  20744. this._geometryInitialized = false;
  20745. this.geometry = new BufferGeometry();
  20746. this._initializeGeometry( oldGeometry );
  20747. }
  20748. // copy data from the previous geometry
  20749. const geometry = this.geometry;
  20750. if ( oldGeometry.index ) {
  20751. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20752. }
  20753. for ( const key in oldGeometry.attributes ) {
  20754. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20755. }
  20756. }
  20757. raycast( raycaster, intersects ) {
  20758. const instanceInfo = this._instanceInfo;
  20759. const geometryInfoList = this._geometryInfo;
  20760. const matrixWorld = this.matrixWorld;
  20761. const batchGeometry = this.geometry;
  20762. // iterate over each geometry
  20763. _mesh.material = this.material;
  20764. _mesh.geometry.index = batchGeometry.index;
  20765. _mesh.geometry.attributes = batchGeometry.attributes;
  20766. if ( _mesh.geometry.boundingBox === null ) {
  20767. _mesh.geometry.boundingBox = new Box3();
  20768. }
  20769. if ( _mesh.geometry.boundingSphere === null ) {
  20770. _mesh.geometry.boundingSphere = new Sphere();
  20771. }
  20772. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20773. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20774. continue;
  20775. }
  20776. const geometryId = instanceInfo[ i ].geometryIndex;
  20777. const geometryInfo = geometryInfoList[ geometryId ];
  20778. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20779. // get the intersects
  20780. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20781. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20782. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20783. _mesh.raycast( raycaster, _batchIntersects );
  20784. // add batch id to the intersects
  20785. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20786. const intersect = _batchIntersects[ j ];
  20787. intersect.object = this;
  20788. intersect.batchId = i;
  20789. intersects.push( intersect );
  20790. }
  20791. _batchIntersects.length = 0;
  20792. }
  20793. _mesh.material = null;
  20794. _mesh.geometry.index = null;
  20795. _mesh.geometry.attributes = {};
  20796. _mesh.geometry.setDrawRange( 0, Infinity );
  20797. }
  20798. copy( source ) {
  20799. super.copy( source );
  20800. this.geometry = source.geometry.clone();
  20801. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20802. this.sortObjects = source.sortObjects;
  20803. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20804. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20805. this._geometryInfo = source._geometryInfo.map( info => ( {
  20806. ...info,
  20807. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20808. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20809. } ) );
  20810. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20811. this._availableInstanceIds = source._availableInstanceIds.slice();
  20812. this._availableGeometryIds = source._availableGeometryIds.slice();
  20813. this._nextIndexStart = source._nextIndexStart;
  20814. this._nextVertexStart = source._nextVertexStart;
  20815. this._geometryCount = source._geometryCount;
  20816. this._maxInstanceCount = source._maxInstanceCount;
  20817. this._maxVertexCount = source._maxVertexCount;
  20818. this._maxIndexCount = source._maxIndexCount;
  20819. this._geometryInitialized = source._geometryInitialized;
  20820. this._multiDrawCounts = source._multiDrawCounts.slice();
  20821. this._multiDrawStarts = source._multiDrawStarts.slice();
  20822. this._indirectTexture = source._indirectTexture.clone();
  20823. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20824. this._matricesTexture = source._matricesTexture.clone();
  20825. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20826. if ( this._colorsTexture !== null ) {
  20827. this._colorsTexture = source._colorsTexture.clone();
  20828. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20829. }
  20830. return this;
  20831. }
  20832. /**
  20833. * Frees the GPU-related resources allocated by this instance. Call this
  20834. * method whenever this instance is no longer used in your app.
  20835. */
  20836. dispose() {
  20837. // Assuming the geometry is not shared with other meshes
  20838. this.geometry.dispose();
  20839. this._matricesTexture.dispose();
  20840. this._matricesTexture = null;
  20841. this._indirectTexture.dispose();
  20842. this._indirectTexture = null;
  20843. if ( this._colorsTexture !== null ) {
  20844. this._colorsTexture.dispose();
  20845. this._colorsTexture = null;
  20846. }
  20847. }
  20848. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20849. // if visibility has not changed and frustum culling and object sorting is not required
  20850. // then skip iterating over all items
  20851. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20852. return;
  20853. }
  20854. // the indexed version of the multi draw function requires specifying the start
  20855. // offset in bytes.
  20856. const index = geometry.getIndex();
  20857. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20858. const instanceInfo = this._instanceInfo;
  20859. const multiDrawStarts = this._multiDrawStarts;
  20860. const multiDrawCounts = this._multiDrawCounts;
  20861. const geometryInfoList = this._geometryInfo;
  20862. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20863. const indirectTexture = this._indirectTexture;
  20864. const indirectArray = indirectTexture.image.data;
  20865. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20866. // prepare the frustum in the local frame
  20867. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20868. _matrix$1
  20869. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20870. .multiply( this.matrixWorld );
  20871. _frustum.setFromProjectionMatrix(
  20872. _matrix$1,
  20873. camera.coordinateSystem,
  20874. camera.reversedDepth
  20875. );
  20876. }
  20877. let multiDrawCount = 0;
  20878. if ( this.sortObjects ) {
  20879. // get the camera position in the local frame
  20880. _matrix$1.copy( this.matrixWorld ).invert();
  20881. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20882. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20883. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20884. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20885. const geometryId = instanceInfo[ i ].geometryIndex;
  20886. // get the bounds in world space
  20887. this.getMatrixAt( i, _matrix$1 );
  20888. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20889. // determine whether the batched geometry is within the frustum
  20890. let culled = false;
  20891. if ( perObjectFrustumCulled ) {
  20892. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20893. }
  20894. if ( ! culled ) {
  20895. // get the distance from camera used for sorting
  20896. const geometryInfo = geometryInfoList[ geometryId ];
  20897. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20898. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20899. }
  20900. }
  20901. }
  20902. // Sort the draw ranges and prep for rendering
  20903. const list = _renderList.list;
  20904. const customSort = this.customSort;
  20905. if ( customSort === null ) {
  20906. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20907. } else {
  20908. customSort.call( this, list, camera );
  20909. }
  20910. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20911. const item = list[ i ];
  20912. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  20913. multiDrawCounts[ multiDrawCount ] = item.count;
  20914. indirectArray[ multiDrawCount ] = item.index;
  20915. multiDrawCount ++;
  20916. }
  20917. _renderList.reset();
  20918. } else {
  20919. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20920. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20921. const geometryId = instanceInfo[ i ].geometryIndex;
  20922. // determine whether the batched geometry is within the frustum
  20923. let culled = false;
  20924. if ( perObjectFrustumCulled ) {
  20925. // get the bounds in world space
  20926. this.getMatrixAt( i, _matrix$1 );
  20927. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20928. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20929. }
  20930. if ( ! culled ) {
  20931. const geometryInfo = geometryInfoList[ geometryId ];
  20932. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  20933. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  20934. indirectArray[ multiDrawCount ] = i;
  20935. multiDrawCount ++;
  20936. }
  20937. }
  20938. }
  20939. }
  20940. indirectTexture.needsUpdate = true;
  20941. this._multiDrawCount = multiDrawCount;
  20942. this._visibilityChanged = false;
  20943. }
  20944. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20945. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20946. }
  20947. }
  20948. /**
  20949. * A material for rendering line primitives.
  20950. *
  20951. * Materials define the appearance of renderable 3D objects.
  20952. *
  20953. * ```js
  20954. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  20955. * ```
  20956. *
  20957. * @augments Material
  20958. */
  20959. class LineBasicMaterial extends Material {
  20960. /**
  20961. * Constructs a new line basic material.
  20962. *
  20963. * @param {Object} [parameters] - An object with one or more properties
  20964. * defining the material's appearance. Any property of the material
  20965. * (including any property from inherited materials) can be passed
  20966. * in here. Color values can be passed any type of value accepted
  20967. * by {@link Color#set}.
  20968. */
  20969. constructor( parameters ) {
  20970. super();
  20971. /**
  20972. * This flag can be used for type testing.
  20973. *
  20974. * @type {boolean}
  20975. * @readonly
  20976. * @default true
  20977. */
  20978. this.isLineBasicMaterial = true;
  20979. this.type = 'LineBasicMaterial';
  20980. /**
  20981. * Color of the material.
  20982. *
  20983. * @type {Color}
  20984. * @default (1,1,1)
  20985. */
  20986. this.color = new Color( 0xffffff );
  20987. /**
  20988. * Sets the color of the lines using data from a texture. The texture map
  20989. * color is modulated by the diffuse `color`.
  20990. *
  20991. * @type {?Texture}
  20992. * @default null
  20993. */
  20994. this.map = null;
  20995. /**
  20996. * Controls line thickness or lines.
  20997. *
  20998. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  20999. * ignore this setting and always render line primitives with a
  21000. * width of one pixel.
  21001. *
  21002. * @type {number}
  21003. * @default 1
  21004. */
  21005. this.linewidth = 1;
  21006. /**
  21007. * Defines appearance of line ends.
  21008. *
  21009. * Can only be used with {@link SVGRenderer}.
  21010. *
  21011. * @type {('butt'|'round'|'square')}
  21012. * @default 'round'
  21013. */
  21014. this.linecap = 'round';
  21015. /**
  21016. * Defines appearance of line joints.
  21017. *
  21018. * Can only be used with {@link SVGRenderer}.
  21019. *
  21020. * @type {('round'|'bevel'|'miter')}
  21021. * @default 'round'
  21022. */
  21023. this.linejoin = 'round';
  21024. /**
  21025. * Whether the material is affected by fog or not.
  21026. *
  21027. * @type {boolean}
  21028. * @default true
  21029. */
  21030. this.fog = true;
  21031. this.setValues( parameters );
  21032. }
  21033. copy( source ) {
  21034. super.copy( source );
  21035. this.color.copy( source.color );
  21036. this.map = source.map;
  21037. this.linewidth = source.linewidth;
  21038. this.linecap = source.linecap;
  21039. this.linejoin = source.linejoin;
  21040. this.fog = source.fog;
  21041. return this;
  21042. }
  21043. }
  21044. const _vStart = /*@__PURE__*/ new Vector3();
  21045. const _vEnd = /*@__PURE__*/ new Vector3();
  21046. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21047. const _ray$1 = /*@__PURE__*/ new Ray();
  21048. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21049. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21050. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21051. /**
  21052. * A continuous line. The line are rendered by connecting consecutive
  21053. * vertices with straight lines.
  21054. *
  21055. * ```js
  21056. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21057. *
  21058. * const points = [];
  21059. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21060. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21061. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21062. *
  21063. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21064. *
  21065. * const line = new THREE.Line( geometry, material );
  21066. * scene.add( line );
  21067. * ```
  21068. *
  21069. * @augments Object3D
  21070. */
  21071. class Line extends Object3D {
  21072. /**
  21073. * Constructs a new line.
  21074. *
  21075. * @param {BufferGeometry} [geometry] - The line geometry.
  21076. * @param {Material|Array<Material>} [material] - The line material.
  21077. */
  21078. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21079. super();
  21080. /**
  21081. * This flag can be used for type testing.
  21082. *
  21083. * @type {boolean}
  21084. * @readonly
  21085. * @default true
  21086. */
  21087. this.isLine = true;
  21088. this.type = 'Line';
  21089. /**
  21090. * The line geometry.
  21091. *
  21092. * @type {BufferGeometry}
  21093. */
  21094. this.geometry = geometry;
  21095. /**
  21096. * The line material.
  21097. *
  21098. * @type {Material|Array<Material>}
  21099. * @default LineBasicMaterial
  21100. */
  21101. this.material = material;
  21102. /**
  21103. * A dictionary representing the morph targets in the geometry. The key is the
  21104. * morph targets name, the value its attribute index. This member is `undefined`
  21105. * by default and only set when morph targets are detected in the geometry.
  21106. *
  21107. * @type {Object<String,number>|undefined}
  21108. * @default undefined
  21109. */
  21110. this.morphTargetDictionary = undefined;
  21111. /**
  21112. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21113. * is applied. This member is `undefined` by default and only set when morph targets are
  21114. * detected in the geometry.
  21115. *
  21116. * @type {Array<number>|undefined}
  21117. * @default undefined
  21118. */
  21119. this.morphTargetInfluences = undefined;
  21120. this.updateMorphTargets();
  21121. }
  21122. copy( source, recursive ) {
  21123. super.copy( source, recursive );
  21124. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21125. this.geometry = source.geometry;
  21126. return this;
  21127. }
  21128. /**
  21129. * Computes an array of distance values which are necessary for rendering dashed lines.
  21130. * For each vertex in the geometry, the method calculates the cumulative length from the
  21131. * current point to the very beginning of the line.
  21132. *
  21133. * @return {Line} A reference to this line.
  21134. */
  21135. computeLineDistances() {
  21136. const geometry = this.geometry;
  21137. // we assume non-indexed geometry
  21138. if ( geometry.index === null ) {
  21139. const positionAttribute = geometry.attributes.position;
  21140. const lineDistances = [ 0 ];
  21141. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21142. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21143. _vEnd.fromBufferAttribute( positionAttribute, i );
  21144. lineDistances[ i ] = lineDistances[ i - 1 ];
  21145. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21146. }
  21147. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21148. } else {
  21149. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21150. }
  21151. return this;
  21152. }
  21153. /**
  21154. * Computes intersection points between a casted ray and this line.
  21155. *
  21156. * @param {Raycaster} raycaster - The raycaster.
  21157. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21158. */
  21159. raycast( raycaster, intersects ) {
  21160. const geometry = this.geometry;
  21161. const matrixWorld = this.matrixWorld;
  21162. const threshold = raycaster.params.Line.threshold;
  21163. const drawRange = geometry.drawRange;
  21164. // Checking boundingSphere distance to ray
  21165. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21166. _sphere$1.copy( geometry.boundingSphere );
  21167. _sphere$1.applyMatrix4( matrixWorld );
  21168. _sphere$1.radius += threshold;
  21169. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21170. //
  21171. _inverseMatrix$1.copy( matrixWorld ).invert();
  21172. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21173. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21174. const localThresholdSq = localThreshold * localThreshold;
  21175. const step = this.isLineSegments ? 2 : 1;
  21176. const index = geometry.index;
  21177. const attributes = geometry.attributes;
  21178. const positionAttribute = attributes.position;
  21179. if ( index !== null ) {
  21180. const start = Math.max( 0, drawRange.start );
  21181. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21182. for ( let i = start, l = end - 1; i < l; i += step ) {
  21183. const a = index.getX( i );
  21184. const b = index.getX( i + 1 );
  21185. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21186. if ( intersect ) {
  21187. intersects.push( intersect );
  21188. }
  21189. }
  21190. if ( this.isLineLoop ) {
  21191. const a = index.getX( end - 1 );
  21192. const b = index.getX( start );
  21193. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21194. if ( intersect ) {
  21195. intersects.push( intersect );
  21196. }
  21197. }
  21198. } else {
  21199. const start = Math.max( 0, drawRange.start );
  21200. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21201. for ( let i = start, l = end - 1; i < l; i += step ) {
  21202. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21203. if ( intersect ) {
  21204. intersects.push( intersect );
  21205. }
  21206. }
  21207. if ( this.isLineLoop ) {
  21208. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21209. if ( intersect ) {
  21210. intersects.push( intersect );
  21211. }
  21212. }
  21213. }
  21214. }
  21215. /**
  21216. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21217. * to make sure existing morph targets can influence this 3D object.
  21218. */
  21219. updateMorphTargets() {
  21220. const geometry = this.geometry;
  21221. const morphAttributes = geometry.morphAttributes;
  21222. const keys = Object.keys( morphAttributes );
  21223. if ( keys.length > 0 ) {
  21224. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21225. if ( morphAttribute !== undefined ) {
  21226. this.morphTargetInfluences = [];
  21227. this.morphTargetDictionary = {};
  21228. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21229. const name = morphAttribute[ m ].name || String( m );
  21230. this.morphTargetInfluences.push( 0 );
  21231. this.morphTargetDictionary[ name ] = m;
  21232. }
  21233. }
  21234. }
  21235. }
  21236. }
  21237. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21238. const positionAttribute = object.geometry.attributes.position;
  21239. _vStart.fromBufferAttribute( positionAttribute, a );
  21240. _vEnd.fromBufferAttribute( positionAttribute, b );
  21241. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21242. if ( distSq > thresholdSq ) return;
  21243. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21244. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21245. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21246. return {
  21247. distance: distance,
  21248. // What do we want? intersection point on the ray or on the segment??
  21249. // point: raycaster.ray.at( distance ),
  21250. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21251. index: i,
  21252. face: null,
  21253. faceIndex: null,
  21254. barycoord: null,
  21255. object: object
  21256. };
  21257. }
  21258. const _start = /*@__PURE__*/ new Vector3();
  21259. const _end = /*@__PURE__*/ new Vector3();
  21260. /**
  21261. * A series of lines drawn between pairs of vertices.
  21262. *
  21263. * @augments Line
  21264. */
  21265. class LineSegments extends Line {
  21266. /**
  21267. * Constructs a new line segments.
  21268. *
  21269. * @param {BufferGeometry} [geometry] - The line geometry.
  21270. * @param {Material|Array<Material>} [material] - The line material.
  21271. */
  21272. constructor( geometry, material ) {
  21273. super( geometry, material );
  21274. /**
  21275. * This flag can be used for type testing.
  21276. *
  21277. * @type {boolean}
  21278. * @readonly
  21279. * @default true
  21280. */
  21281. this.isLineSegments = true;
  21282. this.type = 'LineSegments';
  21283. }
  21284. computeLineDistances() {
  21285. const geometry = this.geometry;
  21286. // we assume non-indexed geometry
  21287. if ( geometry.index === null ) {
  21288. const positionAttribute = geometry.attributes.position;
  21289. const lineDistances = [];
  21290. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21291. _start.fromBufferAttribute( positionAttribute, i );
  21292. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21293. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21294. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21295. }
  21296. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21297. } else {
  21298. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21299. }
  21300. return this;
  21301. }
  21302. }
  21303. /**
  21304. * A continuous line. This is nearly the same as {@link Line} the only difference
  21305. * is that the last vertex is connected with the first vertex in order to close
  21306. * the line to form a loop.
  21307. *
  21308. * @augments Line
  21309. */
  21310. class LineLoop extends Line {
  21311. /**
  21312. * Constructs a new line loop.
  21313. *
  21314. * @param {BufferGeometry} [geometry] - The line geometry.
  21315. * @param {Material|Array<Material>} [material] - The line material.
  21316. */
  21317. constructor( geometry, material ) {
  21318. super( geometry, material );
  21319. /**
  21320. * This flag can be used for type testing.
  21321. *
  21322. * @type {boolean}
  21323. * @readonly
  21324. * @default true
  21325. */
  21326. this.isLineLoop = true;
  21327. this.type = 'LineLoop';
  21328. }
  21329. }
  21330. /**
  21331. * A material for rendering point primitives.
  21332. *
  21333. * Materials define the appearance of renderable 3D objects.
  21334. *
  21335. * ```js
  21336. * const vertices = [];
  21337. *
  21338. * for ( let i = 0; i < 10000; i ++ ) {
  21339. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21340. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21341. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21342. *
  21343. * vertices.push( x, y, z );
  21344. * }
  21345. *
  21346. * const geometry = new THREE.BufferGeometry();
  21347. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21348. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21349. * const points = new THREE.Points( geometry, material );
  21350. * scene.add( points );
  21351. * ```
  21352. *
  21353. * @augments Material
  21354. */
  21355. class PointsMaterial extends Material {
  21356. /**
  21357. * Constructs a new points material.
  21358. *
  21359. * @param {Object} [parameters] - An object with one or more properties
  21360. * defining the material's appearance. Any property of the material
  21361. * (including any property from inherited materials) can be passed
  21362. * in here. Color values can be passed any type of value accepted
  21363. * by {@link Color#set}.
  21364. */
  21365. constructor( parameters ) {
  21366. super();
  21367. /**
  21368. * This flag can be used for type testing.
  21369. *
  21370. * @type {boolean}
  21371. * @readonly
  21372. * @default true
  21373. */
  21374. this.isPointsMaterial = true;
  21375. this.type = 'PointsMaterial';
  21376. /**
  21377. * Color of the material.
  21378. *
  21379. * @type {Color}
  21380. * @default (1,1,1)
  21381. */
  21382. this.color = new Color( 0xffffff );
  21383. /**
  21384. * The color map. May optionally include an alpha channel, typically combined
  21385. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21386. * color is modulated by the diffuse `color`.
  21387. *
  21388. * @type {?Texture}
  21389. * @default null
  21390. */
  21391. this.map = null;
  21392. /**
  21393. * The alpha map is a grayscale texture that controls the opacity across the
  21394. * surface (black: fully transparent; white: fully opaque).
  21395. *
  21396. * Only the color of the texture is used, ignoring the alpha channel if one
  21397. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21398. * when sampling this texture due to the extra bit of precision provided for
  21399. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21400. * luminance/alpha textures will also still work as expected.
  21401. *
  21402. * @type {?Texture}
  21403. * @default null
  21404. */
  21405. this.alphaMap = null;
  21406. /**
  21407. * Defines the size of the points in pixels.
  21408. *
  21409. * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete}.
  21410. *
  21411. * @type {number}
  21412. * @default 1
  21413. */
  21414. this.size = 1;
  21415. /**
  21416. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21417. *
  21418. * @type {boolean}
  21419. * @default true
  21420. */
  21421. this.sizeAttenuation = true;
  21422. /**
  21423. * Whether the material is affected by fog or not.
  21424. *
  21425. * @type {boolean}
  21426. * @default true
  21427. */
  21428. this.fog = true;
  21429. this.setValues( parameters );
  21430. }
  21431. copy( source ) {
  21432. super.copy( source );
  21433. this.color.copy( source.color );
  21434. this.map = source.map;
  21435. this.alphaMap = source.alphaMap;
  21436. this.size = source.size;
  21437. this.sizeAttenuation = source.sizeAttenuation;
  21438. this.fog = source.fog;
  21439. return this;
  21440. }
  21441. }
  21442. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21443. const _ray = /*@__PURE__*/ new Ray();
  21444. const _sphere = /*@__PURE__*/ new Sphere();
  21445. const _position$2 = /*@__PURE__*/ new Vector3();
  21446. /**
  21447. * A class for displaying points or point clouds.
  21448. *
  21449. * @augments Object3D
  21450. */
  21451. class Points extends Object3D {
  21452. /**
  21453. * Constructs a new point cloud.
  21454. *
  21455. * @param {BufferGeometry} [geometry] - The points geometry.
  21456. * @param {Material|Array<Material>} [material] - The points material.
  21457. */
  21458. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21459. super();
  21460. /**
  21461. * This flag can be used for type testing.
  21462. *
  21463. * @type {boolean}
  21464. * @readonly
  21465. * @default true
  21466. */
  21467. this.isPoints = true;
  21468. this.type = 'Points';
  21469. /**
  21470. * The points geometry.
  21471. *
  21472. * @type {BufferGeometry}
  21473. */
  21474. this.geometry = geometry;
  21475. /**
  21476. * The line material.
  21477. *
  21478. * @type {Material|Array<Material>}
  21479. * @default PointsMaterial
  21480. */
  21481. this.material = material;
  21482. /**
  21483. * A dictionary representing the morph targets in the geometry. The key is the
  21484. * morph targets name, the value its attribute index. This member is `undefined`
  21485. * by default and only set when morph targets are detected in the geometry.
  21486. *
  21487. * @type {Object<String,number>|undefined}
  21488. * @default undefined
  21489. */
  21490. this.morphTargetDictionary = undefined;
  21491. /**
  21492. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21493. * is applied. This member is `undefined` by default and only set when morph targets are
  21494. * detected in the geometry.
  21495. *
  21496. * @type {Array<number>|undefined}
  21497. * @default undefined
  21498. */
  21499. this.morphTargetInfluences = undefined;
  21500. this.updateMorphTargets();
  21501. }
  21502. copy( source, recursive ) {
  21503. super.copy( source, recursive );
  21504. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21505. this.geometry = source.geometry;
  21506. return this;
  21507. }
  21508. /**
  21509. * Computes intersection points between a casted ray and this point cloud.
  21510. *
  21511. * @param {Raycaster} raycaster - The raycaster.
  21512. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21513. */
  21514. raycast( raycaster, intersects ) {
  21515. const geometry = this.geometry;
  21516. const matrixWorld = this.matrixWorld;
  21517. const threshold = raycaster.params.Points.threshold;
  21518. const drawRange = geometry.drawRange;
  21519. // Checking boundingSphere distance to ray
  21520. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21521. _sphere.copy( geometry.boundingSphere );
  21522. _sphere.applyMatrix4( matrixWorld );
  21523. _sphere.radius += threshold;
  21524. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21525. //
  21526. _inverseMatrix.copy( matrixWorld ).invert();
  21527. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21528. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21529. const localThresholdSq = localThreshold * localThreshold;
  21530. const index = geometry.index;
  21531. const attributes = geometry.attributes;
  21532. const positionAttribute = attributes.position;
  21533. if ( index !== null ) {
  21534. const start = Math.max( 0, drawRange.start );
  21535. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21536. for ( let i = start, il = end; i < il; i ++ ) {
  21537. const a = index.getX( i );
  21538. _position$2.fromBufferAttribute( positionAttribute, a );
  21539. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21540. }
  21541. } else {
  21542. const start = Math.max( 0, drawRange.start );
  21543. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21544. for ( let i = start, l = end; i < l; i ++ ) {
  21545. _position$2.fromBufferAttribute( positionAttribute, i );
  21546. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21547. }
  21548. }
  21549. }
  21550. /**
  21551. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21552. * to make sure existing morph targets can influence this 3D object.
  21553. */
  21554. updateMorphTargets() {
  21555. const geometry = this.geometry;
  21556. const morphAttributes = geometry.morphAttributes;
  21557. const keys = Object.keys( morphAttributes );
  21558. if ( keys.length > 0 ) {
  21559. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21560. if ( morphAttribute !== undefined ) {
  21561. this.morphTargetInfluences = [];
  21562. this.morphTargetDictionary = {};
  21563. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21564. const name = morphAttribute[ m ].name || String( m );
  21565. this.morphTargetInfluences.push( 0 );
  21566. this.morphTargetDictionary[ name ] = m;
  21567. }
  21568. }
  21569. }
  21570. }
  21571. }
  21572. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21573. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21574. if ( rayPointDistanceSq < localThresholdSq ) {
  21575. const intersectPoint = new Vector3();
  21576. _ray.closestPointToPoint( point, intersectPoint );
  21577. intersectPoint.applyMatrix4( matrixWorld );
  21578. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21579. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21580. intersects.push( {
  21581. distance: distance,
  21582. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21583. point: intersectPoint,
  21584. index: index,
  21585. face: null,
  21586. faceIndex: null,
  21587. barycoord: null,
  21588. object: object
  21589. } );
  21590. }
  21591. }
  21592. /**
  21593. * A texture for use with a video.
  21594. *
  21595. * ```js
  21596. * // assuming you have created a HTML video element with id="video"
  21597. * const video = document.getElementById( 'video' );
  21598. * const texture = new THREE.VideoTexture( video );
  21599. * ```
  21600. *
  21601. * Note: After the initial use of a texture, its dimensions, format, and type
  21602. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21603. *
  21604. * @augments Texture
  21605. */
  21606. class VideoTexture extends Texture {
  21607. /**
  21608. * Constructs a new video texture.
  21609. *
  21610. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21611. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21612. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21613. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21614. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21615. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21616. * @param {number} [format=RGBAFormat] - The texture format.
  21617. * @param {number} [type=UnsignedByteType] - The texture type.
  21618. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21619. */
  21620. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21621. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21622. /**
  21623. * This flag can be used for type testing.
  21624. *
  21625. * @type {boolean}
  21626. * @readonly
  21627. * @default true
  21628. */
  21629. this.isVideoTexture = true;
  21630. /**
  21631. * Whether to generate mipmaps (if possible) for a texture.
  21632. *
  21633. * Overwritten and set to `false` by default.
  21634. *
  21635. * @type {boolean}
  21636. * @default false
  21637. */
  21638. this.generateMipmaps = false;
  21639. /**
  21640. * The video frame request callback identifier, which is a positive integer.
  21641. *
  21642. * Value of 0 represents no scheduled rVFC.
  21643. *
  21644. * @private
  21645. * @type {number}
  21646. */
  21647. this._requestVideoFrameCallbackId = 0;
  21648. const scope = this;
  21649. function updateVideo() {
  21650. scope.needsUpdate = true;
  21651. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21652. }
  21653. if ( 'requestVideoFrameCallback' in video ) {
  21654. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21655. }
  21656. }
  21657. clone() {
  21658. return new this.constructor( this.image ).copy( this );
  21659. }
  21660. /**
  21661. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21662. * to `true` every time a new frame is available.
  21663. *
  21664. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21665. */
  21666. update() {
  21667. const video = this.image;
  21668. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21669. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21670. this.needsUpdate = true;
  21671. }
  21672. }
  21673. /**
  21674. * @override
  21675. */
  21676. dispose() {
  21677. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21678. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21679. }
  21680. super.dispose();
  21681. }
  21682. }
  21683. /**
  21684. * This class can be used as an alternative way to define video data. Instead of using
  21685. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21686. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21687. * video frames are decoded with the WebCodecs API.
  21688. *
  21689. * ```js
  21690. * const texture = new THREE.VideoFrameTexture();
  21691. * texture.setFrame( frame );
  21692. * ```
  21693. *
  21694. * @augments VideoTexture
  21695. */
  21696. class VideoFrameTexture extends VideoTexture {
  21697. /**
  21698. * Constructs a new video frame texture.
  21699. *
  21700. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21701. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21702. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21703. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21704. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21705. * @param {number} [format=RGBAFormat] - The texture format.
  21706. * @param {number} [type=UnsignedByteType] - The texture type.
  21707. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21708. */
  21709. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21710. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21711. /**
  21712. * This flag can be used for type testing.
  21713. *
  21714. * @type {boolean}
  21715. * @readonly
  21716. * @default true
  21717. */
  21718. this.isVideoFrameTexture = true;
  21719. }
  21720. /**
  21721. * This method overwritten with an empty implementation since
  21722. * this type of texture is updated via `setFrame()`.
  21723. */
  21724. update() {}
  21725. clone() {
  21726. return new this.constructor().copy( this ); // restoring Texture.clone()
  21727. }
  21728. /**
  21729. * Sets the current frame of the video. This will automatically update the texture
  21730. * so the data can be used for rendering.
  21731. *
  21732. * @param {VideoFrame} frame - The video frame.
  21733. */
  21734. setFrame( frame ) {
  21735. this.image = frame;
  21736. this.needsUpdate = true;
  21737. }
  21738. }
  21739. /**
  21740. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21741. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21742. * as a texture for further usage.
  21743. *
  21744. * ```js
  21745. * const pixelRatio = window.devicePixelRatio;
  21746. * const textureSize = 128 * pixelRatio;
  21747. *
  21748. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21749. *
  21750. * // calculate start position for copying part of the frame data
  21751. * const vector = new Vector2();
  21752. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21753. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21754. *
  21755. * renderer.render( scene, camera );
  21756. *
  21757. * // copy part of the rendered frame into the framebuffer texture
  21758. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21759. * ```
  21760. *
  21761. * @augments Texture
  21762. */
  21763. class FramebufferTexture extends Texture {
  21764. /**
  21765. * Constructs a new framebuffer texture.
  21766. *
  21767. * @param {number} [width] - The width of the texture.
  21768. * @param {number} [height] - The height of the texture.
  21769. */
  21770. constructor( width, height ) {
  21771. super( { width, height } );
  21772. /**
  21773. * This flag can be used for type testing.
  21774. *
  21775. * @type {boolean}
  21776. * @readonly
  21777. * @default true
  21778. */
  21779. this.isFramebufferTexture = true;
  21780. /**
  21781. * How the texture is sampled when a texel covers more than one pixel.
  21782. *
  21783. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21784. *
  21785. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21786. * @default NearestFilter
  21787. */
  21788. this.magFilter = NearestFilter;
  21789. /**
  21790. * How the texture is sampled when a texel covers less than one pixel.
  21791. *
  21792. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21793. *
  21794. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21795. * @default NearestFilter
  21796. */
  21797. this.minFilter = NearestFilter;
  21798. /**
  21799. * Whether to generate mipmaps (if possible) for a texture.
  21800. *
  21801. * Overwritten and set to `false` by default.
  21802. *
  21803. * @type {boolean}
  21804. * @default false
  21805. */
  21806. this.generateMipmaps = false;
  21807. this.needsUpdate = true;
  21808. }
  21809. }
  21810. /**
  21811. * Creates a texture based on data in compressed form.
  21812. *
  21813. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21814. *
  21815. * @augments Texture
  21816. */
  21817. class CompressedTexture extends Texture {
  21818. /**
  21819. * Constructs a new compressed texture.
  21820. *
  21821. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21822. * the data and dimensions.
  21823. * @param {number} width - The width of the texture.
  21824. * @param {number} height - The height of the texture.
  21825. * @param {number} [format=RGBAFormat] - The texture format.
  21826. * @param {number} [type=UnsignedByteType] - The texture type.
  21827. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21828. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21829. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21830. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21831. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21832. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21833. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21834. */
  21835. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21836. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21837. /**
  21838. * This flag can be used for type testing.
  21839. *
  21840. * @type {boolean}
  21841. * @readonly
  21842. * @default true
  21843. */
  21844. this.isCompressedTexture = true;
  21845. /**
  21846. * The image property of a compressed texture just defines its dimensions.
  21847. *
  21848. * @type {{width:number,height:number}}
  21849. */
  21850. this.image = { width: width, height: height };
  21851. /**
  21852. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21853. *
  21854. * @type {Array<Object>}
  21855. */
  21856. this.mipmaps = mipmaps;
  21857. /**
  21858. * If set to `true`, the texture is flipped along the vertical axis when
  21859. * uploaded to the GPU.
  21860. *
  21861. * Overwritten and set to `false` by default since it is not possible to
  21862. * flip compressed textures.
  21863. *
  21864. * @type {boolean}
  21865. * @default false
  21866. * @readonly
  21867. */
  21868. this.flipY = false;
  21869. /**
  21870. * Whether to generate mipmaps (if possible) for a texture.
  21871. *
  21872. * Overwritten and set to `false` by default since it is not
  21873. * possible to generate mipmaps for compressed data. Mipmaps
  21874. * must be embedded in the compressed texture file.
  21875. *
  21876. * @type {boolean}
  21877. * @default false
  21878. * @readonly
  21879. */
  21880. this.generateMipmaps = false;
  21881. }
  21882. }
  21883. /**
  21884. * Creates a texture 2D array based on data in compressed form.
  21885. *
  21886. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21887. *
  21888. * @augments CompressedTexture
  21889. */
  21890. class CompressedArrayTexture extends CompressedTexture {
  21891. /**
  21892. * Constructs a new compressed array texture.
  21893. *
  21894. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21895. * the data and dimensions.
  21896. * @param {number} width - The width of the texture.
  21897. * @param {number} height - The height of the texture.
  21898. * @param {number} depth - The depth of the texture.
  21899. * @param {number} [format=RGBAFormat] - The min filter value.
  21900. * @param {number} [type=UnsignedByteType] - The min filter value.
  21901. */
  21902. constructor( mipmaps, width, height, depth, format, type ) {
  21903. super( mipmaps, width, height, format, type );
  21904. /**
  21905. * This flag can be used for type testing.
  21906. *
  21907. * @type {boolean}
  21908. * @readonly
  21909. * @default true
  21910. */
  21911. this.isCompressedArrayTexture = true;
  21912. /**
  21913. * The image property of a compressed texture just defines its dimensions.
  21914. *
  21915. * @name CompressedArrayTexture#image
  21916. * @type {{width:number,height:number,depth:number}}
  21917. */
  21918. this.image.depth = depth;
  21919. /**
  21920. * This defines how the texture is wrapped in the depth and corresponds to
  21921. * *W* in UVW mapping.
  21922. *
  21923. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21924. * @default ClampToEdgeWrapping
  21925. */
  21926. this.wrapR = ClampToEdgeWrapping;
  21927. /**
  21928. * A set of all layers which need to be updated in the texture.
  21929. *
  21930. * @type {Set<number>}
  21931. */
  21932. this.layerUpdates = new Set();
  21933. }
  21934. /**
  21935. * Describes that a specific layer of the texture needs to be updated.
  21936. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21937. * entire compressed texture array is sent to the GPU. Marking specific
  21938. * layers will only transmit subsets of all mipmaps associated with a
  21939. * specific depth in the array which is often much more performant.
  21940. *
  21941. * @param {number} layerIndex - The layer index that should be updated.
  21942. */
  21943. addLayerUpdate( layerIndex ) {
  21944. this.layerUpdates.add( layerIndex );
  21945. }
  21946. /**
  21947. * Resets the layer updates registry.
  21948. */
  21949. clearLayerUpdates() {
  21950. this.layerUpdates.clear();
  21951. }
  21952. }
  21953. /**
  21954. * Creates a cube texture based on data in compressed form.
  21955. *
  21956. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21957. *
  21958. * @augments CompressedTexture
  21959. */
  21960. class CompressedCubeTexture extends CompressedTexture {
  21961. /**
  21962. * Constructs a new compressed texture.
  21963. *
  21964. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  21965. * @param {number} [format=RGBAFormat] - The texture format.
  21966. * @param {number} [type=UnsignedByteType] - The texture type.
  21967. */
  21968. constructor( images, format, type ) {
  21969. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  21970. /**
  21971. * This flag can be used for type testing.
  21972. *
  21973. * @type {boolean}
  21974. * @readonly
  21975. * @default true
  21976. */
  21977. this.isCompressedCubeTexture = true;
  21978. /**
  21979. * This flag can be used for type testing.
  21980. *
  21981. * @type {boolean}
  21982. * @readonly
  21983. * @default true
  21984. */
  21985. this.isCubeTexture = true;
  21986. this.image = images;
  21987. }
  21988. }
  21989. /**
  21990. * Creates a texture from a canvas element.
  21991. *
  21992. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21993. * to `true` immediately since a canvas can directly be used for rendering.
  21994. *
  21995. * @augments Texture
  21996. */
  21997. class CanvasTexture extends Texture {
  21998. /**
  21999. * Constructs a new texture.
  22000. *
  22001. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  22002. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22003. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22004. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22005. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22006. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  22007. * @param {number} [format=RGBAFormat] - The texture format.
  22008. * @param {number} [type=UnsignedByteType] - The texture type.
  22009. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22010. */
  22011. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22012. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22013. /**
  22014. * This flag can be used for type testing.
  22015. *
  22016. * @type {boolean}
  22017. * @readonly
  22018. * @default true
  22019. */
  22020. this.isCanvasTexture = true;
  22021. this.needsUpdate = true;
  22022. }
  22023. }
  22024. /**
  22025. * This class can be used to automatically save the depth information of a
  22026. * rendering into a texture.
  22027. *
  22028. * @augments Texture
  22029. */
  22030. class DepthTexture extends Texture {
  22031. /**
  22032. * Constructs a new depth texture.
  22033. *
  22034. * @param {number} width - The width of the texture.
  22035. * @param {number} height - The height of the texture.
  22036. * @param {number} [type=UnsignedIntType] - The texture type.
  22037. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22038. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22039. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22040. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22041. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22042. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22043. * @param {number} [format=DepthFormat] - The texture format.
  22044. * @param {number} [depth=1] - The depth of the texture.
  22045. */
  22046. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22047. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22048. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22049. }
  22050. const image = { width: width, height: height, depth: depth };
  22051. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22052. /**
  22053. * This flag can be used for type testing.
  22054. *
  22055. * @type {boolean}
  22056. * @readonly
  22057. * @default true
  22058. */
  22059. this.isDepthTexture = true;
  22060. /**
  22061. * If set to `true`, the texture is flipped along the vertical axis when
  22062. * uploaded to the GPU.
  22063. *
  22064. * Overwritten and set to `false` by default.
  22065. *
  22066. * @type {boolean}
  22067. * @default false
  22068. */
  22069. this.flipY = false;
  22070. /**
  22071. * Whether to generate mipmaps (if possible) for a texture.
  22072. *
  22073. * Overwritten and set to `false` by default.
  22074. *
  22075. * @type {boolean}
  22076. * @default false
  22077. */
  22078. this.generateMipmaps = false;
  22079. /**
  22080. * Code corresponding to the depth compare function.
  22081. *
  22082. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22083. * @default null
  22084. */
  22085. this.compareFunction = null;
  22086. }
  22087. copy( source ) {
  22088. super.copy( source );
  22089. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22090. this.compareFunction = source.compareFunction;
  22091. return this;
  22092. }
  22093. toJSON( meta ) {
  22094. const data = super.toJSON( meta );
  22095. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22096. return data;
  22097. }
  22098. }
  22099. /**
  22100. * A geometry class for representing a capsule.
  22101. *
  22102. * ```js
  22103. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22104. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22105. * const capsule = new THREE.Mesh( geometry, material );
  22106. * scene.add( capsule );
  22107. * ```
  22108. *
  22109. * @augments BufferGeometry
  22110. */
  22111. class CapsuleGeometry extends BufferGeometry {
  22112. /**
  22113. * Constructs a new capsule geometry.
  22114. *
  22115. * @param {number} [radius=1] - Radius of the capsule.
  22116. * @param {number} [height=1] - Height of the middle section.
  22117. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22118. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22119. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22120. */
  22121. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22122. super();
  22123. this.type = 'CapsuleGeometry';
  22124. /**
  22125. * Holds the constructor parameters that have been
  22126. * used to generate the geometry. Any modification
  22127. * after instantiation does not change the geometry.
  22128. *
  22129. * @type {Object}
  22130. */
  22131. this.parameters = {
  22132. radius: radius,
  22133. height: height,
  22134. capSegments: capSegments,
  22135. radialSegments: radialSegments,
  22136. heightSegments: heightSegments,
  22137. };
  22138. height = Math.max( 0, height );
  22139. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22140. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22141. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22142. // buffers
  22143. const indices = [];
  22144. const vertices = [];
  22145. const normals = [];
  22146. const uvs = [];
  22147. // helper variables
  22148. const halfHeight = height / 2;
  22149. const capArcLength = ( Math.PI / 2 ) * radius;
  22150. const cylinderPartLength = height;
  22151. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22152. const numVerticalSegments = capSegments * 2 + heightSegments;
  22153. const verticesPerRow = radialSegments + 1;
  22154. const normal = new Vector3();
  22155. const vertex = new Vector3();
  22156. // generate vertices, normals, and uvs
  22157. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22158. let currentArcLength = 0;
  22159. let profileY = 0;
  22160. let profileRadius = 0;
  22161. let normalYComponent = 0;
  22162. if ( iy <= capSegments ) {
  22163. // bottom cap
  22164. const segmentProgress = iy / capSegments;
  22165. const angle = ( segmentProgress * Math.PI ) / 2;
  22166. profileY = - halfHeight - radius * Math.cos( angle );
  22167. profileRadius = radius * Math.sin( angle );
  22168. normalYComponent = - radius * Math.cos( angle );
  22169. currentArcLength = segmentProgress * capArcLength;
  22170. } else if ( iy <= capSegments + heightSegments ) {
  22171. // middle section
  22172. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22173. profileY = - halfHeight + segmentProgress * height;
  22174. profileRadius = radius;
  22175. normalYComponent = 0;
  22176. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22177. } else {
  22178. // top cap
  22179. const segmentProgress =
  22180. ( iy - capSegments - heightSegments ) / capSegments;
  22181. const angle = ( segmentProgress * Math.PI ) / 2;
  22182. profileY = halfHeight + radius * Math.sin( angle );
  22183. profileRadius = radius * Math.cos( angle );
  22184. normalYComponent = radius * Math.sin( angle );
  22185. currentArcLength =
  22186. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22187. }
  22188. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22189. // special case for the poles
  22190. let uOffset = 0;
  22191. if ( iy === 0 ) {
  22192. uOffset = 0.5 / radialSegments;
  22193. } else if ( iy === numVerticalSegments ) {
  22194. uOffset = -0.5 / radialSegments;
  22195. }
  22196. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22197. const u = ix / radialSegments;
  22198. const theta = u * Math.PI * 2;
  22199. const sinTheta = Math.sin( theta );
  22200. const cosTheta = Math.cos( theta );
  22201. // vertex
  22202. vertex.x = - profileRadius * cosTheta;
  22203. vertex.y = profileY;
  22204. vertex.z = profileRadius * sinTheta;
  22205. vertices.push( vertex.x, vertex.y, vertex.z );
  22206. // normal
  22207. normal.set(
  22208. - profileRadius * cosTheta,
  22209. normalYComponent,
  22210. profileRadius * sinTheta
  22211. );
  22212. normal.normalize();
  22213. normals.push( normal.x, normal.y, normal.z );
  22214. // uv
  22215. uvs.push( u + uOffset, v );
  22216. }
  22217. if ( iy > 0 ) {
  22218. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22219. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22220. const i1 = prevIndexRow + ix;
  22221. const i2 = prevIndexRow + ix + 1;
  22222. const i3 = iy * verticesPerRow + ix;
  22223. const i4 = iy * verticesPerRow + ix + 1;
  22224. indices.push( i1, i2, i3 );
  22225. indices.push( i2, i4, i3 );
  22226. }
  22227. }
  22228. }
  22229. // build geometry
  22230. this.setIndex( indices );
  22231. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22232. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22233. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22234. }
  22235. copy( source ) {
  22236. super.copy( source );
  22237. this.parameters = Object.assign( {}, source.parameters );
  22238. return this;
  22239. }
  22240. /**
  22241. * Factory method for creating an instance of this class from the given
  22242. * JSON object.
  22243. *
  22244. * @param {Object} data - A JSON object representing the serialized geometry.
  22245. * @return {CapsuleGeometry} A new instance.
  22246. */
  22247. static fromJSON( data ) {
  22248. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22249. }
  22250. }
  22251. /**
  22252. * A simple shape of Euclidean geometry. It is constructed from a
  22253. * number of triangular segments that are oriented around a central point and
  22254. * extend as far out as a given radius. It is built counter-clockwise from a
  22255. * start angle and a given central angle. It can also be used to create
  22256. * regular polygons, where the number of segments determines the number of
  22257. * sides.
  22258. *
  22259. * ```js
  22260. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22261. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22262. * const circle = new THREE.Mesh( geometry, material );
  22263. * scene.add( circle )
  22264. * ```
  22265. *
  22266. * @augments BufferGeometry
  22267. */
  22268. class CircleGeometry extends BufferGeometry {
  22269. /**
  22270. * Constructs a new circle geometry.
  22271. *
  22272. * @param {number} [radius=1] - Radius of the circle.
  22273. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22274. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22275. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22276. * of the circular sector in radians. The default value results in a complete circle.
  22277. */
  22278. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22279. super();
  22280. this.type = 'CircleGeometry';
  22281. /**
  22282. * Holds the constructor parameters that have been
  22283. * used to generate the geometry. Any modification
  22284. * after instantiation does not change the geometry.
  22285. *
  22286. * @type {Object}
  22287. */
  22288. this.parameters = {
  22289. radius: radius,
  22290. segments: segments,
  22291. thetaStart: thetaStart,
  22292. thetaLength: thetaLength
  22293. };
  22294. segments = Math.max( 3, segments );
  22295. // buffers
  22296. const indices = [];
  22297. const vertices = [];
  22298. const normals = [];
  22299. const uvs = [];
  22300. // helper variables
  22301. const vertex = new Vector3();
  22302. const uv = new Vector2();
  22303. // center point
  22304. vertices.push( 0, 0, 0 );
  22305. normals.push( 0, 0, 1 );
  22306. uvs.push( 0.5, 0.5 );
  22307. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22308. const segment = thetaStart + s / segments * thetaLength;
  22309. // vertex
  22310. vertex.x = radius * Math.cos( segment );
  22311. vertex.y = radius * Math.sin( segment );
  22312. vertices.push( vertex.x, vertex.y, vertex.z );
  22313. // normal
  22314. normals.push( 0, 0, 1 );
  22315. // uvs
  22316. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22317. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22318. uvs.push( uv.x, uv.y );
  22319. }
  22320. // indices
  22321. for ( let i = 1; i <= segments; i ++ ) {
  22322. indices.push( i, i + 1, 0 );
  22323. }
  22324. // build geometry
  22325. this.setIndex( indices );
  22326. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22327. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22328. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22329. }
  22330. copy( source ) {
  22331. super.copy( source );
  22332. this.parameters = Object.assign( {}, source.parameters );
  22333. return this;
  22334. }
  22335. /**
  22336. * Factory method for creating an instance of this class from the given
  22337. * JSON object.
  22338. *
  22339. * @param {Object} data - A JSON object representing the serialized geometry.
  22340. * @return {CircleGeometry} A new instance.
  22341. */
  22342. static fromJSON( data ) {
  22343. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22344. }
  22345. }
  22346. /**
  22347. * A geometry class for representing a cylinder.
  22348. *
  22349. * ```js
  22350. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22351. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22352. * const cylinder = new THREE.Mesh( geometry, material );
  22353. * scene.add( cylinder );
  22354. * ```
  22355. *
  22356. * @augments BufferGeometry
  22357. */
  22358. class CylinderGeometry extends BufferGeometry {
  22359. /**
  22360. * Constructs a new cylinder geometry.
  22361. *
  22362. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22363. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22364. * @param {number} [height=1] - Height of the cylinder.
  22365. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22366. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22367. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22368. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22369. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22370. * The default value results in a complete cylinder.
  22371. */
  22372. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22373. super();
  22374. this.type = 'CylinderGeometry';
  22375. /**
  22376. * Holds the constructor parameters that have been
  22377. * used to generate the geometry. Any modification
  22378. * after instantiation does not change the geometry.
  22379. *
  22380. * @type {Object}
  22381. */
  22382. this.parameters = {
  22383. radiusTop: radiusTop,
  22384. radiusBottom: radiusBottom,
  22385. height: height,
  22386. radialSegments: radialSegments,
  22387. heightSegments: heightSegments,
  22388. openEnded: openEnded,
  22389. thetaStart: thetaStart,
  22390. thetaLength: thetaLength
  22391. };
  22392. const scope = this;
  22393. radialSegments = Math.floor( radialSegments );
  22394. heightSegments = Math.floor( heightSegments );
  22395. // buffers
  22396. const indices = [];
  22397. const vertices = [];
  22398. const normals = [];
  22399. const uvs = [];
  22400. // helper variables
  22401. let index = 0;
  22402. const indexArray = [];
  22403. const halfHeight = height / 2;
  22404. let groupStart = 0;
  22405. // generate geometry
  22406. generateTorso();
  22407. if ( openEnded === false ) {
  22408. if ( radiusTop > 0 ) generateCap( true );
  22409. if ( radiusBottom > 0 ) generateCap( false );
  22410. }
  22411. // build geometry
  22412. this.setIndex( indices );
  22413. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22414. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22415. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22416. function generateTorso() {
  22417. const normal = new Vector3();
  22418. const vertex = new Vector3();
  22419. let groupCount = 0;
  22420. // this will be used to calculate the normal
  22421. const slope = ( radiusBottom - radiusTop ) / height;
  22422. // generate vertices, normals and uvs
  22423. for ( let y = 0; y <= heightSegments; y ++ ) {
  22424. const indexRow = [];
  22425. const v = y / heightSegments;
  22426. // calculate the radius of the current row
  22427. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22428. for ( let x = 0; x <= radialSegments; x ++ ) {
  22429. const u = x / radialSegments;
  22430. const theta = u * thetaLength + thetaStart;
  22431. const sinTheta = Math.sin( theta );
  22432. const cosTheta = Math.cos( theta );
  22433. // vertex
  22434. vertex.x = radius * sinTheta;
  22435. vertex.y = - v * height + halfHeight;
  22436. vertex.z = radius * cosTheta;
  22437. vertices.push( vertex.x, vertex.y, vertex.z );
  22438. // normal
  22439. normal.set( sinTheta, slope, cosTheta ).normalize();
  22440. normals.push( normal.x, normal.y, normal.z );
  22441. // uv
  22442. uvs.push( u, 1 - v );
  22443. // save index of vertex in respective row
  22444. indexRow.push( index ++ );
  22445. }
  22446. // now save vertices of the row in our index array
  22447. indexArray.push( indexRow );
  22448. }
  22449. // generate indices
  22450. for ( let x = 0; x < radialSegments; x ++ ) {
  22451. for ( let y = 0; y < heightSegments; y ++ ) {
  22452. // we use the index array to access the correct indices
  22453. const a = indexArray[ y ][ x ];
  22454. const b = indexArray[ y + 1 ][ x ];
  22455. const c = indexArray[ y + 1 ][ x + 1 ];
  22456. const d = indexArray[ y ][ x + 1 ];
  22457. // faces
  22458. if ( radiusTop > 0 || y !== 0 ) {
  22459. indices.push( a, b, d );
  22460. groupCount += 3;
  22461. }
  22462. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22463. indices.push( b, c, d );
  22464. groupCount += 3;
  22465. }
  22466. }
  22467. }
  22468. // add a group to the geometry. this will ensure multi material support
  22469. scope.addGroup( groupStart, groupCount, 0 );
  22470. // calculate new start value for groups
  22471. groupStart += groupCount;
  22472. }
  22473. function generateCap( top ) {
  22474. // save the index of the first center vertex
  22475. const centerIndexStart = index;
  22476. const uv = new Vector2();
  22477. const vertex = new Vector3();
  22478. let groupCount = 0;
  22479. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22480. const sign = ( top === true ) ? 1 : -1;
  22481. // first we generate the center vertex data of the cap.
  22482. // because the geometry needs one set of uvs per face,
  22483. // we must generate a center vertex per face/segment
  22484. for ( let x = 1; x <= radialSegments; x ++ ) {
  22485. // vertex
  22486. vertices.push( 0, halfHeight * sign, 0 );
  22487. // normal
  22488. normals.push( 0, sign, 0 );
  22489. // uv
  22490. uvs.push( 0.5, 0.5 );
  22491. // increase index
  22492. index ++;
  22493. }
  22494. // save the index of the last center vertex
  22495. const centerIndexEnd = index;
  22496. // now we generate the surrounding vertices, normals and uvs
  22497. for ( let x = 0; x <= radialSegments; x ++ ) {
  22498. const u = x / radialSegments;
  22499. const theta = u * thetaLength + thetaStart;
  22500. const cosTheta = Math.cos( theta );
  22501. const sinTheta = Math.sin( theta );
  22502. // vertex
  22503. vertex.x = radius * sinTheta;
  22504. vertex.y = halfHeight * sign;
  22505. vertex.z = radius * cosTheta;
  22506. vertices.push( vertex.x, vertex.y, vertex.z );
  22507. // normal
  22508. normals.push( 0, sign, 0 );
  22509. // uv
  22510. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22511. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22512. uvs.push( uv.x, uv.y );
  22513. // increase index
  22514. index ++;
  22515. }
  22516. // generate indices
  22517. for ( let x = 0; x < radialSegments; x ++ ) {
  22518. const c = centerIndexStart + x;
  22519. const i = centerIndexEnd + x;
  22520. if ( top === true ) {
  22521. // face top
  22522. indices.push( i, i + 1, c );
  22523. } else {
  22524. // face bottom
  22525. indices.push( i + 1, i, c );
  22526. }
  22527. groupCount += 3;
  22528. }
  22529. // add a group to the geometry. this will ensure multi material support
  22530. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22531. // calculate new start value for groups
  22532. groupStart += groupCount;
  22533. }
  22534. }
  22535. copy( source ) {
  22536. super.copy( source );
  22537. this.parameters = Object.assign( {}, source.parameters );
  22538. return this;
  22539. }
  22540. /**
  22541. * Factory method for creating an instance of this class from the given
  22542. * JSON object.
  22543. *
  22544. * @param {Object} data - A JSON object representing the serialized geometry.
  22545. * @return {CylinderGeometry} A new instance.
  22546. */
  22547. static fromJSON( data ) {
  22548. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22549. }
  22550. }
  22551. /**
  22552. * A geometry class for representing a cone.
  22553. *
  22554. * ```js
  22555. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22556. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22557. * const cone = new THREE.Mesh(geometry, material );
  22558. * scene.add( cone );
  22559. * ```
  22560. *
  22561. * @augments CylinderGeometry
  22562. */
  22563. class ConeGeometry extends CylinderGeometry {
  22564. /**
  22565. * Constructs a new cone geometry.
  22566. *
  22567. * @param {number} [radius=1] - Radius of the cone base.
  22568. * @param {number} [height=1] - Height of the cone.
  22569. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22570. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22571. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22572. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22573. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22574. * The default value results in a complete cone.
  22575. */
  22576. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22577. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22578. this.type = 'ConeGeometry';
  22579. /**
  22580. * Holds the constructor parameters that have been
  22581. * used to generate the geometry. Any modification
  22582. * after instantiation does not change the geometry.
  22583. *
  22584. * @type {Object}
  22585. */
  22586. this.parameters = {
  22587. radius: radius,
  22588. height: height,
  22589. radialSegments: radialSegments,
  22590. heightSegments: heightSegments,
  22591. openEnded: openEnded,
  22592. thetaStart: thetaStart,
  22593. thetaLength: thetaLength
  22594. };
  22595. }
  22596. /**
  22597. * Factory method for creating an instance of this class from the given
  22598. * JSON object.
  22599. *
  22600. * @param {Object} data - A JSON object representing the serialized geometry.
  22601. * @return {ConeGeometry} A new instance.
  22602. */
  22603. static fromJSON( data ) {
  22604. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22605. }
  22606. }
  22607. /**
  22608. * A polyhedron is a solid in three dimensions with flat faces. This class
  22609. * will take an array of vertices, project them onto a sphere, and then
  22610. * divide them up to the desired level of detail.
  22611. *
  22612. * @augments BufferGeometry
  22613. */
  22614. class PolyhedronGeometry extends BufferGeometry {
  22615. /**
  22616. * Constructs a new polyhedron geometry.
  22617. *
  22618. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22619. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22620. * @param {number} [radius=1] - The radius of the shape.
  22621. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22622. */
  22623. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22624. super();
  22625. this.type = 'PolyhedronGeometry';
  22626. /**
  22627. * Holds the constructor parameters that have been
  22628. * used to generate the geometry. Any modification
  22629. * after instantiation does not change the geometry.
  22630. *
  22631. * @type {Object}
  22632. */
  22633. this.parameters = {
  22634. vertices: vertices,
  22635. indices: indices,
  22636. radius: radius,
  22637. detail: detail
  22638. };
  22639. // default buffer data
  22640. const vertexBuffer = [];
  22641. const uvBuffer = [];
  22642. // the subdivision creates the vertex buffer data
  22643. subdivide( detail );
  22644. // all vertices should lie on a conceptual sphere with a given radius
  22645. applyRadius( radius );
  22646. // finally, create the uv data
  22647. generateUVs();
  22648. // build non-indexed geometry
  22649. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22650. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22651. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22652. if ( detail === 0 ) {
  22653. this.computeVertexNormals(); // flat normals
  22654. } else {
  22655. this.normalizeNormals(); // smooth normals
  22656. }
  22657. // helper functions
  22658. function subdivide( detail ) {
  22659. const a = new Vector3();
  22660. const b = new Vector3();
  22661. const c = new Vector3();
  22662. // iterate over all faces and apply a subdivision with the given detail value
  22663. for ( let i = 0; i < indices.length; i += 3 ) {
  22664. // get the vertices of the face
  22665. getVertexByIndex( indices[ i + 0 ], a );
  22666. getVertexByIndex( indices[ i + 1 ], b );
  22667. getVertexByIndex( indices[ i + 2 ], c );
  22668. // perform subdivision
  22669. subdivideFace( a, b, c, detail );
  22670. }
  22671. }
  22672. function subdivideFace( a, b, c, detail ) {
  22673. const cols = detail + 1;
  22674. // we use this multidimensional array as a data structure for creating the subdivision
  22675. const v = [];
  22676. // construct all of the vertices for this subdivision
  22677. for ( let i = 0; i <= cols; i ++ ) {
  22678. v[ i ] = [];
  22679. const aj = a.clone().lerp( c, i / cols );
  22680. const bj = b.clone().lerp( c, i / cols );
  22681. const rows = cols - i;
  22682. for ( let j = 0; j <= rows; j ++ ) {
  22683. if ( j === 0 && i === cols ) {
  22684. v[ i ][ j ] = aj;
  22685. } else {
  22686. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22687. }
  22688. }
  22689. }
  22690. // construct all of the faces
  22691. for ( let i = 0; i < cols; i ++ ) {
  22692. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22693. const k = Math.floor( j / 2 );
  22694. if ( j % 2 === 0 ) {
  22695. pushVertex( v[ i ][ k + 1 ] );
  22696. pushVertex( v[ i + 1 ][ k ] );
  22697. pushVertex( v[ i ][ k ] );
  22698. } else {
  22699. pushVertex( v[ i ][ k + 1 ] );
  22700. pushVertex( v[ i + 1 ][ k + 1 ] );
  22701. pushVertex( v[ i + 1 ][ k ] );
  22702. }
  22703. }
  22704. }
  22705. }
  22706. function applyRadius( radius ) {
  22707. const vertex = new Vector3();
  22708. // iterate over the entire buffer and apply the radius to each vertex
  22709. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22710. vertex.x = vertexBuffer[ i + 0 ];
  22711. vertex.y = vertexBuffer[ i + 1 ];
  22712. vertex.z = vertexBuffer[ i + 2 ];
  22713. vertex.normalize().multiplyScalar( radius );
  22714. vertexBuffer[ i + 0 ] = vertex.x;
  22715. vertexBuffer[ i + 1 ] = vertex.y;
  22716. vertexBuffer[ i + 2 ] = vertex.z;
  22717. }
  22718. }
  22719. function generateUVs() {
  22720. const vertex = new Vector3();
  22721. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22722. vertex.x = vertexBuffer[ i + 0 ];
  22723. vertex.y = vertexBuffer[ i + 1 ];
  22724. vertex.z = vertexBuffer[ i + 2 ];
  22725. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22726. const v = inclination( vertex ) / Math.PI + 0.5;
  22727. uvBuffer.push( u, 1 - v );
  22728. }
  22729. correctUVs();
  22730. correctSeam();
  22731. }
  22732. function correctSeam() {
  22733. // handle case when face straddles the seam, see #3269
  22734. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22735. // uv data of a single face
  22736. const x0 = uvBuffer[ i + 0 ];
  22737. const x1 = uvBuffer[ i + 2 ];
  22738. const x2 = uvBuffer[ i + 4 ];
  22739. const max = Math.max( x0, x1, x2 );
  22740. const min = Math.min( x0, x1, x2 );
  22741. // 0.9 is somewhat arbitrary
  22742. if ( max > 0.9 && min < 0.1 ) {
  22743. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22744. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22745. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22746. }
  22747. }
  22748. }
  22749. function pushVertex( vertex ) {
  22750. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22751. }
  22752. function getVertexByIndex( index, vertex ) {
  22753. const stride = index * 3;
  22754. vertex.x = vertices[ stride + 0 ];
  22755. vertex.y = vertices[ stride + 1 ];
  22756. vertex.z = vertices[ stride + 2 ];
  22757. }
  22758. function correctUVs() {
  22759. const a = new Vector3();
  22760. const b = new Vector3();
  22761. const c = new Vector3();
  22762. const centroid = new Vector3();
  22763. const uvA = new Vector2();
  22764. const uvB = new Vector2();
  22765. const uvC = new Vector2();
  22766. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22767. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22768. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22769. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22770. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22771. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22772. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22773. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22774. const azi = azimuth( centroid );
  22775. correctUV( uvA, j + 0, a, azi );
  22776. correctUV( uvB, j + 2, b, azi );
  22777. correctUV( uvC, j + 4, c, azi );
  22778. }
  22779. }
  22780. function correctUV( uv, stride, vector, azimuth ) {
  22781. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22782. uvBuffer[ stride ] = uv.x - 1;
  22783. }
  22784. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22785. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22786. }
  22787. }
  22788. // Angle around the Y axis, counter-clockwise when looking from above.
  22789. function azimuth( vector ) {
  22790. return Math.atan2( vector.z, - vector.x );
  22791. }
  22792. // Angle above the XZ plane.
  22793. function inclination( vector ) {
  22794. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22795. }
  22796. }
  22797. copy( source ) {
  22798. super.copy( source );
  22799. this.parameters = Object.assign( {}, source.parameters );
  22800. return this;
  22801. }
  22802. /**
  22803. * Factory method for creating an instance of this class from the given
  22804. * JSON object.
  22805. *
  22806. * @param {Object} data - A JSON object representing the serialized geometry.
  22807. * @return {PolyhedronGeometry} A new instance.
  22808. */
  22809. static fromJSON( data ) {
  22810. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  22811. }
  22812. }
  22813. /**
  22814. * A geometry class for representing a dodecahedron.
  22815. *
  22816. * ```js
  22817. * const geometry = new THREE.DodecahedronGeometry();
  22818. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22819. * const dodecahedron = new THREE.Mesh( geometry, material );
  22820. * scene.add( dodecahedron );
  22821. * ```
  22822. *
  22823. * @augments PolyhedronGeometry
  22824. */
  22825. class DodecahedronGeometry extends PolyhedronGeometry {
  22826. /**
  22827. * Constructs a new dodecahedron geometry.
  22828. *
  22829. * @param {number} [radius=1] - Radius of the dodecahedron.
  22830. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22831. */
  22832. constructor( radius = 1, detail = 0 ) {
  22833. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22834. const r = 1 / t;
  22835. const vertices = [
  22836. // (±1, ±1, ±1)
  22837. -1, -1, -1, -1, -1, 1,
  22838. -1, 1, -1, -1, 1, 1,
  22839. 1, -1, -1, 1, -1, 1,
  22840. 1, 1, -1, 1, 1, 1,
  22841. // (0, ±1/φ, ±φ)
  22842. 0, - r, - t, 0, - r, t,
  22843. 0, r, - t, 0, r, t,
  22844. // (±1/φ, ±φ, 0)
  22845. - r, - t, 0, - r, t, 0,
  22846. r, - t, 0, r, t, 0,
  22847. // (±φ, 0, ±1/φ)
  22848. - t, 0, - r, t, 0, - r,
  22849. - t, 0, r, t, 0, r
  22850. ];
  22851. const indices = [
  22852. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22853. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22854. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22855. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22856. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22857. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22858. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22859. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22860. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22861. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22862. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22863. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22864. ];
  22865. super( vertices, indices, radius, detail );
  22866. this.type = 'DodecahedronGeometry';
  22867. /**
  22868. * Holds the constructor parameters that have been
  22869. * used to generate the geometry. Any modification
  22870. * after instantiation does not change the geometry.
  22871. *
  22872. * @type {Object}
  22873. */
  22874. this.parameters = {
  22875. radius: radius,
  22876. detail: detail
  22877. };
  22878. }
  22879. /**
  22880. * Factory method for creating an instance of this class from the given
  22881. * JSON object.
  22882. *
  22883. * @param {Object} data - A JSON object representing the serialized geometry.
  22884. * @return {DodecahedronGeometry} A new instance.
  22885. */
  22886. static fromJSON( data ) {
  22887. return new DodecahedronGeometry( data.radius, data.detail );
  22888. }
  22889. }
  22890. const _v0 = /*@__PURE__*/ new Vector3();
  22891. const _v1$1 = /*@__PURE__*/ new Vector3();
  22892. const _normal = /*@__PURE__*/ new Vector3();
  22893. const _triangle = /*@__PURE__*/ new Triangle();
  22894. /**
  22895. * Can be used as a helper object to view the edges of a geometry.
  22896. *
  22897. * ```js
  22898. * const geometry = new THREE.BoxGeometry();
  22899. * const edges = new THREE.EdgesGeometry( geometry );
  22900. * const line = new THREE.LineSegments( edges );
  22901. * scene.add( line );
  22902. * ```
  22903. *
  22904. * Note: It is not yet possible to serialize/deserialize instances of this class.
  22905. *
  22906. * @augments BufferGeometry
  22907. */
  22908. class EdgesGeometry extends BufferGeometry {
  22909. /**
  22910. * Constructs a new edges geometry.
  22911. *
  22912. * @param {?BufferGeometry} [geometry=null] - The geometry.
  22913. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  22914. * between the face normals of the adjoining faces exceeds this value.
  22915. */
  22916. constructor( geometry = null, thresholdAngle = 1 ) {
  22917. super();
  22918. this.type = 'EdgesGeometry';
  22919. /**
  22920. * Holds the constructor parameters that have been
  22921. * used to generate the geometry. Any modification
  22922. * after instantiation does not change the geometry.
  22923. *
  22924. * @type {Object}
  22925. */
  22926. this.parameters = {
  22927. geometry: geometry,
  22928. thresholdAngle: thresholdAngle
  22929. };
  22930. if ( geometry !== null ) {
  22931. const precisionPoints = 4;
  22932. const precision = Math.pow( 10, precisionPoints );
  22933. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  22934. const indexAttr = geometry.getIndex();
  22935. const positionAttr = geometry.getAttribute( 'position' );
  22936. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  22937. const indexArr = [ 0, 0, 0 ];
  22938. const vertKeys = [ 'a', 'b', 'c' ];
  22939. const hashes = new Array( 3 );
  22940. const edgeData = {};
  22941. const vertices = [];
  22942. for ( let i = 0; i < indexCount; i += 3 ) {
  22943. if ( indexAttr ) {
  22944. indexArr[ 0 ] = indexAttr.getX( i );
  22945. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  22946. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  22947. } else {
  22948. indexArr[ 0 ] = i;
  22949. indexArr[ 1 ] = i + 1;
  22950. indexArr[ 2 ] = i + 2;
  22951. }
  22952. const { a, b, c } = _triangle;
  22953. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  22954. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  22955. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  22956. _triangle.getNormal( _normal );
  22957. // create hashes for the edge from the vertices
  22958. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  22959. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  22960. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  22961. // skip degenerate triangles
  22962. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  22963. continue;
  22964. }
  22965. // iterate over every edge
  22966. for ( let j = 0; j < 3; j ++ ) {
  22967. // get the first and next vertex making up the edge
  22968. const jNext = ( j + 1 ) % 3;
  22969. const vecHash0 = hashes[ j ];
  22970. const vecHash1 = hashes[ jNext ];
  22971. const v0 = _triangle[ vertKeys[ j ] ];
  22972. const v1 = _triangle[ vertKeys[ jNext ] ];
  22973. const hash = `${ vecHash0 }_${ vecHash1 }`;
  22974. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  22975. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  22976. // if we found a sibling edge add it into the vertex array if
  22977. // it meets the angle threshold and delete the edge from the map.
  22978. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  22979. vertices.push( v0.x, v0.y, v0.z );
  22980. vertices.push( v1.x, v1.y, v1.z );
  22981. }
  22982. edgeData[ reverseHash ] = null;
  22983. } else if ( ! ( hash in edgeData ) ) {
  22984. // if we've already got an edge here then skip adding a new one
  22985. edgeData[ hash ] = {
  22986. index0: indexArr[ j ],
  22987. index1: indexArr[ jNext ],
  22988. normal: _normal.clone(),
  22989. };
  22990. }
  22991. }
  22992. }
  22993. // iterate over all remaining, unmatched edges and add them to the vertex array
  22994. for ( const key in edgeData ) {
  22995. if ( edgeData[ key ] ) {
  22996. const { index0, index1 } = edgeData[ key ];
  22997. _v0.fromBufferAttribute( positionAttr, index0 );
  22998. _v1$1.fromBufferAttribute( positionAttr, index1 );
  22999. vertices.push( _v0.x, _v0.y, _v0.z );
  23000. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23001. }
  23002. }
  23003. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23004. }
  23005. }
  23006. copy( source ) {
  23007. super.copy( source );
  23008. this.parameters = Object.assign( {}, source.parameters );
  23009. return this;
  23010. }
  23011. }
  23012. /**
  23013. * An abstract base class for creating an analytic curve object that contains methods
  23014. * for interpolation.
  23015. *
  23016. * @abstract
  23017. */
  23018. class Curve {
  23019. /**
  23020. * Constructs a new curve.
  23021. */
  23022. constructor() {
  23023. /**
  23024. * The type property is used for detecting the object type
  23025. * in context of serialization/deserialization.
  23026. *
  23027. * @type {string}
  23028. * @readonly
  23029. */
  23030. this.type = 'Curve';
  23031. /**
  23032. * This value determines the amount of divisions when calculating the
  23033. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23034. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23035. * recommended to increase the value of this property if the curve is very large.
  23036. *
  23037. * @type {number}
  23038. * @default 200
  23039. */
  23040. this.arcLengthDivisions = 200;
  23041. /**
  23042. * Must be set to `true` if the curve parameters have changed.
  23043. *
  23044. * @type {boolean}
  23045. * @default false
  23046. */
  23047. this.needsUpdate = false;
  23048. /**
  23049. * An internal cache that holds precomputed curve length values.
  23050. *
  23051. * @private
  23052. * @type {?Array<number>}
  23053. * @default null
  23054. */
  23055. this.cacheArcLengths = null;
  23056. }
  23057. /**
  23058. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23059. * for the given interpolation factor.
  23060. *
  23061. * @abstract
  23062. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23063. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23064. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23065. */
  23066. getPoint( /* t, optionalTarget */ ) {
  23067. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  23068. }
  23069. /**
  23070. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23071. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23072. * of the curve which equidistant samples.
  23073. *
  23074. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23075. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23076. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23077. */
  23078. getPointAt( u, optionalTarget ) {
  23079. const t = this.getUtoTmapping( u );
  23080. return this.getPoint( t, optionalTarget );
  23081. }
  23082. /**
  23083. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23084. * the curve shape.
  23085. *
  23086. * @param {number} [divisions=5] - The number of divisions.
  23087. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23088. */
  23089. getPoints( divisions = 5 ) {
  23090. const points = [];
  23091. for ( let d = 0; d <= divisions; d ++ ) {
  23092. points.push( this.getPoint( d / divisions ) );
  23093. }
  23094. return points;
  23095. }
  23096. // Get sequence of points using getPointAt( u )
  23097. /**
  23098. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23099. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23100. * curve.
  23101. *
  23102. * @param {number} [divisions=5] - The number of divisions.
  23103. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23104. */
  23105. getSpacedPoints( divisions = 5 ) {
  23106. const points = [];
  23107. for ( let d = 0; d <= divisions; d ++ ) {
  23108. points.push( this.getPointAt( d / divisions ) );
  23109. }
  23110. return points;
  23111. }
  23112. /**
  23113. * Returns the total arc length of the curve.
  23114. *
  23115. * @return {number} The length of the curve.
  23116. */
  23117. getLength() {
  23118. const lengths = this.getLengths();
  23119. return lengths[ lengths.length - 1 ];
  23120. }
  23121. /**
  23122. * Returns an array of cumulative segment lengths of the curve.
  23123. *
  23124. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23125. * @return {Array<number>} An array holding the cumulative segment lengths.
  23126. */
  23127. getLengths( divisions = this.arcLengthDivisions ) {
  23128. if ( this.cacheArcLengths &&
  23129. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23130. ! this.needsUpdate ) {
  23131. return this.cacheArcLengths;
  23132. }
  23133. this.needsUpdate = false;
  23134. const cache = [];
  23135. let current, last = this.getPoint( 0 );
  23136. let sum = 0;
  23137. cache.push( 0 );
  23138. for ( let p = 1; p <= divisions; p ++ ) {
  23139. current = this.getPoint( p / divisions );
  23140. sum += current.distanceTo( last );
  23141. cache.push( sum );
  23142. last = current;
  23143. }
  23144. this.cacheArcLengths = cache;
  23145. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23146. }
  23147. /**
  23148. * Update the cumulative segment distance cache. The method must be called
  23149. * every time curve parameters are changed. If an updated curve is part of a
  23150. * composed curve like {@link CurvePath}, this method must be called on the
  23151. * composed curve, too.
  23152. */
  23153. updateArcLengths() {
  23154. this.needsUpdate = true;
  23155. this.getLengths();
  23156. }
  23157. /**
  23158. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23159. * interpolation factor in the same range that can be ued to sample equidistant points
  23160. * from a curve.
  23161. *
  23162. * @param {number} u - The interpolation factor.
  23163. * @param {?number} distance - An optional distance on the curve.
  23164. * @return {number} The updated interpolation factor.
  23165. */
  23166. getUtoTmapping( u, distance = null ) {
  23167. const arcLengths = this.getLengths();
  23168. let i = 0;
  23169. const il = arcLengths.length;
  23170. let targetArcLength; // The targeted u distance value to get
  23171. if ( distance ) {
  23172. targetArcLength = distance;
  23173. } else {
  23174. targetArcLength = u * arcLengths[ il - 1 ];
  23175. }
  23176. // binary search for the index with largest value smaller than target u distance
  23177. let low = 0, high = il - 1, comparison;
  23178. while ( low <= high ) {
  23179. 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
  23180. comparison = arcLengths[ i ] - targetArcLength;
  23181. if ( comparison < 0 ) {
  23182. low = i + 1;
  23183. } else if ( comparison > 0 ) {
  23184. high = i - 1;
  23185. } else {
  23186. high = i;
  23187. break;
  23188. // DONE
  23189. }
  23190. }
  23191. i = high;
  23192. if ( arcLengths[ i ] === targetArcLength ) {
  23193. return i / ( il - 1 );
  23194. }
  23195. // we could get finer grain at lengths, or use simple interpolation between two points
  23196. const lengthBefore = arcLengths[ i ];
  23197. const lengthAfter = arcLengths[ i + 1 ];
  23198. const segmentLength = lengthAfter - lengthBefore;
  23199. // determine where we are between the 'before' and 'after' points
  23200. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23201. // add that fractional amount to t
  23202. const t = ( i + segmentFraction ) / ( il - 1 );
  23203. return t;
  23204. }
  23205. /**
  23206. * Returns a unit vector tangent for the given interpolation factor.
  23207. * If the derived curve does not implement its tangent derivation,
  23208. * two points a small delta apart will be used to find its gradient
  23209. * which seems to give a reasonable approximation.
  23210. *
  23211. * @param {number} t - The interpolation factor.
  23212. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23213. * @return {(Vector2|Vector3)} The tangent vector.
  23214. */
  23215. getTangent( t, optionalTarget ) {
  23216. const delta = 0.0001;
  23217. let t1 = t - delta;
  23218. let t2 = t + delta;
  23219. // Capping in case of danger
  23220. if ( t1 < 0 ) t1 = 0;
  23221. if ( t2 > 1 ) t2 = 1;
  23222. const pt1 = this.getPoint( t1 );
  23223. const pt2 = this.getPoint( t2 );
  23224. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23225. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23226. return tangent;
  23227. }
  23228. /**
  23229. * Same as {@link Curve#getTangent} but with equidistant samples.
  23230. *
  23231. * @param {number} u - The interpolation factor.
  23232. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23233. * @return {(Vector2|Vector3)} The tangent vector.
  23234. * @see {@link Curve#getPointAt}
  23235. */
  23236. getTangentAt( u, optionalTarget ) {
  23237. const t = this.getUtoTmapping( u );
  23238. return this.getTangent( t, optionalTarget );
  23239. }
  23240. /**
  23241. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23242. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23243. *
  23244. * @param {number} segments - The number of segments.
  23245. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23246. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23247. */
  23248. computeFrenetFrames( segments, closed = false ) {
  23249. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23250. const normal = new Vector3();
  23251. const tangents = [];
  23252. const normals = [];
  23253. const binormals = [];
  23254. const vec = new Vector3();
  23255. const mat = new Matrix4();
  23256. // compute the tangent vectors for each segment on the curve
  23257. for ( let i = 0; i <= segments; i ++ ) {
  23258. const u = i / segments;
  23259. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23260. }
  23261. // select an initial normal vector perpendicular to the first tangent vector,
  23262. // and in the direction of the minimum tangent xyz component
  23263. normals[ 0 ] = new Vector3();
  23264. binormals[ 0 ] = new Vector3();
  23265. let min = Number.MAX_VALUE;
  23266. const tx = Math.abs( tangents[ 0 ].x );
  23267. const ty = Math.abs( tangents[ 0 ].y );
  23268. const tz = Math.abs( tangents[ 0 ].z );
  23269. if ( tx <= min ) {
  23270. min = tx;
  23271. normal.set( 1, 0, 0 );
  23272. }
  23273. if ( ty <= min ) {
  23274. min = ty;
  23275. normal.set( 0, 1, 0 );
  23276. }
  23277. if ( tz <= min ) {
  23278. normal.set( 0, 0, 1 );
  23279. }
  23280. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23281. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23282. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23283. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23284. for ( let i = 1; i <= segments; i ++ ) {
  23285. normals[ i ] = normals[ i - 1 ].clone();
  23286. binormals[ i ] = binormals[ i - 1 ].clone();
  23287. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23288. if ( vec.length() > Number.EPSILON ) {
  23289. vec.normalize();
  23290. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23291. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23292. }
  23293. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23294. }
  23295. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23296. if ( closed === true ) {
  23297. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23298. theta /= segments;
  23299. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23300. theta = - theta;
  23301. }
  23302. for ( let i = 1; i <= segments; i ++ ) {
  23303. // twist a little...
  23304. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23305. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23306. }
  23307. }
  23308. return {
  23309. tangents: tangents,
  23310. normals: normals,
  23311. binormals: binormals
  23312. };
  23313. }
  23314. /**
  23315. * Returns a new curve with copied values from this instance.
  23316. *
  23317. * @return {Curve} A clone of this instance.
  23318. */
  23319. clone() {
  23320. return new this.constructor().copy( this );
  23321. }
  23322. /**
  23323. * Copies the values of the given curve to this instance.
  23324. *
  23325. * @param {Curve} source - The curve to copy.
  23326. * @return {Curve} A reference to this curve.
  23327. */
  23328. copy( source ) {
  23329. this.arcLengthDivisions = source.arcLengthDivisions;
  23330. return this;
  23331. }
  23332. /**
  23333. * Serializes the curve into JSON.
  23334. *
  23335. * @return {Object} A JSON object representing the serialized curve.
  23336. * @see {@link ObjectLoader#parse}
  23337. */
  23338. toJSON() {
  23339. const data = {
  23340. metadata: {
  23341. version: 4.7,
  23342. type: 'Curve',
  23343. generator: 'Curve.toJSON'
  23344. }
  23345. };
  23346. data.arcLengthDivisions = this.arcLengthDivisions;
  23347. data.type = this.type;
  23348. return data;
  23349. }
  23350. /**
  23351. * Deserializes the curve from the given JSON.
  23352. *
  23353. * @param {Object} json - The JSON holding the serialized curve.
  23354. * @return {Curve} A reference to this curve.
  23355. */
  23356. fromJSON( json ) {
  23357. this.arcLengthDivisions = json.arcLengthDivisions;
  23358. return this;
  23359. }
  23360. }
  23361. /**
  23362. * A curve representing an ellipse.
  23363. *
  23364. * ```js
  23365. * const curve = new THREE.EllipseCurve(
  23366. * 0, 0,
  23367. * 10, 10,
  23368. * 0, 2 * Math.PI,
  23369. * false,
  23370. * 0
  23371. * );
  23372. *
  23373. * const points = curve.getPoints( 50 );
  23374. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23375. *
  23376. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23377. *
  23378. * // Create the final object to add to the scene
  23379. * const ellipse = new THREE.Line( geometry, material );
  23380. * ```
  23381. *
  23382. * @augments Curve
  23383. */
  23384. class EllipseCurve extends Curve {
  23385. /**
  23386. * Constructs a new ellipse curve.
  23387. *
  23388. * @param {number} [aX=0] - The X center of the ellipse.
  23389. * @param {number} [aY=0] - The Y center of the ellipse.
  23390. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23391. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23392. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23393. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23394. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23395. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23396. */
  23397. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23398. super();
  23399. /**
  23400. * This flag can be used for type testing.
  23401. *
  23402. * @type {boolean}
  23403. * @readonly
  23404. * @default true
  23405. */
  23406. this.isEllipseCurve = true;
  23407. this.type = 'EllipseCurve';
  23408. /**
  23409. * The X center of the ellipse.
  23410. *
  23411. * @type {number}
  23412. * @default 0
  23413. */
  23414. this.aX = aX;
  23415. /**
  23416. * The Y center of the ellipse.
  23417. *
  23418. * @type {number}
  23419. * @default 0
  23420. */
  23421. this.aY = aY;
  23422. /**
  23423. * The radius of the ellipse in the x direction.
  23424. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23425. *
  23426. * @type {number}
  23427. * @default 1
  23428. */
  23429. this.xRadius = xRadius;
  23430. /**
  23431. * The radius of the ellipse in the y direction.
  23432. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23433. *
  23434. * @type {number}
  23435. * @default 1
  23436. */
  23437. this.yRadius = yRadius;
  23438. /**
  23439. * The start angle of the curve in radians starting from the positive X axis.
  23440. *
  23441. * @type {number}
  23442. * @default 0
  23443. */
  23444. this.aStartAngle = aStartAngle;
  23445. /**
  23446. * The end angle of the curve in radians starting from the positive X axis.
  23447. *
  23448. * @type {number}
  23449. * @default Math.PI*2
  23450. */
  23451. this.aEndAngle = aEndAngle;
  23452. /**
  23453. * Whether the ellipse is drawn clockwise or not.
  23454. *
  23455. * @type {boolean}
  23456. * @default false
  23457. */
  23458. this.aClockwise = aClockwise;
  23459. /**
  23460. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23461. *
  23462. * @type {number}
  23463. * @default 0
  23464. */
  23465. this.aRotation = aRotation;
  23466. }
  23467. /**
  23468. * Returns a point on the curve.
  23469. *
  23470. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23471. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23472. * @return {Vector2} The position on the curve.
  23473. */
  23474. getPoint( t, optionalTarget = new Vector2() ) {
  23475. const point = optionalTarget;
  23476. const twoPi = Math.PI * 2;
  23477. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23478. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23479. // ensures that deltaAngle is 0 .. 2 PI
  23480. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23481. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23482. if ( deltaAngle < Number.EPSILON ) {
  23483. if ( samePoints ) {
  23484. deltaAngle = 0;
  23485. } else {
  23486. deltaAngle = twoPi;
  23487. }
  23488. }
  23489. if ( this.aClockwise === true && ! samePoints ) {
  23490. if ( deltaAngle === twoPi ) {
  23491. deltaAngle = - twoPi;
  23492. } else {
  23493. deltaAngle = deltaAngle - twoPi;
  23494. }
  23495. }
  23496. const angle = this.aStartAngle + t * deltaAngle;
  23497. let x = this.aX + this.xRadius * Math.cos( angle );
  23498. let y = this.aY + this.yRadius * Math.sin( angle );
  23499. if ( this.aRotation !== 0 ) {
  23500. const cos = Math.cos( this.aRotation );
  23501. const sin = Math.sin( this.aRotation );
  23502. const tx = x - this.aX;
  23503. const ty = y - this.aY;
  23504. // Rotate the point about the center of the ellipse.
  23505. x = tx * cos - ty * sin + this.aX;
  23506. y = tx * sin + ty * cos + this.aY;
  23507. }
  23508. return point.set( x, y );
  23509. }
  23510. copy( source ) {
  23511. super.copy( source );
  23512. this.aX = source.aX;
  23513. this.aY = source.aY;
  23514. this.xRadius = source.xRadius;
  23515. this.yRadius = source.yRadius;
  23516. this.aStartAngle = source.aStartAngle;
  23517. this.aEndAngle = source.aEndAngle;
  23518. this.aClockwise = source.aClockwise;
  23519. this.aRotation = source.aRotation;
  23520. return this;
  23521. }
  23522. toJSON() {
  23523. const data = super.toJSON();
  23524. data.aX = this.aX;
  23525. data.aY = this.aY;
  23526. data.xRadius = this.xRadius;
  23527. data.yRadius = this.yRadius;
  23528. data.aStartAngle = this.aStartAngle;
  23529. data.aEndAngle = this.aEndAngle;
  23530. data.aClockwise = this.aClockwise;
  23531. data.aRotation = this.aRotation;
  23532. return data;
  23533. }
  23534. fromJSON( json ) {
  23535. super.fromJSON( json );
  23536. this.aX = json.aX;
  23537. this.aY = json.aY;
  23538. this.xRadius = json.xRadius;
  23539. this.yRadius = json.yRadius;
  23540. this.aStartAngle = json.aStartAngle;
  23541. this.aEndAngle = json.aEndAngle;
  23542. this.aClockwise = json.aClockwise;
  23543. this.aRotation = json.aRotation;
  23544. return this;
  23545. }
  23546. }
  23547. /**
  23548. * A curve representing an arc.
  23549. *
  23550. * @augments EllipseCurve
  23551. */
  23552. class ArcCurve extends EllipseCurve {
  23553. /**
  23554. * Constructs a new arc curve.
  23555. *
  23556. * @param {number} [aX=0] - The X center of the ellipse.
  23557. * @param {number} [aY=0] - The Y center of the ellipse.
  23558. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23559. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23560. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23561. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23562. */
  23563. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23564. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23565. /**
  23566. * This flag can be used for type testing.
  23567. *
  23568. * @type {boolean}
  23569. * @readonly
  23570. * @default true
  23571. */
  23572. this.isArcCurve = true;
  23573. this.type = 'ArcCurve';
  23574. }
  23575. }
  23576. function CubicPoly() {
  23577. /**
  23578. * Centripetal CatmullRom Curve - which is useful for avoiding
  23579. * cusps and self-intersections in non-uniform catmull rom curves.
  23580. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23581. *
  23582. * curve.type accepts centripetal(default), chordal and catmullrom
  23583. * curve.tension is used for catmullrom which defaults to 0.5
  23584. */
  23585. /*
  23586. Based on an optimized c++ solution in
  23587. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23588. - http://ideone.com/NoEbVM
  23589. This CubicPoly class could be used for reusing some variables and calculations,
  23590. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23591. which can be placed in CurveUtils.
  23592. */
  23593. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23594. /*
  23595. * Compute coefficients for a cubic polynomial
  23596. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23597. * such that
  23598. * p(0) = x0, p(1) = x1
  23599. * and
  23600. * p'(0) = t0, p'(1) = t1.
  23601. */
  23602. function init( x0, x1, t0, t1 ) {
  23603. c0 = x0;
  23604. c1 = t0;
  23605. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23606. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23607. }
  23608. return {
  23609. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23610. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23611. },
  23612. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23613. // compute tangents when parameterized in [t1,t2]
  23614. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23615. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23616. // rescale tangents for parametrization in [0,1]
  23617. t1 *= dt1;
  23618. t2 *= dt1;
  23619. init( x1, x2, t1, t2 );
  23620. },
  23621. calc: function ( t ) {
  23622. const t2 = t * t;
  23623. const t3 = t2 * t;
  23624. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23625. }
  23626. };
  23627. }
  23628. //
  23629. const tmp = /*@__PURE__*/ new Vector3();
  23630. const px = /*@__PURE__*/ new CubicPoly();
  23631. const py = /*@__PURE__*/ new CubicPoly();
  23632. const pz = /*@__PURE__*/ new CubicPoly();
  23633. /**
  23634. * A curve representing a Catmull-Rom spline.
  23635. *
  23636. * ```js
  23637. * //Create a closed wavey loop
  23638. * const curve = new THREE.CatmullRomCurve3( [
  23639. * new THREE.Vector3( -10, 0, 10 ),
  23640. * new THREE.Vector3( -5, 5, 5 ),
  23641. * new THREE.Vector3( 0, 0, 0 ),
  23642. * new THREE.Vector3( 5, -5, 5 ),
  23643. * new THREE.Vector3( 10, 0, 10 )
  23644. * ] );
  23645. *
  23646. * const points = curve.getPoints( 50 );
  23647. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23648. *
  23649. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23650. *
  23651. * // Create the final object to add to the scene
  23652. * const curveObject = new THREE.Line( geometry, material );
  23653. * ```
  23654. *
  23655. * @augments Curve
  23656. */
  23657. class CatmullRomCurve3 extends Curve {
  23658. /**
  23659. * Constructs a new Catmull-Rom curve.
  23660. *
  23661. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23662. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23663. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23664. * @param {number} [tension=0.5] - Tension of the curve.
  23665. */
  23666. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23667. super();
  23668. /**
  23669. * This flag can be used for type testing.
  23670. *
  23671. * @type {boolean}
  23672. * @readonly
  23673. * @default true
  23674. */
  23675. this.isCatmullRomCurve3 = true;
  23676. this.type = 'CatmullRomCurve3';
  23677. /**
  23678. * An array of 3D points defining the curve.
  23679. *
  23680. * @type {Array<Vector3>}
  23681. */
  23682. this.points = points;
  23683. /**
  23684. * Whether the curve is closed or not.
  23685. *
  23686. * @type {boolean}
  23687. * @default false
  23688. */
  23689. this.closed = closed;
  23690. /**
  23691. * The curve type.
  23692. *
  23693. * @type {('centripetal'|'chordal'|'catmullrom')}
  23694. * @default 'centripetal'
  23695. */
  23696. this.curveType = curveType;
  23697. /**
  23698. * Tension of the curve.
  23699. *
  23700. * @type {number}
  23701. * @default 0.5
  23702. */
  23703. this.tension = tension;
  23704. }
  23705. /**
  23706. * Returns a point on the curve.
  23707. *
  23708. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23709. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23710. * @return {Vector3} The position on the curve.
  23711. */
  23712. getPoint( t, optionalTarget = new Vector3() ) {
  23713. const point = optionalTarget;
  23714. const points = this.points;
  23715. const l = points.length;
  23716. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23717. let intPoint = Math.floor( p );
  23718. let weight = p - intPoint;
  23719. if ( this.closed ) {
  23720. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23721. } else if ( weight === 0 && intPoint === l - 1 ) {
  23722. intPoint = l - 2;
  23723. weight = 1;
  23724. }
  23725. let p0, p3; // 4 points (p1 & p2 defined below)
  23726. if ( this.closed || intPoint > 0 ) {
  23727. p0 = points[ ( intPoint - 1 ) % l ];
  23728. } else {
  23729. // extrapolate first point
  23730. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23731. p0 = tmp;
  23732. }
  23733. const p1 = points[ intPoint % l ];
  23734. const p2 = points[ ( intPoint + 1 ) % l ];
  23735. if ( this.closed || intPoint + 2 < l ) {
  23736. p3 = points[ ( intPoint + 2 ) % l ];
  23737. } else {
  23738. // extrapolate last point
  23739. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23740. p3 = tmp;
  23741. }
  23742. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23743. // init Centripetal / Chordal Catmull-Rom
  23744. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23745. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23746. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23747. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23748. // safety check for repeated points
  23749. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23750. if ( dt0 < 1e-4 ) dt0 = dt1;
  23751. if ( dt2 < 1e-4 ) dt2 = dt1;
  23752. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23753. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23754. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23755. } else if ( this.curveType === 'catmullrom' ) {
  23756. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23757. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23758. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23759. }
  23760. point.set(
  23761. px.calc( weight ),
  23762. py.calc( weight ),
  23763. pz.calc( weight )
  23764. );
  23765. return point;
  23766. }
  23767. copy( source ) {
  23768. super.copy( source );
  23769. this.points = [];
  23770. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23771. const point = source.points[ i ];
  23772. this.points.push( point.clone() );
  23773. }
  23774. this.closed = source.closed;
  23775. this.curveType = source.curveType;
  23776. this.tension = source.tension;
  23777. return this;
  23778. }
  23779. toJSON() {
  23780. const data = super.toJSON();
  23781. data.points = [];
  23782. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23783. const point = this.points[ i ];
  23784. data.points.push( point.toArray() );
  23785. }
  23786. data.closed = this.closed;
  23787. data.curveType = this.curveType;
  23788. data.tension = this.tension;
  23789. return data;
  23790. }
  23791. fromJSON( json ) {
  23792. super.fromJSON( json );
  23793. this.points = [];
  23794. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23795. const point = json.points[ i ];
  23796. this.points.push( new Vector3().fromArray( point ) );
  23797. }
  23798. this.closed = json.closed;
  23799. this.curveType = json.curveType;
  23800. this.tension = json.tension;
  23801. return this;
  23802. }
  23803. }
  23804. // Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23805. /**
  23806. * Computes a point on a Catmull-Rom spline.
  23807. *
  23808. * @param {number} t - The interpolation factor.
  23809. * @param {number} p0 - The first control point.
  23810. * @param {number} p1 - The second control point.
  23811. * @param {number} p2 - The third control point.
  23812. * @param {number} p3 - The fourth control point.
  23813. * @return {number} The calculated point on a Catmull-Rom spline.
  23814. */
  23815. function CatmullRom( t, p0, p1, p2, p3 ) {
  23816. const v0 = ( p2 - p0 ) * 0.5;
  23817. const v1 = ( p3 - p1 ) * 0.5;
  23818. const t2 = t * t;
  23819. const t3 = t * t2;
  23820. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23821. }
  23822. //
  23823. function QuadraticBezierP0( t, p ) {
  23824. const k = 1 - t;
  23825. return k * k * p;
  23826. }
  23827. function QuadraticBezierP1( t, p ) {
  23828. return 2 * ( 1 - t ) * t * p;
  23829. }
  23830. function QuadraticBezierP2( t, p ) {
  23831. return t * t * p;
  23832. }
  23833. /**
  23834. * Computes a point on a Quadratic Bezier curve.
  23835. *
  23836. * @param {number} t - The interpolation factor.
  23837. * @param {number} p0 - The first control point.
  23838. * @param {number} p1 - The second control point.
  23839. * @param {number} p2 - The third control point.
  23840. * @return {number} The calculated point on a Quadratic Bezier curve.
  23841. */
  23842. function QuadraticBezier( t, p0, p1, p2 ) {
  23843. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23844. QuadraticBezierP2( t, p2 );
  23845. }
  23846. //
  23847. function CubicBezierP0( t, p ) {
  23848. const k = 1 - t;
  23849. return k * k * k * p;
  23850. }
  23851. function CubicBezierP1( t, p ) {
  23852. const k = 1 - t;
  23853. return 3 * k * k * t * p;
  23854. }
  23855. function CubicBezierP2( t, p ) {
  23856. return 3 * ( 1 - t ) * t * t * p;
  23857. }
  23858. function CubicBezierP3( t, p ) {
  23859. return t * t * t * p;
  23860. }
  23861. /**
  23862. * Computes a point on a Cubic Bezier curve.
  23863. *
  23864. * @param {number} t - The interpolation factor.
  23865. * @param {number} p0 - The first control point.
  23866. * @param {number} p1 - The second control point.
  23867. * @param {number} p2 - The third control point.
  23868. * @param {number} p3 - The fourth control point.
  23869. * @return {number} The calculated point on a Cubic Bezier curve.
  23870. */
  23871. function CubicBezier( t, p0, p1, p2, p3 ) {
  23872. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23873. CubicBezierP3( t, p3 );
  23874. }
  23875. /**
  23876. * A curve representing a 2D Cubic Bezier curve.
  23877. *
  23878. * ```js
  23879. * const curve = new THREE.CubicBezierCurve(
  23880. * new THREE.Vector2( - 0, 0 ),
  23881. * new THREE.Vector2( - 5, 15 ),
  23882. * new THREE.Vector2( 20, 15 ),
  23883. * new THREE.Vector2( 10, 0 )
  23884. * );
  23885. *
  23886. * const points = curve.getPoints( 50 );
  23887. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23888. *
  23889. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23890. *
  23891. * // Create the final object to add to the scene
  23892. * const curveObject = new THREE.Line( geometry, material );
  23893. * ```
  23894. *
  23895. * @augments Curve
  23896. */
  23897. class CubicBezierCurve extends Curve {
  23898. /**
  23899. * Constructs a new Cubic Bezier curve.
  23900. *
  23901. * @param {Vector2} [v0] - The start point.
  23902. * @param {Vector2} [v1] - The first control point.
  23903. * @param {Vector2} [v2] - The second control point.
  23904. * @param {Vector2} [v3] - The end point.
  23905. */
  23906. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  23907. super();
  23908. /**
  23909. * This flag can be used for type testing.
  23910. *
  23911. * @type {boolean}
  23912. * @readonly
  23913. * @default true
  23914. */
  23915. this.isCubicBezierCurve = true;
  23916. this.type = 'CubicBezierCurve';
  23917. /**
  23918. * The start point.
  23919. *
  23920. * @type {Vector2}
  23921. */
  23922. this.v0 = v0;
  23923. /**
  23924. * The first control point.
  23925. *
  23926. * @type {Vector2}
  23927. */
  23928. this.v1 = v1;
  23929. /**
  23930. * The second control point.
  23931. *
  23932. * @type {Vector2}
  23933. */
  23934. this.v2 = v2;
  23935. /**
  23936. * The end point.
  23937. *
  23938. * @type {Vector2}
  23939. */
  23940. this.v3 = v3;
  23941. }
  23942. /**
  23943. * Returns a point on the curve.
  23944. *
  23945. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23946. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23947. * @return {Vector2} The position on the curve.
  23948. */
  23949. getPoint( t, optionalTarget = new Vector2() ) {
  23950. const point = optionalTarget;
  23951. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23952. point.set(
  23953. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23954. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23955. );
  23956. return point;
  23957. }
  23958. copy( source ) {
  23959. super.copy( source );
  23960. this.v0.copy( source.v0 );
  23961. this.v1.copy( source.v1 );
  23962. this.v2.copy( source.v2 );
  23963. this.v3.copy( source.v3 );
  23964. return this;
  23965. }
  23966. toJSON() {
  23967. const data = super.toJSON();
  23968. data.v0 = this.v0.toArray();
  23969. data.v1 = this.v1.toArray();
  23970. data.v2 = this.v2.toArray();
  23971. data.v3 = this.v3.toArray();
  23972. return data;
  23973. }
  23974. fromJSON( json ) {
  23975. super.fromJSON( json );
  23976. this.v0.fromArray( json.v0 );
  23977. this.v1.fromArray( json.v1 );
  23978. this.v2.fromArray( json.v2 );
  23979. this.v3.fromArray( json.v3 );
  23980. return this;
  23981. }
  23982. }
  23983. /**
  23984. * A curve representing a 3D Cubic Bezier curve.
  23985. *
  23986. * @augments Curve
  23987. */
  23988. class CubicBezierCurve3 extends Curve {
  23989. /**
  23990. * Constructs a new Cubic Bezier curve.
  23991. *
  23992. * @param {Vector3} [v0] - The start point.
  23993. * @param {Vector3} [v1] - The first control point.
  23994. * @param {Vector3} [v2] - The second control point.
  23995. * @param {Vector3} [v3] - The end point.
  23996. */
  23997. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  23998. super();
  23999. /**
  24000. * This flag can be used for type testing.
  24001. *
  24002. * @type {boolean}
  24003. * @readonly
  24004. * @default true
  24005. */
  24006. this.isCubicBezierCurve3 = true;
  24007. this.type = 'CubicBezierCurve3';
  24008. /**
  24009. * The start point.
  24010. *
  24011. * @type {Vector3}
  24012. */
  24013. this.v0 = v0;
  24014. /**
  24015. * The first control point.
  24016. *
  24017. * @type {Vector3}
  24018. */
  24019. this.v1 = v1;
  24020. /**
  24021. * The second control point.
  24022. *
  24023. * @type {Vector3}
  24024. */
  24025. this.v2 = v2;
  24026. /**
  24027. * The end point.
  24028. *
  24029. * @type {Vector3}
  24030. */
  24031. this.v3 = v3;
  24032. }
  24033. /**
  24034. * Returns a point on the curve.
  24035. *
  24036. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24037. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24038. * @return {Vector3} The position on the curve.
  24039. */
  24040. getPoint( t, optionalTarget = new Vector3() ) {
  24041. const point = optionalTarget;
  24042. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24043. point.set(
  24044. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24045. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24046. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24047. );
  24048. return point;
  24049. }
  24050. copy( source ) {
  24051. super.copy( source );
  24052. this.v0.copy( source.v0 );
  24053. this.v1.copy( source.v1 );
  24054. this.v2.copy( source.v2 );
  24055. this.v3.copy( source.v3 );
  24056. return this;
  24057. }
  24058. toJSON() {
  24059. const data = super.toJSON();
  24060. data.v0 = this.v0.toArray();
  24061. data.v1 = this.v1.toArray();
  24062. data.v2 = this.v2.toArray();
  24063. data.v3 = this.v3.toArray();
  24064. return data;
  24065. }
  24066. fromJSON( json ) {
  24067. super.fromJSON( json );
  24068. this.v0.fromArray( json.v0 );
  24069. this.v1.fromArray( json.v1 );
  24070. this.v2.fromArray( json.v2 );
  24071. this.v3.fromArray( json.v3 );
  24072. return this;
  24073. }
  24074. }
  24075. /**
  24076. * A curve representing a 2D line segment.
  24077. *
  24078. * @augments Curve
  24079. */
  24080. class LineCurve extends Curve {
  24081. /**
  24082. * Constructs a new line curve.
  24083. *
  24084. * @param {Vector2} [v1] - The start point.
  24085. * @param {Vector2} [v2] - The end point.
  24086. */
  24087. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24088. super();
  24089. /**
  24090. * This flag can be used for type testing.
  24091. *
  24092. * @type {boolean}
  24093. * @readonly
  24094. * @default true
  24095. */
  24096. this.isLineCurve = true;
  24097. this.type = 'LineCurve';
  24098. /**
  24099. * The start point.
  24100. *
  24101. * @type {Vector2}
  24102. */
  24103. this.v1 = v1;
  24104. /**
  24105. * The end point.
  24106. *
  24107. * @type {Vector2}
  24108. */
  24109. this.v2 = v2;
  24110. }
  24111. /**
  24112. * Returns a point on the line.
  24113. *
  24114. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24115. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24116. * @return {Vector2} The position on the line.
  24117. */
  24118. getPoint( t, optionalTarget = new Vector2() ) {
  24119. const point = optionalTarget;
  24120. if ( t === 1 ) {
  24121. point.copy( this.v2 );
  24122. } else {
  24123. point.copy( this.v2 ).sub( this.v1 );
  24124. point.multiplyScalar( t ).add( this.v1 );
  24125. }
  24126. return point;
  24127. }
  24128. // Line curve is linear, so we can overwrite default getPointAt
  24129. getPointAt( u, optionalTarget ) {
  24130. return this.getPoint( u, optionalTarget );
  24131. }
  24132. getTangent( t, optionalTarget = new Vector2() ) {
  24133. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24134. }
  24135. getTangentAt( u, optionalTarget ) {
  24136. return this.getTangent( u, optionalTarget );
  24137. }
  24138. copy( source ) {
  24139. super.copy( source );
  24140. this.v1.copy( source.v1 );
  24141. this.v2.copy( source.v2 );
  24142. return this;
  24143. }
  24144. toJSON() {
  24145. const data = super.toJSON();
  24146. data.v1 = this.v1.toArray();
  24147. data.v2 = this.v2.toArray();
  24148. return data;
  24149. }
  24150. fromJSON( json ) {
  24151. super.fromJSON( json );
  24152. this.v1.fromArray( json.v1 );
  24153. this.v2.fromArray( json.v2 );
  24154. return this;
  24155. }
  24156. }
  24157. /**
  24158. * A curve representing a 3D line segment.
  24159. *
  24160. * @augments Curve
  24161. */
  24162. class LineCurve3 extends Curve {
  24163. /**
  24164. * Constructs a new line curve.
  24165. *
  24166. * @param {Vector3} [v1] - The start point.
  24167. * @param {Vector3} [v2] - The end point.
  24168. */
  24169. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24170. super();
  24171. /**
  24172. * This flag can be used for type testing.
  24173. *
  24174. * @type {boolean}
  24175. * @readonly
  24176. * @default true
  24177. */
  24178. this.isLineCurve3 = true;
  24179. this.type = 'LineCurve3';
  24180. /**
  24181. * The start point.
  24182. *
  24183. * @type {Vector3}
  24184. */
  24185. this.v1 = v1;
  24186. /**
  24187. * The end point.
  24188. *
  24189. * @type {Vector2}
  24190. */
  24191. this.v2 = v2;
  24192. }
  24193. /**
  24194. * Returns a point on the line.
  24195. *
  24196. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24197. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24198. * @return {Vector3} The position on the line.
  24199. */
  24200. getPoint( t, optionalTarget = new Vector3() ) {
  24201. const point = optionalTarget;
  24202. if ( t === 1 ) {
  24203. point.copy( this.v2 );
  24204. } else {
  24205. point.copy( this.v2 ).sub( this.v1 );
  24206. point.multiplyScalar( t ).add( this.v1 );
  24207. }
  24208. return point;
  24209. }
  24210. // Line curve is linear, so we can overwrite default getPointAt
  24211. getPointAt( u, optionalTarget ) {
  24212. return this.getPoint( u, optionalTarget );
  24213. }
  24214. getTangent( t, optionalTarget = new Vector3() ) {
  24215. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24216. }
  24217. getTangentAt( u, optionalTarget ) {
  24218. return this.getTangent( u, optionalTarget );
  24219. }
  24220. copy( source ) {
  24221. super.copy( source );
  24222. this.v1.copy( source.v1 );
  24223. this.v2.copy( source.v2 );
  24224. return this;
  24225. }
  24226. toJSON() {
  24227. const data = super.toJSON();
  24228. data.v1 = this.v1.toArray();
  24229. data.v2 = this.v2.toArray();
  24230. return data;
  24231. }
  24232. fromJSON( json ) {
  24233. super.fromJSON( json );
  24234. this.v1.fromArray( json.v1 );
  24235. this.v2.fromArray( json.v2 );
  24236. return this;
  24237. }
  24238. }
  24239. /**
  24240. * A curve representing a 2D Quadratic Bezier curve.
  24241. *
  24242. * ```js
  24243. * const curve = new THREE.QuadraticBezierCurve(
  24244. * new THREE.Vector2( - 10, 0 ),
  24245. * new THREE.Vector2( 20, 15 ),
  24246. * new THREE.Vector2( 10, 0 )
  24247. * )
  24248. *
  24249. * const points = curve.getPoints( 50 );
  24250. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24251. *
  24252. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24253. *
  24254. * // Create the final object to add to the scene
  24255. * const curveObject = new THREE.Line( geometry, material );
  24256. * ```
  24257. *
  24258. * @augments Curve
  24259. */
  24260. class QuadraticBezierCurve extends Curve {
  24261. /**
  24262. * Constructs a new Quadratic Bezier curve.
  24263. *
  24264. * @param {Vector2} [v0] - The start point.
  24265. * @param {Vector2} [v1] - The control point.
  24266. * @param {Vector2} [v2] - The end point.
  24267. */
  24268. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24269. super();
  24270. /**
  24271. * This flag can be used for type testing.
  24272. *
  24273. * @type {boolean}
  24274. * @readonly
  24275. * @default true
  24276. */
  24277. this.isQuadraticBezierCurve = true;
  24278. this.type = 'QuadraticBezierCurve';
  24279. /**
  24280. * The start point.
  24281. *
  24282. * @type {Vector2}
  24283. */
  24284. this.v0 = v0;
  24285. /**
  24286. * The control point.
  24287. *
  24288. * @type {Vector2}
  24289. */
  24290. this.v1 = v1;
  24291. /**
  24292. * The end point.
  24293. *
  24294. * @type {Vector2}
  24295. */
  24296. this.v2 = v2;
  24297. }
  24298. /**
  24299. * Returns a point on the curve.
  24300. *
  24301. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24302. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24303. * @return {Vector2} The position on the curve.
  24304. */
  24305. getPoint( t, optionalTarget = new Vector2() ) {
  24306. const point = optionalTarget;
  24307. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24308. point.set(
  24309. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24310. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24311. );
  24312. return point;
  24313. }
  24314. copy( source ) {
  24315. super.copy( source );
  24316. this.v0.copy( source.v0 );
  24317. this.v1.copy( source.v1 );
  24318. this.v2.copy( source.v2 );
  24319. return this;
  24320. }
  24321. toJSON() {
  24322. const data = super.toJSON();
  24323. data.v0 = this.v0.toArray();
  24324. data.v1 = this.v1.toArray();
  24325. data.v2 = this.v2.toArray();
  24326. return data;
  24327. }
  24328. fromJSON( json ) {
  24329. super.fromJSON( json );
  24330. this.v0.fromArray( json.v0 );
  24331. this.v1.fromArray( json.v1 );
  24332. this.v2.fromArray( json.v2 );
  24333. return this;
  24334. }
  24335. }
  24336. /**
  24337. * A curve representing a 3D Quadratic Bezier curve.
  24338. *
  24339. * @augments Curve
  24340. */
  24341. class QuadraticBezierCurve3 extends Curve {
  24342. /**
  24343. * Constructs a new Quadratic Bezier curve.
  24344. *
  24345. * @param {Vector3} [v0] - The start point.
  24346. * @param {Vector3} [v1] - The control point.
  24347. * @param {Vector3} [v2] - The end point.
  24348. */
  24349. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24350. super();
  24351. /**
  24352. * This flag can be used for type testing.
  24353. *
  24354. * @type {boolean}
  24355. * @readonly
  24356. * @default true
  24357. */
  24358. this.isQuadraticBezierCurve3 = true;
  24359. this.type = 'QuadraticBezierCurve3';
  24360. /**
  24361. * The start point.
  24362. *
  24363. * @type {Vector3}
  24364. */
  24365. this.v0 = v0;
  24366. /**
  24367. * The control point.
  24368. *
  24369. * @type {Vector3}
  24370. */
  24371. this.v1 = v1;
  24372. /**
  24373. * The end point.
  24374. *
  24375. * @type {Vector3}
  24376. */
  24377. this.v2 = v2;
  24378. }
  24379. /**
  24380. * Returns a point on the curve.
  24381. *
  24382. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24383. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24384. * @return {Vector3} The position on the curve.
  24385. */
  24386. getPoint( t, optionalTarget = new Vector3() ) {
  24387. const point = optionalTarget;
  24388. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24389. point.set(
  24390. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24391. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24392. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24393. );
  24394. return point;
  24395. }
  24396. copy( source ) {
  24397. super.copy( source );
  24398. this.v0.copy( source.v0 );
  24399. this.v1.copy( source.v1 );
  24400. this.v2.copy( source.v2 );
  24401. return this;
  24402. }
  24403. toJSON() {
  24404. const data = super.toJSON();
  24405. data.v0 = this.v0.toArray();
  24406. data.v1 = this.v1.toArray();
  24407. data.v2 = this.v2.toArray();
  24408. return data;
  24409. }
  24410. fromJSON( json ) {
  24411. super.fromJSON( json );
  24412. this.v0.fromArray( json.v0 );
  24413. this.v1.fromArray( json.v1 );
  24414. this.v2.fromArray( json.v2 );
  24415. return this;
  24416. }
  24417. }
  24418. /**
  24419. * A curve representing a 2D spline curve.
  24420. *
  24421. * ```js
  24422. * // Create a sine-like wave
  24423. * const curve = new THREE.SplineCurve( [
  24424. * new THREE.Vector2( -10, 0 ),
  24425. * new THREE.Vector2( -5, 5 ),
  24426. * new THREE.Vector2( 0, 0 ),
  24427. * new THREE.Vector2( 5, -5 ),
  24428. * new THREE.Vector2( 10, 0 )
  24429. * ] );
  24430. *
  24431. * const points = curve.getPoints( 50 );
  24432. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24433. *
  24434. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24435. *
  24436. * // Create the final object to add to the scene
  24437. * const splineObject = new THREE.Line( geometry, material );
  24438. * ```
  24439. *
  24440. * @augments Curve
  24441. */
  24442. class SplineCurve extends Curve {
  24443. /**
  24444. * Constructs a new 2D spline curve.
  24445. *
  24446. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24447. */
  24448. constructor( points = [] ) {
  24449. super();
  24450. /**
  24451. * This flag can be used for type testing.
  24452. *
  24453. * @type {boolean}
  24454. * @readonly
  24455. * @default true
  24456. */
  24457. this.isSplineCurve = true;
  24458. this.type = 'SplineCurve';
  24459. /**
  24460. * An array of 2D points defining the curve.
  24461. *
  24462. * @type {Array<Vector2>}
  24463. */
  24464. this.points = points;
  24465. }
  24466. /**
  24467. * Returns a point on the curve.
  24468. *
  24469. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24470. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24471. * @return {Vector2} The position on the curve.
  24472. */
  24473. getPoint( t, optionalTarget = new Vector2() ) {
  24474. const point = optionalTarget;
  24475. const points = this.points;
  24476. const p = ( points.length - 1 ) * t;
  24477. const intPoint = Math.floor( p );
  24478. const weight = p - intPoint;
  24479. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24480. const p1 = points[ intPoint ];
  24481. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24482. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24483. point.set(
  24484. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24485. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24486. );
  24487. return point;
  24488. }
  24489. copy( source ) {
  24490. super.copy( source );
  24491. this.points = [];
  24492. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24493. const point = source.points[ i ];
  24494. this.points.push( point.clone() );
  24495. }
  24496. return this;
  24497. }
  24498. toJSON() {
  24499. const data = super.toJSON();
  24500. data.points = [];
  24501. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24502. const point = this.points[ i ];
  24503. data.points.push( point.toArray() );
  24504. }
  24505. return data;
  24506. }
  24507. fromJSON( json ) {
  24508. super.fromJSON( json );
  24509. this.points = [];
  24510. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24511. const point = json.points[ i ];
  24512. this.points.push( new Vector2().fromArray( point ) );
  24513. }
  24514. return this;
  24515. }
  24516. }
  24517. var Curves = /*#__PURE__*/Object.freeze({
  24518. __proto__: null,
  24519. ArcCurve: ArcCurve,
  24520. CatmullRomCurve3: CatmullRomCurve3,
  24521. CubicBezierCurve: CubicBezierCurve,
  24522. CubicBezierCurve3: CubicBezierCurve3,
  24523. EllipseCurve: EllipseCurve,
  24524. LineCurve: LineCurve,
  24525. LineCurve3: LineCurve3,
  24526. QuadraticBezierCurve: QuadraticBezierCurve,
  24527. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24528. SplineCurve: SplineCurve
  24529. });
  24530. /**
  24531. * A base class extending {@link Curve}. `CurvePath` is simply an
  24532. * array of connected curves, but retains the API of a curve.
  24533. *
  24534. * @augments Curve
  24535. */
  24536. class CurvePath extends Curve {
  24537. /**
  24538. * Constructs a new curve path.
  24539. */
  24540. constructor() {
  24541. super();
  24542. this.type = 'CurvePath';
  24543. /**
  24544. * An array of curves defining the
  24545. * path.
  24546. *
  24547. * @type {Array<Curve>}
  24548. */
  24549. this.curves = [];
  24550. /**
  24551. * Whether the path should automatically be closed
  24552. * by a line curve.
  24553. *
  24554. * @type {boolean}
  24555. * @default false
  24556. */
  24557. this.autoClose = false;
  24558. }
  24559. /**
  24560. * Adds a curve to this curve path.
  24561. *
  24562. * @param {Curve} curve - The curve to add.
  24563. */
  24564. add( curve ) {
  24565. this.curves.push( curve );
  24566. }
  24567. /**
  24568. * Adds a line curve to close the path.
  24569. *
  24570. * @return {CurvePath} A reference to this curve path.
  24571. */
  24572. closePath() {
  24573. // Add a line curve if start and end of lines are not connected
  24574. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24575. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24576. if ( ! startPoint.equals( endPoint ) ) {
  24577. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24578. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24579. }
  24580. return this;
  24581. }
  24582. /**
  24583. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24584. * for the given interpolation factor.
  24585. *
  24586. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24587. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24588. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24589. */
  24590. getPoint( t, optionalTarget ) {
  24591. // To get accurate point with reference to
  24592. // entire path distance at time t,
  24593. // following has to be done:
  24594. // 1. Length of each sub path have to be known
  24595. // 2. Locate and identify type of curve
  24596. // 3. Get t for the curve
  24597. // 4. Return curve.getPointAt(t')
  24598. const d = t * this.getLength();
  24599. const curveLengths = this.getCurveLengths();
  24600. let i = 0;
  24601. // To think about boundaries points.
  24602. while ( i < curveLengths.length ) {
  24603. if ( curveLengths[ i ] >= d ) {
  24604. const diff = curveLengths[ i ] - d;
  24605. const curve = this.curves[ i ];
  24606. const segmentLength = curve.getLength();
  24607. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24608. return curve.getPointAt( u, optionalTarget );
  24609. }
  24610. i ++;
  24611. }
  24612. return null;
  24613. // loop where sum != 0, sum > d , sum+1 <d
  24614. }
  24615. getLength() {
  24616. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24617. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24618. // getPoint() depends on getLength
  24619. const lens = this.getCurveLengths();
  24620. return lens[ lens.length - 1 ];
  24621. }
  24622. updateArcLengths() {
  24623. // cacheLengths must be recalculated.
  24624. this.needsUpdate = true;
  24625. this.cacheLengths = null;
  24626. this.getCurveLengths();
  24627. }
  24628. /**
  24629. * Returns list of cumulative curve lengths of the defined curves.
  24630. *
  24631. * @return {Array<number>} The curve lengths.
  24632. */
  24633. getCurveLengths() {
  24634. // Compute lengths and cache them
  24635. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24636. // We use cache values if curves and cache array are same length
  24637. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24638. return this.cacheLengths;
  24639. }
  24640. // Get length of sub-curve
  24641. // Push sums into cached array
  24642. const lengths = [];
  24643. let sums = 0;
  24644. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24645. sums += this.curves[ i ].getLength();
  24646. lengths.push( sums );
  24647. }
  24648. this.cacheLengths = lengths;
  24649. return lengths;
  24650. }
  24651. getSpacedPoints( divisions = 40 ) {
  24652. const points = [];
  24653. for ( let i = 0; i <= divisions; i ++ ) {
  24654. points.push( this.getPoint( i / divisions ) );
  24655. }
  24656. if ( this.autoClose ) {
  24657. points.push( points[ 0 ] );
  24658. }
  24659. return points;
  24660. }
  24661. getPoints( divisions = 12 ) {
  24662. const points = [];
  24663. let last;
  24664. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24665. const curve = curves[ i ];
  24666. const resolution = curve.isEllipseCurve ? divisions * 2
  24667. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24668. : curve.isSplineCurve ? divisions * curve.points.length
  24669. : divisions;
  24670. const pts = curve.getPoints( resolution );
  24671. for ( let j = 0; j < pts.length; j ++ ) {
  24672. const point = pts[ j ];
  24673. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24674. points.push( point );
  24675. last = point;
  24676. }
  24677. }
  24678. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24679. points.push( points[ 0 ] );
  24680. }
  24681. return points;
  24682. }
  24683. copy( source ) {
  24684. super.copy( source );
  24685. this.curves = [];
  24686. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24687. const curve = source.curves[ i ];
  24688. this.curves.push( curve.clone() );
  24689. }
  24690. this.autoClose = source.autoClose;
  24691. return this;
  24692. }
  24693. toJSON() {
  24694. const data = super.toJSON();
  24695. data.autoClose = this.autoClose;
  24696. data.curves = [];
  24697. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24698. const curve = this.curves[ i ];
  24699. data.curves.push( curve.toJSON() );
  24700. }
  24701. return data;
  24702. }
  24703. fromJSON( json ) {
  24704. super.fromJSON( json );
  24705. this.autoClose = json.autoClose;
  24706. this.curves = [];
  24707. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24708. const curve = json.curves[ i ];
  24709. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24710. }
  24711. return this;
  24712. }
  24713. }
  24714. /**
  24715. * A 2D path representation. The class provides methods for creating paths
  24716. * and contours of 2D shapes similar to the 2D Canvas API.
  24717. *
  24718. * ```js
  24719. * const path = new THREE.Path();
  24720. *
  24721. * path.lineTo( 0, 0.8 );
  24722. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24723. * path.lineTo( 1, 1 );
  24724. *
  24725. * const points = path.getPoints();
  24726. *
  24727. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24728. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24729. *
  24730. * const line = new THREE.Line( geometry, material );
  24731. * scene.add( line );
  24732. * ```
  24733. *
  24734. * @augments CurvePath
  24735. */
  24736. class Path extends CurvePath {
  24737. /**
  24738. * Constructs a new path.
  24739. *
  24740. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24741. */
  24742. constructor( points ) {
  24743. super();
  24744. this.type = 'Path';
  24745. /**
  24746. * The current offset of the path. Any new curve added will start here.
  24747. *
  24748. * @type {Vector2}
  24749. */
  24750. this.currentPoint = new Vector2();
  24751. if ( points ) {
  24752. this.setFromPoints( points );
  24753. }
  24754. }
  24755. /**
  24756. * Creates a path from the given list of points. The points are added
  24757. * to the path as instances of {@link LineCurve}.
  24758. *
  24759. * @param {Array<Vector2>} points - An array of 2D points.
  24760. * @return {Path} A reference to this path.
  24761. */
  24762. setFromPoints( points ) {
  24763. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24764. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24765. this.lineTo( points[ i ].x, points[ i ].y );
  24766. }
  24767. return this;
  24768. }
  24769. /**
  24770. * Moves {@link Path#currentPoint} to the given point.
  24771. *
  24772. * @param {number} x - The x coordinate.
  24773. * @param {number} y - The y coordinate.
  24774. * @return {Path} A reference to this path.
  24775. */
  24776. moveTo( x, y ) {
  24777. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24778. return this;
  24779. }
  24780. /**
  24781. * Adds an instance of {@link LineCurve} to the path by connecting
  24782. * the current point with the given one.
  24783. *
  24784. * @param {number} x - The x coordinate of the end point.
  24785. * @param {number} y - The y coordinate of the end point.
  24786. * @return {Path} A reference to this path.
  24787. */
  24788. lineTo( x, y ) {
  24789. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24790. this.curves.push( curve );
  24791. this.currentPoint.set( x, y );
  24792. return this;
  24793. }
  24794. /**
  24795. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24796. * the current point with the given one.
  24797. *
  24798. * @param {number} aCPx - The x coordinate of the control point.
  24799. * @param {number} aCPy - The y coordinate of the control point.
  24800. * @param {number} aX - The x coordinate of the end point.
  24801. * @param {number} aY - The y coordinate of the end point.
  24802. * @return {Path} A reference to this path.
  24803. */
  24804. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24805. const curve = new QuadraticBezierCurve(
  24806. this.currentPoint.clone(),
  24807. new Vector2( aCPx, aCPy ),
  24808. new Vector2( aX, aY )
  24809. );
  24810. this.curves.push( curve );
  24811. this.currentPoint.set( aX, aY );
  24812. return this;
  24813. }
  24814. /**
  24815. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24816. * the current point with the given one.
  24817. *
  24818. * @param {number} aCP1x - The x coordinate of the first control point.
  24819. * @param {number} aCP1y - The y coordinate of the first control point.
  24820. * @param {number} aCP2x - The x coordinate of the second control point.
  24821. * @param {number} aCP2y - The y coordinate of the second control point.
  24822. * @param {number} aX - The x coordinate of the end point.
  24823. * @param {number} aY - The y coordinate of the end point.
  24824. * @return {Path} A reference to this path.
  24825. */
  24826. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24827. const curve = new CubicBezierCurve(
  24828. this.currentPoint.clone(),
  24829. new Vector2( aCP1x, aCP1y ),
  24830. new Vector2( aCP2x, aCP2y ),
  24831. new Vector2( aX, aY )
  24832. );
  24833. this.curves.push( curve );
  24834. this.currentPoint.set( aX, aY );
  24835. return this;
  24836. }
  24837. /**
  24838. * Adds an instance of {@link SplineCurve} to the path by connecting
  24839. * the current point with the given list of points.
  24840. *
  24841. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24842. * @return {Path} A reference to this path.
  24843. */
  24844. splineThru( pts ) {
  24845. const npts = [ this.currentPoint.clone() ].concat( pts );
  24846. const curve = new SplineCurve( npts );
  24847. this.curves.push( curve );
  24848. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24849. return this;
  24850. }
  24851. /**
  24852. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24853. * to the current point.
  24854. *
  24855. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24856. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24857. * @param {number} [aRadius=1] - The radius of the arc.
  24858. * @param {number} [aStartAngle=0] - The start angle in radians.
  24859. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24860. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24861. * @return {Path} A reference to this path.
  24862. */
  24863. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24864. const x0 = this.currentPoint.x;
  24865. const y0 = this.currentPoint.y;
  24866. this.absarc( aX + x0, aY + y0, aRadius,
  24867. aStartAngle, aEndAngle, aClockwise );
  24868. return this;
  24869. }
  24870. /**
  24871. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24872. *
  24873. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24874. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  24875. * @param {number} [aRadius=1] - The radius of the arc.
  24876. * @param {number} [aStartAngle=0] - The start angle in radians.
  24877. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24878. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24879. * @return {Path} A reference to this path.
  24880. */
  24881. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24882. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24883. return this;
  24884. }
  24885. /**
  24886. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24887. * to the current point
  24888. *
  24889. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24890. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24891. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24892. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24893. * @param {number} [aStartAngle=0] - The start angle in radians.
  24894. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24895. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24896. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24897. * @return {Path} A reference to this path.
  24898. */
  24899. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24900. const x0 = this.currentPoint.x;
  24901. const y0 = this.currentPoint.y;
  24902. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24903. return this;
  24904. }
  24905. /**
  24906. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  24907. *
  24908. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  24909. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  24910. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24911. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24912. * @param {number} [aStartAngle=0] - The start angle in radians.
  24913. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24914. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24915. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24916. * @return {Path} A reference to this path.
  24917. */
  24918. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24919. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24920. if ( this.curves.length > 0 ) {
  24921. // if a previous curve is present, attempt to join
  24922. const firstPoint = curve.getPoint( 0 );
  24923. if ( ! firstPoint.equals( this.currentPoint ) ) {
  24924. this.lineTo( firstPoint.x, firstPoint.y );
  24925. }
  24926. }
  24927. this.curves.push( curve );
  24928. const lastPoint = curve.getPoint( 1 );
  24929. this.currentPoint.copy( lastPoint );
  24930. return this;
  24931. }
  24932. copy( source ) {
  24933. super.copy( source );
  24934. this.currentPoint.copy( source.currentPoint );
  24935. return this;
  24936. }
  24937. toJSON() {
  24938. const data = super.toJSON();
  24939. data.currentPoint = this.currentPoint.toArray();
  24940. return data;
  24941. }
  24942. fromJSON( json ) {
  24943. super.fromJSON( json );
  24944. this.currentPoint.fromArray( json.currentPoint );
  24945. return this;
  24946. }
  24947. }
  24948. /**
  24949. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  24950. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  24951. * points, or to get triangulated faces.
  24952. *
  24953. * ```js
  24954. * const heartShape = new THREE.Shape();
  24955. *
  24956. * heartShape.moveTo( 25, 25 );
  24957. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  24958. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  24959. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  24960. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  24961. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  24962. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  24963. *
  24964. * const extrudeSettings = {
  24965. * depth: 8,
  24966. * bevelEnabled: true,
  24967. * bevelSegments: 2,
  24968. * steps: 2,
  24969. * bevelSize: 1,
  24970. * bevelThickness: 1
  24971. * };
  24972. *
  24973. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  24974. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  24975. * ```
  24976. *
  24977. * @augments Path
  24978. */
  24979. class Shape extends Path {
  24980. /**
  24981. * Constructs a new shape.
  24982. *
  24983. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  24984. */
  24985. constructor( points ) {
  24986. super( points );
  24987. /**
  24988. * The UUID of the shape.
  24989. *
  24990. * @type {string}
  24991. * @readonly
  24992. */
  24993. this.uuid = generateUUID();
  24994. this.type = 'Shape';
  24995. /**
  24996. * Defines the holes in the shape. Hole definitions must use the
  24997. * opposite winding order (CW/CCW) than the outer shape.
  24998. *
  24999. * @type {Array<Path>}
  25000. * @readonly
  25001. */
  25002. this.holes = [];
  25003. }
  25004. /**
  25005. * Returns an array representing each contour of the holes
  25006. * as a list of 2D points.
  25007. *
  25008. * @param {number} divisions - The fineness of the result.
  25009. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25010. */
  25011. getPointsHoles( divisions ) {
  25012. const holesPts = [];
  25013. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25014. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25015. }
  25016. return holesPts;
  25017. }
  25018. // get points of shape and holes (keypoints based on segments parameter)
  25019. /**
  25020. * Returns an object that holds contour data for the shape and its holes as
  25021. * arrays of 2D points.
  25022. *
  25023. * @param {number} divisions - The fineness of the result.
  25024. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25025. */
  25026. extractPoints( divisions ) {
  25027. return {
  25028. shape: this.getPoints( divisions ),
  25029. holes: this.getPointsHoles( divisions )
  25030. };
  25031. }
  25032. copy( source ) {
  25033. super.copy( source );
  25034. this.holes = [];
  25035. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25036. const hole = source.holes[ i ];
  25037. this.holes.push( hole.clone() );
  25038. }
  25039. return this;
  25040. }
  25041. toJSON() {
  25042. const data = super.toJSON();
  25043. data.uuid = this.uuid;
  25044. data.holes = [];
  25045. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25046. const hole = this.holes[ i ];
  25047. data.holes.push( hole.toJSON() );
  25048. }
  25049. return data;
  25050. }
  25051. fromJSON( json ) {
  25052. super.fromJSON( json );
  25053. this.uuid = json.uuid;
  25054. this.holes = [];
  25055. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25056. const hole = json.holes[ i ];
  25057. this.holes.push( new Path().fromJSON( hole ) );
  25058. }
  25059. return this;
  25060. }
  25061. }
  25062. /* eslint-disable */
  25063. // copy of mapbox/earcut version 3.0.1
  25064. // https://github.com/mapbox/earcut/tree/v3.0.1
  25065. function earcut(data, holeIndices, dim = 2) {
  25066. const hasHoles = holeIndices && holeIndices.length;
  25067. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25068. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25069. const triangles = [];
  25070. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25071. let minX, minY, invSize;
  25072. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25073. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25074. if (data.length > 80 * dim) {
  25075. minX = Infinity;
  25076. minY = Infinity;
  25077. let maxX = -Infinity;
  25078. let maxY = -Infinity;
  25079. for (let i = dim; i < outerLen; i += dim) {
  25080. const x = data[i];
  25081. const y = data[i + 1];
  25082. if (x < minX) minX = x;
  25083. if (y < minY) minY = y;
  25084. if (x > maxX) maxX = x;
  25085. if (y > maxY) maxY = y;
  25086. }
  25087. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25088. invSize = Math.max(maxX - minX, maxY - minY);
  25089. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25090. }
  25091. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25092. return triangles;
  25093. }
  25094. // create a circular doubly linked list from polygon points in the specified winding order
  25095. function linkedList(data, start, end, dim, clockwise) {
  25096. let last;
  25097. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25098. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25099. } else {
  25100. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25101. }
  25102. if (last && equals(last, last.next)) {
  25103. removeNode(last);
  25104. last = last.next;
  25105. }
  25106. return last;
  25107. }
  25108. // eliminate colinear or duplicate points
  25109. function filterPoints(start, end) {
  25110. if (!start) return start;
  25111. if (!end) end = start;
  25112. let p = start,
  25113. again;
  25114. do {
  25115. again = false;
  25116. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25117. removeNode(p);
  25118. p = end = p.prev;
  25119. if (p === p.next) break;
  25120. again = true;
  25121. } else {
  25122. p = p.next;
  25123. }
  25124. } while (again || p !== end);
  25125. return end;
  25126. }
  25127. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25128. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25129. if (!ear) return;
  25130. // interlink polygon nodes in z-order
  25131. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25132. let stop = ear;
  25133. // iterate through ears, slicing them one by one
  25134. while (ear.prev !== ear.next) {
  25135. const prev = ear.prev;
  25136. const next = ear.next;
  25137. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25138. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25139. removeNode(ear);
  25140. // skipping the next vertex leads to less sliver triangles
  25141. ear = next.next;
  25142. stop = next.next;
  25143. continue;
  25144. }
  25145. ear = next;
  25146. // if we looped through the whole remaining polygon and can't find any more ears
  25147. if (ear === stop) {
  25148. // try filtering points and slicing again
  25149. if (!pass) {
  25150. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25151. // if this didn't work, try curing all small self-intersections locally
  25152. } else if (pass === 1) {
  25153. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25154. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25155. // as a last resort, try splitting the remaining polygon into two
  25156. } else if (pass === 2) {
  25157. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25158. }
  25159. break;
  25160. }
  25161. }
  25162. }
  25163. // check whether a polygon node forms a valid ear with adjacent nodes
  25164. function isEar(ear) {
  25165. const a = ear.prev,
  25166. b = ear,
  25167. c = ear.next;
  25168. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25169. // now make sure we don't have other points inside the potential ear
  25170. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25171. // triangle bbox
  25172. const x0 = Math.min(ax, bx, cx),
  25173. y0 = Math.min(ay, by, cy),
  25174. x1 = Math.max(ax, bx, cx),
  25175. y1 = Math.max(ay, by, cy);
  25176. let p = c.next;
  25177. while (p !== a) {
  25178. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25179. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25180. area(p.prev, p, p.next) >= 0) return false;
  25181. p = p.next;
  25182. }
  25183. return true;
  25184. }
  25185. function isEarHashed(ear, minX, minY, invSize) {
  25186. const a = ear.prev,
  25187. b = ear,
  25188. c = ear.next;
  25189. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25190. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25191. // triangle bbox
  25192. const x0 = Math.min(ax, bx, cx),
  25193. y0 = Math.min(ay, by, cy),
  25194. x1 = Math.max(ax, bx, cx),
  25195. y1 = Math.max(ay, by, cy);
  25196. // z-order range for the current triangle bbox;
  25197. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25198. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25199. let p = ear.prevZ,
  25200. n = ear.nextZ;
  25201. // look for points inside the triangle in both directions
  25202. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25203. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25204. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25205. p = p.prevZ;
  25206. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25207. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25208. n = n.nextZ;
  25209. }
  25210. // look for remaining points in decreasing z-order
  25211. while (p && p.z >= minZ) {
  25212. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25213. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25214. p = p.prevZ;
  25215. }
  25216. // look for remaining points in increasing z-order
  25217. while (n && n.z <= maxZ) {
  25218. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25219. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25220. n = n.nextZ;
  25221. }
  25222. return true;
  25223. }
  25224. // go through all polygon nodes and cure small local self-intersections
  25225. function cureLocalIntersections(start, triangles) {
  25226. let p = start;
  25227. do {
  25228. const a = p.prev,
  25229. b = p.next.next;
  25230. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25231. triangles.push(a.i, p.i, b.i);
  25232. // remove two nodes involved
  25233. removeNode(p);
  25234. removeNode(p.next);
  25235. p = start = b;
  25236. }
  25237. p = p.next;
  25238. } while (p !== start);
  25239. return filterPoints(p);
  25240. }
  25241. // try splitting polygon into two and triangulate them independently
  25242. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25243. // look for a valid diagonal that divides the polygon into two
  25244. let a = start;
  25245. do {
  25246. let b = a.next.next;
  25247. while (b !== a.prev) {
  25248. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25249. // split the polygon in two by the diagonal
  25250. let c = splitPolygon(a, b);
  25251. // filter colinear points around the cuts
  25252. a = filterPoints(a, a.next);
  25253. c = filterPoints(c, c.next);
  25254. // run earcut on each half
  25255. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25256. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25257. return;
  25258. }
  25259. b = b.next;
  25260. }
  25261. a = a.next;
  25262. } while (a !== start);
  25263. }
  25264. // link every hole into the outer loop, producing a single-ring polygon without holes
  25265. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25266. const queue = [];
  25267. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25268. const start = holeIndices[i] * dim;
  25269. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25270. const list = linkedList(data, start, end, dim, false);
  25271. if (list === list.next) list.steiner = true;
  25272. queue.push(getLeftmost(list));
  25273. }
  25274. queue.sort(compareXYSlope);
  25275. // process holes from left to right
  25276. for (let i = 0; i < queue.length; i++) {
  25277. outerNode = eliminateHole(queue[i], outerNode);
  25278. }
  25279. return outerNode;
  25280. }
  25281. function compareXYSlope(a, b) {
  25282. let result = a.x - b.x;
  25283. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25284. // the bridge to the outer shell is always the point that they meet at.
  25285. if (result === 0) {
  25286. result = a.y - b.y;
  25287. if (result === 0) {
  25288. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25289. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25290. result = aSlope - bSlope;
  25291. }
  25292. }
  25293. return result;
  25294. }
  25295. // find a bridge between vertices that connects hole with an outer ring and and link it
  25296. function eliminateHole(hole, outerNode) {
  25297. const bridge = findHoleBridge(hole, outerNode);
  25298. if (!bridge) {
  25299. return outerNode;
  25300. }
  25301. const bridgeReverse = splitPolygon(bridge, hole);
  25302. // filter collinear points around the cuts
  25303. filterPoints(bridgeReverse, bridgeReverse.next);
  25304. return filterPoints(bridge, bridge.next);
  25305. }
  25306. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25307. function findHoleBridge(hole, outerNode) {
  25308. let p = outerNode;
  25309. const hx = hole.x;
  25310. const hy = hole.y;
  25311. let qx = -Infinity;
  25312. let m;
  25313. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25314. // segment's endpoint with lesser x will be potential connection point
  25315. // unless they intersect at a vertex, then choose the vertex
  25316. if (equals(hole, p)) return p;
  25317. do {
  25318. if (equals(hole, p.next)) return p.next;
  25319. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25320. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25321. if (x <= hx && x > qx) {
  25322. qx = x;
  25323. m = p.x < p.next.x ? p : p.next;
  25324. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25325. }
  25326. }
  25327. p = p.next;
  25328. } while (p !== outerNode);
  25329. if (!m) return null;
  25330. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25331. // if there are no points found, we have a valid connection;
  25332. // otherwise choose the point of the minimum angle with the ray as connection point
  25333. const stop = m;
  25334. const mx = m.x;
  25335. const my = m.y;
  25336. let tanMin = Infinity;
  25337. p = m;
  25338. do {
  25339. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25340. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25341. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25342. if (locallyInside(p, hole) &&
  25343. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25344. m = p;
  25345. tanMin = tan;
  25346. }
  25347. }
  25348. p = p.next;
  25349. } while (p !== stop);
  25350. return m;
  25351. }
  25352. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25353. function sectorContainsSector(m, p) {
  25354. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25355. }
  25356. // interlink polygon nodes in z-order
  25357. function indexCurve(start, minX, minY, invSize) {
  25358. let p = start;
  25359. do {
  25360. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25361. p.prevZ = p.prev;
  25362. p.nextZ = p.next;
  25363. p = p.next;
  25364. } while (p !== start);
  25365. p.prevZ.nextZ = null;
  25366. p.prevZ = null;
  25367. sortLinked(p);
  25368. }
  25369. // Simon Tatham's linked list merge sort algorithm
  25370. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25371. function sortLinked(list) {
  25372. let numMerges;
  25373. let inSize = 1;
  25374. do {
  25375. let p = list;
  25376. let e;
  25377. list = null;
  25378. let tail = null;
  25379. numMerges = 0;
  25380. while (p) {
  25381. numMerges++;
  25382. let q = p;
  25383. let pSize = 0;
  25384. for (let i = 0; i < inSize; i++) {
  25385. pSize++;
  25386. q = q.nextZ;
  25387. if (!q) break;
  25388. }
  25389. let qSize = inSize;
  25390. while (pSize > 0 || (qSize > 0 && q)) {
  25391. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25392. e = p;
  25393. p = p.nextZ;
  25394. pSize--;
  25395. } else {
  25396. e = q;
  25397. q = q.nextZ;
  25398. qSize--;
  25399. }
  25400. if (tail) tail.nextZ = e;
  25401. else list = e;
  25402. e.prevZ = tail;
  25403. tail = e;
  25404. }
  25405. p = q;
  25406. }
  25407. tail.nextZ = null;
  25408. inSize *= 2;
  25409. } while (numMerges > 1);
  25410. return list;
  25411. }
  25412. // z-order of a point given coords and inverse of the longer side of data bbox
  25413. function zOrder(x, y, minX, minY, invSize) {
  25414. // coords are transformed into non-negative 15-bit integer range
  25415. x = (x - minX) * invSize | 0;
  25416. y = (y - minY) * invSize | 0;
  25417. x = (x | (x << 8)) & 0x00FF00FF;
  25418. x = (x | (x << 4)) & 0x0F0F0F0F;
  25419. x = (x | (x << 2)) & 0x33333333;
  25420. x = (x | (x << 1)) & 0x55555555;
  25421. y = (y | (y << 8)) & 0x00FF00FF;
  25422. y = (y | (y << 4)) & 0x0F0F0F0F;
  25423. y = (y | (y << 2)) & 0x33333333;
  25424. y = (y | (y << 1)) & 0x55555555;
  25425. return x | (y << 1);
  25426. }
  25427. // find the leftmost node of a polygon ring
  25428. function getLeftmost(start) {
  25429. let p = start,
  25430. leftmost = start;
  25431. do {
  25432. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25433. p = p.next;
  25434. } while (p !== start);
  25435. return leftmost;
  25436. }
  25437. // check if a point lies within a convex triangle
  25438. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25439. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25440. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25441. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25442. }
  25443. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25444. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25445. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25446. }
  25447. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25448. function isValidDiagonal(a, b) {
  25449. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges
  25450. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25451. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25452. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25453. }
  25454. // signed area of a triangle
  25455. function area(p, q, r) {
  25456. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25457. }
  25458. // check if two points are equal
  25459. function equals(p1, p2) {
  25460. return p1.x === p2.x && p1.y === p2.y;
  25461. }
  25462. // check if two segments intersect
  25463. function intersects(p1, q1, p2, q2) {
  25464. const o1 = sign(area(p1, q1, p2));
  25465. const o2 = sign(area(p1, q1, q2));
  25466. const o3 = sign(area(p2, q2, p1));
  25467. const o4 = sign(area(p2, q2, q1));
  25468. if (o1 !== o2 && o3 !== o4) return true; // general case
  25469. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25470. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25471. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25472. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25473. return false;
  25474. }
  25475. // for collinear points p, q, r, check if point q lies on segment pr
  25476. function onSegment(p, q, r) {
  25477. 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);
  25478. }
  25479. function sign(num) {
  25480. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25481. }
  25482. // check if a polygon diagonal intersects any polygon segments
  25483. function intersectsPolygon(a, b) {
  25484. let p = a;
  25485. do {
  25486. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25487. intersects(p, p.next, a, b)) return true;
  25488. p = p.next;
  25489. } while (p !== a);
  25490. return false;
  25491. }
  25492. // check if a polygon diagonal is locally inside the polygon
  25493. function locallyInside(a, b) {
  25494. return area(a.prev, a, a.next) < 0 ?
  25495. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25496. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25497. }
  25498. // check if the middle point of a polygon diagonal is inside the polygon
  25499. function middleInside(a, b) {
  25500. let p = a;
  25501. let inside = false;
  25502. const px = (a.x + b.x) / 2;
  25503. const py = (a.y + b.y) / 2;
  25504. do {
  25505. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25506. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25507. inside = !inside;
  25508. p = p.next;
  25509. } while (p !== a);
  25510. return inside;
  25511. }
  25512. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25513. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25514. function splitPolygon(a, b) {
  25515. const a2 = createNode(a.i, a.x, a.y),
  25516. b2 = createNode(b.i, b.x, b.y),
  25517. an = a.next,
  25518. bp = b.prev;
  25519. a.next = b;
  25520. b.prev = a;
  25521. a2.next = an;
  25522. an.prev = a2;
  25523. b2.next = a2;
  25524. a2.prev = b2;
  25525. bp.next = b2;
  25526. b2.prev = bp;
  25527. return b2;
  25528. }
  25529. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25530. function insertNode(i, x, y, last) {
  25531. const p = createNode(i, x, y);
  25532. if (!last) {
  25533. p.prev = p;
  25534. p.next = p;
  25535. } else {
  25536. p.next = last.next;
  25537. p.prev = last;
  25538. last.next.prev = p;
  25539. last.next = p;
  25540. }
  25541. return p;
  25542. }
  25543. function removeNode(p) {
  25544. p.next.prev = p.prev;
  25545. p.prev.next = p.next;
  25546. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25547. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25548. }
  25549. function createNode(i, x, y) {
  25550. return {
  25551. i, // vertex index in coordinates array
  25552. x, y, // vertex coordinates
  25553. prev: null, // previous and next vertex nodes in a polygon ring
  25554. next: null,
  25555. z: 0, // z-order curve value
  25556. prevZ: null, // previous and next nodes in z-order
  25557. nextZ: null,
  25558. steiner: false // indicates whether this is a steiner point
  25559. };
  25560. }
  25561. function signedArea(data, start, end, dim) {
  25562. let sum = 0;
  25563. for (let i = start, j = end - dim; i < end; i += dim) {
  25564. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25565. j = i;
  25566. }
  25567. return sum;
  25568. }
  25569. class Earcut {
  25570. /**
  25571. * Triangulates the given shape definition by returning an array of triangles.
  25572. *
  25573. * @param {Array<number>} data - An array with 2D points.
  25574. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25575. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25576. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25577. * representing vertex indices.
  25578. */
  25579. static triangulate( data, holeIndices, dim = 2 ) {
  25580. return earcut( data, holeIndices, dim );
  25581. }
  25582. }
  25583. /**
  25584. * A class containing utility functions for shapes.
  25585. *
  25586. * @hideconstructor
  25587. */
  25588. class ShapeUtils {
  25589. /**
  25590. * Calculate area of a ( 2D ) contour polygon.
  25591. *
  25592. * @param {Array<Vector2>} contour - An array of 2D points.
  25593. * @return {number} The area.
  25594. */
  25595. static area( contour ) {
  25596. const n = contour.length;
  25597. let a = 0.0;
  25598. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25599. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25600. }
  25601. return a * 0.5;
  25602. }
  25603. /**
  25604. * Returns `true` if the given contour uses a clockwise winding order.
  25605. *
  25606. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25607. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25608. */
  25609. static isClockWise( pts ) {
  25610. return ShapeUtils.area( pts ) < 0;
  25611. }
  25612. /**
  25613. * Triangulates the given shape definition.
  25614. *
  25615. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25616. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25617. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25618. */
  25619. static triangulateShape( contour, holes ) {
  25620. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25621. const holeIndices = []; // array of hole indices
  25622. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25623. removeDupEndPts( contour );
  25624. addContour( vertices, contour );
  25625. //
  25626. let holeIndex = contour.length;
  25627. holes.forEach( removeDupEndPts );
  25628. for ( let i = 0; i < holes.length; i ++ ) {
  25629. holeIndices.push( holeIndex );
  25630. holeIndex += holes[ i ].length;
  25631. addContour( vertices, holes[ i ] );
  25632. }
  25633. //
  25634. const triangles = Earcut.triangulate( vertices, holeIndices );
  25635. //
  25636. for ( let i = 0; i < triangles.length; i += 3 ) {
  25637. faces.push( triangles.slice( i, i + 3 ) );
  25638. }
  25639. return faces;
  25640. }
  25641. }
  25642. function removeDupEndPts( points ) {
  25643. const l = points.length;
  25644. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25645. points.pop();
  25646. }
  25647. }
  25648. function addContour( vertices, contour ) {
  25649. for ( let i = 0; i < contour.length; i ++ ) {
  25650. vertices.push( contour[ i ].x );
  25651. vertices.push( contour[ i ].y );
  25652. }
  25653. }
  25654. /**
  25655. * Creates extruded geometry from a path shape.
  25656. *
  25657. * ```js
  25658. * const length = 12, width = 8;
  25659. *
  25660. * const shape = new THREE.Shape();
  25661. * shape.moveTo( 0,0 );
  25662. * shape.lineTo( 0, width );
  25663. * shape.lineTo( length, width );
  25664. * shape.lineTo( length, 0 );
  25665. * shape.lineTo( 0, 0 );
  25666. *
  25667. * const geometry = new THREE.ExtrudeGeometry( shape );
  25668. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25669. * const mesh = new THREE.Mesh( geometry, material ) ;
  25670. * scene.add( mesh );
  25671. * ```
  25672. *
  25673. * @augments BufferGeometry
  25674. */
  25675. class ExtrudeGeometry extends BufferGeometry {
  25676. /**
  25677. * Constructs a new extrude geometry.
  25678. *
  25679. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25680. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25681. */
  25682. 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 = {} ) {
  25683. super();
  25684. this.type = 'ExtrudeGeometry';
  25685. /**
  25686. * Holds the constructor parameters that have been
  25687. * used to generate the geometry. Any modification
  25688. * after instantiation does not change the geometry.
  25689. *
  25690. * @type {Object}
  25691. */
  25692. this.parameters = {
  25693. shapes: shapes,
  25694. options: options
  25695. };
  25696. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25697. const scope = this;
  25698. const verticesArray = [];
  25699. const uvArray = [];
  25700. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25701. const shape = shapes[ i ];
  25702. addShape( shape );
  25703. }
  25704. // build geometry
  25705. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25706. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25707. this.computeVertexNormals();
  25708. // functions
  25709. function addShape( shape ) {
  25710. const placeholder = [];
  25711. // options
  25712. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25713. const steps = options.steps !== undefined ? options.steps : 1;
  25714. const depth = options.depth !== undefined ? options.depth : 1;
  25715. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25716. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25717. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25718. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25719. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25720. const extrudePath = options.extrudePath;
  25721. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25722. //
  25723. let extrudePts, extrudeByPath = false;
  25724. let splineTube, binormal, normal, position2;
  25725. if ( extrudePath ) {
  25726. extrudePts = extrudePath.getSpacedPoints( steps );
  25727. extrudeByPath = true;
  25728. bevelEnabled = false; // bevels not supported for path extrusion
  25729. // SETUP TNB variables
  25730. // TODO1 - have a .isClosed in spline?
  25731. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25732. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25733. binormal = new Vector3();
  25734. normal = new Vector3();
  25735. position2 = new Vector3();
  25736. }
  25737. // Safeguards if bevels are not enabled
  25738. if ( ! bevelEnabled ) {
  25739. bevelSegments = 0;
  25740. bevelThickness = 0;
  25741. bevelSize = 0;
  25742. bevelOffset = 0;
  25743. }
  25744. // Variables initialization
  25745. const shapePoints = shape.extractPoints( curveSegments );
  25746. let vertices = shapePoints.shape;
  25747. const holes = shapePoints.holes;
  25748. const reverse = ! ShapeUtils.isClockWise( vertices );
  25749. if ( reverse ) {
  25750. vertices = vertices.reverse();
  25751. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25752. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25753. const ahole = holes[ h ];
  25754. if ( ShapeUtils.isClockWise( ahole ) ) {
  25755. holes[ h ] = ahole.reverse();
  25756. }
  25757. }
  25758. }
  25759. /**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.
  25760. * @param {Array<Vector2>} points
  25761. */
  25762. function mergeOverlappingPoints( points ) {
  25763. const THRESHOLD = 1e-10;
  25764. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25765. let prevPos = points[ 0 ];
  25766. for ( let i = 1; i <= points.length; i ++ ) {
  25767. const currentIndex = i % points.length;
  25768. const currentPos = points[ currentIndex ];
  25769. const dx = currentPos.x - prevPos.x;
  25770. const dy = currentPos.y - prevPos.y;
  25771. const distSq = dx * dx + dy * dy;
  25772. const scalingFactorSqrt = Math.max(
  25773. Math.abs( currentPos.x ),
  25774. Math.abs( currentPos.y ),
  25775. Math.abs( prevPos.x ),
  25776. Math.abs( prevPos.y )
  25777. );
  25778. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25779. if ( distSq <= thresholdSqScaled ) {
  25780. points.splice( currentIndex, 1 );
  25781. i --;
  25782. continue;
  25783. }
  25784. prevPos = currentPos;
  25785. }
  25786. }
  25787. mergeOverlappingPoints( vertices );
  25788. holes.forEach( mergeOverlappingPoints );
  25789. const numHoles = holes.length;
  25790. /* Vertices */
  25791. const contour = vertices; // vertices has all points but contour has only points of circumference
  25792. for ( let h = 0; h < numHoles; h ++ ) {
  25793. const ahole = holes[ h ];
  25794. vertices = vertices.concat( ahole );
  25795. }
  25796. function scalePt2( pt, vec, size ) {
  25797. if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
  25798. return pt.clone().addScaledVector( vec, size );
  25799. }
  25800. const vlen = vertices.length;
  25801. // Find directions for point movement
  25802. function getBevelVec( inPt, inPrev, inNext ) {
  25803. // computes for inPt the corresponding point inPt' on a new contour
  25804. // shifted by 1 unit (length of normalized vector) to the left
  25805. // if we walk along contour clockwise, this new contour is outside the old one
  25806. //
  25807. // inPt' is the intersection of the two lines parallel to the two
  25808. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25809. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25810. // good reading for geometry algorithms (here: line-line intersection)
  25811. // http://geomalgorithms.com/a05-_intersect-1.html
  25812. const v_prev_x = inPt.x - inPrev.x,
  25813. v_prev_y = inPt.y - inPrev.y;
  25814. const v_next_x = inNext.x - inPt.x,
  25815. v_next_y = inNext.y - inPt.y;
  25816. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25817. // check for collinear edges
  25818. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25819. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25820. // not collinear
  25821. // length of vectors for normalizing
  25822. const v_prev_len = Math.sqrt( v_prev_lensq );
  25823. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25824. // shift adjacent points by unit vectors to the left
  25825. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25826. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25827. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25828. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25829. // scaling factor for v_prev to intersection point
  25830. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25831. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25832. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25833. // vector from inPt to intersection point
  25834. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25835. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25836. // Don't normalize!, otherwise sharp corners become ugly
  25837. // but prevent crazy spikes
  25838. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25839. if ( v_trans_lensq <= 2 ) {
  25840. return new Vector2( v_trans_x, v_trans_y );
  25841. } else {
  25842. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25843. }
  25844. } else {
  25845. // handle special case of collinear edges
  25846. let direction_eq = false; // assumes: opposite
  25847. if ( v_prev_x > Number.EPSILON ) {
  25848. if ( v_next_x > Number.EPSILON ) {
  25849. direction_eq = true;
  25850. }
  25851. } else {
  25852. if ( v_prev_x < - Number.EPSILON ) {
  25853. if ( v_next_x < - Number.EPSILON ) {
  25854. direction_eq = true;
  25855. }
  25856. } else {
  25857. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25858. direction_eq = true;
  25859. }
  25860. }
  25861. }
  25862. if ( direction_eq ) {
  25863. // console.log("Warning: lines are a straight sequence");
  25864. v_trans_x = - v_prev_y;
  25865. v_trans_y = v_prev_x;
  25866. shrink_by = Math.sqrt( v_prev_lensq );
  25867. } else {
  25868. // console.log("Warning: lines are a straight spike");
  25869. v_trans_x = v_prev_x;
  25870. v_trans_y = v_prev_y;
  25871. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25872. }
  25873. }
  25874. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25875. }
  25876. const contourMovements = [];
  25877. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25878. if ( j === il ) j = 0;
  25879. if ( k === il ) k = 0;
  25880. // (j)---(i)---(k)
  25881. // console.log('i,j,k', i, j , k)
  25882. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25883. }
  25884. const holesMovements = [];
  25885. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25886. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25887. const ahole = holes[ h ];
  25888. oneHoleMovements = [];
  25889. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25890. if ( j === il ) j = 0;
  25891. if ( k === il ) k = 0;
  25892. // (j)---(i)---(k)
  25893. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25894. }
  25895. holesMovements.push( oneHoleMovements );
  25896. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25897. }
  25898. let faces;
  25899. if ( bevelSegments === 0 ) {
  25900. faces = ShapeUtils.triangulateShape( contour, holes );
  25901. } else {
  25902. const contractedContourVertices = [];
  25903. const expandedHoleVertices = [];
  25904. // Loop bevelSegments, 1 for the front, 1 for the back
  25905. for ( let b = 0; b < bevelSegments; b ++ ) {
  25906. //for ( b = bevelSegments; b > 0; b -- ) {
  25907. const t = b / bevelSegments;
  25908. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25909. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25910. // contract shape
  25911. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25912. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25913. v( vert.x, vert.y, - z );
  25914. if ( t === 0 ) contractedContourVertices.push( vert );
  25915. }
  25916. // expand holes
  25917. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25918. const ahole = holes[ h ];
  25919. oneHoleMovements = holesMovements[ h ];
  25920. const oneHoleVertices = [];
  25921. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25922. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25923. v( vert.x, vert.y, - z );
  25924. if ( t === 0 ) oneHoleVertices.push( vert );
  25925. }
  25926. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  25927. }
  25928. }
  25929. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  25930. }
  25931. const flen = faces.length;
  25932. const bs = bevelSize + bevelOffset;
  25933. // Back facing vertices
  25934. for ( let i = 0; i < vlen; i ++ ) {
  25935. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25936. if ( ! extrudeByPath ) {
  25937. v( vert.x, vert.y, 0 );
  25938. } else {
  25939. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  25940. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  25941. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  25942. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  25943. v( position2.x, position2.y, position2.z );
  25944. }
  25945. }
  25946. // Add stepped vertices...
  25947. // Including front facing vertices
  25948. for ( let s = 1; s <= steps; s ++ ) {
  25949. for ( let i = 0; i < vlen; i ++ ) {
  25950. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25951. if ( ! extrudeByPath ) {
  25952. v( vert.x, vert.y, depth / steps * s );
  25953. } else {
  25954. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  25955. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  25956. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  25957. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  25958. v( position2.x, position2.y, position2.z );
  25959. }
  25960. }
  25961. }
  25962. // Add bevel segments planes
  25963. //for ( b = 1; b <= bevelSegments; b ++ ) {
  25964. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  25965. const t = b / bevelSegments;
  25966. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25967. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25968. // contract shape
  25969. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25970. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25971. v( vert.x, vert.y, depth + z );
  25972. }
  25973. // expand holes
  25974. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25975. const ahole = holes[ h ];
  25976. oneHoleMovements = holesMovements[ h ];
  25977. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25978. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25979. if ( ! extrudeByPath ) {
  25980. v( vert.x, vert.y, depth + z );
  25981. } else {
  25982. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  25983. }
  25984. }
  25985. }
  25986. }
  25987. /* Faces */
  25988. // Top and bottom faces
  25989. buildLidFaces();
  25990. // Sides faces
  25991. buildSideFaces();
  25992. ///// Internal functions
  25993. function buildLidFaces() {
  25994. const start = verticesArray.length / 3;
  25995. if ( bevelEnabled ) {
  25996. let layer = 0; // steps + 1
  25997. let offset = vlen * layer;
  25998. // Bottom faces
  25999. for ( let i = 0; i < flen; i ++ ) {
  26000. const face = faces[ i ];
  26001. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26002. }
  26003. layer = steps + bevelSegments * 2;
  26004. offset = vlen * layer;
  26005. // Top faces
  26006. for ( let i = 0; i < flen; i ++ ) {
  26007. const face = faces[ i ];
  26008. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26009. }
  26010. } else {
  26011. // Bottom faces
  26012. for ( let i = 0; i < flen; i ++ ) {
  26013. const face = faces[ i ];
  26014. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26015. }
  26016. // Top faces
  26017. for ( let i = 0; i < flen; i ++ ) {
  26018. const face = faces[ i ];
  26019. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26020. }
  26021. }
  26022. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26023. }
  26024. // Create faces for the z-sides of the shape
  26025. function buildSideFaces() {
  26026. const start = verticesArray.length / 3;
  26027. let layeroffset = 0;
  26028. sidewalls( contour, layeroffset );
  26029. layeroffset += contour.length;
  26030. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26031. const ahole = holes[ h ];
  26032. sidewalls( ahole, layeroffset );
  26033. //, true
  26034. layeroffset += ahole.length;
  26035. }
  26036. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26037. }
  26038. function sidewalls( contour, layeroffset ) {
  26039. let i = contour.length;
  26040. while ( -- i >= 0 ) {
  26041. const j = i;
  26042. let k = i - 1;
  26043. if ( k < 0 ) k = contour.length - 1;
  26044. //console.log('b', i,j, i-1, k,vertices.length);
  26045. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26046. const slen1 = vlen * s;
  26047. const slen2 = vlen * ( s + 1 );
  26048. const a = layeroffset + j + slen1,
  26049. b = layeroffset + k + slen1,
  26050. c = layeroffset + k + slen2,
  26051. d = layeroffset + j + slen2;
  26052. f4( a, b, c, d );
  26053. }
  26054. }
  26055. }
  26056. function v( x, y, z ) {
  26057. placeholder.push( x );
  26058. placeholder.push( y );
  26059. placeholder.push( z );
  26060. }
  26061. function f3( a, b, c ) {
  26062. addVertex( a );
  26063. addVertex( b );
  26064. addVertex( c );
  26065. const nextIndex = verticesArray.length / 3;
  26066. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26067. addUV( uvs[ 0 ] );
  26068. addUV( uvs[ 1 ] );
  26069. addUV( uvs[ 2 ] );
  26070. }
  26071. function f4( a, b, c, d ) {
  26072. addVertex( a );
  26073. addVertex( b );
  26074. addVertex( d );
  26075. addVertex( b );
  26076. addVertex( c );
  26077. addVertex( d );
  26078. const nextIndex = verticesArray.length / 3;
  26079. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26080. addUV( uvs[ 0 ] );
  26081. addUV( uvs[ 1 ] );
  26082. addUV( uvs[ 3 ] );
  26083. addUV( uvs[ 1 ] );
  26084. addUV( uvs[ 2 ] );
  26085. addUV( uvs[ 3 ] );
  26086. }
  26087. function addVertex( index ) {
  26088. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26089. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26090. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26091. }
  26092. function addUV( vector2 ) {
  26093. uvArray.push( vector2.x );
  26094. uvArray.push( vector2.y );
  26095. }
  26096. }
  26097. }
  26098. copy( source ) {
  26099. super.copy( source );
  26100. this.parameters = Object.assign( {}, source.parameters );
  26101. return this;
  26102. }
  26103. toJSON() {
  26104. const data = super.toJSON();
  26105. const shapes = this.parameters.shapes;
  26106. const options = this.parameters.options;
  26107. return toJSON$1( shapes, options, data );
  26108. }
  26109. /**
  26110. * Factory method for creating an instance of this class from the given
  26111. * JSON object.
  26112. *
  26113. * @param {Object} data - A JSON object representing the serialized geometry.
  26114. * @param {Array<Shape>} shapes - An array of shapes.
  26115. * @return {ExtrudeGeometry} A new instance.
  26116. */
  26117. static fromJSON( data, shapes ) {
  26118. const geometryShapes = [];
  26119. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26120. const shape = shapes[ data.shapes[ j ] ];
  26121. geometryShapes.push( shape );
  26122. }
  26123. const extrudePath = data.options.extrudePath;
  26124. if ( extrudePath !== undefined ) {
  26125. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26126. }
  26127. return new ExtrudeGeometry( geometryShapes, data.options );
  26128. }
  26129. }
  26130. const WorldUVGenerator = {
  26131. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26132. const a_x = vertices[ indexA * 3 ];
  26133. const a_y = vertices[ indexA * 3 + 1 ];
  26134. const b_x = vertices[ indexB * 3 ];
  26135. const b_y = vertices[ indexB * 3 + 1 ];
  26136. const c_x = vertices[ indexC * 3 ];
  26137. const c_y = vertices[ indexC * 3 + 1 ];
  26138. return [
  26139. new Vector2( a_x, a_y ),
  26140. new Vector2( b_x, b_y ),
  26141. new Vector2( c_x, c_y )
  26142. ];
  26143. },
  26144. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26145. const a_x = vertices[ indexA * 3 ];
  26146. const a_y = vertices[ indexA * 3 + 1 ];
  26147. const a_z = vertices[ indexA * 3 + 2 ];
  26148. const b_x = vertices[ indexB * 3 ];
  26149. const b_y = vertices[ indexB * 3 + 1 ];
  26150. const b_z = vertices[ indexB * 3 + 2 ];
  26151. const c_x = vertices[ indexC * 3 ];
  26152. const c_y = vertices[ indexC * 3 + 1 ];
  26153. const c_z = vertices[ indexC * 3 + 2 ];
  26154. const d_x = vertices[ indexD * 3 ];
  26155. const d_y = vertices[ indexD * 3 + 1 ];
  26156. const d_z = vertices[ indexD * 3 + 2 ];
  26157. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26158. return [
  26159. new Vector2( a_x, 1 - a_z ),
  26160. new Vector2( b_x, 1 - b_z ),
  26161. new Vector2( c_x, 1 - c_z ),
  26162. new Vector2( d_x, 1 - d_z )
  26163. ];
  26164. } else {
  26165. return [
  26166. new Vector2( a_y, 1 - a_z ),
  26167. new Vector2( b_y, 1 - b_z ),
  26168. new Vector2( c_y, 1 - c_z ),
  26169. new Vector2( d_y, 1 - d_z )
  26170. ];
  26171. }
  26172. }
  26173. };
  26174. function toJSON$1( shapes, options, data ) {
  26175. data.shapes = [];
  26176. if ( Array.isArray( shapes ) ) {
  26177. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26178. const shape = shapes[ i ];
  26179. data.shapes.push( shape.uuid );
  26180. }
  26181. } else {
  26182. data.shapes.push( shapes.uuid );
  26183. }
  26184. data.options = Object.assign( {}, options );
  26185. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26186. return data;
  26187. }
  26188. /**
  26189. * A geometry class for representing an icosahedron.
  26190. *
  26191. * ```js
  26192. * const geometry = new THREE.IcosahedronGeometry();
  26193. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26194. * const icosahedron = new THREE.Mesh( geometry, material );
  26195. * scene.add( icosahedron );
  26196. * ```
  26197. *
  26198. * @augments PolyhedronGeometry
  26199. */
  26200. class IcosahedronGeometry extends PolyhedronGeometry {
  26201. /**
  26202. * Constructs a new icosahedron geometry.
  26203. *
  26204. * @param {number} [radius=1] - Radius of the icosahedron.
  26205. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26206. */
  26207. constructor( radius = 1, detail = 0 ) {
  26208. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26209. const vertices = [
  26210. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26211. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26212. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26213. ];
  26214. const indices = [
  26215. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26216. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26217. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26218. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26219. ];
  26220. super( vertices, indices, radius, detail );
  26221. this.type = 'IcosahedronGeometry';
  26222. /**
  26223. * Holds the constructor parameters that have been
  26224. * used to generate the geometry. Any modification
  26225. * after instantiation does not change the geometry.
  26226. *
  26227. * @type {Object}
  26228. */
  26229. this.parameters = {
  26230. radius: radius,
  26231. detail: detail
  26232. };
  26233. }
  26234. /**
  26235. * Factory method for creating an instance of this class from the given
  26236. * JSON object.
  26237. *
  26238. * @param {Object} data - A JSON object representing the serialized geometry.
  26239. * @return {IcosahedronGeometry} A new instance.
  26240. */
  26241. static fromJSON( data ) {
  26242. return new IcosahedronGeometry( data.radius, data.detail );
  26243. }
  26244. }
  26245. /**
  26246. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26247. *
  26248. * ```js
  26249. * const points = [];
  26250. * for ( let i = 0; i < 10; i ++ ) {
  26251. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26252. * }
  26253. * const geometry = new THREE.LatheGeometry( points );
  26254. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26255. * const lathe = new THREE.Mesh( geometry, material );
  26256. * scene.add( lathe );
  26257. * ```
  26258. *
  26259. * @augments BufferGeometry
  26260. */
  26261. class LatheGeometry extends BufferGeometry {
  26262. /**
  26263. * Constructs a new lathe geometry.
  26264. *
  26265. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26266. * must be greater than zero.
  26267. * @param {number} [segments=12] - The number of circumference segments to generate.
  26268. * @param {number} [phiStart=0] - The starting angle in radians.
  26269. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26270. * closed lathe, less than 2PI is a portion.
  26271. */
  26272. 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 ) {
  26273. super();
  26274. this.type = 'LatheGeometry';
  26275. /**
  26276. * Holds the constructor parameters that have been
  26277. * used to generate the geometry. Any modification
  26278. * after instantiation does not change the geometry.
  26279. *
  26280. * @type {Object}
  26281. */
  26282. this.parameters = {
  26283. points: points,
  26284. segments: segments,
  26285. phiStart: phiStart,
  26286. phiLength: phiLength
  26287. };
  26288. segments = Math.floor( segments );
  26289. // clamp phiLength so it's in range of [ 0, 2PI ]
  26290. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26291. // buffers
  26292. const indices = [];
  26293. const vertices = [];
  26294. const uvs = [];
  26295. const initNormals = [];
  26296. const normals = [];
  26297. // helper variables
  26298. const inverseSegments = 1.0 / segments;
  26299. const vertex = new Vector3();
  26300. const uv = new Vector2();
  26301. const normal = new Vector3();
  26302. const curNormal = new Vector3();
  26303. const prevNormal = new Vector3();
  26304. let dx = 0;
  26305. let dy = 0;
  26306. // pre-compute normals for initial "meridian"
  26307. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26308. switch ( j ) {
  26309. case 0: // special handling for 1st vertex on path
  26310. dx = points[ j + 1 ].x - points[ j ].x;
  26311. dy = points[ j + 1 ].y - points[ j ].y;
  26312. normal.x = dy * 1.0;
  26313. normal.y = - dx;
  26314. normal.z = dy * 0.0;
  26315. prevNormal.copy( normal );
  26316. normal.normalize();
  26317. initNormals.push( normal.x, normal.y, normal.z );
  26318. break;
  26319. case ( points.length - 1 ): // special handling for last Vertex on path
  26320. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26321. break;
  26322. default: // default handling for all vertices in between
  26323. dx = points[ j + 1 ].x - points[ j ].x;
  26324. dy = points[ j + 1 ].y - points[ j ].y;
  26325. normal.x = dy * 1.0;
  26326. normal.y = - dx;
  26327. normal.z = dy * 0.0;
  26328. curNormal.copy( normal );
  26329. normal.x += prevNormal.x;
  26330. normal.y += prevNormal.y;
  26331. normal.z += prevNormal.z;
  26332. normal.normalize();
  26333. initNormals.push( normal.x, normal.y, normal.z );
  26334. prevNormal.copy( curNormal );
  26335. }
  26336. }
  26337. // generate vertices, uvs and normals
  26338. for ( let i = 0; i <= segments; i ++ ) {
  26339. const phi = phiStart + i * inverseSegments * phiLength;
  26340. const sin = Math.sin( phi );
  26341. const cos = Math.cos( phi );
  26342. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26343. // vertex
  26344. vertex.x = points[ j ].x * sin;
  26345. vertex.y = points[ j ].y;
  26346. vertex.z = points[ j ].x * cos;
  26347. vertices.push( vertex.x, vertex.y, vertex.z );
  26348. // uv
  26349. uv.x = i / segments;
  26350. uv.y = j / ( points.length - 1 );
  26351. uvs.push( uv.x, uv.y );
  26352. // normal
  26353. const x = initNormals[ 3 * j + 0 ] * sin;
  26354. const y = initNormals[ 3 * j + 1 ];
  26355. const z = initNormals[ 3 * j + 0 ] * cos;
  26356. normals.push( x, y, z );
  26357. }
  26358. }
  26359. // indices
  26360. for ( let i = 0; i < segments; i ++ ) {
  26361. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26362. const base = j + i * points.length;
  26363. const a = base;
  26364. const b = base + points.length;
  26365. const c = base + points.length + 1;
  26366. const d = base + 1;
  26367. // faces
  26368. indices.push( a, b, d );
  26369. indices.push( c, d, b );
  26370. }
  26371. }
  26372. // build geometry
  26373. this.setIndex( indices );
  26374. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26375. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26376. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26377. }
  26378. copy( source ) {
  26379. super.copy( source );
  26380. this.parameters = Object.assign( {}, source.parameters );
  26381. return this;
  26382. }
  26383. /**
  26384. * Factory method for creating an instance of this class from the given
  26385. * JSON object.
  26386. *
  26387. * @param {Object} data - A JSON object representing the serialized geometry.
  26388. * @return {LatheGeometry} A new instance.
  26389. */
  26390. static fromJSON( data ) {
  26391. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26392. }
  26393. }
  26394. /**
  26395. * A geometry class for representing an octahedron.
  26396. *
  26397. * ```js
  26398. * const geometry = new THREE.OctahedronGeometry();
  26399. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26400. * const octahedron = new THREE.Mesh( geometry, material );
  26401. * scene.add( octahedron );
  26402. * ```
  26403. *
  26404. * @augments PolyhedronGeometry
  26405. */
  26406. class OctahedronGeometry extends PolyhedronGeometry {
  26407. /**
  26408. * Constructs a new octahedron geometry.
  26409. *
  26410. * @param {number} [radius=1] - Radius of the octahedron.
  26411. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26412. */
  26413. constructor( radius = 1, detail = 0 ) {
  26414. const vertices = [
  26415. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26416. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26417. ];
  26418. const indices = [
  26419. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26420. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26421. 1, 3, 4, 1, 4, 2
  26422. ];
  26423. super( vertices, indices, radius, detail );
  26424. this.type = 'OctahedronGeometry';
  26425. /**
  26426. * Holds the constructor parameters that have been
  26427. * used to generate the geometry. Any modification
  26428. * after instantiation does not change the geometry.
  26429. *
  26430. * @type {Object}
  26431. */
  26432. this.parameters = {
  26433. radius: radius,
  26434. detail: detail
  26435. };
  26436. }
  26437. /**
  26438. * Factory method for creating an instance of this class from the given
  26439. * JSON object.
  26440. *
  26441. * @param {Object} data - A JSON object representing the serialized geometry.
  26442. * @return {OctahedronGeometry} A new instance.
  26443. */
  26444. static fromJSON( data ) {
  26445. return new OctahedronGeometry( data.radius, data.detail );
  26446. }
  26447. }
  26448. /**
  26449. * A geometry class for representing a plane.
  26450. *
  26451. * ```js
  26452. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26453. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26454. * const plane = new THREE.Mesh( geometry, material );
  26455. * scene.add( plane );
  26456. * ```
  26457. *
  26458. * @augments BufferGeometry
  26459. */
  26460. class PlaneGeometry extends BufferGeometry {
  26461. /**
  26462. * Constructs a new plane geometry.
  26463. *
  26464. * @param {number} [width=1] - The width along the X axis.
  26465. * @param {number} [height=1] - The height along the Y axis
  26466. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26467. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26468. */
  26469. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26470. super();
  26471. this.type = 'PlaneGeometry';
  26472. /**
  26473. * Holds the constructor parameters that have been
  26474. * used to generate the geometry. Any modification
  26475. * after instantiation does not change the geometry.
  26476. *
  26477. * @type {Object}
  26478. */
  26479. this.parameters = {
  26480. width: width,
  26481. height: height,
  26482. widthSegments: widthSegments,
  26483. heightSegments: heightSegments
  26484. };
  26485. const width_half = width / 2;
  26486. const height_half = height / 2;
  26487. const gridX = Math.floor( widthSegments );
  26488. const gridY = Math.floor( heightSegments );
  26489. const gridX1 = gridX + 1;
  26490. const gridY1 = gridY + 1;
  26491. const segment_width = width / gridX;
  26492. const segment_height = height / gridY;
  26493. //
  26494. const indices = [];
  26495. const vertices = [];
  26496. const normals = [];
  26497. const uvs = [];
  26498. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26499. const y = iy * segment_height - height_half;
  26500. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26501. const x = ix * segment_width - width_half;
  26502. vertices.push( x, - y, 0 );
  26503. normals.push( 0, 0, 1 );
  26504. uvs.push( ix / gridX );
  26505. uvs.push( 1 - ( iy / gridY ) );
  26506. }
  26507. }
  26508. for ( let iy = 0; iy < gridY; iy ++ ) {
  26509. for ( let ix = 0; ix < gridX; ix ++ ) {
  26510. const a = ix + gridX1 * iy;
  26511. const b = ix + gridX1 * ( iy + 1 );
  26512. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26513. const d = ( ix + 1 ) + gridX1 * iy;
  26514. indices.push( a, b, d );
  26515. indices.push( b, c, d );
  26516. }
  26517. }
  26518. this.setIndex( indices );
  26519. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26520. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26521. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26522. }
  26523. copy( source ) {
  26524. super.copy( source );
  26525. this.parameters = Object.assign( {}, source.parameters );
  26526. return this;
  26527. }
  26528. /**
  26529. * Factory method for creating an instance of this class from the given
  26530. * JSON object.
  26531. *
  26532. * @param {Object} data - A JSON object representing the serialized geometry.
  26533. * @return {PlaneGeometry} A new instance.
  26534. */
  26535. static fromJSON( data ) {
  26536. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26537. }
  26538. }
  26539. /**
  26540. * A class for generating a two-dimensional ring geometry.
  26541. *
  26542. * ```js
  26543. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26544. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26545. * const mesh = new THREE.Mesh( geometry, material );
  26546. * scene.add( mesh );
  26547. * ```
  26548. *
  26549. * @augments BufferGeometry
  26550. */
  26551. class RingGeometry extends BufferGeometry {
  26552. /**
  26553. * Constructs a new ring geometry.
  26554. *
  26555. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26556. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26557. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26558. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26559. * @param {number} [thetaStart=0] - Starting angle in radians.
  26560. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26561. */
  26562. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26563. super();
  26564. this.type = 'RingGeometry';
  26565. /**
  26566. * Holds the constructor parameters that have been
  26567. * used to generate the geometry. Any modification
  26568. * after instantiation does not change the geometry.
  26569. *
  26570. * @type {Object}
  26571. */
  26572. this.parameters = {
  26573. innerRadius: innerRadius,
  26574. outerRadius: outerRadius,
  26575. thetaSegments: thetaSegments,
  26576. phiSegments: phiSegments,
  26577. thetaStart: thetaStart,
  26578. thetaLength: thetaLength
  26579. };
  26580. thetaSegments = Math.max( 3, thetaSegments );
  26581. phiSegments = Math.max( 1, phiSegments );
  26582. // buffers
  26583. const indices = [];
  26584. const vertices = [];
  26585. const normals = [];
  26586. const uvs = [];
  26587. // some helper variables
  26588. let radius = innerRadius;
  26589. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26590. const vertex = new Vector3();
  26591. const uv = new Vector2();
  26592. // generate vertices, normals and uvs
  26593. for ( let j = 0; j <= phiSegments; j ++ ) {
  26594. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26595. // values are generate from the inside of the ring to the outside
  26596. const segment = thetaStart + i / thetaSegments * thetaLength;
  26597. // vertex
  26598. vertex.x = radius * Math.cos( segment );
  26599. vertex.y = radius * Math.sin( segment );
  26600. vertices.push( vertex.x, vertex.y, vertex.z );
  26601. // normal
  26602. normals.push( 0, 0, 1 );
  26603. // uv
  26604. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26605. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26606. uvs.push( uv.x, uv.y );
  26607. }
  26608. // increase the radius for next row of vertices
  26609. radius += radiusStep;
  26610. }
  26611. // indices
  26612. for ( let j = 0; j < phiSegments; j ++ ) {
  26613. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26614. for ( let i = 0; i < thetaSegments; i ++ ) {
  26615. const segment = i + thetaSegmentLevel;
  26616. const a = segment;
  26617. const b = segment + thetaSegments + 1;
  26618. const c = segment + thetaSegments + 2;
  26619. const d = segment + 1;
  26620. // faces
  26621. indices.push( a, b, d );
  26622. indices.push( b, c, d );
  26623. }
  26624. }
  26625. // build geometry
  26626. this.setIndex( indices );
  26627. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26628. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26629. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26630. }
  26631. copy( source ) {
  26632. super.copy( source );
  26633. this.parameters = Object.assign( {}, source.parameters );
  26634. return this;
  26635. }
  26636. /**
  26637. * Factory method for creating an instance of this class from the given
  26638. * JSON object.
  26639. *
  26640. * @param {Object} data - A JSON object representing the serialized geometry.
  26641. * @return {RingGeometry} A new instance.
  26642. */
  26643. static fromJSON( data ) {
  26644. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26645. }
  26646. }
  26647. /**
  26648. * Creates an one-sided polygonal geometry from one or more path shapes.
  26649. *
  26650. * ```js
  26651. * const arcShape = new THREE.Shape()
  26652. * .moveTo( 5, 1 )
  26653. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26654. *
  26655. * const geometry = new THREE.ShapeGeometry( arcShape );
  26656. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26657. * const mesh = new THREE.Mesh( geometry, material ) ;
  26658. * scene.add( mesh );
  26659. * ```
  26660. *
  26661. * @augments BufferGeometry
  26662. */
  26663. class ShapeGeometry extends BufferGeometry {
  26664. /**
  26665. * Constructs a new shape geometry.
  26666. *
  26667. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26668. * @param {number} [curveSegments=12] - Number of segments per shape.
  26669. */
  26670. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26671. super();
  26672. this.type = 'ShapeGeometry';
  26673. /**
  26674. * Holds the constructor parameters that have been
  26675. * used to generate the geometry. Any modification
  26676. * after instantiation does not change the geometry.
  26677. *
  26678. * @type {Object}
  26679. */
  26680. this.parameters = {
  26681. shapes: shapes,
  26682. curveSegments: curveSegments
  26683. };
  26684. // buffers
  26685. const indices = [];
  26686. const vertices = [];
  26687. const normals = [];
  26688. const uvs = [];
  26689. // helper variables
  26690. let groupStart = 0;
  26691. let groupCount = 0;
  26692. // allow single and array values for "shapes" parameter
  26693. if ( Array.isArray( shapes ) === false ) {
  26694. addShape( shapes );
  26695. } else {
  26696. for ( let i = 0; i < shapes.length; i ++ ) {
  26697. addShape( shapes[ i ] );
  26698. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26699. groupStart += groupCount;
  26700. groupCount = 0;
  26701. }
  26702. }
  26703. // build geometry
  26704. this.setIndex( indices );
  26705. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26706. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26707. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26708. // helper functions
  26709. function addShape( shape ) {
  26710. const indexOffset = vertices.length / 3;
  26711. const points = shape.extractPoints( curveSegments );
  26712. let shapeVertices = points.shape;
  26713. const shapeHoles = points.holes;
  26714. // check direction of vertices
  26715. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26716. shapeVertices = shapeVertices.reverse();
  26717. }
  26718. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26719. const shapeHole = shapeHoles[ i ];
  26720. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26721. shapeHoles[ i ] = shapeHole.reverse();
  26722. }
  26723. }
  26724. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26725. // join vertices of inner and outer paths to a single array
  26726. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26727. const shapeHole = shapeHoles[ i ];
  26728. shapeVertices = shapeVertices.concat( shapeHole );
  26729. }
  26730. // vertices, normals, uvs
  26731. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26732. const vertex = shapeVertices[ i ];
  26733. vertices.push( vertex.x, vertex.y, 0 );
  26734. normals.push( 0, 0, 1 );
  26735. uvs.push( vertex.x, vertex.y ); // world uvs
  26736. }
  26737. // indices
  26738. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26739. const face = faces[ i ];
  26740. const a = face[ 0 ] + indexOffset;
  26741. const b = face[ 1 ] + indexOffset;
  26742. const c = face[ 2 ] + indexOffset;
  26743. indices.push( a, b, c );
  26744. groupCount += 3;
  26745. }
  26746. }
  26747. }
  26748. copy( source ) {
  26749. super.copy( source );
  26750. this.parameters = Object.assign( {}, source.parameters );
  26751. return this;
  26752. }
  26753. toJSON() {
  26754. const data = super.toJSON();
  26755. const shapes = this.parameters.shapes;
  26756. return toJSON( shapes, data );
  26757. }
  26758. /**
  26759. * Factory method for creating an instance of this class from the given
  26760. * JSON object.
  26761. *
  26762. * @param {Object} data - A JSON object representing the serialized geometry.
  26763. * @param {Array<Shape>} shapes - An array of shapes.
  26764. * @return {ShapeGeometry} A new instance.
  26765. */
  26766. static fromJSON( data, shapes ) {
  26767. const geometryShapes = [];
  26768. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26769. const shape = shapes[ data.shapes[ j ] ];
  26770. geometryShapes.push( shape );
  26771. }
  26772. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26773. }
  26774. }
  26775. function toJSON( shapes, data ) {
  26776. data.shapes = [];
  26777. if ( Array.isArray( shapes ) ) {
  26778. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26779. const shape = shapes[ i ];
  26780. data.shapes.push( shape.uuid );
  26781. }
  26782. } else {
  26783. data.shapes.push( shapes.uuid );
  26784. }
  26785. return data;
  26786. }
  26787. /**
  26788. * A class for generating a sphere geometry.
  26789. *
  26790. * ```js
  26791. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26792. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26793. * const sphere = new THREE.Mesh( geometry, material );
  26794. * scene.add( sphere );
  26795. * ```
  26796. *
  26797. * @augments BufferGeometry
  26798. */
  26799. class SphereGeometry extends BufferGeometry {
  26800. /**
  26801. * Constructs a new sphere geometry.
  26802. *
  26803. * @param {number} [radius=1] - The sphere radius.
  26804. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26805. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26806. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26807. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26808. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26809. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26810. */
  26811. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26812. super();
  26813. this.type = 'SphereGeometry';
  26814. /**
  26815. * Holds the constructor parameters that have been
  26816. * used to generate the geometry. Any modification
  26817. * after instantiation does not change the geometry.
  26818. *
  26819. * @type {Object}
  26820. */
  26821. this.parameters = {
  26822. radius: radius,
  26823. widthSegments: widthSegments,
  26824. heightSegments: heightSegments,
  26825. phiStart: phiStart,
  26826. phiLength: phiLength,
  26827. thetaStart: thetaStart,
  26828. thetaLength: thetaLength
  26829. };
  26830. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26831. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26832. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26833. let index = 0;
  26834. const grid = [];
  26835. const vertex = new Vector3();
  26836. const normal = new Vector3();
  26837. // buffers
  26838. const indices = [];
  26839. const vertices = [];
  26840. const normals = [];
  26841. const uvs = [];
  26842. // generate vertices, normals and uvs
  26843. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26844. const verticesRow = [];
  26845. const v = iy / heightSegments;
  26846. // special case for the poles
  26847. let uOffset = 0;
  26848. if ( iy === 0 && thetaStart === 0 ) {
  26849. uOffset = 0.5 / widthSegments;
  26850. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26851. uOffset = -0.5 / widthSegments;
  26852. }
  26853. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26854. const u = ix / widthSegments;
  26855. // vertex
  26856. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26857. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26858. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26859. vertices.push( vertex.x, vertex.y, vertex.z );
  26860. // normal
  26861. normal.copy( vertex ).normalize();
  26862. normals.push( normal.x, normal.y, normal.z );
  26863. // uv
  26864. uvs.push( u + uOffset, 1 - v );
  26865. verticesRow.push( index ++ );
  26866. }
  26867. grid.push( verticesRow );
  26868. }
  26869. // indices
  26870. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26871. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26872. const a = grid[ iy ][ ix + 1 ];
  26873. const b = grid[ iy ][ ix ];
  26874. const c = grid[ iy + 1 ][ ix ];
  26875. const d = grid[ iy + 1 ][ ix + 1 ];
  26876. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26877. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26878. }
  26879. }
  26880. // build geometry
  26881. this.setIndex( indices );
  26882. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26883. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26884. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26885. }
  26886. copy( source ) {
  26887. super.copy( source );
  26888. this.parameters = Object.assign( {}, source.parameters );
  26889. return this;
  26890. }
  26891. /**
  26892. * Factory method for creating an instance of this class from the given
  26893. * JSON object.
  26894. *
  26895. * @param {Object} data - A JSON object representing the serialized geometry.
  26896. * @return {SphereGeometry} A new instance.
  26897. */
  26898. static fromJSON( data ) {
  26899. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26900. }
  26901. }
  26902. /**
  26903. * A geometry class for representing an tetrahedron.
  26904. *
  26905. * ```js
  26906. * const geometry = new THREE.TetrahedronGeometry();
  26907. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26908. * const tetrahedron = new THREE.Mesh( geometry, material );
  26909. * scene.add( tetrahedron );
  26910. * ```
  26911. *
  26912. * @augments PolyhedronGeometry
  26913. */
  26914. class TetrahedronGeometry extends PolyhedronGeometry {
  26915. /**
  26916. * Constructs a new tetrahedron geometry.
  26917. *
  26918. * @param {number} [radius=1] - Radius of the tetrahedron.
  26919. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  26920. */
  26921. constructor( radius = 1, detail = 0 ) {
  26922. const vertices = [
  26923. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  26924. ];
  26925. const indices = [
  26926. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  26927. ];
  26928. super( vertices, indices, radius, detail );
  26929. this.type = 'TetrahedronGeometry';
  26930. /**
  26931. * Holds the constructor parameters that have been
  26932. * used to generate the geometry. Any modification
  26933. * after instantiation does not change the geometry.
  26934. *
  26935. * @type {Object}
  26936. */
  26937. this.parameters = {
  26938. radius: radius,
  26939. detail: detail
  26940. };
  26941. }
  26942. /**
  26943. * Factory method for creating an instance of this class from the given
  26944. * JSON object.
  26945. *
  26946. * @param {Object} data - A JSON object representing the serialized geometry.
  26947. * @return {TetrahedronGeometry} A new instance.
  26948. */
  26949. static fromJSON( data ) {
  26950. return new TetrahedronGeometry( data.radius, data.detail );
  26951. }
  26952. }
  26953. /**
  26954. * A geometry class for representing an torus.
  26955. *
  26956. * ```js
  26957. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  26958. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26959. * const torus = new THREE.Mesh( geometry, material );
  26960. * scene.add( torus );
  26961. * ```
  26962. *
  26963. * @augments BufferGeometry
  26964. */
  26965. class TorusGeometry extends BufferGeometry {
  26966. /**
  26967. * Constructs a new torus geometry.
  26968. *
  26969. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  26970. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  26971. * @param {number} [radialSegments=12] - The number of radial segments.
  26972. * @param {number} [tubularSegments=48] - The number of tubular segments.
  26973. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  26974. */
  26975. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  26976. super();
  26977. this.type = 'TorusGeometry';
  26978. /**
  26979. * Holds the constructor parameters that have been
  26980. * used to generate the geometry. Any modification
  26981. * after instantiation does not change the geometry.
  26982. *
  26983. * @type {Object}
  26984. */
  26985. this.parameters = {
  26986. radius: radius,
  26987. tube: tube,
  26988. radialSegments: radialSegments,
  26989. tubularSegments: tubularSegments,
  26990. arc: arc
  26991. };
  26992. radialSegments = Math.floor( radialSegments );
  26993. tubularSegments = Math.floor( tubularSegments );
  26994. // buffers
  26995. const indices = [];
  26996. const vertices = [];
  26997. const normals = [];
  26998. const uvs = [];
  26999. // helper variables
  27000. const center = new Vector3();
  27001. const vertex = new Vector3();
  27002. const normal = new Vector3();
  27003. // generate vertices, normals and uvs
  27004. for ( let j = 0; j <= radialSegments; j ++ ) {
  27005. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27006. const u = i / tubularSegments * arc;
  27007. const v = j / radialSegments * Math.PI * 2;
  27008. // vertex
  27009. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27010. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27011. vertex.z = tube * Math.sin( v );
  27012. vertices.push( vertex.x, vertex.y, vertex.z );
  27013. // normal
  27014. center.x = radius * Math.cos( u );
  27015. center.y = radius * Math.sin( u );
  27016. normal.subVectors( vertex, center ).normalize();
  27017. normals.push( normal.x, normal.y, normal.z );
  27018. // uv
  27019. uvs.push( i / tubularSegments );
  27020. uvs.push( j / radialSegments );
  27021. }
  27022. }
  27023. // generate indices
  27024. for ( let j = 1; j <= radialSegments; j ++ ) {
  27025. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27026. // indices
  27027. const a = ( tubularSegments + 1 ) * j + i - 1;
  27028. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27029. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27030. const d = ( tubularSegments + 1 ) * j + i;
  27031. // faces
  27032. indices.push( a, b, d );
  27033. indices.push( b, c, d );
  27034. }
  27035. }
  27036. // build geometry
  27037. this.setIndex( indices );
  27038. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27039. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27040. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27041. }
  27042. copy( source ) {
  27043. super.copy( source );
  27044. this.parameters = Object.assign( {}, source.parameters );
  27045. return this;
  27046. }
  27047. /**
  27048. * Factory method for creating an instance of this class from the given
  27049. * JSON object.
  27050. *
  27051. * @param {Object} data - A JSON object representing the serialized geometry.
  27052. * @return {TorusGeometry} A new instance.
  27053. */
  27054. static fromJSON( data ) {
  27055. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27056. }
  27057. }
  27058. /**
  27059. * Creates a torus knot, the particular shape of which is defined by a pair
  27060. * of coprime integers, p and q. If p and q are not coprime, the result will
  27061. * be a torus link.
  27062. *
  27063. * ```js
  27064. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27065. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27066. * const torusKnot = new THREE.Mesh( geometry, material );
  27067. * scene.add( torusKnot );
  27068. * ```
  27069. *
  27070. * @augments BufferGeometry
  27071. */
  27072. class TorusKnotGeometry extends BufferGeometry {
  27073. /**
  27074. * Constructs a new torus knot geometry.
  27075. *
  27076. * @param {number} [radius=1] - Radius of the torus knot.
  27077. * @param {number} [tube=0.4] - Radius of the tube.
  27078. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27079. * @param {number} [radialSegments=8] - The number of radial segments.
  27080. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27081. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27082. */
  27083. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27084. super();
  27085. this.type = 'TorusKnotGeometry';
  27086. /**
  27087. * Holds the constructor parameters that have been
  27088. * used to generate the geometry. Any modification
  27089. * after instantiation does not change the geometry.
  27090. *
  27091. * @type {Object}
  27092. */
  27093. this.parameters = {
  27094. radius: radius,
  27095. tube: tube,
  27096. tubularSegments: tubularSegments,
  27097. radialSegments: radialSegments,
  27098. p: p,
  27099. q: q
  27100. };
  27101. tubularSegments = Math.floor( tubularSegments );
  27102. radialSegments = Math.floor( radialSegments );
  27103. // buffers
  27104. const indices = [];
  27105. const vertices = [];
  27106. const normals = [];
  27107. const uvs = [];
  27108. // helper variables
  27109. const vertex = new Vector3();
  27110. const normal = new Vector3();
  27111. const P1 = new Vector3();
  27112. const P2 = new Vector3();
  27113. const B = new Vector3();
  27114. const T = new Vector3();
  27115. const N = new Vector3();
  27116. // generate vertices, normals and uvs
  27117. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27118. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27119. const u = i / tubularSegments * p * Math.PI * 2;
  27120. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27121. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27122. calculatePositionOnCurve( u, p, q, radius, P1 );
  27123. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27124. // calculate orthonormal basis
  27125. T.subVectors( P2, P1 );
  27126. N.addVectors( P2, P1 );
  27127. B.crossVectors( T, N );
  27128. N.crossVectors( B, T );
  27129. // normalize B, N. T can be ignored, we don't use it
  27130. B.normalize();
  27131. N.normalize();
  27132. for ( let j = 0; j <= radialSegments; ++ j ) {
  27133. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27134. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27135. const v = j / radialSegments * Math.PI * 2;
  27136. const cx = - tube * Math.cos( v );
  27137. const cy = tube * Math.sin( v );
  27138. // now calculate the final vertex position.
  27139. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27140. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27141. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27142. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27143. vertices.push( vertex.x, vertex.y, vertex.z );
  27144. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27145. normal.subVectors( vertex, P1 ).normalize();
  27146. normals.push( normal.x, normal.y, normal.z );
  27147. // uv
  27148. uvs.push( i / tubularSegments );
  27149. uvs.push( j / radialSegments );
  27150. }
  27151. }
  27152. // generate indices
  27153. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27154. for ( let i = 1; i <= radialSegments; i ++ ) {
  27155. // indices
  27156. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27157. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27158. const c = ( radialSegments + 1 ) * j + i;
  27159. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27160. // faces
  27161. indices.push( a, b, d );
  27162. indices.push( b, c, d );
  27163. }
  27164. }
  27165. // build geometry
  27166. this.setIndex( indices );
  27167. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27168. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27169. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27170. // this function calculates the current position on the torus curve
  27171. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27172. const cu = Math.cos( u );
  27173. const su = Math.sin( u );
  27174. const quOverP = q / p * u;
  27175. const cs = Math.cos( quOverP );
  27176. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27177. position.y = radius * ( 2 + cs ) * su * 0.5;
  27178. position.z = radius * Math.sin( quOverP ) * 0.5;
  27179. }
  27180. }
  27181. copy( source ) {
  27182. super.copy( source );
  27183. this.parameters = Object.assign( {}, source.parameters );
  27184. return this;
  27185. }
  27186. /**
  27187. * Factory method for creating an instance of this class from the given
  27188. * JSON object.
  27189. *
  27190. * @param {Object} data - A JSON object representing the serialized geometry.
  27191. * @return {TorusKnotGeometry} A new instance.
  27192. */
  27193. static fromJSON( data ) {
  27194. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27195. }
  27196. }
  27197. /**
  27198. * Creates a tube that extrudes along a 3D curve.
  27199. *
  27200. * ```js
  27201. * class CustomSinCurve extends THREE.Curve {
  27202. *
  27203. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27204. *
  27205. * const tx = t * 3 - 1.5;
  27206. * const ty = Math.sin( 2 * Math.PI * t );
  27207. * const tz = 0;
  27208. *
  27209. * return optionalTarget.set( tx, ty, tz );
  27210. * }
  27211. *
  27212. * }
  27213. *
  27214. * const path = new CustomSinCurve( 10 );
  27215. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27216. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27217. * const mesh = new THREE.Mesh( geometry, material );
  27218. * scene.add( mesh );
  27219. * ```
  27220. *
  27221. * @augments BufferGeometry
  27222. */
  27223. class TubeGeometry extends BufferGeometry {
  27224. /**
  27225. * Constructs a new tube geometry.
  27226. *
  27227. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27228. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27229. * @param {number} [radius=1] -The radius of the tube.
  27230. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27231. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27232. */
  27233. 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 ) {
  27234. super();
  27235. this.type = 'TubeGeometry';
  27236. /**
  27237. * Holds the constructor parameters that have been
  27238. * used to generate the geometry. Any modification
  27239. * after instantiation does not change the geometry.
  27240. *
  27241. * @type {Object}
  27242. */
  27243. this.parameters = {
  27244. path: path,
  27245. tubularSegments: tubularSegments,
  27246. radius: radius,
  27247. radialSegments: radialSegments,
  27248. closed: closed
  27249. };
  27250. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27251. // expose internals
  27252. this.tangents = frames.tangents;
  27253. this.normals = frames.normals;
  27254. this.binormals = frames.binormals;
  27255. // helper variables
  27256. const vertex = new Vector3();
  27257. const normal = new Vector3();
  27258. const uv = new Vector2();
  27259. let P = new Vector3();
  27260. // buffer
  27261. const vertices = [];
  27262. const normals = [];
  27263. const uvs = [];
  27264. const indices = [];
  27265. // create buffer data
  27266. generateBufferData();
  27267. // build geometry
  27268. this.setIndex( indices );
  27269. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27270. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27271. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27272. // functions
  27273. function generateBufferData() {
  27274. for ( let i = 0; i < tubularSegments; i ++ ) {
  27275. generateSegment( i );
  27276. }
  27277. // if the geometry is not closed, generate the last row of vertices and normals
  27278. // at the regular position on the given path
  27279. //
  27280. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27281. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27282. // uvs are generated in a separate function.
  27283. // this makes it easy compute correct values for closed geometries
  27284. generateUVs();
  27285. // finally create faces
  27286. generateIndices();
  27287. }
  27288. function generateSegment( i ) {
  27289. // we use getPointAt to sample evenly distributed points from the given path
  27290. P = path.getPointAt( i / tubularSegments, P );
  27291. // retrieve corresponding normal and binormal
  27292. const N = frames.normals[ i ];
  27293. const B = frames.binormals[ i ];
  27294. // generate normals and vertices for the current segment
  27295. for ( let j = 0; j <= radialSegments; j ++ ) {
  27296. const v = j / radialSegments * Math.PI * 2;
  27297. const sin = Math.sin( v );
  27298. const cos = - Math.cos( v );
  27299. // normal
  27300. normal.x = ( cos * N.x + sin * B.x );
  27301. normal.y = ( cos * N.y + sin * B.y );
  27302. normal.z = ( cos * N.z + sin * B.z );
  27303. normal.normalize();
  27304. normals.push( normal.x, normal.y, normal.z );
  27305. // vertex
  27306. vertex.x = P.x + radius * normal.x;
  27307. vertex.y = P.y + radius * normal.y;
  27308. vertex.z = P.z + radius * normal.z;
  27309. vertices.push( vertex.x, vertex.y, vertex.z );
  27310. }
  27311. }
  27312. function generateIndices() {
  27313. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27314. for ( let i = 1; i <= radialSegments; i ++ ) {
  27315. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27316. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27317. const c = ( radialSegments + 1 ) * j + i;
  27318. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27319. // faces
  27320. indices.push( a, b, d );
  27321. indices.push( b, c, d );
  27322. }
  27323. }
  27324. }
  27325. function generateUVs() {
  27326. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27327. for ( let j = 0; j <= radialSegments; j ++ ) {
  27328. uv.x = i / tubularSegments;
  27329. uv.y = j / radialSegments;
  27330. uvs.push( uv.x, uv.y );
  27331. }
  27332. }
  27333. }
  27334. }
  27335. copy( source ) {
  27336. super.copy( source );
  27337. this.parameters = Object.assign( {}, source.parameters );
  27338. return this;
  27339. }
  27340. toJSON() {
  27341. const data = super.toJSON();
  27342. data.path = this.parameters.path.toJSON();
  27343. return data;
  27344. }
  27345. /**
  27346. * Factory method for creating an instance of this class from the given
  27347. * JSON object.
  27348. *
  27349. * @param {Object} data - A JSON object representing the serialized geometry.
  27350. * @return {TubeGeometry} A new instance.
  27351. */
  27352. static fromJSON( data ) {
  27353. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27354. // User defined curves or instances of CurvePath will not be deserialized.
  27355. return new TubeGeometry(
  27356. new Curves[ data.path.type ]().fromJSON( data.path ),
  27357. data.tubularSegments,
  27358. data.radius,
  27359. data.radialSegments,
  27360. data.closed
  27361. );
  27362. }
  27363. }
  27364. /**
  27365. * Can be used as a helper object to visualize a geometry as a wireframe.
  27366. *
  27367. * ```js
  27368. * const geometry = new THREE.SphereGeometry();
  27369. *
  27370. * const wireframe = new THREE.WireframeGeometry( geometry );
  27371. *
  27372. * const line = new THREE.LineSegments( wireframe );
  27373. * line.material.depthWrite = false;
  27374. * line.material.opacity = 0.25;
  27375. * line.material.transparent = true;
  27376. *
  27377. * scene.add( line );
  27378. * ```
  27379. *
  27380. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27381. *
  27382. * @augments BufferGeometry
  27383. */
  27384. class WireframeGeometry extends BufferGeometry {
  27385. /**
  27386. * Constructs a new wireframe geometry.
  27387. *
  27388. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27389. */
  27390. constructor( geometry = null ) {
  27391. super();
  27392. this.type = 'WireframeGeometry';
  27393. /**
  27394. * Holds the constructor parameters that have been
  27395. * used to generate the geometry. Any modification
  27396. * after instantiation does not change the geometry.
  27397. *
  27398. * @type {Object}
  27399. */
  27400. this.parameters = {
  27401. geometry: geometry
  27402. };
  27403. if ( geometry !== null ) {
  27404. // buffer
  27405. const vertices = [];
  27406. const edges = new Set();
  27407. // helper variables
  27408. const start = new Vector3();
  27409. const end = new Vector3();
  27410. if ( geometry.index !== null ) {
  27411. // indexed BufferGeometry
  27412. const position = geometry.attributes.position;
  27413. const indices = geometry.index;
  27414. let groups = geometry.groups;
  27415. if ( groups.length === 0 ) {
  27416. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27417. }
  27418. // create a data structure that contains all edges without duplicates
  27419. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27420. const group = groups[ o ];
  27421. const groupStart = group.start;
  27422. const groupCount = group.count;
  27423. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27424. for ( let j = 0; j < 3; j ++ ) {
  27425. const index1 = indices.getX( i + j );
  27426. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27427. start.fromBufferAttribute( position, index1 );
  27428. end.fromBufferAttribute( position, index2 );
  27429. if ( isUniqueEdge( start, end, edges ) === true ) {
  27430. vertices.push( start.x, start.y, start.z );
  27431. vertices.push( end.x, end.y, end.z );
  27432. }
  27433. }
  27434. }
  27435. }
  27436. } else {
  27437. // non-indexed BufferGeometry
  27438. const position = geometry.attributes.position;
  27439. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27440. for ( let j = 0; j < 3; j ++ ) {
  27441. // three edges per triangle, an edge is represented as (index1, index2)
  27442. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27443. const index1 = 3 * i + j;
  27444. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27445. start.fromBufferAttribute( position, index1 );
  27446. end.fromBufferAttribute( position, index2 );
  27447. if ( isUniqueEdge( start, end, edges ) === true ) {
  27448. vertices.push( start.x, start.y, start.z );
  27449. vertices.push( end.x, end.y, end.z );
  27450. }
  27451. }
  27452. }
  27453. }
  27454. // build geometry
  27455. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27456. }
  27457. }
  27458. copy( source ) {
  27459. super.copy( source );
  27460. this.parameters = Object.assign( {}, source.parameters );
  27461. return this;
  27462. }
  27463. }
  27464. function isUniqueEdge( start, end, edges ) {
  27465. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27466. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27467. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27468. return false;
  27469. } else {
  27470. edges.add( hash1 );
  27471. edges.add( hash2 );
  27472. return true;
  27473. }
  27474. }
  27475. var Geometries = /*#__PURE__*/Object.freeze({
  27476. __proto__: null,
  27477. BoxGeometry: BoxGeometry,
  27478. CapsuleGeometry: CapsuleGeometry,
  27479. CircleGeometry: CircleGeometry,
  27480. ConeGeometry: ConeGeometry,
  27481. CylinderGeometry: CylinderGeometry,
  27482. DodecahedronGeometry: DodecahedronGeometry,
  27483. EdgesGeometry: EdgesGeometry,
  27484. ExtrudeGeometry: ExtrudeGeometry,
  27485. IcosahedronGeometry: IcosahedronGeometry,
  27486. LatheGeometry: LatheGeometry,
  27487. OctahedronGeometry: OctahedronGeometry,
  27488. PlaneGeometry: PlaneGeometry,
  27489. PolyhedronGeometry: PolyhedronGeometry,
  27490. RingGeometry: RingGeometry,
  27491. ShapeGeometry: ShapeGeometry,
  27492. SphereGeometry: SphereGeometry,
  27493. TetrahedronGeometry: TetrahedronGeometry,
  27494. TorusGeometry: TorusGeometry,
  27495. TorusKnotGeometry: TorusKnotGeometry,
  27496. TubeGeometry: TubeGeometry,
  27497. WireframeGeometry: WireframeGeometry
  27498. });
  27499. /**
  27500. * This material can receive shadows, but otherwise is completely transparent.
  27501. *
  27502. * ```js
  27503. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27504. * geometry.rotateX( - Math.PI / 2 );
  27505. *
  27506. * const material = new THREE.ShadowMaterial();
  27507. * material.opacity = 0.2;
  27508. *
  27509. * const plane = new THREE.Mesh( geometry, material );
  27510. * plane.position.y = -200;
  27511. * plane.receiveShadow = true;
  27512. * scene.add( plane );
  27513. * ```
  27514. *
  27515. * @augments Material
  27516. */
  27517. class ShadowMaterial extends Material {
  27518. /**
  27519. * Constructs a new shadow material.
  27520. *
  27521. * @param {Object} [parameters] - An object with one or more properties
  27522. * defining the material's appearance. Any property of the material
  27523. * (including any property from inherited materials) can be passed
  27524. * in here. Color values can be passed any type of value accepted
  27525. * by {@link Color#set}.
  27526. */
  27527. constructor( parameters ) {
  27528. super();
  27529. /**
  27530. * This flag can be used for type testing.
  27531. *
  27532. * @type {boolean}
  27533. * @readonly
  27534. * @default true
  27535. */
  27536. this.isShadowMaterial = true;
  27537. this.type = 'ShadowMaterial';
  27538. /**
  27539. * Color of the material.
  27540. *
  27541. * @type {Color}
  27542. * @default (0,0,0)
  27543. */
  27544. this.color = new Color( 0x000000 );
  27545. /**
  27546. * Overwritten since shadow materials are transparent
  27547. * by default.
  27548. *
  27549. * @type {boolean}
  27550. * @default true
  27551. */
  27552. this.transparent = true;
  27553. /**
  27554. * Whether the material is affected by fog or not.
  27555. *
  27556. * @type {boolean}
  27557. * @default true
  27558. */
  27559. this.fog = true;
  27560. this.setValues( parameters );
  27561. }
  27562. copy( source ) {
  27563. super.copy( source );
  27564. this.color.copy( source.color );
  27565. this.fog = source.fog;
  27566. return this;
  27567. }
  27568. }
  27569. /**
  27570. * This class works just like {@link ShaderMaterial}, except that definitions
  27571. * of built-in uniforms and attributes are not automatically prepended to the
  27572. * GLSL shader code.
  27573. *
  27574. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27575. *
  27576. * @augments ShaderMaterial
  27577. */
  27578. class RawShaderMaterial extends ShaderMaterial {
  27579. /**
  27580. * Constructs a new raw shader material.
  27581. *
  27582. * @param {Object} [parameters] - An object with one or more properties
  27583. * defining the material's appearance. Any property of the material
  27584. * (including any property from inherited materials) can be passed
  27585. * in here. Color values can be passed any type of value accepted
  27586. * by {@link Color#set}.
  27587. */
  27588. constructor( parameters ) {
  27589. super( parameters );
  27590. /**
  27591. * This flag can be used for type testing.
  27592. *
  27593. * @type {boolean}
  27594. * @readonly
  27595. * @default true
  27596. */
  27597. this.isRawShaderMaterial = true;
  27598. this.type = 'RawShaderMaterial';
  27599. }
  27600. }
  27601. /**
  27602. * A standard physically based material, using Metallic-Roughness workflow.
  27603. *
  27604. * Physically based rendering (PBR) has recently become the standard in many
  27605. * 3D applications, such as [Unity]{@link https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/},
  27606. * [Unreal]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/} and
  27607. * [3D Studio Max]{@link http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017}.
  27608. *
  27609. * This approach differs from older approaches in that instead of using
  27610. * approximations for the way in which light interacts with a surface, a
  27611. * physically correct model is used. The idea is that, instead of tweaking
  27612. * materials to look good under specific lighting, a material can be created
  27613. * that will react 'correctly' under all lighting scenarios.
  27614. *
  27615. * In practice this gives a more accurate and realistic looking result than
  27616. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27617. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27618. * shading.
  27619. *
  27620. * Note that for best results you should always specify an environment map when using this material.
  27621. *
  27622. * For a non-technical introduction to the concept of PBR and how to set up a
  27623. * PBR material, check out these articles by the people at [marmoset]{@link https://www.marmoset.co}:
  27624. *
  27625. * - [Basic Theory of Physically Based Rendering]{@link https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/}
  27626. * - [Physically Based Rendering and You Can Too]{@link https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/}
  27627. *
  27628. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27629. * [paper from Disney]{@link https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf}
  27630. * (pdf), by Brent Burley.
  27631. *
  27632. * @augments Material
  27633. */
  27634. class MeshStandardMaterial extends Material {
  27635. /**
  27636. * Constructs a new mesh standard material.
  27637. *
  27638. * @param {Object} [parameters] - An object with one or more properties
  27639. * defining the material's appearance. Any property of the material
  27640. * (including any property from inherited materials) can be passed
  27641. * in here. Color values can be passed any type of value accepted
  27642. * by {@link Color#set}.
  27643. */
  27644. constructor( parameters ) {
  27645. super();
  27646. /**
  27647. * This flag can be used for type testing.
  27648. *
  27649. * @type {boolean}
  27650. * @readonly
  27651. * @default true
  27652. */
  27653. this.isMeshStandardMaterial = true;
  27654. this.type = 'MeshStandardMaterial';
  27655. this.defines = { 'STANDARD': '' };
  27656. /**
  27657. * Color of the material.
  27658. *
  27659. * @type {Color}
  27660. * @default (1,1,1)
  27661. */
  27662. this.color = new Color( 0xffffff ); // diffuse
  27663. /**
  27664. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27665. * means fully diffuse. If `roughnessMap` is also provided,
  27666. * both values are multiplied.
  27667. *
  27668. * @type {number}
  27669. * @default 1
  27670. */
  27671. this.roughness = 1.0;
  27672. /**
  27673. * How much the material is like a metal. Non-metallic materials such as wood
  27674. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27675. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27676. * If `metalnessMap` is also provided, both values are multiplied.
  27677. *
  27678. * @type {number}
  27679. * @default 0
  27680. */
  27681. this.metalness = 0.0;
  27682. /**
  27683. * The color map. May optionally include an alpha channel, typically combined
  27684. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27685. * color is modulated by the diffuse `color`.
  27686. *
  27687. * @type {?Texture}
  27688. * @default null
  27689. */
  27690. this.map = null;
  27691. /**
  27692. * The light map. Requires a second set of UVs.
  27693. *
  27694. * @type {?Texture}
  27695. * @default null
  27696. */
  27697. this.lightMap = null;
  27698. /**
  27699. * Intensity of the baked light.
  27700. *
  27701. * @type {number}
  27702. * @default 1
  27703. */
  27704. this.lightMapIntensity = 1.0;
  27705. /**
  27706. * The red channel of this texture is used as the ambient occlusion map.
  27707. * Requires a second set of UVs.
  27708. *
  27709. * @type {?Texture}
  27710. * @default null
  27711. */
  27712. this.aoMap = null;
  27713. /**
  27714. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27715. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27716. * red channel is also `1`, ambient light is fully occluded on a surface.
  27717. *
  27718. * @type {number}
  27719. * @default 1
  27720. */
  27721. this.aoMapIntensity = 1.0;
  27722. /**
  27723. * Emissive (light) color of the material, essentially a solid color
  27724. * unaffected by other lighting.
  27725. *
  27726. * @type {Color}
  27727. * @default (0,0,0)
  27728. */
  27729. this.emissive = new Color( 0x000000 );
  27730. /**
  27731. * Intensity of the emissive light. Modulates the emissive color.
  27732. *
  27733. * @type {number}
  27734. * @default 1
  27735. */
  27736. this.emissiveIntensity = 1.0;
  27737. /**
  27738. * Set emissive (glow) map. The emissive map color is modulated by the
  27739. * emissive color and the emissive intensity. If you have an emissive map,
  27740. * be sure to set the emissive color to something other than black.
  27741. *
  27742. * @type {?Texture}
  27743. * @default null
  27744. */
  27745. this.emissiveMap = null;
  27746. /**
  27747. * The texture to create a bump map. The black and white values map to the
  27748. * perceived depth in relation to the lights. Bump doesn't actually affect
  27749. * the geometry of the object, only the lighting. If a normal map is defined
  27750. * this will be ignored.
  27751. *
  27752. * @type {?Texture}
  27753. * @default null
  27754. */
  27755. this.bumpMap = null;
  27756. /**
  27757. * How much the bump map affects the material. Typical range is `[0,1]`.
  27758. *
  27759. * @type {number}
  27760. * @default 1
  27761. */
  27762. this.bumpScale = 1;
  27763. /**
  27764. * The texture to create a normal map. The RGB values affect the surface
  27765. * normal for each pixel fragment and change the way the color is lit. Normal
  27766. * maps do not change the actual shape of the surface, only the lighting. In
  27767. * case the material has a normal map authored using the left handed
  27768. * convention, the `y` component of `normalScale` should be negated to compensate
  27769. * for the different handedness.
  27770. *
  27771. * @type {?Texture}
  27772. * @default null
  27773. */
  27774. this.normalMap = null;
  27775. /**
  27776. * The type of normal map.
  27777. *
  27778. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27779. * @default TangentSpaceNormalMap
  27780. */
  27781. this.normalMapType = TangentSpaceNormalMap;
  27782. /**
  27783. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27784. *
  27785. * @type {Vector2}
  27786. * @default (1,1)
  27787. */
  27788. this.normalScale = new Vector2( 1, 1 );
  27789. /**
  27790. * The displacement map affects the position of the mesh's vertices. Unlike
  27791. * other maps which only affect the light and shade of the material the
  27792. * displaced vertices can cast shadows, block other objects, and otherwise
  27793. * act as real geometry. The displacement texture is an image where the value
  27794. * of each pixel (white being the highest) is mapped against, and
  27795. * repositions, the vertices of the mesh.
  27796. *
  27797. * @type {?Texture}
  27798. * @default null
  27799. */
  27800. this.displacementMap = null;
  27801. /**
  27802. * How much the displacement map affects the mesh (where black is no
  27803. * displacement, and white is maximum displacement). Without a displacement
  27804. * map set, this value is not applied.
  27805. *
  27806. * @type {number}
  27807. * @default 0
  27808. */
  27809. this.displacementScale = 1;
  27810. /**
  27811. * The offset of the displacement map's values on the mesh's vertices.
  27812. * The bias is added to the scaled sample of the displacement map.
  27813. * Without a displacement map set, this value is not applied.
  27814. *
  27815. * @type {number}
  27816. * @default 0
  27817. */
  27818. this.displacementBias = 0;
  27819. /**
  27820. * The green channel of this texture is used to alter the roughness of the
  27821. * material.
  27822. *
  27823. * @type {?Texture}
  27824. * @default null
  27825. */
  27826. this.roughnessMap = null;
  27827. /**
  27828. * The blue channel of this texture is used to alter the metalness of the
  27829. * material.
  27830. *
  27831. * @type {?Texture}
  27832. * @default null
  27833. */
  27834. this.metalnessMap = null;
  27835. /**
  27836. * The alpha map is a grayscale texture that controls the opacity across the
  27837. * surface (black: fully transparent; white: fully opaque).
  27838. *
  27839. * Only the color of the texture is used, ignoring the alpha channel if one
  27840. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27841. * when sampling this texture due to the extra bit of precision provided for
  27842. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27843. * luminance/alpha textures will also still work as expected.
  27844. *
  27845. * @type {?Texture}
  27846. * @default null
  27847. */
  27848. this.alphaMap = null;
  27849. /**
  27850. * The environment map. To ensure a physically correct rendering, environment maps
  27851. * are internally pre-processed with {@link PMREMGenerator}.
  27852. *
  27853. * @type {?Texture}
  27854. * @default null
  27855. */
  27856. this.envMap = null;
  27857. /**
  27858. * The rotation of the environment map in radians.
  27859. *
  27860. * @type {Euler}
  27861. * @default (0,0,0)
  27862. */
  27863. this.envMapRotation = new Euler();
  27864. /**
  27865. * Scales the effect of the environment map by multiplying its color.
  27866. *
  27867. * @type {number}
  27868. * @default 1
  27869. */
  27870. this.envMapIntensity = 1.0;
  27871. /**
  27872. * Renders the geometry as a wireframe.
  27873. *
  27874. * @type {boolean}
  27875. * @default false
  27876. */
  27877. this.wireframe = false;
  27878. /**
  27879. * Controls the thickness of the wireframe.
  27880. *
  27881. * Can only be used with {@link SVGRenderer}.
  27882. *
  27883. * @type {number}
  27884. * @default 1
  27885. */
  27886. this.wireframeLinewidth = 1;
  27887. /**
  27888. * Defines appearance of wireframe ends.
  27889. *
  27890. * Can only be used with {@link SVGRenderer}.
  27891. *
  27892. * @type {('round'|'bevel'|'miter')}
  27893. * @default 'round'
  27894. */
  27895. this.wireframeLinecap = 'round';
  27896. /**
  27897. * Defines appearance of wireframe joints.
  27898. *
  27899. * Can only be used with {@link SVGRenderer}.
  27900. *
  27901. * @type {('round'|'bevel'|'miter')}
  27902. * @default 'round'
  27903. */
  27904. this.wireframeLinejoin = 'round';
  27905. /**
  27906. * Whether the material is rendered with flat shading or not.
  27907. *
  27908. * @type {boolean}
  27909. * @default false
  27910. */
  27911. this.flatShading = false;
  27912. /**
  27913. * Whether the material is affected by fog or not.
  27914. *
  27915. * @type {boolean}
  27916. * @default true
  27917. */
  27918. this.fog = true;
  27919. this.setValues( parameters );
  27920. }
  27921. copy( source ) {
  27922. super.copy( source );
  27923. this.defines = { 'STANDARD': '' };
  27924. this.color.copy( source.color );
  27925. this.roughness = source.roughness;
  27926. this.metalness = source.metalness;
  27927. this.map = source.map;
  27928. this.lightMap = source.lightMap;
  27929. this.lightMapIntensity = source.lightMapIntensity;
  27930. this.aoMap = source.aoMap;
  27931. this.aoMapIntensity = source.aoMapIntensity;
  27932. this.emissive.copy( source.emissive );
  27933. this.emissiveMap = source.emissiveMap;
  27934. this.emissiveIntensity = source.emissiveIntensity;
  27935. this.bumpMap = source.bumpMap;
  27936. this.bumpScale = source.bumpScale;
  27937. this.normalMap = source.normalMap;
  27938. this.normalMapType = source.normalMapType;
  27939. this.normalScale.copy( source.normalScale );
  27940. this.displacementMap = source.displacementMap;
  27941. this.displacementScale = source.displacementScale;
  27942. this.displacementBias = source.displacementBias;
  27943. this.roughnessMap = source.roughnessMap;
  27944. this.metalnessMap = source.metalnessMap;
  27945. this.alphaMap = source.alphaMap;
  27946. this.envMap = source.envMap;
  27947. this.envMapRotation.copy( source.envMapRotation );
  27948. this.envMapIntensity = source.envMapIntensity;
  27949. this.wireframe = source.wireframe;
  27950. this.wireframeLinewidth = source.wireframeLinewidth;
  27951. this.wireframeLinecap = source.wireframeLinecap;
  27952. this.wireframeLinejoin = source.wireframeLinejoin;
  27953. this.flatShading = source.flatShading;
  27954. this.fog = source.fog;
  27955. return this;
  27956. }
  27957. }
  27958. /**
  27959. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  27960. * physically-based rendering properties:
  27961. *
  27962. * - Anisotropy: Ability to represent the anisotropic property of materials
  27963. * as observable with brushed metals.
  27964. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  27965. * a clear, reflective layer on top of another layer that may be irregular or rough.
  27966. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  27967. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  27968. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  27969. * wings of many insects.
  27970. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  27971. * transparent materials are less reflective. Physically-based transmission provides a more
  27972. * realistic option for thin, transparent surfaces like glass.
  27973. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  27974. * - Sheen: Can be used for representing cloth and fabric materials.
  27975. *
  27976. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  27977. * higher performance cost, per pixel, than other three.js materials. Most
  27978. * effects are disabled by default, and add cost as they are enabled. For
  27979. * best results, always specify an environment map when using this material.
  27980. *
  27981. * @augments MeshStandardMaterial
  27982. */
  27983. class MeshPhysicalMaterial extends MeshStandardMaterial {
  27984. /**
  27985. * Constructs a new mesh physical material.
  27986. *
  27987. * @param {Object} [parameters] - An object with one or more properties
  27988. * defining the material's appearance. Any property of the material
  27989. * (including any property from inherited materials) can be passed
  27990. * in here. Color values can be passed any type of value accepted
  27991. * by {@link Color#set}.
  27992. */
  27993. constructor( parameters ) {
  27994. super();
  27995. /**
  27996. * This flag can be used for type testing.
  27997. *
  27998. * @type {boolean}
  27999. * @readonly
  28000. * @default true
  28001. */
  28002. this.isMeshPhysicalMaterial = true;
  28003. this.defines = {
  28004. 'STANDARD': '',
  28005. 'PHYSICAL': ''
  28006. };
  28007. this.type = 'MeshPhysicalMaterial';
  28008. /**
  28009. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28010. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28011. * property provides additional rotation to the vectors in the texture.
  28012. *
  28013. * @type {number}
  28014. * @default 1
  28015. */
  28016. this.anisotropyRotation = 0;
  28017. /**
  28018. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28019. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28020. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28021. *
  28022. * @type {?Texture}
  28023. * @default null
  28024. */
  28025. this.anisotropyMap = null;
  28026. /**
  28027. * The red channel of this texture is multiplied against `clearcoat`,
  28028. * for per-pixel control over a coating's intensity.
  28029. *
  28030. * @type {?Texture}
  28031. * @default null
  28032. */
  28033. this.clearcoatMap = null;
  28034. /**
  28035. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28036. *
  28037. * @type {number}
  28038. * @default 0
  28039. */
  28040. this.clearcoatRoughness = 0.0;
  28041. /**
  28042. * The green channel of this texture is multiplied against
  28043. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28044. *
  28045. * @type {?Texture}
  28046. * @default null
  28047. */
  28048. this.clearcoatRoughnessMap = null;
  28049. /**
  28050. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28051. * `(0,0)` to `(1,1)`.
  28052. *
  28053. * @type {Vector2}
  28054. * @default (1,1)
  28055. */
  28056. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28057. /**
  28058. * Can be used to enable independent normals for the clear coat layer.
  28059. *
  28060. * @type {?Texture}
  28061. * @default null
  28062. */
  28063. this.clearcoatNormalMap = null;
  28064. /**
  28065. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28066. *
  28067. * @type {number}
  28068. * @default 1.5
  28069. */
  28070. this.ior = 1.5;
  28071. /**
  28072. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28073. * corresponds to an index-of-refraction of `1.5`.
  28074. *
  28075. * This models the reflectivity of non-metallic materials. It has no effect
  28076. * when `metalness` is `1.0`
  28077. *
  28078. * @name MeshPhysicalMaterial#reflectivity
  28079. * @type {number}
  28080. * @default 0.5
  28081. */
  28082. Object.defineProperty( this, 'reflectivity', {
  28083. get: function () {
  28084. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28085. },
  28086. set: function ( reflectivity ) {
  28087. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28088. }
  28089. } );
  28090. /**
  28091. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28092. * control over iridescence.
  28093. *
  28094. * @type {?Texture}
  28095. * @default null
  28096. */
  28097. this.iridescenceMap = null;
  28098. /**
  28099. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28100. * Between `1.0` to `2.333`.
  28101. *
  28102. * @type {number}
  28103. * @default 1.3
  28104. */
  28105. this.iridescenceIOR = 1.3;
  28106. /**
  28107. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28108. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28109. *
  28110. * @type {Array<number,number>}
  28111. * @default [100,400]
  28112. */
  28113. this.iridescenceThicknessRange = [ 100, 400 ];
  28114. /**
  28115. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28116. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28117. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28118. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28119. * - Values in-between will linearly interpolate between the elements of the array.
  28120. *
  28121. * @type {?Texture}
  28122. * @default null
  28123. */
  28124. this.iridescenceThicknessMap = null;
  28125. /**
  28126. * The sheen tint.
  28127. *
  28128. * @type {Color}
  28129. * @default (0,0,0)
  28130. */
  28131. this.sheenColor = new Color( 0x000000 );
  28132. /**
  28133. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28134. * over sheen tint.
  28135. *
  28136. * @type {?Texture}
  28137. * @default null
  28138. */
  28139. this.sheenColorMap = null;
  28140. /**
  28141. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28142. *
  28143. * @type {number}
  28144. * @default 1
  28145. */
  28146. this.sheenRoughness = 1.0;
  28147. /**
  28148. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28149. * over sheen roughness.
  28150. *
  28151. * @type {?Texture}
  28152. * @default null
  28153. */
  28154. this.sheenRoughnessMap = null;
  28155. /**
  28156. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28157. * optical transparency.
  28158. *
  28159. * @type {?Texture}
  28160. * @default null
  28161. */
  28162. this.transmissionMap = null;
  28163. /**
  28164. * The thickness of the volume beneath the surface. The value is given in the
  28165. * coordinate space of the mesh. If the value is `0` the material is
  28166. * thin-walled. Otherwise the material is a volume boundary.
  28167. *
  28168. * @type {number}
  28169. * @default 0
  28170. */
  28171. this.thickness = 0;
  28172. /**
  28173. * A texture that defines the thickness, stored in the green channel. This will
  28174. * be multiplied by `thickness`.
  28175. *
  28176. * @type {?Texture}
  28177. * @default null
  28178. */
  28179. this.thicknessMap = null;
  28180. /**
  28181. * Density of the medium given as the average distance that light travels in
  28182. * the medium before interacting with a particle. The value is given in world
  28183. * space units, and must be greater than zero.
  28184. *
  28185. * @type {number}
  28186. * @default Infinity
  28187. */
  28188. this.attenuationDistance = Infinity;
  28189. /**
  28190. * The color that white light turns into due to absorption when reaching the
  28191. * attenuation distance.
  28192. *
  28193. * @type {Color}
  28194. * @default (1,1,1)
  28195. */
  28196. this.attenuationColor = new Color( 1, 1, 1 );
  28197. /**
  28198. * A float that scales the amount of specular reflection for non-metals only.
  28199. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28200. *
  28201. * @type {number}
  28202. * @default 1
  28203. */
  28204. this.specularIntensity = 1.0;
  28205. /**
  28206. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28207. * for per-pixel control over specular intensity.
  28208. *
  28209. * @type {?Texture}
  28210. * @default null
  28211. */
  28212. this.specularIntensityMap = null;
  28213. /**
  28214. * Tints the specular reflection at normal incidence for non-metals only.
  28215. *
  28216. * @type {Color}
  28217. * @default (1,1,1)
  28218. */
  28219. this.specularColor = new Color( 1, 1, 1 );
  28220. /**
  28221. * The RGB channels of this texture are multiplied against `specularColor`,
  28222. * for per-pixel control over specular color.
  28223. *
  28224. * @type {?Texture}
  28225. * @default null
  28226. */
  28227. this.specularColorMap = null;
  28228. this._anisotropy = 0;
  28229. this._clearcoat = 0;
  28230. this._dispersion = 0;
  28231. this._iridescence = 0;
  28232. this._sheen = 0.0;
  28233. this._transmission = 0;
  28234. this.setValues( parameters );
  28235. }
  28236. /**
  28237. * The anisotropy strength.
  28238. *
  28239. * @type {number}
  28240. * @default 0
  28241. */
  28242. get anisotropy() {
  28243. return this._anisotropy;
  28244. }
  28245. set anisotropy( value ) {
  28246. if ( this._anisotropy > 0 !== value > 0 ) {
  28247. this.version ++;
  28248. }
  28249. this._anisotropy = value;
  28250. }
  28251. /**
  28252. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28253. * clear coat related properties to enable multilayer materials that have a
  28254. * thin translucent layer over the base layer.
  28255. *
  28256. * @type {number}
  28257. * @default 0
  28258. */
  28259. get clearcoat() {
  28260. return this._clearcoat;
  28261. }
  28262. set clearcoat( value ) {
  28263. if ( this._clearcoat > 0 !== value > 0 ) {
  28264. this.version ++;
  28265. }
  28266. this._clearcoat = value;
  28267. }
  28268. /**
  28269. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28270. * the surface and the viewer, from `0.0` to `1.0`.
  28271. *
  28272. * @type {number}
  28273. * @default 0
  28274. */
  28275. get iridescence() {
  28276. return this._iridescence;
  28277. }
  28278. set iridescence( value ) {
  28279. if ( this._iridescence > 0 !== value > 0 ) {
  28280. this.version ++;
  28281. }
  28282. this._iridescence = value;
  28283. }
  28284. /**
  28285. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28286. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28287. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28288. *
  28289. * @type {number}
  28290. * @default 0
  28291. */
  28292. get dispersion() {
  28293. return this._dispersion;
  28294. }
  28295. set dispersion( value ) {
  28296. if ( this._dispersion > 0 !== value > 0 ) {
  28297. this.version ++;
  28298. }
  28299. this._dispersion = value;
  28300. }
  28301. /**
  28302. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28303. *
  28304. * @type {number}
  28305. * @default 0
  28306. */
  28307. get sheen() {
  28308. return this._sheen;
  28309. }
  28310. set sheen( value ) {
  28311. if ( this._sheen > 0 !== value > 0 ) {
  28312. this.version ++;
  28313. }
  28314. this._sheen = value;
  28315. }
  28316. /**
  28317. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28318. *
  28319. * Thin, transparent or semitransparent, plastic or glass materials remain
  28320. * largely reflective even if they are fully transmissive. The transmission
  28321. * property can be used to model these materials.
  28322. *
  28323. * When transmission is non-zero, `opacity` should be set to `1`.
  28324. *
  28325. * @type {number}
  28326. * @default 0
  28327. */
  28328. get transmission() {
  28329. return this._transmission;
  28330. }
  28331. set transmission( value ) {
  28332. if ( this._transmission > 0 !== value > 0 ) {
  28333. this.version ++;
  28334. }
  28335. this._transmission = value;
  28336. }
  28337. copy( source ) {
  28338. super.copy( source );
  28339. this.defines = {
  28340. 'STANDARD': '',
  28341. 'PHYSICAL': ''
  28342. };
  28343. this.anisotropy = source.anisotropy;
  28344. this.anisotropyRotation = source.anisotropyRotation;
  28345. this.anisotropyMap = source.anisotropyMap;
  28346. this.clearcoat = source.clearcoat;
  28347. this.clearcoatMap = source.clearcoatMap;
  28348. this.clearcoatRoughness = source.clearcoatRoughness;
  28349. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28350. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28351. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28352. this.dispersion = source.dispersion;
  28353. this.ior = source.ior;
  28354. this.iridescence = source.iridescence;
  28355. this.iridescenceMap = source.iridescenceMap;
  28356. this.iridescenceIOR = source.iridescenceIOR;
  28357. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28358. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28359. this.sheen = source.sheen;
  28360. this.sheenColor.copy( source.sheenColor );
  28361. this.sheenColorMap = source.sheenColorMap;
  28362. this.sheenRoughness = source.sheenRoughness;
  28363. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28364. this.transmission = source.transmission;
  28365. this.transmissionMap = source.transmissionMap;
  28366. this.thickness = source.thickness;
  28367. this.thicknessMap = source.thicknessMap;
  28368. this.attenuationDistance = source.attenuationDistance;
  28369. this.attenuationColor.copy( source.attenuationColor );
  28370. this.specularIntensity = source.specularIntensity;
  28371. this.specularIntensityMap = source.specularIntensityMap;
  28372. this.specularColor.copy( source.specularColor );
  28373. this.specularColorMap = source.specularColorMap;
  28374. return this;
  28375. }
  28376. }
  28377. /**
  28378. * A material for shiny surfaces with specular highlights.
  28379. *
  28380. * The material uses a non-physically based [Blinn-Phong]{@link https://en.wikipedia.org/wiki/Blinn-Phong_shading_model}
  28381. * model for calculating reflectance. Unlike the Lambertian model used in the
  28382. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28383. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28384. *
  28385. * Performance will generally be greater when using this material over the
  28386. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28387. * some graphical accuracy.
  28388. *
  28389. * @augments Material
  28390. */
  28391. class MeshPhongMaterial extends Material {
  28392. /**
  28393. * Constructs a new mesh phong material.
  28394. *
  28395. * @param {Object} [parameters] - An object with one or more properties
  28396. * defining the material's appearance. Any property of the material
  28397. * (including any property from inherited materials) can be passed
  28398. * in here. Color values can be passed any type of value accepted
  28399. * by {@link Color#set}.
  28400. */
  28401. constructor( parameters ) {
  28402. super();
  28403. /**
  28404. * This flag can be used for type testing.
  28405. *
  28406. * @type {boolean}
  28407. * @readonly
  28408. * @default true
  28409. */
  28410. this.isMeshPhongMaterial = true;
  28411. this.type = 'MeshPhongMaterial';
  28412. /**
  28413. * Color of the material.
  28414. *
  28415. * @type {Color}
  28416. * @default (1,1,1)
  28417. */
  28418. this.color = new Color( 0xffffff ); // diffuse
  28419. /**
  28420. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28421. *
  28422. * This defines how shiny the material is and the color of its shine.
  28423. *
  28424. * @type {Color}
  28425. */
  28426. this.specular = new Color( 0x111111 );
  28427. /**
  28428. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28429. *
  28430. * @type {number}
  28431. * @default 30
  28432. */
  28433. this.shininess = 30;
  28434. /**
  28435. * The color map. May optionally include an alpha channel, typically combined
  28436. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28437. * color is modulated by the diffuse `color`.
  28438. *
  28439. * @type {?Texture}
  28440. * @default null
  28441. */
  28442. this.map = null;
  28443. /**
  28444. * The light map. Requires a second set of UVs.
  28445. *
  28446. * @type {?Texture}
  28447. * @default null
  28448. */
  28449. this.lightMap = null;
  28450. /**
  28451. * Intensity of the baked light.
  28452. *
  28453. * @type {number}
  28454. * @default 1
  28455. */
  28456. this.lightMapIntensity = 1.0;
  28457. /**
  28458. * The red channel of this texture is used as the ambient occlusion map.
  28459. * Requires a second set of UVs.
  28460. *
  28461. * @type {?Texture}
  28462. * @default null
  28463. */
  28464. this.aoMap = null;
  28465. /**
  28466. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28467. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28468. * red channel is also `1`, ambient light is fully occluded on a surface.
  28469. *
  28470. * @type {number}
  28471. * @default 1
  28472. */
  28473. this.aoMapIntensity = 1.0;
  28474. /**
  28475. * Emissive (light) color of the material, essentially a solid color
  28476. * unaffected by other lighting.
  28477. *
  28478. * @type {Color}
  28479. * @default (0,0,0)
  28480. */
  28481. this.emissive = new Color( 0x000000 );
  28482. /**
  28483. * Intensity of the emissive light. Modulates the emissive color.
  28484. *
  28485. * @type {number}
  28486. * @default 1
  28487. */
  28488. this.emissiveIntensity = 1.0;
  28489. /**
  28490. * Set emissive (glow) map. The emissive map color is modulated by the
  28491. * emissive color and the emissive intensity. If you have an emissive map,
  28492. * be sure to set the emissive color to something other than black.
  28493. *
  28494. * @type {?Texture}
  28495. * @default null
  28496. */
  28497. this.emissiveMap = null;
  28498. /**
  28499. * The texture to create a bump map. The black and white values map to the
  28500. * perceived depth in relation to the lights. Bump doesn't actually affect
  28501. * the geometry of the object, only the lighting. If a normal map is defined
  28502. * this will be ignored.
  28503. *
  28504. * @type {?Texture}
  28505. * @default null
  28506. */
  28507. this.bumpMap = null;
  28508. /**
  28509. * How much the bump map affects the material. Typical range is `[0,1]`.
  28510. *
  28511. * @type {number}
  28512. * @default 1
  28513. */
  28514. this.bumpScale = 1;
  28515. /**
  28516. * The texture to create a normal map. The RGB values affect the surface
  28517. * normal for each pixel fragment and change the way the color is lit. Normal
  28518. * maps do not change the actual shape of the surface, only the lighting. In
  28519. * case the material has a normal map authored using the left handed
  28520. * convention, the `y` component of `normalScale` should be negated to compensate
  28521. * for the different handedness.
  28522. *
  28523. * @type {?Texture}
  28524. * @default null
  28525. */
  28526. this.normalMap = null;
  28527. /**
  28528. * The type of normal map.
  28529. *
  28530. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28531. * @default TangentSpaceNormalMap
  28532. */
  28533. this.normalMapType = TangentSpaceNormalMap;
  28534. /**
  28535. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28536. *
  28537. * @type {Vector2}
  28538. * @default (1,1)
  28539. */
  28540. this.normalScale = new Vector2( 1, 1 );
  28541. /**
  28542. * The displacement map affects the position of the mesh's vertices. Unlike
  28543. * other maps which only affect the light and shade of the material the
  28544. * displaced vertices can cast shadows, block other objects, and otherwise
  28545. * act as real geometry. The displacement texture is an image where the value
  28546. * of each pixel (white being the highest) is mapped against, and
  28547. * repositions, the vertices of the mesh.
  28548. *
  28549. * @type {?Texture}
  28550. * @default null
  28551. */
  28552. this.displacementMap = null;
  28553. /**
  28554. * How much the displacement map affects the mesh (where black is no
  28555. * displacement, and white is maximum displacement). Without a displacement
  28556. * map set, this value is not applied.
  28557. *
  28558. * @type {number}
  28559. * @default 0
  28560. */
  28561. this.displacementScale = 1;
  28562. /**
  28563. * The offset of the displacement map's values on the mesh's vertices.
  28564. * The bias is added to the scaled sample of the displacement map.
  28565. * Without a displacement map set, this value is not applied.
  28566. *
  28567. * @type {number}
  28568. * @default 0
  28569. */
  28570. this.displacementBias = 0;
  28571. /**
  28572. * The specular map value affects both how much the specular surface
  28573. * highlight contributes and how much of the environment map affects the
  28574. * surface.
  28575. *
  28576. * @type {?Texture}
  28577. * @default null
  28578. */
  28579. this.specularMap = null;
  28580. /**
  28581. * The alpha map is a grayscale texture that controls the opacity across the
  28582. * surface (black: fully transparent; white: fully opaque).
  28583. *
  28584. * Only the color of the texture is used, ignoring the alpha channel if one
  28585. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28586. * when sampling this texture due to the extra bit of precision provided for
  28587. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28588. * luminance/alpha textures will also still work as expected.
  28589. *
  28590. * @type {?Texture}
  28591. * @default null
  28592. */
  28593. this.alphaMap = null;
  28594. /**
  28595. * The environment map.
  28596. *
  28597. * @type {?Texture}
  28598. * @default null
  28599. */
  28600. this.envMap = null;
  28601. /**
  28602. * The rotation of the environment map in radians.
  28603. *
  28604. * @type {Euler}
  28605. * @default (0,0,0)
  28606. */
  28607. this.envMapRotation = new Euler();
  28608. /**
  28609. * How to combine the result of the surface's color with the environment map, if any.
  28610. *
  28611. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28612. * blend between the two colors.
  28613. *
  28614. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28615. * @default MultiplyOperation
  28616. */
  28617. this.combine = MultiplyOperation;
  28618. /**
  28619. * How much the environment map affects the surface.
  28620. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28621. *
  28622. * @type {number}
  28623. * @default 1
  28624. */
  28625. this.reflectivity = 1;
  28626. /**
  28627. * The index of refraction (IOR) of air (approximately 1) divided by the
  28628. * index of refraction of the material. It is used with environment mapping
  28629. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28630. * The refraction ratio should not exceed `1`.
  28631. *
  28632. * @type {number}
  28633. * @default 0.98
  28634. */
  28635. this.refractionRatio = 0.98;
  28636. /**
  28637. * Renders the geometry as a wireframe.
  28638. *
  28639. * @type {boolean}
  28640. * @default false
  28641. */
  28642. this.wireframe = false;
  28643. /**
  28644. * Controls the thickness of the wireframe.
  28645. *
  28646. * Can only be used with {@link SVGRenderer}.
  28647. *
  28648. * @type {number}
  28649. * @default 1
  28650. */
  28651. this.wireframeLinewidth = 1;
  28652. /**
  28653. * Defines appearance of wireframe ends.
  28654. *
  28655. * Can only be used with {@link SVGRenderer}.
  28656. *
  28657. * @type {('round'|'bevel'|'miter')}
  28658. * @default 'round'
  28659. */
  28660. this.wireframeLinecap = 'round';
  28661. /**
  28662. * Defines appearance of wireframe joints.
  28663. *
  28664. * Can only be used with {@link SVGRenderer}.
  28665. *
  28666. * @type {('round'|'bevel'|'miter')}
  28667. * @default 'round'
  28668. */
  28669. this.wireframeLinejoin = 'round';
  28670. /**
  28671. * Whether the material is rendered with flat shading or not.
  28672. *
  28673. * @type {boolean}
  28674. * @default false
  28675. */
  28676. this.flatShading = false;
  28677. /**
  28678. * Whether the material is affected by fog or not.
  28679. *
  28680. * @type {boolean}
  28681. * @default true
  28682. */
  28683. this.fog = true;
  28684. this.setValues( parameters );
  28685. }
  28686. copy( source ) {
  28687. super.copy( source );
  28688. this.color.copy( source.color );
  28689. this.specular.copy( source.specular );
  28690. this.shininess = source.shininess;
  28691. this.map = source.map;
  28692. this.lightMap = source.lightMap;
  28693. this.lightMapIntensity = source.lightMapIntensity;
  28694. this.aoMap = source.aoMap;
  28695. this.aoMapIntensity = source.aoMapIntensity;
  28696. this.emissive.copy( source.emissive );
  28697. this.emissiveMap = source.emissiveMap;
  28698. this.emissiveIntensity = source.emissiveIntensity;
  28699. this.bumpMap = source.bumpMap;
  28700. this.bumpScale = source.bumpScale;
  28701. this.normalMap = source.normalMap;
  28702. this.normalMapType = source.normalMapType;
  28703. this.normalScale.copy( source.normalScale );
  28704. this.displacementMap = source.displacementMap;
  28705. this.displacementScale = source.displacementScale;
  28706. this.displacementBias = source.displacementBias;
  28707. this.specularMap = source.specularMap;
  28708. this.alphaMap = source.alphaMap;
  28709. this.envMap = source.envMap;
  28710. this.envMapRotation.copy( source.envMapRotation );
  28711. this.combine = source.combine;
  28712. this.reflectivity = source.reflectivity;
  28713. this.refractionRatio = source.refractionRatio;
  28714. this.wireframe = source.wireframe;
  28715. this.wireframeLinewidth = source.wireframeLinewidth;
  28716. this.wireframeLinecap = source.wireframeLinecap;
  28717. this.wireframeLinejoin = source.wireframeLinejoin;
  28718. this.flatShading = source.flatShading;
  28719. this.fog = source.fog;
  28720. return this;
  28721. }
  28722. }
  28723. /**
  28724. * A material implementing toon shading.
  28725. *
  28726. * @augments Material
  28727. */
  28728. class MeshToonMaterial extends Material {
  28729. /**
  28730. * Constructs a new mesh toon material.
  28731. *
  28732. * @param {Object} [parameters] - An object with one or more properties
  28733. * defining the material's appearance. Any property of the material
  28734. * (including any property from inherited materials) can be passed
  28735. * in here. Color values can be passed any type of value accepted
  28736. * by {@link Color#set}.
  28737. */
  28738. constructor( parameters ) {
  28739. super();
  28740. /**
  28741. * This flag can be used for type testing.
  28742. *
  28743. * @type {boolean}
  28744. * @readonly
  28745. * @default true
  28746. */
  28747. this.isMeshToonMaterial = true;
  28748. this.defines = { 'TOON': '' };
  28749. this.type = 'MeshToonMaterial';
  28750. /**
  28751. * Color of the material.
  28752. *
  28753. * @type {Color}
  28754. * @default (1,1,1)
  28755. */
  28756. this.color = new Color( 0xffffff );
  28757. /**
  28758. * The color map. May optionally include an alpha channel, typically combined
  28759. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28760. * color is modulated by the diffuse `color`.
  28761. *
  28762. * @type {?Texture}
  28763. * @default null
  28764. */
  28765. this.map = null;
  28766. /**
  28767. * Gradient map for toon shading. It's required to set
  28768. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28769. * when using this type of texture.
  28770. *
  28771. * @type {?Texture}
  28772. * @default null
  28773. */
  28774. this.gradientMap = null;
  28775. /**
  28776. * The light map. Requires a second set of UVs.
  28777. *
  28778. * @type {?Texture}
  28779. * @default null
  28780. */
  28781. this.lightMap = null;
  28782. /**
  28783. * Intensity of the baked light.
  28784. *
  28785. * @type {number}
  28786. * @default 1
  28787. */
  28788. this.lightMapIntensity = 1.0;
  28789. /**
  28790. * The red channel of this texture is used as the ambient occlusion map.
  28791. * Requires a second set of UVs.
  28792. *
  28793. * @type {?Texture}
  28794. * @default null
  28795. */
  28796. this.aoMap = null;
  28797. /**
  28798. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28799. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28800. * red channel is also `1`, ambient light is fully occluded on a surface.
  28801. *
  28802. * @type {number}
  28803. * @default 1
  28804. */
  28805. this.aoMapIntensity = 1.0;
  28806. /**
  28807. * Emissive (light) color of the material, essentially a solid color
  28808. * unaffected by other lighting.
  28809. *
  28810. * @type {Color}
  28811. * @default (0,0,0)
  28812. */
  28813. this.emissive = new Color( 0x000000 );
  28814. /**
  28815. * Intensity of the emissive light. Modulates the emissive color.
  28816. *
  28817. * @type {number}
  28818. * @default 1
  28819. */
  28820. this.emissiveIntensity = 1.0;
  28821. /**
  28822. * Set emissive (glow) map. The emissive map color is modulated by the
  28823. * emissive color and the emissive intensity. If you have an emissive map,
  28824. * be sure to set the emissive color to something other than black.
  28825. *
  28826. * @type {?Texture}
  28827. * @default null
  28828. */
  28829. this.emissiveMap = null;
  28830. /**
  28831. * The texture to create a bump map. The black and white values map to the
  28832. * perceived depth in relation to the lights. Bump doesn't actually affect
  28833. * the geometry of the object, only the lighting. If a normal map is defined
  28834. * this will be ignored.
  28835. *
  28836. * @type {?Texture}
  28837. * @default null
  28838. */
  28839. this.bumpMap = null;
  28840. /**
  28841. * How much the bump map affects the material. Typical range is `[0,1]`.
  28842. *
  28843. * @type {number}
  28844. * @default 1
  28845. */
  28846. this.bumpScale = 1;
  28847. /**
  28848. * The texture to create a normal map. The RGB values affect the surface
  28849. * normal for each pixel fragment and change the way the color is lit. Normal
  28850. * maps do not change the actual shape of the surface, only the lighting. In
  28851. * case the material has a normal map authored using the left handed
  28852. * convention, the `y` component of `normalScale` should be negated to compensate
  28853. * for the different handedness.
  28854. *
  28855. * @type {?Texture}
  28856. * @default null
  28857. */
  28858. this.normalMap = null;
  28859. /**
  28860. * The type of normal map.
  28861. *
  28862. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28863. * @default TangentSpaceNormalMap
  28864. */
  28865. this.normalMapType = TangentSpaceNormalMap;
  28866. /**
  28867. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28868. *
  28869. * @type {Vector2}
  28870. * @default (1,1)
  28871. */
  28872. this.normalScale = new Vector2( 1, 1 );
  28873. /**
  28874. * The displacement map affects the position of the mesh's vertices. Unlike
  28875. * other maps which only affect the light and shade of the material the
  28876. * displaced vertices can cast shadows, block other objects, and otherwise
  28877. * act as real geometry. The displacement texture is an image where the value
  28878. * of each pixel (white being the highest) is mapped against, and
  28879. * repositions, the vertices of the mesh.
  28880. *
  28881. * @type {?Texture}
  28882. * @default null
  28883. */
  28884. this.displacementMap = null;
  28885. /**
  28886. * How much the displacement map affects the mesh (where black is no
  28887. * displacement, and white is maximum displacement). Without a displacement
  28888. * map set, this value is not applied.
  28889. *
  28890. * @type {number}
  28891. * @default 0
  28892. */
  28893. this.displacementScale = 1;
  28894. /**
  28895. * The offset of the displacement map's values on the mesh's vertices.
  28896. * The bias is added to the scaled sample of the displacement map.
  28897. * Without a displacement map set, this value is not applied.
  28898. *
  28899. * @type {number}
  28900. * @default 0
  28901. */
  28902. this.displacementBias = 0;
  28903. /**
  28904. * The alpha map is a grayscale texture that controls the opacity across the
  28905. * surface (black: fully transparent; white: fully opaque).
  28906. *
  28907. * Only the color of the texture is used, ignoring the alpha channel if one
  28908. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28909. * when sampling this texture due to the extra bit of precision provided for
  28910. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28911. * luminance/alpha textures will also still work as expected.
  28912. *
  28913. * @type {?Texture}
  28914. * @default null
  28915. */
  28916. this.alphaMap = null;
  28917. /**
  28918. * Renders the geometry as a wireframe.
  28919. *
  28920. * @type {boolean}
  28921. * @default false
  28922. */
  28923. this.wireframe = false;
  28924. /**
  28925. * Controls the thickness of the wireframe.
  28926. *
  28927. * Can only be used with {@link SVGRenderer}.
  28928. *
  28929. * @type {number}
  28930. * @default 1
  28931. */
  28932. this.wireframeLinewidth = 1;
  28933. /**
  28934. * Defines appearance of wireframe ends.
  28935. *
  28936. * Can only be used with {@link SVGRenderer}.
  28937. *
  28938. * @type {('round'|'bevel'|'miter')}
  28939. * @default 'round'
  28940. */
  28941. this.wireframeLinecap = 'round';
  28942. /**
  28943. * Defines appearance of wireframe joints.
  28944. *
  28945. * Can only be used with {@link SVGRenderer}.
  28946. *
  28947. * @type {('round'|'bevel'|'miter')}
  28948. * @default 'round'
  28949. */
  28950. this.wireframeLinejoin = 'round';
  28951. /**
  28952. * Whether the material is affected by fog or not.
  28953. *
  28954. * @type {boolean}
  28955. * @default true
  28956. */
  28957. this.fog = true;
  28958. this.setValues( parameters );
  28959. }
  28960. copy( source ) {
  28961. super.copy( source );
  28962. this.color.copy( source.color );
  28963. this.map = source.map;
  28964. this.gradientMap = source.gradientMap;
  28965. this.lightMap = source.lightMap;
  28966. this.lightMapIntensity = source.lightMapIntensity;
  28967. this.aoMap = source.aoMap;
  28968. this.aoMapIntensity = source.aoMapIntensity;
  28969. this.emissive.copy( source.emissive );
  28970. this.emissiveMap = source.emissiveMap;
  28971. this.emissiveIntensity = source.emissiveIntensity;
  28972. this.bumpMap = source.bumpMap;
  28973. this.bumpScale = source.bumpScale;
  28974. this.normalMap = source.normalMap;
  28975. this.normalMapType = source.normalMapType;
  28976. this.normalScale.copy( source.normalScale );
  28977. this.displacementMap = source.displacementMap;
  28978. this.displacementScale = source.displacementScale;
  28979. this.displacementBias = source.displacementBias;
  28980. this.alphaMap = source.alphaMap;
  28981. this.wireframe = source.wireframe;
  28982. this.wireframeLinewidth = source.wireframeLinewidth;
  28983. this.wireframeLinecap = source.wireframeLinecap;
  28984. this.wireframeLinejoin = source.wireframeLinejoin;
  28985. this.fog = source.fog;
  28986. return this;
  28987. }
  28988. }
  28989. /**
  28990. * A material that maps the normal vectors to RGB colors.
  28991. *
  28992. * @augments Material
  28993. */
  28994. class MeshNormalMaterial extends Material {
  28995. /**
  28996. * Constructs a new mesh normal material.
  28997. *
  28998. * @param {Object} [parameters] - An object with one or more properties
  28999. * defining the material's appearance. Any property of the material
  29000. * (including any property from inherited materials) can be passed
  29001. * in here. Color values can be passed any type of value accepted
  29002. * by {@link Color#set}.
  29003. */
  29004. constructor( parameters ) {
  29005. super();
  29006. /**
  29007. * This flag can be used for type testing.
  29008. *
  29009. * @type {boolean}
  29010. * @readonly
  29011. * @default true
  29012. */
  29013. this.isMeshNormalMaterial = true;
  29014. this.type = 'MeshNormalMaterial';
  29015. /**
  29016. * The texture to create a bump map. The black and white values map to the
  29017. * perceived depth in relation to the lights. Bump doesn't actually affect
  29018. * the geometry of the object, only the lighting. If a normal map is defined
  29019. * this will be ignored.
  29020. *
  29021. * @type {?Texture}
  29022. * @default null
  29023. */
  29024. this.bumpMap = null;
  29025. /**
  29026. * How much the bump map affects the material. Typical range is `[0,1]`.
  29027. *
  29028. * @type {number}
  29029. * @default 1
  29030. */
  29031. this.bumpScale = 1;
  29032. /**
  29033. * The texture to create a normal map. The RGB values affect the surface
  29034. * normal for each pixel fragment and change the way the color is lit. Normal
  29035. * maps do not change the actual shape of the surface, only the lighting. In
  29036. * case the material has a normal map authored using the left handed
  29037. * convention, the `y` component of `normalScale` should be negated to compensate
  29038. * for the different handedness.
  29039. *
  29040. * @type {?Texture}
  29041. * @default null
  29042. */
  29043. this.normalMap = null;
  29044. /**
  29045. * The type of normal map.
  29046. *
  29047. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29048. * @default TangentSpaceNormalMap
  29049. */
  29050. this.normalMapType = TangentSpaceNormalMap;
  29051. /**
  29052. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29053. *
  29054. * @type {Vector2}
  29055. * @default (1,1)
  29056. */
  29057. this.normalScale = new Vector2( 1, 1 );
  29058. /**
  29059. * The displacement map affects the position of the mesh's vertices. Unlike
  29060. * other maps which only affect the light and shade of the material the
  29061. * displaced vertices can cast shadows, block other objects, and otherwise
  29062. * act as real geometry. The displacement texture is an image where the value
  29063. * of each pixel (white being the highest) is mapped against, and
  29064. * repositions, the vertices of the mesh.
  29065. *
  29066. * @type {?Texture}
  29067. * @default null
  29068. */
  29069. this.displacementMap = null;
  29070. /**
  29071. * How much the displacement map affects the mesh (where black is no
  29072. * displacement, and white is maximum displacement). Without a displacement
  29073. * map set, this value is not applied.
  29074. *
  29075. * @type {number}
  29076. * @default 0
  29077. */
  29078. this.displacementScale = 1;
  29079. /**
  29080. * The offset of the displacement map's values on the mesh's vertices.
  29081. * The bias is added to the scaled sample of the displacement map.
  29082. * Without a displacement map set, this value is not applied.
  29083. *
  29084. * @type {number}
  29085. * @default 0
  29086. */
  29087. this.displacementBias = 0;
  29088. /**
  29089. * Renders the geometry as a wireframe.
  29090. *
  29091. * @type {boolean}
  29092. * @default false
  29093. */
  29094. this.wireframe = false;
  29095. /**
  29096. * Controls the thickness of the wireframe.
  29097. *
  29098. * WebGL and WebGPU ignore this property and always render
  29099. * 1 pixel wide lines.
  29100. *
  29101. * @type {number}
  29102. * @default 1
  29103. */
  29104. this.wireframeLinewidth = 1;
  29105. /**
  29106. * Whether the material is rendered with flat shading or not.
  29107. *
  29108. * @type {boolean}
  29109. * @default false
  29110. */
  29111. this.flatShading = false;
  29112. this.setValues( parameters );
  29113. }
  29114. copy( source ) {
  29115. super.copy( source );
  29116. this.bumpMap = source.bumpMap;
  29117. this.bumpScale = source.bumpScale;
  29118. this.normalMap = source.normalMap;
  29119. this.normalMapType = source.normalMapType;
  29120. this.normalScale.copy( source.normalScale );
  29121. this.displacementMap = source.displacementMap;
  29122. this.displacementScale = source.displacementScale;
  29123. this.displacementBias = source.displacementBias;
  29124. this.wireframe = source.wireframe;
  29125. this.wireframeLinewidth = source.wireframeLinewidth;
  29126. this.flatShading = source.flatShading;
  29127. return this;
  29128. }
  29129. }
  29130. /**
  29131. * A material for non-shiny surfaces, without specular highlights.
  29132. *
  29133. * The material uses a non-physically based [Lambertian]{@link https://en.wikipedia.org/wiki/Lambertian_reflectance}
  29134. * model for calculating reflectance. This can simulate some surfaces (such
  29135. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29136. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29137. * shading.
  29138. *
  29139. * Due to the simplicity of the reflectance and illumination models,
  29140. * performance will be greater when using this material over the
  29141. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29142. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29143. *
  29144. * @augments Material
  29145. */
  29146. class MeshLambertMaterial extends Material {
  29147. /**
  29148. * Constructs a new mesh lambert material.
  29149. *
  29150. * @param {Object} [parameters] - An object with one or more properties
  29151. * defining the material's appearance. Any property of the material
  29152. * (including any property from inherited materials) can be passed
  29153. * in here. Color values can be passed any type of value accepted
  29154. * by {@link Color#set}.
  29155. */
  29156. constructor( parameters ) {
  29157. super();
  29158. /**
  29159. * This flag can be used for type testing.
  29160. *
  29161. * @type {boolean}
  29162. * @readonly
  29163. * @default true
  29164. */
  29165. this.isMeshLambertMaterial = true;
  29166. this.type = 'MeshLambertMaterial';
  29167. /**
  29168. * Color of the material.
  29169. *
  29170. * @type {Color}
  29171. * @default (1,1,1)
  29172. */
  29173. this.color = new Color( 0xffffff ); // diffuse
  29174. /**
  29175. * The color map. May optionally include an alpha channel, typically combined
  29176. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29177. * color is modulated by the diffuse `color`.
  29178. *
  29179. * @type {?Texture}
  29180. * @default null
  29181. */
  29182. this.map = null;
  29183. /**
  29184. * The light map. Requires a second set of UVs.
  29185. *
  29186. * @type {?Texture}
  29187. * @default null
  29188. */
  29189. this.lightMap = null;
  29190. /**
  29191. * Intensity of the baked light.
  29192. *
  29193. * @type {number}
  29194. * @default 1
  29195. */
  29196. this.lightMapIntensity = 1.0;
  29197. /**
  29198. * The red channel of this texture is used as the ambient occlusion map.
  29199. * Requires a second set of UVs.
  29200. *
  29201. * @type {?Texture}
  29202. * @default null
  29203. */
  29204. this.aoMap = null;
  29205. /**
  29206. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29207. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29208. * red channel is also `1`, ambient light is fully occluded on a surface.
  29209. *
  29210. * @type {number}
  29211. * @default 1
  29212. */
  29213. this.aoMapIntensity = 1.0;
  29214. /**
  29215. * Emissive (light) color of the material, essentially a solid color
  29216. * unaffected by other lighting.
  29217. *
  29218. * @type {Color}
  29219. * @default (0,0,0)
  29220. */
  29221. this.emissive = new Color( 0x000000 );
  29222. /**
  29223. * Intensity of the emissive light. Modulates the emissive color.
  29224. *
  29225. * @type {number}
  29226. * @default 1
  29227. */
  29228. this.emissiveIntensity = 1.0;
  29229. /**
  29230. * Set emissive (glow) map. The emissive map color is modulated by the
  29231. * emissive color and the emissive intensity. If you have an emissive map,
  29232. * be sure to set the emissive color to something other than black.
  29233. *
  29234. * @type {?Texture}
  29235. * @default null
  29236. */
  29237. this.emissiveMap = null;
  29238. /**
  29239. * The texture to create a bump map. The black and white values map to the
  29240. * perceived depth in relation to the lights. Bump doesn't actually affect
  29241. * the geometry of the object, only the lighting. If a normal map is defined
  29242. * this will be ignored.
  29243. *
  29244. * @type {?Texture}
  29245. * @default null
  29246. */
  29247. this.bumpMap = null;
  29248. /**
  29249. * How much the bump map affects the material. Typical range is `[0,1]`.
  29250. *
  29251. * @type {number}
  29252. * @default 1
  29253. */
  29254. this.bumpScale = 1;
  29255. /**
  29256. * The texture to create a normal map. The RGB values affect the surface
  29257. * normal for each pixel fragment and change the way the color is lit. Normal
  29258. * maps do not change the actual shape of the surface, only the lighting. In
  29259. * case the material has a normal map authored using the left handed
  29260. * convention, the `y` component of `normalScale` should be negated to compensate
  29261. * for the different handedness.
  29262. *
  29263. * @type {?Texture}
  29264. * @default null
  29265. */
  29266. this.normalMap = null;
  29267. /**
  29268. * The type of normal map.
  29269. *
  29270. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29271. * @default TangentSpaceNormalMap
  29272. */
  29273. this.normalMapType = TangentSpaceNormalMap;
  29274. /**
  29275. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29276. *
  29277. * @type {Vector2}
  29278. * @default (1,1)
  29279. */
  29280. this.normalScale = new Vector2( 1, 1 );
  29281. /**
  29282. * The displacement map affects the position of the mesh's vertices. Unlike
  29283. * other maps which only affect the light and shade of the material the
  29284. * displaced vertices can cast shadows, block other objects, and otherwise
  29285. * act as real geometry. The displacement texture is an image where the value
  29286. * of each pixel (white being the highest) is mapped against, and
  29287. * repositions, the vertices of the mesh.
  29288. *
  29289. * @type {?Texture}
  29290. * @default null
  29291. */
  29292. this.displacementMap = null;
  29293. /**
  29294. * How much the displacement map affects the mesh (where black is no
  29295. * displacement, and white is maximum displacement). Without a displacement
  29296. * map set, this value is not applied.
  29297. *
  29298. * @type {number}
  29299. * @default 0
  29300. */
  29301. this.displacementScale = 1;
  29302. /**
  29303. * The offset of the displacement map's values on the mesh's vertices.
  29304. * The bias is added to the scaled sample of the displacement map.
  29305. * Without a displacement map set, this value is not applied.
  29306. *
  29307. * @type {number}
  29308. * @default 0
  29309. */
  29310. this.displacementBias = 0;
  29311. /**
  29312. * Specular map used by the material.
  29313. *
  29314. * @type {?Texture}
  29315. * @default null
  29316. */
  29317. this.specularMap = null;
  29318. /**
  29319. * The alpha map is a grayscale texture that controls the opacity across the
  29320. * surface (black: fully transparent; white: fully opaque).
  29321. *
  29322. * Only the color of the texture is used, ignoring the alpha channel if one
  29323. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29324. * when sampling this texture due to the extra bit of precision provided for
  29325. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29326. * luminance/alpha textures will also still work as expected.
  29327. *
  29328. * @type {?Texture}
  29329. * @default null
  29330. */
  29331. this.alphaMap = null;
  29332. /**
  29333. * The environment map.
  29334. *
  29335. * @type {?Texture}
  29336. * @default null
  29337. */
  29338. this.envMap = null;
  29339. /**
  29340. * The rotation of the environment map in radians.
  29341. *
  29342. * @type {Euler}
  29343. * @default (0,0,0)
  29344. */
  29345. this.envMapRotation = new Euler();
  29346. /**
  29347. * How to combine the result of the surface's color with the environment map, if any.
  29348. *
  29349. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29350. * blend between the two colors.
  29351. *
  29352. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29353. * @default MultiplyOperation
  29354. */
  29355. this.combine = MultiplyOperation;
  29356. /**
  29357. * How much the environment map affects the surface.
  29358. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29359. *
  29360. * @type {number}
  29361. * @default 1
  29362. */
  29363. this.reflectivity = 1;
  29364. /**
  29365. * The index of refraction (IOR) of air (approximately 1) divided by the
  29366. * index of refraction of the material. It is used with environment mapping
  29367. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29368. * The refraction ratio should not exceed `1`.
  29369. *
  29370. * @type {number}
  29371. * @default 0.98
  29372. */
  29373. this.refractionRatio = 0.98;
  29374. /**
  29375. * Renders the geometry as a wireframe.
  29376. *
  29377. * @type {boolean}
  29378. * @default false
  29379. */
  29380. this.wireframe = false;
  29381. /**
  29382. * Controls the thickness of the wireframe.
  29383. *
  29384. * Can only be used with {@link SVGRenderer}.
  29385. *
  29386. * @type {number}
  29387. * @default 1
  29388. */
  29389. this.wireframeLinewidth = 1;
  29390. /**
  29391. * Defines appearance of wireframe ends.
  29392. *
  29393. * Can only be used with {@link SVGRenderer}.
  29394. *
  29395. * @type {('round'|'bevel'|'miter')}
  29396. * @default 'round'
  29397. */
  29398. this.wireframeLinecap = 'round';
  29399. /**
  29400. * Defines appearance of wireframe joints.
  29401. *
  29402. * Can only be used with {@link SVGRenderer}.
  29403. *
  29404. * @type {('round'|'bevel'|'miter')}
  29405. * @default 'round'
  29406. */
  29407. this.wireframeLinejoin = 'round';
  29408. /**
  29409. * Whether the material is rendered with flat shading or not.
  29410. *
  29411. * @type {boolean}
  29412. * @default false
  29413. */
  29414. this.flatShading = false;
  29415. /**
  29416. * Whether the material is affected by fog or not.
  29417. *
  29418. * @type {boolean}
  29419. * @default true
  29420. */
  29421. this.fog = true;
  29422. this.setValues( parameters );
  29423. }
  29424. copy( source ) {
  29425. super.copy( source );
  29426. this.color.copy( source.color );
  29427. this.map = source.map;
  29428. this.lightMap = source.lightMap;
  29429. this.lightMapIntensity = source.lightMapIntensity;
  29430. this.aoMap = source.aoMap;
  29431. this.aoMapIntensity = source.aoMapIntensity;
  29432. this.emissive.copy( source.emissive );
  29433. this.emissiveMap = source.emissiveMap;
  29434. this.emissiveIntensity = source.emissiveIntensity;
  29435. this.bumpMap = source.bumpMap;
  29436. this.bumpScale = source.bumpScale;
  29437. this.normalMap = source.normalMap;
  29438. this.normalMapType = source.normalMapType;
  29439. this.normalScale.copy( source.normalScale );
  29440. this.displacementMap = source.displacementMap;
  29441. this.displacementScale = source.displacementScale;
  29442. this.displacementBias = source.displacementBias;
  29443. this.specularMap = source.specularMap;
  29444. this.alphaMap = source.alphaMap;
  29445. this.envMap = source.envMap;
  29446. this.envMapRotation.copy( source.envMapRotation );
  29447. this.combine = source.combine;
  29448. this.reflectivity = source.reflectivity;
  29449. this.refractionRatio = source.refractionRatio;
  29450. this.wireframe = source.wireframe;
  29451. this.wireframeLinewidth = source.wireframeLinewidth;
  29452. this.wireframeLinecap = source.wireframeLinecap;
  29453. this.wireframeLinejoin = source.wireframeLinejoin;
  29454. this.flatShading = source.flatShading;
  29455. this.fog = source.fog;
  29456. return this;
  29457. }
  29458. }
  29459. /**
  29460. * A material for drawing geometry by depth. Depth is based off of the camera
  29461. * near and far plane. White is nearest, black is farthest.
  29462. *
  29463. * @augments Material
  29464. */
  29465. class MeshDepthMaterial extends Material {
  29466. /**
  29467. * Constructs a new mesh depth material.
  29468. *
  29469. * @param {Object} [parameters] - An object with one or more properties
  29470. * defining the material's appearance. Any property of the material
  29471. * (including any property from inherited materials) can be passed
  29472. * in here. Color values can be passed any type of value accepted
  29473. * by {@link Color#set}.
  29474. */
  29475. constructor( parameters ) {
  29476. super();
  29477. /**
  29478. * This flag can be used for type testing.
  29479. *
  29480. * @type {boolean}
  29481. * @readonly
  29482. * @default true
  29483. */
  29484. this.isMeshDepthMaterial = true;
  29485. this.type = 'MeshDepthMaterial';
  29486. /**
  29487. * Type for depth packing.
  29488. *
  29489. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29490. * @default BasicDepthPacking
  29491. */
  29492. this.depthPacking = BasicDepthPacking;
  29493. /**
  29494. * The color map. May optionally include an alpha channel, typically combined
  29495. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29496. *
  29497. * @type {?Texture}
  29498. * @default null
  29499. */
  29500. this.map = null;
  29501. /**
  29502. * The alpha map is a grayscale texture that controls the opacity across the
  29503. * surface (black: fully transparent; white: fully opaque).
  29504. *
  29505. * Only the color of the texture is used, ignoring the alpha channel if one
  29506. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29507. * when sampling this texture due to the extra bit of precision provided for
  29508. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29509. * luminance/alpha textures will also still work as expected.
  29510. *
  29511. * @type {?Texture}
  29512. * @default null
  29513. */
  29514. this.alphaMap = null;
  29515. /**
  29516. * The displacement map affects the position of the mesh's vertices. Unlike
  29517. * other maps which only affect the light and shade of the material the
  29518. * displaced vertices can cast shadows, block other objects, and otherwise
  29519. * act as real geometry. The displacement texture is an image where the value
  29520. * of each pixel (white being the highest) is mapped against, and
  29521. * repositions, the vertices of the mesh.
  29522. *
  29523. * @type {?Texture}
  29524. * @default null
  29525. */
  29526. this.displacementMap = null;
  29527. /**
  29528. * How much the displacement map affects the mesh (where black is no
  29529. * displacement, and white is maximum displacement). Without a displacement
  29530. * map set, this value is not applied.
  29531. *
  29532. * @type {number}
  29533. * @default 0
  29534. */
  29535. this.displacementScale = 1;
  29536. /**
  29537. * The offset of the displacement map's values on the mesh's vertices.
  29538. * The bias is added to the scaled sample of the displacement map.
  29539. * Without a displacement map set, this value is not applied.
  29540. *
  29541. * @type {number}
  29542. * @default 0
  29543. */
  29544. this.displacementBias = 0;
  29545. /**
  29546. * Renders the geometry as a wireframe.
  29547. *
  29548. * @type {boolean}
  29549. * @default false
  29550. */
  29551. this.wireframe = false;
  29552. /**
  29553. * Controls the thickness of the wireframe.
  29554. *
  29555. * WebGL and WebGPU ignore this property and always render
  29556. * 1 pixel wide lines.
  29557. *
  29558. * @type {number}
  29559. * @default 1
  29560. */
  29561. this.wireframeLinewidth = 1;
  29562. this.setValues( parameters );
  29563. }
  29564. copy( source ) {
  29565. super.copy( source );
  29566. this.depthPacking = source.depthPacking;
  29567. this.map = source.map;
  29568. this.alphaMap = source.alphaMap;
  29569. this.displacementMap = source.displacementMap;
  29570. this.displacementScale = source.displacementScale;
  29571. this.displacementBias = source.displacementBias;
  29572. this.wireframe = source.wireframe;
  29573. this.wireframeLinewidth = source.wireframeLinewidth;
  29574. return this;
  29575. }
  29576. }
  29577. /**
  29578. * A material used internally for implementing shadow mapping with
  29579. * point lights.
  29580. *
  29581. * Can also be used to customize the shadow casting of an object by assigning
  29582. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29583. * The following examples demonstrates this approach in order to ensure
  29584. * transparent parts of objects do no cast shadows.
  29585. *
  29586. * @augments Material
  29587. */
  29588. class MeshDistanceMaterial extends Material {
  29589. /**
  29590. * Constructs a new mesh distance material.
  29591. *
  29592. * @param {Object} [parameters] - An object with one or more properties
  29593. * defining the material's appearance. Any property of the material
  29594. * (including any property from inherited materials) can be passed
  29595. * in here. Color values can be passed any type of value accepted
  29596. * by {@link Color#set}.
  29597. */
  29598. constructor( parameters ) {
  29599. super();
  29600. /**
  29601. * This flag can be used for type testing.
  29602. *
  29603. * @type {boolean}
  29604. * @readonly
  29605. * @default true
  29606. */
  29607. this.isMeshDistanceMaterial = true;
  29608. this.type = 'MeshDistanceMaterial';
  29609. /**
  29610. * The color map. May optionally include an alpha channel, typically combined
  29611. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29612. *
  29613. * @type {?Texture}
  29614. * @default null
  29615. */
  29616. this.map = null;
  29617. /**
  29618. * The alpha map is a grayscale texture that controls the opacity across the
  29619. * surface (black: fully transparent; white: fully opaque).
  29620. *
  29621. * Only the color of the texture is used, ignoring the alpha channel if one
  29622. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29623. * when sampling this texture due to the extra bit of precision provided for
  29624. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29625. * luminance/alpha textures will also still work as expected.
  29626. *
  29627. * @type {?Texture}
  29628. * @default null
  29629. */
  29630. this.alphaMap = null;
  29631. /**
  29632. * The displacement map affects the position of the mesh's vertices. Unlike
  29633. * other maps which only affect the light and shade of the material the
  29634. * displaced vertices can cast shadows, block other objects, and otherwise
  29635. * act as real geometry. The displacement texture is an image where the value
  29636. * of each pixel (white being the highest) is mapped against, and
  29637. * repositions, the vertices of the mesh.
  29638. *
  29639. * @type {?Texture}
  29640. * @default null
  29641. */
  29642. this.displacementMap = null;
  29643. /**
  29644. * How much the displacement map affects the mesh (where black is no
  29645. * displacement, and white is maximum displacement). Without a displacement
  29646. * map set, this value is not applied.
  29647. *
  29648. * @type {number}
  29649. * @default 0
  29650. */
  29651. this.displacementScale = 1;
  29652. /**
  29653. * The offset of the displacement map's values on the mesh's vertices.
  29654. * The bias is added to the scaled sample of the displacement map.
  29655. * Without a displacement map set, this value is not applied.
  29656. *
  29657. * @type {number}
  29658. * @default 0
  29659. */
  29660. this.displacementBias = 0;
  29661. this.setValues( parameters );
  29662. }
  29663. copy( source ) {
  29664. super.copy( source );
  29665. this.map = source.map;
  29666. this.alphaMap = source.alphaMap;
  29667. this.displacementMap = source.displacementMap;
  29668. this.displacementScale = source.displacementScale;
  29669. this.displacementBias = source.displacementBias;
  29670. return this;
  29671. }
  29672. }
  29673. /**
  29674. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29675. * material color and shading.
  29676. *
  29677. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29678. * baked lighting. It will cast a shadow onto an object that receives shadows
  29679. * (and shadow clipping works), but it will not self-shadow or receive
  29680. * shadows.
  29681. *
  29682. * @augments Material
  29683. */
  29684. class MeshMatcapMaterial extends Material {
  29685. /**
  29686. * Constructs a new mesh matcap material.
  29687. *
  29688. * @param {Object} [parameters] - An object with one or more properties
  29689. * defining the material's appearance. Any property of the material
  29690. * (including any property from inherited materials) can be passed
  29691. * in here. Color values can be passed any type of value accepted
  29692. * by {@link Color#set}.
  29693. */
  29694. constructor( parameters ) {
  29695. super();
  29696. /**
  29697. * This flag can be used for type testing.
  29698. *
  29699. * @type {boolean}
  29700. * @readonly
  29701. * @default true
  29702. */
  29703. this.isMeshMatcapMaterial = true;
  29704. this.defines = { 'MATCAP': '' };
  29705. this.type = 'MeshMatcapMaterial';
  29706. /**
  29707. * Color of the material.
  29708. *
  29709. * @type {Color}
  29710. * @default (1,1,1)
  29711. */
  29712. this.color = new Color( 0xffffff ); // diffuse
  29713. /**
  29714. * The matcap map.
  29715. *
  29716. * @type {?Texture}
  29717. * @default null
  29718. */
  29719. this.matcap = null;
  29720. /**
  29721. * The color map. May optionally include an alpha channel, typically combined
  29722. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29723. * color is modulated by the diffuse `color`.
  29724. *
  29725. * @type {?Texture}
  29726. * @default null
  29727. */
  29728. this.map = null;
  29729. /**
  29730. * The texture to create a bump map. The black and white values map to the
  29731. * perceived depth in relation to the lights. Bump doesn't actually affect
  29732. * the geometry of the object, only the lighting. If a normal map is defined
  29733. * this will be ignored.
  29734. *
  29735. * @type {?Texture}
  29736. * @default null
  29737. */
  29738. this.bumpMap = null;
  29739. /**
  29740. * How much the bump map affects the material. Typical range is `[0,1]`.
  29741. *
  29742. * @type {number}
  29743. * @default 1
  29744. */
  29745. this.bumpScale = 1;
  29746. /**
  29747. * The texture to create a normal map. The RGB values affect the surface
  29748. * normal for each pixel fragment and change the way the color is lit. Normal
  29749. * maps do not change the actual shape of the surface, only the lighting. In
  29750. * case the material has a normal map authored using the left handed
  29751. * convention, the `y` component of `normalScale` should be negated to compensate
  29752. * for the different handedness.
  29753. *
  29754. * @type {?Texture}
  29755. * @default null
  29756. */
  29757. this.normalMap = null;
  29758. /**
  29759. * The type of normal map.
  29760. *
  29761. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29762. * @default TangentSpaceNormalMap
  29763. */
  29764. this.normalMapType = TangentSpaceNormalMap;
  29765. /**
  29766. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29767. *
  29768. * @type {Vector2}
  29769. * @default (1,1)
  29770. */
  29771. this.normalScale = new Vector2( 1, 1 );
  29772. /**
  29773. * The displacement map affects the position of the mesh's vertices. Unlike
  29774. * other maps which only affect the light and shade of the material the
  29775. * displaced vertices can cast shadows, block other objects, and otherwise
  29776. * act as real geometry. The displacement texture is an image where the value
  29777. * of each pixel (white being the highest) is mapped against, and
  29778. * repositions, the vertices of the mesh.
  29779. *
  29780. * @type {?Texture}
  29781. * @default null
  29782. */
  29783. this.displacementMap = null;
  29784. /**
  29785. * How much the displacement map affects the mesh (where black is no
  29786. * displacement, and white is maximum displacement). Without a displacement
  29787. * map set, this value is not applied.
  29788. *
  29789. * @type {number}
  29790. * @default 0
  29791. */
  29792. this.displacementScale = 1;
  29793. /**
  29794. * The offset of the displacement map's values on the mesh's vertices.
  29795. * The bias is added to the scaled sample of the displacement map.
  29796. * Without a displacement map set, this value is not applied.
  29797. *
  29798. * @type {number}
  29799. * @default 0
  29800. */
  29801. this.displacementBias = 0;
  29802. /**
  29803. * The alpha map is a grayscale texture that controls the opacity across the
  29804. * surface (black: fully transparent; white: fully opaque).
  29805. *
  29806. * Only the color of the texture is used, ignoring the alpha channel if one
  29807. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29808. * when sampling this texture due to the extra bit of precision provided for
  29809. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29810. * luminance/alpha textures will also still work as expected.
  29811. *
  29812. * @type {?Texture}
  29813. * @default null
  29814. */
  29815. this.alphaMap = null;
  29816. /**
  29817. * Whether the material is rendered with flat shading or not.
  29818. *
  29819. * @type {boolean}
  29820. * @default false
  29821. */
  29822. this.flatShading = false;
  29823. /**
  29824. * Whether the material is affected by fog or not.
  29825. *
  29826. * @type {boolean}
  29827. * @default true
  29828. */
  29829. this.fog = true;
  29830. this.setValues( parameters );
  29831. }
  29832. copy( source ) {
  29833. super.copy( source );
  29834. this.defines = { 'MATCAP': '' };
  29835. this.color.copy( source.color );
  29836. this.matcap = source.matcap;
  29837. this.map = source.map;
  29838. this.bumpMap = source.bumpMap;
  29839. this.bumpScale = source.bumpScale;
  29840. this.normalMap = source.normalMap;
  29841. this.normalMapType = source.normalMapType;
  29842. this.normalScale.copy( source.normalScale );
  29843. this.displacementMap = source.displacementMap;
  29844. this.displacementScale = source.displacementScale;
  29845. this.displacementBias = source.displacementBias;
  29846. this.alphaMap = source.alphaMap;
  29847. this.flatShading = source.flatShading;
  29848. this.fog = source.fog;
  29849. return this;
  29850. }
  29851. }
  29852. /**
  29853. * A material for rendering line primitives.
  29854. *
  29855. * Materials define the appearance of renderable 3D objects.
  29856. *
  29857. * ```js
  29858. * const material = new THREE.LineDashedMaterial( {
  29859. * color: 0xffffff,
  29860. * scale: 1,
  29861. * dashSize: 3,
  29862. * gapSize: 1,
  29863. * } );
  29864. * ```
  29865. *
  29866. * @augments LineBasicMaterial
  29867. */
  29868. class LineDashedMaterial extends LineBasicMaterial {
  29869. /**
  29870. * Constructs a new line dashed material.
  29871. *
  29872. * @param {Object} [parameters] - An object with one or more properties
  29873. * defining the material's appearance. Any property of the material
  29874. * (including any property from inherited materials) can be passed
  29875. * in here. Color values can be passed any type of value accepted
  29876. * by {@link Color#set}.
  29877. */
  29878. constructor( parameters ) {
  29879. super();
  29880. /**
  29881. * This flag can be used for type testing.
  29882. *
  29883. * @type {boolean}
  29884. * @readonly
  29885. * @default true
  29886. */
  29887. this.isLineDashedMaterial = true;
  29888. this.type = 'LineDashedMaterial';
  29889. /**
  29890. * The scale of the dashed part of a line.
  29891. *
  29892. * @type {number}
  29893. * @default 1
  29894. */
  29895. this.scale = 1;
  29896. /**
  29897. * The size of the dash. This is both the gap with the stroke.
  29898. *
  29899. * @type {number}
  29900. * @default 3
  29901. */
  29902. this.dashSize = 3;
  29903. /**
  29904. * The size of the gap.
  29905. *
  29906. * @type {number}
  29907. * @default 1
  29908. */
  29909. this.gapSize = 1;
  29910. this.setValues( parameters );
  29911. }
  29912. copy( source ) {
  29913. super.copy( source );
  29914. this.scale = source.scale;
  29915. this.dashSize = source.dashSize;
  29916. this.gapSize = source.gapSize;
  29917. return this;
  29918. }
  29919. }
  29920. /**
  29921. * Converts an array to a specific type.
  29922. *
  29923. * @param {TypedArray|Array} array - The array to convert.
  29924. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  29925. * @return {TypedArray} The converted array.
  29926. */
  29927. function convertArray( array, type ) {
  29928. if ( ! array || array.constructor === type ) return array;
  29929. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  29930. return new type( array ); // create typed array
  29931. }
  29932. return Array.prototype.slice.call( array ); // create Array
  29933. }
  29934. /**
  29935. * Returns `true` if the given object is a typed array.
  29936. *
  29937. * @param {any} object - The object to check.
  29938. * @return {boolean} Whether the given object is a typed array.
  29939. */
  29940. function isTypedArray( object ) {
  29941. return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
  29942. }
  29943. /**
  29944. * Returns an array by which times and values can be sorted.
  29945. *
  29946. * @param {Array<number>} times - The keyframe time values.
  29947. * @return {Array<number>} The array.
  29948. */
  29949. function getKeyframeOrder( times ) {
  29950. function compareTime( i, j ) {
  29951. return times[ i ] - times[ j ];
  29952. }
  29953. const n = times.length;
  29954. const result = new Array( n );
  29955. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  29956. result.sort( compareTime );
  29957. return result;
  29958. }
  29959. /**
  29960. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  29961. *
  29962. * @param {Array<number>} values - The values to sort.
  29963. * @param {number} stride - The stride.
  29964. * @param {Array<number>} order - The sort order.
  29965. * @return {Array<number>} The sorted values.
  29966. */
  29967. function sortedArray( values, stride, order ) {
  29968. const nValues = values.length;
  29969. const result = new values.constructor( nValues );
  29970. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  29971. const srcOffset = order[ i ] * stride;
  29972. for ( let j = 0; j !== stride; ++ j ) {
  29973. result[ dstOffset ++ ] = values[ srcOffset + j ];
  29974. }
  29975. }
  29976. return result;
  29977. }
  29978. /**
  29979. * Used for parsing AOS keyframe formats.
  29980. *
  29981. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  29982. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  29983. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  29984. * @param {string} valuePropertyName - The name of the property to use.
  29985. */
  29986. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  29987. let i = 1, key = jsonKeys[ 0 ];
  29988. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  29989. key = jsonKeys[ i ++ ];
  29990. }
  29991. if ( key === undefined ) return; // no data
  29992. let value = key[ valuePropertyName ];
  29993. if ( value === undefined ) return; // no data
  29994. if ( Array.isArray( value ) ) {
  29995. do {
  29996. value = key[ valuePropertyName ];
  29997. if ( value !== undefined ) {
  29998. times.push( key.time );
  29999. values.push( ...value ); // push all elements
  30000. }
  30001. key = jsonKeys[ i ++ ];
  30002. } while ( key !== undefined );
  30003. } else if ( value.toArray !== undefined ) {
  30004. // ...assume THREE.Math-ish
  30005. do {
  30006. value = key[ valuePropertyName ];
  30007. if ( value !== undefined ) {
  30008. times.push( key.time );
  30009. value.toArray( values, values.length );
  30010. }
  30011. key = jsonKeys[ i ++ ];
  30012. } while ( key !== undefined );
  30013. } else {
  30014. // otherwise push as-is
  30015. do {
  30016. value = key[ valuePropertyName ];
  30017. if ( value !== undefined ) {
  30018. times.push( key.time );
  30019. values.push( value );
  30020. }
  30021. key = jsonKeys[ i ++ ];
  30022. } while ( key !== undefined );
  30023. }
  30024. }
  30025. /**
  30026. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30027. *
  30028. * @param {AnimationClip} sourceClip - The values to sort.
  30029. * @param {string} name - The name of the clip.
  30030. * @param {number} startFrame - The start frame.
  30031. * @param {number} endFrame - The end frame.
  30032. * @param {number} [fps=30] - The FPS.
  30033. * @return {AnimationClip} The new sub clip.
  30034. */
  30035. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30036. const clip = sourceClip.clone();
  30037. clip.name = name;
  30038. const tracks = [];
  30039. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30040. const track = clip.tracks[ i ];
  30041. const valueSize = track.getValueSize();
  30042. const times = [];
  30043. const values = [];
  30044. for ( let j = 0; j < track.times.length; ++ j ) {
  30045. const frame = track.times[ j ] * fps;
  30046. if ( frame < startFrame || frame >= endFrame ) continue;
  30047. times.push( track.times[ j ] );
  30048. for ( let k = 0; k < valueSize; ++ k ) {
  30049. values.push( track.values[ j * valueSize + k ] );
  30050. }
  30051. }
  30052. if ( times.length === 0 ) continue;
  30053. track.times = convertArray( times, track.times.constructor );
  30054. track.values = convertArray( values, track.values.constructor );
  30055. tracks.push( track );
  30056. }
  30057. clip.tracks = tracks;
  30058. // find minimum .times value across all tracks in the trimmed clip
  30059. let minStartTime = Infinity;
  30060. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30061. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30062. minStartTime = clip.tracks[ i ].times[ 0 ];
  30063. }
  30064. }
  30065. // shift all tracks such that clip begins at t=0
  30066. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30067. clip.tracks[ i ].shift( -1 * minStartTime );
  30068. }
  30069. clip.resetDuration();
  30070. return clip;
  30071. }
  30072. /**
  30073. * Converts the keyframes of the given animation clip to an additive format.
  30074. *
  30075. * @param {AnimationClip} targetClip - The clip to make additive.
  30076. * @param {number} [referenceFrame=0] - The reference frame.
  30077. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30078. * @param {number} [fps=30] - The FPS.
  30079. * @return {AnimationClip} The updated clip which is now additive.
  30080. */
  30081. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30082. if ( fps <= 0 ) fps = 30;
  30083. const numTracks = referenceClip.tracks.length;
  30084. const referenceTime = referenceFrame / fps;
  30085. // Make each track's values relative to the values at the reference frame
  30086. for ( let i = 0; i < numTracks; ++ i ) {
  30087. const referenceTrack = referenceClip.tracks[ i ];
  30088. const referenceTrackType = referenceTrack.ValueTypeName;
  30089. // Skip this track if it's non-numeric
  30090. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30091. // Find the track in the target clip whose name and type matches the reference track
  30092. const targetTrack = targetClip.tracks.find( function ( track ) {
  30093. return track.name === referenceTrack.name
  30094. && track.ValueTypeName === referenceTrackType;
  30095. } );
  30096. if ( targetTrack === undefined ) continue;
  30097. let referenceOffset = 0;
  30098. const referenceValueSize = referenceTrack.getValueSize();
  30099. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30100. referenceOffset = referenceValueSize / 3;
  30101. }
  30102. let targetOffset = 0;
  30103. const targetValueSize = targetTrack.getValueSize();
  30104. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30105. targetOffset = targetValueSize / 3;
  30106. }
  30107. const lastIndex = referenceTrack.times.length - 1;
  30108. let referenceValue;
  30109. // Find the value to subtract out of the track
  30110. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30111. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30112. const startIndex = referenceOffset;
  30113. const endIndex = referenceValueSize - referenceOffset;
  30114. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30115. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30116. // Reference frame is after the last keyframe, so just use the last keyframe
  30117. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30118. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30119. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30120. } else {
  30121. // Interpolate to the reference value
  30122. const interpolant = referenceTrack.createInterpolant();
  30123. const startIndex = referenceOffset;
  30124. const endIndex = referenceValueSize - referenceOffset;
  30125. interpolant.evaluate( referenceTime );
  30126. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30127. }
  30128. // Conjugate the quaternion
  30129. if ( referenceTrackType === 'quaternion' ) {
  30130. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30131. referenceQuat.toArray( referenceValue );
  30132. }
  30133. // Subtract the reference value from all of the track values
  30134. const numTimes = targetTrack.times.length;
  30135. for ( let j = 0; j < numTimes; ++ j ) {
  30136. const valueStart = j * targetValueSize + targetOffset;
  30137. if ( referenceTrackType === 'quaternion' ) {
  30138. // Multiply the conjugate for quaternion track types
  30139. Quaternion.multiplyQuaternionsFlat(
  30140. targetTrack.values,
  30141. valueStart,
  30142. referenceValue,
  30143. 0,
  30144. targetTrack.values,
  30145. valueStart
  30146. );
  30147. } else {
  30148. const valueEnd = targetValueSize - targetOffset * 2;
  30149. // Subtract each value for all other numeric track types
  30150. for ( let k = 0; k < valueEnd; ++ k ) {
  30151. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30152. }
  30153. }
  30154. }
  30155. }
  30156. targetClip.blendMode = AdditiveAnimationBlendMode;
  30157. return targetClip;
  30158. }
  30159. /**
  30160. * A class with various methods to assist with animations.
  30161. *
  30162. * @hideconstructor
  30163. */
  30164. class AnimationUtils {
  30165. /**
  30166. * Converts an array to a specific type
  30167. *
  30168. * @static
  30169. * @param {TypedArray|Array} array - The array to convert.
  30170. * @param {TypedArray.constructor} type - The constructor of a type array.
  30171. * @return {TypedArray} The converted array
  30172. */
  30173. static convertArray( array, type ) {
  30174. return convertArray( array, type );
  30175. }
  30176. /**
  30177. * Returns `true` if the given object is a typed array.
  30178. *
  30179. * @static
  30180. * @param {any} object - The object to check.
  30181. * @return {boolean} Whether the given object is a typed array.
  30182. */
  30183. static isTypedArray( object ) {
  30184. return isTypedArray( object );
  30185. }
  30186. /**
  30187. * Returns an array by which times and values can be sorted.
  30188. *
  30189. * @static
  30190. * @param {Array<number>} times - The keyframe time values.
  30191. * @return {Array<number>} The array.
  30192. */
  30193. static getKeyframeOrder( times ) {
  30194. return getKeyframeOrder( times );
  30195. }
  30196. /**
  30197. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30198. *
  30199. * @static
  30200. * @param {Array<number>} values - The values to sort.
  30201. * @param {number} stride - The stride.
  30202. * @param {Array<number>} order - The sort order.
  30203. * @return {Array<number>} The sorted values.
  30204. */
  30205. static sortedArray( values, stride, order ) {
  30206. return sortedArray( values, stride, order );
  30207. }
  30208. /**
  30209. * Used for parsing AOS keyframe formats.
  30210. *
  30211. * @static
  30212. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30213. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30214. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30215. * @param {string} valuePropertyName - The name of the property to use.
  30216. */
  30217. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30218. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30219. }
  30220. /**
  30221. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30222. *
  30223. * @static
  30224. * @param {AnimationClip} sourceClip - The values to sort.
  30225. * @param {string} name - The name of the clip.
  30226. * @param {number} startFrame - The start frame.
  30227. * @param {number} endFrame - The end frame.
  30228. * @param {number} [fps=30] - The FPS.
  30229. * @return {AnimationClip} The new sub clip.
  30230. */
  30231. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30232. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30233. }
  30234. /**
  30235. * Converts the keyframes of the given animation clip to an additive format.
  30236. *
  30237. * @static
  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. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30245. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30246. }
  30247. }
  30248. /**
  30249. * Abstract base class of interpolants over parametric samples.
  30250. *
  30251. * The parameter domain is one dimensional, typically the time or a path
  30252. * along a curve defined by the data.
  30253. *
  30254. * The sample values can have any dimensionality and derived classes may
  30255. * apply special interpretations to the data.
  30256. *
  30257. * This class provides the interval seek in a Template Method, deferring
  30258. * the actual interpolation to derived classes.
  30259. *
  30260. * Time complexity is O(1) for linear access crossing at most two points
  30261. * and O(log N) for random access, where N is the number of positions.
  30262. *
  30263. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30264. *
  30265. * @abstract
  30266. */
  30267. class Interpolant {
  30268. /**
  30269. * Constructs a new interpolant.
  30270. *
  30271. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30272. * @param {TypedArray} sampleValues - The sample values.
  30273. * @param {number} sampleSize - The sample size
  30274. * @param {TypedArray} [resultBuffer] - The result buffer.
  30275. */
  30276. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30277. /**
  30278. * The parameter positions.
  30279. *
  30280. * @type {TypedArray}
  30281. */
  30282. this.parameterPositions = parameterPositions;
  30283. /**
  30284. * A cache index.
  30285. *
  30286. * @private
  30287. * @type {number}
  30288. * @default 0
  30289. */
  30290. this._cachedIndex = 0;
  30291. /**
  30292. * The result buffer.
  30293. *
  30294. * @type {TypedArray}
  30295. */
  30296. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30297. /**
  30298. * The sample values.
  30299. *
  30300. * @type {TypedArray}
  30301. */
  30302. this.sampleValues = sampleValues;
  30303. /**
  30304. * The value size.
  30305. *
  30306. * @type {TypedArray}
  30307. */
  30308. this.valueSize = sampleSize;
  30309. /**
  30310. * The interpolation settings.
  30311. *
  30312. * @type {?Object}
  30313. * @default null
  30314. */
  30315. this.settings = null;
  30316. /**
  30317. * The default settings object.
  30318. *
  30319. * @type {Object}
  30320. */
  30321. this.DefaultSettings_ = {};
  30322. }
  30323. /**
  30324. * Evaluate the interpolant at position `t`.
  30325. *
  30326. * @param {number} t - The interpolation factor.
  30327. * @return {TypedArray} The result buffer.
  30328. */
  30329. evaluate( t ) {
  30330. const pp = this.parameterPositions;
  30331. let i1 = this._cachedIndex,
  30332. t1 = pp[ i1 ],
  30333. t0 = pp[ i1 - 1 ];
  30334. validate_interval: {
  30335. seek: {
  30336. let right;
  30337. linear_scan: {
  30338. //- See http://jsperf.com/comparison-to-undefined/3
  30339. //- slower code:
  30340. //-
  30341. //- if ( t >= t1 || t1 === undefined ) {
  30342. forward_scan: if ( ! ( t < t1 ) ) {
  30343. for ( let giveUpAt = i1 + 2; ; ) {
  30344. if ( t1 === undefined ) {
  30345. if ( t < t0 ) break forward_scan;
  30346. // after end
  30347. i1 = pp.length;
  30348. this._cachedIndex = i1;
  30349. return this.copySampleValue_( i1 - 1 );
  30350. }
  30351. if ( i1 === giveUpAt ) break; // this loop
  30352. t0 = t1;
  30353. t1 = pp[ ++ i1 ];
  30354. if ( t < t1 ) {
  30355. // we have arrived at the sought interval
  30356. break seek;
  30357. }
  30358. }
  30359. // prepare binary search on the right side of the index
  30360. right = pp.length;
  30361. break linear_scan;
  30362. }
  30363. //- slower code:
  30364. //- if ( t < t0 || t0 === undefined ) {
  30365. if ( ! ( t >= t0 ) ) {
  30366. // looping?
  30367. const t1global = pp[ 1 ];
  30368. if ( t < t1global ) {
  30369. i1 = 2; // + 1, using the scan for the details
  30370. t0 = t1global;
  30371. }
  30372. // linear reverse scan
  30373. for ( let giveUpAt = i1 - 2; ; ) {
  30374. if ( t0 === undefined ) {
  30375. // before start
  30376. this._cachedIndex = 0;
  30377. return this.copySampleValue_( 0 );
  30378. }
  30379. if ( i1 === giveUpAt ) break; // this loop
  30380. t1 = t0;
  30381. t0 = pp[ -- i1 - 1 ];
  30382. if ( t >= t0 ) {
  30383. // we have arrived at the sought interval
  30384. break seek;
  30385. }
  30386. }
  30387. // prepare binary search on the left side of the index
  30388. right = i1;
  30389. i1 = 0;
  30390. break linear_scan;
  30391. }
  30392. // the interval is valid
  30393. break validate_interval;
  30394. } // linear scan
  30395. // binary search
  30396. while ( i1 < right ) {
  30397. const mid = ( i1 + right ) >>> 1;
  30398. if ( t < pp[ mid ] ) {
  30399. right = mid;
  30400. } else {
  30401. i1 = mid + 1;
  30402. }
  30403. }
  30404. t1 = pp[ i1 ];
  30405. t0 = pp[ i1 - 1 ];
  30406. // check boundary cases, again
  30407. if ( t0 === undefined ) {
  30408. this._cachedIndex = 0;
  30409. return this.copySampleValue_( 0 );
  30410. }
  30411. if ( t1 === undefined ) {
  30412. i1 = pp.length;
  30413. this._cachedIndex = i1;
  30414. return this.copySampleValue_( i1 - 1 );
  30415. }
  30416. } // seek
  30417. this._cachedIndex = i1;
  30418. this.intervalChanged_( i1, t0, t1 );
  30419. } // validate_interval
  30420. return this.interpolate_( i1, t0, t, t1 );
  30421. }
  30422. /**
  30423. * Returns the interpolation settings.
  30424. *
  30425. * @return {Object} The interpolation settings.
  30426. */
  30427. getSettings_() {
  30428. return this.settings || this.DefaultSettings_;
  30429. }
  30430. /**
  30431. * Copies a sample value to the result buffer.
  30432. *
  30433. * @param {number} index - An index into the sample value buffer.
  30434. * @return {TypedArray} The result buffer.
  30435. */
  30436. copySampleValue_( index ) {
  30437. // copies a sample value to the result buffer
  30438. const result = this.resultBuffer,
  30439. values = this.sampleValues,
  30440. stride = this.valueSize,
  30441. offset = index * stride;
  30442. for ( let i = 0; i !== stride; ++ i ) {
  30443. result[ i ] = values[ offset + i ];
  30444. }
  30445. return result;
  30446. }
  30447. /**
  30448. * Copies a sample value to the result buffer.
  30449. *
  30450. * @abstract
  30451. * @param {number} i1 - An index into the sample value buffer.
  30452. * @param {number} t0 - The previous interpolation factor.
  30453. * @param {number} t - The current interpolation factor.
  30454. * @param {number} t1 - The next interpolation factor.
  30455. * @return {TypedArray} The result buffer.
  30456. */
  30457. interpolate_( /* i1, t0, t, t1 */ ) {
  30458. throw new Error( 'call to abstract method' );
  30459. // implementations shall return this.resultBuffer
  30460. }
  30461. /**
  30462. * Optional method that is executed when the interval has changed.
  30463. *
  30464. * @param {number} i1 - An index into the sample value buffer.
  30465. * @param {number} t0 - The previous interpolation factor.
  30466. * @param {number} t - The current interpolation factor.
  30467. */
  30468. intervalChanged_( /* i1, t0, t1 */ ) {
  30469. // empty
  30470. }
  30471. }
  30472. /**
  30473. * Fast and simple cubic spline interpolant.
  30474. *
  30475. * It was derived from a Hermitian construction setting the first derivative
  30476. * at each sample position to the linear slope between neighboring positions
  30477. * over their parameter interval.
  30478. *
  30479. * @augments Interpolant
  30480. */
  30481. class CubicInterpolant extends Interpolant {
  30482. /**
  30483. * Constructs a new cubic interpolant.
  30484. *
  30485. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30486. * @param {TypedArray} sampleValues - The sample values.
  30487. * @param {number} sampleSize - The sample size
  30488. * @param {TypedArray} [resultBuffer] - The result buffer.
  30489. */
  30490. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30491. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30492. this._weightPrev = -0;
  30493. this._offsetPrev = -0;
  30494. this._weightNext = -0;
  30495. this._offsetNext = -0;
  30496. this.DefaultSettings_ = {
  30497. endingStart: ZeroCurvatureEnding,
  30498. endingEnd: ZeroCurvatureEnding
  30499. };
  30500. }
  30501. intervalChanged_( i1, t0, t1 ) {
  30502. const pp = this.parameterPositions;
  30503. let iPrev = i1 - 2,
  30504. iNext = i1 + 1,
  30505. tPrev = pp[ iPrev ],
  30506. tNext = pp[ iNext ];
  30507. if ( tPrev === undefined ) {
  30508. switch ( this.getSettings_().endingStart ) {
  30509. case ZeroSlopeEnding:
  30510. // f'(t0) = 0
  30511. iPrev = i1;
  30512. tPrev = 2 * t0 - t1;
  30513. break;
  30514. case WrapAroundEnding:
  30515. // use the other end of the curve
  30516. iPrev = pp.length - 2;
  30517. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30518. break;
  30519. default: // ZeroCurvatureEnding
  30520. // f''(t0) = 0 a.k.a. Natural Spline
  30521. iPrev = i1;
  30522. tPrev = t1;
  30523. }
  30524. }
  30525. if ( tNext === undefined ) {
  30526. switch ( this.getSettings_().endingEnd ) {
  30527. case ZeroSlopeEnding:
  30528. // f'(tN) = 0
  30529. iNext = i1;
  30530. tNext = 2 * t1 - t0;
  30531. break;
  30532. case WrapAroundEnding:
  30533. // use the other end of the curve
  30534. iNext = 1;
  30535. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30536. break;
  30537. default: // ZeroCurvatureEnding
  30538. // f''(tN) = 0, a.k.a. Natural Spline
  30539. iNext = i1 - 1;
  30540. tNext = t0;
  30541. }
  30542. }
  30543. const halfDt = ( t1 - t0 ) * 0.5,
  30544. stride = this.valueSize;
  30545. this._weightPrev = halfDt / ( t0 - tPrev );
  30546. this._weightNext = halfDt / ( tNext - t1 );
  30547. this._offsetPrev = iPrev * stride;
  30548. this._offsetNext = iNext * stride;
  30549. }
  30550. interpolate_( i1, t0, t, t1 ) {
  30551. const result = this.resultBuffer,
  30552. values = this.sampleValues,
  30553. stride = this.valueSize,
  30554. o1 = i1 * stride, o0 = o1 - stride,
  30555. oP = this._offsetPrev, oN = this._offsetNext,
  30556. wP = this._weightPrev, wN = this._weightNext,
  30557. p = ( t - t0 ) / ( t1 - t0 ),
  30558. pp = p * p,
  30559. ppp = pp * p;
  30560. // evaluate polynomials
  30561. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30562. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30563. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30564. const sN = wN * ppp - wN * pp;
  30565. // combine data linearly
  30566. for ( let i = 0; i !== stride; ++ i ) {
  30567. result[ i ] =
  30568. sP * values[ oP + i ] +
  30569. s0 * values[ o0 + i ] +
  30570. s1 * values[ o1 + i ] +
  30571. sN * values[ oN + i ];
  30572. }
  30573. return result;
  30574. }
  30575. }
  30576. /**
  30577. * A basic linear interpolant.
  30578. *
  30579. * @augments Interpolant
  30580. */
  30581. class LinearInterpolant extends Interpolant {
  30582. /**
  30583. * Constructs a new linear interpolant.
  30584. *
  30585. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30586. * @param {TypedArray} sampleValues - The sample values.
  30587. * @param {number} sampleSize - The sample size
  30588. * @param {TypedArray} [resultBuffer] - The result buffer.
  30589. */
  30590. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30591. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30592. }
  30593. interpolate_( i1, t0, t, t1 ) {
  30594. const result = this.resultBuffer,
  30595. values = this.sampleValues,
  30596. stride = this.valueSize,
  30597. offset1 = i1 * stride,
  30598. offset0 = offset1 - stride,
  30599. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30600. weight0 = 1 - weight1;
  30601. for ( let i = 0; i !== stride; ++ i ) {
  30602. result[ i ] =
  30603. values[ offset0 + i ] * weight0 +
  30604. values[ offset1 + i ] * weight1;
  30605. }
  30606. return result;
  30607. }
  30608. }
  30609. /**
  30610. * Interpolant that evaluates to the sample value at the position preceding
  30611. * the parameter.
  30612. *
  30613. * @augments Interpolant
  30614. */
  30615. class DiscreteInterpolant extends Interpolant {
  30616. /**
  30617. * Constructs a new discrete interpolant.
  30618. *
  30619. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30620. * @param {TypedArray} sampleValues - The sample values.
  30621. * @param {number} sampleSize - The sample size
  30622. * @param {TypedArray} [resultBuffer] - The result buffer.
  30623. */
  30624. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30625. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30626. }
  30627. interpolate_( i1 /*, t0, t, t1 */ ) {
  30628. return this.copySampleValue_( i1 - 1 );
  30629. }
  30630. }
  30631. /**
  30632. * Represents s a timed sequence of keyframes, which are composed of lists of
  30633. * times and related values, and which are used to animate a specific property
  30634. * of an object.
  30635. */
  30636. class KeyframeTrack {
  30637. /**
  30638. * Constructs a new keyframe track.
  30639. *
  30640. * @param {string} name - The keyframe track's name.
  30641. * @param {Array<number>} times - A list of keyframe times.
  30642. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30643. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30644. */
  30645. constructor( name, times, values, interpolation ) {
  30646. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30647. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30648. /**
  30649. * The track's name can refer to morph targets or bones or
  30650. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30651. * for the forms of strings that can be parsed for property binding.
  30652. *
  30653. * @type {string}
  30654. */
  30655. this.name = name;
  30656. /**
  30657. * The keyframe times.
  30658. *
  30659. * @type {Float32Array}
  30660. */
  30661. this.times = convertArray( times, this.TimeBufferType );
  30662. /**
  30663. * The keyframe values.
  30664. *
  30665. * @type {Float32Array}
  30666. */
  30667. this.values = convertArray( values, this.ValueBufferType );
  30668. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30669. }
  30670. /**
  30671. * Converts the keyframe track to JSON.
  30672. *
  30673. * @static
  30674. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30675. * @return {Object} The serialized keyframe track as JSON.
  30676. */
  30677. static toJSON( track ) {
  30678. const trackType = track.constructor;
  30679. let json;
  30680. // derived classes can define a static toJSON method
  30681. if ( trackType.toJSON !== this.toJSON ) {
  30682. json = trackType.toJSON( track );
  30683. } else {
  30684. // by default, we assume the data can be serialized as-is
  30685. json = {
  30686. 'name': track.name,
  30687. 'times': convertArray( track.times, Array ),
  30688. 'values': convertArray( track.values, Array )
  30689. };
  30690. const interpolation = track.getInterpolation();
  30691. if ( interpolation !== track.DefaultInterpolation ) {
  30692. json.interpolation = interpolation;
  30693. }
  30694. }
  30695. json.type = track.ValueTypeName; // mandatory
  30696. return json;
  30697. }
  30698. /**
  30699. * Factory method for creating a new discrete interpolant.
  30700. *
  30701. * @static
  30702. * @param {TypedArray} [result] - The result buffer.
  30703. * @return {DiscreteInterpolant} The new interpolant.
  30704. */
  30705. InterpolantFactoryMethodDiscrete( result ) {
  30706. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30707. }
  30708. /**
  30709. * Factory method for creating a new linear interpolant.
  30710. *
  30711. * @static
  30712. * @param {TypedArray} [result] - The result buffer.
  30713. * @return {LinearInterpolant} The new interpolant.
  30714. */
  30715. InterpolantFactoryMethodLinear( result ) {
  30716. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30717. }
  30718. /**
  30719. * Factory method for creating a new smooth interpolant.
  30720. *
  30721. * @static
  30722. * @param {TypedArray} [result] - The result buffer.
  30723. * @return {CubicInterpolant} The new interpolant.
  30724. */
  30725. InterpolantFactoryMethodSmooth( result ) {
  30726. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30727. }
  30728. /**
  30729. * Defines the interpolation factor method for this keyframe track.
  30730. *
  30731. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30732. * @return {KeyframeTrack} A reference to this keyframe track.
  30733. */
  30734. setInterpolation( interpolation ) {
  30735. let factoryMethod;
  30736. switch ( interpolation ) {
  30737. case InterpolateDiscrete:
  30738. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30739. break;
  30740. case InterpolateLinear:
  30741. factoryMethod = this.InterpolantFactoryMethodLinear;
  30742. break;
  30743. case InterpolateSmooth:
  30744. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30745. break;
  30746. }
  30747. if ( factoryMethod === undefined ) {
  30748. const message = 'unsupported interpolation for ' +
  30749. this.ValueTypeName + ' keyframe track named ' + this.name;
  30750. if ( this.createInterpolant === undefined ) {
  30751. // fall back to default, unless the default itself is messed up
  30752. if ( interpolation !== this.DefaultInterpolation ) {
  30753. this.setInterpolation( this.DefaultInterpolation );
  30754. } else {
  30755. throw new Error( message ); // fatal, in this case
  30756. }
  30757. }
  30758. console.warn( 'THREE.KeyframeTrack:', message );
  30759. return this;
  30760. }
  30761. this.createInterpolant = factoryMethod;
  30762. return this;
  30763. }
  30764. /**
  30765. * Returns the current interpolation type.
  30766. *
  30767. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30768. */
  30769. getInterpolation() {
  30770. switch ( this.createInterpolant ) {
  30771. case this.InterpolantFactoryMethodDiscrete:
  30772. return InterpolateDiscrete;
  30773. case this.InterpolantFactoryMethodLinear:
  30774. return InterpolateLinear;
  30775. case this.InterpolantFactoryMethodSmooth:
  30776. return InterpolateSmooth;
  30777. }
  30778. }
  30779. /**
  30780. * Returns the value size.
  30781. *
  30782. * @return {number} The value size.
  30783. */
  30784. getValueSize() {
  30785. return this.values.length / this.times.length;
  30786. }
  30787. /**
  30788. * Moves all keyframes either forward or backward in time.
  30789. *
  30790. * @param {number} timeOffset - The offset to move the time values.
  30791. * @return {KeyframeTrack} A reference to this keyframe track.
  30792. */
  30793. shift( timeOffset ) {
  30794. if ( timeOffset !== 0.0 ) {
  30795. const times = this.times;
  30796. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30797. times[ i ] += timeOffset;
  30798. }
  30799. }
  30800. return this;
  30801. }
  30802. /**
  30803. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30804. *
  30805. * @param {number} timeScale - The time scale.
  30806. * @return {KeyframeTrack} A reference to this keyframe track.
  30807. */
  30808. scale( timeScale ) {
  30809. if ( timeScale !== 1.0 ) {
  30810. const times = this.times;
  30811. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30812. times[ i ] *= timeScale;
  30813. }
  30814. }
  30815. return this;
  30816. }
  30817. /**
  30818. * Removes keyframes before and after animation without changing any values within the defined time range.
  30819. *
  30820. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30821. * keys this will change their values
  30822. *
  30823. * @param {number} startTime - The start time.
  30824. * @param {number} endTime - The end time.
  30825. * @return {KeyframeTrack} A reference to this keyframe track.
  30826. */
  30827. trim( startTime, endTime ) {
  30828. const times = this.times,
  30829. nKeys = times.length;
  30830. let from = 0,
  30831. to = nKeys - 1;
  30832. while ( from !== nKeys && times[ from ] < startTime ) {
  30833. ++ from;
  30834. }
  30835. while ( to !== -1 && times[ to ] > endTime ) {
  30836. -- to;
  30837. }
  30838. ++ to; // inclusive -> exclusive bound
  30839. if ( from !== 0 || to !== nKeys ) {
  30840. // empty tracks are forbidden, so keep at least one keyframe
  30841. if ( from >= to ) {
  30842. to = Math.max( to, 1 );
  30843. from = to - 1;
  30844. }
  30845. const stride = this.getValueSize();
  30846. this.times = times.slice( from, to );
  30847. this.values = this.values.slice( from * stride, to * stride );
  30848. }
  30849. return this;
  30850. }
  30851. /**
  30852. * Performs minimal validation on the keyframe track. Returns `true` if the values
  30853. * are valid.
  30854. *
  30855. * @return {boolean} Whether the keyframes are valid or not.
  30856. */
  30857. validate() {
  30858. let valid = true;
  30859. const valueSize = this.getValueSize();
  30860. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  30861. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  30862. valid = false;
  30863. }
  30864. const times = this.times,
  30865. values = this.values,
  30866. nKeys = times.length;
  30867. if ( nKeys === 0 ) {
  30868. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  30869. valid = false;
  30870. }
  30871. let prevTime = null;
  30872. for ( let i = 0; i !== nKeys; i ++ ) {
  30873. const currTime = times[ i ];
  30874. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  30875. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  30876. valid = false;
  30877. break;
  30878. }
  30879. if ( prevTime !== null && prevTime > currTime ) {
  30880. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  30881. valid = false;
  30882. break;
  30883. }
  30884. prevTime = currTime;
  30885. }
  30886. if ( values !== undefined ) {
  30887. if ( isTypedArray( values ) ) {
  30888. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  30889. const value = values[ i ];
  30890. if ( isNaN( value ) ) {
  30891. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  30892. valid = false;
  30893. break;
  30894. }
  30895. }
  30896. }
  30897. }
  30898. return valid;
  30899. }
  30900. /**
  30901. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  30902. * common in morph target sequences).
  30903. *
  30904. * @return {AnimationClip} A reference to this animation clip.
  30905. */
  30906. optimize() {
  30907. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  30908. // times or values may be shared with other tracks, so overwriting is unsafe
  30909. const times = this.times.slice(),
  30910. values = this.values.slice(),
  30911. stride = this.getValueSize(),
  30912. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  30913. lastIndex = times.length - 1;
  30914. let writeIndex = 1;
  30915. for ( let i = 1; i < lastIndex; ++ i ) {
  30916. let keep = false;
  30917. const time = times[ i ];
  30918. const timeNext = times[ i + 1 ];
  30919. // remove adjacent keyframes scheduled at the same time
  30920. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  30921. if ( ! smoothInterpolation ) {
  30922. // remove unnecessary keyframes same as their neighbors
  30923. const offset = i * stride,
  30924. offsetP = offset - stride,
  30925. offsetN = offset + stride;
  30926. for ( let j = 0; j !== stride; ++ j ) {
  30927. const value = values[ offset + j ];
  30928. if ( value !== values[ offsetP + j ] ||
  30929. value !== values[ offsetN + j ] ) {
  30930. keep = true;
  30931. break;
  30932. }
  30933. }
  30934. } else {
  30935. keep = true;
  30936. }
  30937. }
  30938. // in-place compaction
  30939. if ( keep ) {
  30940. if ( i !== writeIndex ) {
  30941. times[ writeIndex ] = times[ i ];
  30942. const readOffset = i * stride,
  30943. writeOffset = writeIndex * stride;
  30944. for ( let j = 0; j !== stride; ++ j ) {
  30945. values[ writeOffset + j ] = values[ readOffset + j ];
  30946. }
  30947. }
  30948. ++ writeIndex;
  30949. }
  30950. }
  30951. // flush last keyframe (compaction looks ahead)
  30952. if ( lastIndex > 0 ) {
  30953. times[ writeIndex ] = times[ lastIndex ];
  30954. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  30955. values[ writeOffset + j ] = values[ readOffset + j ];
  30956. }
  30957. ++ writeIndex;
  30958. }
  30959. if ( writeIndex !== times.length ) {
  30960. this.times = times.slice( 0, writeIndex );
  30961. this.values = values.slice( 0, writeIndex * stride );
  30962. } else {
  30963. this.times = times;
  30964. this.values = values;
  30965. }
  30966. return this;
  30967. }
  30968. /**
  30969. * Returns a new keyframe track with copied values from this instance.
  30970. *
  30971. * @return {KeyframeTrack} A clone of this instance.
  30972. */
  30973. clone() {
  30974. const times = this.times.slice();
  30975. const values = this.values.slice();
  30976. const TypedKeyframeTrack = this.constructor;
  30977. const track = new TypedKeyframeTrack( this.name, times, values );
  30978. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  30979. track.createInterpolant = this.createInterpolant;
  30980. return track;
  30981. }
  30982. }
  30983. /**
  30984. * The value type name.
  30985. *
  30986. * @type {String}
  30987. * @default ''
  30988. */
  30989. KeyframeTrack.prototype.ValueTypeName = '';
  30990. /**
  30991. * The time buffer type of this keyframe track.
  30992. *
  30993. * @type {TypedArray|Array}
  30994. * @default Float32Array.constructor
  30995. */
  30996. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  30997. /**
  30998. * The value buffer type of this keyframe track.
  30999. *
  31000. * @type {TypedArray|Array}
  31001. * @default Float32Array.constructor
  31002. */
  31003. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31004. /**
  31005. * The default interpolation type of this keyframe track.
  31006. *
  31007. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31008. * @default InterpolateLinear
  31009. */
  31010. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31011. /**
  31012. * A track for boolean keyframe values.
  31013. *
  31014. * @augments KeyframeTrack
  31015. */
  31016. class BooleanKeyframeTrack extends KeyframeTrack {
  31017. /**
  31018. * Constructs a new boolean keyframe track.
  31019. *
  31020. * This keyframe track type has no `interpolation` parameter because the
  31021. * interpolation is always discrete.
  31022. *
  31023. * @param {string} name - The keyframe track's name.
  31024. * @param {Array<number>} times - A list of keyframe times.
  31025. * @param {Array<boolean>} values - A list of keyframe values.
  31026. */
  31027. constructor( name, times, values ) {
  31028. super( name, times, values );
  31029. }
  31030. }
  31031. /**
  31032. * The value type name.
  31033. *
  31034. * @type {String}
  31035. * @default 'bool'
  31036. */
  31037. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31038. /**
  31039. * The value buffer type of this keyframe track.
  31040. *
  31041. * @type {TypedArray|Array}
  31042. * @default Array.constructor
  31043. */
  31044. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31045. /**
  31046. * The default interpolation type of this keyframe track.
  31047. *
  31048. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31049. * @default InterpolateDiscrete
  31050. */
  31051. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31052. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31053. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31054. /**
  31055. * A track for color keyframe values.
  31056. *
  31057. * @augments KeyframeTrack
  31058. */
  31059. class ColorKeyframeTrack extends KeyframeTrack {
  31060. /**
  31061. * Constructs a new color keyframe track.
  31062. *
  31063. * @param {string} name - The keyframe track's name.
  31064. * @param {Array<number>} times - A list of keyframe times.
  31065. * @param {Array<number>} values - A list of keyframe values.
  31066. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31067. */
  31068. constructor( name, times, values, interpolation ) {
  31069. super( name, times, values, interpolation );
  31070. }
  31071. }
  31072. /**
  31073. * The value type name.
  31074. *
  31075. * @type {String}
  31076. * @default 'color'
  31077. */
  31078. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31079. /**
  31080. * A track for numeric keyframe values.
  31081. *
  31082. * @augments KeyframeTrack
  31083. */
  31084. class NumberKeyframeTrack extends KeyframeTrack {
  31085. /**
  31086. * Constructs a new number keyframe track.
  31087. *
  31088. * @param {string} name - The keyframe track's name.
  31089. * @param {Array<number>} times - A list of keyframe times.
  31090. * @param {Array<number>} values - A list of keyframe values.
  31091. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31092. */
  31093. constructor( name, times, values, interpolation ) {
  31094. super( name, times, values, interpolation );
  31095. }
  31096. }
  31097. /**
  31098. * The value type name.
  31099. *
  31100. * @type {String}
  31101. * @default 'number'
  31102. */
  31103. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31104. /**
  31105. * Spherical linear unit quaternion interpolant.
  31106. *
  31107. * @augments Interpolant
  31108. */
  31109. class QuaternionLinearInterpolant extends Interpolant {
  31110. /**
  31111. * Constructs a new SLERP interpolant.
  31112. *
  31113. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31114. * @param {TypedArray} sampleValues - The sample values.
  31115. * @param {number} sampleSize - The sample size
  31116. * @param {TypedArray} [resultBuffer] - The result buffer.
  31117. */
  31118. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31119. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31120. }
  31121. interpolate_( i1, t0, t, t1 ) {
  31122. const result = this.resultBuffer,
  31123. values = this.sampleValues,
  31124. stride = this.valueSize,
  31125. alpha = ( t - t0 ) / ( t1 - t0 );
  31126. let offset = i1 * stride;
  31127. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31128. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31129. }
  31130. return result;
  31131. }
  31132. }
  31133. /**
  31134. * A track for Quaternion keyframe values.
  31135. *
  31136. * @augments KeyframeTrack
  31137. */
  31138. class QuaternionKeyframeTrack extends KeyframeTrack {
  31139. /**
  31140. * Constructs a new Quaternion keyframe track.
  31141. *
  31142. * @param {string} name - The keyframe track's name.
  31143. * @param {Array<number>} times - A list of keyframe times.
  31144. * @param {Array<number>} values - A list of keyframe values.
  31145. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31146. */
  31147. constructor( name, times, values, interpolation ) {
  31148. super( name, times, values, interpolation );
  31149. }
  31150. /**
  31151. * Overwritten so the method returns Quaternion based interpolant.
  31152. *
  31153. * @static
  31154. * @param {TypedArray} [result] - The result buffer.
  31155. * @return {QuaternionLinearInterpolant} The new interpolant.
  31156. */
  31157. InterpolantFactoryMethodLinear( result ) {
  31158. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31159. }
  31160. }
  31161. /**
  31162. * The value type name.
  31163. *
  31164. * @type {String}
  31165. * @default 'quaternion'
  31166. */
  31167. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31168. // ValueBufferType is inherited
  31169. // DefaultInterpolation is inherited;
  31170. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31171. /**
  31172. * A track for string keyframe values.
  31173. *
  31174. * @augments KeyframeTrack
  31175. */
  31176. class StringKeyframeTrack extends KeyframeTrack {
  31177. /**
  31178. * Constructs a new string keyframe track.
  31179. *
  31180. * This keyframe track type has no `interpolation` parameter because the
  31181. * interpolation is always discrete.
  31182. *
  31183. * @param {string} name - The keyframe track's name.
  31184. * @param {Array<number>} times - A list of keyframe times.
  31185. * @param {Array<string>} values - A list of keyframe values.
  31186. */
  31187. constructor( name, times, values ) {
  31188. super( name, times, values );
  31189. }
  31190. }
  31191. /**
  31192. * The value type name.
  31193. *
  31194. * @type {String}
  31195. * @default 'string'
  31196. */
  31197. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31198. /**
  31199. * The value buffer type of this keyframe track.
  31200. *
  31201. * @type {TypedArray|Array}
  31202. * @default Array.constructor
  31203. */
  31204. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31205. /**
  31206. * The default interpolation type of this keyframe track.
  31207. *
  31208. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31209. * @default InterpolateDiscrete
  31210. */
  31211. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31212. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31213. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31214. /**
  31215. * A track for vector keyframe values.
  31216. *
  31217. * @augments KeyframeTrack
  31218. */
  31219. class VectorKeyframeTrack extends KeyframeTrack {
  31220. /**
  31221. * Constructs a new vector keyframe track.
  31222. *
  31223. * @param {string} name - The keyframe track's name.
  31224. * @param {Array<number>} times - A list of keyframe times.
  31225. * @param {Array<number>} values - A list of keyframe values.
  31226. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31227. */
  31228. constructor( name, times, values, interpolation ) {
  31229. super( name, times, values, interpolation );
  31230. }
  31231. }
  31232. /**
  31233. * The value type name.
  31234. *
  31235. * @type {String}
  31236. * @default 'vector'
  31237. */
  31238. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31239. /**
  31240. * A reusable set of keyframe tracks which represent an animation.
  31241. */
  31242. class AnimationClip {
  31243. /**
  31244. * Constructs a new animation clip.
  31245. *
  31246. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31247. * use the static interface of this class for creating clips. In most cases though, animation clips
  31248. * will automatically be created by loaders when importing animated 3D assets.
  31249. *
  31250. * @param {string} [name=''] - The clip's name.
  31251. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31252. * the duration will be calculated from the passed keyframes.
  31253. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31254. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31255. * is blended/combined when two or more animations are simultaneously played.
  31256. */
  31257. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31258. /**
  31259. * The clip's name.
  31260. *
  31261. * @type {string}
  31262. */
  31263. this.name = name;
  31264. /**
  31265. * An array of keyframe tracks.
  31266. *
  31267. * @type {Array<KeyframeTrack>}
  31268. */
  31269. this.tracks = tracks;
  31270. /**
  31271. * The clip's duration in seconds.
  31272. *
  31273. * @type {number}
  31274. */
  31275. this.duration = duration;
  31276. /**
  31277. * Defines how the animation is blended/combined when two or more animations
  31278. * are simultaneously played.
  31279. *
  31280. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31281. */
  31282. this.blendMode = blendMode;
  31283. /**
  31284. * The UUID of the animation clip.
  31285. *
  31286. * @type {string}
  31287. * @readonly
  31288. */
  31289. this.uuid = generateUUID();
  31290. // this means it should figure out its duration by scanning the tracks
  31291. if ( this.duration < 0 ) {
  31292. this.resetDuration();
  31293. }
  31294. }
  31295. /**
  31296. * Factory method for creating an animation clip from the given JSON.
  31297. *
  31298. * @static
  31299. * @param {Object} json - The serialized animation clip.
  31300. * @return {AnimationClip} The new animation clip.
  31301. */
  31302. static parse( json ) {
  31303. const tracks = [],
  31304. jsonTracks = json.tracks,
  31305. frameTime = 1.0 / ( json.fps || 1.0 );
  31306. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31307. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31308. }
  31309. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31310. clip.uuid = json.uuid;
  31311. return clip;
  31312. }
  31313. /**
  31314. * Serializes the given animation clip into JSON.
  31315. *
  31316. * @static
  31317. * @param {AnimationClip} clip - The animation clip to serialize.
  31318. * @return {Object} The JSON object.
  31319. */
  31320. static toJSON( clip ) {
  31321. const tracks = [],
  31322. clipTracks = clip.tracks;
  31323. const json = {
  31324. 'name': clip.name,
  31325. 'duration': clip.duration,
  31326. 'tracks': tracks,
  31327. 'uuid': clip.uuid,
  31328. 'blendMode': clip.blendMode
  31329. };
  31330. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31331. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31332. }
  31333. return json;
  31334. }
  31335. /**
  31336. * Returns a new animation clip from the passed morph targets array of a
  31337. * geometry, taking a name and the number of frames per second.
  31338. *
  31339. * Note: The fps parameter is required, but the animation speed can be
  31340. * overridden via {@link AnimationAction#setDuration}.
  31341. *
  31342. * @static
  31343. * @param {string} name - The name of the animation clip.
  31344. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31345. * @param {number} fps - The Frames-Per-Second value.
  31346. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31347. * @return {AnimationClip} The new animation clip.
  31348. */
  31349. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31350. const numMorphTargets = morphTargetSequence.length;
  31351. const tracks = [];
  31352. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31353. let times = [];
  31354. let values = [];
  31355. times.push(
  31356. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31357. i,
  31358. ( i + 1 ) % numMorphTargets );
  31359. values.push( 0, 1, 0 );
  31360. const order = getKeyframeOrder( times );
  31361. times = sortedArray( times, 1, order );
  31362. values = sortedArray( values, 1, order );
  31363. // if there is a key at the first frame, duplicate it as the
  31364. // last frame as well for perfect loop.
  31365. if ( ! noLoop && times[ 0 ] === 0 ) {
  31366. times.push( numMorphTargets );
  31367. values.push( values[ 0 ] );
  31368. }
  31369. tracks.push(
  31370. new NumberKeyframeTrack(
  31371. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31372. times, values
  31373. ).scale( 1.0 / fps ) );
  31374. }
  31375. return new this( name, -1, tracks );
  31376. }
  31377. /**
  31378. * Searches for an animation clip by name, taking as its first parameter
  31379. * either an array of clips, or a mesh or geometry that contains an
  31380. * array named "animations" property.
  31381. *
  31382. * @static
  31383. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31384. * @param {string} name - The name to search for.
  31385. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31386. */
  31387. static findByName( objectOrClipArray, name ) {
  31388. let clipArray = objectOrClipArray;
  31389. if ( ! Array.isArray( objectOrClipArray ) ) {
  31390. const o = objectOrClipArray;
  31391. clipArray = o.geometry && o.geometry.animations || o.animations;
  31392. }
  31393. for ( let i = 0; i < clipArray.length; i ++ ) {
  31394. if ( clipArray[ i ].name === name ) {
  31395. return clipArray[ i ];
  31396. }
  31397. }
  31398. return null;
  31399. }
  31400. /**
  31401. * Returns an array of new AnimationClips created from the morph target
  31402. * sequences of a geometry, trying to sort morph target names into
  31403. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31404. *
  31405. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31406. *
  31407. * @static
  31408. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31409. * @param {number} fps - The Frames-Per-Second value.
  31410. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31411. * @return {Array<AnimationClip>} An array of new animation clips.
  31412. */
  31413. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31414. const animationToMorphTargets = {};
  31415. // tested with https://regex101.com/ on trick sequences
  31416. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31417. const pattern = /^([\w-]*?)([\d]+)$/;
  31418. // sort morph target names into animation groups based
  31419. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31420. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31421. const morphTarget = morphTargets[ i ];
  31422. const parts = morphTarget.name.match( pattern );
  31423. if ( parts && parts.length > 1 ) {
  31424. const name = parts[ 1 ];
  31425. let animationMorphTargets = animationToMorphTargets[ name ];
  31426. if ( ! animationMorphTargets ) {
  31427. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31428. }
  31429. animationMorphTargets.push( morphTarget );
  31430. }
  31431. }
  31432. const clips = [];
  31433. for ( const name in animationToMorphTargets ) {
  31434. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31435. }
  31436. return clips;
  31437. }
  31438. /**
  31439. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31440. *
  31441. * @static
  31442. * @deprecated since r175.
  31443. * @param {Object} animation - A serialized animation clip as JSON.
  31444. * @param {Array<Bones>} bones - An array of bones.
  31445. * @return {?AnimationClip} The new animation clip.
  31446. */
  31447. static parseAnimation( animation, bones ) {
  31448. console.warn( 'THREE.AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31449. if ( ! animation ) {
  31450. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  31451. return null;
  31452. }
  31453. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31454. // only return track if there are actually keys.
  31455. if ( animationKeys.length !== 0 ) {
  31456. const times = [];
  31457. const values = [];
  31458. flattenJSON( animationKeys, times, values, propertyName );
  31459. // empty keys are filtered out, so check again
  31460. if ( times.length !== 0 ) {
  31461. destTracks.push( new trackType( trackName, times, values ) );
  31462. }
  31463. }
  31464. };
  31465. const tracks = [];
  31466. const clipName = animation.name || 'default';
  31467. const fps = animation.fps || 30;
  31468. const blendMode = animation.blendMode;
  31469. // automatic length determination in AnimationClip.
  31470. let duration = animation.length || -1;
  31471. const hierarchyTracks = animation.hierarchy || [];
  31472. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31473. const animationKeys = hierarchyTracks[ h ].keys;
  31474. // skip empty tracks
  31475. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31476. // process morph targets
  31477. if ( animationKeys[ 0 ].morphTargets ) {
  31478. // figure out all morph targets used in this track
  31479. const morphTargetNames = {};
  31480. let k;
  31481. for ( k = 0; k < animationKeys.length; k ++ ) {
  31482. if ( animationKeys[ k ].morphTargets ) {
  31483. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31484. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31485. }
  31486. }
  31487. }
  31488. // create a track for each morph target with all zero
  31489. // morphTargetInfluences except for the keys in which
  31490. // the morphTarget is named.
  31491. for ( const morphTargetName in morphTargetNames ) {
  31492. const times = [];
  31493. const values = [];
  31494. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31495. const animationKey = animationKeys[ k ];
  31496. times.push( animationKey.time );
  31497. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31498. }
  31499. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31500. }
  31501. duration = morphTargetNames.length * fps;
  31502. } else {
  31503. // ...assume skeletal animation
  31504. const boneName = '.bones[' + bones[ h ].name + ']';
  31505. addNonemptyTrack(
  31506. VectorKeyframeTrack, boneName + '.position',
  31507. animationKeys, 'pos', tracks );
  31508. addNonemptyTrack(
  31509. QuaternionKeyframeTrack, boneName + '.quaternion',
  31510. animationKeys, 'rot', tracks );
  31511. addNonemptyTrack(
  31512. VectorKeyframeTrack, boneName + '.scale',
  31513. animationKeys, 'scl', tracks );
  31514. }
  31515. }
  31516. if ( tracks.length === 0 ) {
  31517. return null;
  31518. }
  31519. const clip = new this( clipName, duration, tracks, blendMode );
  31520. return clip;
  31521. }
  31522. /**
  31523. * Sets the duration of this clip to the duration of its longest keyframe track.
  31524. *
  31525. * @return {AnimationClip} A reference to this animation clip.
  31526. */
  31527. resetDuration() {
  31528. const tracks = this.tracks;
  31529. let duration = 0;
  31530. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31531. const track = this.tracks[ i ];
  31532. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31533. }
  31534. this.duration = duration;
  31535. return this;
  31536. }
  31537. /**
  31538. * Trims all tracks to the clip's duration.
  31539. *
  31540. * @return {AnimationClip} A reference to this animation clip.
  31541. */
  31542. trim() {
  31543. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31544. this.tracks[ i ].trim( 0, this.duration );
  31545. }
  31546. return this;
  31547. }
  31548. /**
  31549. * Performs minimal validation on each track in the clip. Returns `true` if all
  31550. * tracks are valid.
  31551. *
  31552. * @return {boolean} Whether the clip's keyframes are valid or not.
  31553. */
  31554. validate() {
  31555. let valid = true;
  31556. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31557. valid = valid && this.tracks[ i ].validate();
  31558. }
  31559. return valid;
  31560. }
  31561. /**
  31562. * Optimizes each track by removing equivalent sequential keys (which are
  31563. * common in morph target sequences).
  31564. *
  31565. * @return {AnimationClip} A reference to this animation clip.
  31566. */
  31567. optimize() {
  31568. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31569. this.tracks[ i ].optimize();
  31570. }
  31571. return this;
  31572. }
  31573. /**
  31574. * Returns a new animation clip with copied values from this instance.
  31575. *
  31576. * @return {AnimationClip} A clone of this instance.
  31577. */
  31578. clone() {
  31579. const tracks = [];
  31580. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31581. tracks.push( this.tracks[ i ].clone() );
  31582. }
  31583. return new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31584. }
  31585. /**
  31586. * Serializes this animation clip into JSON.
  31587. *
  31588. * @return {Object} The JSON object.
  31589. */
  31590. toJSON() {
  31591. return this.constructor.toJSON( this );
  31592. }
  31593. }
  31594. function getTrackTypeForValueTypeName( typeName ) {
  31595. switch ( typeName.toLowerCase() ) {
  31596. case 'scalar':
  31597. case 'double':
  31598. case 'float':
  31599. case 'number':
  31600. case 'integer':
  31601. return NumberKeyframeTrack;
  31602. case 'vector':
  31603. case 'vector2':
  31604. case 'vector3':
  31605. case 'vector4':
  31606. return VectorKeyframeTrack;
  31607. case 'color':
  31608. return ColorKeyframeTrack;
  31609. case 'quaternion':
  31610. return QuaternionKeyframeTrack;
  31611. case 'bool':
  31612. case 'boolean':
  31613. return BooleanKeyframeTrack;
  31614. case 'string':
  31615. return StringKeyframeTrack;
  31616. }
  31617. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31618. }
  31619. function parseKeyframeTrack( json ) {
  31620. if ( json.type === undefined ) {
  31621. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31622. }
  31623. const trackType = getTrackTypeForValueTypeName( json.type );
  31624. if ( json.times === undefined ) {
  31625. const times = [], values = [];
  31626. flattenJSON( json.keys, times, values, 'value' );
  31627. json.times = times;
  31628. json.values = values;
  31629. }
  31630. // derived classes can define a static parse method
  31631. if ( trackType.parse !== undefined ) {
  31632. return trackType.parse( json );
  31633. } else {
  31634. // by default, we assume a constructor compatible with the base
  31635. return new trackType( json.name, json.times, json.values, json.interpolation );
  31636. }
  31637. }
  31638. /**
  31639. * @class
  31640. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31641. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31642. * @hideconstructor
  31643. */
  31644. const Cache = {
  31645. /**
  31646. * Whether caching is enabled or not.
  31647. *
  31648. * @static
  31649. * @type {boolean}
  31650. * @default false
  31651. */
  31652. enabled: false,
  31653. /**
  31654. * A dictionary that holds cached files.
  31655. *
  31656. * @static
  31657. * @type {Object<string,Object>}
  31658. */
  31659. files: {},
  31660. /**
  31661. * Adds a cache entry with a key to reference the file. If this key already
  31662. * holds a file, it is overwritten.
  31663. *
  31664. * @static
  31665. * @param {string} key - The key to reference the cached file.
  31666. * @param {Object} file - The file to be cached.
  31667. */
  31668. add: function ( key, file ) {
  31669. if ( this.enabled === false ) return;
  31670. // console.log( 'THREE.Cache', 'Adding key:', key );
  31671. this.files[ key ] = file;
  31672. },
  31673. /**
  31674. * Gets the cached value for the given key.
  31675. *
  31676. * @static
  31677. * @param {string} key - The key to reference the cached file.
  31678. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31679. */
  31680. get: function ( key ) {
  31681. if ( this.enabled === false ) return;
  31682. // console.log( 'THREE.Cache', 'Checking key:', key );
  31683. return this.files[ key ];
  31684. },
  31685. /**
  31686. * Removes the cached file associated with the given key.
  31687. *
  31688. * @static
  31689. * @param {string} key - The key to reference the cached file.
  31690. */
  31691. remove: function ( key ) {
  31692. delete this.files[ key ];
  31693. },
  31694. /**
  31695. * Remove all values from the cache.
  31696. *
  31697. * @static
  31698. */
  31699. clear: function () {
  31700. this.files = {};
  31701. }
  31702. };
  31703. /**
  31704. * Handles and keeps track of loaded and pending data. A default global
  31705. * instance of this class is created and used by loaders if not supplied
  31706. * manually.
  31707. *
  31708. * In general that should be sufficient, however there are times when it can
  31709. * be useful to have separate loaders - for example if you want to show
  31710. * separate loading bars for objects and textures.
  31711. *
  31712. * ```js
  31713. * const manager = new THREE.LoadingManager();
  31714. * manager.onLoad = () => console.log( 'Loading complete!' );
  31715. *
  31716. * const loader1 = new OBJLoader( manager );
  31717. * const loader2 = new ColladaLoader( manager );
  31718. * ```
  31719. */
  31720. class LoadingManager {
  31721. /**
  31722. * Constructs a new loading manager.
  31723. *
  31724. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31725. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31726. * @param {Function} [onError] - Executes when an error occurs.
  31727. */
  31728. constructor( onLoad, onProgress, onError ) {
  31729. const scope = this;
  31730. let isLoading = false;
  31731. let itemsLoaded = 0;
  31732. let itemsTotal = 0;
  31733. let urlModifier = undefined;
  31734. const handlers = [];
  31735. // Refer to #5689 for the reason why we don't set .onStart
  31736. // in the constructor
  31737. /**
  31738. * Executes when an item starts loading.
  31739. *
  31740. * @type {Function|undefined}
  31741. * @default undefined
  31742. */
  31743. this.onStart = undefined;
  31744. /**
  31745. * Executes when all items have been loaded.
  31746. *
  31747. * @type {Function|undefined}
  31748. * @default undefined
  31749. */
  31750. this.onLoad = onLoad;
  31751. /**
  31752. * Executes when single items have been loaded.
  31753. *
  31754. * @type {Function|undefined}
  31755. * @default undefined
  31756. */
  31757. this.onProgress = onProgress;
  31758. /**
  31759. * Executes when an error occurs.
  31760. *
  31761. * @type {Function|undefined}
  31762. * @default undefined
  31763. */
  31764. this.onError = onError;
  31765. /**
  31766. * Used for aborting ongoing requests in loaders using this manager.
  31767. *
  31768. * @type {AbortController}
  31769. */
  31770. this.abortController = new AbortController();
  31771. /**
  31772. * This should be called by any loader using the manager when the loader
  31773. * starts loading an item.
  31774. *
  31775. * @param {string} url - The URL to load.
  31776. */
  31777. this.itemStart = function ( url ) {
  31778. itemsTotal ++;
  31779. if ( isLoading === false ) {
  31780. if ( scope.onStart !== undefined ) {
  31781. scope.onStart( url, itemsLoaded, itemsTotal );
  31782. }
  31783. }
  31784. isLoading = true;
  31785. };
  31786. /**
  31787. * This should be called by any loader using the manager when the loader
  31788. * ended loading an item.
  31789. *
  31790. * @param {string} url - The URL of the loaded item.
  31791. */
  31792. this.itemEnd = function ( url ) {
  31793. itemsLoaded ++;
  31794. if ( scope.onProgress !== undefined ) {
  31795. scope.onProgress( url, itemsLoaded, itemsTotal );
  31796. }
  31797. if ( itemsLoaded === itemsTotal ) {
  31798. isLoading = false;
  31799. if ( scope.onLoad !== undefined ) {
  31800. scope.onLoad();
  31801. }
  31802. }
  31803. };
  31804. /**
  31805. * This should be called by any loader using the manager when the loader
  31806. * encounters an error when loading an item.
  31807. *
  31808. * @param {string} url - The URL of the item that produces an error.
  31809. */
  31810. this.itemError = function ( url ) {
  31811. if ( scope.onError !== undefined ) {
  31812. scope.onError( url );
  31813. }
  31814. };
  31815. /**
  31816. * Given a URL, uses the URL modifier callback (if any) and returns a
  31817. * resolved URL. If no URL modifier is set, returns the original URL.
  31818. *
  31819. * @param {string} url - The URL to load.
  31820. * @return {string} The resolved URL.
  31821. */
  31822. this.resolveURL = function ( url ) {
  31823. if ( urlModifier ) {
  31824. return urlModifier( url );
  31825. }
  31826. return url;
  31827. };
  31828. /**
  31829. * If provided, the callback will be passed each resource URL before a
  31830. * request is sent. The callback may return the original URL, or a new URL to
  31831. * override loading behavior. This behavior can be used to load assets from
  31832. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31833. *
  31834. * ```js
  31835. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31836. *
  31837. * const manager = new THREE.LoadingManager();
  31838. *
  31839. * // Initialize loading manager with URL callback.
  31840. * const objectURLs = [];
  31841. * manager.setURLModifier( ( url ) => {
  31842. *
  31843. * url = URL.createObjectURL( blobs[ url ] );
  31844. * objectURLs.push( url );
  31845. * return url;
  31846. *
  31847. * } );
  31848. *
  31849. * // Load as usual, then revoke the blob URLs.
  31850. * const loader = new GLTFLoader( manager );
  31851. * loader.load( 'fish.gltf', (gltf) => {
  31852. *
  31853. * scene.add( gltf.scene );
  31854. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  31855. *
  31856. * } );
  31857. * ```
  31858. *
  31859. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  31860. * @return {LoadingManager} A reference to this loading manager.
  31861. */
  31862. this.setURLModifier = function ( transform ) {
  31863. urlModifier = transform;
  31864. return this;
  31865. };
  31866. /**
  31867. * Registers a loader with the given regular expression. Can be used to
  31868. * define what loader should be used in order to load specific files. A
  31869. * typical use case is to overwrite the default loader for textures.
  31870. *
  31871. * ```js
  31872. * // add handler for TGA textures
  31873. * manager.addHandler( /\.tga$/i, new TGALoader() );
  31874. * ```
  31875. *
  31876. * @param {string} regex - A regular expression.
  31877. * @param {Loader} loader - A loader that should handle matched cases.
  31878. * @return {LoadingManager} A reference to this loading manager.
  31879. */
  31880. this.addHandler = function ( regex, loader ) {
  31881. handlers.push( regex, loader );
  31882. return this;
  31883. };
  31884. /**
  31885. * Removes the loader for the given regular expression.
  31886. *
  31887. * @param {string} regex - A regular expression.
  31888. * @return {LoadingManager} A reference to this loading manager.
  31889. */
  31890. this.removeHandler = function ( regex ) {
  31891. const index = handlers.indexOf( regex );
  31892. if ( index !== -1 ) {
  31893. handlers.splice( index, 2 );
  31894. }
  31895. return this;
  31896. };
  31897. /**
  31898. * Can be used to retrieve the registered loader for the given file path.
  31899. *
  31900. * @param {string} file - The file path.
  31901. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  31902. */
  31903. this.getHandler = function ( file ) {
  31904. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  31905. const regex = handlers[ i ];
  31906. const loader = handlers[ i + 1 ];
  31907. if ( regex.global ) regex.lastIndex = 0; // see #17920
  31908. if ( regex.test( file ) ) {
  31909. return loader;
  31910. }
  31911. }
  31912. return null;
  31913. };
  31914. /**
  31915. * Can be used to abort ongoing loading requests in loaders using this manager.
  31916. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  31917. * is supported in the browser.
  31918. *
  31919. * @return {LoadingManager} A reference to this loading manager.
  31920. */
  31921. this.abort = function () {
  31922. this.abortController.abort();
  31923. this.abortController = new AbortController();
  31924. return this;
  31925. };
  31926. }
  31927. }
  31928. /**
  31929. * The global default loading manager.
  31930. *
  31931. * @constant
  31932. * @type {LoadingManager}
  31933. */
  31934. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  31935. /**
  31936. * Abstract base class for loaders.
  31937. *
  31938. * @abstract
  31939. */
  31940. class Loader {
  31941. /**
  31942. * Constructs a new loader.
  31943. *
  31944. * @param {LoadingManager} [manager] - The loading manager.
  31945. */
  31946. constructor( manager ) {
  31947. /**
  31948. * The loading manager.
  31949. *
  31950. * @type {LoadingManager}
  31951. * @default DefaultLoadingManager
  31952. */
  31953. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  31954. /**
  31955. * The crossOrigin string to implement CORS for loading the url from a
  31956. * different domain that allows CORS.
  31957. *
  31958. * @type {string}
  31959. * @default 'anonymous'
  31960. */
  31961. this.crossOrigin = 'anonymous';
  31962. /**
  31963. * Whether the XMLHttpRequest uses credentials.
  31964. *
  31965. * @type {boolean}
  31966. * @default false
  31967. */
  31968. this.withCredentials = false;
  31969. /**
  31970. * The base path from which the asset will be loaded.
  31971. *
  31972. * @type {string}
  31973. */
  31974. this.path = '';
  31975. /**
  31976. * The base path from which additional resources like textures will be loaded.
  31977. *
  31978. * @type {string}
  31979. */
  31980. this.resourcePath = '';
  31981. /**
  31982. * The [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  31983. * used in HTTP request.
  31984. *
  31985. * @type {Object<string, any>}
  31986. */
  31987. this.requestHeader = {};
  31988. }
  31989. /**
  31990. * This method needs to be implemented by all concrete loaders. It holds the
  31991. * logic for loading assets from the backend.
  31992. *
  31993. * @abstract
  31994. * @param {string} url - The path/URL of the file to be loaded.
  31995. * @param {Function} onLoad - Executed when the loading process has been finished.
  31996. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  31997. * @param {onErrorCallback} [onError] - Executed when errors occur.
  31998. */
  31999. load( /* url, onLoad, onProgress, onError */ ) {}
  32000. /**
  32001. * A async version of {@link Loader#load}.
  32002. *
  32003. * @param {string} url - The path/URL of the file to be loaded.
  32004. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32005. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32006. */
  32007. loadAsync( url, onProgress ) {
  32008. const scope = this;
  32009. return new Promise( function ( resolve, reject ) {
  32010. scope.load( url, resolve, onProgress, reject );
  32011. } );
  32012. }
  32013. /**
  32014. * This method needs to be implemented by all concrete loaders. It holds the
  32015. * logic for parsing the asset into three.js entities.
  32016. *
  32017. * @abstract
  32018. * @param {any} data - The data to parse.
  32019. */
  32020. parse( /* data */ ) {}
  32021. /**
  32022. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32023. * from a different domain that allows CORS.
  32024. *
  32025. * @param {string} crossOrigin - The `crossOrigin` value.
  32026. * @return {Loader} A reference to this instance.
  32027. */
  32028. setCrossOrigin( crossOrigin ) {
  32029. this.crossOrigin = crossOrigin;
  32030. return this;
  32031. }
  32032. /**
  32033. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32034. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials]{@link https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials}.
  32035. *
  32036. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32037. *
  32038. * @param {boolean} value - The `withCredentials` value.
  32039. * @return {Loader} A reference to this instance.
  32040. */
  32041. setWithCredentials( value ) {
  32042. this.withCredentials = value;
  32043. return this;
  32044. }
  32045. /**
  32046. * Sets the base path for the asset.
  32047. *
  32048. * @param {string} path - The base path.
  32049. * @return {Loader} A reference to this instance.
  32050. */
  32051. setPath( path ) {
  32052. this.path = path;
  32053. return this;
  32054. }
  32055. /**
  32056. * Sets the base path for dependent resources like textures.
  32057. *
  32058. * @param {string} resourcePath - The resource path.
  32059. * @return {Loader} A reference to this instance.
  32060. */
  32061. setResourcePath( resourcePath ) {
  32062. this.resourcePath = resourcePath;
  32063. return this;
  32064. }
  32065. /**
  32066. * Sets the given request header.
  32067. *
  32068. * @param {Object} requestHeader - A [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  32069. * for configuring the HTTP request.
  32070. * @return {Loader} A reference to this instance.
  32071. */
  32072. setRequestHeader( requestHeader ) {
  32073. this.requestHeader = requestHeader;
  32074. return this;
  32075. }
  32076. /**
  32077. * This method can be implemented in loaders for aborting ongoing requests.
  32078. *
  32079. * @abstract
  32080. * @return {Loader} A reference to this instance.
  32081. */
  32082. abort() {
  32083. return this;
  32084. }
  32085. }
  32086. /**
  32087. * Callback for onProgress in loaders.
  32088. *
  32089. * @callback onProgressCallback
  32090. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32091. */
  32092. /**
  32093. * Callback for onError in loaders.
  32094. *
  32095. * @callback onErrorCallback
  32096. * @param {Error} error - The error which occurred during the loading process.
  32097. */
  32098. /**
  32099. * The default material name that is used by loaders
  32100. * when creating materials for loaded 3D objects.
  32101. *
  32102. * Note: Not all loaders might honor this setting.
  32103. *
  32104. * @static
  32105. * @type {string}
  32106. * @default '__DEFAULT'
  32107. */
  32108. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32109. const loading = {};
  32110. class HttpError extends Error {
  32111. constructor( message, response ) {
  32112. super( message );
  32113. this.response = response;
  32114. }
  32115. }
  32116. /**
  32117. * A low level class for loading resources with the Fetch API, used internally by
  32118. * most loaders. It can also be used directly to load any file type that does
  32119. * not have a loader.
  32120. *
  32121. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32122. * once to your application.
  32123. *
  32124. * ```js
  32125. * const loader = new THREE.FileLoader();
  32126. * const data = await loader.loadAsync( 'example.txt' );
  32127. * ```
  32128. *
  32129. * @augments Loader
  32130. */
  32131. class FileLoader extends Loader {
  32132. /**
  32133. * Constructs a new file loader.
  32134. *
  32135. * @param {LoadingManager} [manager] - The loading manager.
  32136. */
  32137. constructor( manager ) {
  32138. super( manager );
  32139. /**
  32140. * The expected mime type. Valid values can be found
  32141. * [here]{@link hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype}
  32142. *
  32143. * @type {string}
  32144. */
  32145. this.mimeType = '';
  32146. /**
  32147. * The expected response type.
  32148. *
  32149. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32150. * @default ''
  32151. */
  32152. this.responseType = '';
  32153. /**
  32154. * Used for aborting requests.
  32155. *
  32156. * @private
  32157. * @type {AbortController}
  32158. */
  32159. this._abortController = new AbortController();
  32160. }
  32161. /**
  32162. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32163. *
  32164. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32165. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32166. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32167. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32168. * @return {any|undefined} The cached resource if available.
  32169. */
  32170. load( url, onLoad, onProgress, onError ) {
  32171. if ( url === undefined ) url = '';
  32172. if ( this.path !== undefined ) url = this.path + url;
  32173. url = this.manager.resolveURL( url );
  32174. const cached = Cache.get( `file:${url}` );
  32175. if ( cached !== undefined ) {
  32176. this.manager.itemStart( url );
  32177. setTimeout( () => {
  32178. if ( onLoad ) onLoad( cached );
  32179. this.manager.itemEnd( url );
  32180. }, 0 );
  32181. return cached;
  32182. }
  32183. // Check if request is duplicate
  32184. if ( loading[ url ] !== undefined ) {
  32185. loading[ url ].push( {
  32186. onLoad: onLoad,
  32187. onProgress: onProgress,
  32188. onError: onError
  32189. } );
  32190. return;
  32191. }
  32192. // Initialise array for duplicate requests
  32193. loading[ url ] = [];
  32194. loading[ url ].push( {
  32195. onLoad: onLoad,
  32196. onProgress: onProgress,
  32197. onError: onError,
  32198. } );
  32199. // create request
  32200. const req = new Request( url, {
  32201. headers: new Headers( this.requestHeader ),
  32202. credentials: this.withCredentials ? 'include' : 'same-origin',
  32203. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32204. } );
  32205. // record states ( avoid data race )
  32206. const mimeType = this.mimeType;
  32207. const responseType = this.responseType;
  32208. // start the fetch
  32209. fetch( req )
  32210. .then( response => {
  32211. if ( response.status === 200 || response.status === 0 ) {
  32212. // Some browsers return HTTP Status 0 when using non-http protocol
  32213. // e.g. 'file://' or 'data://'. Handle as success.
  32214. if ( response.status === 0 ) {
  32215. console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  32216. }
  32217. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32218. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32219. return response;
  32220. }
  32221. const callbacks = loading[ url ];
  32222. const reader = response.body.getReader();
  32223. // Nginx needs X-File-Size check
  32224. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32225. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32226. const total = contentLength ? parseInt( contentLength ) : 0;
  32227. const lengthComputable = total !== 0;
  32228. let loaded = 0;
  32229. // periodically read data into the new stream tracking while download progress
  32230. const stream = new ReadableStream( {
  32231. start( controller ) {
  32232. readData();
  32233. function readData() {
  32234. reader.read().then( ( { done, value } ) => {
  32235. if ( done ) {
  32236. controller.close();
  32237. } else {
  32238. loaded += value.byteLength;
  32239. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32240. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32241. const callback = callbacks[ i ];
  32242. if ( callback.onProgress ) callback.onProgress( event );
  32243. }
  32244. controller.enqueue( value );
  32245. readData();
  32246. }
  32247. }, ( e ) => {
  32248. controller.error( e );
  32249. } );
  32250. }
  32251. }
  32252. } );
  32253. return new Response( stream );
  32254. } else {
  32255. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32256. }
  32257. } )
  32258. .then( response => {
  32259. switch ( responseType ) {
  32260. case 'arraybuffer':
  32261. return response.arrayBuffer();
  32262. case 'blob':
  32263. return response.blob();
  32264. case 'document':
  32265. return response.text()
  32266. .then( text => {
  32267. const parser = new DOMParser();
  32268. return parser.parseFromString( text, mimeType );
  32269. } );
  32270. case 'json':
  32271. return response.json();
  32272. default:
  32273. if ( mimeType === '' ) {
  32274. return response.text();
  32275. } else {
  32276. // sniff encoding
  32277. const re = /charset="?([^;"\s]*)"?/i;
  32278. const exec = re.exec( mimeType );
  32279. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32280. const decoder = new TextDecoder( label );
  32281. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32282. }
  32283. }
  32284. } )
  32285. .then( data => {
  32286. // Add to cache only on HTTP success, so that we do not cache
  32287. // error response bodies as proper responses to requests.
  32288. Cache.add( `file:${url}`, data );
  32289. const callbacks = loading[ url ];
  32290. delete loading[ url ];
  32291. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32292. const callback = callbacks[ i ];
  32293. if ( callback.onLoad ) callback.onLoad( data );
  32294. }
  32295. } )
  32296. .catch( err => {
  32297. // Abort errors and other errors are handled the same
  32298. const callbacks = loading[ url ];
  32299. if ( callbacks === undefined ) {
  32300. // When onLoad was called and url was deleted in `loading`
  32301. this.manager.itemError( url );
  32302. throw err;
  32303. }
  32304. delete loading[ url ];
  32305. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32306. const callback = callbacks[ i ];
  32307. if ( callback.onError ) callback.onError( err );
  32308. }
  32309. this.manager.itemError( url );
  32310. } )
  32311. .finally( () => {
  32312. this.manager.itemEnd( url );
  32313. } );
  32314. this.manager.itemStart( url );
  32315. }
  32316. /**
  32317. * Sets the expected response type.
  32318. *
  32319. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32320. * @return {FileLoader} A reference to this file loader.
  32321. */
  32322. setResponseType( value ) {
  32323. this.responseType = value;
  32324. return this;
  32325. }
  32326. /**
  32327. * Sets the expected mime type of the loaded file.
  32328. *
  32329. * @param {string} value - The mime type.
  32330. * @return {FileLoader} A reference to this file loader.
  32331. */
  32332. setMimeType( value ) {
  32333. this.mimeType = value;
  32334. return this;
  32335. }
  32336. /**
  32337. * Aborts ongoing fetch requests.
  32338. *
  32339. * @return {FileLoader} A reference to this instance.
  32340. */
  32341. abort() {
  32342. this._abortController.abort();
  32343. this._abortController = new AbortController();
  32344. return this;
  32345. }
  32346. }
  32347. /**
  32348. * Class for loading animation clips in the JSON format. The files are internally
  32349. * loaded via {@link FileLoader}.
  32350. *
  32351. * ```js
  32352. * const loader = new THREE.AnimationLoader();
  32353. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32354. * ```
  32355. *
  32356. * @augments Loader
  32357. */
  32358. class AnimationLoader extends Loader {
  32359. /**
  32360. * Constructs a new animation loader.
  32361. *
  32362. * @param {LoadingManager} [manager] - The loading manager.
  32363. */
  32364. constructor( manager ) {
  32365. super( manager );
  32366. }
  32367. /**
  32368. * Starts loading from the given URL and pass the loaded animations as an array
  32369. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32370. *
  32371. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32372. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32373. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32374. * @param {onErrorCallback} onError - Executed when errors occur.
  32375. */
  32376. load( url, onLoad, onProgress, onError ) {
  32377. const scope = this;
  32378. const loader = new FileLoader( this.manager );
  32379. loader.setPath( this.path );
  32380. loader.setRequestHeader( this.requestHeader );
  32381. loader.setWithCredentials( this.withCredentials );
  32382. loader.load( url, function ( text ) {
  32383. try {
  32384. onLoad( scope.parse( JSON.parse( text ) ) );
  32385. } catch ( e ) {
  32386. if ( onError ) {
  32387. onError( e );
  32388. } else {
  32389. console.error( e );
  32390. }
  32391. scope.manager.itemError( url );
  32392. }
  32393. }, onProgress, onError );
  32394. }
  32395. /**
  32396. * Parses the given JSON object and returns an array of animation clips.
  32397. *
  32398. * @param {Object} json - The serialized animation clips.
  32399. * @return {Array<AnimationClip>} The parsed animation clips.
  32400. */
  32401. parse( json ) {
  32402. const animations = [];
  32403. for ( let i = 0; i < json.length; i ++ ) {
  32404. const clip = AnimationClip.parse( json[ i ] );
  32405. animations.push( clip );
  32406. }
  32407. return animations;
  32408. }
  32409. }
  32410. /**
  32411. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32412. * Textures are internally loaded via {@link FileLoader}.
  32413. *
  32414. * Derived classes have to implement the `parse()` method which holds the parsing
  32415. * for the respective format.
  32416. *
  32417. * @abstract
  32418. * @augments Loader
  32419. */
  32420. class CompressedTextureLoader extends Loader {
  32421. /**
  32422. * Constructs a new compressed texture loader.
  32423. *
  32424. * @param {LoadingManager} [manager] - The loading manager.
  32425. */
  32426. constructor( manager ) {
  32427. super( manager );
  32428. }
  32429. /**
  32430. * Starts loading from the given URL and passes the loaded compressed texture
  32431. * to the `onLoad()` callback. The method also returns a new texture object which can
  32432. * directly be used for material creation. If you do it this way, the texture
  32433. * may pop up in your scene once the respective loading process is finished.
  32434. *
  32435. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32436. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32437. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32438. * @param {onErrorCallback} onError - Executed when errors occur.
  32439. * @return {CompressedTexture} The compressed texture.
  32440. */
  32441. load( url, onLoad, onProgress, onError ) {
  32442. const scope = this;
  32443. const images = [];
  32444. const texture = new CompressedTexture();
  32445. const loader = new FileLoader( this.manager );
  32446. loader.setPath( this.path );
  32447. loader.setResponseType( 'arraybuffer' );
  32448. loader.setRequestHeader( this.requestHeader );
  32449. loader.setWithCredentials( scope.withCredentials );
  32450. let loaded = 0;
  32451. function loadTexture( i ) {
  32452. loader.load( url[ i ], function ( buffer ) {
  32453. const texDatas = scope.parse( buffer, true );
  32454. images[ i ] = {
  32455. width: texDatas.width,
  32456. height: texDatas.height,
  32457. format: texDatas.format,
  32458. mipmaps: texDatas.mipmaps
  32459. };
  32460. loaded += 1;
  32461. if ( loaded === 6 ) {
  32462. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32463. texture.image = images;
  32464. texture.format = texDatas.format;
  32465. texture.needsUpdate = true;
  32466. if ( onLoad ) onLoad( texture );
  32467. }
  32468. }, onProgress, onError );
  32469. }
  32470. if ( Array.isArray( url ) ) {
  32471. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32472. loadTexture( i );
  32473. }
  32474. } else {
  32475. // compressed cubemap texture stored in a single DDS file
  32476. loader.load( url, function ( buffer ) {
  32477. const texDatas = scope.parse( buffer, true );
  32478. if ( texDatas.isCubemap ) {
  32479. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32480. for ( let f = 0; f < faces; f ++ ) {
  32481. images[ f ] = { mipmaps: [] };
  32482. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32483. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32484. images[ f ].format = texDatas.format;
  32485. images[ f ].width = texDatas.width;
  32486. images[ f ].height = texDatas.height;
  32487. }
  32488. }
  32489. texture.image = images;
  32490. } else {
  32491. texture.image.width = texDatas.width;
  32492. texture.image.height = texDatas.height;
  32493. texture.mipmaps = texDatas.mipmaps;
  32494. }
  32495. if ( texDatas.mipmapCount === 1 ) {
  32496. texture.minFilter = LinearFilter;
  32497. }
  32498. texture.format = texDatas.format;
  32499. texture.needsUpdate = true;
  32500. if ( onLoad ) onLoad( texture );
  32501. }, onProgress, onError );
  32502. }
  32503. return texture;
  32504. }
  32505. }
  32506. const _loading = new WeakMap();
  32507. /**
  32508. * A loader for loading images. The class loads images with the HTML `Image` API.
  32509. *
  32510. * ```js
  32511. * const loader = new THREE.ImageLoader();
  32512. * const image = await loader.loadAsync( 'image.png' );
  32513. * ```
  32514. * Please note that `ImageLoader` has dropped support for progress
  32515. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32516. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639}.
  32517. *
  32518. * @augments Loader
  32519. */
  32520. class ImageLoader extends Loader {
  32521. /**
  32522. * Constructs a new image loader.
  32523. *
  32524. * @param {LoadingManager} [manager] - The loading manager.
  32525. */
  32526. constructor( manager ) {
  32527. super( manager );
  32528. }
  32529. /**
  32530. * Starts loading from the given URL and passes the loaded image
  32531. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32532. * directly be used for texture creation. If you do it this way, the texture
  32533. * may pop up in your scene once the respective loading process is finished.
  32534. *
  32535. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32536. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32537. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32538. * @param {onErrorCallback} onError - Executed when errors occur.
  32539. * @return {Image} The image.
  32540. */
  32541. load( url, onLoad, onProgress, onError ) {
  32542. if ( this.path !== undefined ) url = this.path + url;
  32543. url = this.manager.resolveURL( url );
  32544. const scope = this;
  32545. const cached = Cache.get( `image:${url}` );
  32546. if ( cached !== undefined ) {
  32547. if ( cached.complete === true ) {
  32548. scope.manager.itemStart( url );
  32549. setTimeout( function () {
  32550. if ( onLoad ) onLoad( cached );
  32551. scope.manager.itemEnd( url );
  32552. }, 0 );
  32553. } else {
  32554. let arr = _loading.get( cached );
  32555. if ( arr === undefined ) {
  32556. arr = [];
  32557. _loading.set( cached, arr );
  32558. }
  32559. arr.push( { onLoad, onError } );
  32560. }
  32561. return cached;
  32562. }
  32563. const image = createElementNS( 'img' );
  32564. function onImageLoad() {
  32565. removeEventListeners();
  32566. if ( onLoad ) onLoad( this );
  32567. //
  32568. const callbacks = _loading.get( this ) || [];
  32569. for ( let i = 0; i < callbacks.length; i ++ ) {
  32570. const callback = callbacks[ i ];
  32571. if ( callback.onLoad ) callback.onLoad( this );
  32572. }
  32573. _loading.delete( this );
  32574. scope.manager.itemEnd( url );
  32575. }
  32576. function onImageError( event ) {
  32577. removeEventListeners();
  32578. if ( onError ) onError( event );
  32579. Cache.remove( `image:${url}` );
  32580. //
  32581. const callbacks = _loading.get( this ) || [];
  32582. for ( let i = 0; i < callbacks.length; i ++ ) {
  32583. const callback = callbacks[ i ];
  32584. if ( callback.onError ) callback.onError( event );
  32585. }
  32586. _loading.delete( this );
  32587. scope.manager.itemError( url );
  32588. scope.manager.itemEnd( url );
  32589. }
  32590. function removeEventListeners() {
  32591. image.removeEventListener( 'load', onImageLoad, false );
  32592. image.removeEventListener( 'error', onImageError, false );
  32593. }
  32594. image.addEventListener( 'load', onImageLoad, false );
  32595. image.addEventListener( 'error', onImageError, false );
  32596. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32597. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32598. }
  32599. Cache.add( `image:${url}`, image );
  32600. scope.manager.itemStart( url );
  32601. image.src = url;
  32602. return image;
  32603. }
  32604. }
  32605. /**
  32606. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32607. *
  32608. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32609. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32610. * like vertical and horizontal cross, column and row layouts are not supported.
  32611. *
  32612. * Note that, by convention, cube maps are specified in a coordinate system
  32613. * in which positive-x is to the right when looking up the positive-z axis --
  32614. * in other words, using a left-handed coordinate system. Since three.js uses
  32615. * a right-handed coordinate system, environment maps used in three.js will
  32616. * have pos-x and neg-x swapped.
  32617. *
  32618. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32619. * is set to `SRGBColorSpace` by default.
  32620. *
  32621. * ```js
  32622. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32623. * const cubeTexture = await loader.loadAsync( [
  32624. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32625. * ] );
  32626. * scene.background = cubeTexture;
  32627. * ```
  32628. *
  32629. * @augments Loader
  32630. */
  32631. class CubeTextureLoader extends Loader {
  32632. /**
  32633. * Constructs a new cube texture loader.
  32634. *
  32635. * @param {LoadingManager} [manager] - The loading manager.
  32636. */
  32637. constructor( manager ) {
  32638. super( manager );
  32639. }
  32640. /**
  32641. * Starts loading from the given URL and pass the fully loaded cube texture
  32642. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32643. * directly be used for material creation. If you do it this way, the cube texture
  32644. * may pop up in your scene once the respective loading process is finished.
  32645. *
  32646. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32647. * cube texture. The urls should be specified in the following order: pos-x,
  32648. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32649. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32650. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32651. * @param {onErrorCallback} onError - Executed when errors occur.
  32652. * @return {CubeTexture} The cube texture.
  32653. */
  32654. load( urls, onLoad, onProgress, onError ) {
  32655. const texture = new CubeTexture();
  32656. texture.colorSpace = SRGBColorSpace;
  32657. const loader = new ImageLoader( this.manager );
  32658. loader.setCrossOrigin( this.crossOrigin );
  32659. loader.setPath( this.path );
  32660. let loaded = 0;
  32661. function loadTexture( i ) {
  32662. loader.load( urls[ i ], function ( image ) {
  32663. texture.images[ i ] = image;
  32664. loaded ++;
  32665. if ( loaded === 6 ) {
  32666. texture.needsUpdate = true;
  32667. if ( onLoad ) onLoad( texture );
  32668. }
  32669. }, undefined, onError );
  32670. }
  32671. for ( let i = 0; i < urls.length; ++ i ) {
  32672. loadTexture( i );
  32673. }
  32674. return texture;
  32675. }
  32676. }
  32677. /**
  32678. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32679. * Textures are internally loaded via {@link FileLoader}.
  32680. *
  32681. * Derived classes have to implement the `parse()` method which holds the parsing
  32682. * for the respective format.
  32683. *
  32684. * @abstract
  32685. * @augments Loader
  32686. */
  32687. class DataTextureLoader extends Loader {
  32688. /**
  32689. * Constructs a new data texture loader.
  32690. *
  32691. * @param {LoadingManager} [manager] - The loading manager.
  32692. */
  32693. constructor( manager ) {
  32694. super( manager );
  32695. }
  32696. /**
  32697. * Starts loading from the given URL and passes the loaded data texture
  32698. * to the `onLoad()` callback. The method also returns a new texture object which can
  32699. * directly be used for material creation. If you do it this way, the texture
  32700. * may pop up in your scene once the respective loading process is finished.
  32701. *
  32702. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32703. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32704. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32705. * @param {onErrorCallback} onError - Executed when errors occur.
  32706. * @return {DataTexture} The data texture.
  32707. */
  32708. load( url, onLoad, onProgress, onError ) {
  32709. const scope = this;
  32710. const texture = new DataTexture();
  32711. const loader = new FileLoader( this.manager );
  32712. loader.setResponseType( 'arraybuffer' );
  32713. loader.setRequestHeader( this.requestHeader );
  32714. loader.setPath( this.path );
  32715. loader.setWithCredentials( scope.withCredentials );
  32716. loader.load( url, function ( buffer ) {
  32717. let texData;
  32718. try {
  32719. texData = scope.parse( buffer );
  32720. } catch ( error ) {
  32721. if ( onError !== undefined ) {
  32722. onError( error );
  32723. } else {
  32724. console.error( error );
  32725. return;
  32726. }
  32727. }
  32728. if ( texData.image !== undefined ) {
  32729. texture.image = texData.image;
  32730. } else if ( texData.data !== undefined ) {
  32731. texture.image.width = texData.width;
  32732. texture.image.height = texData.height;
  32733. texture.image.data = texData.data;
  32734. }
  32735. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32736. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32737. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32738. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32739. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32740. if ( texData.colorSpace !== undefined ) {
  32741. texture.colorSpace = texData.colorSpace;
  32742. }
  32743. if ( texData.flipY !== undefined ) {
  32744. texture.flipY = texData.flipY;
  32745. }
  32746. if ( texData.format !== undefined ) {
  32747. texture.format = texData.format;
  32748. }
  32749. if ( texData.type !== undefined ) {
  32750. texture.type = texData.type;
  32751. }
  32752. if ( texData.mipmaps !== undefined ) {
  32753. texture.mipmaps = texData.mipmaps;
  32754. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32755. }
  32756. if ( texData.mipmapCount === 1 ) {
  32757. texture.minFilter = LinearFilter;
  32758. }
  32759. if ( texData.generateMipmaps !== undefined ) {
  32760. texture.generateMipmaps = texData.generateMipmaps;
  32761. }
  32762. texture.needsUpdate = true;
  32763. if ( onLoad ) onLoad( texture, texData );
  32764. }, onProgress, onError );
  32765. return texture;
  32766. }
  32767. }
  32768. /**
  32769. * Class for loading textures. Images are internally
  32770. * loaded via {@link ImageLoader}.
  32771. *
  32772. * ```js
  32773. * const loader = new THREE.TextureLoader();
  32774. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32775. *
  32776. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32777. * ```
  32778. * Please note that `TextureLoader` has dropped support for progress
  32779. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32780. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145}.
  32781. *
  32782. * @augments Loader
  32783. */
  32784. class TextureLoader extends Loader {
  32785. /**
  32786. * Constructs a new texture loader.
  32787. *
  32788. * @param {LoadingManager} [manager] - The loading manager.
  32789. */
  32790. constructor( manager ) {
  32791. super( manager );
  32792. }
  32793. /**
  32794. * Starts loading from the given URL and pass the fully loaded texture
  32795. * to the `onLoad()` callback. The method also returns a new texture object which can
  32796. * directly be used for material creation. If you do it this way, the texture
  32797. * may pop up in your scene once the respective loading process is finished.
  32798. *
  32799. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32800. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32801. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32802. * @param {onErrorCallback} onError - Executed when errors occur.
  32803. * @return {Texture} The texture.
  32804. */
  32805. load( url, onLoad, onProgress, onError ) {
  32806. const texture = new Texture();
  32807. const loader = new ImageLoader( this.manager );
  32808. loader.setCrossOrigin( this.crossOrigin );
  32809. loader.setPath( this.path );
  32810. loader.load( url, function ( image ) {
  32811. texture.image = image;
  32812. texture.needsUpdate = true;
  32813. if ( onLoad !== undefined ) {
  32814. onLoad( texture );
  32815. }
  32816. }, onProgress, onError );
  32817. return texture;
  32818. }
  32819. }
  32820. /**
  32821. * Abstract base class for lights - all other light types inherit the
  32822. * properties and methods described here.
  32823. *
  32824. * @abstract
  32825. * @augments Object3D
  32826. */
  32827. class Light extends Object3D {
  32828. /**
  32829. * Constructs a new light.
  32830. *
  32831. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32832. * @param {number} [intensity=1] - The light's strength/intensity.
  32833. */
  32834. constructor( color, intensity = 1 ) {
  32835. super();
  32836. /**
  32837. * This flag can be used for type testing.
  32838. *
  32839. * @type {boolean}
  32840. * @readonly
  32841. * @default true
  32842. */
  32843. this.isLight = true;
  32844. this.type = 'Light';
  32845. /**
  32846. * The light's color.
  32847. *
  32848. * @type {Color}
  32849. */
  32850. this.color = new Color( color );
  32851. /**
  32852. * The light's intensity.
  32853. *
  32854. * @type {number}
  32855. * @default 1
  32856. */
  32857. this.intensity = intensity;
  32858. }
  32859. /**
  32860. * Frees the GPU-related resources allocated by this instance. Call this
  32861. * method whenever this instance is no longer used in your app.
  32862. */
  32863. dispose() {
  32864. // Empty here in base class; some subclasses override.
  32865. }
  32866. copy( source, recursive ) {
  32867. super.copy( source, recursive );
  32868. this.color.copy( source.color );
  32869. this.intensity = source.intensity;
  32870. return this;
  32871. }
  32872. toJSON( meta ) {
  32873. const data = super.toJSON( meta );
  32874. data.object.color = this.color.getHex();
  32875. data.object.intensity = this.intensity;
  32876. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  32877. if ( this.distance !== undefined ) data.object.distance = this.distance;
  32878. if ( this.angle !== undefined ) data.object.angle = this.angle;
  32879. if ( this.decay !== undefined ) data.object.decay = this.decay;
  32880. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  32881. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  32882. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  32883. return data;
  32884. }
  32885. }
  32886. /**
  32887. * A light source positioned directly above the scene, with color fading from
  32888. * the sky color to the ground color.
  32889. *
  32890. * This light cannot be used to cast shadows.
  32891. *
  32892. * ```js
  32893. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  32894. * scene.add( light );
  32895. * ```
  32896. *
  32897. * @augments Light
  32898. */
  32899. class HemisphereLight extends Light {
  32900. /**
  32901. * Constructs a new hemisphere light.
  32902. *
  32903. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  32904. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  32905. * @param {number} [intensity=1] - The light's strength/intensity.
  32906. */
  32907. constructor( skyColor, groundColor, intensity ) {
  32908. super( skyColor, intensity );
  32909. /**
  32910. * This flag can be used for type testing.
  32911. *
  32912. * @type {boolean}
  32913. * @readonly
  32914. * @default true
  32915. */
  32916. this.isHemisphereLight = true;
  32917. this.type = 'HemisphereLight';
  32918. this.position.copy( Object3D.DEFAULT_UP );
  32919. this.updateMatrix();
  32920. /**
  32921. * The light's ground color.
  32922. *
  32923. * @type {Color}
  32924. */
  32925. this.groundColor = new Color( groundColor );
  32926. }
  32927. copy( source, recursive ) {
  32928. super.copy( source, recursive );
  32929. this.groundColor.copy( source.groundColor );
  32930. return this;
  32931. }
  32932. }
  32933. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  32934. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  32935. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  32936. /**
  32937. * Abstract base class for light shadow classes. These classes
  32938. * represent the shadow configuration for different light types.
  32939. *
  32940. * @abstract
  32941. */
  32942. class LightShadow {
  32943. /**
  32944. * Constructs a new light shadow.
  32945. *
  32946. * @param {Camera} camera - The light's view of the world.
  32947. */
  32948. constructor( camera ) {
  32949. /**
  32950. * The light's view of the world.
  32951. *
  32952. * @type {Camera}
  32953. */
  32954. this.camera = camera;
  32955. /**
  32956. * The intensity of the shadow. The default is `1`.
  32957. * Valid values are in the range `[0, 1]`.
  32958. *
  32959. * @type {number}
  32960. * @default 1
  32961. */
  32962. this.intensity = 1;
  32963. /**
  32964. * Shadow map bias, how much to add or subtract from the normalized depth
  32965. * when deciding whether a surface is in shadow.
  32966. *
  32967. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  32968. * may help reduce artifacts in shadows.
  32969. *
  32970. * @type {number}
  32971. * @default 0
  32972. */
  32973. this.bias = 0;
  32974. /**
  32975. * Defines how much the position used to query the shadow map is offset along
  32976. * the object normal. The default is `0`. Increasing this value can be used to
  32977. * reduce shadow acne especially in large scenes where light shines onto
  32978. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  32979. *
  32980. * @type {number}
  32981. * @default 0
  32982. */
  32983. this.normalBias = 0;
  32984. /**
  32985. * Setting this to values greater than 1 will blur the edges of the shadow.
  32986. * High values will cause unwanted banding effects in the shadows - a greater
  32987. * map size will allow for a higher value to be used here before these effects
  32988. * become visible.
  32989. *
  32990. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  32991. * and it is recommended to increase softness by decreasing the shadow map size instead.
  32992. *
  32993. * The property has no effect when the shadow map type is `BasicShadowMap`.
  32994. *
  32995. * @type {number}
  32996. * @default 1
  32997. */
  32998. this.radius = 1;
  32999. /**
  33000. * The amount of samples to use when blurring a VSM shadow map.
  33001. *
  33002. * @type {number}
  33003. * @default 8
  33004. */
  33005. this.blurSamples = 8;
  33006. /**
  33007. * Defines the width and height of the shadow map. Higher values give better quality
  33008. * shadows at the cost of computation time. Values must be powers of two.
  33009. *
  33010. * @type {Vector2}
  33011. * @default (512,512)
  33012. */
  33013. this.mapSize = new Vector2( 512, 512 );
  33014. /**
  33015. * The type of shadow texture. The default is `UnsignedByteType`.
  33016. *
  33017. * @type {number}
  33018. * @default UnsignedByteType
  33019. */
  33020. this.mapType = UnsignedByteType;
  33021. /**
  33022. * The depth map generated using the internal camera; a location beyond a
  33023. * pixel's depth is in shadow. Computed internally during rendering.
  33024. *
  33025. * @type {?RenderTarget}
  33026. * @default null
  33027. */
  33028. this.map = null;
  33029. /**
  33030. * The distribution map generated using the internal camera; an occlusion is
  33031. * calculated based on the distribution of depths. Computed internally during
  33032. * rendering.
  33033. *
  33034. * @type {?RenderTarget}
  33035. * @default null
  33036. */
  33037. this.mapPass = null;
  33038. /**
  33039. * Model to shadow camera space, to compute location and depth in shadow map.
  33040. * This is computed internally during rendering.
  33041. *
  33042. * @type {Matrix4}
  33043. */
  33044. this.matrix = new Matrix4();
  33045. /**
  33046. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33047. * lighting / shadows, you may set this to `false`.
  33048. *
  33049. * @type {boolean}
  33050. * @default true
  33051. */
  33052. this.autoUpdate = true;
  33053. /**
  33054. * When set to `true`, shadow maps will be updated in the next `render` call.
  33055. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33056. * set this property to `true` and then make a render call to update the light's shadow.
  33057. *
  33058. * @type {boolean}
  33059. * @default false
  33060. */
  33061. this.needsUpdate = false;
  33062. this._frustum = new Frustum();
  33063. this._frameExtents = new Vector2( 1, 1 );
  33064. this._viewportCount = 1;
  33065. this._viewports = [
  33066. new Vector4( 0, 0, 1, 1 )
  33067. ];
  33068. }
  33069. /**
  33070. * Used internally by the renderer to get the number of viewports that need
  33071. * to be rendered for this shadow.
  33072. *
  33073. * @return {number} The viewport count.
  33074. */
  33075. getViewportCount() {
  33076. return this._viewportCount;
  33077. }
  33078. /**
  33079. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33080. *
  33081. * @return {Frustum} The shadow camera frustum.
  33082. */
  33083. getFrustum() {
  33084. return this._frustum;
  33085. }
  33086. /**
  33087. * Update the matrices for the camera and shadow, used internally by the renderer.
  33088. *
  33089. * @param {Light} light - The light for which the shadow is being rendered.
  33090. */
  33091. updateMatrices( light ) {
  33092. const shadowCamera = this.camera;
  33093. const shadowMatrix = this.matrix;
  33094. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33095. shadowCamera.position.copy( _lightPositionWorld$1 );
  33096. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33097. shadowCamera.lookAt( _lookTarget$1 );
  33098. shadowCamera.updateMatrixWorld();
  33099. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33100. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33101. if ( shadowCamera.reversedDepth ) {
  33102. shadowMatrix.set(
  33103. 0.5, 0.0, 0.0, 0.5,
  33104. 0.0, 0.5, 0.0, 0.5,
  33105. 0.0, 0.0, 1.0, 0.0,
  33106. 0.0, 0.0, 0.0, 1.0
  33107. );
  33108. } else {
  33109. shadowMatrix.set(
  33110. 0.5, 0.0, 0.0, 0.5,
  33111. 0.0, 0.5, 0.0, 0.5,
  33112. 0.0, 0.0, 0.5, 0.5,
  33113. 0.0, 0.0, 0.0, 1.0
  33114. );
  33115. }
  33116. shadowMatrix.multiply( _projScreenMatrix$1 );
  33117. }
  33118. /**
  33119. * Returns a viewport definition for the given viewport index.
  33120. *
  33121. * @param {number} viewportIndex - The viewport index.
  33122. * @return {Vector4} The viewport.
  33123. */
  33124. getViewport( viewportIndex ) {
  33125. return this._viewports[ viewportIndex ];
  33126. }
  33127. /**
  33128. * Returns the frame extends.
  33129. *
  33130. * @return {Vector2} The frame extends.
  33131. */
  33132. getFrameExtents() {
  33133. return this._frameExtents;
  33134. }
  33135. /**
  33136. * Frees the GPU-related resources allocated by this instance. Call this
  33137. * method whenever this instance is no longer used in your app.
  33138. */
  33139. dispose() {
  33140. if ( this.map ) {
  33141. this.map.dispose();
  33142. }
  33143. if ( this.mapPass ) {
  33144. this.mapPass.dispose();
  33145. }
  33146. }
  33147. /**
  33148. * Copies the values of the given light shadow instance to this instance.
  33149. *
  33150. * @param {LightShadow} source - The light shadow to copy.
  33151. * @return {LightShadow} A reference to this light shadow instance.
  33152. */
  33153. copy( source ) {
  33154. this.camera = source.camera.clone();
  33155. this.intensity = source.intensity;
  33156. this.bias = source.bias;
  33157. this.radius = source.radius;
  33158. this.autoUpdate = source.autoUpdate;
  33159. this.needsUpdate = source.needsUpdate;
  33160. this.normalBias = source.normalBias;
  33161. this.blurSamples = source.blurSamples;
  33162. this.mapSize.copy( source.mapSize );
  33163. return this;
  33164. }
  33165. /**
  33166. * Returns a new light shadow instance with copied values from this instance.
  33167. *
  33168. * @return {LightShadow} A clone of this instance.
  33169. */
  33170. clone() {
  33171. return new this.constructor().copy( this );
  33172. }
  33173. /**
  33174. * Serializes the light shadow into JSON.
  33175. *
  33176. * @return {Object} A JSON object representing the serialized light shadow.
  33177. * @see {@link ObjectLoader#parse}
  33178. */
  33179. toJSON() {
  33180. const object = {};
  33181. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33182. if ( this.bias !== 0 ) object.bias = this.bias;
  33183. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33184. if ( this.radius !== 1 ) object.radius = this.radius;
  33185. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33186. object.camera = this.camera.toJSON( false ).object;
  33187. delete object.camera.matrix;
  33188. return object;
  33189. }
  33190. }
  33191. /**
  33192. * Represents the shadow configuration of directional lights.
  33193. *
  33194. * @augments LightShadow
  33195. */
  33196. class SpotLightShadow extends LightShadow {
  33197. /**
  33198. * Constructs a new spot light shadow.
  33199. */
  33200. constructor() {
  33201. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33202. /**
  33203. * This flag can be used for type testing.
  33204. *
  33205. * @type {boolean}
  33206. * @readonly
  33207. * @default true
  33208. */
  33209. this.isSpotLightShadow = true;
  33210. /**
  33211. * Used to focus the shadow camera. The camera's field of view is set as a
  33212. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33213. *
  33214. * @type {number}
  33215. * @default 1
  33216. */
  33217. this.focus = 1;
  33218. /**
  33219. * Texture aspect ratio.
  33220. *
  33221. * @type {number}
  33222. * @default 1
  33223. */
  33224. this.aspect = 1;
  33225. }
  33226. updateMatrices( light ) {
  33227. const camera = this.camera;
  33228. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33229. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33230. const far = light.distance || camera.far;
  33231. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33232. camera.fov = fov;
  33233. camera.aspect = aspect;
  33234. camera.far = far;
  33235. camera.updateProjectionMatrix();
  33236. }
  33237. super.updateMatrices( light );
  33238. }
  33239. copy( source ) {
  33240. super.copy( source );
  33241. this.focus = source.focus;
  33242. return this;
  33243. }
  33244. }
  33245. /**
  33246. * This light gets emitted from a single point in one direction, along a cone
  33247. * that increases in size the further from the light it gets.
  33248. *
  33249. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33250. *
  33251. * ```js
  33252. * // white spotlight shining from the side, modulated by a texture
  33253. * const spotLight = new THREE.SpotLight( 0xffffff );
  33254. * spotLight.position.set( 100, 1000, 100 );
  33255. * spotLight.map = new THREE.TextureLoader().load( url );
  33256. *
  33257. * spotLight.castShadow = true;
  33258. * spotLight.shadow.mapSize.width = 1024;
  33259. * spotLight.shadow.mapSize.height = 1024;
  33260. * spotLight.shadow.camera.near = 500;
  33261. * spotLight.shadow.camera.far = 4000;
  33262. * spotLight.shadow.camera.fov = 30;s
  33263. * ```
  33264. *
  33265. * @augments Light
  33266. */
  33267. class SpotLight extends Light {
  33268. /**
  33269. * Constructs a new spot light.
  33270. *
  33271. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33272. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33273. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33274. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33275. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33276. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33277. */
  33278. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33279. super( color, intensity );
  33280. /**
  33281. * This flag can be used for type testing.
  33282. *
  33283. * @type {boolean}
  33284. * @readonly
  33285. * @default true
  33286. */
  33287. this.isSpotLight = true;
  33288. this.type = 'SpotLight';
  33289. this.position.copy( Object3D.DEFAULT_UP );
  33290. this.updateMatrix();
  33291. /**
  33292. * The spot light points from its position to the
  33293. * target's position.
  33294. *
  33295. * For the target's position to be changed to anything other
  33296. * than the default, it must be added to the scene.
  33297. *
  33298. * It is also possible to set the target to be another 3D object
  33299. * in the scene. The light will now track the target object.
  33300. *
  33301. * @type {Object3D}
  33302. */
  33303. this.target = new Object3D();
  33304. /**
  33305. * Maximum range of the light. `0` means no limit.
  33306. *
  33307. * @type {number}
  33308. * @default 0
  33309. */
  33310. this.distance = distance;
  33311. /**
  33312. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33313. *
  33314. * @type {number}
  33315. * @default Math.PI/3
  33316. */
  33317. this.angle = angle;
  33318. /**
  33319. * Percent of the spotlight cone that is attenuated due to penumbra.
  33320. * Value range is `[0,1]`.
  33321. *
  33322. * @type {number}
  33323. * @default 0
  33324. */
  33325. this.penumbra = penumbra;
  33326. /**
  33327. * The amount the light dims along the distance of the light. In context of
  33328. * physically-correct rendering the default value should not be changed.
  33329. *
  33330. * @type {number}
  33331. * @default 2
  33332. */
  33333. this.decay = decay;
  33334. /**
  33335. * A texture used to modulate the color of the light. The spot light
  33336. * color is mixed with the RGB value of this texture, with a ratio
  33337. * corresponding to its alpha value. The cookie-like masking effect is
  33338. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33339. *
  33340. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33341. *
  33342. * @type {?Texture}
  33343. * @default null
  33344. */
  33345. this.map = null;
  33346. /**
  33347. * This property holds the light's shadow configuration.
  33348. *
  33349. * @type {SpotLightShadow}
  33350. */
  33351. this.shadow = new SpotLightShadow();
  33352. }
  33353. /**
  33354. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33355. * Changing the power will also change the light's intensity.
  33356. *
  33357. * @type {number}
  33358. */
  33359. get power() {
  33360. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33361. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33362. return this.intensity * Math.PI;
  33363. }
  33364. set power( power ) {
  33365. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33366. this.intensity = power / Math.PI;
  33367. }
  33368. dispose() {
  33369. this.shadow.dispose();
  33370. }
  33371. copy( source, recursive ) {
  33372. super.copy( source, recursive );
  33373. this.distance = source.distance;
  33374. this.angle = source.angle;
  33375. this.penumbra = source.penumbra;
  33376. this.decay = source.decay;
  33377. this.target = source.target.clone();
  33378. this.shadow = source.shadow.clone();
  33379. return this;
  33380. }
  33381. }
  33382. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33383. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33384. const _lookTarget = /*@__PURE__*/ new Vector3();
  33385. /**
  33386. * Represents the shadow configuration of point lights.
  33387. *
  33388. * @augments LightShadow
  33389. */
  33390. class PointLightShadow extends LightShadow {
  33391. /**
  33392. * Constructs a new point light shadow.
  33393. */
  33394. constructor() {
  33395. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33396. /**
  33397. * This flag can be used for type testing.
  33398. *
  33399. * @type {boolean}
  33400. * @readonly
  33401. * @default true
  33402. */
  33403. this.isPointLightShadow = true;
  33404. this._frameExtents = new Vector2( 4, 2 );
  33405. this._viewportCount = 6;
  33406. this._viewports = [
  33407. // These viewports map a cube-map onto a 2D texture with the
  33408. // following orientation:
  33409. //
  33410. // xzXZ
  33411. // y Y
  33412. //
  33413. // X - Positive x direction
  33414. // x - Negative x direction
  33415. // Y - Positive y direction
  33416. // y - Negative y direction
  33417. // Z - Positive z direction
  33418. // z - Negative z direction
  33419. // positive X
  33420. new Vector4( 2, 1, 1, 1 ),
  33421. // negative X
  33422. new Vector4( 0, 1, 1, 1 ),
  33423. // positive Z
  33424. new Vector4( 3, 1, 1, 1 ),
  33425. // negative Z
  33426. new Vector4( 1, 1, 1, 1 ),
  33427. // positive Y
  33428. new Vector4( 3, 0, 1, 1 ),
  33429. // negative Y
  33430. new Vector4( 1, 0, 1, 1 )
  33431. ];
  33432. this._cubeDirections = [
  33433. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
  33434. new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
  33435. ];
  33436. this._cubeUps = [
  33437. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  33438. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33439. ];
  33440. }
  33441. /**
  33442. * Update the matrices for the camera and shadow, used internally by the renderer.
  33443. *
  33444. * @param {Light} light - The light for which the shadow is being rendered.
  33445. * @param {number} [viewportIndex=0] - The viewport index.
  33446. */
  33447. updateMatrices( light, viewportIndex = 0 ) {
  33448. const camera = this.camera;
  33449. const shadowMatrix = this.matrix;
  33450. const far = light.distance || camera.far;
  33451. if ( far !== camera.far ) {
  33452. camera.far = far;
  33453. camera.updateProjectionMatrix();
  33454. }
  33455. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33456. camera.position.copy( _lightPositionWorld );
  33457. _lookTarget.copy( camera.position );
  33458. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  33459. camera.up.copy( this._cubeUps[ viewportIndex ] );
  33460. camera.lookAt( _lookTarget );
  33461. camera.updateMatrixWorld();
  33462. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33463. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33464. this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
  33465. }
  33466. }
  33467. /**
  33468. * A light that gets emitted from a single point in all directions. A common
  33469. * use case for this is to replicate the light emitted from a bare
  33470. * lightbulb.
  33471. *
  33472. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33473. *
  33474. * ```js
  33475. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33476. * light.position.set( 50, 50, 50 );
  33477. * scene.add( light );
  33478. * ```
  33479. *
  33480. * @augments Light
  33481. */
  33482. class PointLight extends Light {
  33483. /**
  33484. * Constructs a new point light.
  33485. *
  33486. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33487. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33488. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33489. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33490. */
  33491. constructor( color, intensity, distance = 0, decay = 2 ) {
  33492. super( color, intensity );
  33493. /**
  33494. * This flag can be used for type testing.
  33495. *
  33496. * @type {boolean}
  33497. * @readonly
  33498. * @default true
  33499. */
  33500. this.isPointLight = true;
  33501. this.type = 'PointLight';
  33502. /**
  33503. * When distance is zero, light will attenuate according to inverse-square
  33504. * law to infinite distance. When distance is non-zero, light will attenuate
  33505. * according to inverse-square law until near the distance cutoff, where it
  33506. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33507. * physically correct.
  33508. *
  33509. * @type {number}
  33510. * @default 0
  33511. */
  33512. this.distance = distance;
  33513. /**
  33514. * The amount the light dims along the distance of the light. In context of
  33515. * physically-correct rendering the default value should not be changed.
  33516. *
  33517. * @type {number}
  33518. * @default 2
  33519. */
  33520. this.decay = decay;
  33521. /**
  33522. * This property holds the light's shadow configuration.
  33523. *
  33524. * @type {PointLightShadow}
  33525. */
  33526. this.shadow = new PointLightShadow();
  33527. }
  33528. /**
  33529. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33530. * Changing the power will also change the light's intensity.
  33531. *
  33532. * @type {number}
  33533. */
  33534. get power() {
  33535. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33536. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33537. return this.intensity * 4 * Math.PI;
  33538. }
  33539. set power( power ) {
  33540. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33541. this.intensity = power / ( 4 * Math.PI );
  33542. }
  33543. dispose() {
  33544. this.shadow.dispose();
  33545. }
  33546. copy( source, recursive ) {
  33547. super.copy( source, recursive );
  33548. this.distance = source.distance;
  33549. this.decay = source.decay;
  33550. this.shadow = source.shadow.clone();
  33551. return this;
  33552. }
  33553. }
  33554. /**
  33555. * Camera that uses [orthographic projection]{@link https://en.wikipedia.org/wiki/Orthographic_projection}.
  33556. *
  33557. * In this projection mode, an object's size in the rendered image stays
  33558. * constant regardless of its distance from the camera. This can be useful
  33559. * for rendering 2D scenes and UI elements, amongst other things.
  33560. *
  33561. * ```js
  33562. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33563. * scene.add( camera );
  33564. * ```
  33565. *
  33566. * @augments Camera
  33567. */
  33568. class OrthographicCamera extends Camera {
  33569. /**
  33570. * Constructs a new orthographic camera.
  33571. *
  33572. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33573. * @param {number} [right=1] - The right plane of the camera's frustum.
  33574. * @param {number} [top=1] - The top plane of the camera's frustum.
  33575. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33576. * @param {number} [near=0.1] - The camera's near plane.
  33577. * @param {number} [far=2000] - The camera's far plane.
  33578. */
  33579. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33580. super();
  33581. /**
  33582. * This flag can be used for type testing.
  33583. *
  33584. * @type {boolean}
  33585. * @readonly
  33586. * @default true
  33587. */
  33588. this.isOrthographicCamera = true;
  33589. this.type = 'OrthographicCamera';
  33590. /**
  33591. * The zoom factor of the camera.
  33592. *
  33593. * @type {number}
  33594. * @default 1
  33595. */
  33596. this.zoom = 1;
  33597. /**
  33598. * Represents the frustum window specification. This property should not be edited
  33599. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33600. *
  33601. * @type {?Object}
  33602. * @default null
  33603. */
  33604. this.view = null;
  33605. /**
  33606. * The left plane of the camera's frustum.
  33607. *
  33608. * @type {number}
  33609. * @default -1
  33610. */
  33611. this.left = left;
  33612. /**
  33613. * The right plane of the camera's frustum.
  33614. *
  33615. * @type {number}
  33616. * @default 1
  33617. */
  33618. this.right = right;
  33619. /**
  33620. * The top plane of the camera's frustum.
  33621. *
  33622. * @type {number}
  33623. * @default 1
  33624. */
  33625. this.top = top;
  33626. /**
  33627. * The bottom plane of the camera's frustum.
  33628. *
  33629. * @type {number}
  33630. * @default -1
  33631. */
  33632. this.bottom = bottom;
  33633. /**
  33634. * The camera's near plane. The valid range is greater than `0`
  33635. * and less than the current value of {@link OrthographicCamera#far}.
  33636. *
  33637. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33638. * valid value for an orthographic camera's near plane.
  33639. *
  33640. * @type {number}
  33641. * @default 0.1
  33642. */
  33643. this.near = near;
  33644. /**
  33645. * The camera's far plane. Must be greater than the
  33646. * current value of {@link OrthographicCamera#near}.
  33647. *
  33648. * @type {number}
  33649. * @default 2000
  33650. */
  33651. this.far = far;
  33652. this.updateProjectionMatrix();
  33653. }
  33654. copy( source, recursive ) {
  33655. super.copy( source, recursive );
  33656. this.left = source.left;
  33657. this.right = source.right;
  33658. this.top = source.top;
  33659. this.bottom = source.bottom;
  33660. this.near = source.near;
  33661. this.far = source.far;
  33662. this.zoom = source.zoom;
  33663. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33664. return this;
  33665. }
  33666. /**
  33667. * Sets an offset in a larger frustum. This is useful for multi-window or
  33668. * multi-monitor/multi-machine setups.
  33669. *
  33670. * @param {number} fullWidth - The full width of multiview setup.
  33671. * @param {number} fullHeight - The full height of multiview setup.
  33672. * @param {number} x - The horizontal offset of the subcamera.
  33673. * @param {number} y - The vertical offset of the subcamera.
  33674. * @param {number} width - The width of subcamera.
  33675. * @param {number} height - The height of subcamera.
  33676. * @see {@link PerspectiveCamera#setViewOffset}
  33677. */
  33678. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33679. if ( this.view === null ) {
  33680. this.view = {
  33681. enabled: true,
  33682. fullWidth: 1,
  33683. fullHeight: 1,
  33684. offsetX: 0,
  33685. offsetY: 0,
  33686. width: 1,
  33687. height: 1
  33688. };
  33689. }
  33690. this.view.enabled = true;
  33691. this.view.fullWidth = fullWidth;
  33692. this.view.fullHeight = fullHeight;
  33693. this.view.offsetX = x;
  33694. this.view.offsetY = y;
  33695. this.view.width = width;
  33696. this.view.height = height;
  33697. this.updateProjectionMatrix();
  33698. }
  33699. /**
  33700. * Removes the view offset from the projection matrix.
  33701. */
  33702. clearViewOffset() {
  33703. if ( this.view !== null ) {
  33704. this.view.enabled = false;
  33705. }
  33706. this.updateProjectionMatrix();
  33707. }
  33708. /**
  33709. * Updates the camera's projection matrix. Must be called after any change of
  33710. * camera properties.
  33711. */
  33712. updateProjectionMatrix() {
  33713. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33714. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33715. const cx = ( this.right + this.left ) / 2;
  33716. const cy = ( this.top + this.bottom ) / 2;
  33717. let left = cx - dx;
  33718. let right = cx + dx;
  33719. let top = cy + dy;
  33720. let bottom = cy - dy;
  33721. if ( this.view !== null && this.view.enabled ) {
  33722. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33723. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33724. left += scaleW * this.view.offsetX;
  33725. right = left + scaleW * this.view.width;
  33726. top -= scaleH * this.view.offsetY;
  33727. bottom = top - scaleH * this.view.height;
  33728. }
  33729. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  33730. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33731. }
  33732. toJSON( meta ) {
  33733. const data = super.toJSON( meta );
  33734. data.object.zoom = this.zoom;
  33735. data.object.left = this.left;
  33736. data.object.right = this.right;
  33737. data.object.top = this.top;
  33738. data.object.bottom = this.bottom;
  33739. data.object.near = this.near;
  33740. data.object.far = this.far;
  33741. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33742. return data;
  33743. }
  33744. }
  33745. /**
  33746. * Represents the shadow configuration of directional lights.
  33747. *
  33748. * @augments LightShadow
  33749. */
  33750. class DirectionalLightShadow extends LightShadow {
  33751. /**
  33752. * Constructs a new directional light shadow.
  33753. */
  33754. constructor() {
  33755. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  33756. /**
  33757. * This flag can be used for type testing.
  33758. *
  33759. * @type {boolean}
  33760. * @readonly
  33761. * @default true
  33762. */
  33763. this.isDirectionalLightShadow = true;
  33764. }
  33765. }
  33766. /**
  33767. * A light that gets emitted in a specific direction. This light will behave
  33768. * as though it is infinitely far away and the rays produced from it are all
  33769. * parallel. The common use case for this is to simulate daylight; the sun is
  33770. * far enough away that its position can be considered to be infinite, and
  33771. * all light rays coming from it are parallel.
  33772. *
  33773. * A common point of confusion for directional lights is that setting the
  33774. * rotation has no effect. This is because three.js's DirectionalLight is the
  33775. * equivalent to what is often called a 'Target Direct Light' in other
  33776. * applications.
  33777. *
  33778. * This means that its direction is calculated as pointing from the light's
  33779. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33780. * (as opposed to a 'Free Direct Light' that just has a rotation
  33781. * component).
  33782. *
  33783. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33784. *
  33785. * ```js
  33786. * // White directional light at half intensity shining from the top.
  33787. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33788. * scene.add( directionalLight );
  33789. * ```
  33790. *
  33791. * @augments Light
  33792. */
  33793. class DirectionalLight extends Light {
  33794. /**
  33795. * Constructs a new directional light.
  33796. *
  33797. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33798. * @param {number} [intensity=1] - The light's strength/intensity.
  33799. */
  33800. constructor( color, intensity ) {
  33801. super( color, intensity );
  33802. /**
  33803. * This flag can be used for type testing.
  33804. *
  33805. * @type {boolean}
  33806. * @readonly
  33807. * @default true
  33808. */
  33809. this.isDirectionalLight = true;
  33810. this.type = 'DirectionalLight';
  33811. this.position.copy( Object3D.DEFAULT_UP );
  33812. this.updateMatrix();
  33813. /**
  33814. * The directional light points from its position to the
  33815. * target's position.
  33816. *
  33817. * For the target's position to be changed to anything other
  33818. * than the default, it must be added to the scene.
  33819. *
  33820. * It is also possible to set the target to be another 3D object
  33821. * in the scene. The light will now track the target object.
  33822. *
  33823. * @type {Object3D}
  33824. */
  33825. this.target = new Object3D();
  33826. /**
  33827. * This property holds the light's shadow configuration.
  33828. *
  33829. * @type {DirectionalLightShadow}
  33830. */
  33831. this.shadow = new DirectionalLightShadow();
  33832. }
  33833. dispose() {
  33834. this.shadow.dispose();
  33835. }
  33836. copy( source ) {
  33837. super.copy( source );
  33838. this.target = source.target.clone();
  33839. this.shadow = source.shadow.clone();
  33840. return this;
  33841. }
  33842. }
  33843. /**
  33844. * This light globally illuminates all objects in the scene equally.
  33845. *
  33846. * It cannot be used to cast shadows as it does not have a direction.
  33847. *
  33848. * ```js
  33849. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  33850. * scene.add( light );
  33851. * ```
  33852. *
  33853. * @augments Light
  33854. */
  33855. class AmbientLight extends Light {
  33856. /**
  33857. * Constructs a new ambient light.
  33858. *
  33859. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33860. * @param {number} [intensity=1] - The light's strength/intensity.
  33861. */
  33862. constructor( color, intensity ) {
  33863. super( color, intensity );
  33864. /**
  33865. * This flag can be used for type testing.
  33866. *
  33867. * @type {boolean}
  33868. * @readonly
  33869. * @default true
  33870. */
  33871. this.isAmbientLight = true;
  33872. this.type = 'AmbientLight';
  33873. }
  33874. }
  33875. /**
  33876. * This class emits light uniformly across the face a rectangular plane.
  33877. * This light type can be used to simulate light sources such as bright
  33878. * windows or strip lighting.
  33879. *
  33880. * Important Notes:
  33881. *
  33882. * - There is no shadow support.
  33883. * - Only PBR materials are supported.
  33884. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  33885. * into your app and init the uniforms/textures.
  33886. *
  33887. * ```js
  33888. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  33889. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  33890. *
  33891. * const intensity = 1; const width = 10; const height = 10;
  33892. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  33893. * rectLight.position.set( 5, 5, 0 );
  33894. * rectLight.lookAt( 0, 0, 0 );
  33895. * scene.add( rectLight )
  33896. * ```
  33897. *
  33898. * @augments Light
  33899. */
  33900. class RectAreaLight extends Light {
  33901. /**
  33902. * Constructs a new area light.
  33903. *
  33904. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33905. * @param {number} [intensity=1] - The light's strength/intensity.
  33906. * @param {number} [width=10] - The width of the light.
  33907. * @param {number} [height=10] - The height of the light.
  33908. */
  33909. constructor( color, intensity, width = 10, height = 10 ) {
  33910. super( color, intensity );
  33911. /**
  33912. * This flag can be used for type testing.
  33913. *
  33914. * @type {boolean}
  33915. * @readonly
  33916. * @default true
  33917. */
  33918. this.isRectAreaLight = true;
  33919. this.type = 'RectAreaLight';
  33920. /**
  33921. * The width of the light.
  33922. *
  33923. * @type {number}
  33924. * @default 10
  33925. */
  33926. this.width = width;
  33927. /**
  33928. * The height of the light.
  33929. *
  33930. * @type {number}
  33931. * @default 10
  33932. */
  33933. this.height = height;
  33934. }
  33935. /**
  33936. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33937. * Changing the power will also change the light's intensity.
  33938. *
  33939. * @type {number}
  33940. */
  33941. get power() {
  33942. // compute the light's luminous power (in lumens) from its intensity (in nits)
  33943. return this.intensity * this.width * this.height * Math.PI;
  33944. }
  33945. set power( power ) {
  33946. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  33947. this.intensity = power / ( this.width * this.height * Math.PI );
  33948. }
  33949. copy( source ) {
  33950. super.copy( source );
  33951. this.width = source.width;
  33952. this.height = source.height;
  33953. return this;
  33954. }
  33955. toJSON( meta ) {
  33956. const data = super.toJSON( meta );
  33957. data.object.width = this.width;
  33958. data.object.height = this.height;
  33959. return data;
  33960. }
  33961. }
  33962. /**
  33963. * Represents a third-order spherical harmonics (SH). Light probes use this class
  33964. * to encode lighting information.
  33965. *
  33966. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  33967. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  33968. */
  33969. class SphericalHarmonics3 {
  33970. /**
  33971. * Constructs a new spherical harmonics.
  33972. */
  33973. constructor() {
  33974. /**
  33975. * This flag can be used for type testing.
  33976. *
  33977. * @type {boolean}
  33978. * @readonly
  33979. * @default true
  33980. */
  33981. this.isSphericalHarmonics3 = true;
  33982. /**
  33983. * An array holding the (9) SH coefficients.
  33984. *
  33985. * @type {Array<Vector3>}
  33986. */
  33987. this.coefficients = [];
  33988. for ( let i = 0; i < 9; i ++ ) {
  33989. this.coefficients.push( new Vector3() );
  33990. }
  33991. }
  33992. /**
  33993. * Sets the given SH coefficients to this instance by copying
  33994. * the values.
  33995. *
  33996. * @param {Array<Vector3>} coefficients - The SH coefficients.
  33997. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33998. */
  33999. set( coefficients ) {
  34000. for ( let i = 0; i < 9; i ++ ) {
  34001. this.coefficients[ i ].copy( coefficients[ i ] );
  34002. }
  34003. return this;
  34004. }
  34005. /**
  34006. * Sets all SH coefficients to `0`.
  34007. *
  34008. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34009. */
  34010. zero() {
  34011. for ( let i = 0; i < 9; i ++ ) {
  34012. this.coefficients[ i ].set( 0, 0, 0 );
  34013. }
  34014. return this;
  34015. }
  34016. /**
  34017. * Returns the radiance in the direction of the given normal.
  34018. *
  34019. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34020. * @param {Vector3} target - The target vector that is used to store the method's result.
  34021. * @return {Vector3} The radiance.
  34022. */
  34023. getAt( normal, target ) {
  34024. // normal is assumed to be unit length
  34025. const x = normal.x, y = normal.y, z = normal.z;
  34026. const coeff = this.coefficients;
  34027. // band 0
  34028. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34029. // band 1
  34030. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34031. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34032. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34033. // band 2
  34034. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34035. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34036. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34037. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34038. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34039. return target;
  34040. }
  34041. /**
  34042. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34043. * direction of the given normal.
  34044. *
  34045. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34046. * @param {Vector3} target - The target vector that is used to store the method's result.
  34047. * @return {Vector3} The irradiance.
  34048. */
  34049. getIrradianceAt( normal, target ) {
  34050. // normal is assumed to be unit length
  34051. const x = normal.x, y = normal.y, z = normal.z;
  34052. const coeff = this.coefficients;
  34053. // band 0
  34054. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34055. // band 1
  34056. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34057. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34058. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34059. // band 2
  34060. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34061. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34062. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34063. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34064. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34065. return target;
  34066. }
  34067. /**
  34068. * Adds the given SH to this instance.
  34069. *
  34070. * @param {SphericalHarmonics3} sh - The SH to add.
  34071. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34072. */
  34073. add( sh ) {
  34074. for ( let i = 0; i < 9; i ++ ) {
  34075. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34076. }
  34077. return this;
  34078. }
  34079. /**
  34080. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34081. * {@link SphericalHarmonics3#scale} at once.
  34082. *
  34083. * @param {SphericalHarmonics3} sh - The SH to add.
  34084. * @param {number} s - The scale factor.
  34085. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34086. */
  34087. addScaledSH( sh, s ) {
  34088. for ( let i = 0; i < 9; i ++ ) {
  34089. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34090. }
  34091. return this;
  34092. }
  34093. /**
  34094. * Scales this SH by the given scale factor.
  34095. *
  34096. * @param {number} s - The scale factor.
  34097. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34098. */
  34099. scale( s ) {
  34100. for ( let i = 0; i < 9; i ++ ) {
  34101. this.coefficients[ i ].multiplyScalar( s );
  34102. }
  34103. return this;
  34104. }
  34105. /**
  34106. * Linear interpolates between the given SH and this instance by the given
  34107. * alpha factor.
  34108. *
  34109. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34110. * @param {number} alpha - The alpha factor.
  34111. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34112. */
  34113. lerp( sh, alpha ) {
  34114. for ( let i = 0; i < 9; i ++ ) {
  34115. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34116. }
  34117. return this;
  34118. }
  34119. /**
  34120. * Returns `true` if this spherical harmonics is equal with the given one.
  34121. *
  34122. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34123. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34124. */
  34125. equals( sh ) {
  34126. for ( let i = 0; i < 9; i ++ ) {
  34127. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34128. return false;
  34129. }
  34130. }
  34131. return true;
  34132. }
  34133. /**
  34134. * Copies the values of the given spherical harmonics to this instance.
  34135. *
  34136. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34137. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34138. */
  34139. copy( sh ) {
  34140. return this.set( sh.coefficients );
  34141. }
  34142. /**
  34143. * Returns a new spherical harmonics with copied values from this instance.
  34144. *
  34145. * @return {SphericalHarmonics3} A clone of this instance.
  34146. */
  34147. clone() {
  34148. return new this.constructor().copy( this );
  34149. }
  34150. /**
  34151. * Sets the SH coefficients of this instance from the given array.
  34152. *
  34153. * @param {Array<number>} array - An array holding the SH coefficients.
  34154. * @param {number} [offset=0] - The array offset where to start copying.
  34155. * @return {SphericalHarmonics3} A clone of this instance.
  34156. */
  34157. fromArray( array, offset = 0 ) {
  34158. const coefficients = this.coefficients;
  34159. for ( let i = 0; i < 9; i ++ ) {
  34160. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34161. }
  34162. return this;
  34163. }
  34164. /**
  34165. * Returns an array with the SH coefficients, or copies them into the provided
  34166. * array. The coefficients are represented as numbers.
  34167. *
  34168. * @param {Array<number>} [array=[]] - The target array.
  34169. * @param {number} [offset=0] - The array offset where to start copying.
  34170. * @return {Array<number>} An array with flat SH coefficients.
  34171. */
  34172. toArray( array = [], offset = 0 ) {
  34173. const coefficients = this.coefficients;
  34174. for ( let i = 0; i < 9; i ++ ) {
  34175. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34176. }
  34177. return array;
  34178. }
  34179. /**
  34180. * Computes the SH basis for the given normal vector.
  34181. *
  34182. * @param {Vector3} normal - The normal.
  34183. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34184. */
  34185. static getBasisAt( normal, shBasis ) {
  34186. // normal is assumed to be unit length
  34187. const x = normal.x, y = normal.y, z = normal.z;
  34188. // band 0
  34189. shBasis[ 0 ] = 0.282095;
  34190. // band 1
  34191. shBasis[ 1 ] = 0.488603 * y;
  34192. shBasis[ 2 ] = 0.488603 * z;
  34193. shBasis[ 3 ] = 0.488603 * x;
  34194. // band 2
  34195. shBasis[ 4 ] = 1.092548 * x * y;
  34196. shBasis[ 5 ] = 1.092548 * y * z;
  34197. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34198. shBasis[ 7 ] = 1.092548 * x * z;
  34199. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34200. }
  34201. }
  34202. /**
  34203. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34204. * classical light sources (e.g. directional, point or spot lights), light
  34205. * probes do not emit light. Instead they store information about light
  34206. * passing through 3D space. During rendering, the light that hits a 3D
  34207. * object is approximated by using the data from the light probe.
  34208. *
  34209. * Light probes are usually created from (radiance) environment maps. The
  34210. * class {@link LightProbeGenerator} can be used to create light probes from
  34211. * cube textures or render targets. However, light estimation data could also
  34212. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34213. * augmented reality content that reacts to real world lighting.
  34214. *
  34215. * The current probe implementation in three.js supports so-called diffuse
  34216. * light probes. This type of light probe is functionally equivalent to an
  34217. * irradiance environment map.
  34218. *
  34219. * @augments Light
  34220. */
  34221. class LightProbe extends Light {
  34222. /**
  34223. * Constructs a new light probe.
  34224. *
  34225. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34226. * @param {number} [intensity=1] - The light's strength/intensity.
  34227. */
  34228. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34229. super( undefined, intensity );
  34230. /**
  34231. * This flag can be used for type testing.
  34232. *
  34233. * @type {boolean}
  34234. * @readonly
  34235. * @default true
  34236. */
  34237. this.isLightProbe = true;
  34238. /**
  34239. * A light probe uses spherical harmonics to encode lighting information.
  34240. *
  34241. * @type {SphericalHarmonics3}
  34242. */
  34243. this.sh = sh;
  34244. }
  34245. copy( source ) {
  34246. super.copy( source );
  34247. this.sh.copy( source.sh );
  34248. return this;
  34249. }
  34250. /**
  34251. * Deserializes the light prove from the given JSON.
  34252. *
  34253. * @param {Object} json - The JSON holding the serialized light probe.
  34254. * @return {LightProbe} A reference to this light probe.
  34255. */
  34256. fromJSON( json ) {
  34257. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34258. this.sh.fromArray( json.sh );
  34259. return this;
  34260. }
  34261. toJSON( meta ) {
  34262. const data = super.toJSON( meta );
  34263. data.object.sh = this.sh.toArray();
  34264. return data;
  34265. }
  34266. }
  34267. /**
  34268. * Class for loading geometries. The files are internally
  34269. * loaded via {@link FileLoader}.
  34270. *
  34271. * ```js
  34272. * const loader = new THREE.MaterialLoader();
  34273. * const material = await loader.loadAsync( 'material.json' );
  34274. * ```
  34275. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34276. *
  34277. * @augments Loader
  34278. */
  34279. class MaterialLoader extends Loader {
  34280. /**
  34281. * Constructs a new material loader.
  34282. *
  34283. * @param {LoadingManager} [manager] - The loading manager.
  34284. */
  34285. constructor( manager ) {
  34286. super( manager );
  34287. /**
  34288. * A dictionary holding textures used by the material.
  34289. *
  34290. * @type {Object<string,Texture>}
  34291. */
  34292. this.textures = {};
  34293. }
  34294. /**
  34295. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34296. *
  34297. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34298. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34299. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34300. * @param {onErrorCallback} onError - Executed when errors occur.
  34301. */
  34302. load( url, onLoad, onProgress, onError ) {
  34303. const scope = this;
  34304. const loader = new FileLoader( scope.manager );
  34305. loader.setPath( scope.path );
  34306. loader.setRequestHeader( scope.requestHeader );
  34307. loader.setWithCredentials( scope.withCredentials );
  34308. loader.load( url, function ( text ) {
  34309. try {
  34310. onLoad( scope.parse( JSON.parse( text ) ) );
  34311. } catch ( e ) {
  34312. if ( onError ) {
  34313. onError( e );
  34314. } else {
  34315. console.error( e );
  34316. }
  34317. scope.manager.itemError( url );
  34318. }
  34319. }, onProgress, onError );
  34320. }
  34321. /**
  34322. * Parses the given JSON object and returns a material.
  34323. *
  34324. * @param {Object} json - The serialized material.
  34325. * @return {Material} The parsed material.
  34326. */
  34327. parse( json ) {
  34328. const textures = this.textures;
  34329. function getTexture( name ) {
  34330. if ( textures[ name ] === undefined ) {
  34331. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  34332. }
  34333. return textures[ name ];
  34334. }
  34335. const material = this.createMaterialFromType( json.type );
  34336. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34337. if ( json.name !== undefined ) material.name = json.name;
  34338. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34339. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34340. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34341. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34342. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34343. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34344. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34345. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34346. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34347. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34348. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34349. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34350. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34351. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34352. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34353. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34354. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34355. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34356. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34357. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34358. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34359. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34360. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34361. if ( json.fog !== undefined ) material.fog = json.fog;
  34362. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34363. if ( json.blending !== undefined ) material.blending = json.blending;
  34364. if ( json.combine !== undefined ) material.combine = json.combine;
  34365. if ( json.side !== undefined ) material.side = json.side;
  34366. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34367. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34368. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34369. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34370. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34371. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34372. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34373. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34374. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34375. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34376. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34377. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34378. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34379. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34380. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34381. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34382. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34383. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34384. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34385. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34386. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34387. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34388. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34389. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34390. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34391. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34392. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34393. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34394. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34395. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34396. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34397. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34398. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34399. if ( json.scale !== undefined ) material.scale = json.scale;
  34400. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34401. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34402. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34403. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34404. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34405. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34406. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34407. if ( json.visible !== undefined ) material.visible = json.visible;
  34408. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34409. if ( json.userData !== undefined ) material.userData = json.userData;
  34410. if ( json.vertexColors !== undefined ) {
  34411. if ( typeof json.vertexColors === 'number' ) {
  34412. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34413. } else {
  34414. material.vertexColors = json.vertexColors;
  34415. }
  34416. }
  34417. // Shader Material
  34418. if ( json.uniforms !== undefined ) {
  34419. for ( const name in json.uniforms ) {
  34420. const uniform = json.uniforms[ name ];
  34421. material.uniforms[ name ] = {};
  34422. switch ( uniform.type ) {
  34423. case 't':
  34424. material.uniforms[ name ].value = getTexture( uniform.value );
  34425. break;
  34426. case 'c':
  34427. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34428. break;
  34429. case 'v2':
  34430. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34431. break;
  34432. case 'v3':
  34433. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34434. break;
  34435. case 'v4':
  34436. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34437. break;
  34438. case 'm3':
  34439. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34440. break;
  34441. case 'm4':
  34442. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34443. break;
  34444. default:
  34445. material.uniforms[ name ].value = uniform.value;
  34446. }
  34447. }
  34448. }
  34449. if ( json.defines !== undefined ) material.defines = json.defines;
  34450. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34451. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34452. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34453. if ( json.extensions !== undefined ) {
  34454. for ( const key in json.extensions ) {
  34455. material.extensions[ key ] = json.extensions[ key ];
  34456. }
  34457. }
  34458. if ( json.lights !== undefined ) material.lights = json.lights;
  34459. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34460. // for PointsMaterial
  34461. if ( json.size !== undefined ) material.size = json.size;
  34462. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34463. // maps
  34464. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34465. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34466. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34467. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34468. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34469. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34470. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34471. if ( json.normalScale !== undefined ) {
  34472. let normalScale = json.normalScale;
  34473. if ( Array.isArray( normalScale ) === false ) {
  34474. // Blender exporter used to export a scalar. See #7459
  34475. normalScale = [ normalScale, normalScale ];
  34476. }
  34477. material.normalScale = new Vector2().fromArray( normalScale );
  34478. }
  34479. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34480. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34481. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34482. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34483. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34484. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34485. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34486. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34487. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34488. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34489. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34490. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34491. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34492. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34493. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34494. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34495. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34496. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34497. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34498. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34499. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34500. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34501. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34502. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34503. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34504. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34505. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34506. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34507. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34508. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34509. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34510. return material;
  34511. }
  34512. /**
  34513. * Textures are not embedded in the material JSON so they have
  34514. * to be injected before the loading process starts.
  34515. *
  34516. * @param {Object} value - A dictionary holding textures for material properties.
  34517. * @return {MaterialLoader} A reference to this material loader.
  34518. */
  34519. setTextures( value ) {
  34520. this.textures = value;
  34521. return this;
  34522. }
  34523. /**
  34524. * Creates a material for the given type.
  34525. *
  34526. * @param {string} type - The material type.
  34527. * @return {Material} The new material.
  34528. */
  34529. createMaterialFromType( type ) {
  34530. return MaterialLoader.createMaterialFromType( type );
  34531. }
  34532. /**
  34533. * Creates a material for the given type.
  34534. *
  34535. * @static
  34536. * @param {string} type - The material type.
  34537. * @return {Material} The new material.
  34538. */
  34539. static createMaterialFromType( type ) {
  34540. const materialLib = {
  34541. ShadowMaterial,
  34542. SpriteMaterial,
  34543. RawShaderMaterial,
  34544. ShaderMaterial,
  34545. PointsMaterial,
  34546. MeshPhysicalMaterial,
  34547. MeshStandardMaterial,
  34548. MeshPhongMaterial,
  34549. MeshToonMaterial,
  34550. MeshNormalMaterial,
  34551. MeshLambertMaterial,
  34552. MeshDepthMaterial,
  34553. MeshDistanceMaterial,
  34554. MeshBasicMaterial,
  34555. MeshMatcapMaterial,
  34556. LineDashedMaterial,
  34557. LineBasicMaterial,
  34558. Material
  34559. };
  34560. return new materialLib[ type ]();
  34561. }
  34562. }
  34563. /**
  34564. * A class with loader utility functions.
  34565. */
  34566. class LoaderUtils {
  34567. /**
  34568. * Extracts the base URL from the given URL.
  34569. *
  34570. * @param {string} url -The URL to extract the base URL from.
  34571. * @return {string} The extracted base URL.
  34572. */
  34573. static extractUrlBase( url ) {
  34574. const index = url.lastIndexOf( '/' );
  34575. if ( index === -1 ) return './';
  34576. return url.slice( 0, index + 1 );
  34577. }
  34578. /**
  34579. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34580. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34581. * string.
  34582. *
  34583. * @param {string} url -The URL to resolve.
  34584. * @param {string} path - The base path for relative URLs to be resolved against.
  34585. * @return {string} The resolved URL.
  34586. */
  34587. static resolveURL( url, path ) {
  34588. // Invalid URL
  34589. if ( typeof url !== 'string' || url === '' ) return '';
  34590. // Host Relative URL
  34591. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34592. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34593. }
  34594. // Absolute URL http://,https://,//
  34595. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34596. // Data URI
  34597. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34598. // Blob URL
  34599. if ( /^blob:.*$/i.test( url ) ) return url;
  34600. // Relative URL
  34601. return path + url;
  34602. }
  34603. }
  34604. /**
  34605. * An instanced version of a geometry.
  34606. */
  34607. class InstancedBufferGeometry extends BufferGeometry {
  34608. /**
  34609. * Constructs a new instanced buffer geometry.
  34610. */
  34611. constructor() {
  34612. super();
  34613. /**
  34614. * This flag can be used for type testing.
  34615. *
  34616. * @type {boolean}
  34617. * @readonly
  34618. * @default true
  34619. */
  34620. this.isInstancedBufferGeometry = true;
  34621. this.type = 'InstancedBufferGeometry';
  34622. /**
  34623. * The instance count.
  34624. *
  34625. * @type {number}
  34626. * @default Infinity
  34627. */
  34628. this.instanceCount = Infinity;
  34629. }
  34630. copy( source ) {
  34631. super.copy( source );
  34632. this.instanceCount = source.instanceCount;
  34633. return this;
  34634. }
  34635. toJSON() {
  34636. const data = super.toJSON();
  34637. data.instanceCount = this.instanceCount;
  34638. data.isInstancedBufferGeometry = true;
  34639. return data;
  34640. }
  34641. }
  34642. /**
  34643. * Class for loading geometries. The files are internally
  34644. * loaded via {@link FileLoader}.
  34645. *
  34646. * ```js
  34647. * const loader = new THREE.BufferGeometryLoader();
  34648. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34649. *
  34650. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34651. * const object = new THREE.Mesh( geometry, material );
  34652. * scene.add( object );
  34653. * ```
  34654. *
  34655. * @augments Loader
  34656. */
  34657. class BufferGeometryLoader extends Loader {
  34658. /**
  34659. * Constructs a new geometry loader.
  34660. *
  34661. * @param {LoadingManager} [manager] - The loading manager.
  34662. */
  34663. constructor( manager ) {
  34664. super( manager );
  34665. }
  34666. /**
  34667. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34668. *
  34669. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34670. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34671. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34672. * @param {onErrorCallback} onError - Executed when errors occur.
  34673. */
  34674. load( url, onLoad, onProgress, onError ) {
  34675. const scope = this;
  34676. const loader = new FileLoader( scope.manager );
  34677. loader.setPath( scope.path );
  34678. loader.setRequestHeader( scope.requestHeader );
  34679. loader.setWithCredentials( scope.withCredentials );
  34680. loader.load( url, function ( text ) {
  34681. try {
  34682. onLoad( scope.parse( JSON.parse( text ) ) );
  34683. } catch ( e ) {
  34684. if ( onError ) {
  34685. onError( e );
  34686. } else {
  34687. console.error( e );
  34688. }
  34689. scope.manager.itemError( url );
  34690. }
  34691. }, onProgress, onError );
  34692. }
  34693. /**
  34694. * Parses the given JSON object and returns a geometry.
  34695. *
  34696. * @param {Object} json - The serialized geometry.
  34697. * @return {BufferGeometry} The parsed geometry.
  34698. */
  34699. parse( json ) {
  34700. const interleavedBufferMap = {};
  34701. const arrayBufferMap = {};
  34702. function getInterleavedBuffer( json, uuid ) {
  34703. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34704. const interleavedBuffers = json.interleavedBuffers;
  34705. const interleavedBuffer = interleavedBuffers[ uuid ];
  34706. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34707. const array = getTypedArray( interleavedBuffer.type, buffer );
  34708. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34709. ib.uuid = interleavedBuffer.uuid;
  34710. interleavedBufferMap[ uuid ] = ib;
  34711. return ib;
  34712. }
  34713. function getArrayBuffer( json, uuid ) {
  34714. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34715. const arrayBuffers = json.arrayBuffers;
  34716. const arrayBuffer = arrayBuffers[ uuid ];
  34717. const ab = new Uint32Array( arrayBuffer ).buffer;
  34718. arrayBufferMap[ uuid ] = ab;
  34719. return ab;
  34720. }
  34721. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34722. const index = json.data.index;
  34723. if ( index !== undefined ) {
  34724. const typedArray = getTypedArray( index.type, index.array );
  34725. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34726. }
  34727. const attributes = json.data.attributes;
  34728. for ( const key in attributes ) {
  34729. const attribute = attributes[ key ];
  34730. let bufferAttribute;
  34731. if ( attribute.isInterleavedBufferAttribute ) {
  34732. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34733. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34734. } else {
  34735. const typedArray = getTypedArray( attribute.type, attribute.array );
  34736. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34737. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34738. }
  34739. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34740. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34741. geometry.setAttribute( key, bufferAttribute );
  34742. }
  34743. const morphAttributes = json.data.morphAttributes;
  34744. if ( morphAttributes ) {
  34745. for ( const key in morphAttributes ) {
  34746. const attributeArray = morphAttributes[ key ];
  34747. const array = [];
  34748. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34749. const attribute = attributeArray[ i ];
  34750. let bufferAttribute;
  34751. if ( attribute.isInterleavedBufferAttribute ) {
  34752. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34753. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34754. } else {
  34755. const typedArray = getTypedArray( attribute.type, attribute.array );
  34756. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34757. }
  34758. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34759. array.push( bufferAttribute );
  34760. }
  34761. geometry.morphAttributes[ key ] = array;
  34762. }
  34763. }
  34764. const morphTargetsRelative = json.data.morphTargetsRelative;
  34765. if ( morphTargetsRelative ) {
  34766. geometry.morphTargetsRelative = true;
  34767. }
  34768. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34769. if ( groups !== undefined ) {
  34770. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34771. const group = groups[ i ];
  34772. geometry.addGroup( group.start, group.count, group.materialIndex );
  34773. }
  34774. }
  34775. const boundingSphere = json.data.boundingSphere;
  34776. if ( boundingSphere !== undefined ) {
  34777. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  34778. }
  34779. if ( json.name ) geometry.name = json.name;
  34780. if ( json.userData ) geometry.userData = json.userData;
  34781. return geometry;
  34782. }
  34783. }
  34784. /**
  34785. * A loader for loading a JSON resource in the [JSON Object/Scene format]{@link https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4}.
  34786. * The files are internally loaded via {@link FileLoader}.
  34787. *
  34788. * ```js
  34789. * const loader = new THREE.ObjectLoader();
  34790. * const obj = await loader.loadAsync( 'models/json/example.json' );
  34791. * scene.add( obj );
  34792. *
  34793. * // Alternatively, to parse a previously loaded JSON structure
  34794. * const object = await loader.parseAsync( a_json_object );
  34795. * scene.add( object );
  34796. * ```
  34797. *
  34798. * @augments Loader
  34799. */
  34800. class ObjectLoader extends Loader {
  34801. /**
  34802. * Constructs a new object loader.
  34803. *
  34804. * @param {LoadingManager} [manager] - The loading manager.
  34805. */
  34806. constructor( manager ) {
  34807. super( manager );
  34808. }
  34809. /**
  34810. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  34811. *
  34812. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34813. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  34814. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34815. * @param {onErrorCallback} onError - Executed when errors occur.
  34816. */
  34817. load( url, onLoad, onProgress, onError ) {
  34818. const scope = this;
  34819. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34820. this.resourcePath = this.resourcePath || path;
  34821. const loader = new FileLoader( this.manager );
  34822. loader.setPath( this.path );
  34823. loader.setRequestHeader( this.requestHeader );
  34824. loader.setWithCredentials( this.withCredentials );
  34825. loader.load( url, function ( text ) {
  34826. let json = null;
  34827. try {
  34828. json = JSON.parse( text );
  34829. } catch ( error ) {
  34830. if ( onError !== undefined ) onError( error );
  34831. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  34832. return;
  34833. }
  34834. const metadata = json.metadata;
  34835. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34836. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  34837. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  34838. return;
  34839. }
  34840. scope.parse( json, onLoad );
  34841. }, onProgress, onError );
  34842. }
  34843. /**
  34844. * Async version of {@link ObjectLoader#load}.
  34845. *
  34846. * @async
  34847. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34848. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34849. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  34850. */
  34851. async loadAsync( url, onProgress ) {
  34852. const scope = this;
  34853. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34854. this.resourcePath = this.resourcePath || path;
  34855. const loader = new FileLoader( this.manager );
  34856. loader.setPath( this.path );
  34857. loader.setRequestHeader( this.requestHeader );
  34858. loader.setWithCredentials( this.withCredentials );
  34859. const text = await loader.loadAsync( url, onProgress );
  34860. const json = JSON.parse( text );
  34861. const metadata = json.metadata;
  34862. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34863. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  34864. }
  34865. return await scope.parseAsync( json );
  34866. }
  34867. /**
  34868. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  34869. * but can also be used directly to parse a previously loaded JSON structure.
  34870. *
  34871. * @param {Object} json - The serialized 3D object.
  34872. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  34873. * @return {Object3D} The parsed 3D object.
  34874. */
  34875. parse( json, onLoad ) {
  34876. const animations = this.parseAnimations( json.animations );
  34877. const shapes = this.parseShapes( json.shapes );
  34878. const geometries = this.parseGeometries( json.geometries, shapes );
  34879. const images = this.parseImages( json.images, function () {
  34880. if ( onLoad !== undefined ) onLoad( object );
  34881. } );
  34882. const textures = this.parseTextures( json.textures, images );
  34883. const materials = this.parseMaterials( json.materials, textures );
  34884. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  34885. const skeletons = this.parseSkeletons( json.skeletons, object );
  34886. this.bindSkeletons( object, skeletons );
  34887. this.bindLightTargets( object );
  34888. //
  34889. if ( onLoad !== undefined ) {
  34890. let hasImages = false;
  34891. for ( const uuid in images ) {
  34892. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  34893. hasImages = true;
  34894. break;
  34895. }
  34896. }
  34897. if ( hasImages === false ) onLoad( object );
  34898. }
  34899. return object;
  34900. }
  34901. /**
  34902. * Async version of {@link ObjectLoader#parse}.
  34903. *
  34904. * @param {Object} json - The serialized 3D object.
  34905. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  34906. */
  34907. async parseAsync( json ) {
  34908. const animations = this.parseAnimations( json.animations );
  34909. const shapes = this.parseShapes( json.shapes );
  34910. const geometries = this.parseGeometries( json.geometries, shapes );
  34911. const images = await this.parseImagesAsync( json.images );
  34912. const textures = this.parseTextures( json.textures, images );
  34913. const materials = this.parseMaterials( json.materials, textures );
  34914. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  34915. const skeletons = this.parseSkeletons( json.skeletons, object );
  34916. this.bindSkeletons( object, skeletons );
  34917. this.bindLightTargets( object );
  34918. return object;
  34919. }
  34920. // internals
  34921. parseShapes( json ) {
  34922. const shapes = {};
  34923. if ( json !== undefined ) {
  34924. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34925. const shape = new Shape().fromJSON( json[ i ] );
  34926. shapes[ shape.uuid ] = shape;
  34927. }
  34928. }
  34929. return shapes;
  34930. }
  34931. parseSkeletons( json, object ) {
  34932. const skeletons = {};
  34933. const bones = {};
  34934. // generate bone lookup table
  34935. object.traverse( function ( child ) {
  34936. if ( child.isBone ) bones[ child.uuid ] = child;
  34937. } );
  34938. // create skeletons
  34939. if ( json !== undefined ) {
  34940. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34941. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  34942. skeletons[ skeleton.uuid ] = skeleton;
  34943. }
  34944. }
  34945. return skeletons;
  34946. }
  34947. parseGeometries( json, shapes ) {
  34948. const geometries = {};
  34949. if ( json !== undefined ) {
  34950. const bufferGeometryLoader = new BufferGeometryLoader();
  34951. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34952. let geometry;
  34953. const data = json[ i ];
  34954. switch ( data.type ) {
  34955. case 'BufferGeometry':
  34956. case 'InstancedBufferGeometry':
  34957. geometry = bufferGeometryLoader.parse( data );
  34958. break;
  34959. default:
  34960. if ( data.type in Geometries ) {
  34961. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  34962. } else {
  34963. console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` );
  34964. }
  34965. }
  34966. geometry.uuid = data.uuid;
  34967. if ( data.name !== undefined ) geometry.name = data.name;
  34968. if ( data.userData !== undefined ) geometry.userData = data.userData;
  34969. geometries[ data.uuid ] = geometry;
  34970. }
  34971. }
  34972. return geometries;
  34973. }
  34974. parseMaterials( json, textures ) {
  34975. const cache = {}; // MultiMaterial
  34976. const materials = {};
  34977. if ( json !== undefined ) {
  34978. const loader = new MaterialLoader();
  34979. loader.setTextures( textures );
  34980. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34981. const data = json[ i ];
  34982. if ( cache[ data.uuid ] === undefined ) {
  34983. cache[ data.uuid ] = loader.parse( data );
  34984. }
  34985. materials[ data.uuid ] = cache[ data.uuid ];
  34986. }
  34987. }
  34988. return materials;
  34989. }
  34990. parseAnimations( json ) {
  34991. const animations = {};
  34992. if ( json !== undefined ) {
  34993. for ( let i = 0; i < json.length; i ++ ) {
  34994. const data = json[ i ];
  34995. const clip = AnimationClip.parse( data );
  34996. animations[ clip.uuid ] = clip;
  34997. }
  34998. }
  34999. return animations;
  35000. }
  35001. parseImages( json, onLoad ) {
  35002. const scope = this;
  35003. const images = {};
  35004. let loader;
  35005. function loadImage( url ) {
  35006. scope.manager.itemStart( url );
  35007. return loader.load( url, function () {
  35008. scope.manager.itemEnd( url );
  35009. }, undefined, function () {
  35010. scope.manager.itemError( url );
  35011. scope.manager.itemEnd( url );
  35012. } );
  35013. }
  35014. function deserializeImage( image ) {
  35015. if ( typeof image === 'string' ) {
  35016. const url = image;
  35017. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35018. return loadImage( path );
  35019. } else {
  35020. if ( image.data ) {
  35021. return {
  35022. data: getTypedArray( image.type, image.data ),
  35023. width: image.width,
  35024. height: image.height
  35025. };
  35026. } else {
  35027. return null;
  35028. }
  35029. }
  35030. }
  35031. if ( json !== undefined && json.length > 0 ) {
  35032. const manager = new LoadingManager( onLoad );
  35033. loader = new ImageLoader( manager );
  35034. loader.setCrossOrigin( this.crossOrigin );
  35035. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35036. const image = json[ i ];
  35037. const url = image.url;
  35038. if ( Array.isArray( url ) ) {
  35039. // load array of images e.g CubeTexture
  35040. const imageArray = [];
  35041. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35042. const currentUrl = url[ j ];
  35043. const deserializedImage = deserializeImage( currentUrl );
  35044. if ( deserializedImage !== null ) {
  35045. if ( deserializedImage instanceof HTMLImageElement ) {
  35046. imageArray.push( deserializedImage );
  35047. } else {
  35048. // special case: handle array of data textures for cube textures
  35049. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35050. }
  35051. }
  35052. }
  35053. images[ image.uuid ] = new Source( imageArray );
  35054. } else {
  35055. // load single image
  35056. const deserializedImage = deserializeImage( image.url );
  35057. images[ image.uuid ] = new Source( deserializedImage );
  35058. }
  35059. }
  35060. }
  35061. return images;
  35062. }
  35063. async parseImagesAsync( json ) {
  35064. const scope = this;
  35065. const images = {};
  35066. let loader;
  35067. async function deserializeImage( image ) {
  35068. if ( typeof image === 'string' ) {
  35069. const url = image;
  35070. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35071. return await loader.loadAsync( path );
  35072. } else {
  35073. if ( image.data ) {
  35074. return {
  35075. data: getTypedArray( image.type, image.data ),
  35076. width: image.width,
  35077. height: image.height
  35078. };
  35079. } else {
  35080. return null;
  35081. }
  35082. }
  35083. }
  35084. if ( json !== undefined && json.length > 0 ) {
  35085. loader = new ImageLoader( this.manager );
  35086. loader.setCrossOrigin( this.crossOrigin );
  35087. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35088. const image = json[ i ];
  35089. const url = image.url;
  35090. if ( Array.isArray( url ) ) {
  35091. // load array of images e.g CubeTexture
  35092. const imageArray = [];
  35093. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35094. const currentUrl = url[ j ];
  35095. const deserializedImage = await deserializeImage( currentUrl );
  35096. if ( deserializedImage !== null ) {
  35097. if ( deserializedImage instanceof HTMLImageElement ) {
  35098. imageArray.push( deserializedImage );
  35099. } else {
  35100. // special case: handle array of data textures for cube textures
  35101. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35102. }
  35103. }
  35104. }
  35105. images[ image.uuid ] = new Source( imageArray );
  35106. } else {
  35107. // load single image
  35108. const deserializedImage = await deserializeImage( image.url );
  35109. images[ image.uuid ] = new Source( deserializedImage );
  35110. }
  35111. }
  35112. }
  35113. return images;
  35114. }
  35115. parseTextures( json, images ) {
  35116. function parseConstant( value, type ) {
  35117. if ( typeof value === 'number' ) return value;
  35118. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35119. return type[ value ];
  35120. }
  35121. const textures = {};
  35122. if ( json !== undefined ) {
  35123. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35124. const data = json[ i ];
  35125. if ( data.image === undefined ) {
  35126. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  35127. }
  35128. if ( images[ data.image ] === undefined ) {
  35129. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  35130. }
  35131. const source = images[ data.image ];
  35132. const image = source.data;
  35133. let texture;
  35134. if ( Array.isArray( image ) ) {
  35135. texture = new CubeTexture();
  35136. if ( image.length === 6 ) texture.needsUpdate = true;
  35137. } else {
  35138. if ( image && image.data ) {
  35139. texture = new DataTexture();
  35140. } else {
  35141. texture = new Texture();
  35142. }
  35143. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35144. }
  35145. texture.source = source;
  35146. texture.uuid = data.uuid;
  35147. if ( data.name !== undefined ) texture.name = data.name;
  35148. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35149. if ( data.channel !== undefined ) texture.channel = data.channel;
  35150. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35151. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35152. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35153. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35154. if ( data.wrap !== undefined ) {
  35155. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35156. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35157. }
  35158. if ( data.format !== undefined ) texture.format = data.format;
  35159. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35160. if ( data.type !== undefined ) texture.type = data.type;
  35161. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35162. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35163. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35164. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35165. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35166. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35167. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35168. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35169. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35170. if ( data.userData !== undefined ) texture.userData = data.userData;
  35171. textures[ data.uuid ] = texture;
  35172. }
  35173. }
  35174. return textures;
  35175. }
  35176. parseObject( data, geometries, materials, textures, animations ) {
  35177. let object;
  35178. function getGeometry( name ) {
  35179. if ( geometries[ name ] === undefined ) {
  35180. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  35181. }
  35182. return geometries[ name ];
  35183. }
  35184. function getMaterial( name ) {
  35185. if ( name === undefined ) return undefined;
  35186. if ( Array.isArray( name ) ) {
  35187. const array = [];
  35188. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35189. const uuid = name[ i ];
  35190. if ( materials[ uuid ] === undefined ) {
  35191. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  35192. }
  35193. array.push( materials[ uuid ] );
  35194. }
  35195. return array;
  35196. }
  35197. if ( materials[ name ] === undefined ) {
  35198. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  35199. }
  35200. return materials[ name ];
  35201. }
  35202. function getTexture( uuid ) {
  35203. if ( textures[ uuid ] === undefined ) {
  35204. console.warn( 'THREE.ObjectLoader: Undefined texture', uuid );
  35205. }
  35206. return textures[ uuid ];
  35207. }
  35208. let geometry, material;
  35209. switch ( data.type ) {
  35210. case 'Scene':
  35211. object = new Scene();
  35212. if ( data.background !== undefined ) {
  35213. if ( Number.isInteger( data.background ) ) {
  35214. object.background = new Color( data.background );
  35215. } else {
  35216. object.background = getTexture( data.background );
  35217. }
  35218. }
  35219. if ( data.environment !== undefined ) {
  35220. object.environment = getTexture( data.environment );
  35221. }
  35222. if ( data.fog !== undefined ) {
  35223. if ( data.fog.type === 'Fog' ) {
  35224. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35225. } else if ( data.fog.type === 'FogExp2' ) {
  35226. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35227. }
  35228. if ( data.fog.name !== '' ) {
  35229. object.fog.name = data.fog.name;
  35230. }
  35231. }
  35232. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35233. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35234. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35235. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35236. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35237. break;
  35238. case 'PerspectiveCamera':
  35239. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35240. if ( data.focus !== undefined ) object.focus = data.focus;
  35241. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35242. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35243. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35244. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35245. break;
  35246. case 'OrthographicCamera':
  35247. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35248. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35249. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35250. break;
  35251. case 'AmbientLight':
  35252. object = new AmbientLight( data.color, data.intensity );
  35253. break;
  35254. case 'DirectionalLight':
  35255. object = new DirectionalLight( data.color, data.intensity );
  35256. object.target = data.target || '';
  35257. break;
  35258. case 'PointLight':
  35259. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35260. break;
  35261. case 'RectAreaLight':
  35262. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35263. break;
  35264. case 'SpotLight':
  35265. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35266. object.target = data.target || '';
  35267. break;
  35268. case 'HemisphereLight':
  35269. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35270. break;
  35271. case 'LightProbe':
  35272. object = new LightProbe().fromJSON( data );
  35273. break;
  35274. case 'SkinnedMesh':
  35275. geometry = getGeometry( data.geometry );
  35276. material = getMaterial( data.material );
  35277. object = new SkinnedMesh( geometry, material );
  35278. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35279. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35280. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35281. break;
  35282. case 'Mesh':
  35283. geometry = getGeometry( data.geometry );
  35284. material = getMaterial( data.material );
  35285. object = new Mesh( geometry, material );
  35286. break;
  35287. case 'InstancedMesh':
  35288. geometry = getGeometry( data.geometry );
  35289. material = getMaterial( data.material );
  35290. const count = data.count;
  35291. const instanceMatrix = data.instanceMatrix;
  35292. const instanceColor = data.instanceColor;
  35293. object = new InstancedMesh( geometry, material, count );
  35294. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35295. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35296. break;
  35297. case 'BatchedMesh':
  35298. geometry = getGeometry( data.geometry );
  35299. material = getMaterial( data.material );
  35300. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35301. object.geometry = geometry;
  35302. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35303. object.sortObjects = data.sortObjects;
  35304. object._drawRanges = data.drawRanges;
  35305. object._reservedRanges = data.reservedRanges;
  35306. object._geometryInfo = data.geometryInfo.map( info => {
  35307. let box = null;
  35308. let sphere = null;
  35309. if ( info.boundingBox !== undefined ) {
  35310. box = new Box3().fromJSON( info.boundingBox );
  35311. }
  35312. if ( info.boundingSphere !== undefined ) {
  35313. sphere = new Sphere().fromJSON( info.boundingSphere );
  35314. }
  35315. return {
  35316. ...info,
  35317. boundingBox: box,
  35318. boundingSphere: sphere
  35319. };
  35320. } );
  35321. object._instanceInfo = data.instanceInfo;
  35322. object._availableInstanceIds = data._availableInstanceIds;
  35323. object._availableGeometryIds = data._availableGeometryIds;
  35324. object._nextIndexStart = data.nextIndexStart;
  35325. object._nextVertexStart = data.nextVertexStart;
  35326. object._geometryCount = data.geometryCount;
  35327. object._maxInstanceCount = data.maxInstanceCount;
  35328. object._maxVertexCount = data.maxVertexCount;
  35329. object._maxIndexCount = data.maxIndexCount;
  35330. object._geometryInitialized = data.geometryInitialized;
  35331. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35332. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35333. if ( data.colorsTexture !== undefined ) {
  35334. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35335. }
  35336. if ( data.boundingSphere !== undefined ) {
  35337. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35338. }
  35339. if ( data.boundingBox !== undefined ) {
  35340. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35341. }
  35342. break;
  35343. case 'LOD':
  35344. object = new LOD();
  35345. break;
  35346. case 'Line':
  35347. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35348. break;
  35349. case 'LineLoop':
  35350. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35351. break;
  35352. case 'LineSegments':
  35353. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35354. break;
  35355. case 'PointCloud':
  35356. case 'Points':
  35357. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35358. break;
  35359. case 'Sprite':
  35360. object = new Sprite( getMaterial( data.material ) );
  35361. break;
  35362. case 'Group':
  35363. object = new Group();
  35364. break;
  35365. case 'Bone':
  35366. object = new Bone();
  35367. break;
  35368. default:
  35369. object = new Object3D();
  35370. }
  35371. object.uuid = data.uuid;
  35372. if ( data.name !== undefined ) object.name = data.name;
  35373. if ( data.matrix !== undefined ) {
  35374. object.matrix.fromArray( data.matrix );
  35375. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35376. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35377. } else {
  35378. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35379. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35380. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35381. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35382. }
  35383. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35384. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35385. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35386. if ( data.shadow ) {
  35387. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35388. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35389. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35390. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35391. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35392. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35393. }
  35394. if ( data.visible !== undefined ) object.visible = data.visible;
  35395. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35396. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35397. if ( data.userData !== undefined ) object.userData = data.userData;
  35398. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35399. if ( data.children !== undefined ) {
  35400. const children = data.children;
  35401. for ( let i = 0; i < children.length; i ++ ) {
  35402. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35403. }
  35404. }
  35405. if ( data.animations !== undefined ) {
  35406. const objectAnimations = data.animations;
  35407. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35408. const uuid = objectAnimations[ i ];
  35409. object.animations.push( animations[ uuid ] );
  35410. }
  35411. }
  35412. if ( data.type === 'LOD' ) {
  35413. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35414. const levels = data.levels;
  35415. for ( let l = 0; l < levels.length; l ++ ) {
  35416. const level = levels[ l ];
  35417. const child = object.getObjectByProperty( 'uuid', level.object );
  35418. if ( child !== undefined ) {
  35419. object.addLevel( child, level.distance, level.hysteresis );
  35420. }
  35421. }
  35422. }
  35423. return object;
  35424. }
  35425. bindSkeletons( object, skeletons ) {
  35426. if ( Object.keys( skeletons ).length === 0 ) return;
  35427. object.traverse( function ( child ) {
  35428. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35429. const skeleton = skeletons[ child.skeleton ];
  35430. if ( skeleton === undefined ) {
  35431. console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35432. } else {
  35433. child.bind( skeleton, child.bindMatrix );
  35434. }
  35435. }
  35436. } );
  35437. }
  35438. bindLightTargets( object ) {
  35439. object.traverse( function ( child ) {
  35440. if ( child.isDirectionalLight || child.isSpotLight ) {
  35441. const uuid = child.target;
  35442. const target = object.getObjectByProperty( 'uuid', uuid );
  35443. if ( target !== undefined ) {
  35444. child.target = target;
  35445. } else {
  35446. child.target = new Object3D();
  35447. }
  35448. }
  35449. } );
  35450. }
  35451. }
  35452. const TEXTURE_MAPPING = {
  35453. UVMapping: UVMapping,
  35454. CubeReflectionMapping: CubeReflectionMapping,
  35455. CubeRefractionMapping: CubeRefractionMapping,
  35456. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35457. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35458. CubeUVReflectionMapping: CubeUVReflectionMapping
  35459. };
  35460. const TEXTURE_WRAPPING = {
  35461. RepeatWrapping: RepeatWrapping,
  35462. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35463. MirroredRepeatWrapping: MirroredRepeatWrapping
  35464. };
  35465. const TEXTURE_FILTER = {
  35466. NearestFilter: NearestFilter,
  35467. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35468. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35469. LinearFilter: LinearFilter,
  35470. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35471. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35472. };
  35473. const _errorMap = new WeakMap();
  35474. /**
  35475. * A loader for loading images as an [ImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap}.
  35476. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35477. * textures for rendering.
  35478. *
  35479. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35480. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35481. *
  35482. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35483. *
  35484. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35485. *
  35486. * ```js
  35487. * const loader = new THREE.ImageBitmapLoader();
  35488. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35489. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35490. *
  35491. * const texture = new THREE.Texture( imageBitmap );
  35492. * texture.needsUpdate = true;
  35493. * ```
  35494. *
  35495. * @augments Loader
  35496. */
  35497. class ImageBitmapLoader extends Loader {
  35498. /**
  35499. * Constructs a new image bitmap loader.
  35500. *
  35501. * @param {LoadingManager} [manager] - The loading manager.
  35502. */
  35503. constructor( manager ) {
  35504. super( manager );
  35505. /**
  35506. * This flag can be used for type testing.
  35507. *
  35508. * @type {boolean}
  35509. * @readonly
  35510. * @default true
  35511. */
  35512. this.isImageBitmapLoader = true;
  35513. if ( typeof createImageBitmap === 'undefined' ) {
  35514. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  35515. }
  35516. if ( typeof fetch === 'undefined' ) {
  35517. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  35518. }
  35519. /**
  35520. * Represents the loader options.
  35521. *
  35522. * @type {Object}
  35523. * @default {premultiplyAlpha:'none'}
  35524. */
  35525. this.options = { premultiplyAlpha: 'none' };
  35526. /**
  35527. * Used for aborting requests.
  35528. *
  35529. * @private
  35530. * @type {AbortController}
  35531. */
  35532. this._abortController = new AbortController();
  35533. }
  35534. /**
  35535. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35536. * [createImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap}.
  35537. *
  35538. * @param {Object} options - The loader options to set.
  35539. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35540. */
  35541. setOptions( options ) {
  35542. this.options = options;
  35543. return this;
  35544. }
  35545. /**
  35546. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35547. *
  35548. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35549. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35550. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35551. * @param {onErrorCallback} onError - Executed when errors occur.
  35552. * @return {ImageBitmap|undefined} The image bitmap.
  35553. */
  35554. load( url, onLoad, onProgress, onError ) {
  35555. if ( url === undefined ) url = '';
  35556. if ( this.path !== undefined ) url = this.path + url;
  35557. url = this.manager.resolveURL( url );
  35558. const scope = this;
  35559. const cached = Cache.get( `image-bitmap:${url}` );
  35560. if ( cached !== undefined ) {
  35561. scope.manager.itemStart( url );
  35562. // If cached is a promise, wait for it to resolve
  35563. if ( cached.then ) {
  35564. cached.then( imageBitmap => {
  35565. // check if there is an error for the cached promise
  35566. if ( _errorMap.has( cached ) === true ) {
  35567. if ( onError ) onError( _errorMap.get( cached ) );
  35568. scope.manager.itemError( url );
  35569. scope.manager.itemEnd( url );
  35570. } else {
  35571. if ( onLoad ) onLoad( imageBitmap );
  35572. scope.manager.itemEnd( url );
  35573. return imageBitmap;
  35574. }
  35575. } );
  35576. return;
  35577. }
  35578. // If cached is not a promise (i.e., it's already an imageBitmap)
  35579. setTimeout( function () {
  35580. if ( onLoad ) onLoad( cached );
  35581. scope.manager.itemEnd( url );
  35582. }, 0 );
  35583. return cached;
  35584. }
  35585. const fetchOptions = {};
  35586. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35587. fetchOptions.headers = this.requestHeader;
  35588. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35589. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35590. return res.blob();
  35591. } ).then( function ( blob ) {
  35592. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35593. } ).then( function ( imageBitmap ) {
  35594. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35595. if ( onLoad ) onLoad( imageBitmap );
  35596. scope.manager.itemEnd( url );
  35597. return imageBitmap;
  35598. } ).catch( function ( e ) {
  35599. if ( onError ) onError( e );
  35600. _errorMap.set( promise, e );
  35601. Cache.remove( `image-bitmap:${url}` );
  35602. scope.manager.itemError( url );
  35603. scope.manager.itemEnd( url );
  35604. } );
  35605. Cache.add( `image-bitmap:${url}`, promise );
  35606. scope.manager.itemStart( url );
  35607. }
  35608. /**
  35609. * Aborts ongoing fetch requests.
  35610. *
  35611. * @return {ImageBitmapLoader} A reference to this instance.
  35612. */
  35613. abort() {
  35614. this._abortController.abort();
  35615. this._abortController = new AbortController();
  35616. return this;
  35617. }
  35618. }
  35619. let _context;
  35620. /**
  35621. * Manages the global audio context in the engine.
  35622. *
  35623. * @hideconstructor
  35624. */
  35625. class AudioContext {
  35626. /**
  35627. * Returns the global native audio context.
  35628. *
  35629. * @return {AudioContext} The native audio context.
  35630. */
  35631. static getContext() {
  35632. if ( _context === undefined ) {
  35633. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35634. }
  35635. return _context;
  35636. }
  35637. /**
  35638. * Allows to set the global native audio context from outside.
  35639. *
  35640. * @param {AudioContext} value - The native context to set.
  35641. */
  35642. static setContext( value ) {
  35643. _context = value;
  35644. }
  35645. }
  35646. /**
  35647. * Class for loading audio buffers. Audios are internally
  35648. * loaded via {@link FileLoader}.
  35649. *
  35650. * ```js
  35651. * const audioListener = new THREE.AudioListener();
  35652. * const ambientSound = new THREE.Audio( audioListener );
  35653. *
  35654. * const loader = new THREE.AudioLoader();
  35655. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35656. *
  35657. * ambientSound.setBuffer( audioBuffer );
  35658. * ambientSound.play();
  35659. * ```
  35660. *
  35661. * @augments Loader
  35662. */
  35663. class AudioLoader extends Loader {
  35664. /**
  35665. * Constructs a new audio loader.
  35666. *
  35667. * @param {LoadingManager} [manager] - The loading manager.
  35668. */
  35669. constructor( manager ) {
  35670. super( manager );
  35671. }
  35672. /**
  35673. * Starts loading from the given URL and passes the loaded audio buffer
  35674. * to the `onLoad()` callback.
  35675. *
  35676. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35677. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35678. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35679. * @param {onErrorCallback} onError - Executed when errors occur.
  35680. */
  35681. load( url, onLoad, onProgress, onError ) {
  35682. const scope = this;
  35683. const loader = new FileLoader( this.manager );
  35684. loader.setResponseType( 'arraybuffer' );
  35685. loader.setPath( this.path );
  35686. loader.setRequestHeader( this.requestHeader );
  35687. loader.setWithCredentials( this.withCredentials );
  35688. loader.load( url, function ( buffer ) {
  35689. try {
  35690. // Create a copy of the buffer. The `decodeAudioData` method
  35691. // detaches the buffer when complete, preventing reuse.
  35692. const bufferCopy = buffer.slice( 0 );
  35693. const context = AudioContext.getContext();
  35694. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35695. onLoad( audioBuffer );
  35696. } ).catch( handleError );
  35697. } catch ( e ) {
  35698. handleError( e );
  35699. }
  35700. }, onProgress, onError );
  35701. function handleError( e ) {
  35702. if ( onError ) {
  35703. onError( e );
  35704. } else {
  35705. console.error( e );
  35706. }
  35707. scope.manager.itemError( url );
  35708. }
  35709. }
  35710. }
  35711. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35712. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35713. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35714. /**
  35715. * A special type of camera that uses two perspective cameras with
  35716. * stereoscopic projection. Can be used for rendering stereo effects
  35717. * like [3D Anaglyph]{@link https://en.wikipedia.org/wiki/Anaglyph_3D} or
  35718. * [Parallax Barrier]{@link https://en.wikipedia.org/wiki/parallax_barrier}.
  35719. */
  35720. class StereoCamera {
  35721. /**
  35722. * Constructs a new stereo camera.
  35723. */
  35724. constructor() {
  35725. /**
  35726. * The type property is used for detecting the object type
  35727. * in context of serialization/deserialization.
  35728. *
  35729. * @type {string}
  35730. * @readonly
  35731. */
  35732. this.type = 'StereoCamera';
  35733. /**
  35734. * The aspect.
  35735. *
  35736. * @type {number}
  35737. * @default 1
  35738. */
  35739. this.aspect = 1;
  35740. /**
  35741. * The eye separation which represents the distance
  35742. * between the left and right camera.
  35743. *
  35744. * @type {number}
  35745. * @default 0.064
  35746. */
  35747. this.eyeSep = 0.064;
  35748. /**
  35749. * The camera representing the left eye. This is added to layer `1` so objects to be
  35750. * rendered by the left camera must also be added to this layer.
  35751. *
  35752. * @type {PerspectiveCamera}
  35753. */
  35754. this.cameraL = new PerspectiveCamera();
  35755. this.cameraL.layers.enable( 1 );
  35756. this.cameraL.matrixAutoUpdate = false;
  35757. /**
  35758. * The camera representing the right eye. This is added to layer `2` so objects to be
  35759. * rendered by the right camera must also be added to this layer.
  35760. *
  35761. * @type {PerspectiveCamera}
  35762. */
  35763. this.cameraR = new PerspectiveCamera();
  35764. this.cameraR.layers.enable( 2 );
  35765. this.cameraR.matrixAutoUpdate = false;
  35766. this._cache = {
  35767. focus: null,
  35768. fov: null,
  35769. aspect: null,
  35770. near: null,
  35771. far: null,
  35772. zoom: null,
  35773. eyeSep: null
  35774. };
  35775. }
  35776. /**
  35777. * Updates the stereo camera based on the given perspective camera.
  35778. *
  35779. * @param {PerspectiveCamera} camera - The perspective camera.
  35780. */
  35781. update( camera ) {
  35782. const cache = this._cache;
  35783. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35784. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35785. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35786. if ( needsUpdate ) {
  35787. cache.focus = camera.focus;
  35788. cache.fov = camera.fov;
  35789. cache.aspect = camera.aspect * this.aspect;
  35790. cache.near = camera.near;
  35791. cache.far = camera.far;
  35792. cache.zoom = camera.zoom;
  35793. cache.eyeSep = this.eyeSep;
  35794. // Off-axis stereoscopic effect based on
  35795. // http://paulbourke.net/stereographics/stereorender/
  35796. _projectionMatrix.copy( camera.projectionMatrix );
  35797. const eyeSepHalf = cache.eyeSep / 2;
  35798. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  35799. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  35800. let xmin, xmax;
  35801. // translate xOffset
  35802. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  35803. _eyeRight.elements[ 12 ] = eyeSepHalf;
  35804. // for left eye
  35805. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  35806. xmax = ymax * cache.aspect + eyeSepOnProjection;
  35807. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35808. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35809. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  35810. // for right eye
  35811. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  35812. xmax = ymax * cache.aspect - eyeSepOnProjection;
  35813. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35814. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35815. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  35816. }
  35817. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  35818. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  35819. }
  35820. }
  35821. /**
  35822. * This type of camera can be used in order to efficiently render a scene with a
  35823. * predefined set of cameras. This is an important performance aspect for
  35824. * rendering VR scenes.
  35825. *
  35826. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  35827. * to define for each sub camera the `viewport` property which determines the
  35828. * part of the viewport that is rendered with this camera.
  35829. *
  35830. * @augments PerspectiveCamera
  35831. */
  35832. class ArrayCamera extends PerspectiveCamera {
  35833. /**
  35834. * Constructs a new array camera.
  35835. *
  35836. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  35837. */
  35838. constructor( array = [] ) {
  35839. super();
  35840. /**
  35841. * This flag can be used for type testing.
  35842. *
  35843. * @type {boolean}
  35844. * @readonly
  35845. * @default true
  35846. */
  35847. this.isArrayCamera = true;
  35848. /**
  35849. * Whether this camera is used with multiview rendering or not.
  35850. *
  35851. * @type {boolean}
  35852. * @readonly
  35853. * @default false
  35854. */
  35855. this.isMultiViewCamera = false;
  35856. /**
  35857. * An array of perspective sub cameras.
  35858. *
  35859. * @type {Array<PerspectiveCamera>}
  35860. */
  35861. this.cameras = array;
  35862. }
  35863. }
  35864. /**
  35865. * Class for keeping track of time.
  35866. */
  35867. class Clock {
  35868. /**
  35869. * Constructs a new clock.
  35870. *
  35871. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  35872. * `getDelta()` is called for the first time.
  35873. */
  35874. constructor( autoStart = true ) {
  35875. /**
  35876. * If set to `true`, the clock starts automatically when `getDelta()` is called
  35877. * for the first time.
  35878. *
  35879. * @type {boolean}
  35880. * @default true
  35881. */
  35882. this.autoStart = autoStart;
  35883. /**
  35884. * Holds the time at which the clock's `start()` method was last called.
  35885. *
  35886. * @type {number}
  35887. * @default 0
  35888. */
  35889. this.startTime = 0;
  35890. /**
  35891. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  35892. * `getDelta()` methods were last called.
  35893. *
  35894. * @type {number}
  35895. * @default 0
  35896. */
  35897. this.oldTime = 0;
  35898. /**
  35899. * Keeps track of the total time that the clock has been running.
  35900. *
  35901. * @type {number}
  35902. * @default 0
  35903. */
  35904. this.elapsedTime = 0;
  35905. /**
  35906. * Whether the clock is running or not.
  35907. *
  35908. * @type {boolean}
  35909. * @default true
  35910. */
  35911. this.running = false;
  35912. }
  35913. /**
  35914. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  35915. * called by the class.
  35916. */
  35917. start() {
  35918. this.startTime = performance.now();
  35919. this.oldTime = this.startTime;
  35920. this.elapsedTime = 0;
  35921. this.running = true;
  35922. }
  35923. /**
  35924. * Stops the clock.
  35925. */
  35926. stop() {
  35927. this.getElapsedTime();
  35928. this.running = false;
  35929. this.autoStart = false;
  35930. }
  35931. /**
  35932. * Returns the elapsed time in seconds.
  35933. *
  35934. * @return {number} The elapsed time.
  35935. */
  35936. getElapsedTime() {
  35937. this.getDelta();
  35938. return this.elapsedTime;
  35939. }
  35940. /**
  35941. * Returns the delta time in seconds.
  35942. *
  35943. * @return {number} The delta time.
  35944. */
  35945. getDelta() {
  35946. let diff = 0;
  35947. if ( this.autoStart && ! this.running ) {
  35948. this.start();
  35949. return 0;
  35950. }
  35951. if ( this.running ) {
  35952. const newTime = performance.now();
  35953. diff = ( newTime - this.oldTime ) / 1000;
  35954. this.oldTime = newTime;
  35955. this.elapsedTime += diff;
  35956. }
  35957. return diff;
  35958. }
  35959. }
  35960. const _position$1 = /*@__PURE__*/ new Vector3();
  35961. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  35962. const _scale$1 = /*@__PURE__*/ new Vector3();
  35963. const _forward = /*@__PURE__*/ new Vector3();
  35964. const _up = /*@__PURE__*/ new Vector3();
  35965. /**
  35966. * The class represents a virtual listener of the all positional and non-positional audio effects
  35967. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  35968. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  35969. *
  35970. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  35971. * camera represents the 3D transformation of the listener.
  35972. *
  35973. * @augments Object3D
  35974. */
  35975. class AudioListener extends Object3D {
  35976. /**
  35977. * Constructs a new audio listener.
  35978. */
  35979. constructor() {
  35980. super();
  35981. this.type = 'AudioListener';
  35982. /**
  35983. * The native audio context.
  35984. *
  35985. * @type {AudioContext}
  35986. * @readonly
  35987. */
  35988. this.context = AudioContext.getContext();
  35989. /**
  35990. * The gain node used for volume control.
  35991. *
  35992. * @type {GainNode}
  35993. * @readonly
  35994. */
  35995. this.gain = this.context.createGain();
  35996. this.gain.connect( this.context.destination );
  35997. /**
  35998. * An optional filter.
  35999. *
  36000. * Defined via {@link AudioListener#setFilter}.
  36001. *
  36002. * @type {?AudioNode}
  36003. * @default null
  36004. * @readonly
  36005. */
  36006. this.filter = null;
  36007. /**
  36008. * Time delta values required for `linearRampToValueAtTime()` usage.
  36009. *
  36010. * @type {number}
  36011. * @default 0
  36012. * @readonly
  36013. */
  36014. this.timeDelta = 0;
  36015. // private
  36016. this._clock = new Clock();
  36017. }
  36018. /**
  36019. * Returns the listener's input node.
  36020. *
  36021. * This method is used by other audio nodes to connect to this listener.
  36022. *
  36023. * @return {GainNode} The input node.
  36024. */
  36025. getInput() {
  36026. return this.gain;
  36027. }
  36028. /**
  36029. * Removes the current filter from this listener.
  36030. *
  36031. * @return {AudioListener} A reference to this listener.
  36032. */
  36033. removeFilter() {
  36034. if ( this.filter !== null ) {
  36035. this.gain.disconnect( this.filter );
  36036. this.filter.disconnect( this.context.destination );
  36037. this.gain.connect( this.context.destination );
  36038. this.filter = null;
  36039. }
  36040. return this;
  36041. }
  36042. /**
  36043. * Returns the current set filter.
  36044. *
  36045. * @return {?AudioNode} The filter.
  36046. */
  36047. getFilter() {
  36048. return this.filter;
  36049. }
  36050. /**
  36051. * Sets the given filter to this listener.
  36052. *
  36053. * @param {AudioNode} value - The filter to set.
  36054. * @return {AudioListener} A reference to this listener.
  36055. */
  36056. setFilter( value ) {
  36057. if ( this.filter !== null ) {
  36058. this.gain.disconnect( this.filter );
  36059. this.filter.disconnect( this.context.destination );
  36060. } else {
  36061. this.gain.disconnect( this.context.destination );
  36062. }
  36063. this.filter = value;
  36064. this.gain.connect( this.filter );
  36065. this.filter.connect( this.context.destination );
  36066. return this;
  36067. }
  36068. /**
  36069. * Returns the applications master volume.
  36070. *
  36071. * @return {number} The master volume.
  36072. */
  36073. getMasterVolume() {
  36074. return this.gain.gain.value;
  36075. }
  36076. /**
  36077. * Sets the applications master volume. This volume setting affects
  36078. * all audio nodes in the scene.
  36079. *
  36080. * @param {number} value - The master volume to set.
  36081. * @return {AudioListener} A reference to this listener.
  36082. */
  36083. setMasterVolume( value ) {
  36084. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36085. return this;
  36086. }
  36087. updateMatrixWorld( force ) {
  36088. super.updateMatrixWorld( force );
  36089. const listener = this.context.listener;
  36090. this.timeDelta = this._clock.getDelta();
  36091. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36092. // the initial forward and up directions must be orthogonal
  36093. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36094. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36095. if ( listener.positionX ) {
  36096. // code path for Chrome (see #14393)
  36097. const endTime = this.context.currentTime + this.timeDelta;
  36098. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36099. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36100. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36101. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36102. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36103. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36104. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36105. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36106. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36107. } else {
  36108. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36109. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36110. }
  36111. }
  36112. }
  36113. /**
  36114. * Represents a non-positional ( global ) audio object.
  36115. *
  36116. * This and related audio modules make use of the [Web Audio API]{@link https://www.w3.org/TR/webaudio-1.1/}.
  36117. *
  36118. * ```js
  36119. * // create an AudioListener and add it to the camera
  36120. * const listener = new THREE.AudioListener();
  36121. * camera.add( listener );
  36122. *
  36123. * // create a global audio source
  36124. * const sound = new THREE.Audio( listener );
  36125. *
  36126. * // load a sound and set it as the Audio object's buffer
  36127. * const audioLoader = new THREE.AudioLoader();
  36128. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36129. * sound.setBuffer( buffer );
  36130. * sound.setLoop( true );
  36131. * sound.setVolume( 0.5 );
  36132. * sound.play();
  36133. * });
  36134. * ```
  36135. *
  36136. * @augments Object3D
  36137. */
  36138. class Audio extends Object3D {
  36139. /**
  36140. * Constructs a new audio.
  36141. *
  36142. * @param {AudioListener} listener - The global audio listener.
  36143. */
  36144. constructor( listener ) {
  36145. super();
  36146. this.type = 'Audio';
  36147. /**
  36148. * The global audio listener.
  36149. *
  36150. * @type {AudioListener}
  36151. * @readonly
  36152. */
  36153. this.listener = listener;
  36154. /**
  36155. * The audio context.
  36156. *
  36157. * @type {AudioContext}
  36158. * @readonly
  36159. */
  36160. this.context = listener.context;
  36161. /**
  36162. * The gain node used for volume control.
  36163. *
  36164. * @type {GainNode}
  36165. * @readonly
  36166. */
  36167. this.gain = this.context.createGain();
  36168. this.gain.connect( listener.getInput() );
  36169. /**
  36170. * Whether to start playback automatically or not.
  36171. *
  36172. * @type {boolean}
  36173. * @default false
  36174. */
  36175. this.autoplay = false;
  36176. /**
  36177. * A reference to an audio buffer.
  36178. *
  36179. * Defined via {@link Audio#setBuffer}.
  36180. *
  36181. * @type {?AudioBuffer}
  36182. * @default null
  36183. * @readonly
  36184. */
  36185. this.buffer = null;
  36186. /**
  36187. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36188. * +/- 1200 is an octave.
  36189. *
  36190. * Defined via {@link Audio#setDetune}.
  36191. *
  36192. * @type {number}
  36193. * @default 0
  36194. * @readonly
  36195. */
  36196. this.detune = 0;
  36197. /**
  36198. * Whether the audio should loop or not.
  36199. *
  36200. * Defined via {@link Audio#setLoop}.
  36201. *
  36202. * @type {boolean}
  36203. * @default false
  36204. * @readonly
  36205. */
  36206. this.loop = false;
  36207. /**
  36208. * Defines where in the audio buffer the replay should
  36209. * start, in seconds.
  36210. *
  36211. * @type {number}
  36212. * @default 0
  36213. */
  36214. this.loopStart = 0;
  36215. /**
  36216. * Defines where in the audio buffer the replay should
  36217. * stop, in seconds.
  36218. *
  36219. * @type {number}
  36220. * @default 0
  36221. */
  36222. this.loopEnd = 0;
  36223. /**
  36224. * An offset to the time within the audio buffer the playback
  36225. * should begin, in seconds.
  36226. *
  36227. * @type {number}
  36228. * @default 0
  36229. */
  36230. this.offset = 0;
  36231. /**
  36232. * Overrides the default duration of the audio.
  36233. *
  36234. * @type {undefined|number}
  36235. * @default undefined
  36236. */
  36237. this.duration = undefined;
  36238. /**
  36239. * The playback speed.
  36240. *
  36241. * Defined via {@link Audio#setPlaybackRate}.
  36242. *
  36243. * @type {number}
  36244. * @readonly
  36245. * @default 1
  36246. */
  36247. this.playbackRate = 1;
  36248. /**
  36249. * Indicates whether the audio is playing or not.
  36250. *
  36251. * This flag will be automatically set when using {@link Audio#play},
  36252. * {@link Audio#pause}, {@link Audio#stop}.
  36253. *
  36254. * @type {boolean}
  36255. * @readonly
  36256. * @default false
  36257. */
  36258. this.isPlaying = false;
  36259. /**
  36260. * Indicates whether the audio playback can be controlled
  36261. * with method like {@link Audio#play} or {@link Audio#pause}.
  36262. *
  36263. * This flag will be automatically set when audio sources are
  36264. * defined.
  36265. *
  36266. * @type {boolean}
  36267. * @readonly
  36268. * @default true
  36269. */
  36270. this.hasPlaybackControl = true;
  36271. /**
  36272. * Holds a reference to the current audio source.
  36273. *
  36274. * The property is automatically by one of the `set*()` methods.
  36275. *
  36276. * @type {?AudioNode}
  36277. * @readonly
  36278. * @default null
  36279. */
  36280. this.source = null;
  36281. /**
  36282. * Defines the source type.
  36283. *
  36284. * The property is automatically by one of the `set*()` methods.
  36285. *
  36286. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36287. * @readonly
  36288. * @default 'empty'
  36289. */
  36290. this.sourceType = 'empty';
  36291. this._startedAt = 0;
  36292. this._progress = 0;
  36293. this._connected = false;
  36294. /**
  36295. * Can be used to apply a variety of low-order filters to create
  36296. * more complex sound effects e.g. via `BiquadFilterNode`.
  36297. *
  36298. * The property is automatically set by {@link Audio#setFilters}.
  36299. *
  36300. * @type {Array<AudioNode>}
  36301. * @readonly
  36302. */
  36303. this.filters = [];
  36304. }
  36305. /**
  36306. * Returns the output audio node.
  36307. *
  36308. * @return {GainNode} The output node.
  36309. */
  36310. getOutput() {
  36311. return this.gain;
  36312. }
  36313. /**
  36314. * Sets the given audio node as the source of this instance.
  36315. *
  36316. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36317. *
  36318. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36319. * @return {Audio} A reference to this instance.
  36320. */
  36321. setNodeSource( audioNode ) {
  36322. this.hasPlaybackControl = false;
  36323. this.sourceType = 'audioNode';
  36324. this.source = audioNode;
  36325. this.connect();
  36326. return this;
  36327. }
  36328. /**
  36329. * Sets the given media element as the source of this instance.
  36330. *
  36331. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36332. *
  36333. * @param {HTMLMediaElement} mediaElement - The media element.
  36334. * @return {Audio} A reference to this instance.
  36335. */
  36336. setMediaElementSource( mediaElement ) {
  36337. this.hasPlaybackControl = false;
  36338. this.sourceType = 'mediaNode';
  36339. this.source = this.context.createMediaElementSource( mediaElement );
  36340. this.connect();
  36341. return this;
  36342. }
  36343. /**
  36344. * Sets the given media stream as the source of this instance.
  36345. *
  36346. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36347. *
  36348. * @param {MediaStream} mediaStream - The media stream.
  36349. * @return {Audio} A reference to this instance.
  36350. */
  36351. setMediaStreamSource( mediaStream ) {
  36352. this.hasPlaybackControl = false;
  36353. this.sourceType = 'mediaStreamNode';
  36354. this.source = this.context.createMediaStreamSource( mediaStream );
  36355. this.connect();
  36356. return this;
  36357. }
  36358. /**
  36359. * Sets the given audio buffer as the source of this instance.
  36360. *
  36361. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36362. *
  36363. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36364. * @return {Audio} A reference to this instance.
  36365. */
  36366. setBuffer( audioBuffer ) {
  36367. this.buffer = audioBuffer;
  36368. this.sourceType = 'buffer';
  36369. if ( this.autoplay ) this.play();
  36370. return this;
  36371. }
  36372. /**
  36373. * Starts the playback of the audio.
  36374. *
  36375. * Can only be used with compatible audio sources that allow playback control.
  36376. *
  36377. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36378. * @return {Audio|undefined} A reference to this instance.
  36379. */
  36380. play( delay = 0 ) {
  36381. if ( this.isPlaying === true ) {
  36382. console.warn( 'THREE.Audio: Audio is already playing.' );
  36383. return;
  36384. }
  36385. if ( this.hasPlaybackControl === false ) {
  36386. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36387. return;
  36388. }
  36389. this._startedAt = this.context.currentTime + delay;
  36390. const source = this.context.createBufferSource();
  36391. source.buffer = this.buffer;
  36392. source.loop = this.loop;
  36393. source.loopStart = this.loopStart;
  36394. source.loopEnd = this.loopEnd;
  36395. source.onended = this.onEnded.bind( this );
  36396. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36397. this.isPlaying = true;
  36398. this.source = source;
  36399. this.setDetune( this.detune );
  36400. this.setPlaybackRate( this.playbackRate );
  36401. return this.connect();
  36402. }
  36403. /**
  36404. * Pauses the playback of the audio.
  36405. *
  36406. * Can only be used with compatible audio sources that allow playback control.
  36407. *
  36408. * @return {Audio|undefined} A reference to this instance.
  36409. */
  36410. pause() {
  36411. if ( this.hasPlaybackControl === false ) {
  36412. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36413. return;
  36414. }
  36415. if ( this.isPlaying === true ) {
  36416. // update current progress
  36417. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36418. if ( this.loop === true ) {
  36419. // ensure _progress does not exceed duration with looped audios
  36420. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36421. }
  36422. this.source.stop();
  36423. this.source.onended = null;
  36424. this.isPlaying = false;
  36425. }
  36426. return this;
  36427. }
  36428. /**
  36429. * Stops the playback of the audio.
  36430. *
  36431. * Can only be used with compatible audio sources that allow playback control.
  36432. *
  36433. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36434. * @return {Audio|undefined} A reference to this instance.
  36435. */
  36436. stop( delay = 0 ) {
  36437. if ( this.hasPlaybackControl === false ) {
  36438. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36439. return;
  36440. }
  36441. this._progress = 0;
  36442. if ( this.source !== null ) {
  36443. this.source.stop( this.context.currentTime + delay );
  36444. this.source.onended = null;
  36445. }
  36446. this.isPlaying = false;
  36447. return this;
  36448. }
  36449. /**
  36450. * Connects to the audio source. This is used internally on
  36451. * initialisation and when setting / removing filters.
  36452. *
  36453. * @return {Audio} A reference to this instance.
  36454. */
  36455. connect() {
  36456. if ( this.filters.length > 0 ) {
  36457. this.source.connect( this.filters[ 0 ] );
  36458. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36459. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36460. }
  36461. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36462. } else {
  36463. this.source.connect( this.getOutput() );
  36464. }
  36465. this._connected = true;
  36466. return this;
  36467. }
  36468. /**
  36469. * Disconnects to the audio source. This is used internally on
  36470. * initialisation and when setting / removing filters.
  36471. *
  36472. * @return {Audio|undefined} A reference to this instance.
  36473. */
  36474. disconnect() {
  36475. if ( this._connected === false ) {
  36476. return;
  36477. }
  36478. if ( this.filters.length > 0 ) {
  36479. this.source.disconnect( this.filters[ 0 ] );
  36480. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36481. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36482. }
  36483. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36484. } else {
  36485. this.source.disconnect( this.getOutput() );
  36486. }
  36487. this._connected = false;
  36488. return this;
  36489. }
  36490. /**
  36491. * Returns the current set filters.
  36492. *
  36493. * @return {Array<AudioNode>} The list of filters.
  36494. */
  36495. getFilters() {
  36496. return this.filters;
  36497. }
  36498. /**
  36499. * Sets an array of filters and connects them with the audio source.
  36500. *
  36501. * @param {Array<AudioNode>} [value] - A list of filters.
  36502. * @return {Audio} A reference to this instance.
  36503. */
  36504. setFilters( value ) {
  36505. if ( ! value ) value = [];
  36506. if ( this._connected === true ) {
  36507. this.disconnect();
  36508. this.filters = value.slice();
  36509. this.connect();
  36510. } else {
  36511. this.filters = value.slice();
  36512. }
  36513. return this;
  36514. }
  36515. /**
  36516. * Defines the detuning of oscillation in cents.
  36517. *
  36518. * @param {number} value - The detuning of oscillation in cents.
  36519. * @return {Audio} A reference to this instance.
  36520. */
  36521. setDetune( value ) {
  36522. this.detune = value;
  36523. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36524. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36525. }
  36526. return this;
  36527. }
  36528. /**
  36529. * Returns the detuning of oscillation in cents.
  36530. *
  36531. * @return {number} The detuning of oscillation in cents.
  36532. */
  36533. getDetune() {
  36534. return this.detune;
  36535. }
  36536. /**
  36537. * Returns the first filter in the list of filters.
  36538. *
  36539. * @return {AudioNode|undefined} The first filter in the list of filters.
  36540. */
  36541. getFilter() {
  36542. return this.getFilters()[ 0 ];
  36543. }
  36544. /**
  36545. * Applies a single filter node to the audio.
  36546. *
  36547. * @param {AudioNode} [filter] - The filter to set.
  36548. * @return {Audio} A reference to this instance.
  36549. */
  36550. setFilter( filter ) {
  36551. return this.setFilters( filter ? [ filter ] : [] );
  36552. }
  36553. /**
  36554. * Sets the playback rate.
  36555. *
  36556. * Can only be used with compatible audio sources that allow playback control.
  36557. *
  36558. * @param {number} [value] - The playback rate to set.
  36559. * @return {Audio|undefined} A reference to this instance.
  36560. */
  36561. setPlaybackRate( value ) {
  36562. if ( this.hasPlaybackControl === false ) {
  36563. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36564. return;
  36565. }
  36566. this.playbackRate = value;
  36567. if ( this.isPlaying === true ) {
  36568. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36569. }
  36570. return this;
  36571. }
  36572. /**
  36573. * Returns the current playback rate.
  36574. * @return {number} The playback rate.
  36575. */
  36576. getPlaybackRate() {
  36577. return this.playbackRate;
  36578. }
  36579. /**
  36580. * Automatically called when playback finished.
  36581. */
  36582. onEnded() {
  36583. this.isPlaying = false;
  36584. this._progress = 0;
  36585. }
  36586. /**
  36587. * Returns the loop flag.
  36588. *
  36589. * Can only be used with compatible audio sources that allow playback control.
  36590. *
  36591. * @return {boolean} Whether the audio should loop or not.
  36592. */
  36593. getLoop() {
  36594. if ( this.hasPlaybackControl === false ) {
  36595. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36596. return false;
  36597. }
  36598. return this.loop;
  36599. }
  36600. /**
  36601. * Sets the loop flag.
  36602. *
  36603. * Can only be used with compatible audio sources that allow playback control.
  36604. *
  36605. * @param {boolean} value - Whether the audio should loop or not.
  36606. * @return {Audio|undefined} A reference to this instance.
  36607. */
  36608. setLoop( value ) {
  36609. if ( this.hasPlaybackControl === false ) {
  36610. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36611. return;
  36612. }
  36613. this.loop = value;
  36614. if ( this.isPlaying === true ) {
  36615. this.source.loop = this.loop;
  36616. }
  36617. return this;
  36618. }
  36619. /**
  36620. * Sets the loop start value which defines where in the audio buffer the replay should
  36621. * start, in seconds.
  36622. *
  36623. * @param {number} value - The loop start value.
  36624. * @return {Audio} A reference to this instance.
  36625. */
  36626. setLoopStart( value ) {
  36627. this.loopStart = value;
  36628. return this;
  36629. }
  36630. /**
  36631. * Sets the loop end value which defines where in the audio buffer the replay should
  36632. * stop, in seconds.
  36633. *
  36634. * @param {number} value - The loop end value.
  36635. * @return {Audio} A reference to this instance.
  36636. */
  36637. setLoopEnd( value ) {
  36638. this.loopEnd = value;
  36639. return this;
  36640. }
  36641. /**
  36642. * Returns the volume.
  36643. *
  36644. * @return {number} The volume.
  36645. */
  36646. getVolume() {
  36647. return this.gain.gain.value;
  36648. }
  36649. /**
  36650. * Sets the volume.
  36651. *
  36652. * @param {number} value - The volume to set.
  36653. * @return {Audio} A reference to this instance.
  36654. */
  36655. setVolume( value ) {
  36656. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36657. return this;
  36658. }
  36659. copy( source, recursive ) {
  36660. super.copy( source, recursive );
  36661. if ( source.sourceType !== 'buffer' ) {
  36662. console.warn( 'THREE.Audio: Audio source type cannot be copied.' );
  36663. return this;
  36664. }
  36665. this.autoplay = source.autoplay;
  36666. this.buffer = source.buffer;
  36667. this.detune = source.detune;
  36668. this.loop = source.loop;
  36669. this.loopStart = source.loopStart;
  36670. this.loopEnd = source.loopEnd;
  36671. this.offset = source.offset;
  36672. this.duration = source.duration;
  36673. this.playbackRate = source.playbackRate;
  36674. this.hasPlaybackControl = source.hasPlaybackControl;
  36675. this.sourceType = source.sourceType;
  36676. this.filters = source.filters.slice();
  36677. return this;
  36678. }
  36679. clone( recursive ) {
  36680. return new this.constructor( this.listener ).copy( this, recursive );
  36681. }
  36682. }
  36683. const _position = /*@__PURE__*/ new Vector3();
  36684. const _quaternion = /*@__PURE__*/ new Quaternion();
  36685. const _scale = /*@__PURE__*/ new Vector3();
  36686. const _orientation = /*@__PURE__*/ new Vector3();
  36687. /**
  36688. * Represents a positional audio object.
  36689. *
  36690. * ```js
  36691. * // create an AudioListener and add it to the camera
  36692. * const listener = new THREE.AudioListener();
  36693. * camera.add( listener );
  36694. *
  36695. * // create the PositionalAudio object (passing in the listener)
  36696. * const sound = new THREE.PositionalAudio( listener );
  36697. *
  36698. * // load a sound and set it as the PositionalAudio object's buffer
  36699. * const audioLoader = new THREE.AudioLoader();
  36700. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36701. * sound.setBuffer( buffer );
  36702. * sound.setRefDistance( 20 );
  36703. * sound.play();
  36704. * });
  36705. *
  36706. * // create an object for the sound to play from
  36707. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36708. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36709. * const mesh = new THREE.Mesh( sphere, material );
  36710. * scene.add( mesh );
  36711. *
  36712. * // finally add the sound to the mesh
  36713. * mesh.add( sound );
  36714. *
  36715. * @augments Audio
  36716. */
  36717. class PositionalAudio extends Audio {
  36718. /**
  36719. * Constructs a positional audio.
  36720. *
  36721. * @param {AudioListener} listener - The global audio listener.
  36722. */
  36723. constructor( listener ) {
  36724. super( listener );
  36725. /**
  36726. * The panner node represents the location, direction, and behavior of an audio
  36727. * source in 3D space.
  36728. *
  36729. * @type {PannerNode}
  36730. * @readonly
  36731. */
  36732. this.panner = this.context.createPanner();
  36733. this.panner.panningModel = 'HRTF';
  36734. this.panner.connect( this.gain );
  36735. }
  36736. connect() {
  36737. super.connect();
  36738. this.panner.connect( this.gain );
  36739. return this;
  36740. }
  36741. disconnect() {
  36742. super.disconnect();
  36743. this.panner.disconnect( this.gain );
  36744. return this;
  36745. }
  36746. getOutput() {
  36747. return this.panner;
  36748. }
  36749. /**
  36750. * Returns the current reference distance.
  36751. *
  36752. * @return {number} The reference distance.
  36753. */
  36754. getRefDistance() {
  36755. return this.panner.refDistance;
  36756. }
  36757. /**
  36758. * Defines the reference distance for reducing volume as the audio source moves
  36759. * further from the listener – i.e. the distance at which the volume reduction
  36760. * starts taking effect.
  36761. *
  36762. * @param {number} value - The reference distance to set.
  36763. * @return {PositionalAudio} A reference to this instance.
  36764. */
  36765. setRefDistance( value ) {
  36766. this.panner.refDistance = value;
  36767. return this;
  36768. }
  36769. /**
  36770. * Returns the current rolloff factor.
  36771. *
  36772. * @return {number} The rolloff factor.
  36773. */
  36774. getRolloffFactor() {
  36775. return this.panner.rolloffFactor;
  36776. }
  36777. /**
  36778. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36779. *
  36780. * @param {number} value - The rolloff factor.
  36781. * @return {PositionalAudio} A reference to this instance.
  36782. */
  36783. setRolloffFactor( value ) {
  36784. this.panner.rolloffFactor = value;
  36785. return this;
  36786. }
  36787. /**
  36788. * Returns the current distance model.
  36789. *
  36790. * @return {('linear'|'inverse'|'exponential')} The distance model.
  36791. */
  36792. getDistanceModel() {
  36793. return this.panner.distanceModel;
  36794. }
  36795. /**
  36796. * Defines which algorithm to use to reduce the volume of the audio source
  36797. * as it moves away from the listener.
  36798. *
  36799. * Read [the spec]{@link https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype}
  36800. * for more details.
  36801. *
  36802. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  36803. * @return {PositionalAudio} A reference to this instance.
  36804. */
  36805. setDistanceModel( value ) {
  36806. this.panner.distanceModel = value;
  36807. return this;
  36808. }
  36809. /**
  36810. * Returns the current max distance.
  36811. *
  36812. * @return {number} The max distance.
  36813. */
  36814. getMaxDistance() {
  36815. return this.panner.maxDistance;
  36816. }
  36817. /**
  36818. * Defines the maximum distance between the audio source and the listener,
  36819. * after which the volume is not reduced any further.
  36820. *
  36821. * This value is used only by the `linear` distance model.
  36822. *
  36823. * @param {number} value - The max distance.
  36824. * @return {PositionalAudio} A reference to this instance.
  36825. */
  36826. setMaxDistance( value ) {
  36827. this.panner.maxDistance = value;
  36828. return this;
  36829. }
  36830. /**
  36831. * Sets the directional cone in which the audio can be listened.
  36832. *
  36833. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  36834. * @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.
  36835. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  36836. * @return {PositionalAudio} A reference to this instance.
  36837. */
  36838. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  36839. this.panner.coneInnerAngle = coneInnerAngle;
  36840. this.panner.coneOuterAngle = coneOuterAngle;
  36841. this.panner.coneOuterGain = coneOuterGain;
  36842. return this;
  36843. }
  36844. updateMatrixWorld( force ) {
  36845. super.updateMatrixWorld( force );
  36846. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  36847. this.matrixWorld.decompose( _position, _quaternion, _scale );
  36848. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  36849. const panner = this.panner;
  36850. if ( panner.positionX ) {
  36851. // code path for Chrome and Firefox (see #14393)
  36852. const endTime = this.context.currentTime + this.listener.timeDelta;
  36853. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  36854. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  36855. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  36856. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  36857. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  36858. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  36859. } else {
  36860. panner.setPosition( _position.x, _position.y, _position.z );
  36861. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  36862. }
  36863. }
  36864. }
  36865. /**
  36866. * This class can be used to analyse audio data.
  36867. *
  36868. * ```js
  36869. * // create an AudioListener and add it to the camera
  36870. * const listener = new THREE.AudioListener();
  36871. * camera.add( listener );
  36872. *
  36873. * // create an Audio source
  36874. * const sound = new THREE.Audio( listener );
  36875. *
  36876. * // load a sound and set it as the Audio object's buffer
  36877. * const audioLoader = new THREE.AudioLoader();
  36878. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36879. * sound.setBuffer( buffer );
  36880. * sound.setLoop(true);
  36881. * sound.setVolume(0.5);
  36882. * sound.play();
  36883. * });
  36884. *
  36885. * // create an AudioAnalyser, passing in the sound and desired fftSize
  36886. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  36887. *
  36888. * // get the average frequency of the sound
  36889. * const data = analyser.getAverageFrequency();
  36890. * ```
  36891. */
  36892. class AudioAnalyser {
  36893. /**
  36894. * Constructs a new audio analyzer.
  36895. *
  36896. * @param {Audio} audio - The audio to analyze.
  36897. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  36898. */
  36899. constructor( audio, fftSize = 2048 ) {
  36900. /**
  36901. * The global audio listener.
  36902. *
  36903. * @type {AnalyserNode}
  36904. */
  36905. this.analyser = audio.context.createAnalyser();
  36906. this.analyser.fftSize = fftSize;
  36907. /**
  36908. * Holds the analyzed data.
  36909. *
  36910. * @type {Uint8Array}
  36911. */
  36912. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  36913. audio.getOutput().connect( this.analyser );
  36914. }
  36915. /**
  36916. * Returns an array with frequency data of the audio.
  36917. *
  36918. * Each item in the array represents the decibel value for a specific frequency.
  36919. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  36920. * For example, for 48000 sample rate, the last item of the array will represent
  36921. * the decibel value for 24000 Hz.
  36922. *
  36923. * @return {Uint8Array} The frequency data.
  36924. */
  36925. getFrequencyData() {
  36926. this.analyser.getByteFrequencyData( this.data );
  36927. return this.data;
  36928. }
  36929. /**
  36930. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  36931. *
  36932. * @return {number} The average frequency.
  36933. */
  36934. getAverageFrequency() {
  36935. let value = 0;
  36936. const data = this.getFrequencyData();
  36937. for ( let i = 0; i < data.length; i ++ ) {
  36938. value += data[ i ];
  36939. }
  36940. return value / data.length;
  36941. }
  36942. }
  36943. /**
  36944. * Buffered scene graph property that allows weighted accumulation; used internally.
  36945. */
  36946. class PropertyMixer {
  36947. /**
  36948. * Constructs a new property mixer.
  36949. *
  36950. * @param {PropertyBinding} binding - The property binding.
  36951. * @param {string} typeName - The keyframe track type name.
  36952. * @param {number} valueSize - The keyframe track value size.
  36953. */
  36954. constructor( binding, typeName, valueSize ) {
  36955. /**
  36956. * The property binding.
  36957. *
  36958. * @type {PropertyBinding}
  36959. */
  36960. this.binding = binding;
  36961. /**
  36962. * The keyframe track value size.
  36963. *
  36964. * @type {number}
  36965. */
  36966. this.valueSize = valueSize;
  36967. let mixFunction,
  36968. mixFunctionAdditive,
  36969. setIdentity;
  36970. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  36971. //
  36972. // interpolators can use .buffer as their .result
  36973. // the data then goes to 'incoming'
  36974. //
  36975. // 'accu0' and 'accu1' are used frame-interleaved for
  36976. // the cumulative result and are compared to detect
  36977. // changes
  36978. //
  36979. // 'orig' stores the original state of the property
  36980. //
  36981. // 'add' is used for additive cumulative results
  36982. //
  36983. // 'work' is optional and is only present for quaternion types. It is used
  36984. // to store intermediate quaternion multiplication results
  36985. switch ( typeName ) {
  36986. case 'quaternion':
  36987. mixFunction = this._slerp;
  36988. mixFunctionAdditive = this._slerpAdditive;
  36989. setIdentity = this._setAdditiveIdentityQuaternion;
  36990. this.buffer = new Float64Array( valueSize * 6 );
  36991. this._workIndex = 5;
  36992. break;
  36993. case 'string':
  36994. case 'bool':
  36995. mixFunction = this._select;
  36996. // Use the regular mix function and for additive on these types,
  36997. // additive is not relevant for non-numeric types
  36998. mixFunctionAdditive = this._select;
  36999. setIdentity = this._setAdditiveIdentityOther;
  37000. this.buffer = new Array( valueSize * 5 );
  37001. break;
  37002. default:
  37003. mixFunction = this._lerp;
  37004. mixFunctionAdditive = this._lerpAdditive;
  37005. setIdentity = this._setAdditiveIdentityNumeric;
  37006. this.buffer = new Float64Array( valueSize * 5 );
  37007. }
  37008. this._mixBufferRegion = mixFunction;
  37009. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37010. this._setIdentity = setIdentity;
  37011. this._origIndex = 3;
  37012. this._addIndex = 4;
  37013. /**
  37014. * TODO
  37015. *
  37016. * @type {number}
  37017. * @default 0
  37018. */
  37019. this.cumulativeWeight = 0;
  37020. /**
  37021. * TODO
  37022. *
  37023. * @type {number}
  37024. * @default 0
  37025. */
  37026. this.cumulativeWeightAdditive = 0;
  37027. /**
  37028. * TODO
  37029. *
  37030. * @type {number}
  37031. * @default 0
  37032. */
  37033. this.useCount = 0;
  37034. /**
  37035. * TODO
  37036. *
  37037. * @type {number}
  37038. * @default 0
  37039. */
  37040. this.referenceCount = 0;
  37041. }
  37042. /**
  37043. * Accumulates data in the `incoming` region into `accu<i>`.
  37044. *
  37045. * @param {number} accuIndex - The accumulation index.
  37046. * @param {number} weight - The weight.
  37047. */
  37048. accumulate( accuIndex, weight ) {
  37049. // note: happily accumulating nothing when weight = 0, the caller knows
  37050. // the weight and shouldn't have made the call in the first place
  37051. const buffer = this.buffer,
  37052. stride = this.valueSize,
  37053. offset = accuIndex * stride + stride;
  37054. let currentWeight = this.cumulativeWeight;
  37055. if ( currentWeight === 0 ) {
  37056. // accuN := incoming * weight
  37057. for ( let i = 0; i !== stride; ++ i ) {
  37058. buffer[ offset + i ] = buffer[ i ];
  37059. }
  37060. currentWeight = weight;
  37061. } else {
  37062. // accuN := accuN + incoming * weight
  37063. currentWeight += weight;
  37064. const mix = weight / currentWeight;
  37065. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37066. }
  37067. this.cumulativeWeight = currentWeight;
  37068. }
  37069. /**
  37070. * Accumulates data in the `incoming` region into `add`.
  37071. *
  37072. * @param {number} weight - The weight.
  37073. */
  37074. accumulateAdditive( weight ) {
  37075. const buffer = this.buffer,
  37076. stride = this.valueSize,
  37077. offset = stride * this._addIndex;
  37078. if ( this.cumulativeWeightAdditive === 0 ) {
  37079. // add = identity
  37080. this._setIdentity();
  37081. }
  37082. // add := add + incoming * weight
  37083. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37084. this.cumulativeWeightAdditive += weight;
  37085. }
  37086. /**
  37087. * Applies the state of `accu<i>` to the binding when accus differ.
  37088. *
  37089. * @param {number} accuIndex - The accumulation index.
  37090. */
  37091. apply( accuIndex ) {
  37092. const stride = this.valueSize,
  37093. buffer = this.buffer,
  37094. offset = accuIndex * stride + stride,
  37095. weight = this.cumulativeWeight,
  37096. weightAdditive = this.cumulativeWeightAdditive,
  37097. binding = this.binding;
  37098. this.cumulativeWeight = 0;
  37099. this.cumulativeWeightAdditive = 0;
  37100. if ( weight < 1 ) {
  37101. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37102. const originalValueOffset = stride * this._origIndex;
  37103. this._mixBufferRegion(
  37104. buffer, offset, originalValueOffset, 1 - weight, stride );
  37105. }
  37106. if ( weightAdditive > 0 ) {
  37107. // accuN := accuN + additive accuN
  37108. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37109. }
  37110. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37111. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37112. // value has changed -> update scene graph
  37113. binding.setValue( buffer, offset );
  37114. break;
  37115. }
  37116. }
  37117. }
  37118. /**
  37119. * Remembers the state of the bound property and copy it to both accus.
  37120. */
  37121. saveOriginalState() {
  37122. const binding = this.binding;
  37123. const buffer = this.buffer,
  37124. stride = this.valueSize,
  37125. originalValueOffset = stride * this._origIndex;
  37126. binding.getValue( buffer, originalValueOffset );
  37127. // accu[0..1] := orig -- initially detect changes against the original
  37128. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37129. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37130. }
  37131. // Add to identity for additive
  37132. this._setIdentity();
  37133. this.cumulativeWeight = 0;
  37134. this.cumulativeWeightAdditive = 0;
  37135. }
  37136. /**
  37137. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37138. */
  37139. restoreOriginalState() {
  37140. const originalValueOffset = this.valueSize * 3;
  37141. this.binding.setValue( this.buffer, originalValueOffset );
  37142. }
  37143. // internals
  37144. _setAdditiveIdentityNumeric() {
  37145. const startIndex = this._addIndex * this.valueSize;
  37146. const endIndex = startIndex + this.valueSize;
  37147. for ( let i = startIndex; i < endIndex; i ++ ) {
  37148. this.buffer[ i ] = 0;
  37149. }
  37150. }
  37151. _setAdditiveIdentityQuaternion() {
  37152. this._setAdditiveIdentityNumeric();
  37153. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37154. }
  37155. _setAdditiveIdentityOther() {
  37156. const startIndex = this._origIndex * this.valueSize;
  37157. const targetIndex = this._addIndex * this.valueSize;
  37158. for ( let i = 0; i < this.valueSize; i ++ ) {
  37159. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37160. }
  37161. }
  37162. // mix functions
  37163. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37164. if ( t >= 0.5 ) {
  37165. for ( let i = 0; i !== stride; ++ i ) {
  37166. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37167. }
  37168. }
  37169. }
  37170. _slerp( buffer, dstOffset, srcOffset, t ) {
  37171. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37172. }
  37173. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37174. const workOffset = this._workIndex * stride;
  37175. // Store result in intermediate buffer offset
  37176. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37177. // Slerp to the intermediate result
  37178. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37179. }
  37180. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37181. const s = 1 - t;
  37182. for ( let i = 0; i !== stride; ++ i ) {
  37183. const j = dstOffset + i;
  37184. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37185. }
  37186. }
  37187. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37188. for ( let i = 0; i !== stride; ++ i ) {
  37189. const j = dstOffset + i;
  37190. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37191. }
  37192. }
  37193. }
  37194. // Characters [].:/ are reserved for track binding syntax.
  37195. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37196. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37197. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37198. // only latin characters, and the unicode \p{L} is not yet supported. So
  37199. // instead, we exclude reserved characters and match everything else.
  37200. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37201. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37202. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37203. // be matched to parse the rest of the track name.
  37204. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37205. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37206. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37207. // Object on target node, and accessor. May not contain reserved
  37208. // characters. Accessor may contain any character except closing bracket.
  37209. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37210. // Property and accessor. May not contain reserved characters. Accessor may
  37211. // contain any non-bracket characters.
  37212. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37213. const _trackRe = new RegExp( ''
  37214. + '^'
  37215. + _directoryRe
  37216. + _nodeRe
  37217. + _objectRe
  37218. + _propertyRe
  37219. + '$'
  37220. );
  37221. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37222. class Composite {
  37223. constructor( targetGroup, path, optionalParsedPath ) {
  37224. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37225. this._targetGroup = targetGroup;
  37226. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37227. }
  37228. getValue( array, offset ) {
  37229. this.bind(); // bind all binding
  37230. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37231. binding = this._bindings[ firstValidIndex ];
  37232. // and only call .getValue on the first
  37233. if ( binding !== undefined ) binding.getValue( array, offset );
  37234. }
  37235. setValue( array, offset ) {
  37236. const bindings = this._bindings;
  37237. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37238. bindings[ i ].setValue( array, offset );
  37239. }
  37240. }
  37241. bind() {
  37242. const bindings = this._bindings;
  37243. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37244. bindings[ i ].bind();
  37245. }
  37246. }
  37247. unbind() {
  37248. const bindings = this._bindings;
  37249. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37250. bindings[ i ].unbind();
  37251. }
  37252. }
  37253. }
  37254. // Note: This class uses a State pattern on a per-method basis:
  37255. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37256. // prototype version of these methods with one that represents
  37257. // the bound state. When the property is not found, the methods
  37258. // become no-ops.
  37259. /**
  37260. * This holds a reference to a real property in the scene graph; used internally.
  37261. */
  37262. class PropertyBinding {
  37263. /**
  37264. * Constructs a new property binding.
  37265. *
  37266. * @param {Object} rootNode - The root node.
  37267. * @param {string} path - The path.
  37268. * @param {?Object} [parsedPath] - The parsed path.
  37269. */
  37270. constructor( rootNode, path, parsedPath ) {
  37271. /**
  37272. * The object path to the animated property.
  37273. *
  37274. * @type {string}
  37275. */
  37276. this.path = path;
  37277. /**
  37278. * An object holding information about the path.
  37279. *
  37280. * @type {Object}
  37281. */
  37282. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37283. /**
  37284. * The object owns the animated property.
  37285. *
  37286. * @type {?Object}
  37287. */
  37288. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37289. /**
  37290. * The root node.
  37291. *
  37292. * @type {Object3D|Skeleton}
  37293. */
  37294. this.rootNode = rootNode;
  37295. // initial state of these methods that calls 'bind'
  37296. this.getValue = this._getValue_unbound;
  37297. this.setValue = this._setValue_unbound;
  37298. }
  37299. /**
  37300. * Factory method for creating a property binding from the given parameters.
  37301. *
  37302. * @static
  37303. * @param {Object} root - The root node.
  37304. * @param {string} path - The path.
  37305. * @param {?Object} [parsedPath] - The parsed path.
  37306. * @return {PropertyBinding|Composite} The created property binding or composite.
  37307. */
  37308. static create( root, path, parsedPath ) {
  37309. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37310. return new PropertyBinding( root, path, parsedPath );
  37311. } else {
  37312. return new PropertyBinding.Composite( root, path, parsedPath );
  37313. }
  37314. }
  37315. /**
  37316. * Replaces spaces with underscores and removes unsupported characters from
  37317. * node names, to ensure compatibility with parseTrackName().
  37318. *
  37319. * @param {string} name - Node name to be sanitized.
  37320. * @return {string} The sanitized node name.
  37321. */
  37322. static sanitizeNodeName( name ) {
  37323. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37324. }
  37325. /**
  37326. * Parses the given track name (an object path to an animated property) and
  37327. * returns an object with information about the path. Matches strings in the following forms:
  37328. *
  37329. * - nodeName.property
  37330. * - nodeName.property[accessor]
  37331. * - nodeName.material.property[accessor]
  37332. * - uuid.property[accessor]
  37333. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37334. * - parentName/nodeName.property
  37335. * - parentName/parentName/nodeName.property[index]
  37336. * - .bone[Armature.DEF_cog].position
  37337. * - scene:helium_balloon_model:helium_balloon_model.position
  37338. *
  37339. * @static
  37340. * @param {string} trackName - The track name to parse.
  37341. * @return {Object} The parsed track name as an object.
  37342. */
  37343. static parseTrackName( trackName ) {
  37344. const matches = _trackRe.exec( trackName );
  37345. if ( matches === null ) {
  37346. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37347. }
  37348. const results = {
  37349. // directoryName: matches[ 1 ], // (tschw) currently unused
  37350. nodeName: matches[ 2 ],
  37351. objectName: matches[ 3 ],
  37352. objectIndex: matches[ 4 ],
  37353. propertyName: matches[ 5 ], // required
  37354. propertyIndex: matches[ 6 ]
  37355. };
  37356. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37357. if ( lastDot !== undefined && lastDot !== -1 ) {
  37358. const objectName = results.nodeName.substring( lastDot + 1 );
  37359. // Object names must be checked against an allowlist. Otherwise, there
  37360. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37361. // 'bar' could be the objectName, or part of a nodeName (which can
  37362. // include '.' characters).
  37363. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37364. results.nodeName = results.nodeName.substring( 0, lastDot );
  37365. results.objectName = objectName;
  37366. }
  37367. }
  37368. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37369. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37370. }
  37371. return results;
  37372. }
  37373. /**
  37374. * Searches for a node in the hierarchy of the given root object by the given
  37375. * node name.
  37376. *
  37377. * @static
  37378. * @param {Object} root - The root object.
  37379. * @param {string|number} nodeName - The name of the node.
  37380. * @return {?Object} The found node. Returns `null` if no object was found.
  37381. */
  37382. static findNode( root, nodeName ) {
  37383. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37384. return root;
  37385. }
  37386. // search into skeleton bones.
  37387. if ( root.skeleton ) {
  37388. const bone = root.skeleton.getBoneByName( nodeName );
  37389. if ( bone !== undefined ) {
  37390. return bone;
  37391. }
  37392. }
  37393. // search into node subtree.
  37394. if ( root.children ) {
  37395. const searchNodeSubtree = function ( children ) {
  37396. for ( let i = 0; i < children.length; i ++ ) {
  37397. const childNode = children[ i ];
  37398. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37399. return childNode;
  37400. }
  37401. const result = searchNodeSubtree( childNode.children );
  37402. if ( result ) return result;
  37403. }
  37404. return null;
  37405. };
  37406. const subTreeNode = searchNodeSubtree( root.children );
  37407. if ( subTreeNode ) {
  37408. return subTreeNode;
  37409. }
  37410. }
  37411. return null;
  37412. }
  37413. // these are used to "bind" a nonexistent property
  37414. _getValue_unavailable() {}
  37415. _setValue_unavailable() {}
  37416. // Getters
  37417. _getValue_direct( buffer, offset ) {
  37418. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37419. }
  37420. _getValue_array( buffer, offset ) {
  37421. const source = this.resolvedProperty;
  37422. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37423. buffer[ offset ++ ] = source[ i ];
  37424. }
  37425. }
  37426. _getValue_arrayElement( buffer, offset ) {
  37427. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37428. }
  37429. _getValue_toArray( buffer, offset ) {
  37430. this.resolvedProperty.toArray( buffer, offset );
  37431. }
  37432. // Direct
  37433. _setValue_direct( buffer, offset ) {
  37434. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37435. }
  37436. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37437. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37438. this.targetObject.needsUpdate = true;
  37439. }
  37440. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37441. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37442. this.targetObject.matrixWorldNeedsUpdate = true;
  37443. }
  37444. // EntireArray
  37445. _setValue_array( buffer, offset ) {
  37446. const dest = this.resolvedProperty;
  37447. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37448. dest[ i ] = buffer[ offset ++ ];
  37449. }
  37450. }
  37451. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37452. const dest = this.resolvedProperty;
  37453. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37454. dest[ i ] = buffer[ offset ++ ];
  37455. }
  37456. this.targetObject.needsUpdate = true;
  37457. }
  37458. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37459. const dest = this.resolvedProperty;
  37460. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37461. dest[ i ] = buffer[ offset ++ ];
  37462. }
  37463. this.targetObject.matrixWorldNeedsUpdate = true;
  37464. }
  37465. // ArrayElement
  37466. _setValue_arrayElement( buffer, offset ) {
  37467. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37468. }
  37469. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37470. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37471. this.targetObject.needsUpdate = true;
  37472. }
  37473. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37474. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37475. this.targetObject.matrixWorldNeedsUpdate = true;
  37476. }
  37477. // HasToFromArray
  37478. _setValue_fromArray( buffer, offset ) {
  37479. this.resolvedProperty.fromArray( buffer, offset );
  37480. }
  37481. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37482. this.resolvedProperty.fromArray( buffer, offset );
  37483. this.targetObject.needsUpdate = true;
  37484. }
  37485. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37486. this.resolvedProperty.fromArray( buffer, offset );
  37487. this.targetObject.matrixWorldNeedsUpdate = true;
  37488. }
  37489. _getValue_unbound( targetArray, offset ) {
  37490. this.bind();
  37491. this.getValue( targetArray, offset );
  37492. }
  37493. _setValue_unbound( sourceArray, offset ) {
  37494. this.bind();
  37495. this.setValue( sourceArray, offset );
  37496. }
  37497. /**
  37498. * Creates a getter / setter pair for the property tracked by this binding.
  37499. */
  37500. bind() {
  37501. let targetObject = this.node;
  37502. const parsedPath = this.parsedPath;
  37503. const objectName = parsedPath.objectName;
  37504. const propertyName = parsedPath.propertyName;
  37505. let propertyIndex = parsedPath.propertyIndex;
  37506. if ( ! targetObject ) {
  37507. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37508. this.node = targetObject;
  37509. }
  37510. // set fail state so we can just 'return' on error
  37511. this.getValue = this._getValue_unavailable;
  37512. this.setValue = this._setValue_unavailable;
  37513. // ensure there is a value node
  37514. if ( ! targetObject ) {
  37515. console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );
  37516. return;
  37517. }
  37518. if ( objectName ) {
  37519. let objectIndex = parsedPath.objectIndex;
  37520. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37521. switch ( objectName ) {
  37522. case 'materials':
  37523. if ( ! targetObject.material ) {
  37524. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  37525. return;
  37526. }
  37527. if ( ! targetObject.material.materials ) {
  37528. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37529. return;
  37530. }
  37531. targetObject = targetObject.material.materials;
  37532. break;
  37533. case 'bones':
  37534. if ( ! targetObject.skeleton ) {
  37535. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37536. return;
  37537. }
  37538. // potential future optimization: skip this if propertyIndex is already an integer
  37539. // and convert the integer string to a true integer.
  37540. targetObject = targetObject.skeleton.bones;
  37541. // support resolving morphTarget names into indices.
  37542. for ( let i = 0; i < targetObject.length; i ++ ) {
  37543. if ( targetObject[ i ].name === objectIndex ) {
  37544. objectIndex = i;
  37545. break;
  37546. }
  37547. }
  37548. break;
  37549. case 'map':
  37550. if ( 'map' in targetObject ) {
  37551. targetObject = targetObject.map;
  37552. break;
  37553. }
  37554. if ( ! targetObject.material ) {
  37555. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  37556. return;
  37557. }
  37558. if ( ! targetObject.material.map ) {
  37559. console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37560. return;
  37561. }
  37562. targetObject = targetObject.material.map;
  37563. break;
  37564. default:
  37565. if ( targetObject[ objectName ] === undefined ) {
  37566. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  37567. return;
  37568. }
  37569. targetObject = targetObject[ objectName ];
  37570. }
  37571. if ( objectIndex !== undefined ) {
  37572. if ( targetObject[ objectIndex ] === undefined ) {
  37573. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37574. return;
  37575. }
  37576. targetObject = targetObject[ objectIndex ];
  37577. }
  37578. }
  37579. // resolve property
  37580. const nodeProperty = targetObject[ propertyName ];
  37581. if ( nodeProperty === undefined ) {
  37582. const nodeName = parsedPath.nodeName;
  37583. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  37584. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37585. return;
  37586. }
  37587. // determine versioning scheme
  37588. let versioning = this.Versioning.None;
  37589. this.targetObject = targetObject;
  37590. if ( targetObject.isMaterial === true ) {
  37591. versioning = this.Versioning.NeedsUpdate;
  37592. } else if ( targetObject.isObject3D === true ) {
  37593. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37594. }
  37595. // determine how the property gets bound
  37596. let bindingType = this.BindingType.Direct;
  37597. if ( propertyIndex !== undefined ) {
  37598. // access a sub element of the property array (only primitives are supported right now)
  37599. if ( propertyName === 'morphTargetInfluences' ) {
  37600. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37601. // support resolving morphTarget names into indices.
  37602. if ( ! targetObject.geometry ) {
  37603. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37604. return;
  37605. }
  37606. if ( ! targetObject.geometry.morphAttributes ) {
  37607. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37608. return;
  37609. }
  37610. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37611. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37612. }
  37613. }
  37614. bindingType = this.BindingType.ArrayElement;
  37615. this.resolvedProperty = nodeProperty;
  37616. this.propertyIndex = propertyIndex;
  37617. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37618. // must use copy for Object3D.Euler/Quaternion
  37619. bindingType = this.BindingType.HasFromToArray;
  37620. this.resolvedProperty = nodeProperty;
  37621. } else if ( Array.isArray( nodeProperty ) ) {
  37622. bindingType = this.BindingType.EntireArray;
  37623. this.resolvedProperty = nodeProperty;
  37624. } else {
  37625. this.propertyName = propertyName;
  37626. }
  37627. // select getter / setter
  37628. this.getValue = this.GetterByBindingType[ bindingType ];
  37629. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37630. }
  37631. /**
  37632. * Unbinds the property.
  37633. */
  37634. unbind() {
  37635. this.node = null;
  37636. // back to the prototype version of getValue / setValue
  37637. // note: avoiding to mutate the shape of 'this' via 'delete'
  37638. this.getValue = this._getValue_unbound;
  37639. this.setValue = this._setValue_unbound;
  37640. }
  37641. }
  37642. PropertyBinding.Composite = Composite;
  37643. PropertyBinding.prototype.BindingType = {
  37644. Direct: 0,
  37645. EntireArray: 1,
  37646. ArrayElement: 2,
  37647. HasFromToArray: 3
  37648. };
  37649. PropertyBinding.prototype.Versioning = {
  37650. None: 0,
  37651. NeedsUpdate: 1,
  37652. MatrixWorldNeedsUpdate: 2
  37653. };
  37654. PropertyBinding.prototype.GetterByBindingType = [
  37655. PropertyBinding.prototype._getValue_direct,
  37656. PropertyBinding.prototype._getValue_array,
  37657. PropertyBinding.prototype._getValue_arrayElement,
  37658. PropertyBinding.prototype._getValue_toArray,
  37659. ];
  37660. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37661. [
  37662. // Direct
  37663. PropertyBinding.prototype._setValue_direct,
  37664. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37665. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37666. ], [
  37667. // EntireArray
  37668. PropertyBinding.prototype._setValue_array,
  37669. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37670. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37671. ], [
  37672. // ArrayElement
  37673. PropertyBinding.prototype._setValue_arrayElement,
  37674. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37675. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37676. ], [
  37677. // HasToFromArray
  37678. PropertyBinding.prototype._setValue_fromArray,
  37679. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37680. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37681. ]
  37682. ];
  37683. /**
  37684. * A group of objects that receives a shared animation state.
  37685. *
  37686. * Usage:
  37687. *
  37688. * - Add objects you would otherwise pass as 'root' to the
  37689. * constructor or the .clipAction method of AnimationMixer.
  37690. * - Instead pass this object as 'root'.
  37691. * - You can also add and remove objects later when the mixer is running.
  37692. *
  37693. * Note:
  37694. *
  37695. * - Objects of this class appear as one object to the mixer,
  37696. * so cache control of the individual objects must be done on the group.
  37697. *
  37698. * Limitation:
  37699. *
  37700. * - The animated properties must be compatible among the all objects in the group.
  37701. * - A single property can either be controlled through a target group or directly, but not both.
  37702. */
  37703. class AnimationObjectGroup {
  37704. /**
  37705. * Constructs a new animation group.
  37706. *
  37707. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37708. */
  37709. constructor() {
  37710. /**
  37711. * This flag can be used for type testing.
  37712. *
  37713. * @type {boolean}
  37714. * @readonly
  37715. * @default true
  37716. */
  37717. this.isAnimationObjectGroup = true;
  37718. /**
  37719. * The UUID of the 3D object.
  37720. *
  37721. * @type {string}
  37722. * @readonly
  37723. */
  37724. this.uuid = generateUUID();
  37725. // cached objects followed by the active ones
  37726. this._objects = Array.prototype.slice.call( arguments );
  37727. this.nCachedObjects_ = 0; // threshold
  37728. // note: read by PropertyBinding.Composite
  37729. const indices = {};
  37730. this._indicesByUUID = indices; // for bookkeeping
  37731. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37732. indices[ arguments[ i ].uuid ] = i;
  37733. }
  37734. this._paths = []; // inside: string
  37735. this._parsedPaths = []; // inside: { we don't care, here }
  37736. this._bindings = []; // inside: Array< PropertyBinding >
  37737. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37738. const scope = this;
  37739. this.stats = {
  37740. objects: {
  37741. get total() {
  37742. return scope._objects.length;
  37743. },
  37744. get inUse() {
  37745. return this.total - scope.nCachedObjects_;
  37746. }
  37747. },
  37748. get bindingsPerObject() {
  37749. return scope._bindings.length;
  37750. }
  37751. };
  37752. }
  37753. /**
  37754. * Adds an arbitrary number of objects to this animation group.
  37755. *
  37756. * @param {...Object3D} arguments - The 3D objects to add.
  37757. */
  37758. add() {
  37759. const objects = this._objects,
  37760. indicesByUUID = this._indicesByUUID,
  37761. paths = this._paths,
  37762. parsedPaths = this._parsedPaths,
  37763. bindings = this._bindings,
  37764. nBindings = bindings.length;
  37765. let knownObject = undefined,
  37766. nObjects = objects.length,
  37767. nCachedObjects = this.nCachedObjects_;
  37768. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37769. const object = arguments[ i ],
  37770. uuid = object.uuid;
  37771. let index = indicesByUUID[ uuid ];
  37772. if ( index === undefined ) {
  37773. // unknown object -> add it to the ACTIVE region
  37774. index = nObjects ++;
  37775. indicesByUUID[ uuid ] = index;
  37776. objects.push( object );
  37777. // accounting is done, now do the same for all bindings
  37778. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37779. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37780. }
  37781. } else if ( index < nCachedObjects ) {
  37782. knownObject = objects[ index ];
  37783. // move existing object to the ACTIVE region
  37784. const firstActiveIndex = -- nCachedObjects,
  37785. lastCachedObject = objects[ firstActiveIndex ];
  37786. indicesByUUID[ lastCachedObject.uuid ] = index;
  37787. objects[ index ] = lastCachedObject;
  37788. indicesByUUID[ uuid ] = firstActiveIndex;
  37789. objects[ firstActiveIndex ] = object;
  37790. // accounting is done, now do the same for all bindings
  37791. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37792. const bindingsForPath = bindings[ j ],
  37793. lastCached = bindingsForPath[ firstActiveIndex ];
  37794. let binding = bindingsForPath[ index ];
  37795. bindingsForPath[ index ] = lastCached;
  37796. if ( binding === undefined ) {
  37797. // since we do not bother to create new bindings
  37798. // for objects that are cached, the binding may
  37799. // or may not exist
  37800. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  37801. }
  37802. bindingsForPath[ firstActiveIndex ] = binding;
  37803. }
  37804. } else if ( objects[ index ] !== knownObject ) {
  37805. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  37806. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  37807. } // else the object is already where we want it to be
  37808. } // for arguments
  37809. this.nCachedObjects_ = nCachedObjects;
  37810. }
  37811. /**
  37812. * Removes an arbitrary number of objects to this animation group
  37813. *
  37814. * @param {...Object3D} arguments - The 3D objects to remove.
  37815. */
  37816. remove() {
  37817. const objects = this._objects,
  37818. indicesByUUID = this._indicesByUUID,
  37819. bindings = this._bindings,
  37820. nBindings = bindings.length;
  37821. let nCachedObjects = this.nCachedObjects_;
  37822. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37823. const object = arguments[ i ],
  37824. uuid = object.uuid,
  37825. index = indicesByUUID[ uuid ];
  37826. if ( index !== undefined && index >= nCachedObjects ) {
  37827. // move existing object into the CACHED region
  37828. const lastCachedIndex = nCachedObjects ++,
  37829. firstActiveObject = objects[ lastCachedIndex ];
  37830. indicesByUUID[ firstActiveObject.uuid ] = index;
  37831. objects[ index ] = firstActiveObject;
  37832. indicesByUUID[ uuid ] = lastCachedIndex;
  37833. objects[ lastCachedIndex ] = object;
  37834. // accounting is done, now do the same for all bindings
  37835. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37836. const bindingsForPath = bindings[ j ],
  37837. firstActive = bindingsForPath[ lastCachedIndex ],
  37838. binding = bindingsForPath[ index ];
  37839. bindingsForPath[ index ] = firstActive;
  37840. bindingsForPath[ lastCachedIndex ] = binding;
  37841. }
  37842. }
  37843. } // for arguments
  37844. this.nCachedObjects_ = nCachedObjects;
  37845. }
  37846. /**
  37847. * Deallocates all memory resources for the passed 3D objects of this animation group.
  37848. *
  37849. * @param {...Object3D} arguments - The 3D objects to uncache.
  37850. */
  37851. uncache() {
  37852. const objects = this._objects,
  37853. indicesByUUID = this._indicesByUUID,
  37854. bindings = this._bindings,
  37855. nBindings = bindings.length;
  37856. let nCachedObjects = this.nCachedObjects_,
  37857. nObjects = objects.length;
  37858. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37859. const object = arguments[ i ],
  37860. uuid = object.uuid,
  37861. index = indicesByUUID[ uuid ];
  37862. if ( index !== undefined ) {
  37863. delete indicesByUUID[ uuid ];
  37864. if ( index < nCachedObjects ) {
  37865. // object is cached, shrink the CACHED region
  37866. const firstActiveIndex = -- nCachedObjects,
  37867. lastCachedObject = objects[ firstActiveIndex ],
  37868. lastIndex = -- nObjects,
  37869. lastObject = objects[ lastIndex ];
  37870. // last cached object takes this object's place
  37871. indicesByUUID[ lastCachedObject.uuid ] = index;
  37872. objects[ index ] = lastCachedObject;
  37873. // last object goes to the activated slot and pop
  37874. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  37875. objects[ firstActiveIndex ] = lastObject;
  37876. objects.pop();
  37877. // accounting is done, now do the same for all bindings
  37878. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37879. const bindingsForPath = bindings[ j ],
  37880. lastCached = bindingsForPath[ firstActiveIndex ],
  37881. last = bindingsForPath[ lastIndex ];
  37882. bindingsForPath[ index ] = lastCached;
  37883. bindingsForPath[ firstActiveIndex ] = last;
  37884. bindingsForPath.pop();
  37885. }
  37886. } else {
  37887. // object is active, just swap with the last and pop
  37888. const lastIndex = -- nObjects,
  37889. lastObject = objects[ lastIndex ];
  37890. if ( lastIndex > 0 ) {
  37891. indicesByUUID[ lastObject.uuid ] = index;
  37892. }
  37893. objects[ index ] = lastObject;
  37894. objects.pop();
  37895. // accounting is done, now do the same for all bindings
  37896. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37897. const bindingsForPath = bindings[ j ];
  37898. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  37899. bindingsForPath.pop();
  37900. }
  37901. } // cached or active
  37902. } // if object is known
  37903. } // for arguments
  37904. this.nCachedObjects_ = nCachedObjects;
  37905. }
  37906. // Internal interface used by befriended PropertyBinding.Composite:
  37907. subscribe_( path, parsedPath ) {
  37908. // returns an array of bindings for the given path that is changed
  37909. // according to the contained objects in the group
  37910. const indicesByPath = this._bindingsIndicesByPath;
  37911. let index = indicesByPath[ path ];
  37912. const bindings = this._bindings;
  37913. if ( index !== undefined ) return bindings[ index ];
  37914. const paths = this._paths,
  37915. parsedPaths = this._parsedPaths,
  37916. objects = this._objects,
  37917. nObjects = objects.length,
  37918. nCachedObjects = this.nCachedObjects_,
  37919. bindingsForPath = new Array( nObjects );
  37920. index = bindings.length;
  37921. indicesByPath[ path ] = index;
  37922. paths.push( path );
  37923. parsedPaths.push( parsedPath );
  37924. bindings.push( bindingsForPath );
  37925. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  37926. const object = objects[ i ];
  37927. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  37928. }
  37929. return bindingsForPath;
  37930. }
  37931. unsubscribe_( path ) {
  37932. // tells the group to forget about a property path and no longer
  37933. // update the array previously obtained with 'subscribe_'
  37934. const indicesByPath = this._bindingsIndicesByPath,
  37935. index = indicesByPath[ path ];
  37936. if ( index !== undefined ) {
  37937. const paths = this._paths,
  37938. parsedPaths = this._parsedPaths,
  37939. bindings = this._bindings,
  37940. lastBindingsIndex = bindings.length - 1,
  37941. lastBindings = bindings[ lastBindingsIndex ],
  37942. lastBindingsPath = path[ lastBindingsIndex ];
  37943. indicesByPath[ lastBindingsPath ] = index;
  37944. bindings[ index ] = lastBindings;
  37945. bindings.pop();
  37946. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  37947. parsedPaths.pop();
  37948. paths[ index ] = paths[ lastBindingsIndex ];
  37949. paths.pop();
  37950. }
  37951. }
  37952. }
  37953. /**
  37954. * An instance of `AnimationAction` schedules the playback of an animation which is
  37955. * stored in {@link AnimationClip}.
  37956. */
  37957. class AnimationAction {
  37958. /**
  37959. * Constructs a new animation action.
  37960. *
  37961. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  37962. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  37963. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  37964. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  37965. */
  37966. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  37967. this._mixer = mixer;
  37968. this._clip = clip;
  37969. this._localRoot = localRoot;
  37970. /**
  37971. * Defines how the animation is blended/combined when two or more animations
  37972. * are simultaneously played.
  37973. *
  37974. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  37975. */
  37976. this.blendMode = blendMode;
  37977. const tracks = clip.tracks,
  37978. nTracks = tracks.length,
  37979. interpolants = new Array( nTracks );
  37980. const interpolantSettings = {
  37981. endingStart: ZeroCurvatureEnding,
  37982. endingEnd: ZeroCurvatureEnding
  37983. };
  37984. for ( let i = 0; i !== nTracks; ++ i ) {
  37985. const interpolant = tracks[ i ].createInterpolant( null );
  37986. interpolants[ i ] = interpolant;
  37987. interpolant.settings = interpolantSettings;
  37988. }
  37989. this._interpolantSettings = interpolantSettings;
  37990. this._interpolants = interpolants; // bound by the mixer
  37991. // inside: PropertyMixer (managed by the mixer)
  37992. this._propertyBindings = new Array( nTracks );
  37993. this._cacheIndex = null; // for the memory manager
  37994. this._byClipCacheIndex = null; // for the memory manager
  37995. this._timeScaleInterpolant = null;
  37996. this._weightInterpolant = null;
  37997. /**
  37998. * The loop mode, set via {@link AnimationAction#setLoop}.
  37999. *
  38000. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38001. * @default LoopRepeat
  38002. */
  38003. this.loop = LoopRepeat;
  38004. this._loopCount = -1;
  38005. // global mixer time when the action is to be started
  38006. // it's set back to 'null' upon start of the action
  38007. this._startTime = null;
  38008. /**
  38009. * The local time of this action (in seconds, starting with `0`).
  38010. *
  38011. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38012. * loop state).
  38013. *
  38014. * @type {number}
  38015. * @default Infinity
  38016. */
  38017. this.time = 0;
  38018. /**
  38019. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38020. * animation to pause. Negative values cause the animation to play backwards.
  38021. *
  38022. * @type {number}
  38023. * @default 1
  38024. */
  38025. this.timeScale = 1;
  38026. this._effectiveTimeScale = 1;
  38027. /**
  38028. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38029. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38030. * several actions.
  38031. *
  38032. * @type {number}
  38033. * @default 1
  38034. */
  38035. this.weight = 1;
  38036. this._effectiveWeight = 1;
  38037. /**
  38038. * The number of repetitions of the performed clip over the course of this action.
  38039. * Can be set via {@link AnimationAction#setLoop}.
  38040. *
  38041. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38042. * `THREE:LoopOnce`.
  38043. *
  38044. * @type {number}
  38045. * @default Infinity
  38046. */
  38047. this.repetitions = Infinity;
  38048. /**
  38049. * If set to `true`, the playback of the action is paused.
  38050. *
  38051. * @type {boolean}
  38052. * @default false
  38053. */
  38054. this.paused = false;
  38055. /**
  38056. * If set to `false`, the action is disabled so it has no impact.
  38057. *
  38058. * When the action is re-enabled, the animation continues from its current
  38059. * time (setting `enabled` to `false` doesn't reset the action).
  38060. *
  38061. * @type {boolean}
  38062. * @default true
  38063. */
  38064. this.enabled = true;
  38065. /**
  38066. * If set to true the animation will automatically be paused on its last frame.
  38067. *
  38068. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38069. * to `false` when the last loop of the action has finished, so that this action has
  38070. * no further impact.
  38071. *
  38072. * Note: This member has no impact if the action is interrupted (it
  38073. * has only an effect if its last loop has really finished).
  38074. *
  38075. * @type {boolean}
  38076. * @default false
  38077. */
  38078. this.clampWhenFinished = false;
  38079. /**
  38080. * Enables smooth interpolation without separate clips for start, loop and end.
  38081. *
  38082. * @type {boolean}
  38083. * @default true
  38084. */
  38085. this.zeroSlopeAtStart = true;
  38086. /**
  38087. * Enables smooth interpolation without separate clips for start, loop and end.
  38088. *
  38089. * @type {boolean}
  38090. * @default true
  38091. */
  38092. this.zeroSlopeAtEnd = true;
  38093. }
  38094. /**
  38095. * Starts the playback of the animation.
  38096. *
  38097. * @return {AnimationAction} A reference to this animation action.
  38098. */
  38099. play() {
  38100. this._mixer._activateAction( this );
  38101. return this;
  38102. }
  38103. /**
  38104. * Stops the playback of the animation.
  38105. *
  38106. * @return {AnimationAction} A reference to this animation action.
  38107. */
  38108. stop() {
  38109. this._mixer._deactivateAction( this );
  38110. return this.reset();
  38111. }
  38112. /**
  38113. * Resets the playback of the animation.
  38114. *
  38115. * @return {AnimationAction} A reference to this animation action.
  38116. */
  38117. reset() {
  38118. this.paused = false;
  38119. this.enabled = true;
  38120. this.time = 0; // restart clip
  38121. this._loopCount = -1;// forget previous loops
  38122. this._startTime = null;// forget scheduling
  38123. return this.stopFading().stopWarping();
  38124. }
  38125. /**
  38126. * Returns `true` if the animation is running.
  38127. *
  38128. * @return {boolean} Whether the animation is running or not.
  38129. */
  38130. isRunning() {
  38131. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38132. this._startTime === null && this._mixer._isActiveAction( this );
  38133. }
  38134. /**
  38135. * Returns `true` when {@link AnimationAction#play} has been called.
  38136. *
  38137. * @return {boolean} Whether the animation is scheduled or not.
  38138. */
  38139. isScheduled() {
  38140. return this._mixer._isActiveAction( this );
  38141. }
  38142. /**
  38143. * Defines the time when the animation should start.
  38144. *
  38145. * @param {number} time - The start time in seconds.
  38146. * @return {AnimationAction} A reference to this animation action.
  38147. */
  38148. startAt( time ) {
  38149. this._startTime = time;
  38150. return this;
  38151. }
  38152. /**
  38153. * Configures the loop settings for this action.
  38154. *
  38155. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38156. * @param {number} repetitions - The number of repetitions.
  38157. * @return {AnimationAction} A reference to this animation action.
  38158. */
  38159. setLoop( mode, repetitions ) {
  38160. this.loop = mode;
  38161. this.repetitions = repetitions;
  38162. return this;
  38163. }
  38164. /**
  38165. * Sets the effective weight of this action.
  38166. *
  38167. * An action has no effect and thus an effective weight of zero when the
  38168. * action is disabled.
  38169. *
  38170. * @param {number} weight - The weight to set.
  38171. * @return {AnimationAction} A reference to this animation action.
  38172. */
  38173. setEffectiveWeight( weight ) {
  38174. this.weight = weight;
  38175. // note: same logic as when updated at runtime
  38176. this._effectiveWeight = this.enabled ? weight : 0;
  38177. return this.stopFading();
  38178. }
  38179. /**
  38180. * Returns the effective weight of this action.
  38181. *
  38182. * @return {number} The effective weight.
  38183. */
  38184. getEffectiveWeight() {
  38185. return this._effectiveWeight;
  38186. }
  38187. /**
  38188. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38189. * within the passed time interval.
  38190. *
  38191. * @param {number} duration - The duration of the fade.
  38192. * @return {AnimationAction} A reference to this animation action.
  38193. */
  38194. fadeIn( duration ) {
  38195. return this._scheduleFading( duration, 0, 1 );
  38196. }
  38197. /**
  38198. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38199. * within the passed time interval.
  38200. *
  38201. * @param {number} duration - The duration of the fade.
  38202. * @return {AnimationAction} A reference to this animation action.
  38203. */
  38204. fadeOut( duration ) {
  38205. return this._scheduleFading( duration, 1, 0 );
  38206. }
  38207. /**
  38208. * Causes this action to fade in and the given action to fade out,
  38209. * within the passed time interval.
  38210. *
  38211. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38212. * @param {number} duration - The duration of the fade.
  38213. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38214. * @return {AnimationAction} A reference to this animation action.
  38215. */
  38216. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38217. fadeOutAction.fadeOut( duration );
  38218. this.fadeIn( duration );
  38219. if ( warp === true ) {
  38220. const fadeInDuration = this._clip.duration,
  38221. fadeOutDuration = fadeOutAction._clip.duration,
  38222. startEndRatio = fadeOutDuration / fadeInDuration,
  38223. endStartRatio = fadeInDuration / fadeOutDuration;
  38224. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38225. this.warp( endStartRatio, 1.0, duration );
  38226. }
  38227. return this;
  38228. }
  38229. /**
  38230. * Causes this action to fade out and the given action to fade in,
  38231. * within the passed time interval.
  38232. *
  38233. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38234. * @param {number} duration - The duration of the fade.
  38235. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38236. * @return {AnimationAction} A reference to this animation action.
  38237. */
  38238. crossFadeTo( fadeInAction, duration, warp = false ) {
  38239. return fadeInAction.crossFadeFrom( this, duration, warp );
  38240. }
  38241. /**
  38242. * Stops any fading which is applied to this action.
  38243. *
  38244. * @return {AnimationAction} A reference to this animation action.
  38245. */
  38246. stopFading() {
  38247. const weightInterpolant = this._weightInterpolant;
  38248. if ( weightInterpolant !== null ) {
  38249. this._weightInterpolant = null;
  38250. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38251. }
  38252. return this;
  38253. }
  38254. /**
  38255. * Sets the effective time scale of this action.
  38256. *
  38257. * An action has no effect and thus an effective time scale of zero when the
  38258. * action is paused.
  38259. *
  38260. * @param {number} timeScale - The time scale to set.
  38261. * @return {AnimationAction} A reference to this animation action.
  38262. */
  38263. setEffectiveTimeScale( timeScale ) {
  38264. this.timeScale = timeScale;
  38265. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38266. return this.stopWarping();
  38267. }
  38268. /**
  38269. * Returns the effective time scale of this action.
  38270. *
  38271. * @return {number} The effective time scale.
  38272. */
  38273. getEffectiveTimeScale() {
  38274. return this._effectiveTimeScale;
  38275. }
  38276. /**
  38277. * Sets the duration for a single loop of this action.
  38278. *
  38279. * @param {number} duration - The duration to set.
  38280. * @return {AnimationAction} A reference to this animation action.
  38281. */
  38282. setDuration( duration ) {
  38283. this.timeScale = this._clip.duration / duration;
  38284. return this.stopWarping();
  38285. }
  38286. /**
  38287. * Synchronizes this action with the passed other action.
  38288. *
  38289. * @param {AnimationAction} action - The action to sync with.
  38290. * @return {AnimationAction} A reference to this animation action.
  38291. */
  38292. syncWith( action ) {
  38293. this.time = action.time;
  38294. this.timeScale = action.timeScale;
  38295. return this.stopWarping();
  38296. }
  38297. /**
  38298. * Decelerates this animation's speed to `0` within the passed time interval.
  38299. *
  38300. * @param {number} duration - The duration.
  38301. * @return {AnimationAction} A reference to this animation action.
  38302. */
  38303. halt( duration ) {
  38304. return this.warp( this._effectiveTimeScale, 0, duration );
  38305. }
  38306. /**
  38307. * Changes the playback speed, within the passed time interval, by modifying
  38308. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38309. * `endTimeScale`.
  38310. *
  38311. * @param {number} startTimeScale - The start time scale.
  38312. * @param {number} endTimeScale - The end time scale.
  38313. * @param {number} duration - The duration.
  38314. * @return {AnimationAction} A reference to this animation action.
  38315. */
  38316. warp( startTimeScale, endTimeScale, duration ) {
  38317. const mixer = this._mixer,
  38318. now = mixer.time,
  38319. timeScale = this.timeScale;
  38320. let interpolant = this._timeScaleInterpolant;
  38321. if ( interpolant === null ) {
  38322. interpolant = mixer._lendControlInterpolant();
  38323. this._timeScaleInterpolant = interpolant;
  38324. }
  38325. const times = interpolant.parameterPositions,
  38326. values = interpolant.sampleValues;
  38327. times[ 0 ] = now;
  38328. times[ 1 ] = now + duration;
  38329. values[ 0 ] = startTimeScale / timeScale;
  38330. values[ 1 ] = endTimeScale / timeScale;
  38331. return this;
  38332. }
  38333. /**
  38334. * Stops any scheduled warping which is applied to this action.
  38335. *
  38336. * @return {AnimationAction} A reference to this animation action.
  38337. */
  38338. stopWarping() {
  38339. const timeScaleInterpolant = this._timeScaleInterpolant;
  38340. if ( timeScaleInterpolant !== null ) {
  38341. this._timeScaleInterpolant = null;
  38342. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38343. }
  38344. return this;
  38345. }
  38346. /**
  38347. * Returns the animation mixer of this animation action.
  38348. *
  38349. * @return {AnimationMixer} The animation mixer.
  38350. */
  38351. getMixer() {
  38352. return this._mixer;
  38353. }
  38354. /**
  38355. * Returns the animation clip of this animation action.
  38356. *
  38357. * @return {AnimationClip} The animation clip.
  38358. */
  38359. getClip() {
  38360. return this._clip;
  38361. }
  38362. /**
  38363. * Returns the root object of this animation action.
  38364. *
  38365. * @return {Object3D} The root object.
  38366. */
  38367. getRoot() {
  38368. return this._localRoot || this._mixer._root;
  38369. }
  38370. // Interna
  38371. _update( time, deltaTime, timeDirection, accuIndex ) {
  38372. // called by the mixer
  38373. if ( ! this.enabled ) {
  38374. // call ._updateWeight() to update ._effectiveWeight
  38375. this._updateWeight( time );
  38376. return;
  38377. }
  38378. const startTime = this._startTime;
  38379. if ( startTime !== null ) {
  38380. // check for scheduled start of action
  38381. const timeRunning = ( time - startTime ) * timeDirection;
  38382. if ( timeRunning < 0 || timeDirection === 0 ) {
  38383. deltaTime = 0;
  38384. } else {
  38385. this._startTime = null; // unschedule
  38386. deltaTime = timeDirection * timeRunning;
  38387. }
  38388. }
  38389. // apply time scale and advance time
  38390. deltaTime *= this._updateTimeScale( time );
  38391. const clipTime = this._updateTime( deltaTime );
  38392. // note: _updateTime may disable the action resulting in
  38393. // an effective weight of 0
  38394. const weight = this._updateWeight( time );
  38395. if ( weight > 0 ) {
  38396. const interpolants = this._interpolants;
  38397. const propertyMixers = this._propertyBindings;
  38398. switch ( this.blendMode ) {
  38399. case AdditiveAnimationBlendMode:
  38400. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38401. interpolants[ j ].evaluate( clipTime );
  38402. propertyMixers[ j ].accumulateAdditive( weight );
  38403. }
  38404. break;
  38405. case NormalAnimationBlendMode:
  38406. default:
  38407. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38408. interpolants[ j ].evaluate( clipTime );
  38409. propertyMixers[ j ].accumulate( accuIndex, weight );
  38410. }
  38411. }
  38412. }
  38413. }
  38414. _updateWeight( time ) {
  38415. let weight = 0;
  38416. if ( this.enabled ) {
  38417. weight = this.weight;
  38418. const interpolant = this._weightInterpolant;
  38419. if ( interpolant !== null ) {
  38420. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38421. weight *= interpolantValue;
  38422. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38423. this.stopFading();
  38424. if ( interpolantValue === 0 ) {
  38425. // faded out, disable
  38426. this.enabled = false;
  38427. }
  38428. }
  38429. }
  38430. }
  38431. this._effectiveWeight = weight;
  38432. return weight;
  38433. }
  38434. _updateTimeScale( time ) {
  38435. let timeScale = 0;
  38436. if ( ! this.paused ) {
  38437. timeScale = this.timeScale;
  38438. const interpolant = this._timeScaleInterpolant;
  38439. if ( interpolant !== null ) {
  38440. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38441. timeScale *= interpolantValue;
  38442. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38443. this.stopWarping();
  38444. if ( timeScale === 0 ) {
  38445. // motion has halted, pause
  38446. this.paused = true;
  38447. } else {
  38448. // warp done - apply final time scale
  38449. this.timeScale = timeScale;
  38450. }
  38451. }
  38452. }
  38453. }
  38454. this._effectiveTimeScale = timeScale;
  38455. return timeScale;
  38456. }
  38457. _updateTime( deltaTime ) {
  38458. const duration = this._clip.duration;
  38459. const loop = this.loop;
  38460. let time = this.time + deltaTime;
  38461. let loopCount = this._loopCount;
  38462. const pingPong = ( loop === LoopPingPong );
  38463. if ( deltaTime === 0 ) {
  38464. if ( loopCount === -1 ) return time;
  38465. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38466. }
  38467. if ( loop === LoopOnce ) {
  38468. if ( loopCount === -1 ) {
  38469. // just started
  38470. this._loopCount = 0;
  38471. this._setEndings( true, true, false );
  38472. }
  38473. handle_stop: {
  38474. if ( time >= duration ) {
  38475. time = duration;
  38476. } else if ( time < 0 ) {
  38477. time = 0;
  38478. } else {
  38479. this.time = time;
  38480. break handle_stop;
  38481. }
  38482. if ( this.clampWhenFinished ) this.paused = true;
  38483. else this.enabled = false;
  38484. this.time = time;
  38485. this._mixer.dispatchEvent( {
  38486. type: 'finished', action: this,
  38487. direction: deltaTime < 0 ? -1 : 1
  38488. } );
  38489. }
  38490. } else { // repetitive Repeat or PingPong
  38491. if ( loopCount === -1 ) {
  38492. // just started
  38493. if ( deltaTime >= 0 ) {
  38494. loopCount = 0;
  38495. this._setEndings( true, this.repetitions === 0, pingPong );
  38496. } else {
  38497. // when looping in reverse direction, the initial
  38498. // transition through zero counts as a repetition,
  38499. // so leave loopCount at -1
  38500. this._setEndings( this.repetitions === 0, true, pingPong );
  38501. }
  38502. }
  38503. if ( time >= duration || time < 0 ) {
  38504. // wrap around
  38505. const loopDelta = Math.floor( time / duration ); // signed
  38506. time -= duration * loopDelta;
  38507. loopCount += Math.abs( loopDelta );
  38508. const pending = this.repetitions - loopCount;
  38509. if ( pending <= 0 ) {
  38510. // have to stop (switch state, clamp time, fire event)
  38511. if ( this.clampWhenFinished ) this.paused = true;
  38512. else this.enabled = false;
  38513. time = deltaTime > 0 ? duration : 0;
  38514. this.time = time;
  38515. this._mixer.dispatchEvent( {
  38516. type: 'finished', action: this,
  38517. direction: deltaTime > 0 ? 1 : -1
  38518. } );
  38519. } else {
  38520. // keep running
  38521. if ( pending === 1 ) {
  38522. // entering the last round
  38523. const atStart = deltaTime < 0;
  38524. this._setEndings( atStart, ! atStart, pingPong );
  38525. } else {
  38526. this._setEndings( false, false, pingPong );
  38527. }
  38528. this._loopCount = loopCount;
  38529. this.time = time;
  38530. this._mixer.dispatchEvent( {
  38531. type: 'loop', action: this, loopDelta: loopDelta
  38532. } );
  38533. }
  38534. } else {
  38535. this.time = time;
  38536. }
  38537. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38538. // invert time for the "pong round"
  38539. return duration - time;
  38540. }
  38541. }
  38542. return time;
  38543. }
  38544. _setEndings( atStart, atEnd, pingPong ) {
  38545. const settings = this._interpolantSettings;
  38546. if ( pingPong ) {
  38547. settings.endingStart = ZeroSlopeEnding;
  38548. settings.endingEnd = ZeroSlopeEnding;
  38549. } else {
  38550. // assuming for LoopOnce atStart == atEnd == true
  38551. if ( atStart ) {
  38552. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38553. } else {
  38554. settings.endingStart = WrapAroundEnding;
  38555. }
  38556. if ( atEnd ) {
  38557. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38558. } else {
  38559. settings.endingEnd = WrapAroundEnding;
  38560. }
  38561. }
  38562. }
  38563. _scheduleFading( duration, weightNow, weightThen ) {
  38564. const mixer = this._mixer, now = mixer.time;
  38565. let interpolant = this._weightInterpolant;
  38566. if ( interpolant === null ) {
  38567. interpolant = mixer._lendControlInterpolant();
  38568. this._weightInterpolant = interpolant;
  38569. }
  38570. const times = interpolant.parameterPositions,
  38571. values = interpolant.sampleValues;
  38572. times[ 0 ] = now;
  38573. values[ 0 ] = weightNow;
  38574. times[ 1 ] = now + duration;
  38575. values[ 1 ] = weightThen;
  38576. return this;
  38577. }
  38578. }
  38579. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38580. /**
  38581. * `AnimationMixer` is a player for animations on a particular object in
  38582. * the scene. When multiple objects in the scene are animated independently,
  38583. * one `AnimationMixer` may be used for each object.
  38584. */
  38585. class AnimationMixer extends EventDispatcher {
  38586. /**
  38587. * Constructs a new animation mixer.
  38588. *
  38589. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38590. */
  38591. constructor( root ) {
  38592. super();
  38593. this._root = root;
  38594. this._initMemoryManager();
  38595. this._accuIndex = 0;
  38596. /**
  38597. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38598. *
  38599. * @type {number}
  38600. * @default 0
  38601. */
  38602. this.time = 0;
  38603. /**
  38604. * A scaling factor for the global time.
  38605. *
  38606. * Note: Setting this member to `0` and later back to `1` is a
  38607. * possibility to pause/unpause all actions that are controlled by this
  38608. * mixer.
  38609. *
  38610. * @type {number}
  38611. * @default 1
  38612. */
  38613. this.timeScale = 1.0;
  38614. }
  38615. _bindAction( action, prototypeAction ) {
  38616. const root = action._localRoot || this._root,
  38617. tracks = action._clip.tracks,
  38618. nTracks = tracks.length,
  38619. bindings = action._propertyBindings,
  38620. interpolants = action._interpolants,
  38621. rootUuid = root.uuid,
  38622. bindingsByRoot = this._bindingsByRootAndName;
  38623. let bindingsByName = bindingsByRoot[ rootUuid ];
  38624. if ( bindingsByName === undefined ) {
  38625. bindingsByName = {};
  38626. bindingsByRoot[ rootUuid ] = bindingsByName;
  38627. }
  38628. for ( let i = 0; i !== nTracks; ++ i ) {
  38629. const track = tracks[ i ],
  38630. trackName = track.name;
  38631. let binding = bindingsByName[ trackName ];
  38632. if ( binding !== undefined ) {
  38633. ++ binding.referenceCount;
  38634. bindings[ i ] = binding;
  38635. } else {
  38636. binding = bindings[ i ];
  38637. if ( binding !== undefined ) {
  38638. // existing binding, make sure the cache knows
  38639. if ( binding._cacheIndex === null ) {
  38640. ++ binding.referenceCount;
  38641. this._addInactiveBinding( binding, rootUuid, trackName );
  38642. }
  38643. continue;
  38644. }
  38645. const path = prototypeAction && prototypeAction.
  38646. _propertyBindings[ i ].binding.parsedPath;
  38647. binding = new PropertyMixer(
  38648. PropertyBinding.create( root, trackName, path ),
  38649. track.ValueTypeName, track.getValueSize() );
  38650. ++ binding.referenceCount;
  38651. this._addInactiveBinding( binding, rootUuid, trackName );
  38652. bindings[ i ] = binding;
  38653. }
  38654. interpolants[ i ].resultBuffer = binding.buffer;
  38655. }
  38656. }
  38657. _activateAction( action ) {
  38658. if ( ! this._isActiveAction( action ) ) {
  38659. if ( action._cacheIndex === null ) {
  38660. // this action has been forgotten by the cache, but the user
  38661. // appears to be still using it -> rebind
  38662. const rootUuid = ( action._localRoot || this._root ).uuid,
  38663. clipUuid = action._clip.uuid,
  38664. actionsForClip = this._actionsByClip[ clipUuid ];
  38665. this._bindAction( action,
  38666. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38667. this._addInactiveAction( action, clipUuid, rootUuid );
  38668. }
  38669. const bindings = action._propertyBindings;
  38670. // increment reference counts / sort out state
  38671. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38672. const binding = bindings[ i ];
  38673. if ( binding.useCount ++ === 0 ) {
  38674. this._lendBinding( binding );
  38675. binding.saveOriginalState();
  38676. }
  38677. }
  38678. this._lendAction( action );
  38679. }
  38680. }
  38681. _deactivateAction( action ) {
  38682. if ( this._isActiveAction( action ) ) {
  38683. const bindings = action._propertyBindings;
  38684. // decrement reference counts / sort out state
  38685. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38686. const binding = bindings[ i ];
  38687. if ( -- binding.useCount === 0 ) {
  38688. binding.restoreOriginalState();
  38689. this._takeBackBinding( binding );
  38690. }
  38691. }
  38692. this._takeBackAction( action );
  38693. }
  38694. }
  38695. // Memory manager
  38696. _initMemoryManager() {
  38697. this._actions = []; // 'nActiveActions' followed by inactive ones
  38698. this._nActiveActions = 0;
  38699. this._actionsByClip = {};
  38700. // inside:
  38701. // {
  38702. // knownActions: Array< AnimationAction > - used as prototypes
  38703. // actionByRoot: AnimationAction - lookup
  38704. // }
  38705. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38706. this._nActiveBindings = 0;
  38707. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38708. this._controlInterpolants = []; // same game as above
  38709. this._nActiveControlInterpolants = 0;
  38710. const scope = this;
  38711. this.stats = {
  38712. actions: {
  38713. get total() {
  38714. return scope._actions.length;
  38715. },
  38716. get inUse() {
  38717. return scope._nActiveActions;
  38718. }
  38719. },
  38720. bindings: {
  38721. get total() {
  38722. return scope._bindings.length;
  38723. },
  38724. get inUse() {
  38725. return scope._nActiveBindings;
  38726. }
  38727. },
  38728. controlInterpolants: {
  38729. get total() {
  38730. return scope._controlInterpolants.length;
  38731. },
  38732. get inUse() {
  38733. return scope._nActiveControlInterpolants;
  38734. }
  38735. }
  38736. };
  38737. }
  38738. // Memory management for AnimationAction objects
  38739. _isActiveAction( action ) {
  38740. const index = action._cacheIndex;
  38741. return index !== null && index < this._nActiveActions;
  38742. }
  38743. _addInactiveAction( action, clipUuid, rootUuid ) {
  38744. const actions = this._actions,
  38745. actionsByClip = this._actionsByClip;
  38746. let actionsForClip = actionsByClip[ clipUuid ];
  38747. if ( actionsForClip === undefined ) {
  38748. actionsForClip = {
  38749. knownActions: [ action ],
  38750. actionByRoot: {}
  38751. };
  38752. action._byClipCacheIndex = 0;
  38753. actionsByClip[ clipUuid ] = actionsForClip;
  38754. } else {
  38755. const knownActions = actionsForClip.knownActions;
  38756. action._byClipCacheIndex = knownActions.length;
  38757. knownActions.push( action );
  38758. }
  38759. action._cacheIndex = actions.length;
  38760. actions.push( action );
  38761. actionsForClip.actionByRoot[ rootUuid ] = action;
  38762. }
  38763. _removeInactiveAction( action ) {
  38764. const actions = this._actions,
  38765. lastInactiveAction = actions[ actions.length - 1 ],
  38766. cacheIndex = action._cacheIndex;
  38767. lastInactiveAction._cacheIndex = cacheIndex;
  38768. actions[ cacheIndex ] = lastInactiveAction;
  38769. actions.pop();
  38770. action._cacheIndex = null;
  38771. const clipUuid = action._clip.uuid,
  38772. actionsByClip = this._actionsByClip,
  38773. actionsForClip = actionsByClip[ clipUuid ],
  38774. knownActionsForClip = actionsForClip.knownActions,
  38775. lastKnownAction =
  38776. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38777. byClipCacheIndex = action._byClipCacheIndex;
  38778. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38779. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38780. knownActionsForClip.pop();
  38781. action._byClipCacheIndex = null;
  38782. const actionByRoot = actionsForClip.actionByRoot,
  38783. rootUuid = ( action._localRoot || this._root ).uuid;
  38784. delete actionByRoot[ rootUuid ];
  38785. if ( knownActionsForClip.length === 0 ) {
  38786. delete actionsByClip[ clipUuid ];
  38787. }
  38788. this._removeInactiveBindingsForAction( action );
  38789. }
  38790. _removeInactiveBindingsForAction( action ) {
  38791. const bindings = action._propertyBindings;
  38792. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38793. const binding = bindings[ i ];
  38794. if ( -- binding.referenceCount === 0 ) {
  38795. this._removeInactiveBinding( binding );
  38796. }
  38797. }
  38798. }
  38799. _lendAction( action ) {
  38800. // [ active actions | inactive actions ]
  38801. // [ active actions >| inactive actions ]
  38802. // s a
  38803. // <-swap->
  38804. // a s
  38805. const actions = this._actions,
  38806. prevIndex = action._cacheIndex,
  38807. lastActiveIndex = this._nActiveActions ++,
  38808. firstInactiveAction = actions[ lastActiveIndex ];
  38809. action._cacheIndex = lastActiveIndex;
  38810. actions[ lastActiveIndex ] = action;
  38811. firstInactiveAction._cacheIndex = prevIndex;
  38812. actions[ prevIndex ] = firstInactiveAction;
  38813. }
  38814. _takeBackAction( action ) {
  38815. // [ active actions | inactive actions ]
  38816. // [ active actions |< inactive actions ]
  38817. // a s
  38818. // <-swap->
  38819. // s a
  38820. const actions = this._actions,
  38821. prevIndex = action._cacheIndex,
  38822. firstInactiveIndex = -- this._nActiveActions,
  38823. lastActiveAction = actions[ firstInactiveIndex ];
  38824. action._cacheIndex = firstInactiveIndex;
  38825. actions[ firstInactiveIndex ] = action;
  38826. lastActiveAction._cacheIndex = prevIndex;
  38827. actions[ prevIndex ] = lastActiveAction;
  38828. }
  38829. // Memory management for PropertyMixer objects
  38830. _addInactiveBinding( binding, rootUuid, trackName ) {
  38831. const bindingsByRoot = this._bindingsByRootAndName,
  38832. bindings = this._bindings;
  38833. let bindingByName = bindingsByRoot[ rootUuid ];
  38834. if ( bindingByName === undefined ) {
  38835. bindingByName = {};
  38836. bindingsByRoot[ rootUuid ] = bindingByName;
  38837. }
  38838. bindingByName[ trackName ] = binding;
  38839. binding._cacheIndex = bindings.length;
  38840. bindings.push( binding );
  38841. }
  38842. _removeInactiveBinding( binding ) {
  38843. const bindings = this._bindings,
  38844. propBinding = binding.binding,
  38845. rootUuid = propBinding.rootNode.uuid,
  38846. trackName = propBinding.path,
  38847. bindingsByRoot = this._bindingsByRootAndName,
  38848. bindingByName = bindingsByRoot[ rootUuid ],
  38849. lastInactiveBinding = bindings[ bindings.length - 1 ],
  38850. cacheIndex = binding._cacheIndex;
  38851. lastInactiveBinding._cacheIndex = cacheIndex;
  38852. bindings[ cacheIndex ] = lastInactiveBinding;
  38853. bindings.pop();
  38854. delete bindingByName[ trackName ];
  38855. if ( Object.keys( bindingByName ).length === 0 ) {
  38856. delete bindingsByRoot[ rootUuid ];
  38857. }
  38858. }
  38859. _lendBinding( binding ) {
  38860. const bindings = this._bindings,
  38861. prevIndex = binding._cacheIndex,
  38862. lastActiveIndex = this._nActiveBindings ++,
  38863. firstInactiveBinding = bindings[ lastActiveIndex ];
  38864. binding._cacheIndex = lastActiveIndex;
  38865. bindings[ lastActiveIndex ] = binding;
  38866. firstInactiveBinding._cacheIndex = prevIndex;
  38867. bindings[ prevIndex ] = firstInactiveBinding;
  38868. }
  38869. _takeBackBinding( binding ) {
  38870. const bindings = this._bindings,
  38871. prevIndex = binding._cacheIndex,
  38872. firstInactiveIndex = -- this._nActiveBindings,
  38873. lastActiveBinding = bindings[ firstInactiveIndex ];
  38874. binding._cacheIndex = firstInactiveIndex;
  38875. bindings[ firstInactiveIndex ] = binding;
  38876. lastActiveBinding._cacheIndex = prevIndex;
  38877. bindings[ prevIndex ] = lastActiveBinding;
  38878. }
  38879. // Memory management of Interpolants for weight and time scale
  38880. _lendControlInterpolant() {
  38881. const interpolants = this._controlInterpolants,
  38882. lastActiveIndex = this._nActiveControlInterpolants ++;
  38883. let interpolant = interpolants[ lastActiveIndex ];
  38884. if ( interpolant === undefined ) {
  38885. interpolant = new LinearInterpolant(
  38886. new Float32Array( 2 ), new Float32Array( 2 ),
  38887. 1, _controlInterpolantsResultBuffer );
  38888. interpolant.__cacheIndex = lastActiveIndex;
  38889. interpolants[ lastActiveIndex ] = interpolant;
  38890. }
  38891. return interpolant;
  38892. }
  38893. _takeBackControlInterpolant( interpolant ) {
  38894. const interpolants = this._controlInterpolants,
  38895. prevIndex = interpolant.__cacheIndex,
  38896. firstInactiveIndex = -- this._nActiveControlInterpolants,
  38897. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  38898. interpolant.__cacheIndex = firstInactiveIndex;
  38899. interpolants[ firstInactiveIndex ] = interpolant;
  38900. lastActiveInterpolant.__cacheIndex = prevIndex;
  38901. interpolants[ prevIndex ] = lastActiveInterpolant;
  38902. }
  38903. /**
  38904. * Returns an instance of {@link AnimationAction} for the passed clip.
  38905. *
  38906. * If an action fitting the clip and root parameters doesn't yet exist, it
  38907. * will be created by this method. Calling this method several times with the
  38908. * same clip and root parameters always returns the same action.
  38909. *
  38910. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38911. * @param {Object3D} [optionalRoot] - An alternative root object.
  38912. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38913. * @return {?AnimationAction} The animation action.
  38914. */
  38915. clipAction( clip, optionalRoot, blendMode ) {
  38916. const root = optionalRoot || this._root,
  38917. rootUuid = root.uuid;
  38918. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  38919. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  38920. const actionsForClip = this._actionsByClip[ clipUuid ];
  38921. let prototypeAction = null;
  38922. if ( blendMode === undefined ) {
  38923. if ( clipObject !== null ) {
  38924. blendMode = clipObject.blendMode;
  38925. } else {
  38926. blendMode = NormalAnimationBlendMode;
  38927. }
  38928. }
  38929. if ( actionsForClip !== undefined ) {
  38930. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  38931. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  38932. return existingAction;
  38933. }
  38934. // we know the clip, so we don't have to parse all
  38935. // the bindings again but can just copy
  38936. prototypeAction = actionsForClip.knownActions[ 0 ];
  38937. // also, take the clip from the prototype action
  38938. if ( clipObject === null )
  38939. clipObject = prototypeAction._clip;
  38940. }
  38941. // clip must be known when specified via string
  38942. if ( clipObject === null ) return null;
  38943. // allocate all resources required to run it
  38944. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  38945. this._bindAction( newAction, prototypeAction );
  38946. // and make the action known to the memory manager
  38947. this._addInactiveAction( newAction, clipUuid, rootUuid );
  38948. return newAction;
  38949. }
  38950. /**
  38951. * Returns an existing animation action for the passed clip.
  38952. *
  38953. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38954. * @param {Object3D} [optionalRoot] - An alternative root object.
  38955. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  38956. */
  38957. existingAction( clip, optionalRoot ) {
  38958. const root = optionalRoot || this._root,
  38959. rootUuid = root.uuid,
  38960. clipObject = typeof clip === 'string' ?
  38961. AnimationClip.findByName( root, clip ) : clip,
  38962. clipUuid = clipObject ? clipObject.uuid : clip,
  38963. actionsForClip = this._actionsByClip[ clipUuid ];
  38964. if ( actionsForClip !== undefined ) {
  38965. return actionsForClip.actionByRoot[ rootUuid ] || null;
  38966. }
  38967. return null;
  38968. }
  38969. /**
  38970. * Deactivates all previously scheduled actions on this mixer.
  38971. *
  38972. * @return {AnimationMixer} A reference to thi animation mixer.
  38973. */
  38974. stopAllAction() {
  38975. const actions = this._actions,
  38976. nActions = this._nActiveActions;
  38977. for ( let i = nActions - 1; i >= 0; -- i ) {
  38978. actions[ i ].stop();
  38979. }
  38980. return this;
  38981. }
  38982. /**
  38983. * Advances the global mixer time and updates the animation.
  38984. *
  38985. * This is usually done in the render loop by passing the delta
  38986. * time from {@link Clock} or {@link Timer}.
  38987. *
  38988. * @param {number} deltaTime - The delta time in seconds.
  38989. * @return {AnimationMixer} A reference to thi animation mixer.
  38990. */
  38991. update( deltaTime ) {
  38992. deltaTime *= this.timeScale;
  38993. const actions = this._actions,
  38994. nActions = this._nActiveActions,
  38995. time = this.time += deltaTime,
  38996. timeDirection = Math.sign( deltaTime ),
  38997. accuIndex = this._accuIndex ^= 1;
  38998. // run active actions
  38999. for ( let i = 0; i !== nActions; ++ i ) {
  39000. const action = actions[ i ];
  39001. action._update( time, deltaTime, timeDirection, accuIndex );
  39002. }
  39003. // update scene graph
  39004. const bindings = this._bindings,
  39005. nBindings = this._nActiveBindings;
  39006. for ( let i = 0; i !== nBindings; ++ i ) {
  39007. bindings[ i ].apply( accuIndex );
  39008. }
  39009. return this;
  39010. }
  39011. /**
  39012. * Sets the global mixer to a specific time and updates the animation accordingly.
  39013. *
  39014. * This is useful when you need to jump to an exact time in an animation. The
  39015. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39016. *
  39017. * @param {number} time - The time to set in seconds.
  39018. * @return {AnimationMixer} A reference to thi animation mixer.
  39019. */
  39020. setTime( time ) {
  39021. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39022. for ( let i = 0; i < this._actions.length; i ++ ) {
  39023. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39024. }
  39025. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39026. }
  39027. /**
  39028. * Returns this mixer's root object.
  39029. *
  39030. * @return {Object3D} The mixer's root object.
  39031. */
  39032. getRoot() {
  39033. return this._root;
  39034. }
  39035. /**
  39036. * Deallocates all memory resources for a clip. Before using this method make
  39037. * sure to call {@link AnimationAction#stop} for all related actions.
  39038. *
  39039. * @param {AnimationClip} clip - The clip to uncache.
  39040. */
  39041. uncacheClip( clip ) {
  39042. const actions = this._actions,
  39043. clipUuid = clip.uuid,
  39044. actionsByClip = this._actionsByClip,
  39045. actionsForClip = actionsByClip[ clipUuid ];
  39046. if ( actionsForClip !== undefined ) {
  39047. // note: just calling _removeInactiveAction would mess up the
  39048. // iteration state and also require updating the state we can
  39049. // just throw away
  39050. const actionsToRemove = actionsForClip.knownActions;
  39051. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39052. const action = actionsToRemove[ i ];
  39053. this._deactivateAction( action );
  39054. const cacheIndex = action._cacheIndex,
  39055. lastInactiveAction = actions[ actions.length - 1 ];
  39056. action._cacheIndex = null;
  39057. action._byClipCacheIndex = null;
  39058. lastInactiveAction._cacheIndex = cacheIndex;
  39059. actions[ cacheIndex ] = lastInactiveAction;
  39060. actions.pop();
  39061. this._removeInactiveBindingsForAction( action );
  39062. }
  39063. delete actionsByClip[ clipUuid ];
  39064. }
  39065. }
  39066. /**
  39067. * Deallocates all memory resources for a root object. Before using this
  39068. * method make sure to call {@link AnimationAction#stop} for all related
  39069. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39070. * mixer operates on a single root.
  39071. *
  39072. * @param {Object3D} root - The root object to uncache.
  39073. */
  39074. uncacheRoot( root ) {
  39075. const rootUuid = root.uuid,
  39076. actionsByClip = this._actionsByClip;
  39077. for ( const clipUuid in actionsByClip ) {
  39078. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39079. action = actionByRoot[ rootUuid ];
  39080. if ( action !== undefined ) {
  39081. this._deactivateAction( action );
  39082. this._removeInactiveAction( action );
  39083. }
  39084. }
  39085. const bindingsByRoot = this._bindingsByRootAndName,
  39086. bindingByName = bindingsByRoot[ rootUuid ];
  39087. if ( bindingByName !== undefined ) {
  39088. for ( const trackName in bindingByName ) {
  39089. const binding = bindingByName[ trackName ];
  39090. binding.restoreOriginalState();
  39091. this._removeInactiveBinding( binding );
  39092. }
  39093. }
  39094. }
  39095. /**
  39096. * Deallocates all memory resources for an action. The action is identified by the
  39097. * given clip and an optional root object. Before using this method make
  39098. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39099. *
  39100. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39101. * @param {Object3D} [optionalRoot] - An alternative root object.
  39102. */
  39103. uncacheAction( clip, optionalRoot ) {
  39104. const action = this.existingAction( clip, optionalRoot );
  39105. if ( action !== null ) {
  39106. this._deactivateAction( action );
  39107. this._removeInactiveAction( action );
  39108. }
  39109. }
  39110. }
  39111. /**
  39112. * Represents a 3D render target.
  39113. *
  39114. * @augments RenderTarget
  39115. */
  39116. class RenderTarget3D extends RenderTarget {
  39117. /**
  39118. * Constructs a new 3D render target.
  39119. *
  39120. * @param {number} [width=1] - The width of the render target.
  39121. * @param {number} [height=1] - The height of the render target.
  39122. * @param {number} [depth=1] - The height of the render target.
  39123. * @param {RenderTarget~Options} [options] - The configuration object.
  39124. */
  39125. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39126. super( width, height, options );
  39127. /**
  39128. * This flag can be used for type testing.
  39129. *
  39130. * @type {boolean}
  39131. * @readonly
  39132. * @default true
  39133. */
  39134. this.isRenderTarget3D = true;
  39135. this.depth = depth;
  39136. /**
  39137. * Overwritten with a different texture type.
  39138. *
  39139. * @type {Data3DTexture}
  39140. */
  39141. this.texture = new Data3DTexture( null, width, height, depth );
  39142. this._setTextureOptions( options );
  39143. this.texture.isRenderTargetTexture = true;
  39144. }
  39145. }
  39146. /**
  39147. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39148. *
  39149. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39150. * ```js
  39151. * uniforms: {
  39152. * time: { value: 1.0 },
  39153. * resolution: new Uniform( new Vector2() )
  39154. * };
  39155. * ```
  39156. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39157. * in {@link WebGLRenderer}.
  39158. */
  39159. class Uniform {
  39160. /**
  39161. * Constructs a new uniform.
  39162. *
  39163. * @param {any} value - The uniform value.
  39164. */
  39165. constructor( value ) {
  39166. /**
  39167. * The uniform value.
  39168. *
  39169. * @type {any}
  39170. */
  39171. this.value = value;
  39172. }
  39173. /**
  39174. * Returns a new uniform with copied values from this instance.
  39175. * If the value has a `clone()` method, the value is cloned as well.
  39176. *
  39177. * @return {Uniform} A clone of this instance.
  39178. */
  39179. clone() {
  39180. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39181. }
  39182. }
  39183. let _id = 0;
  39184. /**
  39185. * A class for managing multiple uniforms in a single group. The renderer will process
  39186. * such a definition as a single UBO.
  39187. *
  39188. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39189. * in {@link WebGLRenderer}.
  39190. *
  39191. * @augments EventDispatcher
  39192. */
  39193. class UniformsGroup extends EventDispatcher {
  39194. /**
  39195. * Constructs a new uniforms group.
  39196. */
  39197. constructor() {
  39198. super();
  39199. /**
  39200. * This flag can be used for type testing.
  39201. *
  39202. * @type {boolean}
  39203. * @readonly
  39204. * @default true
  39205. */
  39206. this.isUniformsGroup = true;
  39207. /**
  39208. * The ID of the 3D object.
  39209. *
  39210. * @name UniformsGroup#id
  39211. * @type {number}
  39212. * @readonly
  39213. */
  39214. Object.defineProperty( this, 'id', { value: _id ++ } );
  39215. /**
  39216. * The name of the uniforms group.
  39217. *
  39218. * @type {string}
  39219. */
  39220. this.name = '';
  39221. /**
  39222. * The buffer usage.
  39223. *
  39224. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39225. * @default StaticDrawUsage
  39226. */
  39227. this.usage = StaticDrawUsage;
  39228. /**
  39229. * An array holding the uniforms.
  39230. *
  39231. * @type {Array<Uniform>}
  39232. */
  39233. this.uniforms = [];
  39234. }
  39235. /**
  39236. * Adds the given uniform to this uniforms group.
  39237. *
  39238. * @param {Uniform} uniform - The uniform to add.
  39239. * @return {UniformsGroup} A reference to this uniforms group.
  39240. */
  39241. add( uniform ) {
  39242. this.uniforms.push( uniform );
  39243. return this;
  39244. }
  39245. /**
  39246. * Removes the given uniform from this uniforms group.
  39247. *
  39248. * @param {Uniform} uniform - The uniform to remove.
  39249. * @return {UniformsGroup} A reference to this uniforms group.
  39250. */
  39251. remove( uniform ) {
  39252. const index = this.uniforms.indexOf( uniform );
  39253. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39254. return this;
  39255. }
  39256. /**
  39257. * Sets the name of this uniforms group.
  39258. *
  39259. * @param {string} name - The name to set.
  39260. * @return {UniformsGroup} A reference to this uniforms group.
  39261. */
  39262. setName( name ) {
  39263. this.name = name;
  39264. return this;
  39265. }
  39266. /**
  39267. * Sets the usage of this uniforms group.
  39268. *
  39269. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39270. * @return {UniformsGroup} A reference to this uniforms group.
  39271. */
  39272. setUsage( value ) {
  39273. this.usage = value;
  39274. return this;
  39275. }
  39276. /**
  39277. * Frees the GPU-related resources allocated by this instance. Call this
  39278. * method whenever this instance is no longer used in your app.
  39279. *
  39280. * @fires Texture#dispose
  39281. */
  39282. dispose() {
  39283. this.dispatchEvent( { type: 'dispose' } );
  39284. }
  39285. /**
  39286. * Copies the values of the given uniforms group to this instance.
  39287. *
  39288. * @param {UniformsGroup} source - The uniforms group to copy.
  39289. * @return {UniformsGroup} A reference to this uniforms group.
  39290. */
  39291. copy( source ) {
  39292. this.name = source.name;
  39293. this.usage = source.usage;
  39294. const uniformsSource = source.uniforms;
  39295. this.uniforms.length = 0;
  39296. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39297. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39298. for ( let j = 0; j < uniforms.length; j ++ ) {
  39299. this.uniforms.push( uniforms[ j ].clone() );
  39300. }
  39301. }
  39302. return this;
  39303. }
  39304. /**
  39305. * Returns a new uniforms group with copied values from this instance.
  39306. *
  39307. * @return {UniformsGroup} A clone of this instance.
  39308. */
  39309. clone() {
  39310. return new this.constructor().copy( this );
  39311. }
  39312. }
  39313. /**
  39314. * An instanced version of an interleaved buffer.
  39315. *
  39316. * @augments InterleavedBuffer
  39317. */
  39318. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39319. /**
  39320. * Constructs a new instanced interleaved buffer.
  39321. *
  39322. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39323. * @param {number} stride - The number of typed-array elements per vertex.
  39324. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39325. */
  39326. constructor( array, stride, meshPerAttribute = 1 ) {
  39327. super( array, stride );
  39328. /**
  39329. * This flag can be used for type testing.
  39330. *
  39331. * @type {boolean}
  39332. * @readonly
  39333. * @default true
  39334. */
  39335. this.isInstancedInterleavedBuffer = true;
  39336. /**
  39337. * Defines how often a value of this buffer attribute should be repeated,
  39338. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39339. *
  39340. * @type {number}
  39341. * @default 1
  39342. */
  39343. this.meshPerAttribute = meshPerAttribute;
  39344. }
  39345. copy( source ) {
  39346. super.copy( source );
  39347. this.meshPerAttribute = source.meshPerAttribute;
  39348. return this;
  39349. }
  39350. clone( data ) {
  39351. const ib = super.clone( data );
  39352. ib.meshPerAttribute = this.meshPerAttribute;
  39353. return ib;
  39354. }
  39355. toJSON( data ) {
  39356. const json = super.toJSON( data );
  39357. json.isInstancedInterleavedBuffer = true;
  39358. json.meshPerAttribute = this.meshPerAttribute;
  39359. return json;
  39360. }
  39361. }
  39362. /**
  39363. * An alternative version of a buffer attribute with more control over the VBO.
  39364. *
  39365. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39366. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39367. *
  39368. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39369. * or even produces the VBOs in question.
  39370. *
  39371. * Notice that this class can only be used with {@link WebGLRenderer}.
  39372. */
  39373. class GLBufferAttribute {
  39374. /**
  39375. * Constructs a new GL buffer attribute.
  39376. *
  39377. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39378. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39379. * @param {number} itemSize - The item size.
  39380. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39381. * @param {number} count - The expected number of vertices in VBO.
  39382. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39383. */
  39384. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39385. /**
  39386. * This flag can be used for type testing.
  39387. *
  39388. * @type {boolean}
  39389. * @readonly
  39390. * @default true
  39391. */
  39392. this.isGLBufferAttribute = true;
  39393. /**
  39394. * The name of the buffer attribute.
  39395. *
  39396. * @type {string}
  39397. */
  39398. this.name = '';
  39399. /**
  39400. * The native WebGL buffer.
  39401. *
  39402. * @type {WebGLBuffer}
  39403. */
  39404. this.buffer = buffer;
  39405. /**
  39406. * The native data type.
  39407. *
  39408. * @type {number}
  39409. */
  39410. this.type = type;
  39411. /**
  39412. * The item size, see {@link BufferAttribute#itemSize}.
  39413. *
  39414. * @type {number}
  39415. */
  39416. this.itemSize = itemSize;
  39417. /**
  39418. * The corresponding size (in bytes) for the given `type` parameter.
  39419. *
  39420. * @type {number}
  39421. */
  39422. this.elementSize = elementSize;
  39423. /**
  39424. * The expected number of vertices in VBO.
  39425. *
  39426. * @type {number}
  39427. */
  39428. this.count = count;
  39429. /**
  39430. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39431. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39432. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39433. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39434. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39435. *
  39436. * @type {boolean}
  39437. */
  39438. this.normalized = normalized;
  39439. /**
  39440. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39441. *
  39442. * @type {number}
  39443. */
  39444. this.version = 0;
  39445. }
  39446. /**
  39447. * Flag to indicate that this attribute has changed and should be re-sent to
  39448. * the GPU. Set this to `true` when you modify the value of the array.
  39449. *
  39450. * @type {number}
  39451. * @default false
  39452. * @param {boolean} value
  39453. */
  39454. set needsUpdate( value ) {
  39455. if ( value === true ) this.version ++;
  39456. }
  39457. /**
  39458. * Sets the given native WebGL buffer.
  39459. *
  39460. * @param {WebGLBuffer} buffer - The buffer to set.
  39461. * @return {BufferAttribute} A reference to this instance.
  39462. */
  39463. setBuffer( buffer ) {
  39464. this.buffer = buffer;
  39465. return this;
  39466. }
  39467. /**
  39468. * Sets the given native data type and element size.
  39469. *
  39470. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39471. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39472. * @return {BufferAttribute} A reference to this instance.
  39473. */
  39474. setType( type, elementSize ) {
  39475. this.type = type;
  39476. this.elementSize = elementSize;
  39477. return this;
  39478. }
  39479. /**
  39480. * Sets the item size.
  39481. *
  39482. * @param {number} itemSize - The item size.
  39483. * @return {BufferAttribute} A reference to this instance.
  39484. */
  39485. setItemSize( itemSize ) {
  39486. this.itemSize = itemSize;
  39487. return this;
  39488. }
  39489. /**
  39490. * Sets the count (the expected number of vertices in VBO).
  39491. *
  39492. * @param {number} count - The count.
  39493. * @return {BufferAttribute} A reference to this instance.
  39494. */
  39495. setCount( count ) {
  39496. this.count = count;
  39497. return this;
  39498. }
  39499. }
  39500. const _matrix = /*@__PURE__*/ new Matrix4();
  39501. /**
  39502. * This class is designed to assist with raycasting. Raycasting is used for
  39503. * mouse picking (working out what objects in the 3d space the mouse is over)
  39504. * amongst other things.
  39505. */
  39506. class Raycaster {
  39507. /**
  39508. * Constructs a new raycaster.
  39509. *
  39510. * @param {Vector3} origin - The origin vector where the ray casts from.
  39511. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39512. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39513. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39514. */
  39515. constructor( origin, direction, near = 0, far = Infinity ) {
  39516. /**
  39517. * The ray used for raycasting.
  39518. *
  39519. * @type {Ray}
  39520. */
  39521. this.ray = new Ray( origin, direction );
  39522. /**
  39523. * All results returned are further away than near. Near can't be negative.
  39524. *
  39525. * @type {number}
  39526. * @default 0
  39527. */
  39528. this.near = near;
  39529. /**
  39530. * All results returned are further away than near. Near can't be negative.
  39531. *
  39532. * @type {number}
  39533. * @default Infinity
  39534. */
  39535. this.far = far;
  39536. /**
  39537. * The camera to use when raycasting against view-dependent objects such as
  39538. * billboarded objects like sprites. This field can be set manually or
  39539. * is set when calling `setFromCamera()`.
  39540. *
  39541. * @type {?Camera}
  39542. * @default null
  39543. */
  39544. this.camera = null;
  39545. /**
  39546. * Allows to selectively ignore 3D objects when performing intersection tests.
  39547. * The following code example ensures that only 3D objects on layer `1` will be
  39548. * honored by raycaster.
  39549. * ```js
  39550. * raycaster.layers.set( 1 );
  39551. * object.layers.enable( 1 );
  39552. * ```
  39553. *
  39554. * @type {Layers}
  39555. */
  39556. this.layers = new Layers();
  39557. /**
  39558. * A parameter object that configures the raycasting. It has the structure:
  39559. *
  39560. * ```
  39561. * {
  39562. * Mesh: {},
  39563. * Line: { threshold: 1 },
  39564. * LOD: {},
  39565. * Points: { threshold: 1 },
  39566. * Sprite: {}
  39567. * }
  39568. * ```
  39569. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39570. *
  39571. * @type {Object}
  39572. */
  39573. this.params = {
  39574. Mesh: {},
  39575. Line: { threshold: 1 },
  39576. LOD: {},
  39577. Points: { threshold: 1 },
  39578. Sprite: {}
  39579. };
  39580. }
  39581. /**
  39582. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39583. *
  39584. * @param {Vector3} origin - The origin vector where the ray casts from.
  39585. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39586. */
  39587. set( origin, direction ) {
  39588. // direction is assumed to be normalized (for accurate distance calculations)
  39589. this.ray.set( origin, direction );
  39590. }
  39591. /**
  39592. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39593. *
  39594. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39595. * X and Y components should be between `-1` and `1`.
  39596. * @param {Camera} camera - The camera from which the ray should originate.
  39597. */
  39598. setFromCamera( coords, camera ) {
  39599. if ( camera.isPerspectiveCamera ) {
  39600. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39601. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39602. this.camera = camera;
  39603. } else if ( camera.isOrthographicCamera ) {
  39604. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39605. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39606. this.camera = camera;
  39607. } else {
  39608. console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
  39609. }
  39610. }
  39611. /**
  39612. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39613. *
  39614. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39615. * @return {Raycaster} A reference to this raycaster.
  39616. */
  39617. setFromXRController( controller ) {
  39618. _matrix.identity().extractRotation( controller.matrixWorld );
  39619. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39620. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39621. return this;
  39622. }
  39623. /**
  39624. * The intersection point of a raycaster intersection test.
  39625. * @typedef {Object} Raycaster~Intersection
  39626. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39627. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39628. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39629. * @property {Vector3} point - The intersection point, in world coordinates.
  39630. * @property {Object} face - The face that has been intersected.
  39631. * @property {number} faceIndex - The face index.
  39632. * @property {Object3D} object - The 3D object that has been intersected.
  39633. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39634. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39635. * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.
  39636. * @property {number} instanceId - The index number of the instance where the ray
  39637. * intersects the {@link InstancedMesh}.
  39638. */
  39639. /**
  39640. * Checks all intersection between the ray and the object with or without the
  39641. * descendants. Intersections are returned sorted by distance, closest first.
  39642. *
  39643. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39644. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39645. * differently to ray casting than lines or points.
  39646. *
  39647. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39648. * to be detected; intersections of the ray passing through the back of a face will not
  39649. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39650. * to `THREE.DoubleSide`.
  39651. *
  39652. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39653. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39654. * Otherwise it only checks intersection with the object.
  39655. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39656. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39657. */
  39658. intersectObject( object, recursive = true, intersects = [] ) {
  39659. intersect( object, this, intersects, recursive );
  39660. intersects.sort( ascSort );
  39661. return intersects;
  39662. }
  39663. /**
  39664. * Checks all intersection between the ray and the objects with or without
  39665. * the descendants. Intersections are returned sorted by distance, closest first.
  39666. *
  39667. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39668. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39669. * Otherwise it only checks intersection with the object.
  39670. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39671. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39672. */
  39673. intersectObjects( objects, recursive = true, intersects = [] ) {
  39674. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39675. intersect( objects[ i ], this, intersects, recursive );
  39676. }
  39677. intersects.sort( ascSort );
  39678. return intersects;
  39679. }
  39680. }
  39681. function ascSort( a, b ) {
  39682. return a.distance - b.distance;
  39683. }
  39684. function intersect( object, raycaster, intersects, recursive ) {
  39685. let propagate = true;
  39686. if ( object.layers.test( raycaster.layers ) ) {
  39687. const result = object.raycast( raycaster, intersects );
  39688. if ( result === false ) propagate = false;
  39689. }
  39690. if ( propagate === true && recursive === true ) {
  39691. const children = object.children;
  39692. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39693. intersect( children[ i ], raycaster, intersects, true );
  39694. }
  39695. }
  39696. }
  39697. /**
  39698. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39699. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  39700. *
  39701. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  39702. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  39703. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  39704. * is inactive (e.g. tab switched or browser hidden).
  39705. *
  39706. * ```js
  39707. * const timer = new Timer();
  39708. * timer.connect( document ); // use Page Visibility API
  39709. * ```
  39710. */
  39711. class Timer {
  39712. /**
  39713. * Constructs a new timer.
  39714. */
  39715. constructor() {
  39716. this._previousTime = 0;
  39717. this._currentTime = 0;
  39718. this._startTime = performance.now();
  39719. this._delta = 0;
  39720. this._elapsed = 0;
  39721. this._timescale = 1;
  39722. this._document = null;
  39723. this._pageVisibilityHandler = null;
  39724. }
  39725. /**
  39726. * Connect the timer to the given document.Calling this method is not mandatory to
  39727. * use the timer but enables the usage of the Page Visibility API to avoid large time
  39728. * delta values.
  39729. *
  39730. * @param {Document} document - The document.
  39731. */
  39732. connect( document ) {
  39733. this._document = document;
  39734. // use Page Visibility API to avoid large time delta values
  39735. if ( document.hidden !== undefined ) {
  39736. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  39737. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  39738. }
  39739. }
  39740. /**
  39741. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  39742. */
  39743. disconnect() {
  39744. if ( this._pageVisibilityHandler !== null ) {
  39745. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  39746. this._pageVisibilityHandler = null;
  39747. }
  39748. this._document = null;
  39749. }
  39750. /**
  39751. * Returns the time delta in seconds.
  39752. *
  39753. * @return {number} The time delta in second.
  39754. */
  39755. getDelta() {
  39756. return this._delta / 1000;
  39757. }
  39758. /**
  39759. * Returns the elapsed time in seconds.
  39760. *
  39761. * @return {number} The elapsed time in second.
  39762. */
  39763. getElapsed() {
  39764. return this._elapsed / 1000;
  39765. }
  39766. /**
  39767. * Returns the timescale.
  39768. *
  39769. * @return {number} The timescale.
  39770. */
  39771. getTimescale() {
  39772. return this._timescale;
  39773. }
  39774. /**
  39775. * Sets the given timescale which scale the time delta computation
  39776. * in `update()`.
  39777. *
  39778. * @param {number} timescale - The timescale to set.
  39779. * @return {Timer} A reference to this timer.
  39780. */
  39781. setTimescale( timescale ) {
  39782. this._timescale = timescale;
  39783. return this;
  39784. }
  39785. /**
  39786. * Resets the time computation for the current simulation step.
  39787. *
  39788. * @return {Timer} A reference to this timer.
  39789. */
  39790. reset() {
  39791. this._currentTime = performance.now() - this._startTime;
  39792. return this;
  39793. }
  39794. /**
  39795. * Can be used to free all internal resources. Usually called when
  39796. * the timer instance isn't required anymore.
  39797. */
  39798. dispose() {
  39799. this.disconnect();
  39800. }
  39801. /**
  39802. * Updates the internal state of the timer. This method should be called
  39803. * once per simulation step and before you perform queries against the timer
  39804. * (e.g. via `getDelta()`).
  39805. *
  39806. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  39807. * from the `requestAnimationFrame` callback argument. If not provided, the current
  39808. * time will be determined with `performance.now`.
  39809. * @return {Timer} A reference to this timer.
  39810. */
  39811. update( timestamp ) {
  39812. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  39813. this._delta = 0;
  39814. } else {
  39815. this._previousTime = this._currentTime;
  39816. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  39817. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  39818. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  39819. }
  39820. return this;
  39821. }
  39822. }
  39823. function handleVisibilityChange() {
  39824. if ( this._document.hidden === false ) this.reset();
  39825. }
  39826. /**
  39827. * This class can be used to represent points in 3D space as
  39828. * [Spherical coordinates]{@link https://en.wikipedia.org/wiki/Spherical_coordinate_system}.
  39829. */
  39830. class Spherical {
  39831. /**
  39832. * Constructs a new spherical.
  39833. *
  39834. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39835. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  39836. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  39837. */
  39838. constructor( radius = 1, phi = 0, theta = 0 ) {
  39839. /**
  39840. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39841. *
  39842. * @type {number}
  39843. * @default 1
  39844. */
  39845. this.radius = radius;
  39846. /**
  39847. * The polar angle in radians from the y (up) axis.
  39848. *
  39849. * @type {number}
  39850. * @default 0
  39851. */
  39852. this.phi = phi;
  39853. /**
  39854. * The equator/azimuthal angle in radians around the y (up) axis.
  39855. *
  39856. * @type {number}
  39857. * @default 0
  39858. */
  39859. this.theta = theta;
  39860. }
  39861. /**
  39862. * Sets the spherical components by copying the given values.
  39863. *
  39864. * @param {number} radius - The radius.
  39865. * @param {number} phi - The polar angle.
  39866. * @param {number} theta - The azimuthal angle.
  39867. * @return {Spherical} A reference to this spherical.
  39868. */
  39869. set( radius, phi, theta ) {
  39870. this.radius = radius;
  39871. this.phi = phi;
  39872. this.theta = theta;
  39873. return this;
  39874. }
  39875. /**
  39876. * Copies the values of the given spherical to this instance.
  39877. *
  39878. * @param {Spherical} other - The spherical to copy.
  39879. * @return {Spherical} A reference to this spherical.
  39880. */
  39881. copy( other ) {
  39882. this.radius = other.radius;
  39883. this.phi = other.phi;
  39884. this.theta = other.theta;
  39885. return this;
  39886. }
  39887. /**
  39888. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  39889. * `0.000001`.
  39890. *
  39891. * @return {Spherical} A reference to this spherical.
  39892. */
  39893. makeSafe() {
  39894. const EPS = 0.000001;
  39895. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  39896. return this;
  39897. }
  39898. /**
  39899. * Sets the spherical components from the given vector which is assumed to hold
  39900. * Cartesian coordinates.
  39901. *
  39902. * @param {Vector3} v - The vector to set.
  39903. * @return {Spherical} A reference to this spherical.
  39904. */
  39905. setFromVector3( v ) {
  39906. return this.setFromCartesianCoords( v.x, v.y, v.z );
  39907. }
  39908. /**
  39909. * Sets the spherical components from the given Cartesian coordinates.
  39910. *
  39911. * @param {number} x - The x value.
  39912. * @param {number} y - The y value.
  39913. * @param {number} z - The z value.
  39914. * @return {Spherical} A reference to this spherical.
  39915. */
  39916. setFromCartesianCoords( x, y, z ) {
  39917. this.radius = Math.sqrt( x * x + y * y + z * z );
  39918. if ( this.radius === 0 ) {
  39919. this.theta = 0;
  39920. this.phi = 0;
  39921. } else {
  39922. this.theta = Math.atan2( x, z );
  39923. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  39924. }
  39925. return this;
  39926. }
  39927. /**
  39928. * Returns a new spherical with copied values from this instance.
  39929. *
  39930. * @return {Spherical} A clone of this instance.
  39931. */
  39932. clone() {
  39933. return new this.constructor().copy( this );
  39934. }
  39935. }
  39936. /**
  39937. * This class can be used to represent points in 3D space as
  39938. * [Cylindrical coordinates]{@link https://en.wikipedia.org/wiki/Cylindrical_coordinate_system}.
  39939. */
  39940. class Cylindrical {
  39941. /**
  39942. * Constructs a new cylindrical.
  39943. *
  39944. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  39945. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  39946. * @param {number} [y=0] - The height above the x-z plane.
  39947. */
  39948. constructor( radius = 1, theta = 0, y = 0 ) {
  39949. /**
  39950. * The distance from the origin to a point in the x-z plane.
  39951. *
  39952. * @type {number}
  39953. * @default 1
  39954. */
  39955. this.radius = radius;
  39956. /**
  39957. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  39958. *
  39959. * @type {number}
  39960. * @default 0
  39961. */
  39962. this.theta = theta;
  39963. /**
  39964. * The height above the x-z plane.
  39965. *
  39966. * @type {number}
  39967. * @default 0
  39968. */
  39969. this.y = y;
  39970. }
  39971. /**
  39972. * Sets the cylindrical components by copying the given values.
  39973. *
  39974. * @param {number} radius - The radius.
  39975. * @param {number} theta - The theta angle.
  39976. * @param {number} y - The height value.
  39977. * @return {Cylindrical} A reference to this cylindrical.
  39978. */
  39979. set( radius, theta, y ) {
  39980. this.radius = radius;
  39981. this.theta = theta;
  39982. this.y = y;
  39983. return this;
  39984. }
  39985. /**
  39986. * Copies the values of the given cylindrical to this instance.
  39987. *
  39988. * @param {Cylindrical} other - The cylindrical to copy.
  39989. * @return {Cylindrical} A reference to this cylindrical.
  39990. */
  39991. copy( other ) {
  39992. this.radius = other.radius;
  39993. this.theta = other.theta;
  39994. this.y = other.y;
  39995. return this;
  39996. }
  39997. /**
  39998. * Sets the cylindrical components from the given vector which is assumed to hold
  39999. * Cartesian coordinates.
  40000. *
  40001. * @param {Vector3} v - The vector to set.
  40002. * @return {Cylindrical} A reference to this cylindrical.
  40003. */
  40004. setFromVector3( v ) {
  40005. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40006. }
  40007. /**
  40008. * Sets the cylindrical components from the given Cartesian coordinates.
  40009. *
  40010. * @param {number} x - The x value.
  40011. * @param {number} y - The x value.
  40012. * @param {number} z - The x value.
  40013. * @return {Cylindrical} A reference to this cylindrical.
  40014. */
  40015. setFromCartesianCoords( x, y, z ) {
  40016. this.radius = Math.sqrt( x * x + z * z );
  40017. this.theta = Math.atan2( x, z );
  40018. this.y = y;
  40019. return this;
  40020. }
  40021. /**
  40022. * Returns a new cylindrical with copied values from this instance.
  40023. *
  40024. * @return {Cylindrical} A clone of this instance.
  40025. */
  40026. clone() {
  40027. return new this.constructor().copy( this );
  40028. }
  40029. }
  40030. /**
  40031. * Represents a 2x2 matrix.
  40032. *
  40033. * A Note on Row-Major and Column-Major Ordering:
  40034. *
  40035. * The constructor and {@link Matrix2#set} method take arguments in
  40036. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  40037. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40038. * This means that calling:
  40039. * ```js
  40040. * const m = new THREE.Matrix2();
  40041. * m.set( 11, 12,
  40042. * 21, 22 );
  40043. * ```
  40044. * will result in the elements array containing:
  40045. * ```js
  40046. * m.elements = [ 11, 21,
  40047. * 12, 22 ];
  40048. * ```
  40049. * and internally all calculations are performed using column-major ordering.
  40050. * However, as the actual ordering makes no difference mathematically and
  40051. * most people are used to thinking about matrices in row-major order, the
  40052. * three.js documentation shows matrices in row-major order. Just bear in
  40053. * mind that if you are reading the source code, you'll have to take the
  40054. * transpose of any matrices outlined here to make sense of the calculations.
  40055. */
  40056. class Matrix2 {
  40057. /**
  40058. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40059. * in row-major order. If no arguments are provided, the constructor
  40060. * initializes the matrix as an identity matrix.
  40061. *
  40062. * @param {number} [n11] - 1-1 matrix element.
  40063. * @param {number} [n12] - 1-2 matrix element.
  40064. * @param {number} [n21] - 2-1 matrix element.
  40065. * @param {number} [n22] - 2-2 matrix element.
  40066. */
  40067. constructor( n11, n12, n21, n22 ) {
  40068. /**
  40069. * This flag can be used for type testing.
  40070. *
  40071. * @type {boolean}
  40072. * @readonly
  40073. * @default true
  40074. */
  40075. Matrix2.prototype.isMatrix2 = true;
  40076. /**
  40077. * A column-major list of matrix values.
  40078. *
  40079. * @type {Array<number>}
  40080. */
  40081. this.elements = [
  40082. 1, 0,
  40083. 0, 1,
  40084. ];
  40085. if ( n11 !== undefined ) {
  40086. this.set( n11, n12, n21, n22 );
  40087. }
  40088. }
  40089. /**
  40090. * Sets this matrix to the 2x2 identity matrix.
  40091. *
  40092. * @return {Matrix2} A reference to this matrix.
  40093. */
  40094. identity() {
  40095. this.set(
  40096. 1, 0,
  40097. 0, 1,
  40098. );
  40099. return this;
  40100. }
  40101. /**
  40102. * Sets the elements of the matrix from the given array.
  40103. *
  40104. * @param {Array<number>} array - The matrix elements in column-major order.
  40105. * @param {number} [offset=0] - Index of the first element in the array.
  40106. * @return {Matrix2} A reference to this matrix.
  40107. */
  40108. fromArray( array, offset = 0 ) {
  40109. for ( let i = 0; i < 4; i ++ ) {
  40110. this.elements[ i ] = array[ i + offset ];
  40111. }
  40112. return this;
  40113. }
  40114. /**
  40115. * Sets the elements of the matrix.The arguments are supposed to be
  40116. * in row-major order.
  40117. *
  40118. * @param {number} n11 - 1-1 matrix element.
  40119. * @param {number} n12 - 1-2 matrix element.
  40120. * @param {number} n21 - 2-1 matrix element.
  40121. * @param {number} n22 - 2-2 matrix element.
  40122. * @return {Matrix2} A reference to this matrix.
  40123. */
  40124. set( n11, n12, n21, n22 ) {
  40125. const te = this.elements;
  40126. te[ 0 ] = n11; te[ 2 ] = n12;
  40127. te[ 1 ] = n21; te[ 3 ] = n22;
  40128. return this;
  40129. }
  40130. }
  40131. const _vector$4 = /*@__PURE__*/ new Vector2();
  40132. /**
  40133. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40134. */
  40135. class Box2 {
  40136. /**
  40137. * Constructs a new bounding box.
  40138. *
  40139. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40140. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40141. */
  40142. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40143. /**
  40144. * This flag can be used for type testing.
  40145. *
  40146. * @type {boolean}
  40147. * @readonly
  40148. * @default true
  40149. */
  40150. this.isBox2 = true;
  40151. /**
  40152. * The lower boundary of the box.
  40153. *
  40154. * @type {Vector2}
  40155. */
  40156. this.min = min;
  40157. /**
  40158. * The upper boundary of the box.
  40159. *
  40160. * @type {Vector2}
  40161. */
  40162. this.max = max;
  40163. }
  40164. /**
  40165. * Sets the lower and upper boundaries of this box.
  40166. * Please note that this method only copies the values from the given objects.
  40167. *
  40168. * @param {Vector2} min - The lower boundary of the box.
  40169. * @param {Vector2} max - The upper boundary of the box.
  40170. * @return {Box2} A reference to this bounding box.
  40171. */
  40172. set( min, max ) {
  40173. this.min.copy( min );
  40174. this.max.copy( max );
  40175. return this;
  40176. }
  40177. /**
  40178. * Sets the upper and lower bounds of this box so it encloses the position data
  40179. * in the given array.
  40180. *
  40181. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40182. * @return {Box2} A reference to this bounding box.
  40183. */
  40184. setFromPoints( points ) {
  40185. this.makeEmpty();
  40186. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40187. this.expandByPoint( points[ i ] );
  40188. }
  40189. return this;
  40190. }
  40191. /**
  40192. * Centers this box on the given center vector and sets this box's width, height and
  40193. * depth to the given size values.
  40194. *
  40195. * @param {Vector2} center - The center of the box.
  40196. * @param {Vector2} size - The x and y dimensions of the box.
  40197. * @return {Box2} A reference to this bounding box.
  40198. */
  40199. setFromCenterAndSize( center, size ) {
  40200. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40201. this.min.copy( center ).sub( halfSize );
  40202. this.max.copy( center ).add( halfSize );
  40203. return this;
  40204. }
  40205. /**
  40206. * Returns a new box with copied values from this instance.
  40207. *
  40208. * @return {Box2} A clone of this instance.
  40209. */
  40210. clone() {
  40211. return new this.constructor().copy( this );
  40212. }
  40213. /**
  40214. * Copies the values of the given box to this instance.
  40215. *
  40216. * @param {Box2} box - The box to copy.
  40217. * @return {Box2} A reference to this bounding box.
  40218. */
  40219. copy( box ) {
  40220. this.min.copy( box.min );
  40221. this.max.copy( box.max );
  40222. return this;
  40223. }
  40224. /**
  40225. * Makes this box empty which means in encloses a zero space in 2D.
  40226. *
  40227. * @return {Box2} A reference to this bounding box.
  40228. */
  40229. makeEmpty() {
  40230. this.min.x = this.min.y = + Infinity;
  40231. this.max.x = this.max.y = - Infinity;
  40232. return this;
  40233. }
  40234. /**
  40235. * Returns true if this box includes zero points within its bounds.
  40236. * Note that a box with equal lower and upper bounds still includes one
  40237. * point, the one both bounds share.
  40238. *
  40239. * @return {boolean} Whether this box is empty or not.
  40240. */
  40241. isEmpty() {
  40242. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40243. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40244. }
  40245. /**
  40246. * Returns the center point of this box.
  40247. *
  40248. * @param {Vector2} target - The target vector that is used to store the method's result.
  40249. * @return {Vector2} The center point.
  40250. */
  40251. getCenter( target ) {
  40252. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40253. }
  40254. /**
  40255. * Returns the dimensions of this box.
  40256. *
  40257. * @param {Vector2} target - The target vector that is used to store the method's result.
  40258. * @return {Vector2} The size.
  40259. */
  40260. getSize( target ) {
  40261. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40262. }
  40263. /**
  40264. * Expands the boundaries of this box to include the given point.
  40265. *
  40266. * @param {Vector2} point - The point that should be included by the bounding box.
  40267. * @return {Box2} A reference to this bounding box.
  40268. */
  40269. expandByPoint( point ) {
  40270. this.min.min( point );
  40271. this.max.max( point );
  40272. return this;
  40273. }
  40274. /**
  40275. * Expands this box equilaterally by the given vector. The width of this
  40276. * box will be expanded by the x component of the vector in both
  40277. * directions. The height of this box will be expanded by the y component of
  40278. * the vector in both directions.
  40279. *
  40280. * @param {Vector2} vector - The vector that should expand the bounding box.
  40281. * @return {Box2} A reference to this bounding box.
  40282. */
  40283. expandByVector( vector ) {
  40284. this.min.sub( vector );
  40285. this.max.add( vector );
  40286. return this;
  40287. }
  40288. /**
  40289. * Expands each dimension of the box by the given scalar. If negative, the
  40290. * dimensions of the box will be contracted.
  40291. *
  40292. * @param {number} scalar - The scalar value that should expand the bounding box.
  40293. * @return {Box2} A reference to this bounding box.
  40294. */
  40295. expandByScalar( scalar ) {
  40296. this.min.addScalar( - scalar );
  40297. this.max.addScalar( scalar );
  40298. return this;
  40299. }
  40300. /**
  40301. * Returns `true` if the given point lies within or on the boundaries of this box.
  40302. *
  40303. * @param {Vector2} point - The point to test.
  40304. * @return {boolean} Whether the bounding box contains the given point or not.
  40305. */
  40306. containsPoint( point ) {
  40307. return point.x >= this.min.x && point.x <= this.max.x &&
  40308. point.y >= this.min.y && point.y <= this.max.y;
  40309. }
  40310. /**
  40311. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40312. * If this box and the given one are identical, this function also returns `true`.
  40313. *
  40314. * @param {Box2} box - The bounding box to test.
  40315. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40316. */
  40317. containsBox( box ) {
  40318. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40319. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40320. }
  40321. /**
  40322. * Returns a point as a proportion of this box's width and height.
  40323. *
  40324. * @param {Vector2} point - A point in 2D space.
  40325. * @param {Vector2} target - The target vector that is used to store the method's result.
  40326. * @return {Vector2} A point as a proportion of this box's width and height.
  40327. */
  40328. getParameter( point, target ) {
  40329. // This can potentially have a divide by zero if the box
  40330. // has a size dimension of 0.
  40331. return target.set(
  40332. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40333. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40334. );
  40335. }
  40336. /**
  40337. * Returns `true` if the given bounding box intersects with this bounding box.
  40338. *
  40339. * @param {Box2} box - The bounding box to test.
  40340. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40341. */
  40342. intersectsBox( box ) {
  40343. // using 4 splitting planes to rule out intersections
  40344. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40345. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40346. }
  40347. /**
  40348. * Clamps the given point within the bounds of this box.
  40349. *
  40350. * @param {Vector2} point - The point to clamp.
  40351. * @param {Vector2} target - The target vector that is used to store the method's result.
  40352. * @return {Vector2} The clamped point.
  40353. */
  40354. clampPoint( point, target ) {
  40355. return target.copy( point ).clamp( this.min, this.max );
  40356. }
  40357. /**
  40358. * Returns the euclidean distance from any edge of this box to the specified point. If
  40359. * the given point lies inside of this box, the distance will be `0`.
  40360. *
  40361. * @param {Vector2} point - The point to compute the distance to.
  40362. * @return {number} The euclidean distance.
  40363. */
  40364. distanceToPoint( point ) {
  40365. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40366. }
  40367. /**
  40368. * Computes the intersection of this bounding box and the given one, setting the upper
  40369. * bound of this box to the lesser of the two boxes' upper bounds and the
  40370. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40371. * there's no overlap, makes this box empty.
  40372. *
  40373. * @param {Box2} box - The bounding box to intersect with.
  40374. * @return {Box2} A reference to this bounding box.
  40375. */
  40376. intersect( box ) {
  40377. this.min.max( box.min );
  40378. this.max.min( box.max );
  40379. if ( this.isEmpty() ) this.makeEmpty();
  40380. return this;
  40381. }
  40382. /**
  40383. * Computes the union of this box and another and the given one, setting the upper
  40384. * bound of this box to the greater of the two boxes' upper bounds and the
  40385. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40386. *
  40387. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40388. * @return {Box2} A reference to this bounding box.
  40389. */
  40390. union( box ) {
  40391. this.min.min( box.min );
  40392. this.max.max( box.max );
  40393. return this;
  40394. }
  40395. /**
  40396. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40397. * effectively moving it in 2D space.
  40398. *
  40399. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40400. * @return {Box2} A reference to this bounding box.
  40401. */
  40402. translate( offset ) {
  40403. this.min.add( offset );
  40404. this.max.add( offset );
  40405. return this;
  40406. }
  40407. /**
  40408. * Returns `true` if this bounding box is equal with the given one.
  40409. *
  40410. * @param {Box2} box - The box to test for equality.
  40411. * @return {boolean} Whether this bounding box is equal with the given one.
  40412. */
  40413. equals( box ) {
  40414. return box.min.equals( this.min ) && box.max.equals( this.max );
  40415. }
  40416. }
  40417. const _startP = /*@__PURE__*/ new Vector3();
  40418. const _startEnd = /*@__PURE__*/ new Vector3();
  40419. const _d1 = /*@__PURE__*/ new Vector3();
  40420. const _d2 = /*@__PURE__*/ new Vector3();
  40421. const _r = /*@__PURE__*/ new Vector3();
  40422. const _c1 = /*@__PURE__*/ new Vector3();
  40423. const _c2 = /*@__PURE__*/ new Vector3();
  40424. /**
  40425. * An analytical line segment in 3D space represented by a start and end point.
  40426. */
  40427. class Line3 {
  40428. /**
  40429. * Constructs a new line segment.
  40430. *
  40431. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40432. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40433. */
  40434. constructor( start = new Vector3(), end = new Vector3() ) {
  40435. /**
  40436. * Start of the line segment.
  40437. *
  40438. * @type {Vector3}
  40439. */
  40440. this.start = start;
  40441. /**
  40442. * End of the line segment.
  40443. *
  40444. * @type {Vector3}
  40445. */
  40446. this.end = end;
  40447. }
  40448. /**
  40449. * Sets the start and end values by copying the given vectors.
  40450. *
  40451. * @param {Vector3} start - The start point.
  40452. * @param {Vector3} end - The end point.
  40453. * @return {Line3} A reference to this line segment.
  40454. */
  40455. set( start, end ) {
  40456. this.start.copy( start );
  40457. this.end.copy( end );
  40458. return this;
  40459. }
  40460. /**
  40461. * Copies the values of the given line segment to this instance.
  40462. *
  40463. * @param {Line3} line - The line segment to copy.
  40464. * @return {Line3} A reference to this line segment.
  40465. */
  40466. copy( line ) {
  40467. this.start.copy( line.start );
  40468. this.end.copy( line.end );
  40469. return this;
  40470. }
  40471. /**
  40472. * Returns the center of the line segment.
  40473. *
  40474. * @param {Vector3} target - The target vector that is used to store the method's result.
  40475. * @return {Vector3} The center point.
  40476. */
  40477. getCenter( target ) {
  40478. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40479. }
  40480. /**
  40481. * Returns the delta vector of the line segment's start and end point.
  40482. *
  40483. * @param {Vector3} target - The target vector that is used to store the method's result.
  40484. * @return {Vector3} The delta vector.
  40485. */
  40486. delta( target ) {
  40487. return target.subVectors( this.end, this.start );
  40488. }
  40489. /**
  40490. * Returns the squared Euclidean distance between the line' start and end point.
  40491. *
  40492. * @return {number} The squared Euclidean distance.
  40493. */
  40494. distanceSq() {
  40495. return this.start.distanceToSquared( this.end );
  40496. }
  40497. /**
  40498. * Returns the Euclidean distance between the line' start and end point.
  40499. *
  40500. * @return {number} The Euclidean distance.
  40501. */
  40502. distance() {
  40503. return this.start.distanceTo( this.end );
  40504. }
  40505. /**
  40506. * Returns a vector at a certain position along the line segment.
  40507. *
  40508. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40509. * @param {Vector3} target - The target vector that is used to store the method's result.
  40510. * @return {Vector3} The delta vector.
  40511. */
  40512. at( t, target ) {
  40513. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40514. }
  40515. /**
  40516. * Returns a point parameter based on the closest point as projected on the line segment.
  40517. *
  40518. * @param {Vector3} point - The point for which to return a point parameter.
  40519. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40520. * @return {number} The point parameter.
  40521. */
  40522. closestPointToPointParameter( point, clampToLine ) {
  40523. _startP.subVectors( point, this.start );
  40524. _startEnd.subVectors( this.end, this.start );
  40525. const startEnd2 = _startEnd.dot( _startEnd );
  40526. const startEnd_startP = _startEnd.dot( _startP );
  40527. let t = startEnd_startP / startEnd2;
  40528. if ( clampToLine ) {
  40529. t = clamp( t, 0, 1 );
  40530. }
  40531. return t;
  40532. }
  40533. /**
  40534. * Returns the closest point on the line for a given point.
  40535. *
  40536. * @param {Vector3} point - The point to compute the closest point on the line for.
  40537. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40538. * @param {Vector3} target - The target vector that is used to store the method's result.
  40539. * @return {Vector3} The closest point on the line.
  40540. */
  40541. closestPointToPoint( point, clampToLine, target ) {
  40542. const t = this.closestPointToPointParameter( point, clampToLine );
  40543. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40544. }
  40545. /**
  40546. * Returns the closest squared distance between this line segment and the given one.
  40547. *
  40548. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40549. * @param {Vector3} [c1] - The closest point on this line segment.
  40550. * @param {Vector3} [c2] - The closest point on the given line segment.
  40551. * @return {number} The squared distance between this line segment and the given one.
  40552. */
  40553. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40554. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40555. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40556. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40557. // distance between between S1(s) and S2(t)
  40558. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40559. let s, t;
  40560. const p1 = this.start;
  40561. const p2 = line.start;
  40562. const q1 = this.end;
  40563. const q2 = line.end;
  40564. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40565. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40566. _r.subVectors( p1, p2 );
  40567. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40568. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40569. const f = _d2.dot( _r );
  40570. // Check if either or both segments degenerate into points
  40571. if ( a <= EPSILON && e <= EPSILON ) {
  40572. // Both segments degenerate into points
  40573. c1.copy( p1 );
  40574. c2.copy( p2 );
  40575. c1.sub( c2 );
  40576. return c1.dot( c1 );
  40577. }
  40578. if ( a <= EPSILON ) {
  40579. // First segment degenerates into a point
  40580. s = 0;
  40581. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40582. t = clamp( t, 0, 1 );
  40583. } else {
  40584. const c = _d1.dot( _r );
  40585. if ( e <= EPSILON ) {
  40586. // Second segment degenerates into a point
  40587. t = 0;
  40588. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40589. } else {
  40590. // The general nondegenerate case starts here
  40591. const b = _d1.dot( _d2 );
  40592. const denom = a * e - b * b; // Always nonnegative
  40593. // If segments not parallel, compute closest point on L1 to L2 and
  40594. // clamp to segment S1. Else pick arbitrary s (here 0)
  40595. if ( denom !== 0 ) {
  40596. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40597. } else {
  40598. s = 0;
  40599. }
  40600. // Compute point on L2 closest to S1(s) using
  40601. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40602. t = ( b * s + f ) / e;
  40603. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40604. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40605. // and clamp s to [0, 1]
  40606. if ( t < 0 ) {
  40607. t = 0.;
  40608. s = clamp( - c / a, 0, 1 );
  40609. } else if ( t > 1 ) {
  40610. t = 1;
  40611. s = clamp( ( b - c ) / a, 0, 1 );
  40612. }
  40613. }
  40614. }
  40615. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40616. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40617. c1.sub( c2 );
  40618. return c1.dot( c1 );
  40619. }
  40620. /**
  40621. * Applies a 4x4 transformation matrix to this line segment.
  40622. *
  40623. * @param {Matrix4} matrix - The transformation matrix.
  40624. * @return {Line3} A reference to this line segment.
  40625. */
  40626. applyMatrix4( matrix ) {
  40627. this.start.applyMatrix4( matrix );
  40628. this.end.applyMatrix4( matrix );
  40629. return this;
  40630. }
  40631. /**
  40632. * Returns `true` if this line segment is equal with the given one.
  40633. *
  40634. * @param {Line3} line - The line segment to test for equality.
  40635. * @return {boolean} Whether this line segment is equal with the given one.
  40636. */
  40637. equals( line ) {
  40638. return line.start.equals( this.start ) && line.end.equals( this.end );
  40639. }
  40640. /**
  40641. * Returns a new line segment with copied values from this instance.
  40642. *
  40643. * @return {Line3} A clone of this instance.
  40644. */
  40645. clone() {
  40646. return new this.constructor().copy( this );
  40647. }
  40648. }
  40649. const _vector$3 = /*@__PURE__*/ new Vector3();
  40650. /**
  40651. * This displays a cone shaped helper object for a {@link SpotLight}.
  40652. *
  40653. * ```js
  40654. * const spotLight = new THREE.SpotLight( 0xffffff );
  40655. * spotLight.position.set( 10, 10, 10 );
  40656. * scene.add( spotLight );
  40657. *
  40658. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40659. * scene.add( spotLightHelper );
  40660. * ```
  40661. *
  40662. * @augments Object3D
  40663. */
  40664. class SpotLightHelper extends Object3D {
  40665. /**
  40666. * Constructs a new spot light helper.
  40667. *
  40668. * @param {HemisphereLight} light - The light to be visualized.
  40669. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40670. * the color of the light.
  40671. */
  40672. constructor( light, color ) {
  40673. super();
  40674. /**
  40675. * The light being visualized.
  40676. *
  40677. * @type {SpotLight}
  40678. */
  40679. this.light = light;
  40680. this.matrixAutoUpdate = false;
  40681. /**
  40682. * The color parameter passed in the constructor.
  40683. * If not set, the helper will take the color of the light.
  40684. *
  40685. * @type {number|Color|string}
  40686. */
  40687. this.color = color;
  40688. this.type = 'SpotLightHelper';
  40689. const geometry = new BufferGeometry();
  40690. const positions = [
  40691. 0, 0, 0, 0, 0, 1,
  40692. 0, 0, 0, 1, 0, 1,
  40693. 0, 0, 0, -1, 0, 1,
  40694. 0, 0, 0, 0, 1, 1,
  40695. 0, 0, 0, 0, -1, 1
  40696. ];
  40697. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40698. const p1 = ( i / l ) * Math.PI * 2;
  40699. const p2 = ( j / l ) * Math.PI * 2;
  40700. positions.push(
  40701. Math.cos( p1 ), Math.sin( p1 ), 1,
  40702. Math.cos( p2 ), Math.sin( p2 ), 1
  40703. );
  40704. }
  40705. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40706. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40707. this.cone = new LineSegments( geometry, material );
  40708. this.add( this.cone );
  40709. this.update();
  40710. }
  40711. /**
  40712. * Frees the GPU-related resources allocated by this instance. Call this
  40713. * method whenever this instance is no longer used in your app.
  40714. */
  40715. dispose() {
  40716. this.cone.geometry.dispose();
  40717. this.cone.material.dispose();
  40718. }
  40719. /**
  40720. * Updates the helper to match the position and direction of the
  40721. * light being visualized.
  40722. */
  40723. update() {
  40724. this.light.updateWorldMatrix( true, false );
  40725. this.light.target.updateWorldMatrix( true, false );
  40726. // update the local matrix based on the parent and light target transforms
  40727. if ( this.parent ) {
  40728. this.parent.updateWorldMatrix( true );
  40729. this.matrix
  40730. .copy( this.parent.matrixWorld )
  40731. .invert()
  40732. .multiply( this.light.matrixWorld );
  40733. } else {
  40734. this.matrix.copy( this.light.matrixWorld );
  40735. }
  40736. this.matrixWorld.copy( this.light.matrixWorld );
  40737. const coneLength = this.light.distance ? this.light.distance : 1000;
  40738. const coneWidth = coneLength * Math.tan( this.light.angle );
  40739. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  40740. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  40741. this.cone.lookAt( _vector$3 );
  40742. if ( this.color !== undefined ) {
  40743. this.cone.material.color.set( this.color );
  40744. } else {
  40745. this.cone.material.color.copy( this.light.color );
  40746. }
  40747. }
  40748. }
  40749. const _vector$2 = /*@__PURE__*/ new Vector3();
  40750. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  40751. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  40752. /**
  40753. * A helper object to assist with visualizing a {@link Skeleton}.
  40754. *
  40755. * ```js
  40756. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  40757. * scene.add( helper );
  40758. * ```
  40759. *
  40760. * @augments LineSegments
  40761. */
  40762. class SkeletonHelper extends LineSegments {
  40763. /**
  40764. * Constructs a new skeleton helper.
  40765. *
  40766. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  40767. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  40768. */
  40769. constructor( object ) {
  40770. const bones = getBoneList( object );
  40771. const geometry = new BufferGeometry();
  40772. const vertices = [];
  40773. const colors = [];
  40774. for ( let i = 0; i < bones.length; i ++ ) {
  40775. const bone = bones[ i ];
  40776. if ( bone.parent && bone.parent.isBone ) {
  40777. vertices.push( 0, 0, 0 );
  40778. vertices.push( 0, 0, 0 );
  40779. colors.push( 0, 0, 0 );
  40780. colors.push( 0, 0, 0 );
  40781. }
  40782. }
  40783. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40784. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40785. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  40786. super( geometry, material );
  40787. /**
  40788. * This flag can be used for type testing.
  40789. *
  40790. * @type {boolean}
  40791. * @readonly
  40792. * @default true
  40793. */
  40794. this.isSkeletonHelper = true;
  40795. this.type = 'SkeletonHelper';
  40796. /**
  40797. * The object being visualized.
  40798. *
  40799. * @type {Object3D}
  40800. */
  40801. this.root = object;
  40802. /**
  40803. * The list of bones that the helper visualizes.
  40804. *
  40805. * @type {Array<Bone>}
  40806. */
  40807. this.bones = bones;
  40808. this.matrix = object.matrixWorld;
  40809. this.matrixAutoUpdate = false;
  40810. // colors
  40811. const color1 = new Color( 0x0000ff );
  40812. const color2 = new Color( 0x00ff00 );
  40813. this.setColors( color1, color2 );
  40814. }
  40815. updateMatrixWorld( force ) {
  40816. const bones = this.bones;
  40817. const geometry = this.geometry;
  40818. const position = geometry.getAttribute( 'position' );
  40819. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  40820. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  40821. const bone = bones[ i ];
  40822. if ( bone.parent && bone.parent.isBone ) {
  40823. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  40824. _vector$2.setFromMatrixPosition( _boneMatrix );
  40825. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  40826. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  40827. _vector$2.setFromMatrixPosition( _boneMatrix );
  40828. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  40829. j += 2;
  40830. }
  40831. }
  40832. geometry.getAttribute( 'position' ).needsUpdate = true;
  40833. super.updateMatrixWorld( force );
  40834. }
  40835. /**
  40836. * Defines the colors of the helper.
  40837. *
  40838. * @param {Color} color1 - The first line color for each bone.
  40839. * @param {Color} color2 - The second line color for each bone.
  40840. * @return {SkeletonHelper} A reference to this helper.
  40841. */
  40842. setColors( color1, color2 ) {
  40843. const geometry = this.geometry;
  40844. const colorAttribute = geometry.getAttribute( 'color' );
  40845. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  40846. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  40847. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  40848. }
  40849. colorAttribute.needsUpdate = true;
  40850. return this;
  40851. }
  40852. /**
  40853. * Frees the GPU-related resources allocated by this instance. Call this
  40854. * method whenever this instance is no longer used in your app.
  40855. */
  40856. dispose() {
  40857. this.geometry.dispose();
  40858. this.material.dispose();
  40859. }
  40860. }
  40861. function getBoneList( object ) {
  40862. const boneList = [];
  40863. if ( object.isBone === true ) {
  40864. boneList.push( object );
  40865. }
  40866. for ( let i = 0; i < object.children.length; i ++ ) {
  40867. boneList.push( ...getBoneList( object.children[ i ] ) );
  40868. }
  40869. return boneList;
  40870. }
  40871. /**
  40872. * This displays a helper object consisting of a spherical mesh for
  40873. * visualizing an instance of {@link PointLight}.
  40874. *
  40875. * ```js
  40876. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  40877. * pointLight.position.set( 10, 10, 10 );
  40878. * scene.add( pointLight );
  40879. *
  40880. * const sphereSize = 1;
  40881. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  40882. * scene.add( pointLightHelper );
  40883. * ```
  40884. *
  40885. * @augments Mesh
  40886. */
  40887. class PointLightHelper extends Mesh {
  40888. /**
  40889. * Constructs a new point light helper.
  40890. *
  40891. * @param {PointLight} light - The light to be visualized.
  40892. * @param {number} [sphereSize=1] - The size of the sphere helper.
  40893. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40894. * the color of the light.
  40895. */
  40896. constructor( light, sphereSize, color ) {
  40897. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  40898. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  40899. super( geometry, material );
  40900. /**
  40901. * The light being visualized.
  40902. *
  40903. * @type {HemisphereLight}
  40904. */
  40905. this.light = light;
  40906. /**
  40907. * The color parameter passed in the constructor.
  40908. * If not set, the helper will take the color of the light.
  40909. *
  40910. * @type {number|Color|string}
  40911. */
  40912. this.color = color;
  40913. this.type = 'PointLightHelper';
  40914. this.matrix = this.light.matrixWorld;
  40915. this.matrixAutoUpdate = false;
  40916. this.update();
  40917. /*
  40918. // TODO: delete this comment?
  40919. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  40920. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  40921. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  40922. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  40923. const d = light.distance;
  40924. if ( d === 0.0 ) {
  40925. this.lightDistance.visible = false;
  40926. } else {
  40927. this.lightDistance.scale.set( d, d, d );
  40928. }
  40929. this.add( this.lightDistance );
  40930. */
  40931. }
  40932. /**
  40933. * Frees the GPU-related resources allocated by this instance. Call this
  40934. * method whenever this instance is no longer used in your app.
  40935. */
  40936. dispose() {
  40937. this.geometry.dispose();
  40938. this.material.dispose();
  40939. }
  40940. /**
  40941. * Updates the helper to match the position of the
  40942. * light being visualized.
  40943. */
  40944. update() {
  40945. this.light.updateWorldMatrix( true, false );
  40946. if ( this.color !== undefined ) {
  40947. this.material.color.set( this.color );
  40948. } else {
  40949. this.material.color.copy( this.light.color );
  40950. }
  40951. /*
  40952. const d = this.light.distance;
  40953. if ( d === 0.0 ) {
  40954. this.lightDistance.visible = false;
  40955. } else {
  40956. this.lightDistance.visible = true;
  40957. this.lightDistance.scale.set( d, d, d );
  40958. }
  40959. */
  40960. }
  40961. }
  40962. const _vector$1 = /*@__PURE__*/ new Vector3();
  40963. const _color1 = /*@__PURE__*/ new Color();
  40964. const _color2 = /*@__PURE__*/ new Color();
  40965. /**
  40966. * Creates a visual aid consisting of a spherical mesh for a
  40967. * given {@link HemisphereLight}.
  40968. *
  40969. * ```js
  40970. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  40971. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  40972. * scene.add( helper );
  40973. * ```
  40974. *
  40975. * @augments Object3D
  40976. */
  40977. class HemisphereLightHelper extends Object3D {
  40978. /**
  40979. * Constructs a new hemisphere light helper.
  40980. *
  40981. * @param {HemisphereLight} light - The light to be visualized.
  40982. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  40983. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40984. * the color of the light.
  40985. */
  40986. constructor( light, size, color ) {
  40987. super();
  40988. /**
  40989. * The light being visualized.
  40990. *
  40991. * @type {HemisphereLight}
  40992. */
  40993. this.light = light;
  40994. this.matrix = light.matrixWorld;
  40995. this.matrixAutoUpdate = false;
  40996. /**
  40997. * The color parameter passed in the constructor.
  40998. * If not set, the helper will take the color of the light.
  40999. *
  41000. * @type {number|Color|string}
  41001. */
  41002. this.color = color;
  41003. this.type = 'HemisphereLightHelper';
  41004. const geometry = new OctahedronGeometry( size );
  41005. geometry.rotateY( Math.PI * 0.5 );
  41006. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41007. if ( this.color === undefined ) this.material.vertexColors = true;
  41008. const position = geometry.getAttribute( 'position' );
  41009. const colors = new Float32Array( position.count * 3 );
  41010. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41011. this.add( new Mesh( geometry, this.material ) );
  41012. this.update();
  41013. }
  41014. /**
  41015. * Frees the GPU-related resources allocated by this instance. Call this
  41016. * method whenever this instance is no longer used in your app.
  41017. */
  41018. dispose() {
  41019. this.children[ 0 ].geometry.dispose();
  41020. this.children[ 0 ].material.dispose();
  41021. }
  41022. /**
  41023. * Updates the helper to match the position and direction of the
  41024. * light being visualized.
  41025. */
  41026. update() {
  41027. const mesh = this.children[ 0 ];
  41028. if ( this.color !== undefined ) {
  41029. this.material.color.set( this.color );
  41030. } else {
  41031. const colors = mesh.geometry.getAttribute( 'color' );
  41032. _color1.copy( this.light.color );
  41033. _color2.copy( this.light.groundColor );
  41034. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41035. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41036. colors.setXYZ( i, color.r, color.g, color.b );
  41037. }
  41038. colors.needsUpdate = true;
  41039. }
  41040. this.light.updateWorldMatrix( true, false );
  41041. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41042. }
  41043. }
  41044. /**
  41045. * The helper is an object to define grids. Grids are two-dimensional
  41046. * arrays of lines.
  41047. *
  41048. * ```js
  41049. * const size = 10;
  41050. * const divisions = 10;
  41051. *
  41052. * const gridHelper = new THREE.GridHelper( size, divisions );
  41053. * scene.add( gridHelper );
  41054. * ```
  41055. *
  41056. * @augments LineSegments
  41057. */
  41058. class GridHelper extends LineSegments {
  41059. /**
  41060. * Constructs a new grid helper.
  41061. *
  41062. * @param {number} [size=10] - The size of the grid.
  41063. * @param {number} [divisions=10] - The number of divisions across the grid.
  41064. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41065. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41066. */
  41067. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41068. color1 = new Color( color1 );
  41069. color2 = new Color( color2 );
  41070. const center = divisions / 2;
  41071. const step = size / divisions;
  41072. const halfSize = size / 2;
  41073. const vertices = [], colors = [];
  41074. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41075. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41076. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41077. const color = i === center ? color1 : color2;
  41078. color.toArray( colors, j ); j += 3;
  41079. color.toArray( colors, j ); j += 3;
  41080. color.toArray( colors, j ); j += 3;
  41081. color.toArray( colors, j ); j += 3;
  41082. }
  41083. const geometry = new BufferGeometry();
  41084. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41085. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41086. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41087. super( geometry, material );
  41088. this.type = 'GridHelper';
  41089. }
  41090. /**
  41091. * Frees the GPU-related resources allocated by this instance. Call this
  41092. * method whenever this instance is no longer used in your app.
  41093. */
  41094. dispose() {
  41095. this.geometry.dispose();
  41096. this.material.dispose();
  41097. }
  41098. }
  41099. /**
  41100. * This helper is an object to define polar grids. Grids are
  41101. * two-dimensional arrays of lines.
  41102. *
  41103. * ```js
  41104. * const radius = 10;
  41105. * const sectors = 16;
  41106. * const rings = 8;
  41107. * const divisions = 64;
  41108. *
  41109. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41110. * scene.add( helper );
  41111. * ```
  41112. *
  41113. * @augments LineSegments
  41114. */
  41115. class PolarGridHelper extends LineSegments {
  41116. /**
  41117. * Constructs a new polar grid helper.
  41118. *
  41119. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41120. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41121. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41122. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41123. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41124. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41125. */
  41126. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41127. color1 = new Color( color1 );
  41128. color2 = new Color( color2 );
  41129. const vertices = [];
  41130. const colors = [];
  41131. // create the sectors
  41132. if ( sectors > 1 ) {
  41133. for ( let i = 0; i < sectors; i ++ ) {
  41134. const v = ( i / sectors ) * ( Math.PI * 2 );
  41135. const x = Math.sin( v ) * radius;
  41136. const z = Math.cos( v ) * radius;
  41137. vertices.push( 0, 0, 0 );
  41138. vertices.push( x, 0, z );
  41139. const color = ( i & 1 ) ? color1 : color2;
  41140. colors.push( color.r, color.g, color.b );
  41141. colors.push( color.r, color.g, color.b );
  41142. }
  41143. }
  41144. // create the rings
  41145. for ( let i = 0; i < rings; i ++ ) {
  41146. const color = ( i & 1 ) ? color1 : color2;
  41147. const r = radius - ( radius / rings * i );
  41148. for ( let j = 0; j < divisions; j ++ ) {
  41149. // first vertex
  41150. let v = ( j / divisions ) * ( Math.PI * 2 );
  41151. let x = Math.sin( v ) * r;
  41152. let z = Math.cos( v ) * r;
  41153. vertices.push( x, 0, z );
  41154. colors.push( color.r, color.g, color.b );
  41155. // second vertex
  41156. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41157. x = Math.sin( v ) * r;
  41158. z = Math.cos( v ) * r;
  41159. vertices.push( x, 0, z );
  41160. colors.push( color.r, color.g, color.b );
  41161. }
  41162. }
  41163. const geometry = new BufferGeometry();
  41164. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41165. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41166. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41167. super( geometry, material );
  41168. this.type = 'PolarGridHelper';
  41169. }
  41170. /**
  41171. * Frees the GPU-related resources allocated by this instance. Call this
  41172. * method whenever this instance is no longer used in your app.
  41173. */
  41174. dispose() {
  41175. this.geometry.dispose();
  41176. this.material.dispose();
  41177. }
  41178. }
  41179. const _v1 = /*@__PURE__*/ new Vector3();
  41180. const _v2 = /*@__PURE__*/ new Vector3();
  41181. const _v3 = /*@__PURE__*/ new Vector3();
  41182. /**
  41183. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41184. * effect on the scene. This consists of plane and a line representing the
  41185. * light's position and direction.
  41186. *
  41187. * ```js
  41188. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41189. * scene.add( light );
  41190. *
  41191. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41192. * scene.add( helper );
  41193. * ```
  41194. *
  41195. * @augments Object3D
  41196. */
  41197. class DirectionalLightHelper extends Object3D {
  41198. /**
  41199. * Constructs a new directional light helper.
  41200. *
  41201. * @param {DirectionalLight} light - The light to be visualized.
  41202. * @param {number} [size=1] - The dimensions of the plane.
  41203. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41204. * the color of the light.
  41205. */
  41206. constructor( light, size, color ) {
  41207. super();
  41208. /**
  41209. * The light being visualized.
  41210. *
  41211. * @type {DirectionalLight}
  41212. */
  41213. this.light = light;
  41214. this.matrix = light.matrixWorld;
  41215. this.matrixAutoUpdate = false;
  41216. /**
  41217. * The color parameter passed in the constructor.
  41218. * If not set, the helper will take the color of the light.
  41219. *
  41220. * @type {number|Color|string}
  41221. */
  41222. this.color = color;
  41223. this.type = 'DirectionalLightHelper';
  41224. if ( size === undefined ) size = 1;
  41225. let geometry = new BufferGeometry();
  41226. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41227. - size, size, 0,
  41228. size, size, 0,
  41229. size, - size, 0,
  41230. - size, - size, 0,
  41231. - size, size, 0
  41232. ], 3 ) );
  41233. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41234. /**
  41235. * Contains the line showing the location of the directional light.
  41236. *
  41237. * @type {Line}
  41238. */
  41239. this.lightPlane = new Line( geometry, material );
  41240. this.add( this.lightPlane );
  41241. geometry = new BufferGeometry();
  41242. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41243. /**
  41244. * Represents the target line of the directional light.
  41245. *
  41246. * @type {Line}
  41247. */
  41248. this.targetLine = new Line( geometry, material );
  41249. this.add( this.targetLine );
  41250. this.update();
  41251. }
  41252. /**
  41253. * Frees the GPU-related resources allocated by this instance. Call this
  41254. * method whenever this instance is no longer used in your app.
  41255. */
  41256. dispose() {
  41257. this.lightPlane.geometry.dispose();
  41258. this.lightPlane.material.dispose();
  41259. this.targetLine.geometry.dispose();
  41260. this.targetLine.material.dispose();
  41261. }
  41262. /**
  41263. * Updates the helper to match the position and direction of the
  41264. * light being visualized.
  41265. */
  41266. update() {
  41267. this.light.updateWorldMatrix( true, false );
  41268. this.light.target.updateWorldMatrix( true, false );
  41269. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41270. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41271. _v3.subVectors( _v2, _v1 );
  41272. this.lightPlane.lookAt( _v2 );
  41273. if ( this.color !== undefined ) {
  41274. this.lightPlane.material.color.set( this.color );
  41275. this.targetLine.material.color.set( this.color );
  41276. } else {
  41277. this.lightPlane.material.color.copy( this.light.color );
  41278. this.targetLine.material.color.copy( this.light.color );
  41279. }
  41280. this.targetLine.lookAt( _v2 );
  41281. this.targetLine.scale.z = _v3.length();
  41282. }
  41283. }
  41284. const _vector = /*@__PURE__*/ new Vector3();
  41285. const _camera = /*@__PURE__*/ new Camera();
  41286. /**
  41287. * This helps with visualizing what a camera contains in its frustum. It
  41288. * visualizes the frustum of a camera using a line segments.
  41289. *
  41290. * Based on frustum visualization in [lightgl.js shadowmap example]{@link https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html}.
  41291. *
  41292. * `CameraHelper` must be a child of the scene.
  41293. *
  41294. * ```js
  41295. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41296. * const helper = new THREE.CameraHelper( camera );
  41297. * scene.add( helper );
  41298. * ```
  41299. *
  41300. * @augments LineSegments
  41301. */
  41302. class CameraHelper extends LineSegments {
  41303. /**
  41304. * Constructs a new arrow helper.
  41305. *
  41306. * @param {Camera} camera - The camera to visualize.
  41307. */
  41308. constructor( camera ) {
  41309. const geometry = new BufferGeometry();
  41310. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41311. const vertices = [];
  41312. const colors = [];
  41313. const pointMap = {};
  41314. // near
  41315. addLine( 'n1', 'n2' );
  41316. addLine( 'n2', 'n4' );
  41317. addLine( 'n4', 'n3' );
  41318. addLine( 'n3', 'n1' );
  41319. // far
  41320. addLine( 'f1', 'f2' );
  41321. addLine( 'f2', 'f4' );
  41322. addLine( 'f4', 'f3' );
  41323. addLine( 'f3', 'f1' );
  41324. // sides
  41325. addLine( 'n1', 'f1' );
  41326. addLine( 'n2', 'f2' );
  41327. addLine( 'n3', 'f3' );
  41328. addLine( 'n4', 'f4' );
  41329. // cone
  41330. addLine( 'p', 'n1' );
  41331. addLine( 'p', 'n2' );
  41332. addLine( 'p', 'n3' );
  41333. addLine( 'p', 'n4' );
  41334. // up
  41335. addLine( 'u1', 'u2' );
  41336. addLine( 'u2', 'u3' );
  41337. addLine( 'u3', 'u1' );
  41338. // target
  41339. addLine( 'c', 't' );
  41340. addLine( 'p', 'c' );
  41341. // cross
  41342. addLine( 'cn1', 'cn2' );
  41343. addLine( 'cn3', 'cn4' );
  41344. addLine( 'cf1', 'cf2' );
  41345. addLine( 'cf3', 'cf4' );
  41346. function addLine( a, b ) {
  41347. addPoint( a );
  41348. addPoint( b );
  41349. }
  41350. function addPoint( id ) {
  41351. vertices.push( 0, 0, 0 );
  41352. colors.push( 0, 0, 0 );
  41353. if ( pointMap[ id ] === undefined ) {
  41354. pointMap[ id ] = [];
  41355. }
  41356. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41357. }
  41358. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41359. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41360. super( geometry, material );
  41361. this.type = 'CameraHelper';
  41362. /**
  41363. * The camera being visualized.
  41364. *
  41365. * @type {Camera}
  41366. */
  41367. this.camera = camera;
  41368. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41369. this.matrix = camera.matrixWorld;
  41370. this.matrixAutoUpdate = false;
  41371. /**
  41372. * This contains the points used to visualize the camera.
  41373. *
  41374. * @type {Object<string,Array<number>>}
  41375. */
  41376. this.pointMap = pointMap;
  41377. this.update();
  41378. // colors
  41379. const colorFrustum = new Color( 0xffaa00 );
  41380. const colorCone = new Color( 0xff0000 );
  41381. const colorUp = new Color( 0x00aaff );
  41382. const colorTarget = new Color( 0xffffff );
  41383. const colorCross = new Color( 0x333333 );
  41384. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41385. }
  41386. /**
  41387. * Defines the colors of the helper.
  41388. *
  41389. * @param {Color} frustum - The frustum line color.
  41390. * @param {Color} cone - The cone line color.
  41391. * @param {Color} up - The up line color.
  41392. * @param {Color} target - The target line color.
  41393. * @param {Color} cross - The cross line color.
  41394. * @return {CameraHelper} A reference to this helper.
  41395. */
  41396. setColors( frustum, cone, up, target, cross ) {
  41397. const geometry = this.geometry;
  41398. const colorAttribute = geometry.getAttribute( 'color' );
  41399. // near
  41400. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41401. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41402. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41403. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41404. // far
  41405. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41406. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41407. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41408. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41409. // sides
  41410. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41411. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41412. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41413. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41414. // cone
  41415. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41416. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41417. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41418. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41419. // up
  41420. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41421. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41422. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41423. // target
  41424. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41425. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41426. // cross
  41427. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41428. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41429. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41430. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41431. colorAttribute.needsUpdate = true;
  41432. return this;
  41433. }
  41434. /**
  41435. * Updates the helper based on the projection matrix of the camera.
  41436. */
  41437. update() {
  41438. const geometry = this.geometry;
  41439. const pointMap = this.pointMap;
  41440. const w = 1, h = 1;
  41441. let nearZ, farZ;
  41442. // we need just camera projection matrix inverse
  41443. // world matrix must be identity
  41444. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41445. // Adjust z values based on coordinate system
  41446. if ( this.camera.reversedDepth === true ) {
  41447. nearZ = 1;
  41448. farZ = 0;
  41449. } else {
  41450. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41451. nearZ = -1;
  41452. farZ = 1;
  41453. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41454. nearZ = 0;
  41455. farZ = 1;
  41456. } else {
  41457. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41458. }
  41459. }
  41460. // center / target
  41461. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41462. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41463. // near
  41464. setPoint( 'n1', pointMap, geometry, _camera, -1, -1, nearZ );
  41465. setPoint( 'n2', pointMap, geometry, _camera, w, -1, nearZ );
  41466. setPoint( 'n3', pointMap, geometry, _camera, -1, h, nearZ );
  41467. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41468. // far
  41469. setPoint( 'f1', pointMap, geometry, _camera, -1, -1, farZ );
  41470. setPoint( 'f2', pointMap, geometry, _camera, w, -1, farZ );
  41471. setPoint( 'f3', pointMap, geometry, _camera, -1, h, farZ );
  41472. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41473. // up
  41474. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41475. setPoint( 'u2', pointMap, geometry, _camera, -1 * 0.7, h * 1.1, nearZ );
  41476. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41477. // cross
  41478. setPoint( 'cf1', pointMap, geometry, _camera, -1, 0, farZ );
  41479. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41480. setPoint( 'cf3', pointMap, geometry, _camera, 0, -1, farZ );
  41481. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41482. setPoint( 'cn1', pointMap, geometry, _camera, -1, 0, nearZ );
  41483. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41484. setPoint( 'cn3', pointMap, geometry, _camera, 0, -1, nearZ );
  41485. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41486. geometry.getAttribute( 'position' ).needsUpdate = true;
  41487. }
  41488. /**
  41489. * Frees the GPU-related resources allocated by this instance. Call this
  41490. * method whenever this instance is no longer used in your app.
  41491. */
  41492. dispose() {
  41493. this.geometry.dispose();
  41494. this.material.dispose();
  41495. }
  41496. }
  41497. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41498. _vector.set( x, y, z ).unproject( camera );
  41499. const points = pointMap[ point ];
  41500. if ( points !== undefined ) {
  41501. const position = geometry.getAttribute( 'position' );
  41502. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41503. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41504. }
  41505. }
  41506. }
  41507. const _box = /*@__PURE__*/ new Box3();
  41508. /**
  41509. * Helper object to graphically show the world-axis-aligned bounding box
  41510. * around an object. The actual bounding box is handled with {@link Box3},
  41511. * this is just a visual helper for debugging. It can be automatically
  41512. * resized with {@link BoxHelper#update} when the object it's created from
  41513. * is transformed. Note that the object must have a geometry for this to work,
  41514. * so it won't work with sprites.
  41515. *
  41516. * ```js
  41517. * const sphere = new THREE.SphereGeometry();
  41518. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41519. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41520. * scene.add( box );
  41521. * ```
  41522. *
  41523. * @augments LineSegments
  41524. */
  41525. class BoxHelper extends LineSegments {
  41526. /**
  41527. * Constructs a new box helper.
  41528. *
  41529. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41530. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41531. */
  41532. constructor( object, color = 0xffff00 ) {
  41533. 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 ] );
  41534. const positions = new Float32Array( 8 * 3 );
  41535. const geometry = new BufferGeometry();
  41536. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41537. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41538. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41539. /**
  41540. * The 3D object being visualized.
  41541. *
  41542. * @type {Object3D}
  41543. */
  41544. this.object = object;
  41545. this.type = 'BoxHelper';
  41546. this.matrixAutoUpdate = false;
  41547. this.update();
  41548. }
  41549. /**
  41550. * Updates the helper's geometry to match the dimensions of the object,
  41551. * including any children.
  41552. */
  41553. update() {
  41554. if ( this.object !== undefined ) {
  41555. _box.setFromObject( this.object );
  41556. }
  41557. if ( _box.isEmpty() ) return;
  41558. const min = _box.min;
  41559. const max = _box.max;
  41560. /*
  41561. 5____4
  41562. 1/___0/|
  41563. | 6__|_7
  41564. 2/___3/
  41565. 0: max.x, max.y, max.z
  41566. 1: min.x, max.y, max.z
  41567. 2: min.x, min.y, max.z
  41568. 3: max.x, min.y, max.z
  41569. 4: max.x, max.y, min.z
  41570. 5: min.x, max.y, min.z
  41571. 6: min.x, min.y, min.z
  41572. 7: max.x, min.y, min.z
  41573. */
  41574. const position = this.geometry.attributes.position;
  41575. const array = position.array;
  41576. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41577. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41578. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41579. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41580. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41581. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41582. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41583. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41584. position.needsUpdate = true;
  41585. this.geometry.computeBoundingSphere();
  41586. }
  41587. /**
  41588. * Updates the wireframe box for the passed object.
  41589. *
  41590. * @param {Object3D} object - The 3D object to create the helper for.
  41591. * @return {BoxHelper} A reference to this instance.
  41592. */
  41593. setFromObject( object ) {
  41594. this.object = object;
  41595. this.update();
  41596. return this;
  41597. }
  41598. copy( source, recursive ) {
  41599. super.copy( source, recursive );
  41600. this.object = source.object;
  41601. return this;
  41602. }
  41603. /**
  41604. * Frees the GPU-related resources allocated by this instance. Call this
  41605. * method whenever this instance is no longer used in your app.
  41606. */
  41607. dispose() {
  41608. this.geometry.dispose();
  41609. this.material.dispose();
  41610. }
  41611. }
  41612. /**
  41613. * A helper object to visualize an instance of {@link Box3}.
  41614. *
  41615. * ```js
  41616. * const box = new THREE.Box3();
  41617. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41618. *
  41619. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41620. * scene.add( helper )
  41621. * ```
  41622. *
  41623. * @augments LineSegments
  41624. */
  41625. class Box3Helper extends LineSegments {
  41626. /**
  41627. * Constructs a new box3 helper.
  41628. *
  41629. * @param {Box3} box - The box to visualize.
  41630. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41631. */
  41632. constructor( box, color = 0xffff00 ) {
  41633. 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 ] );
  41634. 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 ];
  41635. const geometry = new BufferGeometry();
  41636. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41637. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41638. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41639. /**
  41640. * The box being visualized.
  41641. *
  41642. * @type {Box3}
  41643. */
  41644. this.box = box;
  41645. this.type = 'Box3Helper';
  41646. this.geometry.computeBoundingSphere();
  41647. }
  41648. updateMatrixWorld( force ) {
  41649. const box = this.box;
  41650. if ( box.isEmpty() ) return;
  41651. box.getCenter( this.position );
  41652. box.getSize( this.scale );
  41653. this.scale.multiplyScalar( 0.5 );
  41654. super.updateMatrixWorld( force );
  41655. }
  41656. /**
  41657. * Frees the GPU-related resources allocated by this instance. Call this
  41658. * method whenever this instance is no longer used in your app.
  41659. */
  41660. dispose() {
  41661. this.geometry.dispose();
  41662. this.material.dispose();
  41663. }
  41664. }
  41665. /**
  41666. * A helper object to visualize an instance of {@link Plane}.
  41667. *
  41668. * ```js
  41669. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41670. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41671. * scene.add( helper );
  41672. * ```
  41673. *
  41674. * @augments Line
  41675. */
  41676. class PlaneHelper extends Line {
  41677. /**
  41678. * Constructs a new plane helper.
  41679. *
  41680. * @param {Plane} plane - The plane to be visualized.
  41681. * @param {number} [size=1] - The side length of plane helper.
  41682. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41683. */
  41684. constructor( plane, size = 1, hex = 0xffff00 ) {
  41685. const color = hex;
  41686. 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 ];
  41687. const geometry = new BufferGeometry();
  41688. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41689. geometry.computeBoundingSphere();
  41690. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41691. this.type = 'PlaneHelper';
  41692. /**
  41693. * The plane being visualized.
  41694. *
  41695. * @type {Plane}
  41696. */
  41697. this.plane = plane;
  41698. /**
  41699. * The side length of plane helper.
  41700. *
  41701. * @type {number}
  41702. * @default 1
  41703. */
  41704. this.size = size;
  41705. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41706. const geometry2 = new BufferGeometry();
  41707. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41708. geometry2.computeBoundingSphere();
  41709. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41710. }
  41711. updateMatrixWorld( force ) {
  41712. this.position.set( 0, 0, 0 );
  41713. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41714. this.lookAt( this.plane.normal );
  41715. this.translateZ( - this.plane.constant );
  41716. super.updateMatrixWorld( force );
  41717. }
  41718. /**
  41719. * Updates the helper to match the position and direction of the
  41720. * light being visualized.
  41721. */
  41722. dispose() {
  41723. this.geometry.dispose();
  41724. this.material.dispose();
  41725. this.children[ 0 ].geometry.dispose();
  41726. this.children[ 0 ].material.dispose();
  41727. }
  41728. }
  41729. const _axis = /*@__PURE__*/ new Vector3();
  41730. let _lineGeometry, _coneGeometry;
  41731. /**
  41732. * An 3D arrow object for visualizing directions.
  41733. *
  41734. * ```js
  41735. * const dir = new THREE.Vector3( 1, 2, 0 );
  41736. *
  41737. * //normalize the direction vector (convert to vector of length 1)
  41738. * dir.normalize();
  41739. *
  41740. * const origin = new THREE.Vector3( 0, 0, 0 );
  41741. * const length = 1;
  41742. * const hex = 0xffff00;
  41743. *
  41744. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  41745. * scene.add( arrowHelper );
  41746. * ```
  41747. *
  41748. * @augments Object3D
  41749. */
  41750. class ArrowHelper extends Object3D {
  41751. /**
  41752. * Constructs a new arrow helper.
  41753. *
  41754. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  41755. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  41756. * @param {number} [length=1] - Length of the arrow in world units.
  41757. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  41758. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41759. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41760. */
  41761. 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 ) {
  41762. super();
  41763. this.type = 'ArrowHelper';
  41764. if ( _lineGeometry === undefined ) {
  41765. _lineGeometry = new BufferGeometry();
  41766. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  41767. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  41768. _coneGeometry.translate( 0, -0.5, 0 );
  41769. }
  41770. this.position.copy( origin );
  41771. /**
  41772. * The line part of the arrow helper.
  41773. *
  41774. * @type {Line}
  41775. */
  41776. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41777. this.line.matrixAutoUpdate = false;
  41778. this.add( this.line );
  41779. /**
  41780. * The cone part of the arrow helper.
  41781. *
  41782. * @type {Mesh}
  41783. */
  41784. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  41785. this.cone.matrixAutoUpdate = false;
  41786. this.add( this.cone );
  41787. this.setDirection( dir );
  41788. this.setLength( length, headLength, headWidth );
  41789. }
  41790. /**
  41791. * Sets the direction of the helper.
  41792. *
  41793. * @param {Vector3} dir - The normalized direction vector.
  41794. */
  41795. setDirection( dir ) {
  41796. // dir is assumed to be normalized
  41797. if ( dir.y > 0.99999 ) {
  41798. this.quaternion.set( 0, 0, 0, 1 );
  41799. } else if ( dir.y < -0.99999 ) {
  41800. this.quaternion.set( 1, 0, 0, 0 );
  41801. } else {
  41802. _axis.set( dir.z, 0, - dir.x ).normalize();
  41803. const radians = Math.acos( dir.y );
  41804. this.quaternion.setFromAxisAngle( _axis, radians );
  41805. }
  41806. }
  41807. /**
  41808. * Sets the length of the helper.
  41809. *
  41810. * @param {number} length - Length of the arrow in world units.
  41811. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41812. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41813. */
  41814. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  41815. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  41816. this.line.updateMatrix();
  41817. this.cone.scale.set( headWidth, headLength, headWidth );
  41818. this.cone.position.y = length;
  41819. this.cone.updateMatrix();
  41820. }
  41821. /**
  41822. * Sets the color of the helper.
  41823. *
  41824. * @param {number|Color|string} color - The color to set.
  41825. */
  41826. setColor( color ) {
  41827. this.line.material.color.set( color );
  41828. this.cone.material.color.set( color );
  41829. }
  41830. copy( source ) {
  41831. super.copy( source, false );
  41832. this.line.copy( source.line );
  41833. this.cone.copy( source.cone );
  41834. return this;
  41835. }
  41836. /**
  41837. * Frees the GPU-related resources allocated by this instance. Call this
  41838. * method whenever this instance is no longer used in your app.
  41839. */
  41840. dispose() {
  41841. this.line.geometry.dispose();
  41842. this.line.material.dispose();
  41843. this.cone.geometry.dispose();
  41844. this.cone.material.dispose();
  41845. }
  41846. }
  41847. /**
  41848. * An axis object to visualize the 3 axes in a simple way.
  41849. * The X axis is red. The Y axis is green. The Z axis is blue.
  41850. *
  41851. * ```js
  41852. * const axesHelper = new THREE.AxesHelper( 5 );
  41853. * scene.add( axesHelper );
  41854. * ```
  41855. *
  41856. * @augments LineSegments
  41857. */
  41858. class AxesHelper extends LineSegments {
  41859. /**
  41860. * Constructs a new axes helper.
  41861. *
  41862. * @param {number} [size=1] - Size of the lines representing the axes.
  41863. */
  41864. constructor( size = 1 ) {
  41865. const vertices = [
  41866. 0, 0, 0, size, 0, 0,
  41867. 0, 0, 0, 0, size, 0,
  41868. 0, 0, 0, 0, 0, size
  41869. ];
  41870. const colors = [
  41871. 1, 0, 0, 1, 0.6, 0,
  41872. 0, 1, 0, 0.6, 1, 0,
  41873. 0, 0, 1, 0, 0.6, 1
  41874. ];
  41875. const geometry = new BufferGeometry();
  41876. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41877. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41878. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41879. super( geometry, material );
  41880. this.type = 'AxesHelper';
  41881. }
  41882. /**
  41883. * Defines the colors of the axes helper.
  41884. *
  41885. * @param {number|Color|string} xAxisColor - The color for the x axis.
  41886. * @param {number|Color|string} yAxisColor - The color for the y axis.
  41887. * @param {number|Color|string} zAxisColor - The color for the z axis.
  41888. * @return {AxesHelper} A reference to this axes helper.
  41889. */
  41890. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  41891. const color = new Color();
  41892. const array = this.geometry.attributes.color.array;
  41893. color.set( xAxisColor );
  41894. color.toArray( array, 0 );
  41895. color.toArray( array, 3 );
  41896. color.set( yAxisColor );
  41897. color.toArray( array, 6 );
  41898. color.toArray( array, 9 );
  41899. color.set( zAxisColor );
  41900. color.toArray( array, 12 );
  41901. color.toArray( array, 15 );
  41902. this.geometry.attributes.color.needsUpdate = true;
  41903. return this;
  41904. }
  41905. /**
  41906. * Frees the GPU-related resources allocated by this instance. Call this
  41907. * method whenever this instance is no longer used in your app.
  41908. */
  41909. dispose() {
  41910. this.geometry.dispose();
  41911. this.material.dispose();
  41912. }
  41913. }
  41914. /**
  41915. * This class is used to convert a series of paths to an array of
  41916. * shapes. It is specifically used in context of fonts and SVG.
  41917. */
  41918. class ShapePath {
  41919. /**
  41920. * Constructs a new shape path.
  41921. */
  41922. constructor() {
  41923. this.type = 'ShapePath';
  41924. /**
  41925. * The color of the shape.
  41926. *
  41927. * @type {Color}
  41928. */
  41929. this.color = new Color();
  41930. /**
  41931. * The paths that have been generated for this shape.
  41932. *
  41933. * @type {Array<Path>}
  41934. * @default null
  41935. */
  41936. this.subPaths = [];
  41937. /**
  41938. * The current path that is being generated.
  41939. *
  41940. * @type {?Path}
  41941. * @default null
  41942. */
  41943. this.currentPath = null;
  41944. }
  41945. /**
  41946. * Creates a new path and moves it current point to the given one.
  41947. *
  41948. * @param {number} x - The x coordinate.
  41949. * @param {number} y - The y coordinate.
  41950. * @return {ShapePath} A reference to this shape path.
  41951. */
  41952. moveTo( x, y ) {
  41953. this.currentPath = new Path();
  41954. this.subPaths.push( this.currentPath );
  41955. this.currentPath.moveTo( x, y );
  41956. return this;
  41957. }
  41958. /**
  41959. * Adds an instance of {@link LineCurve} to the path by connecting
  41960. * the current point with the given one.
  41961. *
  41962. * @param {number} x - The x coordinate of the end point.
  41963. * @param {number} y - The y coordinate of the end point.
  41964. * @return {ShapePath} A reference to this shape path.
  41965. */
  41966. lineTo( x, y ) {
  41967. this.currentPath.lineTo( x, y );
  41968. return this;
  41969. }
  41970. /**
  41971. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  41972. * the current point with the given one.
  41973. *
  41974. * @param {number} aCPx - The x coordinate of the control point.
  41975. * @param {number} aCPy - The y coordinate of the control point.
  41976. * @param {number} aX - The x coordinate of the end point.
  41977. * @param {number} aY - The y coordinate of the end point.
  41978. * @return {ShapePath} A reference to this shape path.
  41979. */
  41980. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  41981. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  41982. return this;
  41983. }
  41984. /**
  41985. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  41986. * the current point with the given one.
  41987. *
  41988. * @param {number} aCP1x - The x coordinate of the first control point.
  41989. * @param {number} aCP1y - The y coordinate of the first control point.
  41990. * @param {number} aCP2x - The x coordinate of the second control point.
  41991. * @param {number} aCP2y - The y coordinate of the second control point.
  41992. * @param {number} aX - The x coordinate of the end point.
  41993. * @param {number} aY - The y coordinate of the end point.
  41994. * @return {ShapePath} A reference to this shape path.
  41995. */
  41996. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  41997. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  41998. return this;
  41999. }
  42000. /**
  42001. * Adds an instance of {@link SplineCurve} to the path by connecting
  42002. * the current point with the given list of points.
  42003. *
  42004. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42005. * @return {ShapePath} A reference to this shape path.
  42006. */
  42007. splineThru( pts ) {
  42008. this.currentPath.splineThru( pts );
  42009. return this;
  42010. }
  42011. /**
  42012. * Converts the paths into an array of shapes.
  42013. *
  42014. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42015. * If this flag is set to `true`, then those are flipped.
  42016. * @return {Array<Shape>} An array of shapes.
  42017. */
  42018. toShapes( isCCW ) {
  42019. function toShapesNoHoles( inSubpaths ) {
  42020. const shapes = [];
  42021. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42022. const tmpPath = inSubpaths[ i ];
  42023. const tmpShape = new Shape();
  42024. tmpShape.curves = tmpPath.curves;
  42025. shapes.push( tmpShape );
  42026. }
  42027. return shapes;
  42028. }
  42029. function isPointInsidePolygon( inPt, inPolygon ) {
  42030. const polyLen = inPolygon.length;
  42031. // inPt on polygon contour => immediate success or
  42032. // toggling of inside/outside at every single! intersection point of an edge
  42033. // with the horizontal line through inPt, left of inPt
  42034. // not counting lowerY endpoints of edges and whole edges on that line
  42035. let inside = false;
  42036. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42037. let edgeLowPt = inPolygon[ p ];
  42038. let edgeHighPt = inPolygon[ q ];
  42039. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42040. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42041. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42042. // not parallel
  42043. if ( edgeDy < 0 ) {
  42044. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42045. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42046. }
  42047. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42048. if ( inPt.y === edgeLowPt.y ) {
  42049. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42050. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42051. } else {
  42052. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42053. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42054. if ( perpEdge < 0 ) continue;
  42055. inside = ! inside; // true intersection left of inPt
  42056. }
  42057. } else {
  42058. // parallel or collinear
  42059. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42060. // edge lies on the same horizontal line as inPt
  42061. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42062. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42063. // continue;
  42064. }
  42065. }
  42066. return inside;
  42067. }
  42068. const isClockWise = ShapeUtils.isClockWise;
  42069. const subPaths = this.subPaths;
  42070. if ( subPaths.length === 0 ) return [];
  42071. let solid, tmpPath, tmpShape;
  42072. const shapes = [];
  42073. if ( subPaths.length === 1 ) {
  42074. tmpPath = subPaths[ 0 ];
  42075. tmpShape = new Shape();
  42076. tmpShape.curves = tmpPath.curves;
  42077. shapes.push( tmpShape );
  42078. return shapes;
  42079. }
  42080. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42081. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42082. // console.log("Holes first", holesFirst);
  42083. const betterShapeHoles = [];
  42084. const newShapes = [];
  42085. let newShapeHoles = [];
  42086. let mainIdx = 0;
  42087. let tmpPoints;
  42088. newShapes[ mainIdx ] = undefined;
  42089. newShapeHoles[ mainIdx ] = [];
  42090. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42091. tmpPath = subPaths[ i ];
  42092. tmpPoints = tmpPath.getPoints();
  42093. solid = isClockWise( tmpPoints );
  42094. solid = isCCW ? ! solid : solid;
  42095. if ( solid ) {
  42096. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42097. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42098. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42099. if ( holesFirst ) mainIdx ++;
  42100. newShapeHoles[ mainIdx ] = [];
  42101. //console.log('cw', i);
  42102. } else {
  42103. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42104. //console.log('ccw', i);
  42105. }
  42106. }
  42107. // only Holes? -> probably all Shapes with wrong orientation
  42108. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42109. if ( newShapes.length > 1 ) {
  42110. let ambiguous = false;
  42111. let toChange = 0;
  42112. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42113. betterShapeHoles[ sIdx ] = [];
  42114. }
  42115. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42116. const sho = newShapeHoles[ sIdx ];
  42117. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42118. const ho = sho[ hIdx ];
  42119. let hole_unassigned = true;
  42120. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42121. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42122. if ( sIdx !== s2Idx ) toChange ++;
  42123. if ( hole_unassigned ) {
  42124. hole_unassigned = false;
  42125. betterShapeHoles[ s2Idx ].push( ho );
  42126. } else {
  42127. ambiguous = true;
  42128. }
  42129. }
  42130. }
  42131. if ( hole_unassigned ) {
  42132. betterShapeHoles[ sIdx ].push( ho );
  42133. }
  42134. }
  42135. }
  42136. if ( toChange > 0 && ambiguous === false ) {
  42137. newShapeHoles = betterShapeHoles;
  42138. }
  42139. }
  42140. let tmpHoles;
  42141. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42142. tmpShape = newShapes[ i ].s;
  42143. shapes.push( tmpShape );
  42144. tmpHoles = newShapeHoles[ i ];
  42145. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42146. tmpShape.holes.push( tmpHoles[ j ].h );
  42147. }
  42148. }
  42149. //console.log("shape", shapes);
  42150. return shapes;
  42151. }
  42152. }
  42153. /**
  42154. * Abstract base class for controls.
  42155. *
  42156. * @abstract
  42157. * @augments EventDispatcher
  42158. */
  42159. class Controls extends EventDispatcher {
  42160. /**
  42161. * Constructs a new controls instance.
  42162. *
  42163. * @param {Object3D} object - The object that is managed by the controls.
  42164. * @param {?HTMLDOMElement} domElement - The HTML element used for event listeners.
  42165. */
  42166. constructor( object, domElement = null ) {
  42167. super();
  42168. /**
  42169. * The object that is managed by the controls.
  42170. *
  42171. * @type {Object3D}
  42172. */
  42173. this.object = object;
  42174. /**
  42175. * The HTML element used for event listeners.
  42176. *
  42177. * @type {?HTMLDOMElement}
  42178. * @default null
  42179. */
  42180. this.domElement = domElement;
  42181. /**
  42182. * Whether the controls responds to user input or not.
  42183. *
  42184. * @type {boolean}
  42185. * @default true
  42186. */
  42187. this.enabled = true;
  42188. /**
  42189. * The internal state of the controls.
  42190. *
  42191. * @type {number}
  42192. * @default -1
  42193. */
  42194. this.state = -1;
  42195. /**
  42196. * This object defines the keyboard input of the controls.
  42197. *
  42198. * @type {Object}
  42199. */
  42200. this.keys = {};
  42201. /**
  42202. * This object defines what type of actions are assigned to the available mouse buttons.
  42203. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42204. *
  42205. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42206. */
  42207. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42208. /**
  42209. * This object defines what type of actions are assigned to what kind of touch interaction.
  42210. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42211. *
  42212. * @type {{ONE: ?number, TWO: ?number}}
  42213. */
  42214. this.touches = { ONE: null, TWO: null };
  42215. }
  42216. /**
  42217. * Connects the controls to the DOM. This method has so called "side effects" since
  42218. * it adds the module's event listeners to the DOM.
  42219. *
  42220. * @param {HTMLDOMElement} element - The DOM element to connect to.
  42221. */
  42222. connect( element ) {
  42223. if ( element === undefined ) {
  42224. console.warn( 'THREE.Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42225. return;
  42226. }
  42227. if ( this.domElement !== null ) this.disconnect();
  42228. this.domElement = element;
  42229. }
  42230. /**
  42231. * Disconnects the controls from the DOM.
  42232. */
  42233. disconnect() {}
  42234. /**
  42235. * Call this method if you no longer want use to the controls. It frees all internal
  42236. * resources and removes all event listeners.
  42237. */
  42238. dispose() {}
  42239. /**
  42240. * Controls should implement this method if they have to update their internal state
  42241. * per simulation step.
  42242. *
  42243. * @param {number} [delta] - The time delta in seconds.
  42244. */
  42245. update( /* delta */ ) {}
  42246. }
  42247. /**
  42248. * Scales the texture as large as possible within its surface without cropping
  42249. * or stretching the texture. The method preserves the original aspect ratio of
  42250. * the texture. Akin to CSS `object-fit: contain`
  42251. *
  42252. * @param {Texture} texture - The texture.
  42253. * @param {number} aspect - The texture's aspect ratio.
  42254. * @return {Texture} The updated texture.
  42255. */
  42256. function contain( texture, aspect ) {
  42257. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42258. if ( imageAspect > aspect ) {
  42259. texture.repeat.x = 1;
  42260. texture.repeat.y = imageAspect / aspect;
  42261. texture.offset.x = 0;
  42262. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42263. } else {
  42264. texture.repeat.x = aspect / imageAspect;
  42265. texture.repeat.y = 1;
  42266. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42267. texture.offset.y = 0;
  42268. }
  42269. return texture;
  42270. }
  42271. /**
  42272. * Scales the texture to the smallest possible size to fill the surface, leaving
  42273. * no empty space. The method preserves the original aspect ratio of the texture.
  42274. * Akin to CSS `object-fit: cover`.
  42275. *
  42276. * @param {Texture} texture - The texture.
  42277. * @param {number} aspect - The texture's aspect ratio.
  42278. * @return {Texture} The updated texture.
  42279. */
  42280. function cover( texture, aspect ) {
  42281. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42282. if ( imageAspect > aspect ) {
  42283. texture.repeat.x = aspect / imageAspect;
  42284. texture.repeat.y = 1;
  42285. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42286. texture.offset.y = 0;
  42287. } else {
  42288. texture.repeat.x = 1;
  42289. texture.repeat.y = imageAspect / aspect;
  42290. texture.offset.x = 0;
  42291. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42292. }
  42293. return texture;
  42294. }
  42295. /**
  42296. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42297. *
  42298. * @param {Texture} texture - The texture.
  42299. * @return {Texture} The updated texture.
  42300. */
  42301. function fill( texture ) {
  42302. texture.repeat.x = 1;
  42303. texture.repeat.y = 1;
  42304. texture.offset.x = 0;
  42305. texture.offset.y = 0;
  42306. return texture;
  42307. }
  42308. /**
  42309. * Determines how many bytes must be used to represent the texture.
  42310. *
  42311. * @param {number} width - The width of the texture.
  42312. * @param {number} height - The height of the texture.
  42313. * @param {number} format - The texture's format.
  42314. * @param {number} type - The texture's type.
  42315. * @return {number} The byte length.
  42316. */
  42317. function getByteLength( width, height, format, type ) {
  42318. const typeByteLength = getTextureTypeByteLength( type );
  42319. switch ( format ) {
  42320. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42321. case AlphaFormat:
  42322. return width * height;
  42323. case RedFormat:
  42324. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42325. case RedIntegerFormat:
  42326. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42327. case RGFormat:
  42328. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42329. case RGIntegerFormat:
  42330. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42331. case RGBFormat:
  42332. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42333. case RGBAFormat:
  42334. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42335. case RGBAIntegerFormat:
  42336. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42337. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42338. case RGB_S3TC_DXT1_Format:
  42339. case RGBA_S3TC_DXT1_Format:
  42340. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42341. case RGBA_S3TC_DXT3_Format:
  42342. case RGBA_S3TC_DXT5_Format:
  42343. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42344. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42345. case RGB_PVRTC_2BPPV1_Format:
  42346. case RGBA_PVRTC_2BPPV1_Format:
  42347. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42348. case RGB_PVRTC_4BPPV1_Format:
  42349. case RGBA_PVRTC_4BPPV1_Format:
  42350. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42351. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42352. case RGB_ETC1_Format:
  42353. case RGB_ETC2_Format:
  42354. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42355. case RGBA_ETC2_EAC_Format:
  42356. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42357. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42358. case RGBA_ASTC_4x4_Format:
  42359. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42360. case RGBA_ASTC_5x4_Format:
  42361. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42362. case RGBA_ASTC_5x5_Format:
  42363. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42364. case RGBA_ASTC_6x5_Format:
  42365. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42366. case RGBA_ASTC_6x6_Format:
  42367. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42368. case RGBA_ASTC_8x5_Format:
  42369. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42370. case RGBA_ASTC_8x6_Format:
  42371. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42372. case RGBA_ASTC_8x8_Format:
  42373. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42374. case RGBA_ASTC_10x5_Format:
  42375. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42376. case RGBA_ASTC_10x6_Format:
  42377. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42378. case RGBA_ASTC_10x8_Format:
  42379. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42380. case RGBA_ASTC_10x10_Format:
  42381. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42382. case RGBA_ASTC_12x10_Format:
  42383. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42384. case RGBA_ASTC_12x12_Format:
  42385. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42386. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42387. case RGBA_BPTC_Format:
  42388. case RGB_BPTC_SIGNED_Format:
  42389. case RGB_BPTC_UNSIGNED_Format:
  42390. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42391. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42392. case RED_RGTC1_Format:
  42393. case SIGNED_RED_RGTC1_Format:
  42394. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42395. case RED_GREEN_RGTC2_Format:
  42396. case SIGNED_RED_GREEN_RGTC2_Format:
  42397. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42398. }
  42399. throw new Error(
  42400. `Unable to determine texture byte length for ${format} format.`,
  42401. );
  42402. }
  42403. function getTextureTypeByteLength( type ) {
  42404. switch ( type ) {
  42405. case UnsignedByteType:
  42406. case ByteType:
  42407. return { byteLength: 1, components: 1 };
  42408. case UnsignedShortType:
  42409. case ShortType:
  42410. case HalfFloatType:
  42411. return { byteLength: 2, components: 1 };
  42412. case UnsignedShort4444Type:
  42413. case UnsignedShort5551Type:
  42414. return { byteLength: 2, components: 4 };
  42415. case UnsignedIntType:
  42416. case IntType:
  42417. case FloatType:
  42418. return { byteLength: 4, components: 1 };
  42419. case UnsignedInt5999Type:
  42420. return { byteLength: 4, components: 3 };
  42421. }
  42422. throw new Error( `Unknown texture type ${type}.` );
  42423. }
  42424. /**
  42425. * A class containing utility functions for textures.
  42426. *
  42427. * @hideconstructor
  42428. */
  42429. class TextureUtils {
  42430. /**
  42431. * Scales the texture as large as possible within its surface without cropping
  42432. * or stretching the texture. The method preserves the original aspect ratio of
  42433. * the texture. Akin to CSS `object-fit: contain`
  42434. *
  42435. * @param {Texture} texture - The texture.
  42436. * @param {number} aspect - The texture's aspect ratio.
  42437. * @return {Texture} The updated texture.
  42438. */
  42439. static contain( texture, aspect ) {
  42440. return contain( texture, aspect );
  42441. }
  42442. /**
  42443. * Scales the texture to the smallest possible size to fill the surface, leaving
  42444. * no empty space. The method preserves the original aspect ratio of the texture.
  42445. * Akin to CSS `object-fit: cover`.
  42446. *
  42447. * @param {Texture} texture - The texture.
  42448. * @param {number} aspect - The texture's aspect ratio.
  42449. * @return {Texture} The updated texture.
  42450. */
  42451. static cover( texture, aspect ) {
  42452. return cover( texture, aspect );
  42453. }
  42454. /**
  42455. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42456. *
  42457. * @param {Texture} texture - The texture.
  42458. * @return {Texture} The updated texture.
  42459. */
  42460. static fill( texture ) {
  42461. return fill( texture );
  42462. }
  42463. /**
  42464. * Determines how many bytes must be used to represent the texture.
  42465. *
  42466. * @param {number} width - The width of the texture.
  42467. * @param {number} height - The height of the texture.
  42468. * @param {number} format - The texture's format.
  42469. * @param {number} type - The texture's type.
  42470. * @return {number} The byte length.
  42471. */
  42472. static getByteLength( width, height, format, type ) {
  42473. return getByteLength( width, height, format, type );
  42474. }
  42475. }
  42476. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42477. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42478. revision: REVISION,
  42479. } } ) );
  42480. }
  42481. if ( typeof window !== 'undefined' ) {
  42482. if ( window.__THREE__ ) {
  42483. console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42484. } else {
  42485. window.__THREE__ = REVISION;
  42486. }
  42487. }
  42488. 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, 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, 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, getByteLength, getUnlitUniformColorSpace, mergeUniforms, probeAsync, warnOnce };
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