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three.core.js 1.4 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2026 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '184dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * Represents material blending.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const MaterialBlending = 6;
  150. /**
  151. * A `source + destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const AddEquation = 100;
  157. /**
  158. * A `source - destination` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const SubtractEquation = 101;
  164. /**
  165. * A `destination - source` blending equation.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const ReverseSubtractEquation = 102;
  171. /**
  172. * A blend equation that uses the minimum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MinEquation = 103;
  178. /**
  179. * A blend equation that uses the maximum of source and destination.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const MaxEquation = 104;
  185. /**
  186. * Multiplies all colors by `0`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const ZeroFactor = 200;
  192. /**
  193. * Multiplies all colors by `1`.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const OneFactor = 201;
  199. /**
  200. * Multiplies all colors by the source colors.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const SrcColorFactor = 202;
  206. /**
  207. * Multiplies all colors by `1` minus each source color.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const OneMinusSrcColorFactor = 203;
  213. /**
  214. * Multiplies all colors by the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const SrcAlphaFactor = 204;
  220. /**
  221. * Multiplies all colors by 1 minus the source alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const OneMinusSrcAlphaFactor = 205;
  227. /**
  228. * Multiplies all colors by the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const DstAlphaFactor = 206;
  234. /**
  235. * Multiplies all colors by `1` minus the destination alpha value.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const OneMinusDstAlphaFactor = 207;
  241. /**
  242. * Multiplies all colors by the destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const DstColorFactor = 208;
  248. /**
  249. * Multiplies all colors by `1` minus each destination color.
  250. *
  251. * @type {number}
  252. * @constant
  253. */
  254. const OneMinusDstColorFactor = 209;
  255. /**
  256. * Multiplies the RGB colors by the smaller of either the source alpha
  257. * value or the value of `1` minus the destination alpha value. The alpha
  258. * value is multiplied by `1`.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const SrcAlphaSaturateFactor = 210;
  264. /**
  265. * Multiplies all colors by a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const ConstantColorFactor = 211;
  271. /**
  272. * Multiplies all colors by `1` minus a constant color.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const OneMinusConstantColorFactor = 212;
  278. /**
  279. * Multiplies all colors by a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const ConstantAlphaFactor = 213;
  285. /**
  286. * Multiplies all colors by 1 minus a constant alpha value.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const OneMinusConstantAlphaFactor = 214;
  292. /**
  293. * Never pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const NeverDepth = 0;
  299. /**
  300. * Always pass.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const AlwaysDepth = 1;
  306. /**
  307. * Pass if the incoming value is less than the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessDepth = 2;
  313. /**
  314. * Pass if the incoming value is less than or equal to the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const LessEqualDepth = 3;
  320. /**
  321. * Pass if the incoming value equals the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const EqualDepth = 4;
  327. /**
  328. * Pass if the incoming value is greater than or equal to the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterEqualDepth = 5;
  334. /**
  335. * Pass if the incoming value is greater than the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const GreaterDepth = 6;
  341. /**
  342. * Pass if the incoming value is not equal to the depth buffer value.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const NotEqualDepth = 7;
  348. /**
  349. * Multiplies the environment map color with the surface color.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MultiplyOperation = 0;
  355. /**
  356. * Uses reflectivity to blend between the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const MixOperation = 1;
  362. /**
  363. * Adds the two colors.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const AddOperation = 2;
  369. /**
  370. * No tone mapping is applied.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const NoToneMapping = 0;
  376. /**
  377. * Linear tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const LinearToneMapping = 1;
  383. /**
  384. * Reinhard tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const ReinhardToneMapping = 2;
  390. /**
  391. * Cineon tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const CineonToneMapping = 3;
  397. /**
  398. * ACES Filmic tone mapping.
  399. *
  400. * @type {number}
  401. * @constant
  402. */
  403. const ACESFilmicToneMapping = 4;
  404. /**
  405. * Custom tone mapping.
  406. *
  407. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const CustomToneMapping = 5;
  413. /**
  414. * AgX tone mapping.
  415. *
  416. * @type {number}
  417. * @constant
  418. */
  419. const AgXToneMapping = 6;
  420. /**
  421. * Neutral tone mapping.
  422. *
  423. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  424. *
  425. * @type {number}
  426. * @constant
  427. */
  428. const NeutralToneMapping = 7;
  429. /**
  430. * The skinned mesh shares the same world space as the skeleton.
  431. *
  432. * @type {string}
  433. * @constant
  434. */
  435. const AttachedBindMode = 'attached';
  436. /**
  437. * The skinned mesh does not share the same world space as the skeleton.
  438. * This is useful when a skeleton is shared across multiple skinned meshes.
  439. *
  440. * @type {string}
  441. * @constant
  442. */
  443. const DetachedBindMode = 'detached';
  444. /**
  445. * Maps textures using the geometry's UV coordinates.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const UVMapping = 300;
  451. /**
  452. * Reflection mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeReflectionMapping = 301;
  458. /**
  459. * Refraction mapping for cube textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const CubeRefractionMapping = 302;
  465. /**
  466. * Reflection mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularReflectionMapping = 303;
  472. /**
  473. * Refraction mapping for equirectangular textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const EquirectangularRefractionMapping = 304;
  479. /**
  480. * Reflection mapping for PMREM textures.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const CubeUVReflectionMapping = 306;
  486. /**
  487. * The texture will simply repeat to infinity.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const RepeatWrapping = 1000;
  493. /**
  494. * The last pixel of the texture stretches to the edge of the mesh.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const ClampToEdgeWrapping = 1001;
  500. /**
  501. * The texture will repeats to infinity, mirroring on each repeat.
  502. *
  503. * @type {number}
  504. * @constant
  505. */
  506. const MirroredRepeatWrapping = 1002;
  507. /**
  508. * Returns the value of the texture element that is nearest (in Manhattan distance)
  509. * to the specified texture coordinates.
  510. *
  511. * @type {number}
  512. * @constant
  513. */
  514. const NearestFilter = 1003;
  515. /**
  516. * Chooses the mipmap that most closely matches the size of the pixel being textured
  517. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  518. * to produce a texture value.
  519. *
  520. * @type {number}
  521. * @constant
  522. */
  523. const NearestMipmapNearestFilter = 1004;
  524. const NearestMipMapNearestFilter = 1004; // legacy
  525. /**
  526. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  527. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  528. * The final texture value is a weighted average of those two values.
  529. *
  530. * @type {number}
  531. * @constant
  532. */
  533. const NearestMipmapLinearFilter = 1005;
  534. const NearestMipMapLinearFilter = 1005; // legacy
  535. /**
  536. * Returns the weighted average of the four texture elements that are closest to the specified
  537. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  538. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  539. *
  540. * @type {number}
  541. * @constant
  542. */
  543. const LinearFilter = 1006;
  544. /**
  545. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  546. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  547. * center of the pixel) to produce a texture value.
  548. *
  549. * @type {number}
  550. * @constant
  551. */
  552. const LinearMipmapNearestFilter = 1007;
  553. const LinearMipMapNearestFilter = 1007; // legacy
  554. /**
  555. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  556. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  557. * is a weighted average of those two values.
  558. *
  559. * @type {number}
  560. * @constant
  561. */
  562. const LinearMipmapLinearFilter = 1008;
  563. const LinearMipMapLinearFilter = 1008; // legacy
  564. /**
  565. * An unsigned byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const UnsignedByteType = 1009;
  571. /**
  572. * A byte data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ByteType = 1010;
  578. /**
  579. * A short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const ShortType = 1011;
  585. /**
  586. * An unsigned short data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const UnsignedShortType = 1012;
  592. /**
  593. * An int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const IntType = 1013;
  599. /**
  600. * An unsigned int data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const UnsignedIntType = 1014;
  606. /**
  607. * A float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const FloatType = 1015;
  613. /**
  614. * A half float data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const HalfFloatType = 1016;
  620. /**
  621. * An unsigned short 4_4_4_4 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort4444Type = 1017;
  627. /**
  628. * An unsigned short 5_5_5_1 (packed) data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedShort5551Type = 1018;
  634. /**
  635. * An unsigned int 24_8 data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt248Type = 1020;
  641. /**
  642. * An unsigned int 5_9_9_9 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt5999Type = 35902;
  648. /**
  649. * An unsigned int 10_11_11 (packed) data type for textures.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const UnsignedInt101111Type = 35899;
  655. /**
  656. * Discards the red, green and blue components and reads just the alpha component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const AlphaFormat = 1021;
  662. /**
  663. * Discards the alpha component and reads the red, green and blue component.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBFormat = 1022;
  669. /**
  670. * Reads the red, green, blue and alpha components.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const RGBAFormat = 1023;
  676. /**
  677. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  678. *
  679. * @type {number}
  680. * @constant
  681. */
  682. const DepthFormat = 1026;
  683. /**
  684. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  685. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const DepthStencilFormat = 1027;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedFormat = 1028;
  698. /**
  699. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RedIntegerFormat = 1029;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGFormat = 1030;
  712. /**
  713. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGIntegerFormat = 1031;
  719. /**
  720. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBIntegerFormat = 1032;
  726. /**
  727. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGBAIntegerFormat = 1033;
  733. /**
  734. * A DXT1-compressed image in an RGB image format.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGB_S3TC_DXT1_Format = 33776;
  740. /**
  741. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT1_Format = 33777;
  747. /**
  748. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  749. *
  750. * @type {number}
  751. * @constant
  752. */
  753. const RGBA_S3TC_DXT3_Format = 33778;
  754. /**
  755. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  756. * compression in how the alpha compression is done.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGBA_S3TC_DXT5_Format = 33779;
  762. /**
  763. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_4BPPV1_Format = 35840;
  769. /**
  770. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGB_PVRTC_2BPPV1_Format = 35841;
  776. /**
  777. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_4BPPV1_Format = 35842;
  783. /**
  784. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGBA_PVRTC_2BPPV1_Format = 35843;
  790. /**
  791. * ETC1 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC1_Format = 36196;
  797. /**
  798. * ETC2 RGB format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGB_ETC2_Format = 37492;
  804. /**
  805. * ETC2 RGBA format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ETC2_EAC_Format = 37496;
  811. /**
  812. * EAC R11 UNORM format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const R11_EAC_Format = 37488; // 0x9270
  818. /**
  819. * EAC R11 SNORM format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const SIGNED_R11_EAC_Format = 37489; // 0x9271
  825. /**
  826. * EAC RG11 UNORM format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RG11_EAC_Format = 37490; // 0x9272
  832. /**
  833. * EAC RG11 SNORM format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const SIGNED_RG11_EAC_Format = 37491; // 0x9273
  839. /**
  840. * ASTC RGBA 4x4 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_4x4_Format = 37808;
  846. /**
  847. * ASTC RGBA 5x4 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_5x4_Format = 37809;
  853. /**
  854. * ASTC RGBA 5x5 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_5x5_Format = 37810;
  860. /**
  861. * ASTC RGBA 6x5 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_6x5_Format = 37811;
  867. /**
  868. * ASTC RGBA 6x6 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_6x6_Format = 37812;
  874. /**
  875. * ASTC RGBA 8x5 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_8x5_Format = 37813;
  881. /**
  882. * ASTC RGBA 8x6 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_8x6_Format = 37814;
  888. /**
  889. * ASTC RGBA 8x8 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_8x8_Format = 37815;
  895. /**
  896. * ASTC RGBA 10x5 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_10x5_Format = 37816;
  902. /**
  903. * ASTC RGBA 10x6 format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_ASTC_10x6_Format = 37817;
  909. /**
  910. * ASTC RGBA 10x8 format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGBA_ASTC_10x8_Format = 37818;
  916. /**
  917. * ASTC RGBA 10x10 format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGBA_ASTC_10x10_Format = 37819;
  923. /**
  924. * ASTC RGBA 12x10 format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RGBA_ASTC_12x10_Format = 37820;
  930. /**
  931. * ASTC RGBA 12x12 format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const RGBA_ASTC_12x12_Format = 37821;
  937. /**
  938. * BPTC RGBA format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RGBA_BPTC_Format = 36492;
  944. /**
  945. * BPTC Signed RGB format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const RGB_BPTC_SIGNED_Format = 36494;
  951. /**
  952. * BPTC Unsigned RGB format.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const RGB_BPTC_UNSIGNED_Format = 36495;
  958. /**
  959. * RGTC1 Red format.
  960. *
  961. * @type {number}
  962. * @constant
  963. */
  964. const RED_RGTC1_Format = 36283;
  965. /**
  966. * RGTC1 Signed Red format.
  967. *
  968. * @type {number}
  969. * @constant
  970. */
  971. const SIGNED_RED_RGTC1_Format = 36284;
  972. /**
  973. * RGTC2 Red Green format.
  974. *
  975. * @type {number}
  976. * @constant
  977. */
  978. const RED_GREEN_RGTC2_Format = 36285;
  979. /**
  980. * RGTC2 Signed Red Green format.
  981. *
  982. * @type {number}
  983. * @constant
  984. */
  985. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  986. /**
  987. * Animations are played once.
  988. *
  989. * @type {number}
  990. * @constant
  991. */
  992. const LoopOnce = 2200;
  993. /**
  994. * Animations are played with a chosen number of repetitions, each time jumping from
  995. * the end of the clip directly to its beginning.
  996. *
  997. * @type {number}
  998. * @constant
  999. */
  1000. const LoopRepeat = 2201;
  1001. /**
  1002. * Animations are played with a chosen number of repetitions, alternately playing forward
  1003. * and backward.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const LoopPingPong = 2202;
  1009. /**
  1010. * Discrete interpolation mode for keyframe tracks.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const InterpolateDiscrete = 2300;
  1016. /**
  1017. * Linear interpolation mode for keyframe tracks.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const InterpolateLinear = 2301;
  1023. /**
  1024. * Smooth interpolation mode for keyframe tracks.
  1025. *
  1026. * @type {number}
  1027. * @constant
  1028. */
  1029. const InterpolateSmooth = 2302;
  1030. /**
  1031. * Bezier interpolation mode for keyframe tracks.
  1032. *
  1033. * Uses cubic Bezier curves with explicit 2D control points.
  1034. * Requires tangent data to be set on the track.
  1035. *
  1036. * @type {number}
  1037. * @constant
  1038. */
  1039. const InterpolateBezier = 2303;
  1040. /**
  1041. * Zero curvature ending for animations.
  1042. *
  1043. * @type {number}
  1044. * @constant
  1045. */
  1046. const ZeroCurvatureEnding = 2400;
  1047. /**
  1048. * Zero slope ending for animations.
  1049. *
  1050. * @type {number}
  1051. * @constant
  1052. */
  1053. const ZeroSlopeEnding = 2401;
  1054. /**
  1055. * Wrap around ending for animations.
  1056. *
  1057. * @type {number}
  1058. * @constant
  1059. */
  1060. const WrapAroundEnding = 2402;
  1061. /**
  1062. * Default animation blend mode.
  1063. *
  1064. * @type {number}
  1065. * @constant
  1066. */
  1067. const NormalAnimationBlendMode = 2500;
  1068. /**
  1069. * Additive animation blend mode. Can be used to layer motions on top of
  1070. * each other to build complex performances from smaller re-usable assets.
  1071. *
  1072. * @type {number}
  1073. * @constant
  1074. */
  1075. const AdditiveAnimationBlendMode = 2501;
  1076. /**
  1077. * For every three vertices draw a single triangle.
  1078. *
  1079. * @type {number}
  1080. * @constant
  1081. */
  1082. const TrianglesDrawMode = 0;
  1083. /**
  1084. * For each vertex draw a triangle from the last three vertices.
  1085. *
  1086. * @type {number}
  1087. * @constant
  1088. */
  1089. const TriangleStripDrawMode = 1;
  1090. /**
  1091. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1092. *
  1093. * @type {number}
  1094. * @constant
  1095. */
  1096. const TriangleFanDrawMode = 2;
  1097. /**
  1098. * The depth value is inverted (1.0 - z) for visualization purposes.
  1099. *
  1100. * @type {number}
  1101. * @constant
  1102. */
  1103. const BasicDepthPacking = 3200;
  1104. /**
  1105. * The depth value is packed into 32 bit RGBA.
  1106. *
  1107. * @type {number}
  1108. * @constant
  1109. */
  1110. const RGBADepthPacking = 3201;
  1111. /**
  1112. * The depth value is packed into 24 bit RGB.
  1113. *
  1114. * @type {number}
  1115. * @constant
  1116. */
  1117. const RGBDepthPacking = 3202;
  1118. /**
  1119. * The depth value is packed into 16 bit RG.
  1120. *
  1121. * @type {number}
  1122. * @constant
  1123. */
  1124. const RGDepthPacking = 3203;
  1125. /**
  1126. * Normal information is relative to the underlying surface.
  1127. *
  1128. * @type {number}
  1129. * @constant
  1130. */
  1131. const TangentSpaceNormalMap = 0;
  1132. /**
  1133. * Normal information is relative to the object orientation.
  1134. *
  1135. * @type {number}
  1136. * @constant
  1137. */
  1138. const ObjectSpaceNormalMap = 1;
  1139. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1140. /**
  1141. * No color space.
  1142. *
  1143. * @type {string}
  1144. * @constant
  1145. */
  1146. const NoColorSpace = '';
  1147. /**
  1148. * sRGB color space.
  1149. *
  1150. * @type {string}
  1151. * @constant
  1152. */
  1153. const SRGBColorSpace = 'srgb';
  1154. /**
  1155. * sRGB-linear color space.
  1156. *
  1157. * @type {string}
  1158. * @constant
  1159. */
  1160. const LinearSRGBColorSpace = 'srgb-linear';
  1161. /**
  1162. * Linear transfer function.
  1163. *
  1164. * @type {string}
  1165. * @constant
  1166. */
  1167. const LinearTransfer = 'linear';
  1168. /**
  1169. * sRGB transfer function.
  1170. *
  1171. * @type {string}
  1172. * @constant
  1173. */
  1174. const SRGBTransfer = 'srgb';
  1175. /**
  1176. * No normal map packing.
  1177. *
  1178. * @type {string}
  1179. * @constant
  1180. */
  1181. const NoNormalPacking = '';
  1182. /**
  1183. * Normal RG packing.
  1184. *
  1185. * @type {string}
  1186. * @constant
  1187. */
  1188. const NormalRGPacking = 'rg';
  1189. /**
  1190. * Normal GA packing.
  1191. *
  1192. * @type {string}
  1193. * @constant
  1194. */
  1195. const NormalGAPacking = 'ga';
  1196. /**
  1197. * Sets the stencil buffer value to `0`.
  1198. *
  1199. * @type {number}
  1200. * @constant
  1201. */
  1202. const ZeroStencilOp = 0;
  1203. /**
  1204. * Keeps the current value.
  1205. *
  1206. * @type {number}
  1207. * @constant
  1208. */
  1209. const KeepStencilOp = 7680;
  1210. /**
  1211. * Sets the stencil buffer value to the specified reference value.
  1212. *
  1213. * @type {number}
  1214. * @constant
  1215. */
  1216. const ReplaceStencilOp = 7681;
  1217. /**
  1218. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1219. *
  1220. * @type {number}
  1221. * @constant
  1222. */
  1223. const IncrementStencilOp = 7682;
  1224. /**
  1225. * Decrements the current stencil buffer value. Clamps to `0`.
  1226. *
  1227. * @type {number}
  1228. * @constant
  1229. */
  1230. const DecrementStencilOp = 7683;
  1231. /**
  1232. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1233. * the maximum representable unsigned value.
  1234. *
  1235. * @type {number}
  1236. * @constant
  1237. */
  1238. const IncrementWrapStencilOp = 34055;
  1239. /**
  1240. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1241. * unsigned value when decrementing a stencil buffer value of `0`.
  1242. *
  1243. * @type {number}
  1244. * @constant
  1245. */
  1246. const DecrementWrapStencilOp = 34056;
  1247. /**
  1248. * Inverts the current stencil buffer value bitwise.
  1249. *
  1250. * @type {number}
  1251. * @constant
  1252. */
  1253. const InvertStencilOp = 5386;
  1254. /**
  1255. * Will never return true.
  1256. *
  1257. * @type {number}
  1258. * @constant
  1259. */
  1260. const NeverStencilFunc = 512;
  1261. /**
  1262. * Will return true if the stencil reference value is less than the current stencil value.
  1263. *
  1264. * @type {number}
  1265. * @constant
  1266. */
  1267. const LessStencilFunc = 513;
  1268. /**
  1269. * Will return true if the stencil reference value is equal to the current stencil value.
  1270. *
  1271. * @type {number}
  1272. * @constant
  1273. */
  1274. const EqualStencilFunc = 514;
  1275. /**
  1276. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1277. *
  1278. * @type {number}
  1279. * @constant
  1280. */
  1281. const LessEqualStencilFunc = 515;
  1282. /**
  1283. * Will return true if the stencil reference value is greater than the current stencil value.
  1284. *
  1285. * @type {number}
  1286. * @constant
  1287. */
  1288. const GreaterStencilFunc = 516;
  1289. /**
  1290. * Will return true if the stencil reference value is not equal to the current stencil value.
  1291. *
  1292. * @type {number}
  1293. * @constant
  1294. */
  1295. const NotEqualStencilFunc = 517;
  1296. /**
  1297. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1298. *
  1299. * @type {number}
  1300. * @constant
  1301. */
  1302. const GreaterEqualStencilFunc = 518;
  1303. /**
  1304. * Will always return true.
  1305. *
  1306. * @type {number}
  1307. * @constant
  1308. */
  1309. const AlwaysStencilFunc = 519;
  1310. /**
  1311. * Never pass.
  1312. *
  1313. * @type {number}
  1314. * @constant
  1315. */
  1316. const NeverCompare = 512;
  1317. /**
  1318. * Pass if the incoming value is less than the texture value.
  1319. *
  1320. * @type {number}
  1321. * @constant
  1322. */
  1323. const LessCompare = 513;
  1324. /**
  1325. * Pass if the incoming value equals the texture value.
  1326. *
  1327. * @type {number}
  1328. * @constant
  1329. */
  1330. const EqualCompare = 514;
  1331. /**
  1332. * Pass if the incoming value is less than or equal to the texture value.
  1333. *
  1334. * @type {number}
  1335. * @constant
  1336. */
  1337. const LessEqualCompare = 515;
  1338. /**
  1339. * Pass if the incoming value is greater than the texture value.
  1340. *
  1341. * @type {number}
  1342. * @constant
  1343. */
  1344. const GreaterCompare = 516;
  1345. /**
  1346. * Pass if the incoming value is not equal to the texture value.
  1347. *
  1348. * @type {number}
  1349. * @constant
  1350. */
  1351. const NotEqualCompare = 517;
  1352. /**
  1353. * Pass if the incoming value is greater than or equal to the texture value.
  1354. *
  1355. * @type {number}
  1356. * @constant
  1357. */
  1358. const GreaterEqualCompare = 518;
  1359. /**
  1360. * Always pass.
  1361. *
  1362. * @type {number}
  1363. * @constant
  1364. */
  1365. const AlwaysCompare = 519;
  1366. /**
  1367. * The contents are intended to be specified once by the application, and used many
  1368. * times as the source for drawing and image specification commands.
  1369. *
  1370. * @type {number}
  1371. * @constant
  1372. */
  1373. const StaticDrawUsage = 35044;
  1374. /**
  1375. * The contents are intended to be respecified repeatedly by the application, and
  1376. * used many times as the source for drawing and image specification commands.
  1377. *
  1378. * @type {number}
  1379. * @constant
  1380. */
  1381. const DynamicDrawUsage = 35048;
  1382. /**
  1383. * The contents are intended to be specified once by the application, and used at most
  1384. * a few times as the source for drawing and image specification commands.
  1385. *
  1386. * @type {number}
  1387. * @constant
  1388. */
  1389. const StreamDrawUsage = 35040;
  1390. /**
  1391. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1392. * many times by the application.
  1393. *
  1394. * @type {number}
  1395. * @constant
  1396. */
  1397. const StaticReadUsage = 35045;
  1398. /**
  1399. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1400. * many times by the application.
  1401. *
  1402. * @type {number}
  1403. * @constant
  1404. */
  1405. const DynamicReadUsage = 35049;
  1406. /**
  1407. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1408. * a few times by the application
  1409. *
  1410. * @type {number}
  1411. * @constant
  1412. */
  1413. const StreamReadUsage = 35041;
  1414. /**
  1415. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1416. * the source for WebGL drawing and image specification commands.
  1417. *
  1418. * @type {number}
  1419. * @constant
  1420. */
  1421. const StaticCopyUsage = 35046;
  1422. /**
  1423. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1424. * as the source for WebGL drawing and image specification commands.
  1425. *
  1426. * @type {number}
  1427. * @constant
  1428. */
  1429. const DynamicCopyUsage = 35050;
  1430. /**
  1431. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1432. * as the source for WebGL drawing and image specification commands.
  1433. *
  1434. * @type {number}
  1435. * @constant
  1436. */
  1437. const StreamCopyUsage = 35042;
  1438. /**
  1439. * GLSL 1 shader code.
  1440. *
  1441. * @type {string}
  1442. * @constant
  1443. */
  1444. const GLSL1 = '100';
  1445. /**
  1446. * GLSL 3 shader code.
  1447. *
  1448. * @type {string}
  1449. * @constant
  1450. */
  1451. const GLSL3 = '300 es';
  1452. /**
  1453. * WebGL coordinate system.
  1454. *
  1455. * @type {number}
  1456. * @constant
  1457. */
  1458. const WebGLCoordinateSystem = 2000;
  1459. /**
  1460. * WebGPU coordinate system.
  1461. *
  1462. * @type {number}
  1463. * @constant
  1464. */
  1465. const WebGPUCoordinateSystem = 2001;
  1466. /**
  1467. * Represents the different timestamp query types.
  1468. *
  1469. * @type {ConstantsTimestampQuery}
  1470. * @constant
  1471. */
  1472. const TimestampQuery = {
  1473. COMPUTE: 'compute',
  1474. RENDER: 'render'
  1475. };
  1476. /**
  1477. * Represents mouse buttons and interaction types in context of controls.
  1478. *
  1479. * @type {ConstantsInterpolationSamplingType}
  1480. * @constant
  1481. */
  1482. const InterpolationSamplingType = {
  1483. PERSPECTIVE: 'perspective',
  1484. LINEAR: 'linear',
  1485. FLAT: 'flat'
  1486. };
  1487. /**
  1488. * Represents the different interpolation sampling modes.
  1489. *
  1490. * @type {ConstantsInterpolationSamplingMode}
  1491. * @constant
  1492. */
  1493. const InterpolationSamplingMode = {
  1494. NORMAL: 'normal',
  1495. CENTROID: 'centroid',
  1496. SAMPLE: 'sample',
  1497. FIRST: 'first',
  1498. EITHER: 'either'
  1499. };
  1500. /**
  1501. * Compatibility flags for features that may not be supported across all platforms.
  1502. *
  1503. * @type {Object}
  1504. * @constant
  1505. */
  1506. const Compatibility = {
  1507. TEXTURE_COMPARE: 'depthTextureCompare'
  1508. };
  1509. /**
  1510. * This type represents mouse buttons and interaction types in context of controls.
  1511. *
  1512. * @typedef {Object} ConstantsMouse
  1513. * @property {number} MIDDLE - The left mouse button.
  1514. * @property {number} LEFT - The middle mouse button.
  1515. * @property {number} RIGHT - The right mouse button.
  1516. * @property {number} ROTATE - A rotate interaction.
  1517. * @property {number} DOLLY - A dolly interaction.
  1518. * @property {number} PAN - A pan interaction.
  1519. **/
  1520. /**
  1521. * This type represents touch interaction types in context of controls.
  1522. *
  1523. * @typedef {Object} ConstantsTouch
  1524. * @property {number} ROTATE - A rotate interaction.
  1525. * @property {number} PAN - A pan interaction.
  1526. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1527. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1528. **/
  1529. /**
  1530. * This type represents the different timestamp query types.
  1531. *
  1532. * @typedef {Object} ConstantsTimestampQuery
  1533. * @property {string} COMPUTE - A `compute` timestamp query.
  1534. * @property {string} RENDER - A `render` timestamp query.
  1535. **/
  1536. /**
  1537. * Represents the different interpolation sampling types.
  1538. *
  1539. * @typedef {Object} ConstantsInterpolationSamplingType
  1540. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1541. * @property {string} LINEAR - Linear interpolation.
  1542. * @property {string} FLAT - Flat interpolation.
  1543. */
  1544. /**
  1545. * Represents the different interpolation sampling modes.
  1546. *
  1547. * @typedef {Object} ConstantsInterpolationSamplingMode
  1548. * @property {string} NORMAL - Normal sampling mode.
  1549. * @property {string} CENTROID - Centroid sampling mode.
  1550. * @property {string} SAMPLE - Sample-specific sampling mode.
  1551. * @property {string} FIRST - Flat interpolation using the first vertex.
  1552. * @property {string} EITHER - Flat interpolation using either vertex.
  1553. */
  1554. /**
  1555. * Checks if an array contains values that require Uint32 representation.
  1556. *
  1557. * This function determines whether the array contains any values >= 65535,
  1558. * which would require a Uint32Array rather than a Uint16Array for proper storage.
  1559. * The function iterates from the end of the array, assuming larger values are
  1560. * typically located at the end.
  1561. *
  1562. * @private
  1563. * @param {Array<number>} array - The array to check.
  1564. * @return {boolean} True if the array contains values >= 65535, false otherwise.
  1565. */
  1566. function arrayNeedsUint32( array ) {
  1567. // assumes larger values usually on last
  1568. for ( let i = array.length - 1; i >= 0; -- i ) {
  1569. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1570. }
  1571. return false;
  1572. }
  1573. /**
  1574. * Map of typed array constructor names to their constructors.
  1575. * This mapping enables dynamic creation of typed arrays based on string type names.
  1576. *
  1577. * @private
  1578. * @constant
  1579. * @type {Object<string, TypedArrayConstructor>}
  1580. */
  1581. const TYPED_ARRAYS = {
  1582. Int8Array: Int8Array,
  1583. Uint8Array: Uint8Array,
  1584. Uint8ClampedArray: Uint8ClampedArray,
  1585. Int16Array: Int16Array,
  1586. Uint16Array: Uint16Array,
  1587. Int32Array: Int32Array,
  1588. Uint32Array: Uint32Array,
  1589. Float32Array: Float32Array,
  1590. Float64Array: Float64Array
  1591. };
  1592. /**
  1593. * Creates a typed array of the specified type from the given buffer.
  1594. *
  1595. * @private
  1596. * @param {string} type - The name of the typed array type (e.g., 'Float32Array', 'Uint16Array').
  1597. * @param {ArrayBuffer} buffer - The buffer to create the typed array from.
  1598. * @return {TypedArray} A new typed array of the specified type.
  1599. */
  1600. function getTypedArray( type, buffer ) {
  1601. return new TYPED_ARRAYS[ type ]( buffer );
  1602. }
  1603. /**
  1604. * Returns `true` if the given object is a typed array.
  1605. *
  1606. * @param {any} array - The object to check.
  1607. * @return {boolean} Whether the given object is a typed array.
  1608. */
  1609. function isTypedArray( array ) {
  1610. return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
  1611. }
  1612. /**
  1613. * Creates an XHTML element with the specified tag name.
  1614. *
  1615. * This function uses the XHTML namespace to create DOM elements,
  1616. * ensuring proper element creation in XML-based contexts.
  1617. *
  1618. * @private
  1619. * @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div').
  1620. * @return {HTMLElement} The created XHTML element.
  1621. */
  1622. function createElementNS( name ) {
  1623. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1624. }
  1625. /**
  1626. * Creates a canvas element configured for block display.
  1627. *
  1628. * This is a convenience function that creates a canvas element with
  1629. * display style set to 'block', which is commonly used in three.js
  1630. * rendering contexts to avoid inline element spacing issues.
  1631. *
  1632. * @return {HTMLCanvasElement} A canvas element with display set to 'block'.
  1633. */
  1634. function createCanvasElement() {
  1635. const canvas = createElementNS( 'canvas' );
  1636. canvas.style.display = 'block';
  1637. return canvas;
  1638. }
  1639. /**
  1640. * Internal cache for tracking warning messages to prevent duplicate warnings.
  1641. *
  1642. * @private
  1643. * @type {Object<string, boolean>}
  1644. */
  1645. const _cache = {};
  1646. /**
  1647. * Custom console function handler for intercepting log, warn, and error calls.
  1648. *
  1649. * @private
  1650. * @type {Function|null}
  1651. */
  1652. let _setConsoleFunction = null;
  1653. /**
  1654. * Sets a custom function to handle console output.
  1655. *
  1656. * This allows external code to intercept and handle console.log, console.warn,
  1657. * and console.error calls made by three.js, which is useful for custom logging,
  1658. * testing, or debugging workflows.
  1659. *
  1660. * @param {Function} fn - The function to handle console output. Should accept
  1661. * (type, message, ...params) where type is 'log', 'warn', or 'error'.
  1662. */
  1663. function setConsoleFunction( fn ) {
  1664. _setConsoleFunction = fn;
  1665. }
  1666. /**
  1667. * Gets the currently set custom console function.
  1668. *
  1669. * @return {Function|null} The custom console function, or null if not set.
  1670. */
  1671. function getConsoleFunction() {
  1672. return _setConsoleFunction;
  1673. }
  1674. /**
  1675. * Logs an informational message with the 'THREE.' prefix.
  1676. *
  1677. * If a custom console function is set via setConsoleFunction(), it will be used
  1678. * instead of the native console.log. The first parameter is treated as the
  1679. * method name and is automatically prefixed with 'THREE.'.
  1680. *
  1681. * @param {...any} params - The message components. The first param is used as
  1682. * the method name and prefixed with 'THREE.'.
  1683. */
  1684. function log( ...params ) {
  1685. const message = 'THREE.' + params.shift();
  1686. if ( _setConsoleFunction ) {
  1687. _setConsoleFunction( 'log', message, ...params );
  1688. } else {
  1689. console.log( message, ...params );
  1690. }
  1691. }
  1692. /**
  1693. * Enhances log/warn/error messages related to TSL.
  1694. *
  1695. * @param {Array<any>} params - The original message parameters.
  1696. * @returns {Array<any>} The filtered and enhanced message parameters.
  1697. */
  1698. function enhanceLogMessage( params ) {
  1699. const message = params[ 0 ];
  1700. if ( typeof message === 'string' && message.startsWith( 'TSL:' ) ) {
  1701. const stackTrace = params[ 1 ];
  1702. if ( stackTrace && stackTrace.isStackTrace ) {
  1703. params[ 0 ] += ' ' + stackTrace.getLocation();
  1704. } else {
  1705. params[ 1 ] = 'Stack trace not available. Enable "THREE.Node.captureStackTrace" to capture stack traces.';
  1706. }
  1707. }
  1708. return params;
  1709. }
  1710. /**
  1711. * Logs a warning message with the 'THREE.' prefix.
  1712. *
  1713. * If a custom console function is set via setConsoleFunction(), it will be used
  1714. * instead of the native console.warn. The first parameter is treated as the
  1715. * method name and is automatically prefixed with 'THREE.'.
  1716. *
  1717. * @param {...any} params - The message components. The first param is used as
  1718. * the method name and prefixed with 'THREE.'.
  1719. */
  1720. function warn( ...params ) {
  1721. params = enhanceLogMessage( params );
  1722. const message = 'THREE.' + params.shift();
  1723. if ( _setConsoleFunction ) {
  1724. _setConsoleFunction( 'warn', message, ...params );
  1725. } else {
  1726. const stackTrace = params[ 0 ];
  1727. if ( stackTrace && stackTrace.isStackTrace ) {
  1728. console.warn( stackTrace.getError( message ) );
  1729. } else {
  1730. console.warn( message, ...params );
  1731. }
  1732. }
  1733. }
  1734. /**
  1735. * Logs an error message with the 'THREE.' prefix.
  1736. *
  1737. * If a custom console function is set via setConsoleFunction(), it will be used
  1738. * instead of the native console.error. The first parameter is treated as the
  1739. * method name and is automatically prefixed with 'THREE.'.
  1740. *
  1741. * @param {...any} params - The message components. The first param is used as
  1742. * the method name and prefixed with 'THREE.'.
  1743. */
  1744. function error( ...params ) {
  1745. params = enhanceLogMessage( params );
  1746. const message = 'THREE.' + params.shift();
  1747. if ( _setConsoleFunction ) {
  1748. _setConsoleFunction( 'error', message, ...params );
  1749. } else {
  1750. const stackTrace = params[ 0 ];
  1751. if ( stackTrace && stackTrace.isStackTrace ) {
  1752. console.error( stackTrace.getError( message ) );
  1753. } else {
  1754. console.error( message, ...params );
  1755. }
  1756. }
  1757. }
  1758. /**
  1759. * Logs a warning message only once, preventing duplicate warnings.
  1760. *
  1761. * This function maintains an internal cache of warning messages and will only
  1762. * output each unique warning message once. Useful for warnings that may be
  1763. * triggered repeatedly but should only be shown to the user once.
  1764. *
  1765. * @param {...any} params - The warning message components.
  1766. */
  1767. function warnOnce( ...params ) {
  1768. const message = params.join( ' ' );
  1769. if ( message in _cache ) return;
  1770. _cache[ message ] = true;
  1771. warn( ...params );
  1772. }
  1773. /**
  1774. * Yields execution to the main thread to allow rendering and other tasks.
  1775. * Uses scheduler.yield() when available (Chrome 115+), falls back to requestAnimationFrame.
  1776. *
  1777. * @return {Promise<void>}
  1778. */
  1779. function yieldToMain() {
  1780. if ( typeof self !== 'undefined' && typeof self.scheduler !== 'undefined' && typeof self.scheduler.yield !== 'undefined' ) {
  1781. return self.scheduler.yield();
  1782. }
  1783. return new Promise( resolve => {
  1784. requestAnimationFrame( resolve );
  1785. } );
  1786. }
  1787. /**
  1788. * Asynchronously probes for WebGL sync object completion.
  1789. *
  1790. * This function creates a promise that resolves when the WebGL sync object
  1791. * signals completion or rejects if the sync operation fails. It uses polling
  1792. * at the specified interval to check the sync status without blocking the
  1793. * main thread. This is useful for GPU-CPU synchronization in WebGL contexts.
  1794. *
  1795. * @private
  1796. * @param {WebGL2RenderingContext} gl - The WebGL rendering context.
  1797. * @param {WebGLSync} sync - The WebGL sync object to wait for.
  1798. * @param {number} interval - The polling interval in milliseconds.
  1799. * @return {Promise<void>} A promise that resolves when the sync completes or rejects if it fails.
  1800. */
  1801. function probeAsync( gl, sync, interval ) {
  1802. return new Promise( function ( resolve, reject ) {
  1803. function probe() {
  1804. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1805. case gl.WAIT_FAILED:
  1806. reject();
  1807. break;
  1808. case gl.TIMEOUT_EXPIRED:
  1809. setTimeout( probe, interval );
  1810. break;
  1811. default:
  1812. resolve();
  1813. }
  1814. }
  1815. setTimeout( probe, interval );
  1816. } );
  1817. }
  1818. /**
  1819. * Used to select the correct depth functions
  1820. * when reversed depth buffer is used.
  1821. *
  1822. * @private
  1823. * @type {Object}
  1824. */
  1825. const ReversedDepthFuncs = {
  1826. [ NeverDepth ]: AlwaysDepth,
  1827. [ LessDepth ]: GreaterDepth,
  1828. [ EqualDepth ]: NotEqualDepth,
  1829. [ LessEqualDepth ]: GreaterEqualDepth,
  1830. [ AlwaysDepth ]: NeverDepth,
  1831. [ GreaterDepth ]: LessDepth,
  1832. [ NotEqualDepth ]: EqualDepth,
  1833. [ GreaterEqualDepth ]: LessEqualDepth,
  1834. };
  1835. /**
  1836. * This modules allows to dispatch event objects on custom JavaScript objects.
  1837. *
  1838. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1839. *
  1840. * Code Example:
  1841. * ```js
  1842. * class Car extends EventDispatcher {
  1843. * start() {
  1844. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1845. * }
  1846. *};
  1847. *
  1848. * // Using events with the custom object
  1849. * const car = new Car();
  1850. * car.addEventListener( 'start', function ( event ) {
  1851. * alert( event.message );
  1852. * } );
  1853. *
  1854. * car.start();
  1855. * ```
  1856. */
  1857. class EventDispatcher {
  1858. /**
  1859. * Adds the given event listener to the given event type.
  1860. *
  1861. * @param {string} type - The type of event to listen to.
  1862. * @param {Function} listener - The function that gets called when the event is fired.
  1863. */
  1864. addEventListener( type, listener ) {
  1865. if ( this._listeners === undefined ) this._listeners = {};
  1866. const listeners = this._listeners;
  1867. if ( listeners[ type ] === undefined ) {
  1868. listeners[ type ] = [];
  1869. }
  1870. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1871. listeners[ type ].push( listener );
  1872. }
  1873. }
  1874. /**
  1875. * Returns `true` if the given event listener has been added to the given event type.
  1876. *
  1877. * @param {string} type - The type of event.
  1878. * @param {Function} listener - The listener to check.
  1879. * @return {boolean} Whether the given event listener has been added to the given event type.
  1880. */
  1881. hasEventListener( type, listener ) {
  1882. const listeners = this._listeners;
  1883. if ( listeners === undefined ) return false;
  1884. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1885. }
  1886. /**
  1887. * Removes the given event listener from the given event type.
  1888. *
  1889. * @param {string} type - The type of event.
  1890. * @param {Function} listener - The listener to remove.
  1891. */
  1892. removeEventListener( type, listener ) {
  1893. const listeners = this._listeners;
  1894. if ( listeners === undefined ) return;
  1895. const listenerArray = listeners[ type ];
  1896. if ( listenerArray !== undefined ) {
  1897. const index = listenerArray.indexOf( listener );
  1898. if ( index !== -1 ) {
  1899. listenerArray.splice( index, 1 );
  1900. }
  1901. }
  1902. }
  1903. /**
  1904. * Dispatches an event object.
  1905. *
  1906. * @param {Object} event - The event that gets fired.
  1907. */
  1908. dispatchEvent( event ) {
  1909. const listeners = this._listeners;
  1910. if ( listeners === undefined ) return;
  1911. const listenerArray = listeners[ event.type ];
  1912. if ( listenerArray !== undefined ) {
  1913. event.target = this;
  1914. // Make a copy, in case listeners are removed while iterating.
  1915. const array = listenerArray.slice( 0 );
  1916. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1917. array[ i ].call( this, event );
  1918. }
  1919. event.target = null;
  1920. }
  1921. }
  1922. }
  1923. 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' ];
  1924. let _seed = 1234567;
  1925. const DEG2RAD = Math.PI / 180;
  1926. const RAD2DEG = 180 / Math.PI;
  1927. /**
  1928. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1929. * (universally unique identifier).
  1930. *
  1931. * @return {string} The UUID.
  1932. */
  1933. function generateUUID() {
  1934. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1935. const d0 = Math.random() * 0xffffffff | 0;
  1936. const d1 = Math.random() * 0xffffffff | 0;
  1937. const d2 = Math.random() * 0xffffffff | 0;
  1938. const d3 = Math.random() * 0xffffffff | 0;
  1939. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1940. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1941. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1942. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1943. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1944. return uuid.toLowerCase();
  1945. }
  1946. /**
  1947. * Clamps the given value between min and max.
  1948. *
  1949. * @param {number} value - The value to clamp.
  1950. * @param {number} min - The min value.
  1951. * @param {number} max - The max value.
  1952. * @return {number} The clamped value.
  1953. */
  1954. function clamp( value, min, max ) {
  1955. return Math.max( min, Math.min( max, value ) );
  1956. }
  1957. /**
  1958. * Computes the Euclidean modulo of the given parameters that
  1959. * is `( ( n % m ) + m ) % m`.
  1960. *
  1961. * @param {number} n - The first parameter.
  1962. * @param {number} m - The second parameter.
  1963. * @return {number} The Euclidean modulo.
  1964. */
  1965. function euclideanModulo( n, m ) {
  1966. // https://en.wikipedia.org/wiki/Modulo_operation
  1967. return ( ( n % m ) + m ) % m;
  1968. }
  1969. /**
  1970. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1971. * for the given value. `a2` must be greater than `a1`.
  1972. *
  1973. * @param {number} x - The value to be mapped.
  1974. * @param {number} a1 - Minimum value for range A.
  1975. * @param {number} a2 - Maximum value for range A.
  1976. * @param {number} b1 - Minimum value for range B.
  1977. * @param {number} b2 - Maximum value for range B.
  1978. * @return {number} The mapped value.
  1979. */
  1980. function mapLinear( x, a1, a2, b1, b2 ) {
  1981. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1982. }
  1983. /**
  1984. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1985. * between the start and end point.
  1986. *
  1987. * @param {number} x - The start point
  1988. * @param {number} y - The end point.
  1989. * @param {number} value - A value between start and end.
  1990. * @return {number} The interpolation factor.
  1991. */
  1992. function inverseLerp( x, y, value ) {
  1993. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1994. if ( x !== y ) {
  1995. return ( value - x ) / ( y - x );
  1996. } else {
  1997. return 0;
  1998. }
  1999. }
  2000. /**
  2001. * Returns a value linearly interpolated from two known points based on the given interval -
  2002. * `t = 0` will return `x` and `t = 1` will return `y`.
  2003. *
  2004. * @param {number} x - The start point
  2005. * @param {number} y - The end point.
  2006. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2007. * @return {number} The interpolated value.
  2008. */
  2009. function lerp( x, y, t ) {
  2010. return ( 1 - t ) * x + t * y;
  2011. }
  2012. /**
  2013. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2014. * time to maintain frame rate independent movement. For details, see
  2015. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2016. *
  2017. * @param {number} x - The current point.
  2018. * @param {number} y - The target point.
  2019. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2020. * and a lower value will make the movement more gradual.
  2021. * @param {number} dt - Delta time in seconds.
  2022. * @return {number} The interpolated value.
  2023. */
  2024. function damp( x, y, lambda, dt ) {
  2025. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  2026. }
  2027. /**
  2028. * Returns a value that alternates between `0` and the given `length` parameter.
  2029. *
  2030. * @param {number} x - The value to pingpong.
  2031. * @param {number} [length=1] - The positive value the function will pingpong to.
  2032. * @return {number} The alternated value.
  2033. */
  2034. function pingpong( x, length = 1 ) {
  2035. // https://www.desmos.com/calculator/vcsjnyz7x4
  2036. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  2037. }
  2038. /**
  2039. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2040. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2041. * the `min` and `max`.
  2042. *
  2043. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2044. *
  2045. * @param {number} x - The value to evaluate based on its position between `min` and `max`.
  2046. * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
  2047. * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
  2048. * @return {number} The alternated value.
  2049. */
  2050. function smoothstep( x, min, max ) {
  2051. if ( x <= min ) return 0;
  2052. if ( x >= max ) return 1;
  2053. x = ( x - min ) / ( max - min );
  2054. return x * x * ( 3 - 2 * x );
  2055. }
  2056. /**
  2057. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2058. * that has zero 1st and 2nd order derivatives at `x=0` and `x=1`.
  2059. *
  2060. * @param {number} x - The value to evaluate based on its position between `min` and `max`.
  2061. * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
  2062. * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
  2063. * @return {number} The alternated value.
  2064. */
  2065. function smootherstep( x, min, max ) {
  2066. if ( x <= min ) return 0;
  2067. if ( x >= max ) return 1;
  2068. x = ( x - min ) / ( max - min );
  2069. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  2070. }
  2071. /**
  2072. * Returns a random integer from `<low, high>` interval.
  2073. *
  2074. * @param {number} low - The lower value boundary.
  2075. * @param {number} high - The upper value boundary
  2076. * @return {number} A random integer.
  2077. */
  2078. function randInt( low, high ) {
  2079. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  2080. }
  2081. /**
  2082. * Returns a random float from `<low, high>` interval.
  2083. *
  2084. * @param {number} low - The lower value boundary.
  2085. * @param {number} high - The upper value boundary
  2086. * @return {number} A random float.
  2087. */
  2088. function randFloat( low, high ) {
  2089. return low + Math.random() * ( high - low );
  2090. }
  2091. /**
  2092. * Returns a random integer from `<-range/2, range/2>` interval.
  2093. *
  2094. * @param {number} range - Defines the value range.
  2095. * @return {number} A random float.
  2096. */
  2097. function randFloatSpread( range ) {
  2098. return range * ( 0.5 - Math.random() );
  2099. }
  2100. /**
  2101. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2102. *
  2103. * @param {number} [s] - The integer seed.
  2104. * @return {number} A random float.
  2105. */
  2106. function seededRandom( s ) {
  2107. if ( s !== undefined ) _seed = s;
  2108. // Mulberry32 generator
  2109. let t = _seed += 0x6D2B79F5;
  2110. t = Math.imul( t ^ t >>> 15, t | 1 );
  2111. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  2112. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  2113. }
  2114. /**
  2115. * Converts degrees to radians.
  2116. *
  2117. * @param {number} degrees - A value in degrees.
  2118. * @return {number} The converted value in radians.
  2119. */
  2120. function degToRad( degrees ) {
  2121. return degrees * DEG2RAD;
  2122. }
  2123. /**
  2124. * Converts radians to degrees.
  2125. *
  2126. * @param {number} radians - A value in radians.
  2127. * @return {number} The converted value in degrees.
  2128. */
  2129. function radToDeg( radians ) {
  2130. return radians * RAD2DEG;
  2131. }
  2132. /**
  2133. * Returns `true` if the given number is a power of two.
  2134. *
  2135. * @param {number} value - The value to check.
  2136. * @return {boolean} Whether the given number is a power of two or not.
  2137. */
  2138. function isPowerOfTwo( value ) {
  2139. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  2140. }
  2141. /**
  2142. * Returns the smallest power of two that is greater than or equal to the given number.
  2143. *
  2144. * @param {number} value - The value to find a POT for. Must be greater than `0`.
  2145. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2146. */
  2147. function ceilPowerOfTwo( value ) {
  2148. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  2149. }
  2150. /**
  2151. * Returns the largest power of two that is less than or equal to the given number.
  2152. *
  2153. * @param {number} value - The value to find a POT for. Must be greater than `0`.
  2154. * @return {number} The largest power of two that is less than or equal to the given number.
  2155. */
  2156. function floorPowerOfTwo( value ) {
  2157. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  2158. }
  2159. /**
  2160. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2161. * defined by the given angles and order.
  2162. *
  2163. * Rotations are applied to the axes in the order specified by order:
  2164. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2165. *
  2166. * @param {Quaternion} q - The quaternion to set.
  2167. * @param {number} a - The rotation applied to the first axis, in radians.
  2168. * @param {number} b - The rotation applied to the second axis, in radians.
  2169. * @param {number} c - The rotation applied to the third axis, in radians.
  2170. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2171. */
  2172. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  2173. const cos = Math.cos;
  2174. const sin = Math.sin;
  2175. const c2 = cos( b / 2 );
  2176. const s2 = sin( b / 2 );
  2177. const c13 = cos( ( a + c ) / 2 );
  2178. const s13 = sin( ( a + c ) / 2 );
  2179. const c1_3 = cos( ( a - c ) / 2 );
  2180. const s1_3 = sin( ( a - c ) / 2 );
  2181. const c3_1 = cos( ( c - a ) / 2 );
  2182. const s3_1 = sin( ( c - a ) / 2 );
  2183. switch ( order ) {
  2184. case 'XYX':
  2185. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  2186. break;
  2187. case 'YZY':
  2188. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  2189. break;
  2190. case 'ZXZ':
  2191. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  2192. break;
  2193. case 'XZX':
  2194. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  2195. break;
  2196. case 'YXY':
  2197. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  2198. break;
  2199. case 'ZYZ':
  2200. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  2201. break;
  2202. default:
  2203. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  2204. }
  2205. }
  2206. /**
  2207. * Denormalizes the given value according to the given typed array.
  2208. *
  2209. * @param {number} value - The value to denormalize.
  2210. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2211. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2212. */
  2213. function denormalize( value, array ) {
  2214. switch ( array.constructor ) {
  2215. case Float32Array:
  2216. return value;
  2217. case Uint32Array:
  2218. return value / 4294967295.0;
  2219. case Uint16Array:
  2220. return value / 65535.0;
  2221. case Uint8Array:
  2222. return value / 255.0;
  2223. case Int32Array:
  2224. return Math.max( value / 2147483647.0, -1 );
  2225. case Int16Array:
  2226. return Math.max( value / 32767.0, -1 );
  2227. case Int8Array:
  2228. return Math.max( value / 127.0, -1 );
  2229. default:
  2230. throw new Error( 'Invalid component type.' );
  2231. }
  2232. }
  2233. /**
  2234. * Normalizes the given value according to the given typed array.
  2235. *
  2236. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2237. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2238. * @return {number} The normalize value.
  2239. */
  2240. function normalize( value, array ) {
  2241. switch ( array.constructor ) {
  2242. case Float32Array:
  2243. return value;
  2244. case Uint32Array:
  2245. return Math.round( value * 4294967295.0 );
  2246. case Uint16Array:
  2247. return Math.round( value * 65535.0 );
  2248. case Uint8Array:
  2249. return Math.round( value * 255.0 );
  2250. case Int32Array:
  2251. return Math.round( value * 2147483647.0 );
  2252. case Int16Array:
  2253. return Math.round( value * 32767.0 );
  2254. case Int8Array:
  2255. return Math.round( value * 127.0 );
  2256. default:
  2257. throw new Error( 'Invalid component type.' );
  2258. }
  2259. }
  2260. /**
  2261. * @class
  2262. * @classdesc A collection of math utility functions.
  2263. * @hideconstructor
  2264. */
  2265. const MathUtils = {
  2266. DEG2RAD: DEG2RAD,
  2267. RAD2DEG: RAD2DEG,
  2268. /**
  2269. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  2270. * (universally unique identifier).
  2271. *
  2272. * @static
  2273. * @method
  2274. * @return {string} The UUID.
  2275. */
  2276. generateUUID: generateUUID,
  2277. /**
  2278. * Clamps the given value between min and max.
  2279. *
  2280. * @static
  2281. * @method
  2282. * @param {number} value - The value to clamp.
  2283. * @param {number} min - The min value.
  2284. * @param {number} max - The max value.
  2285. * @return {number} The clamped value.
  2286. */
  2287. clamp: clamp,
  2288. /**
  2289. * Computes the Euclidean modulo of the given parameters that
  2290. * is `( ( n % m ) + m ) % m`.
  2291. *
  2292. * @static
  2293. * @method
  2294. * @param {number} n - The first parameter.
  2295. * @param {number} m - The second parameter.
  2296. * @return {number} The Euclidean modulo.
  2297. */
  2298. euclideanModulo: euclideanModulo,
  2299. /**
  2300. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2301. * for the given value.
  2302. *
  2303. * @static
  2304. * @method
  2305. * @param {number} x - The value to be mapped.
  2306. * @param {number} a1 - Minimum value for range A.
  2307. * @param {number} a2 - Maximum value for range A.
  2308. * @param {number} b1 - Minimum value for range B.
  2309. * @param {number} b2 - Maximum value for range B.
  2310. * @return {number} The mapped value.
  2311. */
  2312. mapLinear: mapLinear,
  2313. /**
  2314. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2315. * between the start and end point.
  2316. *
  2317. * @static
  2318. * @method
  2319. * @param {number} x - The start point
  2320. * @param {number} y - The end point.
  2321. * @param {number} value - A value between start and end.
  2322. * @return {number} The interpolation factor.
  2323. */
  2324. inverseLerp: inverseLerp,
  2325. /**
  2326. * Returns a value linearly interpolated from two known points based on the given interval -
  2327. * `t = 0` will return `x` and `t = 1` will return `y`.
  2328. *
  2329. * @static
  2330. * @method
  2331. * @param {number} x - The start point
  2332. * @param {number} y - The end point.
  2333. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2334. * @return {number} The interpolated value.
  2335. */
  2336. lerp: lerp,
  2337. /**
  2338. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2339. * time to maintain frame rate independent movement. For details, see
  2340. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2341. *
  2342. * @static
  2343. * @method
  2344. * @param {number} x - The current point.
  2345. * @param {number} y - The target point.
  2346. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2347. * and a lower value will make the movement more gradual.
  2348. * @param {number} dt - Delta time in seconds.
  2349. * @return {number} The interpolated value.
  2350. */
  2351. damp: damp,
  2352. /**
  2353. * Returns a value that alternates between `0` and the given `length` parameter.
  2354. *
  2355. * @static
  2356. * @method
  2357. * @param {number} x - The value to pingpong.
  2358. * @param {number} [length=1] - The positive value the function will pingpong to.
  2359. * @return {number} The alternated value.
  2360. */
  2361. pingpong: pingpong,
  2362. /**
  2363. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2364. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2365. * the `min` and `max`.
  2366. *
  2367. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2368. *
  2369. * @static
  2370. * @method
  2371. * @param {number} x - The value to evaluate based on its position between min and max.
  2372. * @param {number} min - The min value. Any x value below min will be `0`.
  2373. * @param {number} max - The max value. Any x value above max will be `1`.
  2374. * @return {number} The alternated value.
  2375. */
  2376. smoothstep: smoothstep,
  2377. /**
  2378. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2379. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2380. *
  2381. * @static
  2382. * @method
  2383. * @param {number} x - The value to evaluate based on its position between min and max.
  2384. * @param {number} min - The min value. Any x value below min will be `0`.
  2385. * @param {number} max - The max value. Any x value above max will be `1`.
  2386. * @return {number} The alternated value.
  2387. */
  2388. smootherstep: smootherstep,
  2389. /**
  2390. * Returns a random integer from `<low, high>` interval.
  2391. *
  2392. * @static
  2393. * @method
  2394. * @param {number} low - The lower value boundary.
  2395. * @param {number} high - The upper value boundary
  2396. * @return {number} A random integer.
  2397. */
  2398. randInt: randInt,
  2399. /**
  2400. * Returns a random float from `<low, high>` interval.
  2401. *
  2402. * @static
  2403. * @method
  2404. * @param {number} low - The lower value boundary.
  2405. * @param {number} high - The upper value boundary
  2406. * @return {number} A random float.
  2407. */
  2408. randFloat: randFloat,
  2409. /**
  2410. * Returns a random integer from `<-range/2, range/2>` interval.
  2411. *
  2412. * @static
  2413. * @method
  2414. * @param {number} range - Defines the value range.
  2415. * @return {number} A random float.
  2416. */
  2417. randFloatSpread: randFloatSpread,
  2418. /**
  2419. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2420. *
  2421. * @static
  2422. * @method
  2423. * @param {number} [s] - The integer seed.
  2424. * @return {number} A random float.
  2425. */
  2426. seededRandom: seededRandom,
  2427. /**
  2428. * Converts degrees to radians.
  2429. *
  2430. * @static
  2431. * @method
  2432. * @param {number} degrees - A value in degrees.
  2433. * @return {number} The converted value in radians.
  2434. */
  2435. degToRad: degToRad,
  2436. /**
  2437. * Converts radians to degrees.
  2438. *
  2439. * @static
  2440. * @method
  2441. * @param {number} radians - A value in radians.
  2442. * @return {number} The converted value in degrees.
  2443. */
  2444. radToDeg: radToDeg,
  2445. /**
  2446. * Returns `true` if the given number is a power of two.
  2447. *
  2448. * @static
  2449. * @method
  2450. * @param {number} value - The value to check.
  2451. * @return {boolean} Whether the given number is a power of two or not.
  2452. */
  2453. isPowerOfTwo: isPowerOfTwo,
  2454. /**
  2455. * Returns the smallest power of two that is greater than or equal to the given number.
  2456. *
  2457. * @static
  2458. * @method
  2459. * @param {number} value - The value to find a POT for.
  2460. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2461. */
  2462. ceilPowerOfTwo: ceilPowerOfTwo,
  2463. /**
  2464. * Returns the largest power of two that is less than or equal to the given number.
  2465. *
  2466. * @static
  2467. * @method
  2468. * @param {number} value - The value to find a POT for.
  2469. * @return {number} The largest power of two that is less than or equal to the given number.
  2470. */
  2471. floorPowerOfTwo: floorPowerOfTwo,
  2472. /**
  2473. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2474. * defined by the given angles and order.
  2475. *
  2476. * Rotations are applied to the axes in the order specified by order:
  2477. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2478. *
  2479. * @static
  2480. * @method
  2481. * @param {Quaternion} q - The quaternion to set.
  2482. * @param {number} a - The rotation applied to the first axis, in radians.
  2483. * @param {number} b - The rotation applied to the second axis, in radians.
  2484. * @param {number} c - The rotation applied to the third axis, in radians.
  2485. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2486. */
  2487. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2488. /**
  2489. * Normalizes the given value according to the given typed array.
  2490. *
  2491. * @static
  2492. * @method
  2493. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2494. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2495. * @return {number} The normalize value.
  2496. */
  2497. normalize: normalize,
  2498. /**
  2499. * Denormalizes the given value according to the given typed array.
  2500. *
  2501. * @static
  2502. * @method
  2503. * @param {number} value - The value to denormalize.
  2504. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2505. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2506. */
  2507. denormalize: denormalize
  2508. };
  2509. /**
  2510. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2511. * (labeled x and y), which can be used to represent a number of things, such as:
  2512. *
  2513. * - A point in 2D space (i.e. a position on a plane).
  2514. * - A direction and length across a plane. In three.js the length will
  2515. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2516. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2517. * - Any arbitrary ordered pair of numbers.
  2518. *
  2519. * There are other things a 2D vector can be used to represent, such as
  2520. * momentum vectors, complex numbers and so on, however these are the most
  2521. * common uses in three.js.
  2522. *
  2523. * Iterating through a vector instance will yield its components `(x, y)` in
  2524. * the corresponding order.
  2525. * ```js
  2526. * const a = new THREE.Vector2( 0, 1 );
  2527. *
  2528. * //no arguments; will be initialised to (0, 0)
  2529. * const b = new THREE.Vector2( );
  2530. *
  2531. * const d = a.distanceTo( b );
  2532. * ```
  2533. */
  2534. class Vector2 {
  2535. static {
  2536. /**
  2537. * This flag can be used for type testing.
  2538. *
  2539. * @type {boolean}
  2540. * @readonly
  2541. * @default true
  2542. */
  2543. Vector2.prototype.isVector2 = true;
  2544. }
  2545. /**
  2546. * Constructs a new 2D vector.
  2547. *
  2548. * @param {number} [x=0] - The x value of this vector.
  2549. * @param {number} [y=0] - The y value of this vector.
  2550. */
  2551. constructor( x = 0, y = 0 ) {
  2552. /**
  2553. * The x value of this vector.
  2554. *
  2555. * @type {number}
  2556. */
  2557. this.x = x;
  2558. /**
  2559. * The y value of this vector.
  2560. *
  2561. * @type {number}
  2562. */
  2563. this.y = y;
  2564. }
  2565. /**
  2566. * Alias for {@link Vector2#x}.
  2567. *
  2568. * @type {number}
  2569. */
  2570. get width() {
  2571. return this.x;
  2572. }
  2573. set width( value ) {
  2574. this.x = value;
  2575. }
  2576. /**
  2577. * Alias for {@link Vector2#y}.
  2578. *
  2579. * @type {number}
  2580. */
  2581. get height() {
  2582. return this.y;
  2583. }
  2584. set height( value ) {
  2585. this.y = value;
  2586. }
  2587. /**
  2588. * Sets the vector components.
  2589. *
  2590. * @param {number} x - The value of the x component.
  2591. * @param {number} y - The value of the y component.
  2592. * @return {Vector2} A reference to this vector.
  2593. */
  2594. set( x, y ) {
  2595. this.x = x;
  2596. this.y = y;
  2597. return this;
  2598. }
  2599. /**
  2600. * Sets the vector components to the same value.
  2601. *
  2602. * @param {number} scalar - The value to set for all vector components.
  2603. * @return {Vector2} A reference to this vector.
  2604. */
  2605. setScalar( scalar ) {
  2606. this.x = scalar;
  2607. this.y = scalar;
  2608. return this;
  2609. }
  2610. /**
  2611. * Sets the vector's x component to the given value
  2612. *
  2613. * @param {number} x - The value to set.
  2614. * @return {Vector2} A reference to this vector.
  2615. */
  2616. setX( x ) {
  2617. this.x = x;
  2618. return this;
  2619. }
  2620. /**
  2621. * Sets the vector's y component to the given value
  2622. *
  2623. * @param {number} y - The value to set.
  2624. * @return {Vector2} A reference to this vector.
  2625. */
  2626. setY( y ) {
  2627. this.y = y;
  2628. return this;
  2629. }
  2630. /**
  2631. * Allows to set a vector component with an index.
  2632. *
  2633. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2634. * @param {number} value - The value to set.
  2635. * @return {Vector2} A reference to this vector.
  2636. */
  2637. setComponent( index, value ) {
  2638. switch ( index ) {
  2639. case 0: this.x = value; break;
  2640. case 1: this.y = value; break;
  2641. default: throw new Error( 'index is out of range: ' + index );
  2642. }
  2643. return this;
  2644. }
  2645. /**
  2646. * Returns the value of the vector component which matches the given index.
  2647. *
  2648. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2649. * @return {number} A vector component value.
  2650. */
  2651. getComponent( index ) {
  2652. switch ( index ) {
  2653. case 0: return this.x;
  2654. case 1: return this.y;
  2655. default: throw new Error( 'index is out of range: ' + index );
  2656. }
  2657. }
  2658. /**
  2659. * Returns a new vector with copied values from this instance.
  2660. *
  2661. * @return {Vector2} A clone of this instance.
  2662. */
  2663. clone() {
  2664. return new this.constructor( this.x, this.y );
  2665. }
  2666. /**
  2667. * Copies the values of the given vector to this instance.
  2668. *
  2669. * @param {Vector2} v - The vector to copy.
  2670. * @return {Vector2} A reference to this vector.
  2671. */
  2672. copy( v ) {
  2673. this.x = v.x;
  2674. this.y = v.y;
  2675. return this;
  2676. }
  2677. /**
  2678. * Adds the given vector to this instance.
  2679. *
  2680. * @param {Vector2} v - The vector to add.
  2681. * @return {Vector2} A reference to this vector.
  2682. */
  2683. add( v ) {
  2684. this.x += v.x;
  2685. this.y += v.y;
  2686. return this;
  2687. }
  2688. /**
  2689. * Adds the given scalar value to all components of this instance.
  2690. *
  2691. * @param {number} s - The scalar to add.
  2692. * @return {Vector2} A reference to this vector.
  2693. */
  2694. addScalar( s ) {
  2695. this.x += s;
  2696. this.y += s;
  2697. return this;
  2698. }
  2699. /**
  2700. * Adds the given vectors and stores the result in this instance.
  2701. *
  2702. * @param {Vector2} a - The first vector.
  2703. * @param {Vector2} b - The second vector.
  2704. * @return {Vector2} A reference to this vector.
  2705. */
  2706. addVectors( a, b ) {
  2707. this.x = a.x + b.x;
  2708. this.y = a.y + b.y;
  2709. return this;
  2710. }
  2711. /**
  2712. * Adds the given vector scaled by the given factor to this instance.
  2713. *
  2714. * @param {Vector2} v - The vector.
  2715. * @param {number} s - The factor that scales `v`.
  2716. * @return {Vector2} A reference to this vector.
  2717. */
  2718. addScaledVector( v, s ) {
  2719. this.x += v.x * s;
  2720. this.y += v.y * s;
  2721. return this;
  2722. }
  2723. /**
  2724. * Subtracts the given vector from this instance.
  2725. *
  2726. * @param {Vector2} v - The vector to subtract.
  2727. * @return {Vector2} A reference to this vector.
  2728. */
  2729. sub( v ) {
  2730. this.x -= v.x;
  2731. this.y -= v.y;
  2732. return this;
  2733. }
  2734. /**
  2735. * Subtracts the given scalar value from all components of this instance.
  2736. *
  2737. * @param {number} s - The scalar to subtract.
  2738. * @return {Vector2} A reference to this vector.
  2739. */
  2740. subScalar( s ) {
  2741. this.x -= s;
  2742. this.y -= s;
  2743. return this;
  2744. }
  2745. /**
  2746. * Subtracts the given vectors and stores the result in this instance.
  2747. *
  2748. * @param {Vector2} a - The first vector.
  2749. * @param {Vector2} b - The second vector.
  2750. * @return {Vector2} A reference to this vector.
  2751. */
  2752. subVectors( a, b ) {
  2753. this.x = a.x - b.x;
  2754. this.y = a.y - b.y;
  2755. return this;
  2756. }
  2757. /**
  2758. * Multiplies the given vector with this instance.
  2759. *
  2760. * @param {Vector2} v - The vector to multiply.
  2761. * @return {Vector2} A reference to this vector.
  2762. */
  2763. multiply( v ) {
  2764. this.x *= v.x;
  2765. this.y *= v.y;
  2766. return this;
  2767. }
  2768. /**
  2769. * Multiplies the given scalar value with all components of this instance.
  2770. *
  2771. * @param {number} scalar - The scalar to multiply.
  2772. * @return {Vector2} A reference to this vector.
  2773. */
  2774. multiplyScalar( scalar ) {
  2775. this.x *= scalar;
  2776. this.y *= scalar;
  2777. return this;
  2778. }
  2779. /**
  2780. * Divides this instance by the given vector.
  2781. *
  2782. * @param {Vector2} v - The vector to divide.
  2783. * @return {Vector2} A reference to this vector.
  2784. */
  2785. divide( v ) {
  2786. this.x /= v.x;
  2787. this.y /= v.y;
  2788. return this;
  2789. }
  2790. /**
  2791. * Divides this vector by the given scalar.
  2792. *
  2793. * @param {number} scalar - The scalar to divide.
  2794. * @return {Vector2} A reference to this vector.
  2795. */
  2796. divideScalar( scalar ) {
  2797. return this.multiplyScalar( 1 / scalar );
  2798. }
  2799. /**
  2800. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2801. * the given 3x3 matrix.
  2802. *
  2803. * @param {Matrix3} m - The matrix to apply.
  2804. * @return {Vector2} A reference to this vector.
  2805. */
  2806. applyMatrix3( m ) {
  2807. const x = this.x, y = this.y;
  2808. const e = m.elements;
  2809. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2810. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2811. return this;
  2812. }
  2813. /**
  2814. * If this vector's x or y value is greater than the given vector's x or y
  2815. * value, replace that value with the corresponding min value.
  2816. *
  2817. * @param {Vector2} v - The vector.
  2818. * @return {Vector2} A reference to this vector.
  2819. */
  2820. min( v ) {
  2821. this.x = Math.min( this.x, v.x );
  2822. this.y = Math.min( this.y, v.y );
  2823. return this;
  2824. }
  2825. /**
  2826. * If this vector's x or y value is less than the given vector's x or y
  2827. * value, replace that value with the corresponding max value.
  2828. *
  2829. * @param {Vector2} v - The vector.
  2830. * @return {Vector2} A reference to this vector.
  2831. */
  2832. max( v ) {
  2833. this.x = Math.max( this.x, v.x );
  2834. this.y = Math.max( this.y, v.y );
  2835. return this;
  2836. }
  2837. /**
  2838. * If this vector's x or y value is greater than the max vector's x or y
  2839. * value, it is replaced by the corresponding value.
  2840. * If this vector's x or y value is less than the min vector's x or y value,
  2841. * it is replaced by the corresponding value.
  2842. *
  2843. * @param {Vector2} min - The minimum x and y values.
  2844. * @param {Vector2} max - The maximum x and y values in the desired range.
  2845. * @return {Vector2} A reference to this vector.
  2846. */
  2847. clamp( min, max ) {
  2848. // assumes min < max, componentwise
  2849. this.x = clamp( this.x, min.x, max.x );
  2850. this.y = clamp( this.y, min.y, max.y );
  2851. return this;
  2852. }
  2853. /**
  2854. * If this vector's x or y values are greater than the max value, they are
  2855. * replaced by the max value.
  2856. * If this vector's x or y values are less than the min value, they are
  2857. * replaced by the min value.
  2858. *
  2859. * @param {number} minVal - The minimum value the components will be clamped to.
  2860. * @param {number} maxVal - The maximum value the components will be clamped to.
  2861. * @return {Vector2} A reference to this vector.
  2862. */
  2863. clampScalar( minVal, maxVal ) {
  2864. this.x = clamp( this.x, minVal, maxVal );
  2865. this.y = clamp( this.y, minVal, maxVal );
  2866. return this;
  2867. }
  2868. /**
  2869. * If this vector's length is greater than the max value, it is replaced by
  2870. * the max value.
  2871. * If this vector's length is less than the min value, it is replaced by the
  2872. * min value.
  2873. *
  2874. * @param {number} min - The minimum value the vector length will be clamped to.
  2875. * @param {number} max - The maximum value the vector length will be clamped to.
  2876. * @return {Vector2} A reference to this vector.
  2877. */
  2878. clampLength( min, max ) {
  2879. const length = this.length();
  2880. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2881. }
  2882. /**
  2883. * The components of this vector are rounded down to the nearest integer value.
  2884. *
  2885. * @return {Vector2} A reference to this vector.
  2886. */
  2887. floor() {
  2888. this.x = Math.floor( this.x );
  2889. this.y = Math.floor( this.y );
  2890. return this;
  2891. }
  2892. /**
  2893. * The components of this vector are rounded up to the nearest integer value.
  2894. *
  2895. * @return {Vector2} A reference to this vector.
  2896. */
  2897. ceil() {
  2898. this.x = Math.ceil( this.x );
  2899. this.y = Math.ceil( this.y );
  2900. return this;
  2901. }
  2902. /**
  2903. * The components of this vector are rounded to the nearest integer value
  2904. *
  2905. * @return {Vector2} A reference to this vector.
  2906. */
  2907. round() {
  2908. this.x = Math.round( this.x );
  2909. this.y = Math.round( this.y );
  2910. return this;
  2911. }
  2912. /**
  2913. * The components of this vector are rounded towards zero (up if negative,
  2914. * down if positive) to an integer value.
  2915. *
  2916. * @return {Vector2} A reference to this vector.
  2917. */
  2918. roundToZero() {
  2919. this.x = Math.trunc( this.x );
  2920. this.y = Math.trunc( this.y );
  2921. return this;
  2922. }
  2923. /**
  2924. * Inverts this vector - i.e. sets x = -x and y = -y.
  2925. *
  2926. * @return {Vector2} A reference to this vector.
  2927. */
  2928. negate() {
  2929. this.x = - this.x;
  2930. this.y = - this.y;
  2931. return this;
  2932. }
  2933. /**
  2934. * Calculates the dot product of the given vector with this instance.
  2935. *
  2936. * @param {Vector2} v - The vector to compute the dot product with.
  2937. * @return {number} The result of the dot product.
  2938. */
  2939. dot( v ) {
  2940. return this.x * v.x + this.y * v.y;
  2941. }
  2942. /**
  2943. * Calculates the cross product of the given vector with this instance.
  2944. *
  2945. * @param {Vector2} v - The vector to compute the cross product with.
  2946. * @return {number} The result of the cross product.
  2947. */
  2948. cross( v ) {
  2949. return this.x * v.y - this.y * v.x;
  2950. }
  2951. /**
  2952. * Computes the square of the Euclidean length (straight-line length) from
  2953. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2954. * compare the length squared instead as it is slightly more efficient to calculate.
  2955. *
  2956. * @return {number} The square length of this vector.
  2957. */
  2958. lengthSq() {
  2959. return this.x * this.x + this.y * this.y;
  2960. }
  2961. /**
  2962. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2963. *
  2964. * @return {number} The length of this vector.
  2965. */
  2966. length() {
  2967. return Math.sqrt( this.x * this.x + this.y * this.y );
  2968. }
  2969. /**
  2970. * Computes the Manhattan length of this vector.
  2971. *
  2972. * @return {number} The length of this vector.
  2973. */
  2974. manhattanLength() {
  2975. return Math.abs( this.x ) + Math.abs( this.y );
  2976. }
  2977. /**
  2978. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2979. * with the same direction as this one, but with a vector length of `1`.
  2980. *
  2981. * @return {Vector2} A reference to this vector.
  2982. */
  2983. normalize() {
  2984. return this.divideScalar( this.length() || 1 );
  2985. }
  2986. /**
  2987. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2988. *
  2989. * @return {number} The angle in radians.
  2990. */
  2991. angle() {
  2992. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2993. return angle;
  2994. }
  2995. /**
  2996. * Returns the angle between the given vector and this instance in radians.
  2997. *
  2998. * @param {Vector2} v - The vector to compute the angle with.
  2999. * @return {number} The angle in radians.
  3000. */
  3001. angleTo( v ) {
  3002. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  3003. if ( denominator === 0 ) return Math.PI / 2;
  3004. const theta = this.dot( v ) / denominator;
  3005. // clamp, to handle numerical problems
  3006. return Math.acos( clamp( theta, -1, 1 ) );
  3007. }
  3008. /**
  3009. * Computes the distance from the given vector to this instance.
  3010. *
  3011. * @param {Vector2} v - The vector to compute the distance to.
  3012. * @return {number} The distance.
  3013. */
  3014. distanceTo( v ) {
  3015. return Math.sqrt( this.distanceToSquared( v ) );
  3016. }
  3017. /**
  3018. * Computes the squared distance from the given vector to this instance.
  3019. * If you are just comparing the distance with another distance, you should compare
  3020. * the distance squared instead as it is slightly more efficient to calculate.
  3021. *
  3022. * @param {Vector2} v - The vector to compute the squared distance to.
  3023. * @return {number} The squared distance.
  3024. */
  3025. distanceToSquared( v ) {
  3026. const dx = this.x - v.x, dy = this.y - v.y;
  3027. return dx * dx + dy * dy;
  3028. }
  3029. /**
  3030. * Computes the Manhattan distance from the given vector to this instance.
  3031. *
  3032. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  3033. * @return {number} The Manhattan distance.
  3034. */
  3035. manhattanDistanceTo( v ) {
  3036. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  3037. }
  3038. /**
  3039. * Sets this vector to a vector with the same direction as this one, but
  3040. * with the specified length.
  3041. *
  3042. * @param {number} length - The new length of this vector.
  3043. * @return {Vector2} A reference to this vector.
  3044. */
  3045. setLength( length ) {
  3046. return this.normalize().multiplyScalar( length );
  3047. }
  3048. /**
  3049. * Linearly interpolates between the given vector and this instance, where
  3050. * alpha is the percent distance along the line - alpha = 0 will be this
  3051. * vector, and alpha = 1 will be the given one.
  3052. *
  3053. * @param {Vector2} v - The vector to interpolate towards.
  3054. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  3055. * @return {Vector2} A reference to this vector.
  3056. */
  3057. lerp( v, alpha ) {
  3058. this.x += ( v.x - this.x ) * alpha;
  3059. this.y += ( v.y - this.y ) * alpha;
  3060. return this;
  3061. }
  3062. /**
  3063. * Linearly interpolates between the given vectors, where alpha is the percent
  3064. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  3065. * be the second one. The result is stored in this instance.
  3066. *
  3067. * @param {Vector2} v1 - The first vector.
  3068. * @param {Vector2} v2 - The second vector.
  3069. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  3070. * @return {Vector2} A reference to this vector.
  3071. */
  3072. lerpVectors( v1, v2, alpha ) {
  3073. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  3074. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  3075. return this;
  3076. }
  3077. /**
  3078. * Returns `true` if this vector is equal with the given one.
  3079. *
  3080. * @param {Vector2} v - The vector to test for equality.
  3081. * @return {boolean} Whether this vector is equal with the given one.
  3082. */
  3083. equals( v ) {
  3084. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  3085. }
  3086. /**
  3087. * Sets this vector's x value to be `array[ offset ]` and y
  3088. * value to be `array[ offset + 1 ]`.
  3089. *
  3090. * @param {Array<number>} array - An array holding the vector component values.
  3091. * @param {number} [offset=0] - The offset into the array.
  3092. * @return {Vector2} A reference to this vector.
  3093. */
  3094. fromArray( array, offset = 0 ) {
  3095. this.x = array[ offset ];
  3096. this.y = array[ offset + 1 ];
  3097. return this;
  3098. }
  3099. /**
  3100. * Writes the components of this vector to the given array. If no array is provided,
  3101. * the method returns a new instance.
  3102. *
  3103. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  3104. * @param {number} [offset=0] - Index of the first element in the array.
  3105. * @return {Array<number>} The vector components.
  3106. */
  3107. toArray( array = [], offset = 0 ) {
  3108. array[ offset ] = this.x;
  3109. array[ offset + 1 ] = this.y;
  3110. return array;
  3111. }
  3112. /**
  3113. * Sets the components of this vector from the given buffer attribute.
  3114. *
  3115. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  3116. * @param {number} index - The index into the attribute.
  3117. * @return {Vector2} A reference to this vector.
  3118. */
  3119. fromBufferAttribute( attribute, index ) {
  3120. this.x = attribute.getX( index );
  3121. this.y = attribute.getY( index );
  3122. return this;
  3123. }
  3124. /**
  3125. * Rotates this vector around the given center by the given angle.
  3126. *
  3127. * @param {Vector2} center - The point around which to rotate.
  3128. * @param {number} angle - The angle to rotate, in radians.
  3129. * @return {Vector2} A reference to this vector.
  3130. */
  3131. rotateAround( center, angle ) {
  3132. const c = Math.cos( angle ), s = Math.sin( angle );
  3133. const x = this.x - center.x;
  3134. const y = this.y - center.y;
  3135. this.x = x * c - y * s + center.x;
  3136. this.y = x * s + y * c + center.y;
  3137. return this;
  3138. }
  3139. /**
  3140. * Sets each component of this vector to a pseudo-random value between `0` and
  3141. * `1`, excluding `1`.
  3142. *
  3143. * @return {Vector2} A reference to this vector.
  3144. */
  3145. random() {
  3146. this.x = Math.random();
  3147. this.y = Math.random();
  3148. return this;
  3149. }
  3150. *[ Symbol.iterator ]() {
  3151. yield this.x;
  3152. yield this.y;
  3153. }
  3154. }
  3155. /**
  3156. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  3157. *
  3158. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  3159. * the corresponding order.
  3160. *
  3161. * Note that three.js expects Quaternions to be normalized.
  3162. * ```js
  3163. * const quaternion = new THREE.Quaternion();
  3164. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  3165. *
  3166. * const vector = new THREE.Vector3( 1, 0, 0 );
  3167. * vector.applyQuaternion( quaternion );
  3168. * ```
  3169. */
  3170. class Quaternion {
  3171. /**
  3172. * Constructs a new quaternion.
  3173. *
  3174. * @param {number} [x=0] - The x value of this quaternion.
  3175. * @param {number} [y=0] - The y value of this quaternion.
  3176. * @param {number} [z=0] - The z value of this quaternion.
  3177. * @param {number} [w=1] - The w value of this quaternion.
  3178. */
  3179. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  3180. /**
  3181. * This flag can be used for type testing.
  3182. *
  3183. * @type {boolean}
  3184. * @readonly
  3185. * @default true
  3186. */
  3187. this.isQuaternion = true;
  3188. this._x = x;
  3189. this._y = y;
  3190. this._z = z;
  3191. this._w = w;
  3192. }
  3193. /**
  3194. * Interpolates between two quaternions via SLERP. This implementation assumes the
  3195. * quaternion data are managed in flat arrays.
  3196. *
  3197. * @param {Array<number>} dst - The destination array.
  3198. * @param {number} dstOffset - An offset into the destination array.
  3199. * @param {Array<number>} src0 - The source array of the first quaternion.
  3200. * @param {number} srcOffset0 - An offset into the first source array.
  3201. * @param {Array<number>} src1 - The source array of the second quaternion.
  3202. * @param {number} srcOffset1 - An offset into the second source array.
  3203. * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
  3204. * @see {@link Quaternion#slerp}
  3205. */
  3206. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  3207. let x0 = src0[ srcOffset0 + 0 ],
  3208. y0 = src0[ srcOffset0 + 1 ],
  3209. z0 = src0[ srcOffset0 + 2 ],
  3210. w0 = src0[ srcOffset0 + 3 ];
  3211. let x1 = src1[ srcOffset1 + 0 ],
  3212. y1 = src1[ srcOffset1 + 1 ],
  3213. z1 = src1[ srcOffset1 + 2 ],
  3214. w1 = src1[ srcOffset1 + 3 ];
  3215. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  3216. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  3217. if ( dot < 0 ) {
  3218. x1 = - x1;
  3219. y1 = - y1;
  3220. z1 = - z1;
  3221. w1 = - w1;
  3222. dot = - dot;
  3223. }
  3224. let s = 1 - t;
  3225. if ( dot < 0.9995 ) {
  3226. // slerp
  3227. const theta = Math.acos( dot );
  3228. const sin = Math.sin( theta );
  3229. s = Math.sin( s * theta ) / sin;
  3230. t = Math.sin( t * theta ) / sin;
  3231. x0 = x0 * s + x1 * t;
  3232. y0 = y0 * s + y1 * t;
  3233. z0 = z0 * s + z1 * t;
  3234. w0 = w0 * s + w1 * t;
  3235. } else {
  3236. // for small angles, lerp then normalize
  3237. x0 = x0 * s + x1 * t;
  3238. y0 = y0 * s + y1 * t;
  3239. z0 = z0 * s + z1 * t;
  3240. w0 = w0 * s + w1 * t;
  3241. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  3242. x0 *= f;
  3243. y0 *= f;
  3244. z0 *= f;
  3245. w0 *= f;
  3246. }
  3247. }
  3248. dst[ dstOffset ] = x0;
  3249. dst[ dstOffset + 1 ] = y0;
  3250. dst[ dstOffset + 2 ] = z0;
  3251. dst[ dstOffset + 3 ] = w0;
  3252. }
  3253. /**
  3254. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  3255. * in flat arrays.
  3256. *
  3257. * @param {Array<number>} dst - The destination array.
  3258. * @param {number} dstOffset - An offset into the destination array.
  3259. * @param {Array<number>} src0 - The source array of the first quaternion.
  3260. * @param {number} srcOffset0 - An offset into the first source array.
  3261. * @param {Array<number>} src1 - The source array of the second quaternion.
  3262. * @param {number} srcOffset1 - An offset into the second source array.
  3263. * @return {Array<number>} The destination array.
  3264. * @see {@link Quaternion#multiplyQuaternions}.
  3265. */
  3266. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3267. const x0 = src0[ srcOffset0 ];
  3268. const y0 = src0[ srcOffset0 + 1 ];
  3269. const z0 = src0[ srcOffset0 + 2 ];
  3270. const w0 = src0[ srcOffset0 + 3 ];
  3271. const x1 = src1[ srcOffset1 ];
  3272. const y1 = src1[ srcOffset1 + 1 ];
  3273. const z1 = src1[ srcOffset1 + 2 ];
  3274. const w1 = src1[ srcOffset1 + 3 ];
  3275. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3276. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3277. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3278. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3279. return dst;
  3280. }
  3281. /**
  3282. * The x value of this quaternion.
  3283. *
  3284. * @type {number}
  3285. * @default 0
  3286. */
  3287. get x() {
  3288. return this._x;
  3289. }
  3290. set x( value ) {
  3291. this._x = value;
  3292. this._onChangeCallback();
  3293. }
  3294. /**
  3295. * The y value of this quaternion.
  3296. *
  3297. * @type {number}
  3298. * @default 0
  3299. */
  3300. get y() {
  3301. return this._y;
  3302. }
  3303. set y( value ) {
  3304. this._y = value;
  3305. this._onChangeCallback();
  3306. }
  3307. /**
  3308. * The z value of this quaternion.
  3309. *
  3310. * @type {number}
  3311. * @default 0
  3312. */
  3313. get z() {
  3314. return this._z;
  3315. }
  3316. set z( value ) {
  3317. this._z = value;
  3318. this._onChangeCallback();
  3319. }
  3320. /**
  3321. * The w value of this quaternion.
  3322. *
  3323. * @type {number}
  3324. * @default 1
  3325. */
  3326. get w() {
  3327. return this._w;
  3328. }
  3329. set w( value ) {
  3330. this._w = value;
  3331. this._onChangeCallback();
  3332. }
  3333. /**
  3334. * Sets the quaternion components.
  3335. *
  3336. * @param {number} x - The x value of this quaternion.
  3337. * @param {number} y - The y value of this quaternion.
  3338. * @param {number} z - The z value of this quaternion.
  3339. * @param {number} w - The w value of this quaternion.
  3340. * @return {Quaternion} A reference to this quaternion.
  3341. */
  3342. set( x, y, z, w ) {
  3343. this._x = x;
  3344. this._y = y;
  3345. this._z = z;
  3346. this._w = w;
  3347. this._onChangeCallback();
  3348. return this;
  3349. }
  3350. /**
  3351. * Returns a new quaternion with copied values from this instance.
  3352. *
  3353. * @return {Quaternion} A clone of this instance.
  3354. */
  3355. clone() {
  3356. return new this.constructor( this._x, this._y, this._z, this._w );
  3357. }
  3358. /**
  3359. * Copies the values of the given quaternion to this instance.
  3360. *
  3361. * @param {Quaternion} quaternion - The quaternion to copy.
  3362. * @return {Quaternion} A reference to this quaternion.
  3363. */
  3364. copy( quaternion ) {
  3365. this._x = quaternion.x;
  3366. this._y = quaternion.y;
  3367. this._z = quaternion.z;
  3368. this._w = quaternion.w;
  3369. this._onChangeCallback();
  3370. return this;
  3371. }
  3372. /**
  3373. * Sets this quaternion from the rotation specified by the given
  3374. * Euler angles.
  3375. *
  3376. * @param {Euler} euler - The Euler angles.
  3377. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3378. * @return {Quaternion} A reference to this quaternion.
  3379. */
  3380. setFromEuler( euler, update = true ) {
  3381. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3382. // http://www.mathworks.com/matlabcentral/fileexchange/
  3383. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3384. // content/SpinCalc.m
  3385. const cos = Math.cos;
  3386. const sin = Math.sin;
  3387. const c1 = cos( x / 2 );
  3388. const c2 = cos( y / 2 );
  3389. const c3 = cos( z / 2 );
  3390. const s1 = sin( x / 2 );
  3391. const s2 = sin( y / 2 );
  3392. const s3 = sin( z / 2 );
  3393. switch ( order ) {
  3394. case 'XYZ':
  3395. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3396. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3397. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3398. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3399. break;
  3400. case 'YXZ':
  3401. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3402. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3403. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3404. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3405. break;
  3406. case 'ZXY':
  3407. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3408. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3409. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3410. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3411. break;
  3412. case 'ZYX':
  3413. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3414. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3415. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3416. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3417. break;
  3418. case 'YZX':
  3419. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3420. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3421. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3422. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3423. break;
  3424. case 'XZY':
  3425. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3426. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3427. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3428. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3429. break;
  3430. default:
  3431. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3432. }
  3433. if ( update === true ) this._onChangeCallback();
  3434. return this;
  3435. }
  3436. /**
  3437. * Sets this quaternion from the given axis and angle.
  3438. *
  3439. * @param {Vector3} axis - The normalized axis.
  3440. * @param {number} angle - The angle in radians.
  3441. * @return {Quaternion} A reference to this quaternion.
  3442. */
  3443. setFromAxisAngle( axis, angle ) {
  3444. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3445. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3446. this._x = axis.x * s;
  3447. this._y = axis.y * s;
  3448. this._z = axis.z * s;
  3449. this._w = Math.cos( halfAngle );
  3450. this._onChangeCallback();
  3451. return this;
  3452. }
  3453. /**
  3454. * Sets this quaternion from the given rotation matrix.
  3455. *
  3456. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3457. * @return {Quaternion} A reference to this quaternion.
  3458. */
  3459. setFromRotationMatrix( m ) {
  3460. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3461. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3462. const te = m.elements,
  3463. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3464. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3465. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3466. trace = m11 + m22 + m33;
  3467. if ( trace > 0 ) {
  3468. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3469. this._w = 0.25 / s;
  3470. this._x = ( m32 - m23 ) * s;
  3471. this._y = ( m13 - m31 ) * s;
  3472. this._z = ( m21 - m12 ) * s;
  3473. } else if ( m11 > m22 && m11 > m33 ) {
  3474. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3475. this._w = ( m32 - m23 ) / s;
  3476. this._x = 0.25 * s;
  3477. this._y = ( m12 + m21 ) / s;
  3478. this._z = ( m13 + m31 ) / s;
  3479. } else if ( m22 > m33 ) {
  3480. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3481. this._w = ( m13 - m31 ) / s;
  3482. this._x = ( m12 + m21 ) / s;
  3483. this._y = 0.25 * s;
  3484. this._z = ( m23 + m32 ) / s;
  3485. } else {
  3486. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3487. this._w = ( m21 - m12 ) / s;
  3488. this._x = ( m13 + m31 ) / s;
  3489. this._y = ( m23 + m32 ) / s;
  3490. this._z = 0.25 * s;
  3491. }
  3492. this._onChangeCallback();
  3493. return this;
  3494. }
  3495. /**
  3496. * Sets this quaternion to the rotation required to rotate the direction vector
  3497. * `vFrom` to the direction vector `vTo`.
  3498. *
  3499. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3500. * @param {Vector3} vTo - The second (normalized) direction vector.
  3501. * @return {Quaternion} A reference to this quaternion.
  3502. */
  3503. setFromUnitVectors( vFrom, vTo ) {
  3504. // assumes direction vectors vFrom and vTo are normalized
  3505. let r = vFrom.dot( vTo ) + 1;
  3506. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3507. // vFrom and vTo point in opposite directions
  3508. r = 0;
  3509. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3510. this._x = - vFrom.y;
  3511. this._y = vFrom.x;
  3512. this._z = 0;
  3513. this._w = r;
  3514. } else {
  3515. this._x = 0;
  3516. this._y = - vFrom.z;
  3517. this._z = vFrom.y;
  3518. this._w = r;
  3519. }
  3520. } else {
  3521. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3522. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3523. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3524. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3525. this._w = r;
  3526. }
  3527. return this.normalize();
  3528. }
  3529. /**
  3530. * Returns the angle between this quaternion and the given one in radians.
  3531. *
  3532. * @param {Quaternion} q - The quaternion to compute the angle with.
  3533. * @return {number} The angle in radians.
  3534. */
  3535. angleTo( q ) {
  3536. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3537. }
  3538. /**
  3539. * Rotates this quaternion by a given angular step to the given quaternion.
  3540. * The method ensures that the final quaternion will not overshoot `q`.
  3541. *
  3542. * @param {Quaternion} q - The target quaternion.
  3543. * @param {number} step - The angular step in radians.
  3544. * @return {Quaternion} A reference to this quaternion.
  3545. */
  3546. rotateTowards( q, step ) {
  3547. const angle = this.angleTo( q );
  3548. if ( angle === 0 ) return this;
  3549. const t = Math.min( 1, step / angle );
  3550. this.slerp( q, t );
  3551. return this;
  3552. }
  3553. /**
  3554. * Sets this quaternion to the identity quaternion; that is, to the
  3555. * quaternion that represents "no rotation".
  3556. *
  3557. * @return {Quaternion} A reference to this quaternion.
  3558. */
  3559. identity() {
  3560. return this.set( 0, 0, 0, 1 );
  3561. }
  3562. /**
  3563. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3564. * quaternion is assumed to have unit length.
  3565. *
  3566. * @return {Quaternion} A reference to this quaternion.
  3567. */
  3568. invert() {
  3569. return this.conjugate();
  3570. }
  3571. /**
  3572. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3573. * quaternion represents the same rotation in the opposite direction about
  3574. * the rotational axis.
  3575. *
  3576. * @return {Quaternion} A reference to this quaternion.
  3577. */
  3578. conjugate() {
  3579. this._x *= -1;
  3580. this._y *= -1;
  3581. this._z *= -1;
  3582. this._onChangeCallback();
  3583. return this;
  3584. }
  3585. /**
  3586. * Calculates the dot product of this quaternion and the given one.
  3587. *
  3588. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3589. * @return {number} The result of the dot product.
  3590. */
  3591. dot( v ) {
  3592. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3593. }
  3594. /**
  3595. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3596. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3597. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3598. * {@link Quaternion#length}.
  3599. *
  3600. * @return {number} The squared Euclidean length.
  3601. */
  3602. lengthSq() {
  3603. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3604. }
  3605. /**
  3606. * Computes the Euclidean length (straight-line length) of this quaternion,
  3607. * considered as a 4 dimensional vector.
  3608. *
  3609. * @return {number} The Euclidean length.
  3610. */
  3611. length() {
  3612. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3613. }
  3614. /**
  3615. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3616. * the same rotation as this one, but has a length equal to `1`.
  3617. *
  3618. * @return {Quaternion} A reference to this quaternion.
  3619. */
  3620. normalize() {
  3621. let l = this.length();
  3622. if ( l === 0 ) {
  3623. this._x = 0;
  3624. this._y = 0;
  3625. this._z = 0;
  3626. this._w = 1;
  3627. } else {
  3628. l = 1 / l;
  3629. this._x = this._x * l;
  3630. this._y = this._y * l;
  3631. this._z = this._z * l;
  3632. this._w = this._w * l;
  3633. }
  3634. this._onChangeCallback();
  3635. return this;
  3636. }
  3637. /**
  3638. * Multiplies this quaternion by the given one.
  3639. *
  3640. * @param {Quaternion} q - The quaternion.
  3641. * @return {Quaternion} A reference to this quaternion.
  3642. */
  3643. multiply( q ) {
  3644. return this.multiplyQuaternions( this, q );
  3645. }
  3646. /**
  3647. * Pre-multiplies this quaternion by the given one.
  3648. *
  3649. * @param {Quaternion} q - The quaternion.
  3650. * @return {Quaternion} A reference to this quaternion.
  3651. */
  3652. premultiply( q ) {
  3653. return this.multiplyQuaternions( q, this );
  3654. }
  3655. /**
  3656. * Multiplies the given quaternions and stores the result in this instance.
  3657. *
  3658. * @param {Quaternion} a - The first quaternion.
  3659. * @param {Quaternion} b - The second quaternion.
  3660. * @return {Quaternion} A reference to this quaternion.
  3661. */
  3662. multiplyQuaternions( a, b ) {
  3663. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3664. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3665. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3666. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3667. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3668. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3669. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3670. this._onChangeCallback();
  3671. return this;
  3672. }
  3673. /**
  3674. * Performs a spherical linear interpolation between this quaternion and the target quaternion.
  3675. *
  3676. * @param {Quaternion} qb - The target quaternion.
  3677. * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
  3678. * @return {Quaternion} A reference to this quaternion.
  3679. */
  3680. slerp( qb, t ) {
  3681. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3682. let dot = this.dot( qb );
  3683. if ( dot < 0 ) {
  3684. x = - x;
  3685. y = - y;
  3686. z = - z;
  3687. w = - w;
  3688. dot = - dot;
  3689. }
  3690. let s = 1 - t;
  3691. if ( dot < 0.9995 ) {
  3692. // slerp
  3693. const theta = Math.acos( dot );
  3694. const sin = Math.sin( theta );
  3695. s = Math.sin( s * theta ) / sin;
  3696. t = Math.sin( t * theta ) / sin;
  3697. this._x = this._x * s + x * t;
  3698. this._y = this._y * s + y * t;
  3699. this._z = this._z * s + z * t;
  3700. this._w = this._w * s + w * t;
  3701. this._onChangeCallback();
  3702. } else {
  3703. // for small angles, lerp then normalize
  3704. this._x = this._x * s + x * t;
  3705. this._y = this._y * s + y * t;
  3706. this._z = this._z * s + z * t;
  3707. this._w = this._w * s + w * t;
  3708. this.normalize(); // normalize calls _onChangeCallback()
  3709. }
  3710. return this;
  3711. }
  3712. /**
  3713. * Performs a spherical linear interpolation between the given quaternions
  3714. * and stores the result in this quaternion.
  3715. *
  3716. * @param {Quaternion} qa - The source quaternion.
  3717. * @param {Quaternion} qb - The target quaternion.
  3718. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3719. * @return {Quaternion} A reference to this quaternion.
  3720. */
  3721. slerpQuaternions( qa, qb, t ) {
  3722. return this.copy( qa ).slerp( qb, t );
  3723. }
  3724. /**
  3725. * Sets this quaternion to a uniformly random, normalized quaternion.
  3726. *
  3727. * @return {Quaternion} A reference to this quaternion.
  3728. */
  3729. random() {
  3730. // Ken Shoemake
  3731. // Uniform random rotations
  3732. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3733. const theta1 = 2 * Math.PI * Math.random();
  3734. const theta2 = 2 * Math.PI * Math.random();
  3735. const x0 = Math.random();
  3736. const r1 = Math.sqrt( 1 - x0 );
  3737. const r2 = Math.sqrt( x0 );
  3738. return this.set(
  3739. r1 * Math.sin( theta1 ),
  3740. r1 * Math.cos( theta1 ),
  3741. r2 * Math.sin( theta2 ),
  3742. r2 * Math.cos( theta2 ),
  3743. );
  3744. }
  3745. /**
  3746. * Returns `true` if this quaternion is equal with the given one.
  3747. *
  3748. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3749. * @return {boolean} Whether this quaternion is equal with the given one.
  3750. */
  3751. equals( quaternion ) {
  3752. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3753. }
  3754. /**
  3755. * Sets this quaternion's components from the given array.
  3756. *
  3757. * @param {Array<number>} array - An array holding the quaternion component values.
  3758. * @param {number} [offset=0] - The offset into the array.
  3759. * @return {Quaternion} A reference to this quaternion.
  3760. */
  3761. fromArray( array, offset = 0 ) {
  3762. this._x = array[ offset ];
  3763. this._y = array[ offset + 1 ];
  3764. this._z = array[ offset + 2 ];
  3765. this._w = array[ offset + 3 ];
  3766. this._onChangeCallback();
  3767. return this;
  3768. }
  3769. /**
  3770. * Writes the components of this quaternion to the given array. If no array is provided,
  3771. * the method returns a new instance.
  3772. *
  3773. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3774. * @param {number} [offset=0] - Index of the first element in the array.
  3775. * @return {Array<number>} The quaternion components.
  3776. */
  3777. toArray( array = [], offset = 0 ) {
  3778. array[ offset ] = this._x;
  3779. array[ offset + 1 ] = this._y;
  3780. array[ offset + 2 ] = this._z;
  3781. array[ offset + 3 ] = this._w;
  3782. return array;
  3783. }
  3784. /**
  3785. * Sets the components of this quaternion from the given buffer attribute.
  3786. *
  3787. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3788. * @param {number} index - The index into the attribute.
  3789. * @return {Quaternion} A reference to this quaternion.
  3790. */
  3791. fromBufferAttribute( attribute, index ) {
  3792. this._x = attribute.getX( index );
  3793. this._y = attribute.getY( index );
  3794. this._z = attribute.getZ( index );
  3795. this._w = attribute.getW( index );
  3796. this._onChangeCallback();
  3797. return this;
  3798. }
  3799. /**
  3800. * This methods defines the serialization result of this class. Returns the
  3801. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3802. *
  3803. * @return {Array<number>} The serialized quaternion.
  3804. */
  3805. toJSON() {
  3806. return this.toArray();
  3807. }
  3808. _onChange( callback ) {
  3809. this._onChangeCallback = callback;
  3810. return this;
  3811. }
  3812. _onChangeCallback() {}
  3813. *[ Symbol.iterator ]() {
  3814. yield this._x;
  3815. yield this._y;
  3816. yield this._z;
  3817. yield this._w;
  3818. }
  3819. }
  3820. /**
  3821. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3822. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3823. *
  3824. * - A point in 3D space.
  3825. * - A direction and length in 3D space. In three.js the length will
  3826. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3827. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3828. * - Any arbitrary ordered triplet of numbers.
  3829. *
  3830. * There are other things a 3D vector can be used to represent, such as
  3831. * momentum vectors and so on, however these are the most
  3832. * common uses in three.js.
  3833. *
  3834. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3835. * the corresponding order.
  3836. * ```js
  3837. * const a = new THREE.Vector3( 0, 1, 0 );
  3838. *
  3839. * //no arguments; will be initialised to (0, 0, 0)
  3840. * const b = new THREE.Vector3( );
  3841. *
  3842. * const d = a.distanceTo( b );
  3843. * ```
  3844. */
  3845. class Vector3 {
  3846. static {
  3847. /**
  3848. * This flag can be used for type testing.
  3849. *
  3850. * @type {boolean}
  3851. * @readonly
  3852. * @default true
  3853. */
  3854. Vector3.prototype.isVector3 = true;
  3855. }
  3856. /**
  3857. * Constructs a new 3D vector.
  3858. *
  3859. * @param {number} [x=0] - The x value of this vector.
  3860. * @param {number} [y=0] - The y value of this vector.
  3861. * @param {number} [z=0] - The z value of this vector.
  3862. */
  3863. constructor( x = 0, y = 0, z = 0 ) {
  3864. /**
  3865. * The x value of this vector.
  3866. *
  3867. * @type {number}
  3868. */
  3869. this.x = x;
  3870. /**
  3871. * The y value of this vector.
  3872. *
  3873. * @type {number}
  3874. */
  3875. this.y = y;
  3876. /**
  3877. * The z value of this vector.
  3878. *
  3879. * @type {number}
  3880. */
  3881. this.z = z;
  3882. }
  3883. /**
  3884. * Sets the vector components.
  3885. *
  3886. * @param {number} x - The value of the x component.
  3887. * @param {number} y - The value of the y component.
  3888. * @param {number} z - The value of the z component.
  3889. * @return {Vector3} A reference to this vector.
  3890. */
  3891. set( x, y, z ) {
  3892. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3893. this.x = x;
  3894. this.y = y;
  3895. this.z = z;
  3896. return this;
  3897. }
  3898. /**
  3899. * Sets the vector components to the same value.
  3900. *
  3901. * @param {number} scalar - The value to set for all vector components.
  3902. * @return {Vector3} A reference to this vector.
  3903. */
  3904. setScalar( scalar ) {
  3905. this.x = scalar;
  3906. this.y = scalar;
  3907. this.z = scalar;
  3908. return this;
  3909. }
  3910. /**
  3911. * Sets the vector's x component to the given value.
  3912. *
  3913. * @param {number} x - The value to set.
  3914. * @return {Vector3} A reference to this vector.
  3915. */
  3916. setX( x ) {
  3917. this.x = x;
  3918. return this;
  3919. }
  3920. /**
  3921. * Sets the vector's y component to the given value.
  3922. *
  3923. * @param {number} y - The value to set.
  3924. * @return {Vector3} A reference to this vector.
  3925. */
  3926. setY( y ) {
  3927. this.y = y;
  3928. return this;
  3929. }
  3930. /**
  3931. * Sets the vector's z component to the given value.
  3932. *
  3933. * @param {number} z - The value to set.
  3934. * @return {Vector3} A reference to this vector.
  3935. */
  3936. setZ( z ) {
  3937. this.z = z;
  3938. return this;
  3939. }
  3940. /**
  3941. * Allows to set a vector component with an index.
  3942. *
  3943. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3944. * @param {number} value - The value to set.
  3945. * @return {Vector3} A reference to this vector.
  3946. */
  3947. setComponent( index, value ) {
  3948. switch ( index ) {
  3949. case 0: this.x = value; break;
  3950. case 1: this.y = value; break;
  3951. case 2: this.z = value; break;
  3952. default: throw new Error( 'index is out of range: ' + index );
  3953. }
  3954. return this;
  3955. }
  3956. /**
  3957. * Returns the value of the vector component which matches the given index.
  3958. *
  3959. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3960. * @return {number} A vector component value.
  3961. */
  3962. getComponent( index ) {
  3963. switch ( index ) {
  3964. case 0: return this.x;
  3965. case 1: return this.y;
  3966. case 2: return this.z;
  3967. default: throw new Error( 'index is out of range: ' + index );
  3968. }
  3969. }
  3970. /**
  3971. * Returns a new vector with copied values from this instance.
  3972. *
  3973. * @return {Vector3} A clone of this instance.
  3974. */
  3975. clone() {
  3976. return new this.constructor( this.x, this.y, this.z );
  3977. }
  3978. /**
  3979. * Copies the values of the given vector to this instance.
  3980. *
  3981. * @param {Vector3} v - The vector to copy.
  3982. * @return {Vector3} A reference to this vector.
  3983. */
  3984. copy( v ) {
  3985. this.x = v.x;
  3986. this.y = v.y;
  3987. this.z = v.z;
  3988. return this;
  3989. }
  3990. /**
  3991. * Adds the given vector to this instance.
  3992. *
  3993. * @param {Vector3} v - The vector to add.
  3994. * @return {Vector3} A reference to this vector.
  3995. */
  3996. add( v ) {
  3997. this.x += v.x;
  3998. this.y += v.y;
  3999. this.z += v.z;
  4000. return this;
  4001. }
  4002. /**
  4003. * Adds the given scalar value to all components of this instance.
  4004. *
  4005. * @param {number} s - The scalar to add.
  4006. * @return {Vector3} A reference to this vector.
  4007. */
  4008. addScalar( s ) {
  4009. this.x += s;
  4010. this.y += s;
  4011. this.z += s;
  4012. return this;
  4013. }
  4014. /**
  4015. * Adds the given vectors and stores the result in this instance.
  4016. *
  4017. * @param {Vector3} a - The first vector.
  4018. * @param {Vector3} b - The second vector.
  4019. * @return {Vector3} A reference to this vector.
  4020. */
  4021. addVectors( a, b ) {
  4022. this.x = a.x + b.x;
  4023. this.y = a.y + b.y;
  4024. this.z = a.z + b.z;
  4025. return this;
  4026. }
  4027. /**
  4028. * Adds the given vector scaled by the given factor to this instance.
  4029. *
  4030. * @param {Vector3|Vector4} v - The vector.
  4031. * @param {number} s - The factor that scales `v`.
  4032. * @return {Vector3} A reference to this vector.
  4033. */
  4034. addScaledVector( v, s ) {
  4035. this.x += v.x * s;
  4036. this.y += v.y * s;
  4037. this.z += v.z * s;
  4038. return this;
  4039. }
  4040. /**
  4041. * Subtracts the given vector from this instance.
  4042. *
  4043. * @param {Vector3} v - The vector to subtract.
  4044. * @return {Vector3} A reference to this vector.
  4045. */
  4046. sub( v ) {
  4047. this.x -= v.x;
  4048. this.y -= v.y;
  4049. this.z -= v.z;
  4050. return this;
  4051. }
  4052. /**
  4053. * Subtracts the given scalar value from all components of this instance.
  4054. *
  4055. * @param {number} s - The scalar to subtract.
  4056. * @return {Vector3} A reference to this vector.
  4057. */
  4058. subScalar( s ) {
  4059. this.x -= s;
  4060. this.y -= s;
  4061. this.z -= s;
  4062. return this;
  4063. }
  4064. /**
  4065. * Subtracts the given vectors and stores the result in this instance.
  4066. *
  4067. * @param {Vector3} a - The first vector.
  4068. * @param {Vector3} b - The second vector.
  4069. * @return {Vector3} A reference to this vector.
  4070. */
  4071. subVectors( a, b ) {
  4072. this.x = a.x - b.x;
  4073. this.y = a.y - b.y;
  4074. this.z = a.z - b.z;
  4075. return this;
  4076. }
  4077. /**
  4078. * Multiplies the given vector with this instance.
  4079. *
  4080. * @param {Vector3} v - The vector to multiply.
  4081. * @return {Vector3} A reference to this vector.
  4082. */
  4083. multiply( v ) {
  4084. this.x *= v.x;
  4085. this.y *= v.y;
  4086. this.z *= v.z;
  4087. return this;
  4088. }
  4089. /**
  4090. * Multiplies the given scalar value with all components of this instance.
  4091. *
  4092. * @param {number} scalar - The scalar to multiply.
  4093. * @return {Vector3} A reference to this vector.
  4094. */
  4095. multiplyScalar( scalar ) {
  4096. this.x *= scalar;
  4097. this.y *= scalar;
  4098. this.z *= scalar;
  4099. return this;
  4100. }
  4101. /**
  4102. * Multiplies the given vectors and stores the result in this instance.
  4103. *
  4104. * @param {Vector3} a - The first vector.
  4105. * @param {Vector3} b - The second vector.
  4106. * @return {Vector3} A reference to this vector.
  4107. */
  4108. multiplyVectors( a, b ) {
  4109. this.x = a.x * b.x;
  4110. this.y = a.y * b.y;
  4111. this.z = a.z * b.z;
  4112. return this;
  4113. }
  4114. /**
  4115. * Applies the given Euler rotation to this vector.
  4116. *
  4117. * @param {Euler} euler - The Euler angles.
  4118. * @return {Vector3} A reference to this vector.
  4119. */
  4120. applyEuler( euler ) {
  4121. return this.applyQuaternion( _quaternion$5.setFromEuler( euler ) );
  4122. }
  4123. /**
  4124. * Applies a rotation specified by an axis and an angle to this vector.
  4125. *
  4126. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  4127. * @param {number} angle - The angle in radians.
  4128. * @return {Vector3} A reference to this vector.
  4129. */
  4130. applyAxisAngle( axis, angle ) {
  4131. return this.applyQuaternion( _quaternion$5.setFromAxisAngle( axis, angle ) );
  4132. }
  4133. /**
  4134. * Multiplies this vector with the given 3x3 matrix.
  4135. *
  4136. * @param {Matrix3} m - The 3x3 matrix.
  4137. * @return {Vector3} A reference to this vector.
  4138. */
  4139. applyMatrix3( m ) {
  4140. const x = this.x, y = this.y, z = this.z;
  4141. const e = m.elements;
  4142. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  4143. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  4144. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  4145. return this;
  4146. }
  4147. /**
  4148. * Multiplies this vector by the given normal matrix and normalizes
  4149. * the result.
  4150. *
  4151. * @param {Matrix3} m - The normal matrix.
  4152. * @return {Vector3} A reference to this vector.
  4153. */
  4154. applyNormalMatrix( m ) {
  4155. return this.applyMatrix3( m ).normalize();
  4156. }
  4157. /**
  4158. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  4159. * divides by perspective.
  4160. *
  4161. * @param {Matrix4} m - The matrix to apply.
  4162. * @return {Vector3} A reference to this vector.
  4163. */
  4164. applyMatrix4( m ) {
  4165. const x = this.x, y = this.y, z = this.z;
  4166. const e = m.elements;
  4167. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  4168. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  4169. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  4170. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  4171. return this;
  4172. }
  4173. /**
  4174. * Applies the given Quaternion to this vector.
  4175. *
  4176. * @param {Quaternion} q - The Quaternion.
  4177. * @return {Vector3} A reference to this vector.
  4178. */
  4179. applyQuaternion( q ) {
  4180. // quaternion q is assumed to have unit length
  4181. const vx = this.x, vy = this.y, vz = this.z;
  4182. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  4183. // t = 2 * cross( q.xyz, v );
  4184. const tx = 2 * ( qy * vz - qz * vy );
  4185. const ty = 2 * ( qz * vx - qx * vz );
  4186. const tz = 2 * ( qx * vy - qy * vx );
  4187. // v + q.w * t + cross( q.xyz, t );
  4188. this.x = vx + qw * tx + qy * tz - qz * ty;
  4189. this.y = vy + qw * ty + qz * tx - qx * tz;
  4190. this.z = vz + qw * tz + qx * ty - qy * tx;
  4191. return this;
  4192. }
  4193. /**
  4194. * Projects this vector from world space into the camera's normalized
  4195. * device coordinate (NDC) space.
  4196. *
  4197. * @param {Camera} camera - The camera.
  4198. * @return {Vector3} A reference to this vector.
  4199. */
  4200. project( camera ) {
  4201. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  4202. }
  4203. /**
  4204. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  4205. * space into world space.
  4206. *
  4207. * @param {Camera} camera - The camera.
  4208. * @return {Vector3} A reference to this vector.
  4209. */
  4210. unproject( camera ) {
  4211. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  4212. }
  4213. /**
  4214. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  4215. * subset of the given 4x4 matrix and then normalizes the result.
  4216. *
  4217. * @param {Matrix4} m - The matrix.
  4218. * @return {Vector3} A reference to this vector.
  4219. */
  4220. transformDirection( m ) {
  4221. // input: THREE.Matrix4 affine matrix
  4222. // vector interpreted as a direction
  4223. const x = this.x, y = this.y, z = this.z;
  4224. const e = m.elements;
  4225. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  4226. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  4227. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  4228. return this.normalize();
  4229. }
  4230. /**
  4231. * Divides this instance by the given vector.
  4232. *
  4233. * @param {Vector3} v - The vector to divide.
  4234. * @return {Vector3} A reference to this vector.
  4235. */
  4236. divide( v ) {
  4237. this.x /= v.x;
  4238. this.y /= v.y;
  4239. this.z /= v.z;
  4240. return this;
  4241. }
  4242. /**
  4243. * Divides this vector by the given scalar.
  4244. *
  4245. * @param {number} scalar - The scalar to divide.
  4246. * @return {Vector3} A reference to this vector.
  4247. */
  4248. divideScalar( scalar ) {
  4249. return this.multiplyScalar( 1 / scalar );
  4250. }
  4251. /**
  4252. * If this vector's x, y or z value is greater than the given vector's x, y or z
  4253. * value, replace that value with the corresponding min value.
  4254. *
  4255. * @param {Vector3} v - The vector.
  4256. * @return {Vector3} A reference to this vector.
  4257. */
  4258. min( v ) {
  4259. this.x = Math.min( this.x, v.x );
  4260. this.y = Math.min( this.y, v.y );
  4261. this.z = Math.min( this.z, v.z );
  4262. return this;
  4263. }
  4264. /**
  4265. * If this vector's x, y or z value is less than the given vector's x, y or z
  4266. * value, replace that value with the corresponding max value.
  4267. *
  4268. * @param {Vector3} v - The vector.
  4269. * @return {Vector3} A reference to this vector.
  4270. */
  4271. max( v ) {
  4272. this.x = Math.max( this.x, v.x );
  4273. this.y = Math.max( this.y, v.y );
  4274. this.z = Math.max( this.z, v.z );
  4275. return this;
  4276. }
  4277. /**
  4278. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4279. * value, it is replaced by the corresponding value.
  4280. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4281. * it is replaced by the corresponding value.
  4282. *
  4283. * @param {Vector3} min - The minimum x, y and z values.
  4284. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4285. * @return {Vector3} A reference to this vector.
  4286. */
  4287. clamp( min, max ) {
  4288. // assumes min < max, componentwise
  4289. this.x = clamp( this.x, min.x, max.x );
  4290. this.y = clamp( this.y, min.y, max.y );
  4291. this.z = clamp( this.z, min.z, max.z );
  4292. return this;
  4293. }
  4294. /**
  4295. * If this vector's x, y or z values are greater than the max value, they are
  4296. * replaced by the max value.
  4297. * If this vector's x, y or z values are less than the min value, they are
  4298. * replaced by the min value.
  4299. *
  4300. * @param {number} minVal - The minimum value the components will be clamped to.
  4301. * @param {number} maxVal - The maximum value the components will be clamped to.
  4302. * @return {Vector3} A reference to this vector.
  4303. */
  4304. clampScalar( minVal, maxVal ) {
  4305. this.x = clamp( this.x, minVal, maxVal );
  4306. this.y = clamp( this.y, minVal, maxVal );
  4307. this.z = clamp( this.z, minVal, maxVal );
  4308. return this;
  4309. }
  4310. /**
  4311. * If this vector's length is greater than the max value, it is replaced by
  4312. * the max value.
  4313. * If this vector's length is less than the min value, it is replaced by the
  4314. * min value.
  4315. *
  4316. * @param {number} min - The minimum value the vector length will be clamped to.
  4317. * @param {number} max - The maximum value the vector length will be clamped to.
  4318. * @return {Vector3} A reference to this vector.
  4319. */
  4320. clampLength( min, max ) {
  4321. const length = this.length();
  4322. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4323. }
  4324. /**
  4325. * The components of this vector are rounded down to the nearest integer value.
  4326. *
  4327. * @return {Vector3} A reference to this vector.
  4328. */
  4329. floor() {
  4330. this.x = Math.floor( this.x );
  4331. this.y = Math.floor( this.y );
  4332. this.z = Math.floor( this.z );
  4333. return this;
  4334. }
  4335. /**
  4336. * The components of this vector are rounded up to the nearest integer value.
  4337. *
  4338. * @return {Vector3} A reference to this vector.
  4339. */
  4340. ceil() {
  4341. this.x = Math.ceil( this.x );
  4342. this.y = Math.ceil( this.y );
  4343. this.z = Math.ceil( this.z );
  4344. return this;
  4345. }
  4346. /**
  4347. * The components of this vector are rounded to the nearest integer value
  4348. *
  4349. * @return {Vector3} A reference to this vector.
  4350. */
  4351. round() {
  4352. this.x = Math.round( this.x );
  4353. this.y = Math.round( this.y );
  4354. this.z = Math.round( this.z );
  4355. return this;
  4356. }
  4357. /**
  4358. * The components of this vector are rounded towards zero (up if negative,
  4359. * down if positive) to an integer value.
  4360. *
  4361. * @return {Vector3} A reference to this vector.
  4362. */
  4363. roundToZero() {
  4364. this.x = Math.trunc( this.x );
  4365. this.y = Math.trunc( this.y );
  4366. this.z = Math.trunc( this.z );
  4367. return this;
  4368. }
  4369. /**
  4370. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4371. *
  4372. * @return {Vector3} A reference to this vector.
  4373. */
  4374. negate() {
  4375. this.x = - this.x;
  4376. this.y = - this.y;
  4377. this.z = - this.z;
  4378. return this;
  4379. }
  4380. /**
  4381. * Calculates the dot product of the given vector with this instance.
  4382. *
  4383. * @param {Vector3} v - The vector to compute the dot product with.
  4384. * @return {number} The result of the dot product.
  4385. */
  4386. dot( v ) {
  4387. return this.x * v.x + this.y * v.y + this.z * v.z;
  4388. }
  4389. /**
  4390. * Computes the square of the Euclidean length (straight-line length) from
  4391. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4392. * compare the length squared instead as it is slightly more efficient to calculate.
  4393. *
  4394. * @return {number} The square length of this vector.
  4395. */
  4396. lengthSq() {
  4397. return this.x * this.x + this.y * this.y + this.z * this.z;
  4398. }
  4399. /**
  4400. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4401. *
  4402. * @return {number} The length of this vector.
  4403. */
  4404. length() {
  4405. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4406. }
  4407. /**
  4408. * Computes the Manhattan length of this vector.
  4409. *
  4410. * @return {number} The length of this vector.
  4411. */
  4412. manhattanLength() {
  4413. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4414. }
  4415. /**
  4416. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4417. * with the same direction as this one, but with a vector length of `1`.
  4418. *
  4419. * @return {Vector3} A reference to this vector.
  4420. */
  4421. normalize() {
  4422. return this.divideScalar( this.length() || 1 );
  4423. }
  4424. /**
  4425. * Sets this vector to a vector with the same direction as this one, but
  4426. * with the specified length.
  4427. *
  4428. * @param {number} length - The new length of this vector.
  4429. * @return {Vector3} A reference to this vector.
  4430. */
  4431. setLength( length ) {
  4432. return this.normalize().multiplyScalar( length );
  4433. }
  4434. /**
  4435. * Linearly interpolates between the given vector and this instance, where
  4436. * alpha is the percent distance along the line - alpha = 0 will be this
  4437. * vector, and alpha = 1 will be the given one.
  4438. *
  4439. * @param {Vector3} v - The vector to interpolate towards.
  4440. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4441. * @return {Vector3} A reference to this vector.
  4442. */
  4443. lerp( v, alpha ) {
  4444. this.x += ( v.x - this.x ) * alpha;
  4445. this.y += ( v.y - this.y ) * alpha;
  4446. this.z += ( v.z - this.z ) * alpha;
  4447. return this;
  4448. }
  4449. /**
  4450. * Linearly interpolates between the given vectors, where alpha is the percent
  4451. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4452. * be the second one. The result is stored in this instance.
  4453. *
  4454. * @param {Vector3} v1 - The first vector.
  4455. * @param {Vector3} v2 - The second vector.
  4456. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4457. * @return {Vector3} A reference to this vector.
  4458. */
  4459. lerpVectors( v1, v2, alpha ) {
  4460. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4461. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4462. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4463. return this;
  4464. }
  4465. /**
  4466. * Calculates the cross product of the given vector with this instance.
  4467. *
  4468. * @param {Vector3} v - The vector to compute the cross product with.
  4469. * @return {Vector3} The result of the cross product.
  4470. */
  4471. cross( v ) {
  4472. return this.crossVectors( this, v );
  4473. }
  4474. /**
  4475. * Calculates the cross product of the given vectors and stores the result
  4476. * in this instance.
  4477. *
  4478. * @param {Vector3} a - The first vector.
  4479. * @param {Vector3} b - The second vector.
  4480. * @return {Vector3} A reference to this vector.
  4481. */
  4482. crossVectors( a, b ) {
  4483. const ax = a.x, ay = a.y, az = a.z;
  4484. const bx = b.x, by = b.y, bz = b.z;
  4485. this.x = ay * bz - az * by;
  4486. this.y = az * bx - ax * bz;
  4487. this.z = ax * by - ay * bx;
  4488. return this;
  4489. }
  4490. /**
  4491. * Projects this vector onto the given one.
  4492. *
  4493. * @param {Vector3} v - The vector to project to.
  4494. * @return {Vector3} A reference to this vector.
  4495. */
  4496. projectOnVector( v ) {
  4497. const denominator = v.lengthSq();
  4498. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4499. const scalar = v.dot( this ) / denominator;
  4500. return this.copy( v ).multiplyScalar( scalar );
  4501. }
  4502. /**
  4503. * Projects this vector onto a plane by subtracting this
  4504. * vector projected onto the plane's normal from this vector.
  4505. *
  4506. * @param {Vector3} planeNormal - The plane normal.
  4507. * @return {Vector3} A reference to this vector.
  4508. */
  4509. projectOnPlane( planeNormal ) {
  4510. _vector$c.copy( this ).projectOnVector( planeNormal );
  4511. return this.sub( _vector$c );
  4512. }
  4513. /**
  4514. * Reflects this vector off a plane orthogonal to the given normal vector.
  4515. *
  4516. * @param {Vector3} normal - The (normalized) normal vector.
  4517. * @return {Vector3} A reference to this vector.
  4518. */
  4519. reflect( normal ) {
  4520. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4521. }
  4522. /**
  4523. * Returns the angle between the given vector and this instance in radians.
  4524. *
  4525. * @param {Vector3} v - The vector to compute the angle with.
  4526. * @return {number} The angle in radians.
  4527. */
  4528. angleTo( v ) {
  4529. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4530. if ( denominator === 0 ) return Math.PI / 2;
  4531. const theta = this.dot( v ) / denominator;
  4532. // clamp, to handle numerical problems
  4533. return Math.acos( clamp( theta, -1, 1 ) );
  4534. }
  4535. /**
  4536. * Computes the distance from the given vector to this instance.
  4537. *
  4538. * @param {Vector3} v - The vector to compute the distance to.
  4539. * @return {number} The distance.
  4540. */
  4541. distanceTo( v ) {
  4542. return Math.sqrt( this.distanceToSquared( v ) );
  4543. }
  4544. /**
  4545. * Computes the squared distance from the given vector to this instance.
  4546. * If you are just comparing the distance with another distance, you should compare
  4547. * the distance squared instead as it is slightly more efficient to calculate.
  4548. *
  4549. * @param {Vector3} v - The vector to compute the squared distance to.
  4550. * @return {number} The squared distance.
  4551. */
  4552. distanceToSquared( v ) {
  4553. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4554. return dx * dx + dy * dy + dz * dz;
  4555. }
  4556. /**
  4557. * Computes the Manhattan distance from the given vector to this instance.
  4558. *
  4559. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4560. * @return {number} The Manhattan distance.
  4561. */
  4562. manhattanDistanceTo( v ) {
  4563. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4564. }
  4565. /**
  4566. * Sets the vector components from the given spherical coordinates.
  4567. *
  4568. * @param {Spherical} s - The spherical coordinates.
  4569. * @return {Vector3} A reference to this vector.
  4570. */
  4571. setFromSpherical( s ) {
  4572. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4573. }
  4574. /**
  4575. * Sets the vector components from the given spherical coordinates.
  4576. *
  4577. * @param {number} radius - The radius.
  4578. * @param {number} phi - The phi angle in radians.
  4579. * @param {number} theta - The theta angle in radians.
  4580. * @return {Vector3} A reference to this vector.
  4581. */
  4582. setFromSphericalCoords( radius, phi, theta ) {
  4583. const sinPhiRadius = Math.sin( phi ) * radius;
  4584. this.x = sinPhiRadius * Math.sin( theta );
  4585. this.y = Math.cos( phi ) * radius;
  4586. this.z = sinPhiRadius * Math.cos( theta );
  4587. return this;
  4588. }
  4589. /**
  4590. * Sets the vector components from the given cylindrical coordinates.
  4591. *
  4592. * @param {Cylindrical} c - The cylindrical coordinates.
  4593. * @return {Vector3} A reference to this vector.
  4594. */
  4595. setFromCylindrical( c ) {
  4596. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4597. }
  4598. /**
  4599. * Sets the vector components from the given cylindrical coordinates.
  4600. *
  4601. * @param {number} radius - The radius.
  4602. * @param {number} theta - The theta angle in radians.
  4603. * @param {number} y - The y value.
  4604. * @return {Vector3} A reference to this vector.
  4605. */
  4606. setFromCylindricalCoords( radius, theta, y ) {
  4607. this.x = radius * Math.sin( theta );
  4608. this.y = y;
  4609. this.z = radius * Math.cos( theta );
  4610. return this;
  4611. }
  4612. /**
  4613. * Sets the vector components to the position elements of the
  4614. * given transformation matrix.
  4615. *
  4616. * @param {Matrix4} m - The 4x4 matrix.
  4617. * @return {Vector3} A reference to this vector.
  4618. */
  4619. setFromMatrixPosition( m ) {
  4620. const e = m.elements;
  4621. this.x = e[ 12 ];
  4622. this.y = e[ 13 ];
  4623. this.z = e[ 14 ];
  4624. return this;
  4625. }
  4626. /**
  4627. * Sets the vector components to the scale elements of the
  4628. * given transformation matrix.
  4629. *
  4630. * @param {Matrix4} m - The 4x4 matrix.
  4631. * @return {Vector3} A reference to this vector.
  4632. */
  4633. setFromMatrixScale( m ) {
  4634. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4635. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4636. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4637. this.x = sx;
  4638. this.y = sy;
  4639. this.z = sz;
  4640. return this;
  4641. }
  4642. /**
  4643. * Sets the vector components from the specified matrix column.
  4644. *
  4645. * @param {Matrix4} m - The 4x4 matrix.
  4646. * @param {number} index - The column index.
  4647. * @return {Vector3} A reference to this vector.
  4648. */
  4649. setFromMatrixColumn( m, index ) {
  4650. return this.fromArray( m.elements, index * 4 );
  4651. }
  4652. /**
  4653. * Sets the vector components from the specified matrix column.
  4654. *
  4655. * @param {Matrix3} m - The 3x3 matrix.
  4656. * @param {number} index - The column index.
  4657. * @return {Vector3} A reference to this vector.
  4658. */
  4659. setFromMatrix3Column( m, index ) {
  4660. return this.fromArray( m.elements, index * 3 );
  4661. }
  4662. /**
  4663. * Sets the vector components from the given Euler angles.
  4664. *
  4665. * @param {Euler} e - The Euler angles to set.
  4666. * @return {Vector3} A reference to this vector.
  4667. */
  4668. setFromEuler( e ) {
  4669. this.x = e._x;
  4670. this.y = e._y;
  4671. this.z = e._z;
  4672. return this;
  4673. }
  4674. /**
  4675. * Sets the vector components from the RGB components of the
  4676. * given color.
  4677. *
  4678. * @param {Color} c - The color to set.
  4679. * @return {Vector3} A reference to this vector.
  4680. */
  4681. setFromColor( c ) {
  4682. this.x = c.r;
  4683. this.y = c.g;
  4684. this.z = c.b;
  4685. return this;
  4686. }
  4687. /**
  4688. * Returns `true` if this vector is equal with the given one.
  4689. *
  4690. * @param {Vector3} v - The vector to test for equality.
  4691. * @return {boolean} Whether this vector is equal with the given one.
  4692. */
  4693. equals( v ) {
  4694. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4695. }
  4696. /**
  4697. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4698. * and z value to be `array[ offset + 2 ]`.
  4699. *
  4700. * @param {Array<number>} array - An array holding the vector component values.
  4701. * @param {number} [offset=0] - The offset into the array.
  4702. * @return {Vector3} A reference to this vector.
  4703. */
  4704. fromArray( array, offset = 0 ) {
  4705. this.x = array[ offset ];
  4706. this.y = array[ offset + 1 ];
  4707. this.z = array[ offset + 2 ];
  4708. return this;
  4709. }
  4710. /**
  4711. * Writes the components of this vector to the given array. If no array is provided,
  4712. * the method returns a new instance.
  4713. *
  4714. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4715. * @param {number} [offset=0] - Index of the first element in the array.
  4716. * @return {Array<number>} The vector components.
  4717. */
  4718. toArray( array = [], offset = 0 ) {
  4719. array[ offset ] = this.x;
  4720. array[ offset + 1 ] = this.y;
  4721. array[ offset + 2 ] = this.z;
  4722. return array;
  4723. }
  4724. /**
  4725. * Sets the components of this vector from the given buffer attribute.
  4726. *
  4727. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4728. * @param {number} index - The index into the attribute.
  4729. * @return {Vector3} A reference to this vector.
  4730. */
  4731. fromBufferAttribute( attribute, index ) {
  4732. this.x = attribute.getX( index );
  4733. this.y = attribute.getY( index );
  4734. this.z = attribute.getZ( index );
  4735. return this;
  4736. }
  4737. /**
  4738. * Sets each component of this vector to a pseudo-random value between `0` and
  4739. * `1`, excluding `1`.
  4740. *
  4741. * @return {Vector3} A reference to this vector.
  4742. */
  4743. random() {
  4744. this.x = Math.random();
  4745. this.y = Math.random();
  4746. this.z = Math.random();
  4747. return this;
  4748. }
  4749. /**
  4750. * Sets this vector to a uniformly random point on a unit sphere.
  4751. *
  4752. * @return {Vector3} A reference to this vector.
  4753. */
  4754. randomDirection() {
  4755. // https://mathworld.wolfram.com/SpherePointPicking.html
  4756. const theta = Math.random() * Math.PI * 2;
  4757. const u = Math.random() * 2 - 1;
  4758. const c = Math.sqrt( 1 - u * u );
  4759. this.x = c * Math.cos( theta );
  4760. this.y = u;
  4761. this.z = c * Math.sin( theta );
  4762. return this;
  4763. }
  4764. *[ Symbol.iterator ]() {
  4765. yield this.x;
  4766. yield this.y;
  4767. yield this.z;
  4768. }
  4769. }
  4770. const _vector$c = /*@__PURE__*/ new Vector3();
  4771. const _quaternion$5 = /*@__PURE__*/ new Quaternion();
  4772. /**
  4773. * Represents a 3x3 matrix.
  4774. *
  4775. * A Note on Row-Major and Column-Major Ordering:
  4776. *
  4777. * The constructor and {@link Matrix3#set} method take arguments in
  4778. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4779. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4780. * This means that calling:
  4781. * ```js
  4782. * const m = new THREE.Matrix();
  4783. * m.set( 11, 12, 13,
  4784. * 21, 22, 23,
  4785. * 31, 32, 33 );
  4786. * ```
  4787. * will result in the elements array containing:
  4788. * ```js
  4789. * m.elements = [ 11, 21, 31,
  4790. * 12, 22, 32,
  4791. * 13, 23, 33 ];
  4792. * ```
  4793. * and internally all calculations are performed using column-major ordering.
  4794. * However, as the actual ordering makes no difference mathematically and
  4795. * most people are used to thinking about matrices in row-major order, the
  4796. * three.js documentation shows matrices in row-major order. Just bear in
  4797. * mind that if you are reading the source code, you'll have to take the
  4798. * transpose of any matrices outlined here to make sense of the calculations.
  4799. */
  4800. class Matrix3 {
  4801. static {
  4802. /**
  4803. * This flag can be used for type testing.
  4804. *
  4805. * @type {boolean}
  4806. * @readonly
  4807. * @default true
  4808. */
  4809. Matrix3.prototype.isMatrix3 = true;
  4810. }
  4811. /**
  4812. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4813. * in row-major order. If no arguments are provided, the constructor
  4814. * initializes the matrix as an identity matrix.
  4815. *
  4816. * @param {number} [n11] - 1-1 matrix element.
  4817. * @param {number} [n12] - 1-2 matrix element.
  4818. * @param {number} [n13] - 1-3 matrix element.
  4819. * @param {number} [n21] - 2-1 matrix element.
  4820. * @param {number} [n22] - 2-2 matrix element.
  4821. * @param {number} [n23] - 2-3 matrix element.
  4822. * @param {number} [n31] - 3-1 matrix element.
  4823. * @param {number} [n32] - 3-2 matrix element.
  4824. * @param {number} [n33] - 3-3 matrix element.
  4825. */
  4826. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4827. /**
  4828. * A column-major list of matrix values.
  4829. *
  4830. * @type {Array<number>}
  4831. */
  4832. this.elements = [
  4833. 1, 0, 0,
  4834. 0, 1, 0,
  4835. 0, 0, 1
  4836. ];
  4837. if ( n11 !== undefined ) {
  4838. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4839. }
  4840. }
  4841. /**
  4842. * Sets the elements of the matrix.The arguments are supposed to be
  4843. * in row-major order.
  4844. *
  4845. * @param {number} [n11] - 1-1 matrix element.
  4846. * @param {number} [n12] - 1-2 matrix element.
  4847. * @param {number} [n13] - 1-3 matrix element.
  4848. * @param {number} [n21] - 2-1 matrix element.
  4849. * @param {number} [n22] - 2-2 matrix element.
  4850. * @param {number} [n23] - 2-3 matrix element.
  4851. * @param {number} [n31] - 3-1 matrix element.
  4852. * @param {number} [n32] - 3-2 matrix element.
  4853. * @param {number} [n33] - 3-3 matrix element.
  4854. * @return {Matrix3} A reference to this matrix.
  4855. */
  4856. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4857. const te = this.elements;
  4858. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4859. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4860. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4861. return this;
  4862. }
  4863. /**
  4864. * Sets this matrix to the 3x3 identity matrix.
  4865. *
  4866. * @return {Matrix3} A reference to this matrix.
  4867. */
  4868. identity() {
  4869. this.set(
  4870. 1, 0, 0,
  4871. 0, 1, 0,
  4872. 0, 0, 1
  4873. );
  4874. return this;
  4875. }
  4876. /**
  4877. * Copies the values of the given matrix to this instance.
  4878. *
  4879. * @param {Matrix3} m - The matrix to copy.
  4880. * @return {Matrix3} A reference to this matrix.
  4881. */
  4882. copy( m ) {
  4883. const te = this.elements;
  4884. const me = m.elements;
  4885. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4886. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4887. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4888. return this;
  4889. }
  4890. /**
  4891. * Extracts the basis of this matrix into the three axis vectors provided.
  4892. *
  4893. * @param {Vector3} xAxis - The basis's x axis.
  4894. * @param {Vector3} yAxis - The basis's y axis.
  4895. * @param {Vector3} zAxis - The basis's z axis.
  4896. * @return {Matrix3} A reference to this matrix.
  4897. */
  4898. extractBasis( xAxis, yAxis, zAxis ) {
  4899. xAxis.setFromMatrix3Column( this, 0 );
  4900. yAxis.setFromMatrix3Column( this, 1 );
  4901. zAxis.setFromMatrix3Column( this, 2 );
  4902. return this;
  4903. }
  4904. /**
  4905. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4906. *
  4907. * @param {Matrix4} m - The 4x4 matrix.
  4908. * @return {Matrix3} A reference to this matrix.
  4909. */
  4910. setFromMatrix4( m ) {
  4911. const me = m.elements;
  4912. this.set(
  4913. me[ 0 ], me[ 4 ], me[ 8 ],
  4914. me[ 1 ], me[ 5 ], me[ 9 ],
  4915. me[ 2 ], me[ 6 ], me[ 10 ]
  4916. );
  4917. return this;
  4918. }
  4919. /**
  4920. * Post-multiplies this matrix by the given 3x3 matrix.
  4921. *
  4922. * @param {Matrix3} m - The matrix to multiply with.
  4923. * @return {Matrix3} A reference to this matrix.
  4924. */
  4925. multiply( m ) {
  4926. return this.multiplyMatrices( this, m );
  4927. }
  4928. /**
  4929. * Pre-multiplies this matrix by the given 3x3 matrix.
  4930. *
  4931. * @param {Matrix3} m - The matrix to multiply with.
  4932. * @return {Matrix3} A reference to this matrix.
  4933. */
  4934. premultiply( m ) {
  4935. return this.multiplyMatrices( m, this );
  4936. }
  4937. /**
  4938. * Multiples the given 3x3 matrices and stores the result
  4939. * in this matrix.
  4940. *
  4941. * @param {Matrix3} a - The first matrix.
  4942. * @param {Matrix3} b - The second matrix.
  4943. * @return {Matrix3} A reference to this matrix.
  4944. */
  4945. multiplyMatrices( a, b ) {
  4946. const ae = a.elements;
  4947. const be = b.elements;
  4948. const te = this.elements;
  4949. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4950. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4951. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4952. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4953. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4954. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4955. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4956. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4957. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4958. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4959. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4960. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4961. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4962. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4963. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4964. return this;
  4965. }
  4966. /**
  4967. * Multiplies every component of the matrix by the given scalar.
  4968. *
  4969. * @param {number} s - The scalar.
  4970. * @return {Matrix3} A reference to this matrix.
  4971. */
  4972. multiplyScalar( s ) {
  4973. const te = this.elements;
  4974. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4975. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4976. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4977. return this;
  4978. }
  4979. /**
  4980. * Computes and returns the determinant of this matrix.
  4981. *
  4982. * @return {number} The determinant.
  4983. */
  4984. determinant() {
  4985. const te = this.elements;
  4986. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4987. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4988. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4989. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4990. }
  4991. /**
  4992. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4993. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4994. * a zero matrix instead.
  4995. *
  4996. * @return {Matrix3} A reference to this matrix.
  4997. */
  4998. invert() {
  4999. const te = this.elements,
  5000. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  5001. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  5002. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  5003. t11 = n33 * n22 - n32 * n23,
  5004. t12 = n32 * n13 - n33 * n12,
  5005. t13 = n23 * n12 - n22 * n13,
  5006. det = n11 * t11 + n21 * t12 + n31 * t13;
  5007. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  5008. const detInv = 1 / det;
  5009. te[ 0 ] = t11 * detInv;
  5010. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  5011. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  5012. te[ 3 ] = t12 * detInv;
  5013. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  5014. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  5015. te[ 6 ] = t13 * detInv;
  5016. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  5017. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  5018. return this;
  5019. }
  5020. /**
  5021. * Transposes this matrix in place.
  5022. *
  5023. * @return {Matrix3} A reference to this matrix.
  5024. */
  5025. transpose() {
  5026. let tmp;
  5027. const m = this.elements;
  5028. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  5029. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  5030. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  5031. return this;
  5032. }
  5033. /**
  5034. * Computes the normal matrix which is the inverse transpose of the upper
  5035. * left 3x3 portion of the given 4x4 matrix.
  5036. *
  5037. * @param {Matrix4} matrix4 - The 4x4 matrix.
  5038. * @return {Matrix3} A reference to this matrix.
  5039. */
  5040. getNormalMatrix( matrix4 ) {
  5041. return this.setFromMatrix4( matrix4 ).invert().transpose();
  5042. }
  5043. /**
  5044. * Transposes this matrix into the supplied array, and returns itself unchanged.
  5045. *
  5046. * @param {Array<number>} r - An array to store the transposed matrix elements.
  5047. * @return {Matrix3} A reference to this matrix.
  5048. */
  5049. transposeIntoArray( r ) {
  5050. const m = this.elements;
  5051. r[ 0 ] = m[ 0 ];
  5052. r[ 1 ] = m[ 3 ];
  5053. r[ 2 ] = m[ 6 ];
  5054. r[ 3 ] = m[ 1 ];
  5055. r[ 4 ] = m[ 4 ];
  5056. r[ 5 ] = m[ 7 ];
  5057. r[ 6 ] = m[ 2 ];
  5058. r[ 7 ] = m[ 5 ];
  5059. r[ 8 ] = m[ 8 ];
  5060. return this;
  5061. }
  5062. /**
  5063. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  5064. *
  5065. * @param {number} tx - Offset x.
  5066. * @param {number} ty - Offset y.
  5067. * @param {number} sx - Repeat x.
  5068. * @param {number} sy - Repeat y.
  5069. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  5070. * @param {number} cx - Center x of rotation.
  5071. * @param {number} cy - Center y of rotation
  5072. * @return {Matrix3} A reference to this matrix.
  5073. */
  5074. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  5075. const c = Math.cos( rotation );
  5076. const s = Math.sin( rotation );
  5077. this.set(
  5078. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  5079. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  5080. 0, 0, 1
  5081. );
  5082. return this;
  5083. }
  5084. /**
  5085. * Scales this matrix with the given scalar values.
  5086. *
  5087. * @param {number} sx - The amount to scale in the X axis.
  5088. * @param {number} sy - The amount to scale in the Y axis.
  5089. * @return {Matrix3} A reference to this matrix.
  5090. */
  5091. scale( sx, sy ) {
  5092. this.premultiply( _m3.makeScale( sx, sy ) );
  5093. return this;
  5094. }
  5095. /**
  5096. * Rotates this matrix by the given angle.
  5097. *
  5098. * @param {number} theta - The rotation in radians.
  5099. * @return {Matrix3} A reference to this matrix.
  5100. */
  5101. rotate( theta ) {
  5102. this.premultiply( _m3.makeRotation( - theta ) );
  5103. return this;
  5104. }
  5105. /**
  5106. * Translates this matrix by the given scalar values.
  5107. *
  5108. * @param {number} tx - The amount to translate in the X axis.
  5109. * @param {number} ty - The amount to translate in the Y axis.
  5110. * @return {Matrix3} A reference to this matrix.
  5111. */
  5112. translate( tx, ty ) {
  5113. this.premultiply( _m3.makeTranslation( tx, ty ) );
  5114. return this;
  5115. }
  5116. // for 2D Transforms
  5117. /**
  5118. * Sets this matrix as a 2D translation transform.
  5119. *
  5120. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  5121. * @param {number} y - The amount to translate in the Y axis.
  5122. * @return {Matrix3} A reference to this matrix.
  5123. */
  5124. makeTranslation( x, y ) {
  5125. if ( x.isVector2 ) {
  5126. this.set(
  5127. 1, 0, x.x,
  5128. 0, 1, x.y,
  5129. 0, 0, 1
  5130. );
  5131. } else {
  5132. this.set(
  5133. 1, 0, x,
  5134. 0, 1, y,
  5135. 0, 0, 1
  5136. );
  5137. }
  5138. return this;
  5139. }
  5140. /**
  5141. * Sets this matrix as a 2D rotational transformation.
  5142. *
  5143. * @param {number} theta - The rotation in radians.
  5144. * @return {Matrix3} A reference to this matrix.
  5145. */
  5146. makeRotation( theta ) {
  5147. // counterclockwise
  5148. const c = Math.cos( theta );
  5149. const s = Math.sin( theta );
  5150. this.set(
  5151. c, - s, 0,
  5152. s, c, 0,
  5153. 0, 0, 1
  5154. );
  5155. return this;
  5156. }
  5157. /**
  5158. * Sets this matrix as a 2D scale transform.
  5159. *
  5160. * @param {number} x - The amount to scale in the X axis.
  5161. * @param {number} y - The amount to scale in the Y axis.
  5162. * @return {Matrix3} A reference to this matrix.
  5163. */
  5164. makeScale( x, y ) {
  5165. this.set(
  5166. x, 0, 0,
  5167. 0, y, 0,
  5168. 0, 0, 1
  5169. );
  5170. return this;
  5171. }
  5172. /**
  5173. * Returns `true` if this matrix is equal with the given one.
  5174. *
  5175. * @param {Matrix3} matrix - The matrix to test for equality.
  5176. * @return {boolean} Whether this matrix is equal with the given one.
  5177. */
  5178. equals( matrix ) {
  5179. const te = this.elements;
  5180. const me = matrix.elements;
  5181. for ( let i = 0; i < 9; i ++ ) {
  5182. if ( te[ i ] !== me[ i ] ) return false;
  5183. }
  5184. return true;
  5185. }
  5186. /**
  5187. * Sets the elements of the matrix from the given array.
  5188. *
  5189. * @param {Array<number>} array - The matrix elements in column-major order.
  5190. * @param {number} [offset=0] - Index of the first element in the array.
  5191. * @return {Matrix3} A reference to this matrix.
  5192. */
  5193. fromArray( array, offset = 0 ) {
  5194. for ( let i = 0; i < 9; i ++ ) {
  5195. this.elements[ i ] = array[ i + offset ];
  5196. }
  5197. return this;
  5198. }
  5199. /**
  5200. * Writes the elements of this matrix to the given array. If no array is provided,
  5201. * the method returns a new instance.
  5202. *
  5203. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  5204. * @param {number} [offset=0] - Index of the first element in the array.
  5205. * @return {Array<number>} The matrix elements in column-major order.
  5206. */
  5207. toArray( array = [], offset = 0 ) {
  5208. const te = this.elements;
  5209. array[ offset ] = te[ 0 ];
  5210. array[ offset + 1 ] = te[ 1 ];
  5211. array[ offset + 2 ] = te[ 2 ];
  5212. array[ offset + 3 ] = te[ 3 ];
  5213. array[ offset + 4 ] = te[ 4 ];
  5214. array[ offset + 5 ] = te[ 5 ];
  5215. array[ offset + 6 ] = te[ 6 ];
  5216. array[ offset + 7 ] = te[ 7 ];
  5217. array[ offset + 8 ] = te[ 8 ];
  5218. return array;
  5219. }
  5220. /**
  5221. * Returns a matrix with copied values from this instance.
  5222. *
  5223. * @return {Matrix3} A clone of this instance.
  5224. */
  5225. clone() {
  5226. return new this.constructor().fromArray( this.elements );
  5227. }
  5228. }
  5229. const _m3 = /*@__PURE__*/ new Matrix3();
  5230. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  5231. 0.4123908, 0.3575843, 0.1804808,
  5232. 0.2126390, 0.7151687, 0.0721923,
  5233. 0.0193308, 0.1191948, 0.9505322
  5234. );
  5235. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  5236. 3.2409699, -1.5373832, -0.4986108,
  5237. -0.9692436, 1.8759675, 0.0415551,
  5238. 0.0556301, -0.203977, 1.0569715
  5239. );
  5240. function createColorManagement() {
  5241. const ColorManagement = {
  5242. enabled: true,
  5243. workingColorSpace: LinearSRGBColorSpace,
  5244. /**
  5245. * Implementations of supported color spaces.
  5246. *
  5247. * Required:
  5248. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  5249. * - whitePoint: reference white [ x y ]
  5250. * - transfer: transfer function (pre-defined)
  5251. * - toXYZ: Matrix3 RGB to XYZ transform
  5252. * - fromXYZ: Matrix3 XYZ to RGB transform
  5253. * - luminanceCoefficients: RGB luminance coefficients
  5254. *
  5255. * Optional:
  5256. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  5257. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  5258. *
  5259. * Reference:
  5260. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5261. */
  5262. spaces: {},
  5263. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5264. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5265. return color;
  5266. }
  5267. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5268. color.r = SRGBToLinear( color.r );
  5269. color.g = SRGBToLinear( color.g );
  5270. color.b = SRGBToLinear( color.b );
  5271. }
  5272. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5273. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5274. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5275. }
  5276. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5277. color.r = LinearToSRGB( color.r );
  5278. color.g = LinearToSRGB( color.g );
  5279. color.b = LinearToSRGB( color.b );
  5280. }
  5281. return color;
  5282. },
  5283. workingToColorSpace: function ( color, targetColorSpace ) {
  5284. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5285. },
  5286. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5287. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5288. },
  5289. getPrimaries: function ( colorSpace ) {
  5290. return this.spaces[ colorSpace ].primaries;
  5291. },
  5292. getTransfer: function ( colorSpace ) {
  5293. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5294. return this.spaces[ colorSpace ].transfer;
  5295. },
  5296. getToneMappingMode: function ( colorSpace ) {
  5297. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5298. },
  5299. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5300. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5301. },
  5302. define: function ( colorSpaces ) {
  5303. Object.assign( this.spaces, colorSpaces );
  5304. },
  5305. // Internal APIs
  5306. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5307. return targetMatrix
  5308. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5309. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5310. },
  5311. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5312. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5313. },
  5314. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5315. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5316. },
  5317. // Deprecated
  5318. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5319. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5320. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5321. },
  5322. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5323. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5324. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5325. },
  5326. };
  5327. /******************************************************************************
  5328. * sRGB definitions
  5329. */
  5330. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5331. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5332. const D65 = [ 0.3127, 0.3290 ];
  5333. ColorManagement.define( {
  5334. [ LinearSRGBColorSpace ]: {
  5335. primaries: REC709_PRIMARIES,
  5336. whitePoint: D65,
  5337. transfer: LinearTransfer,
  5338. toXYZ: LINEAR_REC709_TO_XYZ,
  5339. fromXYZ: XYZ_TO_LINEAR_REC709,
  5340. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5341. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5342. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5343. },
  5344. [ SRGBColorSpace ]: {
  5345. primaries: REC709_PRIMARIES,
  5346. whitePoint: D65,
  5347. transfer: SRGBTransfer,
  5348. toXYZ: LINEAR_REC709_TO_XYZ,
  5349. fromXYZ: XYZ_TO_LINEAR_REC709,
  5350. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5351. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5352. },
  5353. } );
  5354. return ColorManagement;
  5355. }
  5356. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5357. function SRGBToLinear( c ) {
  5358. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5359. }
  5360. function LinearToSRGB( c ) {
  5361. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5362. }
  5363. let _canvas;
  5364. /**
  5365. * A class containing utility functions for images.
  5366. *
  5367. * @hideconstructor
  5368. */
  5369. class ImageUtils {
  5370. /**
  5371. * Returns a data URI containing a representation of the given image.
  5372. *
  5373. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5374. * @param {string} [type='image/png'] - Indicates the image format.
  5375. * @return {string} The data URI.
  5376. */
  5377. static getDataURL( image, type = 'image/png' ) {
  5378. if ( /^data:/i.test( image.src ) ) {
  5379. return image.src;
  5380. }
  5381. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5382. return image.src;
  5383. }
  5384. let canvas;
  5385. if ( image instanceof HTMLCanvasElement ) {
  5386. canvas = image;
  5387. } else {
  5388. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5389. _canvas.width = image.width;
  5390. _canvas.height = image.height;
  5391. const context = _canvas.getContext( '2d' );
  5392. if ( image instanceof ImageData ) {
  5393. context.putImageData( image, 0, 0 );
  5394. } else {
  5395. context.drawImage( image, 0, 0, image.width, image.height );
  5396. }
  5397. canvas = _canvas;
  5398. }
  5399. return canvas.toDataURL( type );
  5400. }
  5401. /**
  5402. * Converts the given sRGB image data to linear color space.
  5403. *
  5404. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5405. * @return {HTMLCanvasElement|Object} The converted image.
  5406. */
  5407. static sRGBToLinear( image ) {
  5408. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5409. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5410. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5411. const canvas = createElementNS( 'canvas' );
  5412. canvas.width = image.width;
  5413. canvas.height = image.height;
  5414. const context = canvas.getContext( '2d' );
  5415. context.drawImage( image, 0, 0, image.width, image.height );
  5416. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5417. const data = imageData.data;
  5418. for ( let i = 0; i < data.length; i ++ ) {
  5419. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5420. }
  5421. context.putImageData( imageData, 0, 0 );
  5422. return canvas;
  5423. } else if ( image.data ) {
  5424. const data = image.data.slice( 0 );
  5425. for ( let i = 0; i < data.length; i ++ ) {
  5426. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5427. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5428. } else {
  5429. // assuming float
  5430. data[ i ] = SRGBToLinear( data[ i ] );
  5431. }
  5432. }
  5433. return {
  5434. data: data,
  5435. width: image.width,
  5436. height: image.height
  5437. };
  5438. } else {
  5439. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5440. return image;
  5441. }
  5442. }
  5443. }
  5444. let _sourceId = 0;
  5445. /**
  5446. * Represents the data source of a texture.
  5447. *
  5448. * The main purpose of this class is to decouple the data definition from the texture
  5449. * definition so the same data can be used with multiple texture instances.
  5450. */
  5451. class Source {
  5452. /**
  5453. * Constructs a new video texture.
  5454. *
  5455. * @param {any} [data=null] - The data definition of a texture.
  5456. */
  5457. constructor( data = null ) {
  5458. /**
  5459. * This flag can be used for type testing.
  5460. *
  5461. * @type {boolean}
  5462. * @readonly
  5463. * @default true
  5464. */
  5465. this.isSource = true;
  5466. /**
  5467. * The ID of the source.
  5468. *
  5469. * @name Source#id
  5470. * @type {number}
  5471. * @readonly
  5472. */
  5473. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5474. /**
  5475. * The UUID of the source.
  5476. *
  5477. * @type {string}
  5478. * @readonly
  5479. */
  5480. this.uuid = generateUUID();
  5481. /**
  5482. * The data definition of a texture.
  5483. *
  5484. * @type {any}
  5485. */
  5486. this.data = data;
  5487. /**
  5488. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5489. * provides more control on how texture data should be processed. When `dataReady` is set
  5490. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5491. * the data into the GPU memory.
  5492. *
  5493. * @type {boolean}
  5494. * @default true
  5495. */
  5496. this.dataReady = true;
  5497. /**
  5498. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5499. *
  5500. * @type {number}
  5501. * @readonly
  5502. * @default 0
  5503. */
  5504. this.version = 0;
  5505. }
  5506. /**
  5507. * Returns the dimensions of the source into the given target vector.
  5508. *
  5509. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5510. * @return {(Vector2|Vector3)} The dimensions of the source.
  5511. */
  5512. getSize( target ) {
  5513. const data = this.data;
  5514. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5515. target.set( data.videoWidth, data.videoHeight, 0 );
  5516. } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {
  5517. target.set( data.displayWidth, data.displayHeight, 0 );
  5518. } else if ( data !== null ) {
  5519. target.set( data.width, data.height, data.depth || 0 );
  5520. } else {
  5521. target.set( 0, 0, 0 );
  5522. }
  5523. return target;
  5524. }
  5525. /**
  5526. * When the property is set to `true`, the engine allocates the memory
  5527. * for the texture (if necessary) and triggers the actual texture upload
  5528. * to the GPU next time the source is used.
  5529. *
  5530. * @type {boolean}
  5531. * @default false
  5532. * @param {boolean} value
  5533. */
  5534. set needsUpdate( value ) {
  5535. if ( value === true ) this.version ++;
  5536. }
  5537. /**
  5538. * Serializes the source into JSON.
  5539. *
  5540. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5541. * @return {Object} A JSON object representing the serialized source.
  5542. * @see {@link ObjectLoader#parse}
  5543. */
  5544. toJSON( meta ) {
  5545. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5546. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5547. return meta.images[ this.uuid ];
  5548. }
  5549. const output = {
  5550. uuid: this.uuid,
  5551. url: ''
  5552. };
  5553. const data = this.data;
  5554. if ( data !== null ) {
  5555. let url;
  5556. if ( Array.isArray( data ) ) {
  5557. // cube texture
  5558. url = [];
  5559. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5560. if ( data[ i ].isDataTexture ) {
  5561. url.push( serializeImage( data[ i ].image ) );
  5562. } else {
  5563. url.push( serializeImage( data[ i ] ) );
  5564. }
  5565. }
  5566. } else {
  5567. // texture
  5568. url = serializeImage( data );
  5569. }
  5570. output.url = url;
  5571. }
  5572. if ( ! isRootObject ) {
  5573. meta.images[ this.uuid ] = output;
  5574. }
  5575. return output;
  5576. }
  5577. }
  5578. function serializeImage( image ) {
  5579. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5580. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5581. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5582. // default images
  5583. return ImageUtils.getDataURL( image );
  5584. } else {
  5585. if ( image.data ) {
  5586. // images of DataTexture
  5587. return {
  5588. data: Array.from( image.data ),
  5589. width: image.width,
  5590. height: image.height,
  5591. type: image.data.constructor.name
  5592. };
  5593. } else {
  5594. warn( 'Texture: Unable to serialize Texture.' );
  5595. return {};
  5596. }
  5597. }
  5598. }
  5599. let _textureId = 0;
  5600. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5601. /**
  5602. * Base class for all textures.
  5603. *
  5604. * Note: After the initial use of a texture, its dimensions, format, and type
  5605. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5606. *
  5607. * @augments EventDispatcher
  5608. */
  5609. class Texture extends EventDispatcher {
  5610. /**
  5611. * Constructs a new texture.
  5612. *
  5613. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5614. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5615. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5616. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5617. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5618. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5619. * @param {number} [format=RGBAFormat] - The texture format.
  5620. * @param {number} [type=UnsignedByteType] - The texture type.
  5621. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5622. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5623. */
  5624. 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 ) {
  5625. super();
  5626. /**
  5627. * This flag can be used for type testing.
  5628. *
  5629. * @type {boolean}
  5630. * @readonly
  5631. * @default true
  5632. */
  5633. this.isTexture = true;
  5634. /**
  5635. * The ID of the texture.
  5636. *
  5637. * @name Texture#id
  5638. * @type {number}
  5639. * @readonly
  5640. */
  5641. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5642. /**
  5643. * The UUID of the texture.
  5644. *
  5645. * @type {string}
  5646. * @readonly
  5647. */
  5648. this.uuid = generateUUID();
  5649. /**
  5650. * The name of the texture.
  5651. *
  5652. * @type {string}
  5653. */
  5654. this.name = '';
  5655. /**
  5656. * The data definition of a texture. A reference to the data source can be
  5657. * shared across textures. This is often useful in context of spritesheets
  5658. * where multiple textures render the same data but with different texture
  5659. * transformations.
  5660. *
  5661. * @type {Source}
  5662. */
  5663. this.source = new Source( image );
  5664. /**
  5665. * An array holding user-defined mipmaps.
  5666. *
  5667. * @type {Array<Object>}
  5668. */
  5669. this.mipmaps = [];
  5670. /**
  5671. * How the texture is applied to the object. The value `UVMapping`
  5672. * is the default, where texture or uv coordinates are used to apply the map.
  5673. *
  5674. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5675. * @default UVMapping
  5676. */
  5677. this.mapping = mapping;
  5678. /**
  5679. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5680. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5681. *
  5682. * @type {number}
  5683. * @default 0
  5684. */
  5685. this.channel = 0;
  5686. /**
  5687. * This defines how the texture is wrapped horizontally and corresponds to
  5688. * *U* in UV mapping.
  5689. *
  5690. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5691. * @default ClampToEdgeWrapping
  5692. */
  5693. this.wrapS = wrapS;
  5694. /**
  5695. * This defines how the texture is wrapped horizontally and corresponds to
  5696. * *V* in UV mapping.
  5697. *
  5698. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5699. * @default ClampToEdgeWrapping
  5700. */
  5701. this.wrapT = wrapT;
  5702. /**
  5703. * How the texture is sampled when a texel covers more than one pixel.
  5704. *
  5705. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5706. * @default LinearFilter
  5707. */
  5708. this.magFilter = magFilter;
  5709. /**
  5710. * How the texture is sampled when a texel covers less than one pixel.
  5711. *
  5712. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5713. * @default LinearMipmapLinearFilter
  5714. */
  5715. this.minFilter = minFilter;
  5716. /**
  5717. * The number of samples taken along the axis through the pixel that has the
  5718. * highest density of texels. By default, this value is `1`. A higher value
  5719. * gives a less blurry result than a basic mipmap, at the cost of more
  5720. * texture samples being used.
  5721. *
  5722. * @type {number}
  5723. * @default Texture.DEFAULT_ANISOTROPY
  5724. */
  5725. this.anisotropy = anisotropy;
  5726. /**
  5727. * The format of the texture.
  5728. *
  5729. * @type {number}
  5730. * @default RGBAFormat
  5731. */
  5732. this.format = format;
  5733. /**
  5734. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5735. * defines how the texture data is going to be stored on the GPU.
  5736. *
  5737. * This property allows to overwrite the default format.
  5738. *
  5739. * @type {?string}
  5740. * @default null
  5741. */
  5742. this.internalFormat = null;
  5743. /**
  5744. * The data type of the texture.
  5745. *
  5746. * @type {number}
  5747. * @default UnsignedByteType
  5748. */
  5749. this.type = type;
  5750. /**
  5751. * How much a single repetition of the texture is offset from the beginning,
  5752. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5753. *
  5754. * @type {Vector2}
  5755. * @default (0,0)
  5756. */
  5757. this.offset = new Vector2( 0, 0 );
  5758. /**
  5759. * How many times the texture is repeated across the surface, in each
  5760. * direction U and V. If repeat is set greater than `1` in either direction,
  5761. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5762. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5763. *
  5764. * @type {Vector2}
  5765. * @default (1,1)
  5766. */
  5767. this.repeat = new Vector2( 1, 1 );
  5768. /**
  5769. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5770. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5771. *
  5772. * @type {Vector2}
  5773. * @default (0,0)
  5774. */
  5775. this.center = new Vector2( 0, 0 );
  5776. /**
  5777. * How much the texture is rotated around the center point, in radians.
  5778. * Positive values are counter-clockwise.
  5779. *
  5780. * @type {number}
  5781. * @default 0
  5782. */
  5783. this.rotation = 0;
  5784. /**
  5785. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5786. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5787. * {@link Texture#rotation}, and {@link Texture#center}.
  5788. *
  5789. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5790. *
  5791. * @type {boolean}
  5792. * @default true
  5793. */
  5794. this.matrixAutoUpdate = true;
  5795. /**
  5796. * The uv-transformation matrix of the texture.
  5797. *
  5798. * @type {Matrix3}
  5799. */
  5800. this.matrix = new Matrix3();
  5801. /**
  5802. * Whether to generate mipmaps (if possible) for a texture.
  5803. *
  5804. * Set this to `false` if you are creating mipmaps manually.
  5805. *
  5806. * @type {boolean}
  5807. * @default true
  5808. */
  5809. this.generateMipmaps = true;
  5810. /**
  5811. * If set to `true`, the alpha channel, if present, is multiplied into the
  5812. * color channels when the texture is uploaded to the GPU.
  5813. *
  5814. * Note that this property has no effect when using `ImageBitmap`. You need to
  5815. * configure premultiply alpha on bitmap creation instead.
  5816. *
  5817. * @type {boolean}
  5818. * @default false
  5819. */
  5820. this.premultiplyAlpha = false;
  5821. /**
  5822. * If set to `true`, the texture is flipped along the vertical axis when
  5823. * uploaded to the GPU.
  5824. *
  5825. * Note that this property has no effect when using `ImageBitmap`. You need to
  5826. * configure the flip on bitmap creation instead.
  5827. *
  5828. * @type {boolean}
  5829. * @default true
  5830. */
  5831. this.flipY = true;
  5832. /**
  5833. * Specifies the alignment requirements for the start of each pixel row in memory.
  5834. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5835. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5836. *
  5837. * @type {number}
  5838. * @default 4
  5839. */
  5840. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5841. /**
  5842. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5843. *
  5844. * @type {string}
  5845. * @default NoColorSpace
  5846. */
  5847. this.colorSpace = colorSpace;
  5848. /**
  5849. * An object that can be used to store custom data about the texture. It
  5850. * should not hold references to functions as these will not be cloned.
  5851. *
  5852. * @type {Object}
  5853. */
  5854. this.userData = {};
  5855. /**
  5856. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5857. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5858. *
  5859. * @type {Array<Object>}
  5860. */
  5861. this.updateRanges = [];
  5862. /**
  5863. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5864. *
  5865. * @type {number}
  5866. * @readonly
  5867. * @default 0
  5868. */
  5869. this.version = 0;
  5870. /**
  5871. * A callback function, called when the texture is updated (e.g., when
  5872. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5873. *
  5874. * @type {?Function}
  5875. * @default null
  5876. */
  5877. this.onUpdate = null;
  5878. /**
  5879. * An optional back reference to the textures render target.
  5880. *
  5881. * @type {?(RenderTarget|WebGLRenderTarget)}
  5882. * @default null
  5883. */
  5884. this.renderTarget = null;
  5885. /**
  5886. * Indicates whether a texture belongs to a render target or not.
  5887. *
  5888. * @type {boolean}
  5889. * @readonly
  5890. * @default false
  5891. */
  5892. this.isRenderTargetTexture = false;
  5893. /**
  5894. * Indicates if a texture should be handled like a texture array.
  5895. *
  5896. * @type {boolean}
  5897. * @readonly
  5898. * @default false
  5899. */
  5900. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5901. /**
  5902. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5903. * (only relevant for render target textures).
  5904. *
  5905. * @type {number}
  5906. * @readonly
  5907. * @default 0
  5908. */
  5909. this.pmremVersion = 0;
  5910. /**
  5911. * Whether the texture should use one of the 16 bit integer formats which are normalized
  5912. * to [0, 1] or [-1, 1] (depending on signed/unsigned) when sampled.
  5913. *
  5914. * @type {boolean}
  5915. * @default false
  5916. */
  5917. this.normalized = false;
  5918. }
  5919. /**
  5920. * The width of the texture in pixels.
  5921. */
  5922. get width() {
  5923. return this.source.getSize( _tempVec3 ).x;
  5924. }
  5925. /**
  5926. * The height of the texture in pixels.
  5927. */
  5928. get height() {
  5929. return this.source.getSize( _tempVec3 ).y;
  5930. }
  5931. /**
  5932. * The depth of the texture in pixels.
  5933. */
  5934. get depth() {
  5935. return this.source.getSize( _tempVec3 ).z;
  5936. }
  5937. /**
  5938. * The image object holding the texture data.
  5939. *
  5940. * @type {?Object}
  5941. */
  5942. get image() {
  5943. return this.source.data;
  5944. }
  5945. set image( value ) {
  5946. this.source.data = value;
  5947. }
  5948. /**
  5949. * Updates the texture transformation matrix from the properties {@link Texture#offset},
  5950. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5951. */
  5952. updateMatrix() {
  5953. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5954. }
  5955. /**
  5956. * Adds a range of data in the data texture to be updated on the GPU.
  5957. *
  5958. * @param {number} start - Position at which to start update.
  5959. * @param {number} count - The number of components to update.
  5960. */
  5961. addUpdateRange( start, count ) {
  5962. this.updateRanges.push( { start, count } );
  5963. }
  5964. /**
  5965. * Clears the update ranges.
  5966. */
  5967. clearUpdateRanges() {
  5968. this.updateRanges.length = 0;
  5969. }
  5970. /**
  5971. * Returns a new texture with copied values from this instance.
  5972. *
  5973. * @return {Texture} A clone of this instance.
  5974. */
  5975. clone() {
  5976. return new this.constructor().copy( this );
  5977. }
  5978. /**
  5979. * Copies the values of the given texture to this instance.
  5980. *
  5981. * @param {Texture} source - The texture to copy.
  5982. * @return {Texture} A reference to this instance.
  5983. */
  5984. copy( source ) {
  5985. this.name = source.name;
  5986. this.source = source.source;
  5987. this.mipmaps = source.mipmaps.slice( 0 );
  5988. this.mapping = source.mapping;
  5989. this.channel = source.channel;
  5990. this.wrapS = source.wrapS;
  5991. this.wrapT = source.wrapT;
  5992. this.magFilter = source.magFilter;
  5993. this.minFilter = source.minFilter;
  5994. this.anisotropy = source.anisotropy;
  5995. this.format = source.format;
  5996. this.internalFormat = source.internalFormat;
  5997. this.type = source.type;
  5998. this.normalized = source.normalized;
  5999. this.offset.copy( source.offset );
  6000. this.repeat.copy( source.repeat );
  6001. this.center.copy( source.center );
  6002. this.rotation = source.rotation;
  6003. this.matrixAutoUpdate = source.matrixAutoUpdate;
  6004. this.matrix.copy( source.matrix );
  6005. this.generateMipmaps = source.generateMipmaps;
  6006. this.premultiplyAlpha = source.premultiplyAlpha;
  6007. this.flipY = source.flipY;
  6008. this.unpackAlignment = source.unpackAlignment;
  6009. this.colorSpace = source.colorSpace;
  6010. this.renderTarget = source.renderTarget;
  6011. this.isRenderTargetTexture = source.isRenderTargetTexture;
  6012. this.isArrayTexture = source.isArrayTexture;
  6013. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  6014. this.needsUpdate = true;
  6015. return this;
  6016. }
  6017. /**
  6018. * Sets this texture's properties based on `values`.
  6019. * @param {Object} values - A container with texture parameters.
  6020. */
  6021. setValues( values ) {
  6022. for ( const key in values ) {
  6023. const newValue = values[ key ];
  6024. if ( newValue === undefined ) {
  6025. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  6026. continue;
  6027. }
  6028. const currentValue = this[ key ];
  6029. if ( currentValue === undefined ) {
  6030. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  6031. continue;
  6032. }
  6033. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  6034. currentValue.copy( newValue );
  6035. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  6036. currentValue.copy( newValue );
  6037. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  6038. currentValue.copy( newValue );
  6039. } else {
  6040. this[ key ] = newValue;
  6041. }
  6042. }
  6043. }
  6044. /**
  6045. * Serializes the texture into JSON.
  6046. *
  6047. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  6048. * @return {Object} A JSON object representing the serialized texture.
  6049. * @see {@link ObjectLoader#parse}
  6050. */
  6051. toJSON( meta ) {
  6052. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  6053. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  6054. return meta.textures[ this.uuid ];
  6055. }
  6056. const output = {
  6057. metadata: {
  6058. version: 4.7,
  6059. type: 'Texture',
  6060. generator: 'Texture.toJSON'
  6061. },
  6062. uuid: this.uuid,
  6063. name: this.name,
  6064. image: this.source.toJSON( meta ).uuid,
  6065. mapping: this.mapping,
  6066. channel: this.channel,
  6067. repeat: [ this.repeat.x, this.repeat.y ],
  6068. offset: [ this.offset.x, this.offset.y ],
  6069. center: [ this.center.x, this.center.y ],
  6070. rotation: this.rotation,
  6071. wrap: [ this.wrapS, this.wrapT ],
  6072. format: this.format,
  6073. internalFormat: this.internalFormat,
  6074. type: this.type,
  6075. normalized: this.normalized,
  6076. colorSpace: this.colorSpace,
  6077. minFilter: this.minFilter,
  6078. magFilter: this.magFilter,
  6079. anisotropy: this.anisotropy,
  6080. flipY: this.flipY,
  6081. generateMipmaps: this.generateMipmaps,
  6082. premultiplyAlpha: this.premultiplyAlpha,
  6083. unpackAlignment: this.unpackAlignment
  6084. };
  6085. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  6086. if ( ! isRootObject ) {
  6087. meta.textures[ this.uuid ] = output;
  6088. }
  6089. return output;
  6090. }
  6091. /**
  6092. * Frees the GPU-related resources allocated by this instance. Call this
  6093. * method whenever this instance is no longer used in your app.
  6094. *
  6095. * @fires Texture#dispose
  6096. */
  6097. dispose() {
  6098. /**
  6099. * Fires when the texture has been disposed of.
  6100. *
  6101. * @event Texture#dispose
  6102. * @type {Object}
  6103. */
  6104. this.dispatchEvent( { type: 'dispose' } );
  6105. }
  6106. /**
  6107. * Transforms the given uv vector with the textures uv transformation matrix.
  6108. *
  6109. * @param {Vector2} uv - The uv vector.
  6110. * @return {Vector2} The transformed uv vector.
  6111. */
  6112. transformUv( uv ) {
  6113. if ( this.mapping !== UVMapping ) return uv;
  6114. uv.applyMatrix3( this.matrix );
  6115. if ( uv.x < 0 || uv.x > 1 ) {
  6116. switch ( this.wrapS ) {
  6117. case RepeatWrapping:
  6118. uv.x = uv.x - Math.floor( uv.x );
  6119. break;
  6120. case ClampToEdgeWrapping:
  6121. uv.x = uv.x < 0 ? 0 : 1;
  6122. break;
  6123. case MirroredRepeatWrapping:
  6124. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  6125. uv.x = Math.ceil( uv.x ) - uv.x;
  6126. } else {
  6127. uv.x = uv.x - Math.floor( uv.x );
  6128. }
  6129. break;
  6130. }
  6131. }
  6132. if ( uv.y < 0 || uv.y > 1 ) {
  6133. switch ( this.wrapT ) {
  6134. case RepeatWrapping:
  6135. uv.y = uv.y - Math.floor( uv.y );
  6136. break;
  6137. case ClampToEdgeWrapping:
  6138. uv.y = uv.y < 0 ? 0 : 1;
  6139. break;
  6140. case MirroredRepeatWrapping:
  6141. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  6142. uv.y = Math.ceil( uv.y ) - uv.y;
  6143. } else {
  6144. uv.y = uv.y - Math.floor( uv.y );
  6145. }
  6146. break;
  6147. }
  6148. }
  6149. if ( this.flipY ) {
  6150. uv.y = 1 - uv.y;
  6151. }
  6152. return uv;
  6153. }
  6154. /**
  6155. * Setting this property to `true` indicates the engine the texture
  6156. * must be updated in the next render. This triggers a texture upload
  6157. * to the GPU and ensures correct texture parameter configuration.
  6158. *
  6159. * @type {boolean}
  6160. * @default false
  6161. * @param {boolean} value
  6162. */
  6163. set needsUpdate( value ) {
  6164. if ( value === true ) {
  6165. this.version ++;
  6166. this.source.needsUpdate = true;
  6167. }
  6168. }
  6169. /**
  6170. * Setting this property to `true` indicates the engine the PMREM
  6171. * must be regenerated.
  6172. *
  6173. * @type {boolean}
  6174. * @default false
  6175. * @param {boolean} value
  6176. */
  6177. set needsPMREMUpdate( value ) {
  6178. if ( value === true ) {
  6179. this.pmremVersion ++;
  6180. }
  6181. }
  6182. }
  6183. /**
  6184. * The default image for all textures.
  6185. *
  6186. * @static
  6187. * @type {?Image}
  6188. * @default null
  6189. */
  6190. Texture.DEFAULT_IMAGE = null;
  6191. /**
  6192. * The default mapping for all textures.
  6193. *
  6194. * @static
  6195. * @type {number}
  6196. * @default UVMapping
  6197. */
  6198. Texture.DEFAULT_MAPPING = UVMapping;
  6199. /**
  6200. * The default anisotropy value for all textures.
  6201. *
  6202. * @static
  6203. * @type {number}
  6204. * @default 1
  6205. */
  6206. Texture.DEFAULT_ANISOTROPY = 1;
  6207. /**
  6208. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  6209. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  6210. *
  6211. * - A point in 4D space.
  6212. * - A direction and length in 4D space. In three.js the length will
  6213. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  6214. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  6215. * - Any arbitrary ordered quadruplet of numbers.
  6216. *
  6217. * There are other things a 4D vector can be used to represent, however these
  6218. * are the most common uses in *three.js*.
  6219. *
  6220. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  6221. * the corresponding order.
  6222. * ```js
  6223. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  6224. *
  6225. * //no arguments; will be initialised to (0, 0, 0, 1)
  6226. * const b = new THREE.Vector4( );
  6227. *
  6228. * const d = a.dot( b );
  6229. * ```
  6230. */
  6231. class Vector4 {
  6232. static {
  6233. /**
  6234. * This flag can be used for type testing.
  6235. *
  6236. * @type {boolean}
  6237. * @readonly
  6238. * @default true
  6239. */
  6240. Vector4.prototype.isVector4 = true;
  6241. }
  6242. /**
  6243. * Constructs a new 4D vector.
  6244. *
  6245. * @param {number} [x=0] - The x value of this vector.
  6246. * @param {number} [y=0] - The y value of this vector.
  6247. * @param {number} [z=0] - The z value of this vector.
  6248. * @param {number} [w=1] - The w value of this vector.
  6249. */
  6250. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  6251. /**
  6252. * The x value of this vector.
  6253. *
  6254. * @type {number}
  6255. */
  6256. this.x = x;
  6257. /**
  6258. * The y value of this vector.
  6259. *
  6260. * @type {number}
  6261. */
  6262. this.y = y;
  6263. /**
  6264. * The z value of this vector.
  6265. *
  6266. * @type {number}
  6267. */
  6268. this.z = z;
  6269. /**
  6270. * The w value of this vector.
  6271. *
  6272. * @type {number}
  6273. */
  6274. this.w = w;
  6275. }
  6276. /**
  6277. * Alias for {@link Vector4#z}.
  6278. *
  6279. * @type {number}
  6280. */
  6281. get width() {
  6282. return this.z;
  6283. }
  6284. set width( value ) {
  6285. this.z = value;
  6286. }
  6287. /**
  6288. * Alias for {@link Vector4#w}.
  6289. *
  6290. * @type {number}
  6291. */
  6292. get height() {
  6293. return this.w;
  6294. }
  6295. set height( value ) {
  6296. this.w = value;
  6297. }
  6298. /**
  6299. * Sets the vector components.
  6300. *
  6301. * @param {number} x - The value of the x component.
  6302. * @param {number} y - The value of the y component.
  6303. * @param {number} z - The value of the z component.
  6304. * @param {number} w - The value of the w component.
  6305. * @return {Vector4} A reference to this vector.
  6306. */
  6307. set( x, y, z, w ) {
  6308. this.x = x;
  6309. this.y = y;
  6310. this.z = z;
  6311. this.w = w;
  6312. return this;
  6313. }
  6314. /**
  6315. * Sets the vector components to the same value.
  6316. *
  6317. * @param {number} scalar - The value to set for all vector components.
  6318. * @return {Vector4} A reference to this vector.
  6319. */
  6320. setScalar( scalar ) {
  6321. this.x = scalar;
  6322. this.y = scalar;
  6323. this.z = scalar;
  6324. this.w = scalar;
  6325. return this;
  6326. }
  6327. /**
  6328. * Sets the vector's x component to the given value
  6329. *
  6330. * @param {number} x - The value to set.
  6331. * @return {Vector4} A reference to this vector.
  6332. */
  6333. setX( x ) {
  6334. this.x = x;
  6335. return this;
  6336. }
  6337. /**
  6338. * Sets the vector's y component to the given value
  6339. *
  6340. * @param {number} y - The value to set.
  6341. * @return {Vector4} A reference to this vector.
  6342. */
  6343. setY( y ) {
  6344. this.y = y;
  6345. return this;
  6346. }
  6347. /**
  6348. * Sets the vector's z component to the given value
  6349. *
  6350. * @param {number} z - The value to set.
  6351. * @return {Vector4} A reference to this vector.
  6352. */
  6353. setZ( z ) {
  6354. this.z = z;
  6355. return this;
  6356. }
  6357. /**
  6358. * Sets the vector's w component to the given value
  6359. *
  6360. * @param {number} w - The value to set.
  6361. * @return {Vector4} A reference to this vector.
  6362. */
  6363. setW( w ) {
  6364. this.w = w;
  6365. return this;
  6366. }
  6367. /**
  6368. * Allows to set a vector component with an index.
  6369. *
  6370. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6371. * `2` equals to z, `3` equals to w.
  6372. * @param {number} value - The value to set.
  6373. * @return {Vector4} A reference to this vector.
  6374. */
  6375. setComponent( index, value ) {
  6376. switch ( index ) {
  6377. case 0: this.x = value; break;
  6378. case 1: this.y = value; break;
  6379. case 2: this.z = value; break;
  6380. case 3: this.w = value; break;
  6381. default: throw new Error( 'index is out of range: ' + index );
  6382. }
  6383. return this;
  6384. }
  6385. /**
  6386. * Returns the value of the vector component which matches the given index.
  6387. *
  6388. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6389. * `2` equals to z, `3` equals to w.
  6390. * @return {number} A vector component value.
  6391. */
  6392. getComponent( index ) {
  6393. switch ( index ) {
  6394. case 0: return this.x;
  6395. case 1: return this.y;
  6396. case 2: return this.z;
  6397. case 3: return this.w;
  6398. default: throw new Error( 'index is out of range: ' + index );
  6399. }
  6400. }
  6401. /**
  6402. * Returns a new vector with copied values from this instance.
  6403. *
  6404. * @return {Vector4} A clone of this instance.
  6405. */
  6406. clone() {
  6407. return new this.constructor( this.x, this.y, this.z, this.w );
  6408. }
  6409. /**
  6410. * Copies the values of the given vector to this instance.
  6411. *
  6412. * @param {Vector3|Vector4} v - The vector to copy.
  6413. * @return {Vector4} A reference to this vector.
  6414. */
  6415. copy( v ) {
  6416. this.x = v.x;
  6417. this.y = v.y;
  6418. this.z = v.z;
  6419. this.w = ( v.w !== undefined ) ? v.w : 1;
  6420. return this;
  6421. }
  6422. /**
  6423. * Adds the given vector to this instance.
  6424. *
  6425. * @param {Vector4} v - The vector to add.
  6426. * @return {Vector4} A reference to this vector.
  6427. */
  6428. add( v ) {
  6429. this.x += v.x;
  6430. this.y += v.y;
  6431. this.z += v.z;
  6432. this.w += v.w;
  6433. return this;
  6434. }
  6435. /**
  6436. * Adds the given scalar value to all components of this instance.
  6437. *
  6438. * @param {number} s - The scalar to add.
  6439. * @return {Vector4} A reference to this vector.
  6440. */
  6441. addScalar( s ) {
  6442. this.x += s;
  6443. this.y += s;
  6444. this.z += s;
  6445. this.w += s;
  6446. return this;
  6447. }
  6448. /**
  6449. * Adds the given vectors and stores the result in this instance.
  6450. *
  6451. * @param {Vector4} a - The first vector.
  6452. * @param {Vector4} b - The second vector.
  6453. * @return {Vector4} A reference to this vector.
  6454. */
  6455. addVectors( a, b ) {
  6456. this.x = a.x + b.x;
  6457. this.y = a.y + b.y;
  6458. this.z = a.z + b.z;
  6459. this.w = a.w + b.w;
  6460. return this;
  6461. }
  6462. /**
  6463. * Adds the given vector scaled by the given factor to this instance.
  6464. *
  6465. * @param {Vector4} v - The vector.
  6466. * @param {number} s - The factor that scales `v`.
  6467. * @return {Vector4} A reference to this vector.
  6468. */
  6469. addScaledVector( v, s ) {
  6470. this.x += v.x * s;
  6471. this.y += v.y * s;
  6472. this.z += v.z * s;
  6473. this.w += v.w * s;
  6474. return this;
  6475. }
  6476. /**
  6477. * Subtracts the given vector from this instance.
  6478. *
  6479. * @param {Vector4} v - The vector to subtract.
  6480. * @return {Vector4} A reference to this vector.
  6481. */
  6482. sub( v ) {
  6483. this.x -= v.x;
  6484. this.y -= v.y;
  6485. this.z -= v.z;
  6486. this.w -= v.w;
  6487. return this;
  6488. }
  6489. /**
  6490. * Subtracts the given scalar value from all components of this instance.
  6491. *
  6492. * @param {number} s - The scalar to subtract.
  6493. * @return {Vector4} A reference to this vector.
  6494. */
  6495. subScalar( s ) {
  6496. this.x -= s;
  6497. this.y -= s;
  6498. this.z -= s;
  6499. this.w -= s;
  6500. return this;
  6501. }
  6502. /**
  6503. * Subtracts the given vectors and stores the result in this instance.
  6504. *
  6505. * @param {Vector4} a - The first vector.
  6506. * @param {Vector4} b - The second vector.
  6507. * @return {Vector4} A reference to this vector.
  6508. */
  6509. subVectors( a, b ) {
  6510. this.x = a.x - b.x;
  6511. this.y = a.y - b.y;
  6512. this.z = a.z - b.z;
  6513. this.w = a.w - b.w;
  6514. return this;
  6515. }
  6516. /**
  6517. * Multiplies the given vector with this instance.
  6518. *
  6519. * @param {Vector4} v - The vector to multiply.
  6520. * @return {Vector4} A reference to this vector.
  6521. */
  6522. multiply( v ) {
  6523. this.x *= v.x;
  6524. this.y *= v.y;
  6525. this.z *= v.z;
  6526. this.w *= v.w;
  6527. return this;
  6528. }
  6529. /**
  6530. * Multiplies the given scalar value with all components of this instance.
  6531. *
  6532. * @param {number} scalar - The scalar to multiply.
  6533. * @return {Vector4} A reference to this vector.
  6534. */
  6535. multiplyScalar( scalar ) {
  6536. this.x *= scalar;
  6537. this.y *= scalar;
  6538. this.z *= scalar;
  6539. this.w *= scalar;
  6540. return this;
  6541. }
  6542. /**
  6543. * Multiplies this vector with the given 4x4 matrix.
  6544. *
  6545. * @param {Matrix4} m - The 4x4 matrix.
  6546. * @return {Vector4} A reference to this vector.
  6547. */
  6548. applyMatrix4( m ) {
  6549. const x = this.x, y = this.y, z = this.z, w = this.w;
  6550. const e = m.elements;
  6551. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6552. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6553. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6554. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6555. return this;
  6556. }
  6557. /**
  6558. * Divides this instance by the given vector.
  6559. *
  6560. * @param {Vector4} v - The vector to divide.
  6561. * @return {Vector4} A reference to this vector.
  6562. */
  6563. divide( v ) {
  6564. this.x /= v.x;
  6565. this.y /= v.y;
  6566. this.z /= v.z;
  6567. this.w /= v.w;
  6568. return this;
  6569. }
  6570. /**
  6571. * Divides this vector by the given scalar.
  6572. *
  6573. * @param {number} scalar - The scalar to divide.
  6574. * @return {Vector4} A reference to this vector.
  6575. */
  6576. divideScalar( scalar ) {
  6577. return this.multiplyScalar( 1 / scalar );
  6578. }
  6579. /**
  6580. * Sets the x, y and z components of this
  6581. * vector to the quaternion's axis and w to the angle.
  6582. *
  6583. * @param {Quaternion} q - The Quaternion to set.
  6584. * @return {Vector4} A reference to this vector.
  6585. */
  6586. setAxisAngleFromQuaternion( q ) {
  6587. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6588. // q is assumed to be normalized
  6589. this.w = 2 * Math.acos( q.w );
  6590. const s = Math.sqrt( 1 - q.w * q.w );
  6591. if ( s < 0.0001 ) {
  6592. this.x = 1;
  6593. this.y = 0;
  6594. this.z = 0;
  6595. } else {
  6596. this.x = q.x / s;
  6597. this.y = q.y / s;
  6598. this.z = q.z / s;
  6599. }
  6600. return this;
  6601. }
  6602. /**
  6603. * Sets the x, y and z components of this
  6604. * vector to the axis of rotation and w to the angle.
  6605. *
  6606. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6607. * @return {Vector4} A reference to this vector.
  6608. */
  6609. setAxisAngleFromRotationMatrix( m ) {
  6610. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6611. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6612. let angle, x, y, z; // variables for result
  6613. const epsilon = 0.01, // margin to allow for rounding errors
  6614. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6615. te = m.elements,
  6616. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6617. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6618. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6619. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6620. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6621. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6622. // singularity found
  6623. // first check for identity matrix which must have +1 for all terms
  6624. // in leading diagonal and zero in other terms
  6625. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6626. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6627. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6628. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6629. // this singularity is identity matrix so angle = 0
  6630. this.set( 1, 0, 0, 0 );
  6631. return this; // zero angle, arbitrary axis
  6632. }
  6633. // otherwise this singularity is angle = 180
  6634. angle = Math.PI;
  6635. const xx = ( m11 + 1 ) / 2;
  6636. const yy = ( m22 + 1 ) / 2;
  6637. const zz = ( m33 + 1 ) / 2;
  6638. const xy = ( m12 + m21 ) / 4;
  6639. const xz = ( m13 + m31 ) / 4;
  6640. const yz = ( m23 + m32 ) / 4;
  6641. if ( ( xx > yy ) && ( xx > zz ) ) {
  6642. // m11 is the largest diagonal term
  6643. if ( xx < epsilon ) {
  6644. x = 0;
  6645. y = 0.707106781;
  6646. z = 0.707106781;
  6647. } else {
  6648. x = Math.sqrt( xx );
  6649. y = xy / x;
  6650. z = xz / x;
  6651. }
  6652. } else if ( yy > zz ) {
  6653. // m22 is the largest diagonal term
  6654. if ( yy < epsilon ) {
  6655. x = 0.707106781;
  6656. y = 0;
  6657. z = 0.707106781;
  6658. } else {
  6659. y = Math.sqrt( yy );
  6660. x = xy / y;
  6661. z = yz / y;
  6662. }
  6663. } else {
  6664. // m33 is the largest diagonal term so base result on this
  6665. if ( zz < epsilon ) {
  6666. x = 0.707106781;
  6667. y = 0.707106781;
  6668. z = 0;
  6669. } else {
  6670. z = Math.sqrt( zz );
  6671. x = xz / z;
  6672. y = yz / z;
  6673. }
  6674. }
  6675. this.set( x, y, z, angle );
  6676. return this; // return 180 deg rotation
  6677. }
  6678. // as we have reached here there are no singularities so we can handle normally
  6679. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6680. ( m13 - m31 ) * ( m13 - m31 ) +
  6681. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6682. if ( Math.abs( s ) < 0.001 ) s = 1;
  6683. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6684. // caught by singularity test above, but I've left it in just in case
  6685. this.x = ( m32 - m23 ) / s;
  6686. this.y = ( m13 - m31 ) / s;
  6687. this.z = ( m21 - m12 ) / s;
  6688. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6689. return this;
  6690. }
  6691. /**
  6692. * Sets the vector components to the position elements of the
  6693. * given transformation matrix.
  6694. *
  6695. * @param {Matrix4} m - The 4x4 matrix.
  6696. * @return {Vector4} A reference to this vector.
  6697. */
  6698. setFromMatrixPosition( m ) {
  6699. const e = m.elements;
  6700. this.x = e[ 12 ];
  6701. this.y = e[ 13 ];
  6702. this.z = e[ 14 ];
  6703. this.w = e[ 15 ];
  6704. return this;
  6705. }
  6706. /**
  6707. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6708. * value, replace that value with the corresponding min value.
  6709. *
  6710. * @param {Vector4} v - The vector.
  6711. * @return {Vector4} A reference to this vector.
  6712. */
  6713. min( v ) {
  6714. this.x = Math.min( this.x, v.x );
  6715. this.y = Math.min( this.y, v.y );
  6716. this.z = Math.min( this.z, v.z );
  6717. this.w = Math.min( this.w, v.w );
  6718. return this;
  6719. }
  6720. /**
  6721. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6722. * value, replace that value with the corresponding max value.
  6723. *
  6724. * @param {Vector4} v - The vector.
  6725. * @return {Vector4} A reference to this vector.
  6726. */
  6727. max( v ) {
  6728. this.x = Math.max( this.x, v.x );
  6729. this.y = Math.max( this.y, v.y );
  6730. this.z = Math.max( this.z, v.z );
  6731. this.w = Math.max( this.w, v.w );
  6732. return this;
  6733. }
  6734. /**
  6735. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6736. * value, it is replaced by the corresponding value.
  6737. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6738. * it is replaced by the corresponding value.
  6739. *
  6740. * @param {Vector4} min - The minimum x, y and z values.
  6741. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6742. * @return {Vector4} A reference to this vector.
  6743. */
  6744. clamp( min, max ) {
  6745. // assumes min < max, componentwise
  6746. this.x = clamp( this.x, min.x, max.x );
  6747. this.y = clamp( this.y, min.y, max.y );
  6748. this.z = clamp( this.z, min.z, max.z );
  6749. this.w = clamp( this.w, min.w, max.w );
  6750. return this;
  6751. }
  6752. /**
  6753. * If this vector's x, y, z or w values are greater than the max value, they are
  6754. * replaced by the max value.
  6755. * If this vector's x, y, z or w values are less than the min value, they are
  6756. * replaced by the min value.
  6757. *
  6758. * @param {number} minVal - The minimum value the components will be clamped to.
  6759. * @param {number} maxVal - The maximum value the components will be clamped to.
  6760. * @return {Vector4} A reference to this vector.
  6761. */
  6762. clampScalar( minVal, maxVal ) {
  6763. this.x = clamp( this.x, minVal, maxVal );
  6764. this.y = clamp( this.y, minVal, maxVal );
  6765. this.z = clamp( this.z, minVal, maxVal );
  6766. this.w = clamp( this.w, minVal, maxVal );
  6767. return this;
  6768. }
  6769. /**
  6770. * If this vector's length is greater than the max value, it is replaced by
  6771. * the max value.
  6772. * If this vector's length is less than the min value, it is replaced by the
  6773. * min value.
  6774. *
  6775. * @param {number} min - The minimum value the vector length will be clamped to.
  6776. * @param {number} max - The maximum value the vector length will be clamped to.
  6777. * @return {Vector4} A reference to this vector.
  6778. */
  6779. clampLength( min, max ) {
  6780. const length = this.length();
  6781. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6782. }
  6783. /**
  6784. * The components of this vector are rounded down to the nearest integer value.
  6785. *
  6786. * @return {Vector4} A reference to this vector.
  6787. */
  6788. floor() {
  6789. this.x = Math.floor( this.x );
  6790. this.y = Math.floor( this.y );
  6791. this.z = Math.floor( this.z );
  6792. this.w = Math.floor( this.w );
  6793. return this;
  6794. }
  6795. /**
  6796. * The components of this vector are rounded up to the nearest integer value.
  6797. *
  6798. * @return {Vector4} A reference to this vector.
  6799. */
  6800. ceil() {
  6801. this.x = Math.ceil( this.x );
  6802. this.y = Math.ceil( this.y );
  6803. this.z = Math.ceil( this.z );
  6804. this.w = Math.ceil( this.w );
  6805. return this;
  6806. }
  6807. /**
  6808. * The components of this vector are rounded to the nearest integer value
  6809. *
  6810. * @return {Vector4} A reference to this vector.
  6811. */
  6812. round() {
  6813. this.x = Math.round( this.x );
  6814. this.y = Math.round( this.y );
  6815. this.z = Math.round( this.z );
  6816. this.w = Math.round( this.w );
  6817. return this;
  6818. }
  6819. /**
  6820. * The components of this vector are rounded towards zero (up if negative,
  6821. * down if positive) to an integer value.
  6822. *
  6823. * @return {Vector4} A reference to this vector.
  6824. */
  6825. roundToZero() {
  6826. this.x = Math.trunc( this.x );
  6827. this.y = Math.trunc( this.y );
  6828. this.z = Math.trunc( this.z );
  6829. this.w = Math.trunc( this.w );
  6830. return this;
  6831. }
  6832. /**
  6833. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6834. *
  6835. * @return {Vector4} A reference to this vector.
  6836. */
  6837. negate() {
  6838. this.x = - this.x;
  6839. this.y = - this.y;
  6840. this.z = - this.z;
  6841. this.w = - this.w;
  6842. return this;
  6843. }
  6844. /**
  6845. * Calculates the dot product of the given vector with this instance.
  6846. *
  6847. * @param {Vector4} v - The vector to compute the dot product with.
  6848. * @return {number} The result of the dot product.
  6849. */
  6850. dot( v ) {
  6851. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6852. }
  6853. /**
  6854. * Computes the square of the Euclidean length (straight-line length) from
  6855. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6856. * compare the length squared instead as it is slightly more efficient to calculate.
  6857. *
  6858. * @return {number} The square length of this vector.
  6859. */
  6860. lengthSq() {
  6861. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6862. }
  6863. /**
  6864. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6865. *
  6866. * @return {number} The length of this vector.
  6867. */
  6868. length() {
  6869. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6870. }
  6871. /**
  6872. * Computes the Manhattan length of this vector.
  6873. *
  6874. * @return {number} The length of this vector.
  6875. */
  6876. manhattanLength() {
  6877. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6878. }
  6879. /**
  6880. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6881. * with the same direction as this one, but with a vector length of `1`.
  6882. *
  6883. * @return {Vector4} A reference to this vector.
  6884. */
  6885. normalize() {
  6886. return this.divideScalar( this.length() || 1 );
  6887. }
  6888. /**
  6889. * Sets this vector to a vector with the same direction as this one, but
  6890. * with the specified length.
  6891. *
  6892. * @param {number} length - The new length of this vector.
  6893. * @return {Vector4} A reference to this vector.
  6894. */
  6895. setLength( length ) {
  6896. return this.normalize().multiplyScalar( length );
  6897. }
  6898. /**
  6899. * Linearly interpolates between the given vector and this instance, where
  6900. * alpha is the percent distance along the line - alpha = 0 will be this
  6901. * vector, and alpha = 1 will be the given one.
  6902. *
  6903. * @param {Vector4} v - The vector to interpolate towards.
  6904. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6905. * @return {Vector4} A reference to this vector.
  6906. */
  6907. lerp( v, alpha ) {
  6908. this.x += ( v.x - this.x ) * alpha;
  6909. this.y += ( v.y - this.y ) * alpha;
  6910. this.z += ( v.z - this.z ) * alpha;
  6911. this.w += ( v.w - this.w ) * alpha;
  6912. return this;
  6913. }
  6914. /**
  6915. * Linearly interpolates between the given vectors, where alpha is the percent
  6916. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6917. * be the second one. The result is stored in this instance.
  6918. *
  6919. * @param {Vector4} v1 - The first vector.
  6920. * @param {Vector4} v2 - The second vector.
  6921. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6922. * @return {Vector4} A reference to this vector.
  6923. */
  6924. lerpVectors( v1, v2, alpha ) {
  6925. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6926. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6927. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6928. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6929. return this;
  6930. }
  6931. /**
  6932. * Returns `true` if this vector is equal with the given one.
  6933. *
  6934. * @param {Vector4} v - The vector to test for equality.
  6935. * @return {boolean} Whether this vector is equal with the given one.
  6936. */
  6937. equals( v ) {
  6938. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6939. }
  6940. /**
  6941. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6942. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6943. *
  6944. * @param {Array<number>} array - An array holding the vector component values.
  6945. * @param {number} [offset=0] - The offset into the array.
  6946. * @return {Vector4} A reference to this vector.
  6947. */
  6948. fromArray( array, offset = 0 ) {
  6949. this.x = array[ offset ];
  6950. this.y = array[ offset + 1 ];
  6951. this.z = array[ offset + 2 ];
  6952. this.w = array[ offset + 3 ];
  6953. return this;
  6954. }
  6955. /**
  6956. * Writes the components of this vector to the given array. If no array is provided,
  6957. * the method returns a new instance.
  6958. *
  6959. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6960. * @param {number} [offset=0] - Index of the first element in the array.
  6961. * @return {Array<number>} The vector components.
  6962. */
  6963. toArray( array = [], offset = 0 ) {
  6964. array[ offset ] = this.x;
  6965. array[ offset + 1 ] = this.y;
  6966. array[ offset + 2 ] = this.z;
  6967. array[ offset + 3 ] = this.w;
  6968. return array;
  6969. }
  6970. /**
  6971. * Sets the components of this vector from the given buffer attribute.
  6972. *
  6973. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6974. * @param {number} index - The index into the attribute.
  6975. * @return {Vector4} A reference to this vector.
  6976. */
  6977. fromBufferAttribute( attribute, index ) {
  6978. this.x = attribute.getX( index );
  6979. this.y = attribute.getY( index );
  6980. this.z = attribute.getZ( index );
  6981. this.w = attribute.getW( index );
  6982. return this;
  6983. }
  6984. /**
  6985. * Sets each component of this vector to a pseudo-random value between `0` and
  6986. * `1`, excluding `1`.
  6987. *
  6988. * @return {Vector4} A reference to this vector.
  6989. */
  6990. random() {
  6991. this.x = Math.random();
  6992. this.y = Math.random();
  6993. this.z = Math.random();
  6994. this.w = Math.random();
  6995. return this;
  6996. }
  6997. *[ Symbol.iterator ]() {
  6998. yield this.x;
  6999. yield this.y;
  7000. yield this.z;
  7001. yield this.w;
  7002. }
  7003. }
  7004. /**
  7005. * A render target is a buffer where the video card draws pixels for a scene
  7006. * that is being rendered in the background. It is used in different effects,
  7007. * such as applying postprocessing to a rendered image before displaying it
  7008. * on the screen.
  7009. *
  7010. * @augments EventDispatcher
  7011. */
  7012. class RenderTarget extends EventDispatcher {
  7013. /**
  7014. * Render target options.
  7015. *
  7016. * @typedef {Object} RenderTarget~Options
  7017. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  7018. * @property {number} [magFilter=LinearFilter] - The mag filter.
  7019. * @property {number} [minFilter=LinearFilter] - The min filter.
  7020. * @property {number} [format=RGBAFormat] - The texture format.
  7021. * @property {number} [type=UnsignedByteType] - The texture type.
  7022. * @property {?string} [internalFormat=null] - The texture's internal format.
  7023. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  7024. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  7025. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  7026. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  7027. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  7028. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  7029. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  7030. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  7031. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  7032. * @property {number} [samples=0] - The MSAA samples count.
  7033. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  7034. * @property {number} [depth=1] - The texture depth.
  7035. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  7036. */
  7037. /**
  7038. * Constructs a new render target.
  7039. *
  7040. * @param {number} [width=1] - The width of the render target.
  7041. * @param {number} [height=1] - The height of the render target.
  7042. * @param {RenderTarget~Options} [options] - The configuration object.
  7043. */
  7044. constructor( width = 1, height = 1, options = {} ) {
  7045. super();
  7046. options = Object.assign( {
  7047. generateMipmaps: false,
  7048. internalFormat: null,
  7049. minFilter: LinearFilter,
  7050. depthBuffer: true,
  7051. stencilBuffer: false,
  7052. resolveDepthBuffer: true,
  7053. resolveStencilBuffer: true,
  7054. depthTexture: null,
  7055. samples: 0,
  7056. count: 1,
  7057. depth: 1,
  7058. multiview: false
  7059. }, options );
  7060. /**
  7061. * This flag can be used for type testing.
  7062. *
  7063. * @type {boolean}
  7064. * @readonly
  7065. * @default true
  7066. */
  7067. this.isRenderTarget = true;
  7068. /**
  7069. * The width of the render target.
  7070. *
  7071. * @type {number}
  7072. * @default 1
  7073. */
  7074. this.width = width;
  7075. /**
  7076. * The height of the render target.
  7077. *
  7078. * @type {number}
  7079. * @default 1
  7080. */
  7081. this.height = height;
  7082. /**
  7083. * The depth of the render target.
  7084. *
  7085. * @type {number}
  7086. * @default 1
  7087. */
  7088. this.depth = options.depth;
  7089. /**
  7090. * A rectangular area inside the render target's viewport. Fragments that are
  7091. * outside the area will be discarded.
  7092. *
  7093. * @type {Vector4}
  7094. * @default (0,0,width,height)
  7095. */
  7096. this.scissor = new Vector4( 0, 0, width, height );
  7097. /**
  7098. * Indicates whether the scissor test should be enabled when rendering into
  7099. * this render target or not.
  7100. *
  7101. * @type {boolean}
  7102. * @default false
  7103. */
  7104. this.scissorTest = false;
  7105. /**
  7106. * A rectangular area representing the render target's viewport.
  7107. *
  7108. * @type {Vector4}
  7109. * @default (0,0,width,height)
  7110. */
  7111. this.viewport = new Vector4( 0, 0, width, height );
  7112. /**
  7113. * An array of textures. Each color attachment is represented as a separate texture.
  7114. * Has at least a single entry for the default color attachment.
  7115. *
  7116. * @type {Array<Texture>}
  7117. */
  7118. this.textures = [];
  7119. const image = { width: width, height: height, depth: options.depth };
  7120. const texture = new Texture( image );
  7121. const count = options.count;
  7122. for ( let i = 0; i < count; i ++ ) {
  7123. this.textures[ i ] = texture.clone();
  7124. this.textures[ i ].isRenderTargetTexture = true;
  7125. this.textures[ i ].renderTarget = this;
  7126. }
  7127. this._setTextureOptions( options );
  7128. /**
  7129. * Whether to allocate a depth buffer or not.
  7130. *
  7131. * @type {boolean}
  7132. * @default true
  7133. */
  7134. this.depthBuffer = options.depthBuffer;
  7135. /**
  7136. * Whether to allocate a stencil buffer or not.
  7137. *
  7138. * @type {boolean}
  7139. * @default false
  7140. */
  7141. this.stencilBuffer = options.stencilBuffer;
  7142. /**
  7143. * Whether to resolve the depth buffer or not.
  7144. *
  7145. * @type {boolean}
  7146. * @default true
  7147. */
  7148. this.resolveDepthBuffer = options.resolveDepthBuffer;
  7149. /**
  7150. * Whether to resolve the stencil buffer or not.
  7151. *
  7152. * @type {boolean}
  7153. * @default true
  7154. */
  7155. this.resolveStencilBuffer = options.resolveStencilBuffer;
  7156. this._depthTexture = null;
  7157. this.depthTexture = options.depthTexture;
  7158. /**
  7159. * The number of MSAA samples.
  7160. *
  7161. * A value of `0` disables MSAA.
  7162. *
  7163. * @type {number}
  7164. * @default 0
  7165. */
  7166. this.samples = options.samples;
  7167. /**
  7168. * Whether to this target is used in multiview rendering.
  7169. *
  7170. * @type {boolean}
  7171. * @default false
  7172. */
  7173. this.multiview = options.multiview;
  7174. }
  7175. _setTextureOptions( options = {} ) {
  7176. const values = {
  7177. minFilter: LinearFilter,
  7178. generateMipmaps: false,
  7179. flipY: false,
  7180. internalFormat: null
  7181. };
  7182. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  7183. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  7184. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  7185. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  7186. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  7187. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  7188. if ( options.format !== undefined ) values.format = options.format;
  7189. if ( options.type !== undefined ) values.type = options.type;
  7190. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  7191. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  7192. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  7193. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  7194. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  7195. for ( let i = 0; i < this.textures.length; i ++ ) {
  7196. const texture = this.textures[ i ];
  7197. texture.setValues( values );
  7198. }
  7199. }
  7200. /**
  7201. * The texture representing the default color attachment.
  7202. *
  7203. * @type {Texture}
  7204. */
  7205. get texture() {
  7206. return this.textures[ 0 ];
  7207. }
  7208. set texture( value ) {
  7209. this.textures[ 0 ] = value;
  7210. }
  7211. set depthTexture( current ) {
  7212. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  7213. if ( current !== null ) current.renderTarget = this;
  7214. this._depthTexture = current;
  7215. }
  7216. /**
  7217. * Instead of saving the depth in a renderbuffer, a texture
  7218. * can be used instead which is useful for further processing
  7219. * e.g. in context of post-processing.
  7220. *
  7221. * @type {?DepthTexture}
  7222. * @default null
  7223. */
  7224. get depthTexture() {
  7225. return this._depthTexture;
  7226. }
  7227. /**
  7228. * Sets the size of this render target.
  7229. *
  7230. * @param {number} width - The width.
  7231. * @param {number} height - The height.
  7232. * @param {number} [depth=1] - The depth.
  7233. */
  7234. setSize( width, height, depth = 1 ) {
  7235. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  7236. this.width = width;
  7237. this.height = height;
  7238. this.depth = depth;
  7239. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  7240. this.textures[ i ].image.width = width;
  7241. this.textures[ i ].image.height = height;
  7242. this.textures[ i ].image.depth = depth;
  7243. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  7244. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  7245. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  7246. // both are evaluated on each call?
  7247. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  7248. }
  7249. }
  7250. this.dispose();
  7251. }
  7252. this.viewport.set( 0, 0, width, height );
  7253. this.scissor.set( 0, 0, width, height );
  7254. }
  7255. /**
  7256. * Returns a new render target with copied values from this instance.
  7257. *
  7258. * @return {RenderTarget} A clone of this instance.
  7259. */
  7260. clone() {
  7261. return new this.constructor().copy( this );
  7262. }
  7263. /**
  7264. * Copies the settings of the given render target. This is a structural copy so
  7265. * no resources are shared between render targets after the copy. That includes
  7266. * all MRT textures and the depth texture.
  7267. *
  7268. * @param {RenderTarget} source - The render target to copy.
  7269. * @return {RenderTarget} A reference to this instance.
  7270. */
  7271. copy( source ) {
  7272. this.width = source.width;
  7273. this.height = source.height;
  7274. this.depth = source.depth;
  7275. this.scissor.copy( source.scissor );
  7276. this.scissorTest = source.scissorTest;
  7277. this.viewport.copy( source.viewport );
  7278. this.textures.length = 0;
  7279. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7280. this.textures[ i ] = source.textures[ i ].clone();
  7281. this.textures[ i ].isRenderTargetTexture = true;
  7282. this.textures[ i ].renderTarget = this;
  7283. // ensure image object is not shared, see #20328
  7284. const image = Object.assign( {}, source.textures[ i ].image );
  7285. this.textures[ i ].source = new Source( image );
  7286. }
  7287. this.depthBuffer = source.depthBuffer;
  7288. this.stencilBuffer = source.stencilBuffer;
  7289. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7290. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7291. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7292. this.samples = source.samples;
  7293. this.multiview = source.multiview;
  7294. return this;
  7295. }
  7296. /**
  7297. * Frees the GPU-related resources allocated by this instance. Call this
  7298. * method whenever this instance is no longer used in your app.
  7299. *
  7300. * @fires RenderTarget#dispose
  7301. */
  7302. dispose() {
  7303. this.dispatchEvent( { type: 'dispose' } );
  7304. }
  7305. }
  7306. /**
  7307. * A render target used in context of {@link WebGLRenderer}.
  7308. *
  7309. * @augments RenderTarget
  7310. */
  7311. class WebGLRenderTarget extends RenderTarget {
  7312. /**
  7313. * Constructs a new 3D render target.
  7314. *
  7315. * @param {number} [width=1] - The width of the render target.
  7316. * @param {number} [height=1] - The height of the render target.
  7317. * @param {RenderTarget~Options} [options] - The configuration object.
  7318. */
  7319. constructor( width = 1, height = 1, options = {} ) {
  7320. super( width, height, options );
  7321. /**
  7322. * This flag can be used for type testing.
  7323. *
  7324. * @type {boolean}
  7325. * @readonly
  7326. * @default true
  7327. */
  7328. this.isWebGLRenderTarget = true;
  7329. }
  7330. }
  7331. /**
  7332. * Creates an array of textures directly from raw buffer data.
  7333. *
  7334. * @augments Texture
  7335. */
  7336. class DataArrayTexture extends Texture {
  7337. /**
  7338. * Constructs a new data array texture.
  7339. *
  7340. * @param {?TypedArray} [data=null] - The buffer data.
  7341. * @param {number} [width=1] - The width of the texture.
  7342. * @param {number} [height=1] - The height of the texture.
  7343. * @param {number} [depth=1] - The depth of the texture.
  7344. */
  7345. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7346. super( null );
  7347. /**
  7348. * This flag can be used for type testing.
  7349. *
  7350. * @type {boolean}
  7351. * @readonly
  7352. * @default true
  7353. */
  7354. this.isDataArrayTexture = true;
  7355. /**
  7356. * The image definition of a data texture.
  7357. *
  7358. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7359. */
  7360. this.image = { data, width, height, depth };
  7361. /**
  7362. * How the texture is sampled when a texel covers more than one pixel.
  7363. *
  7364. * Overwritten and set to `NearestFilter` by default.
  7365. *
  7366. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7367. * @default NearestFilter
  7368. */
  7369. this.magFilter = NearestFilter;
  7370. /**
  7371. * How the texture is sampled when a texel covers less than one pixel.
  7372. *
  7373. * Overwritten and set to `NearestFilter` by default.
  7374. *
  7375. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7376. * @default NearestFilter
  7377. */
  7378. this.minFilter = NearestFilter;
  7379. /**
  7380. * This defines how the texture is wrapped in the depth and corresponds to
  7381. * *W* in UVW mapping.
  7382. *
  7383. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7384. * @default ClampToEdgeWrapping
  7385. */
  7386. this.wrapR = ClampToEdgeWrapping;
  7387. /**
  7388. * Whether to generate mipmaps (if possible) for a texture.
  7389. *
  7390. * Overwritten and set to `false` by default.
  7391. *
  7392. * @type {boolean}
  7393. * @default false
  7394. */
  7395. this.generateMipmaps = false;
  7396. /**
  7397. * If set to `true`, the texture is flipped along the vertical axis when
  7398. * uploaded to the GPU.
  7399. *
  7400. * Overwritten and set to `false` by default.
  7401. *
  7402. * @type {boolean}
  7403. * @default false
  7404. */
  7405. this.flipY = false;
  7406. /**
  7407. * Specifies the alignment requirements for the start of each pixel row in memory.
  7408. *
  7409. * Overwritten and set to `1` by default.
  7410. *
  7411. * @type {boolean}
  7412. * @default 1
  7413. */
  7414. this.unpackAlignment = 1;
  7415. /**
  7416. * A set of all layers which need to be updated in the texture.
  7417. *
  7418. * @type {Set<number>}
  7419. */
  7420. this.layerUpdates = new Set();
  7421. }
  7422. /**
  7423. * Describes that a specific layer of the texture needs to be updated.
  7424. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7425. * entire data texture array is sent to the GPU. Marking specific
  7426. * layers will only transmit subsets of all mipmaps associated with a
  7427. * specific depth in the array which is often much more performant.
  7428. *
  7429. * @param {number} layerIndex - The layer index that should be updated.
  7430. */
  7431. addLayerUpdate( layerIndex ) {
  7432. this.layerUpdates.add( layerIndex );
  7433. }
  7434. /**
  7435. * Resets the layer updates registry.
  7436. */
  7437. clearLayerUpdates() {
  7438. this.layerUpdates.clear();
  7439. }
  7440. }
  7441. /**
  7442. * An array render target used in context of {@link WebGLRenderer}.
  7443. *
  7444. * @augments WebGLRenderTarget
  7445. */
  7446. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7447. /**
  7448. * Constructs a new array render target.
  7449. *
  7450. * @param {number} [width=1] - The width of the render target.
  7451. * @param {number} [height=1] - The height of the render target.
  7452. * @param {number} [depth=1] - The height of the render target.
  7453. * @param {RenderTarget~Options} [options] - The configuration object.
  7454. */
  7455. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7456. super( width, height, options );
  7457. /**
  7458. * This flag can be used for type testing.
  7459. *
  7460. * @type {boolean}
  7461. * @readonly
  7462. * @default true
  7463. */
  7464. this.isWebGLArrayRenderTarget = true;
  7465. this.depth = depth;
  7466. /**
  7467. * Overwritten with a different texture type.
  7468. *
  7469. * @type {DataArrayTexture}
  7470. */
  7471. this.texture = new DataArrayTexture( null, width, height, depth );
  7472. this._setTextureOptions( options );
  7473. this.texture.isRenderTargetTexture = true;
  7474. }
  7475. }
  7476. /**
  7477. * Creates a three-dimensional texture from raw data, with parameters to
  7478. * divide it into width, height, and depth.
  7479. *
  7480. * @augments Texture
  7481. */
  7482. class Data3DTexture extends Texture {
  7483. /**
  7484. * Constructs a new data array texture.
  7485. *
  7486. * @param {?TypedArray} [data=null] - The buffer data.
  7487. * @param {number} [width=1] - The width of the texture.
  7488. * @param {number} [height=1] - The height of the texture.
  7489. * @param {number} [depth=1] - The depth of the texture.
  7490. */
  7491. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7492. // We're going to add .setXXX() methods for setting properties later.
  7493. // Users can still set in Data3DTexture directly.
  7494. //
  7495. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7496. // texture.anisotropy = 16;
  7497. //
  7498. // See #14839
  7499. super( null );
  7500. /**
  7501. * This flag can be used for type testing.
  7502. *
  7503. * @type {boolean}
  7504. * @readonly
  7505. * @default true
  7506. */
  7507. this.isData3DTexture = true;
  7508. /**
  7509. * The image definition of a data texture.
  7510. *
  7511. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7512. */
  7513. this.image = { data, width, height, depth };
  7514. /**
  7515. * How the texture is sampled when a texel covers more than one pixel.
  7516. *
  7517. * Overwritten and set to `NearestFilter` by default.
  7518. *
  7519. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7520. * @default NearestFilter
  7521. */
  7522. this.magFilter = NearestFilter;
  7523. /**
  7524. * How the texture is sampled when a texel covers less than one pixel.
  7525. *
  7526. * Overwritten and set to `NearestFilter` by default.
  7527. *
  7528. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7529. * @default NearestFilter
  7530. */
  7531. this.minFilter = NearestFilter;
  7532. /**
  7533. * This defines how the texture is wrapped in the depth and corresponds to
  7534. * *W* in UVW mapping.
  7535. *
  7536. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7537. * @default ClampToEdgeWrapping
  7538. */
  7539. this.wrapR = ClampToEdgeWrapping;
  7540. /**
  7541. * Whether to generate mipmaps (if possible) for a texture.
  7542. *
  7543. * Overwritten and set to `false` by default.
  7544. *
  7545. * @type {boolean}
  7546. * @default false
  7547. */
  7548. this.generateMipmaps = false;
  7549. /**
  7550. * If set to `true`, the texture is flipped along the vertical axis when
  7551. * uploaded to the GPU.
  7552. *
  7553. * Overwritten and set to `false` by default.
  7554. *
  7555. * @type {boolean}
  7556. * @default false
  7557. */
  7558. this.flipY = false;
  7559. /**
  7560. * Specifies the alignment requirements for the start of each pixel row in memory.
  7561. *
  7562. * Overwritten and set to `1` by default.
  7563. *
  7564. * @type {boolean}
  7565. * @default 1
  7566. */
  7567. this.unpackAlignment = 1;
  7568. }
  7569. }
  7570. /**
  7571. * A 3D render target used in context of {@link WebGLRenderer}.
  7572. *
  7573. * @augments WebGLRenderTarget
  7574. */
  7575. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7576. /**
  7577. * Constructs a new 3D render target.
  7578. *
  7579. * @param {number} [width=1] - The width of the render target.
  7580. * @param {number} [height=1] - The height of the render target.
  7581. * @param {number} [depth=1] - The height of the render target.
  7582. * @param {RenderTarget~Options} [options] - The configuration object.
  7583. */
  7584. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7585. super( width, height, options );
  7586. /**
  7587. * This flag can be used for type testing.
  7588. *
  7589. * @type {boolean}
  7590. * @readonly
  7591. * @default true
  7592. */
  7593. this.isWebGL3DRenderTarget = true;
  7594. this.depth = depth;
  7595. /**
  7596. * Overwritten with a different texture type.
  7597. *
  7598. * @type {Data3DTexture}
  7599. */
  7600. this.texture = new Data3DTexture( null, width, height, depth );
  7601. this._setTextureOptions( options );
  7602. this.texture.isRenderTargetTexture = true;
  7603. }
  7604. }
  7605. /**
  7606. * Represents a 4x4 matrix.
  7607. *
  7608. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  7609. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  7610. *
  7611. * This allows a 3D vector representing a point in 3D space to undergo
  7612. * transformations such as translation, rotation, shear, scale, reflection,
  7613. * orthogonal or perspective projection and so on, by being multiplied by the
  7614. * matrix. This is known as `applying` the matrix to the vector.
  7615. *
  7616. * A Note on Row-Major and Column-Major Ordering:
  7617. *
  7618. * The constructor and {@link Matrix3#set} method take arguments in
  7619. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  7620. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  7621. * This means that calling:
  7622. * ```js
  7623. * const m = new THREE.Matrix4();
  7624. * m.set( 11, 12, 13, 14,
  7625. * 21, 22, 23, 24,
  7626. * 31, 32, 33, 34,
  7627. * 41, 42, 43, 44 );
  7628. * ```
  7629. * will result in the elements array containing:
  7630. * ```js
  7631. * m.elements = [ 11, 21, 31, 41,
  7632. * 12, 22, 32, 42,
  7633. * 13, 23, 33, 43,
  7634. * 14, 24, 34, 44 ];
  7635. * ```
  7636. * and internally all calculations are performed using column-major ordering.
  7637. * However, as the actual ordering makes no difference mathematically and
  7638. * most people are used to thinking about matrices in row-major order, the
  7639. * three.js documentation shows matrices in row-major order. Just bear in
  7640. * mind that if you are reading the source code, you'll have to take the
  7641. * transpose of any matrices outlined here to make sense of the calculations.
  7642. */
  7643. class Matrix4 {
  7644. static {
  7645. /**
  7646. * This flag can be used for type testing.
  7647. *
  7648. * @type {boolean}
  7649. * @readonly
  7650. * @default true
  7651. */
  7652. Matrix4.prototype.isMatrix4 = true;
  7653. }
  7654. /**
  7655. * Constructs a new 4x4 matrix. The arguments are supposed to be
  7656. * in row-major order. If no arguments are provided, the constructor
  7657. * initializes the matrix as an identity matrix.
  7658. *
  7659. * @param {number} [n11] - 1-1 matrix element.
  7660. * @param {number} [n12] - 1-2 matrix element.
  7661. * @param {number} [n13] - 1-3 matrix element.
  7662. * @param {number} [n14] - 1-4 matrix element.
  7663. * @param {number} [n21] - 2-1 matrix element.
  7664. * @param {number} [n22] - 2-2 matrix element.
  7665. * @param {number} [n23] - 2-3 matrix element.
  7666. * @param {number} [n24] - 2-4 matrix element.
  7667. * @param {number} [n31] - 3-1 matrix element.
  7668. * @param {number} [n32] - 3-2 matrix element.
  7669. * @param {number} [n33] - 3-3 matrix element.
  7670. * @param {number} [n34] - 3-4 matrix element.
  7671. * @param {number} [n41] - 4-1 matrix element.
  7672. * @param {number} [n42] - 4-2 matrix element.
  7673. * @param {number} [n43] - 4-3 matrix element.
  7674. * @param {number} [n44] - 4-4 matrix element.
  7675. */
  7676. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  7677. /**
  7678. * A column-major list of matrix values.
  7679. *
  7680. * @type {Array<number>}
  7681. */
  7682. this.elements = [
  7683. 1, 0, 0, 0,
  7684. 0, 1, 0, 0,
  7685. 0, 0, 1, 0,
  7686. 0, 0, 0, 1
  7687. ];
  7688. if ( n11 !== undefined ) {
  7689. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  7690. }
  7691. }
  7692. /**
  7693. * Sets the elements of the matrix.The arguments are supposed to be
  7694. * in row-major order.
  7695. *
  7696. * @param {number} [n11] - 1-1 matrix element.
  7697. * @param {number} [n12] - 1-2 matrix element.
  7698. * @param {number} [n13] - 1-3 matrix element.
  7699. * @param {number} [n14] - 1-4 matrix element.
  7700. * @param {number} [n21] - 2-1 matrix element.
  7701. * @param {number} [n22] - 2-2 matrix element.
  7702. * @param {number} [n23] - 2-3 matrix element.
  7703. * @param {number} [n24] - 2-4 matrix element.
  7704. * @param {number} [n31] - 3-1 matrix element.
  7705. * @param {number} [n32] - 3-2 matrix element.
  7706. * @param {number} [n33] - 3-3 matrix element.
  7707. * @param {number} [n34] - 3-4 matrix element.
  7708. * @param {number} [n41] - 4-1 matrix element.
  7709. * @param {number} [n42] - 4-2 matrix element.
  7710. * @param {number} [n43] - 4-3 matrix element.
  7711. * @param {number} [n44] - 4-4 matrix element.
  7712. * @return {Matrix4} A reference to this matrix.
  7713. */
  7714. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  7715. const te = this.elements;
  7716. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  7717. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  7718. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  7719. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  7720. return this;
  7721. }
  7722. /**
  7723. * Sets this matrix to the 4x4 identity matrix.
  7724. *
  7725. * @return {Matrix4} A reference to this matrix.
  7726. */
  7727. identity() {
  7728. this.set(
  7729. 1, 0, 0, 0,
  7730. 0, 1, 0, 0,
  7731. 0, 0, 1, 0,
  7732. 0, 0, 0, 1
  7733. );
  7734. return this;
  7735. }
  7736. /**
  7737. * Returns a matrix with copied values from this instance.
  7738. *
  7739. * @return {Matrix4} A clone of this instance.
  7740. */
  7741. clone() {
  7742. return new Matrix4().fromArray( this.elements );
  7743. }
  7744. /**
  7745. * Copies the values of the given matrix to this instance.
  7746. *
  7747. * @param {Matrix4} m - The matrix to copy.
  7748. * @return {Matrix4} A reference to this matrix.
  7749. */
  7750. copy( m ) {
  7751. const te = this.elements;
  7752. const me = m.elements;
  7753. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  7754. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  7755. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  7756. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  7757. return this;
  7758. }
  7759. /**
  7760. * Copies the translation component of the given matrix
  7761. * into this matrix's translation component.
  7762. *
  7763. * @param {Matrix4} m - The matrix to copy the translation component.
  7764. * @return {Matrix4} A reference to this matrix.
  7765. */
  7766. copyPosition( m ) {
  7767. const te = this.elements, me = m.elements;
  7768. te[ 12 ] = me[ 12 ];
  7769. te[ 13 ] = me[ 13 ];
  7770. te[ 14 ] = me[ 14 ];
  7771. return this;
  7772. }
  7773. /**
  7774. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  7775. *
  7776. * @param {Matrix3} m - The 3x3 matrix.
  7777. * @return {Matrix4} A reference to this matrix.
  7778. */
  7779. setFromMatrix3( m ) {
  7780. const me = m.elements;
  7781. this.set(
  7782. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  7783. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  7784. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  7785. 0, 0, 0, 1
  7786. );
  7787. return this;
  7788. }
  7789. /**
  7790. * Extracts the basis of this matrix into the three axis vectors provided.
  7791. *
  7792. * @param {Vector3} xAxis - The basis's x axis.
  7793. * @param {Vector3} yAxis - The basis's y axis.
  7794. * @param {Vector3} zAxis - The basis's z axis.
  7795. * @return {Matrix4} A reference to this matrix.
  7796. */
  7797. extractBasis( xAxis, yAxis, zAxis ) {
  7798. if ( this.determinant() === 0 ) {
  7799. xAxis.set( 1, 0, 0 );
  7800. yAxis.set( 0, 1, 0 );
  7801. zAxis.set( 0, 0, 1 );
  7802. return this;
  7803. }
  7804. xAxis.setFromMatrixColumn( this, 0 );
  7805. yAxis.setFromMatrixColumn( this, 1 );
  7806. zAxis.setFromMatrixColumn( this, 2 );
  7807. return this;
  7808. }
  7809. /**
  7810. * Sets the given basis vectors to this matrix.
  7811. *
  7812. * @param {Vector3} xAxis - The basis's x axis.
  7813. * @param {Vector3} yAxis - The basis's y axis.
  7814. * @param {Vector3} zAxis - The basis's z axis.
  7815. * @return {Matrix4} A reference to this matrix.
  7816. */
  7817. makeBasis( xAxis, yAxis, zAxis ) {
  7818. this.set(
  7819. xAxis.x, yAxis.x, zAxis.x, 0,
  7820. xAxis.y, yAxis.y, zAxis.y, 0,
  7821. xAxis.z, yAxis.z, zAxis.z, 0,
  7822. 0, 0, 0, 1
  7823. );
  7824. return this;
  7825. }
  7826. /**
  7827. * Extracts the rotation component of the given matrix
  7828. * into this matrix's rotation component.
  7829. *
  7830. * Note: This method does not support reflection matrices.
  7831. *
  7832. * @param {Matrix4} m - The matrix.
  7833. * @return {Matrix4} A reference to this matrix.
  7834. */
  7835. extractRotation( m ) {
  7836. if ( m.determinant() === 0 ) {
  7837. return this.identity();
  7838. }
  7839. const te = this.elements;
  7840. const me = m.elements;
  7841. const scaleX = 1 / _v1$7.setFromMatrixColumn( m, 0 ).length();
  7842. const scaleY = 1 / _v1$7.setFromMatrixColumn( m, 1 ).length();
  7843. const scaleZ = 1 / _v1$7.setFromMatrixColumn( m, 2 ).length();
  7844. te[ 0 ] = me[ 0 ] * scaleX;
  7845. te[ 1 ] = me[ 1 ] * scaleX;
  7846. te[ 2 ] = me[ 2 ] * scaleX;
  7847. te[ 3 ] = 0;
  7848. te[ 4 ] = me[ 4 ] * scaleY;
  7849. te[ 5 ] = me[ 5 ] * scaleY;
  7850. te[ 6 ] = me[ 6 ] * scaleY;
  7851. te[ 7 ] = 0;
  7852. te[ 8 ] = me[ 8 ] * scaleZ;
  7853. te[ 9 ] = me[ 9 ] * scaleZ;
  7854. te[ 10 ] = me[ 10 ] * scaleZ;
  7855. te[ 11 ] = 0;
  7856. te[ 12 ] = 0;
  7857. te[ 13 ] = 0;
  7858. te[ 14 ] = 0;
  7859. te[ 15 ] = 1;
  7860. return this;
  7861. }
  7862. /**
  7863. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  7864. * the rotation specified by the given Euler angles. The rest of
  7865. * the matrix is set to the identity. Depending on the {@link Euler#order},
  7866. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  7867. * for a complete list.
  7868. *
  7869. * @param {Euler} euler - The Euler angles.
  7870. * @return {Matrix4} A reference to this matrix.
  7871. */
  7872. makeRotationFromEuler( euler ) {
  7873. const te = this.elements;
  7874. const x = euler.x, y = euler.y, z = euler.z;
  7875. const a = Math.cos( x ), b = Math.sin( x );
  7876. const c = Math.cos( y ), d = Math.sin( y );
  7877. const e = Math.cos( z ), f = Math.sin( z );
  7878. if ( euler.order === 'XYZ' ) {
  7879. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  7880. te[ 0 ] = c * e;
  7881. te[ 4 ] = - c * f;
  7882. te[ 8 ] = d;
  7883. te[ 1 ] = af + be * d;
  7884. te[ 5 ] = ae - bf * d;
  7885. te[ 9 ] = - b * c;
  7886. te[ 2 ] = bf - ae * d;
  7887. te[ 6 ] = be + af * d;
  7888. te[ 10 ] = a * c;
  7889. } else if ( euler.order === 'YXZ' ) {
  7890. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  7891. te[ 0 ] = ce + df * b;
  7892. te[ 4 ] = de * b - cf;
  7893. te[ 8 ] = a * d;
  7894. te[ 1 ] = a * f;
  7895. te[ 5 ] = a * e;
  7896. te[ 9 ] = - b;
  7897. te[ 2 ] = cf * b - de;
  7898. te[ 6 ] = df + ce * b;
  7899. te[ 10 ] = a * c;
  7900. } else if ( euler.order === 'ZXY' ) {
  7901. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  7902. te[ 0 ] = ce - df * b;
  7903. te[ 4 ] = - a * f;
  7904. te[ 8 ] = de + cf * b;
  7905. te[ 1 ] = cf + de * b;
  7906. te[ 5 ] = a * e;
  7907. te[ 9 ] = df - ce * b;
  7908. te[ 2 ] = - a * d;
  7909. te[ 6 ] = b;
  7910. te[ 10 ] = a * c;
  7911. } else if ( euler.order === 'ZYX' ) {
  7912. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  7913. te[ 0 ] = c * e;
  7914. te[ 4 ] = be * d - af;
  7915. te[ 8 ] = ae * d + bf;
  7916. te[ 1 ] = c * f;
  7917. te[ 5 ] = bf * d + ae;
  7918. te[ 9 ] = af * d - be;
  7919. te[ 2 ] = - d;
  7920. te[ 6 ] = b * c;
  7921. te[ 10 ] = a * c;
  7922. } else if ( euler.order === 'YZX' ) {
  7923. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  7924. te[ 0 ] = c * e;
  7925. te[ 4 ] = bd - ac * f;
  7926. te[ 8 ] = bc * f + ad;
  7927. te[ 1 ] = f;
  7928. te[ 5 ] = a * e;
  7929. te[ 9 ] = - b * e;
  7930. te[ 2 ] = - d * e;
  7931. te[ 6 ] = ad * f + bc;
  7932. te[ 10 ] = ac - bd * f;
  7933. } else if ( euler.order === 'XZY' ) {
  7934. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  7935. te[ 0 ] = c * e;
  7936. te[ 4 ] = - f;
  7937. te[ 8 ] = d * e;
  7938. te[ 1 ] = ac * f + bd;
  7939. te[ 5 ] = a * e;
  7940. te[ 9 ] = ad * f - bc;
  7941. te[ 2 ] = bc * f - ad;
  7942. te[ 6 ] = b * e;
  7943. te[ 10 ] = bd * f + ac;
  7944. }
  7945. // bottom row
  7946. te[ 3 ] = 0;
  7947. te[ 7 ] = 0;
  7948. te[ 11 ] = 0;
  7949. // last column
  7950. te[ 12 ] = 0;
  7951. te[ 13 ] = 0;
  7952. te[ 14 ] = 0;
  7953. te[ 15 ] = 1;
  7954. return this;
  7955. }
  7956. /**
  7957. * Sets the rotation component of this matrix to the rotation specified by
  7958. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  7959. * The rest of the matrix is set to the identity.
  7960. *
  7961. * @param {Quaternion} q - The Quaternion.
  7962. * @return {Matrix4} A reference to this matrix.
  7963. */
  7964. makeRotationFromQuaternion( q ) {
  7965. return this.compose( _zero, q, _one );
  7966. }
  7967. /**
  7968. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  7969. * `target`, and oriented by the up-direction.
  7970. *
  7971. * @param {Vector3} eye - The eye vector.
  7972. * @param {Vector3} target - The target vector.
  7973. * @param {Vector3} up - The up vector.
  7974. * @return {Matrix4} A reference to this matrix.
  7975. */
  7976. lookAt( eye, target, up ) {
  7977. const te = this.elements;
  7978. _z.subVectors( eye, target );
  7979. if ( _z.lengthSq() === 0 ) {
  7980. // eye and target are in the same position
  7981. _z.z = 1;
  7982. }
  7983. _z.normalize();
  7984. _x.crossVectors( up, _z );
  7985. if ( _x.lengthSq() === 0 ) {
  7986. // up and z are parallel
  7987. if ( Math.abs( up.z ) === 1 ) {
  7988. _z.x += 0.0001;
  7989. } else {
  7990. _z.z += 0.0001;
  7991. }
  7992. _z.normalize();
  7993. _x.crossVectors( up, _z );
  7994. }
  7995. _x.normalize();
  7996. _y.crossVectors( _z, _x );
  7997. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  7998. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  7999. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  8000. return this;
  8001. }
  8002. /**
  8003. * Post-multiplies this matrix by the given 4x4 matrix.
  8004. *
  8005. * @param {Matrix4} m - The matrix to multiply with.
  8006. * @return {Matrix4} A reference to this matrix.
  8007. */
  8008. multiply( m ) {
  8009. return this.multiplyMatrices( this, m );
  8010. }
  8011. /**
  8012. * Pre-multiplies this matrix by the given 4x4 matrix.
  8013. *
  8014. * @param {Matrix4} m - The matrix to multiply with.
  8015. * @return {Matrix4} A reference to this matrix.
  8016. */
  8017. premultiply( m ) {
  8018. return this.multiplyMatrices( m, this );
  8019. }
  8020. /**
  8021. * Multiples the given 4x4 matrices and stores the result
  8022. * in this matrix.
  8023. *
  8024. * @param {Matrix4} a - The first matrix.
  8025. * @param {Matrix4} b - The second matrix.
  8026. * @return {Matrix4} A reference to this matrix.
  8027. */
  8028. multiplyMatrices( a, b ) {
  8029. const ae = a.elements;
  8030. const be = b.elements;
  8031. const te = this.elements;
  8032. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  8033. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  8034. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  8035. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  8036. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  8037. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  8038. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  8039. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  8040. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  8041. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  8042. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  8043. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  8044. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  8045. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  8046. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  8047. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  8048. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  8049. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  8050. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  8051. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  8052. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  8053. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  8054. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  8055. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  8056. return this;
  8057. }
  8058. /**
  8059. * Multiplies every component of the matrix by the given scalar.
  8060. *
  8061. * @param {number} s - The scalar.
  8062. * @return {Matrix4} A reference to this matrix.
  8063. */
  8064. multiplyScalar( s ) {
  8065. const te = this.elements;
  8066. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  8067. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  8068. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  8069. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  8070. return this;
  8071. }
  8072. /**
  8073. * Computes and returns the determinant of this matrix.
  8074. *
  8075. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  8076. *
  8077. * @return {number} The determinant.
  8078. */
  8079. determinant() {
  8080. const te = this.elements;
  8081. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  8082. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  8083. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  8084. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  8085. const t11 = n23 * n34 - n24 * n33;
  8086. const t12 = n22 * n34 - n24 * n32;
  8087. const t13 = n22 * n33 - n23 * n32;
  8088. const t21 = n21 * n34 - n24 * n31;
  8089. const t22 = n21 * n33 - n23 * n31;
  8090. const t23 = n21 * n32 - n22 * n31;
  8091. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  8092. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  8093. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  8094. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  8095. }
  8096. /**
  8097. * Transposes this matrix in place.
  8098. *
  8099. * @return {Matrix4} A reference to this matrix.
  8100. */
  8101. transpose() {
  8102. const te = this.elements;
  8103. let tmp;
  8104. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  8105. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  8106. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  8107. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  8108. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  8109. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  8110. return this;
  8111. }
  8112. /**
  8113. * Sets the position component for this matrix from the given vector,
  8114. * without affecting the rest of the matrix.
  8115. *
  8116. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  8117. * @param {number} y - The y component of the vector.
  8118. * @param {number} z - The z component of the vector.
  8119. * @return {Matrix4} A reference to this matrix.
  8120. */
  8121. setPosition( x, y, z ) {
  8122. const te = this.elements;
  8123. if ( x.isVector3 ) {
  8124. te[ 12 ] = x.x;
  8125. te[ 13 ] = x.y;
  8126. te[ 14 ] = x.z;
  8127. } else {
  8128. te[ 12 ] = x;
  8129. te[ 13 ] = y;
  8130. te[ 14 ] = z;
  8131. }
  8132. return this;
  8133. }
  8134. /**
  8135. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  8136. * You can not invert with a determinant of zero. If you attempt this, the method produces
  8137. * a zero matrix instead.
  8138. *
  8139. * @return {Matrix4} A reference to this matrix.
  8140. */
  8141. invert() {
  8142. // based on https://github.com/toji/gl-matrix
  8143. const te = this.elements,
  8144. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  8145. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  8146. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  8147. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  8148. t1 = n11 * n22 - n21 * n12,
  8149. t2 = n11 * n32 - n31 * n12,
  8150. t3 = n11 * n42 - n41 * n12,
  8151. t4 = n21 * n32 - n31 * n22,
  8152. t5 = n21 * n42 - n41 * n22,
  8153. t6 = n31 * n42 - n41 * n32,
  8154. t7 = n13 * n24 - n23 * n14,
  8155. t8 = n13 * n34 - n33 * n14,
  8156. t9 = n13 * n44 - n43 * n14,
  8157. t10 = n23 * n34 - n33 * n24,
  8158. t11 = n23 * n44 - n43 * n24,
  8159. t12 = n33 * n44 - n43 * n34;
  8160. const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7;
  8161. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  8162. const detInv = 1 / det;
  8163. te[ 0 ] = ( n22 * t12 - n32 * t11 + n42 * t10 ) * detInv;
  8164. te[ 1 ] = ( n31 * t11 - n21 * t12 - n41 * t10 ) * detInv;
  8165. te[ 2 ] = ( n24 * t6 - n34 * t5 + n44 * t4 ) * detInv;
  8166. te[ 3 ] = ( n33 * t5 - n23 * t6 - n43 * t4 ) * detInv;
  8167. te[ 4 ] = ( n32 * t9 - n12 * t12 - n42 * t8 ) * detInv;
  8168. te[ 5 ] = ( n11 * t12 - n31 * t9 + n41 * t8 ) * detInv;
  8169. te[ 6 ] = ( n34 * t3 - n14 * t6 - n44 * t2 ) * detInv;
  8170. te[ 7 ] = ( n13 * t6 - n33 * t3 + n43 * t2 ) * detInv;
  8171. te[ 8 ] = ( n12 * t11 - n22 * t9 + n42 * t7 ) * detInv;
  8172. te[ 9 ] = ( n21 * t9 - n11 * t11 - n41 * t7 ) * detInv;
  8173. te[ 10 ] = ( n14 * t5 - n24 * t3 + n44 * t1 ) * detInv;
  8174. te[ 11 ] = ( n23 * t3 - n13 * t5 - n43 * t1 ) * detInv;
  8175. te[ 12 ] = ( n22 * t8 - n12 * t10 - n32 * t7 ) * detInv;
  8176. te[ 13 ] = ( n11 * t10 - n21 * t8 + n31 * t7 ) * detInv;
  8177. te[ 14 ] = ( n24 * t2 - n14 * t4 - n34 * t1 ) * detInv;
  8178. te[ 15 ] = ( n13 * t4 - n23 * t2 + n33 * t1 ) * detInv;
  8179. return this;
  8180. }
  8181. /**
  8182. * Multiplies the columns of this matrix by the given vector.
  8183. *
  8184. * @param {Vector3} v - The scale vector.
  8185. * @return {Matrix4} A reference to this matrix.
  8186. */
  8187. scale( v ) {
  8188. const te = this.elements;
  8189. const x = v.x, y = v.y, z = v.z;
  8190. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  8191. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  8192. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  8193. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  8194. return this;
  8195. }
  8196. /**
  8197. * Gets the maximum scale value of the three axes.
  8198. *
  8199. * @return {number} The maximum scale.
  8200. */
  8201. getMaxScaleOnAxis() {
  8202. const te = this.elements;
  8203. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  8204. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  8205. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  8206. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  8207. }
  8208. /**
  8209. * Sets this matrix as a translation transform from the given vector.
  8210. *
  8211. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  8212. * @param {number} y - The amount to translate in the Y axis.
  8213. * @param {number} z - The amount to translate in the z axis.
  8214. * @return {Matrix4} A reference to this matrix.
  8215. */
  8216. makeTranslation( x, y, z ) {
  8217. if ( x.isVector3 ) {
  8218. this.set(
  8219. 1, 0, 0, x.x,
  8220. 0, 1, 0, x.y,
  8221. 0, 0, 1, x.z,
  8222. 0, 0, 0, 1
  8223. );
  8224. } else {
  8225. this.set(
  8226. 1, 0, 0, x,
  8227. 0, 1, 0, y,
  8228. 0, 0, 1, z,
  8229. 0, 0, 0, 1
  8230. );
  8231. }
  8232. return this;
  8233. }
  8234. /**
  8235. * Sets this matrix as a rotational transformation around the X axis by
  8236. * the given angle.
  8237. *
  8238. * @param {number} theta - The rotation in radians.
  8239. * @return {Matrix4} A reference to this matrix.
  8240. */
  8241. makeRotationX( theta ) {
  8242. const c = Math.cos( theta ), s = Math.sin( theta );
  8243. this.set(
  8244. 1, 0, 0, 0,
  8245. 0, c, - s, 0,
  8246. 0, s, c, 0,
  8247. 0, 0, 0, 1
  8248. );
  8249. return this;
  8250. }
  8251. /**
  8252. * Sets this matrix as a rotational transformation around the Y axis by
  8253. * the given angle.
  8254. *
  8255. * @param {number} theta - The rotation in radians.
  8256. * @return {Matrix4} A reference to this matrix.
  8257. */
  8258. makeRotationY( theta ) {
  8259. const c = Math.cos( theta ), s = Math.sin( theta );
  8260. this.set(
  8261. c, 0, s, 0,
  8262. 0, 1, 0, 0,
  8263. - s, 0, c, 0,
  8264. 0, 0, 0, 1
  8265. );
  8266. return this;
  8267. }
  8268. /**
  8269. * Sets this matrix as a rotational transformation around the Z axis by
  8270. * the given angle.
  8271. *
  8272. * @param {number} theta - The rotation in radians.
  8273. * @return {Matrix4} A reference to this matrix.
  8274. */
  8275. makeRotationZ( theta ) {
  8276. const c = Math.cos( theta ), s = Math.sin( theta );
  8277. this.set(
  8278. c, - s, 0, 0,
  8279. s, c, 0, 0,
  8280. 0, 0, 1, 0,
  8281. 0, 0, 0, 1
  8282. );
  8283. return this;
  8284. }
  8285. /**
  8286. * Sets this matrix as a rotational transformation around the given axis by
  8287. * the given angle.
  8288. *
  8289. * This is a somewhat controversial but mathematically sound alternative to
  8290. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  8291. *
  8292. * @param {Vector3} axis - The normalized rotation axis.
  8293. * @param {number} angle - The rotation in radians.
  8294. * @return {Matrix4} A reference to this matrix.
  8295. */
  8296. makeRotationAxis( axis, angle ) {
  8297. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  8298. const c = Math.cos( angle );
  8299. const s = Math.sin( angle );
  8300. const t = 1 - c;
  8301. const x = axis.x, y = axis.y, z = axis.z;
  8302. const tx = t * x, ty = t * y;
  8303. this.set(
  8304. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  8305. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  8306. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  8307. 0, 0, 0, 1
  8308. );
  8309. return this;
  8310. }
  8311. /**
  8312. * Sets this matrix as a scale transformation.
  8313. *
  8314. * @param {number} x - The amount to scale in the X axis.
  8315. * @param {number} y - The amount to scale in the Y axis.
  8316. * @param {number} z - The amount to scale in the Z axis.
  8317. * @return {Matrix4} A reference to this matrix.
  8318. */
  8319. makeScale( x, y, z ) {
  8320. this.set(
  8321. x, 0, 0, 0,
  8322. 0, y, 0, 0,
  8323. 0, 0, z, 0,
  8324. 0, 0, 0, 1
  8325. );
  8326. return this;
  8327. }
  8328. /**
  8329. * Sets this matrix as a shear transformation.
  8330. *
  8331. * @param {number} xy - The amount to shear X by Y.
  8332. * @param {number} xz - The amount to shear X by Z.
  8333. * @param {number} yx - The amount to shear Y by X.
  8334. * @param {number} yz - The amount to shear Y by Z.
  8335. * @param {number} zx - The amount to shear Z by X.
  8336. * @param {number} zy - The amount to shear Z by Y.
  8337. * @return {Matrix4} A reference to this matrix.
  8338. */
  8339. makeShear( xy, xz, yx, yz, zx, zy ) {
  8340. this.set(
  8341. 1, yx, zx, 0,
  8342. xy, 1, zy, 0,
  8343. xz, yz, 1, 0,
  8344. 0, 0, 0, 1
  8345. );
  8346. return this;
  8347. }
  8348. /**
  8349. * Sets this matrix to the transformation composed of the given position,
  8350. * rotation (Quaternion) and scale.
  8351. *
  8352. * @param {Vector3} position - The position vector.
  8353. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  8354. * @param {Vector3} scale - The scale vector.
  8355. * @return {Matrix4} A reference to this matrix.
  8356. */
  8357. compose( position, quaternion, scale ) {
  8358. const te = this.elements;
  8359. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  8360. const x2 = x + x, y2 = y + y, z2 = z + z;
  8361. const xx = x * x2, xy = x * y2, xz = x * z2;
  8362. const yy = y * y2, yz = y * z2, zz = z * z2;
  8363. const wx = w * x2, wy = w * y2, wz = w * z2;
  8364. const sx = scale.x, sy = scale.y, sz = scale.z;
  8365. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  8366. te[ 1 ] = ( xy + wz ) * sx;
  8367. te[ 2 ] = ( xz - wy ) * sx;
  8368. te[ 3 ] = 0;
  8369. te[ 4 ] = ( xy - wz ) * sy;
  8370. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  8371. te[ 6 ] = ( yz + wx ) * sy;
  8372. te[ 7 ] = 0;
  8373. te[ 8 ] = ( xz + wy ) * sz;
  8374. te[ 9 ] = ( yz - wx ) * sz;
  8375. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  8376. te[ 11 ] = 0;
  8377. te[ 12 ] = position.x;
  8378. te[ 13 ] = position.y;
  8379. te[ 14 ] = position.z;
  8380. te[ 15 ] = 1;
  8381. return this;
  8382. }
  8383. /**
  8384. * Decomposes this matrix into its position, rotation and scale components
  8385. * and provides the result in the given objects.
  8386. *
  8387. * Note: Not all matrices are decomposable in this way. For example, if an
  8388. * object has a non-uniformly scaled parent, then the object's world matrix
  8389. * may not be decomposable, and this method may not be appropriate.
  8390. *
  8391. * @param {Vector3} position - The position vector.
  8392. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  8393. * @param {Vector3} scale - The scale vector.
  8394. * @return {Matrix4} A reference to this matrix.
  8395. */
  8396. decompose( position, quaternion, scale ) {
  8397. const te = this.elements;
  8398. position.x = te[ 12 ];
  8399. position.y = te[ 13 ];
  8400. position.z = te[ 14 ];
  8401. const det = this.determinant();
  8402. if ( det === 0 ) {
  8403. scale.set( 1, 1, 1 );
  8404. quaternion.identity();
  8405. return this;
  8406. }
  8407. let sx = _v1$7.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  8408. const sy = _v1$7.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  8409. const sz = _v1$7.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  8410. // if determinant is negative, we need to invert one scale
  8411. if ( det < 0 ) sx = - sx;
  8412. // scale the rotation part
  8413. _m1$2.copy( this );
  8414. const invSX = 1 / sx;
  8415. const invSY = 1 / sy;
  8416. const invSZ = 1 / sz;
  8417. _m1$2.elements[ 0 ] *= invSX;
  8418. _m1$2.elements[ 1 ] *= invSX;
  8419. _m1$2.elements[ 2 ] *= invSX;
  8420. _m1$2.elements[ 4 ] *= invSY;
  8421. _m1$2.elements[ 5 ] *= invSY;
  8422. _m1$2.elements[ 6 ] *= invSY;
  8423. _m1$2.elements[ 8 ] *= invSZ;
  8424. _m1$2.elements[ 9 ] *= invSZ;
  8425. _m1$2.elements[ 10 ] *= invSZ;
  8426. quaternion.setFromRotationMatrix( _m1$2 );
  8427. scale.x = sx;
  8428. scale.y = sy;
  8429. scale.z = sz;
  8430. return this;
  8431. }
  8432. /**
  8433. * Creates a perspective projection matrix. This is used internally by
  8434. * {@link PerspectiveCamera#updateProjectionMatrix}.
  8435. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  8436. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  8437. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  8438. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  8439. * @param {number} near - The distance from the camera to the near plane.
  8440. * @param {number} far - The distance from the camera to the far plane.
  8441. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  8442. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  8443. * @return {Matrix4} A reference to this matrix.
  8444. */
  8445. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  8446. const te = this.elements;
  8447. const x = 2 * near / ( right - left );
  8448. const y = 2 * near / ( top - bottom );
  8449. const a = ( right + left ) / ( right - left );
  8450. const b = ( top + bottom ) / ( top - bottom );
  8451. let c, d;
  8452. if ( reversedDepth ) {
  8453. c = near / ( far - near );
  8454. d = ( far * near ) / ( far - near );
  8455. } else {
  8456. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8457. c = - ( far + near ) / ( far - near );
  8458. d = ( -2 * far * near ) / ( far - near );
  8459. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8460. c = - far / ( far - near );
  8461. d = ( - far * near ) / ( far - near );
  8462. } else {
  8463. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  8464. }
  8465. }
  8466. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  8467. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  8468. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  8469. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  8470. return this;
  8471. }
  8472. /**
  8473. * Creates a orthographic projection matrix. This is used internally by
  8474. * {@link OrthographicCamera#updateProjectionMatrix}.
  8475. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  8476. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  8477. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  8478. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  8479. * @param {number} near - The distance from the camera to the near plane.
  8480. * @param {number} far - The distance from the camera to the far plane.
  8481. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  8482. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  8483. * @return {Matrix4} A reference to this matrix.
  8484. */
  8485. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  8486. const te = this.elements;
  8487. const x = 2 / ( right - left );
  8488. const y = 2 / ( top - bottom );
  8489. const a = - ( right + left ) / ( right - left );
  8490. const b = - ( top + bottom ) / ( top - bottom );
  8491. let c, d;
  8492. if ( reversedDepth ) {
  8493. c = 1 / ( far - near );
  8494. d = far / ( far - near );
  8495. } else {
  8496. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8497. c = -2 / ( far - near );
  8498. d = - ( far + near ) / ( far - near );
  8499. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8500. c = -1 / ( far - near );
  8501. d = - near / ( far - near );
  8502. } else {
  8503. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  8504. }
  8505. }
  8506. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  8507. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  8508. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  8509. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  8510. return this;
  8511. }
  8512. /**
  8513. * Returns `true` if this matrix is equal with the given one.
  8514. *
  8515. * @param {Matrix4} matrix - The matrix to test for equality.
  8516. * @return {boolean} Whether this matrix is equal with the given one.
  8517. */
  8518. equals( matrix ) {
  8519. const te = this.elements;
  8520. const me = matrix.elements;
  8521. for ( let i = 0; i < 16; i ++ ) {
  8522. if ( te[ i ] !== me[ i ] ) return false;
  8523. }
  8524. return true;
  8525. }
  8526. /**
  8527. * Sets the elements of the matrix from the given array.
  8528. *
  8529. * @param {Array<number>} array - The matrix elements in column-major order.
  8530. * @param {number} [offset=0] - Index of the first element in the array.
  8531. * @return {Matrix4} A reference to this matrix.
  8532. */
  8533. fromArray( array, offset = 0 ) {
  8534. for ( let i = 0; i < 16; i ++ ) {
  8535. this.elements[ i ] = array[ i + offset ];
  8536. }
  8537. return this;
  8538. }
  8539. /**
  8540. * Writes the elements of this matrix to the given array. If no array is provided,
  8541. * the method returns a new instance.
  8542. *
  8543. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  8544. * @param {number} [offset=0] - Index of the first element in the array.
  8545. * @return {Array<number>} The matrix elements in column-major order.
  8546. */
  8547. toArray( array = [], offset = 0 ) {
  8548. const te = this.elements;
  8549. array[ offset ] = te[ 0 ];
  8550. array[ offset + 1 ] = te[ 1 ];
  8551. array[ offset + 2 ] = te[ 2 ];
  8552. array[ offset + 3 ] = te[ 3 ];
  8553. array[ offset + 4 ] = te[ 4 ];
  8554. array[ offset + 5 ] = te[ 5 ];
  8555. array[ offset + 6 ] = te[ 6 ];
  8556. array[ offset + 7 ] = te[ 7 ];
  8557. array[ offset + 8 ] = te[ 8 ];
  8558. array[ offset + 9 ] = te[ 9 ];
  8559. array[ offset + 10 ] = te[ 10 ];
  8560. array[ offset + 11 ] = te[ 11 ];
  8561. array[ offset + 12 ] = te[ 12 ];
  8562. array[ offset + 13 ] = te[ 13 ];
  8563. array[ offset + 14 ] = te[ 14 ];
  8564. array[ offset + 15 ] = te[ 15 ];
  8565. return array;
  8566. }
  8567. }
  8568. const _v1$7 = /*@__PURE__*/ new Vector3();
  8569. const _m1$2 = /*@__PURE__*/ new Matrix4();
  8570. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  8571. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  8572. const _x = /*@__PURE__*/ new Vector3();
  8573. const _y = /*@__PURE__*/ new Vector3();
  8574. const _z = /*@__PURE__*/ new Vector3();
  8575. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  8576. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  8577. /**
  8578. * A class representing Euler angles.
  8579. *
  8580. * Euler angles describe a rotational transformation by rotating an object on
  8581. * its various axes in specified amounts per axis, and a specified axis
  8582. * order.
  8583. *
  8584. * Iterating through an instance will yield its components (x, y, z,
  8585. * order) in the corresponding order.
  8586. *
  8587. * ```js
  8588. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  8589. * const b = new THREE.Vector3( 1, 0, 1 );
  8590. * b.applyEuler(a);
  8591. * ```
  8592. */
  8593. class Euler {
  8594. /**
  8595. * Constructs a new euler instance.
  8596. *
  8597. * @param {number} [x=0] - The angle of the x axis in radians.
  8598. * @param {number} [y=0] - The angle of the y axis in radians.
  8599. * @param {number} [z=0] - The angle of the z axis in radians.
  8600. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  8601. */
  8602. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  8603. /**
  8604. * This flag can be used for type testing.
  8605. *
  8606. * @type {boolean}
  8607. * @readonly
  8608. * @default true
  8609. */
  8610. this.isEuler = true;
  8611. this._x = x;
  8612. this._y = y;
  8613. this._z = z;
  8614. this._order = order;
  8615. }
  8616. /**
  8617. * The angle of the x axis in radians.
  8618. *
  8619. * @type {number}
  8620. * @default 0
  8621. */
  8622. get x() {
  8623. return this._x;
  8624. }
  8625. set x( value ) {
  8626. this._x = value;
  8627. this._onChangeCallback();
  8628. }
  8629. /**
  8630. * The angle of the y axis in radians.
  8631. *
  8632. * @type {number}
  8633. * @default 0
  8634. */
  8635. get y() {
  8636. return this._y;
  8637. }
  8638. set y( value ) {
  8639. this._y = value;
  8640. this._onChangeCallback();
  8641. }
  8642. /**
  8643. * The angle of the z axis in radians.
  8644. *
  8645. * @type {number}
  8646. * @default 0
  8647. */
  8648. get z() {
  8649. return this._z;
  8650. }
  8651. set z( value ) {
  8652. this._z = value;
  8653. this._onChangeCallback();
  8654. }
  8655. /**
  8656. * A string representing the order that the rotations are applied.
  8657. *
  8658. * @type {string}
  8659. * @default 'XYZ'
  8660. */
  8661. get order() {
  8662. return this._order;
  8663. }
  8664. set order( value ) {
  8665. this._order = value;
  8666. this._onChangeCallback();
  8667. }
  8668. /**
  8669. * Sets the Euler components.
  8670. *
  8671. * @param {number} x - The angle of the x axis in radians.
  8672. * @param {number} y - The angle of the y axis in radians.
  8673. * @param {number} z - The angle of the z axis in radians.
  8674. * @param {string} [order] - A string representing the order that the rotations are applied.
  8675. * @return {Euler} A reference to this Euler instance.
  8676. */
  8677. set( x, y, z, order = this._order ) {
  8678. this._x = x;
  8679. this._y = y;
  8680. this._z = z;
  8681. this._order = order;
  8682. this._onChangeCallback();
  8683. return this;
  8684. }
  8685. /**
  8686. * Returns a new Euler instance with copied values from this instance.
  8687. *
  8688. * @return {Euler} A clone of this instance.
  8689. */
  8690. clone() {
  8691. return new this.constructor( this._x, this._y, this._z, this._order );
  8692. }
  8693. /**
  8694. * Copies the values of the given Euler instance to this instance.
  8695. *
  8696. * @param {Euler} euler - The Euler instance to copy.
  8697. * @return {Euler} A reference to this Euler instance.
  8698. */
  8699. copy( euler ) {
  8700. this._x = euler._x;
  8701. this._y = euler._y;
  8702. this._z = euler._z;
  8703. this._order = euler._order;
  8704. this._onChangeCallback();
  8705. return this;
  8706. }
  8707. /**
  8708. * Sets the angles of this Euler instance from a pure rotation matrix.
  8709. *
  8710. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  8711. * @param {string} [order] - A string representing the order that the rotations are applied.
  8712. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  8713. * @return {Euler} A reference to this Euler instance.
  8714. */
  8715. setFromRotationMatrix( m, order = this._order, update = true ) {
  8716. const te = m.elements;
  8717. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  8718. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  8719. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  8720. switch ( order ) {
  8721. case 'XYZ':
  8722. this._y = Math.asin( clamp( m13, -1, 1 ) );
  8723. if ( Math.abs( m13 ) < 0.9999999 ) {
  8724. this._x = Math.atan2( - m23, m33 );
  8725. this._z = Math.atan2( - m12, m11 );
  8726. } else {
  8727. this._x = Math.atan2( m32, m22 );
  8728. this._z = 0;
  8729. }
  8730. break;
  8731. case 'YXZ':
  8732. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  8733. if ( Math.abs( m23 ) < 0.9999999 ) {
  8734. this._y = Math.atan2( m13, m33 );
  8735. this._z = Math.atan2( m21, m22 );
  8736. } else {
  8737. this._y = Math.atan2( - m31, m11 );
  8738. this._z = 0;
  8739. }
  8740. break;
  8741. case 'ZXY':
  8742. this._x = Math.asin( clamp( m32, -1, 1 ) );
  8743. if ( Math.abs( m32 ) < 0.9999999 ) {
  8744. this._y = Math.atan2( - m31, m33 );
  8745. this._z = Math.atan2( - m12, m22 );
  8746. } else {
  8747. this._y = 0;
  8748. this._z = Math.atan2( m21, m11 );
  8749. }
  8750. break;
  8751. case 'ZYX':
  8752. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  8753. if ( Math.abs( m31 ) < 0.9999999 ) {
  8754. this._x = Math.atan2( m32, m33 );
  8755. this._z = Math.atan2( m21, m11 );
  8756. } else {
  8757. this._x = 0;
  8758. this._z = Math.atan2( - m12, m22 );
  8759. }
  8760. break;
  8761. case 'YZX':
  8762. this._z = Math.asin( clamp( m21, -1, 1 ) );
  8763. if ( Math.abs( m21 ) < 0.9999999 ) {
  8764. this._x = Math.atan2( - m23, m22 );
  8765. this._y = Math.atan2( - m31, m11 );
  8766. } else {
  8767. this._x = 0;
  8768. this._y = Math.atan2( m13, m33 );
  8769. }
  8770. break;
  8771. case 'XZY':
  8772. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  8773. if ( Math.abs( m12 ) < 0.9999999 ) {
  8774. this._x = Math.atan2( m32, m22 );
  8775. this._y = Math.atan2( m13, m11 );
  8776. } else {
  8777. this._x = Math.atan2( - m23, m33 );
  8778. this._y = 0;
  8779. }
  8780. break;
  8781. default:
  8782. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  8783. }
  8784. this._order = order;
  8785. if ( update === true ) this._onChangeCallback();
  8786. return this;
  8787. }
  8788. /**
  8789. * Sets the angles of this Euler instance from a normalized quaternion.
  8790. *
  8791. * @param {Quaternion} q - A normalized Quaternion.
  8792. * @param {string} [order] - A string representing the order that the rotations are applied.
  8793. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  8794. * @return {Euler} A reference to this Euler instance.
  8795. */
  8796. setFromQuaternion( q, order, update ) {
  8797. _matrix$2.makeRotationFromQuaternion( q );
  8798. return this.setFromRotationMatrix( _matrix$2, order, update );
  8799. }
  8800. /**
  8801. * Sets the angles of this Euler instance from the given vector.
  8802. *
  8803. * @param {Vector3} v - The vector.
  8804. * @param {string} [order] - A string representing the order that the rotations are applied.
  8805. * @return {Euler} A reference to this Euler instance.
  8806. */
  8807. setFromVector3( v, order = this._order ) {
  8808. return this.set( v.x, v.y, v.z, order );
  8809. }
  8810. /**
  8811. * Resets the euler angle with a new order by creating a quaternion from this
  8812. * euler angle and then setting this euler angle with the quaternion and the
  8813. * new order.
  8814. *
  8815. * Warning: This discards revolution information.
  8816. *
  8817. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  8818. * @return {Euler} A reference to this Euler instance.
  8819. */
  8820. reorder( newOrder ) {
  8821. _quaternion$4.setFromEuler( this );
  8822. return this.setFromQuaternion( _quaternion$4, newOrder );
  8823. }
  8824. /**
  8825. * Returns `true` if this Euler instance is equal with the given one.
  8826. *
  8827. * @param {Euler} euler - The Euler instance to test for equality.
  8828. * @return {boolean} Whether this Euler instance is equal with the given one.
  8829. */
  8830. equals( euler ) {
  8831. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  8832. }
  8833. /**
  8834. * Sets this Euler instance's components to values from the given array. The first three
  8835. * entries of the array are assign to the x,y and z components. An optional fourth entry
  8836. * defines the Euler order.
  8837. *
  8838. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  8839. * @return {Euler} A reference to this Euler instance.
  8840. */
  8841. fromArray( array ) {
  8842. this._x = array[ 0 ];
  8843. this._y = array[ 1 ];
  8844. this._z = array[ 2 ];
  8845. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  8846. this._onChangeCallback();
  8847. return this;
  8848. }
  8849. /**
  8850. * Writes the components of this Euler instance to the given array. If no array is provided,
  8851. * the method returns a new instance.
  8852. *
  8853. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  8854. * @param {number} [offset=0] - Index of the first element in the array.
  8855. * @return {Array<number,number,number,string>} The Euler components.
  8856. */
  8857. toArray( array = [], offset = 0 ) {
  8858. array[ offset ] = this._x;
  8859. array[ offset + 1 ] = this._y;
  8860. array[ offset + 2 ] = this._z;
  8861. array[ offset + 3 ] = this._order;
  8862. return array;
  8863. }
  8864. _onChange( callback ) {
  8865. this._onChangeCallback = callback;
  8866. return this;
  8867. }
  8868. _onChangeCallback() {}
  8869. *[ Symbol.iterator ]() {
  8870. yield this._x;
  8871. yield this._y;
  8872. yield this._z;
  8873. yield this._order;
  8874. }
  8875. }
  8876. /**
  8877. * The default Euler angle order.
  8878. *
  8879. * @static
  8880. * @type {string}
  8881. * @default 'XYZ'
  8882. */
  8883. Euler.DEFAULT_ORDER = 'XYZ';
  8884. /**
  8885. * A layers object assigns an 3D object to 1 or more of 32
  8886. * layers numbered `0` to `31` - internally the layers are stored as a
  8887. * bit mask], and by default all 3D objects are a member of layer `0`.
  8888. *
  8889. * This can be used to control visibility - an object must share a layer with
  8890. * a camera to be visible when that camera's view is
  8891. * rendered.
  8892. *
  8893. * All classes that inherit from {@link Object3D} have an `layers` property which
  8894. * is an instance of this class.
  8895. */
  8896. class Layers {
  8897. /**
  8898. * Constructs a new layers instance, with membership
  8899. * initially set to layer `0`.
  8900. */
  8901. constructor() {
  8902. /**
  8903. * A bit mask storing which of the 32 layers this layers object is currently
  8904. * a member of.
  8905. *
  8906. * @type {number}
  8907. */
  8908. this.mask = 1 | 0;
  8909. }
  8910. /**
  8911. * Sets membership to the given layer, and remove membership all other layers.
  8912. *
  8913. * @param {number} layer - The layer to set.
  8914. */
  8915. set( layer ) {
  8916. this.mask = ( 1 << layer | 0 ) >>> 0;
  8917. }
  8918. /**
  8919. * Adds membership of the given layer.
  8920. *
  8921. * @param {number} layer - The layer to enable.
  8922. */
  8923. enable( layer ) {
  8924. this.mask |= 1 << layer | 0;
  8925. }
  8926. /**
  8927. * Adds membership to all layers.
  8928. */
  8929. enableAll() {
  8930. this.mask = 0xffffffff | 0;
  8931. }
  8932. /**
  8933. * Toggles the membership of the given layer.
  8934. *
  8935. * @param {number} layer - The layer to toggle.
  8936. */
  8937. toggle( layer ) {
  8938. this.mask ^= 1 << layer | 0;
  8939. }
  8940. /**
  8941. * Removes membership of the given layer.
  8942. *
  8943. * @param {number} layer - The layer to enable.
  8944. */
  8945. disable( layer ) {
  8946. this.mask &= ~ ( 1 << layer | 0 );
  8947. }
  8948. /**
  8949. * Removes the membership from all layers.
  8950. */
  8951. disableAll() {
  8952. this.mask = 0;
  8953. }
  8954. /**
  8955. * Returns `true` if this and the given layers object have at least one
  8956. * layer in common.
  8957. *
  8958. * @param {Layers} layers - The layers to test.
  8959. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  8960. */
  8961. test( layers ) {
  8962. return ( this.mask & layers.mask ) !== 0;
  8963. }
  8964. /**
  8965. * Returns `true` if the given layer is enabled.
  8966. *
  8967. * @param {number} layer - The layer to test.
  8968. * @return {boolean } Whether the given layer is enabled or not.
  8969. */
  8970. isEnabled( layer ) {
  8971. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  8972. }
  8973. }
  8974. let _object3DId = 0;
  8975. const _v1$6 = /*@__PURE__*/ new Vector3();
  8976. const _q1 = /*@__PURE__*/ new Quaternion();
  8977. const _m1$1 = /*@__PURE__*/ new Matrix4();
  8978. const _target = /*@__PURE__*/ new Vector3();
  8979. const _position$4 = /*@__PURE__*/ new Vector3();
  8980. const _scale$3 = /*@__PURE__*/ new Vector3();
  8981. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  8982. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  8983. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  8984. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  8985. /**
  8986. * Fires when the object has been added to its parent object.
  8987. *
  8988. * @event Object3D#added
  8989. * @type {Object}
  8990. */
  8991. const _addedEvent = { type: 'added' };
  8992. /**
  8993. * Fires when the object has been removed from its parent object.
  8994. *
  8995. * @event Object3D#removed
  8996. * @type {Object}
  8997. */
  8998. const _removedEvent = { type: 'removed' };
  8999. /**
  9000. * Fires when a new child object has been added.
  9001. *
  9002. * @event Object3D#childadded
  9003. * @type {Object}
  9004. */
  9005. const _childaddedEvent = { type: 'childadded', child: null };
  9006. /**
  9007. * Fires when a child object has been removed.
  9008. *
  9009. * @event Object3D#childremoved
  9010. * @type {Object}
  9011. */
  9012. const _childremovedEvent = { type: 'childremoved', child: null };
  9013. /**
  9014. * This is the base class for most objects in three.js and provides a set of
  9015. * properties and methods for manipulating objects in 3D space.
  9016. *
  9017. * @augments EventDispatcher
  9018. */
  9019. class Object3D extends EventDispatcher {
  9020. /**
  9021. * Constructs a new 3D object.
  9022. */
  9023. constructor() {
  9024. super();
  9025. /**
  9026. * This flag can be used for type testing.
  9027. *
  9028. * @type {boolean}
  9029. * @readonly
  9030. * @default true
  9031. */
  9032. this.isObject3D = true;
  9033. /**
  9034. * The ID of the 3D object.
  9035. *
  9036. * @name Object3D#id
  9037. * @type {number}
  9038. * @readonly
  9039. */
  9040. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  9041. /**
  9042. * The UUID of the 3D object.
  9043. *
  9044. * @type {string}
  9045. * @readonly
  9046. */
  9047. this.uuid = generateUUID();
  9048. /**
  9049. * The name of the 3D object.
  9050. *
  9051. * @type {string}
  9052. */
  9053. this.name = '';
  9054. /**
  9055. * The type property is used for detecting the object type
  9056. * in context of serialization/deserialization.
  9057. *
  9058. * @type {string}
  9059. * @readonly
  9060. */
  9061. this.type = 'Object3D';
  9062. /**
  9063. * A reference to the parent object.
  9064. *
  9065. * @type {?Object3D}
  9066. * @default null
  9067. */
  9068. this.parent = null;
  9069. /**
  9070. * An array holding the child 3D objects of this instance.
  9071. *
  9072. * @type {Array<Object3D>}
  9073. */
  9074. this.children = [];
  9075. /**
  9076. * Defines the `up` direction of the 3D object which influences
  9077. * the orientation via methods like {@link Object3D#lookAt}.
  9078. *
  9079. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  9080. *
  9081. * @type {Vector3}
  9082. */
  9083. this.up = Object3D.DEFAULT_UP.clone();
  9084. const position = new Vector3();
  9085. const rotation = new Euler();
  9086. const quaternion = new Quaternion();
  9087. const scale = new Vector3( 1, 1, 1 );
  9088. function onRotationChange() {
  9089. quaternion.setFromEuler( rotation, false );
  9090. }
  9091. function onQuaternionChange() {
  9092. rotation.setFromQuaternion( quaternion, undefined, false );
  9093. }
  9094. rotation._onChange( onRotationChange );
  9095. quaternion._onChange( onQuaternionChange );
  9096. Object.defineProperties( this, {
  9097. /**
  9098. * Represents the object's local position.
  9099. *
  9100. * @name Object3D#position
  9101. * @type {Vector3}
  9102. * @default (0,0,0)
  9103. */
  9104. position: {
  9105. configurable: true,
  9106. enumerable: true,
  9107. value: position
  9108. },
  9109. /**
  9110. * Represents the object's local rotation as Euler angles, in radians.
  9111. *
  9112. * @name Object3D#rotation
  9113. * @type {Euler}
  9114. * @default (0,0,0)
  9115. */
  9116. rotation: {
  9117. configurable: true,
  9118. enumerable: true,
  9119. value: rotation
  9120. },
  9121. /**
  9122. * Represents the object's local rotation as Quaternions.
  9123. *
  9124. * @name Object3D#quaternion
  9125. * @type {Quaternion}
  9126. */
  9127. quaternion: {
  9128. configurable: true,
  9129. enumerable: true,
  9130. value: quaternion
  9131. },
  9132. /**
  9133. * Represents the object's local scale.
  9134. *
  9135. * @name Object3D#scale
  9136. * @type {Vector3}
  9137. * @default (1,1,1)
  9138. */
  9139. scale: {
  9140. configurable: true,
  9141. enumerable: true,
  9142. value: scale
  9143. },
  9144. /**
  9145. * Represents the object's model-view matrix.
  9146. *
  9147. * @name Object3D#modelViewMatrix
  9148. * @type {Matrix4}
  9149. */
  9150. modelViewMatrix: {
  9151. value: new Matrix4()
  9152. },
  9153. /**
  9154. * Represents the object's normal matrix.
  9155. *
  9156. * @name Object3D#normalMatrix
  9157. * @type {Matrix3}
  9158. */
  9159. normalMatrix: {
  9160. value: new Matrix3()
  9161. }
  9162. } );
  9163. /**
  9164. * Represents the object's transformation matrix in local space.
  9165. *
  9166. * @type {Matrix4}
  9167. */
  9168. this.matrix = new Matrix4();
  9169. /**
  9170. * Represents the object's transformation matrix in world space.
  9171. * If the 3D object has no parent, then it's identical to the local transformation matrix
  9172. *
  9173. * @type {Matrix4}
  9174. */
  9175. this.matrixWorld = new Matrix4();
  9176. /**
  9177. * When set to `true`, the engine automatically computes the local matrix from position,
  9178. * rotation and scale every frame. If set to `false`, the app is responsible for recomputing
  9179. * the local matrix by calling `updateMatrix()`.
  9180. *
  9181. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  9182. *
  9183. * @type {boolean}
  9184. * @default true
  9185. */
  9186. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  9187. /**
  9188. * When set to `true`, the engine automatically computes the world matrix from the current local
  9189. * matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for
  9190. * recomputing the world matrix by directly updating the `matrixWorld` property.
  9191. *
  9192. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  9193. *
  9194. * @type {boolean}
  9195. * @default true
  9196. */
  9197. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  9198. /**
  9199. * When set to `true`, it calculates the world matrix in that frame and resets this property
  9200. * to `false`.
  9201. *
  9202. * @type {boolean}
  9203. * @default false
  9204. */
  9205. this.matrixWorldNeedsUpdate = false;
  9206. /**
  9207. * The layer membership of the 3D object. The 3D object is only visible if it has
  9208. * at least one layer in common with the camera in use. This property can also be
  9209. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  9210. *
  9211. * @type {Layers}
  9212. */
  9213. this.layers = new Layers();
  9214. /**
  9215. * When set to `true`, the 3D object gets rendered.
  9216. *
  9217. * @type {boolean}
  9218. * @default true
  9219. */
  9220. this.visible = true;
  9221. /**
  9222. * When set to `true`, the 3D object gets rendered into shadow maps.
  9223. *
  9224. * @type {boolean}
  9225. * @default false
  9226. */
  9227. this.castShadow = false;
  9228. /**
  9229. * When set to `true`, the 3D object is affected by shadows in the scene.
  9230. *
  9231. * @type {boolean}
  9232. * @default false
  9233. */
  9234. this.receiveShadow = false;
  9235. /**
  9236. * When set to `true`, the 3D object is honored by view frustum culling.
  9237. *
  9238. * @type {boolean}
  9239. * @default true
  9240. */
  9241. this.frustumCulled = true;
  9242. /**
  9243. * This value allows the default rendering order of scene graph objects to be
  9244. * overridden although opaque and transparent objects remain sorted independently.
  9245. * When this property is set for an instance of {@link Group},all descendants
  9246. * objects will be sorted and rendered together. Sorting is from lowest to highest
  9247. * render order.
  9248. *
  9249. * @type {number}
  9250. * @default 0
  9251. */
  9252. this.renderOrder = 0;
  9253. /**
  9254. * An array holding the animation clips of the 3D object.
  9255. *
  9256. * @type {Array<AnimationClip>}
  9257. */
  9258. this.animations = [];
  9259. /**
  9260. * Custom depth material to be used when rendering to the depth map. Can only be used
  9261. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  9262. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  9263. * material for proper shadows.
  9264. *
  9265. * Only relevant in context of {@link WebGLRenderer}.
  9266. *
  9267. * @type {(Material|undefined)}
  9268. * @default undefined
  9269. */
  9270. this.customDepthMaterial = undefined;
  9271. /**
  9272. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  9273. *
  9274. * Only relevant in context of {@link WebGLRenderer}.
  9275. *
  9276. * @type {(Material|undefined)}
  9277. * @default undefined
  9278. */
  9279. this.customDistanceMaterial = undefined;
  9280. /**
  9281. * Whether the 3D object is supposed to be static or not. If set to `true`, it means
  9282. * the 3D object is not going to be changed after the initial renderer. This includes
  9283. * geometry and material settings. A static 3D object can be processed by the renderer
  9284. * slightly faster since certain state checks can be bypassed.
  9285. *
  9286. * Only relevant in context of {@link WebGPURenderer}.
  9287. *
  9288. * @type {boolean}
  9289. * @default false
  9290. */
  9291. this.static = false;
  9292. /**
  9293. * An object that can be used to store custom data about the 3D object. It
  9294. * should not hold references to functions as these will not be cloned.
  9295. *
  9296. * @type {Object}
  9297. */
  9298. this.userData = {};
  9299. /**
  9300. * The pivot point for rotation and scale transformations.
  9301. * When set, rotation and scale are applied around this point
  9302. * instead of the object's origin.
  9303. *
  9304. * @type {?Vector3}
  9305. * @default null
  9306. */
  9307. this.pivot = null;
  9308. }
  9309. /**
  9310. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  9311. *
  9312. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9313. * @param {Object3D} object - The 3D object.
  9314. * @param {Camera} camera - The camera that is used to render the scene.
  9315. * @param {Camera} shadowCamera - The shadow camera.
  9316. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9317. * @param {Material} depthMaterial - The depth material.
  9318. * @param {Object} group - The geometry group data.
  9319. */
  9320. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  9321. /**
  9322. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  9323. *
  9324. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9325. * @param {Object3D} object - The 3D object.
  9326. * @param {Camera} camera - The camera that is used to render the scene.
  9327. * @param {Camera} shadowCamera - The shadow camera.
  9328. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9329. * @param {Material} depthMaterial - The depth material.
  9330. * @param {Object} group - The geometry group data.
  9331. */
  9332. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  9333. /**
  9334. * A callback that is executed immediately before a 3D object is rendered.
  9335. *
  9336. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9337. * @param {Object3D} object - The 3D object.
  9338. * @param {Camera} camera - The camera that is used to render the scene.
  9339. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9340. * @param {Material} material - The 3D object's material.
  9341. * @param {Object} group - The geometry group data.
  9342. */
  9343. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  9344. /**
  9345. * A callback that is executed immediately after a 3D object is rendered.
  9346. *
  9347. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9348. * @param {Object3D} object - The 3D object.
  9349. * @param {Camera} camera - The camera that is used to render the scene.
  9350. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9351. * @param {Material} material - The 3D object's material.
  9352. * @param {Object} group - The geometry group data.
  9353. */
  9354. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  9355. /**
  9356. * Applies the given transformation matrix to the object and updates the object's position,
  9357. * rotation and scale.
  9358. *
  9359. * @param {Matrix4} matrix - The transformation matrix.
  9360. */
  9361. applyMatrix4( matrix ) {
  9362. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9363. this.matrix.premultiply( matrix );
  9364. this.matrix.decompose( this.position, this.quaternion, this.scale );
  9365. }
  9366. /**
  9367. * Applies a rotation represented by given the quaternion to the 3D object.
  9368. *
  9369. * @param {Quaternion} q - The quaternion.
  9370. * @return {Object3D} A reference to this instance.
  9371. */
  9372. applyQuaternion( q ) {
  9373. this.quaternion.premultiply( q );
  9374. return this;
  9375. }
  9376. /**
  9377. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  9378. *
  9379. * @param {Vector3} axis - The (normalized) axis vector.
  9380. * @param {number} angle - The angle in radians.
  9381. */
  9382. setRotationFromAxisAngle( axis, angle ) {
  9383. // assumes axis is normalized
  9384. this.quaternion.setFromAxisAngle( axis, angle );
  9385. }
  9386. /**
  9387. * Sets the given rotation represented as Euler angles to the 3D object.
  9388. *
  9389. * @param {Euler} euler - The Euler angles.
  9390. */
  9391. setRotationFromEuler( euler ) {
  9392. this.quaternion.setFromEuler( euler, true );
  9393. }
  9394. /**
  9395. * Sets the given rotation represented as rotation matrix to the 3D object.
  9396. *
  9397. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  9398. * a pure rotation matrix (i.e, unscaled).
  9399. */
  9400. setRotationFromMatrix( m ) {
  9401. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  9402. this.quaternion.setFromRotationMatrix( m );
  9403. }
  9404. /**
  9405. * Sets the given rotation represented as a Quaternion to the 3D object.
  9406. *
  9407. * @param {Quaternion} q - The Quaternion
  9408. */
  9409. setRotationFromQuaternion( q ) {
  9410. // assumes q is normalized
  9411. this.quaternion.copy( q );
  9412. }
  9413. /**
  9414. * Rotates the 3D object along an axis in local space.
  9415. *
  9416. * @param {Vector3} axis - The (normalized) axis vector.
  9417. * @param {number} angle - The angle in radians.
  9418. * @return {Object3D} A reference to this instance.
  9419. */
  9420. rotateOnAxis( axis, angle ) {
  9421. // rotate object on axis in object space
  9422. // axis is assumed to be normalized
  9423. _q1.setFromAxisAngle( axis, angle );
  9424. this.quaternion.multiply( _q1 );
  9425. return this;
  9426. }
  9427. /**
  9428. * Rotates the 3D object along an axis in world space.
  9429. *
  9430. * @param {Vector3} axis - The (normalized) axis vector.
  9431. * @param {number} angle - The angle in radians.
  9432. * @return {Object3D} A reference to this instance.
  9433. */
  9434. rotateOnWorldAxis( axis, angle ) {
  9435. // rotate object on axis in world space
  9436. // axis is assumed to be normalized
  9437. // method assumes no rotated parent
  9438. _q1.setFromAxisAngle( axis, angle );
  9439. this.quaternion.premultiply( _q1 );
  9440. return this;
  9441. }
  9442. /**
  9443. * Rotates the 3D object around its X axis in local space.
  9444. *
  9445. * @param {number} angle - The angle in radians.
  9446. * @return {Object3D} A reference to this instance.
  9447. */
  9448. rotateX( angle ) {
  9449. return this.rotateOnAxis( _xAxis, angle );
  9450. }
  9451. /**
  9452. * Rotates the 3D object around its Y axis in local space.
  9453. *
  9454. * @param {number} angle - The angle in radians.
  9455. * @return {Object3D} A reference to this instance.
  9456. */
  9457. rotateY( angle ) {
  9458. return this.rotateOnAxis( _yAxis, angle );
  9459. }
  9460. /**
  9461. * Rotates the 3D object around its Z axis in local space.
  9462. *
  9463. * @param {number} angle - The angle in radians.
  9464. * @return {Object3D} A reference to this instance.
  9465. */
  9466. rotateZ( angle ) {
  9467. return this.rotateOnAxis( _zAxis, angle );
  9468. }
  9469. /**
  9470. * Translate the 3D object by a distance along the given axis in local space.
  9471. *
  9472. * @param {Vector3} axis - The (normalized) axis vector.
  9473. * @param {number} distance - The distance in world units.
  9474. * @return {Object3D} A reference to this instance.
  9475. */
  9476. translateOnAxis( axis, distance ) {
  9477. // translate object by distance along axis in object space
  9478. // axis is assumed to be normalized
  9479. _v1$6.copy( axis ).applyQuaternion( this.quaternion );
  9480. this.position.add( _v1$6.multiplyScalar( distance ) );
  9481. return this;
  9482. }
  9483. /**
  9484. * Translate the 3D object by a distance along its X-axis in local space.
  9485. *
  9486. * @param {number} distance - The distance in world units.
  9487. * @return {Object3D} A reference to this instance.
  9488. */
  9489. translateX( distance ) {
  9490. return this.translateOnAxis( _xAxis, distance );
  9491. }
  9492. /**
  9493. * Translate the 3D object by a distance along its Y-axis in local space.
  9494. *
  9495. * @param {number} distance - The distance in world units.
  9496. * @return {Object3D} A reference to this instance.
  9497. */
  9498. translateY( distance ) {
  9499. return this.translateOnAxis( _yAxis, distance );
  9500. }
  9501. /**
  9502. * Translate the 3D object by a distance along its Z-axis in local space.
  9503. *
  9504. * @param {number} distance - The distance in world units.
  9505. * @return {Object3D} A reference to this instance.
  9506. */
  9507. translateZ( distance ) {
  9508. return this.translateOnAxis( _zAxis, distance );
  9509. }
  9510. /**
  9511. * Converts the given vector from this 3D object's local space to world space.
  9512. *
  9513. * @param {Vector3} vector - The vector to convert.
  9514. * @return {Vector3} The converted vector.
  9515. */
  9516. localToWorld( vector ) {
  9517. this.updateWorldMatrix( true, false );
  9518. return vector.applyMatrix4( this.matrixWorld );
  9519. }
  9520. /**
  9521. * Converts the given vector from this 3D object's world space to local space.
  9522. *
  9523. * @param {Vector3} vector - The vector to convert.
  9524. * @return {Vector3} The converted vector.
  9525. */
  9526. worldToLocal( vector ) {
  9527. this.updateWorldMatrix( true, false );
  9528. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  9529. }
  9530. /**
  9531. * Rotates the object to face a point in world space.
  9532. *
  9533. * This method does not support objects having non-uniformly-scaled parent(s).
  9534. *
  9535. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  9536. * @param {number} [y] - The y coordinate in world space.
  9537. * @param {number} [z] - The z coordinate in world space.
  9538. */
  9539. lookAt( x, y, z ) {
  9540. // This method does not support objects having non-uniformly-scaled parent(s)
  9541. if ( x.isVector3 ) {
  9542. _target.copy( x );
  9543. } else {
  9544. _target.set( x, y, z );
  9545. }
  9546. const parent = this.parent;
  9547. this.updateWorldMatrix( true, false );
  9548. _position$4.setFromMatrixPosition( this.matrixWorld );
  9549. if ( this.isCamera || this.isLight ) {
  9550. _m1$1.lookAt( _position$4, _target, this.up );
  9551. } else {
  9552. _m1$1.lookAt( _target, _position$4, this.up );
  9553. }
  9554. this.quaternion.setFromRotationMatrix( _m1$1 );
  9555. if ( parent ) {
  9556. _m1$1.extractRotation( parent.matrixWorld );
  9557. _q1.setFromRotationMatrix( _m1$1 );
  9558. this.quaternion.premultiply( _q1.invert() );
  9559. }
  9560. }
  9561. /**
  9562. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  9563. * objects may be added. Any current parent on an object passed in here will be
  9564. * removed, since an object can have at most one parent.
  9565. *
  9566. * @fires Object3D#added
  9567. * @fires Object3D#childadded
  9568. * @param {Object3D} object - The 3D object to add.
  9569. * @return {Object3D} A reference to this instance.
  9570. */
  9571. add( object ) {
  9572. if ( arguments.length > 1 ) {
  9573. for ( let i = 0; i < arguments.length; i ++ ) {
  9574. this.add( arguments[ i ] );
  9575. }
  9576. return this;
  9577. }
  9578. if ( object === this ) {
  9579. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  9580. return this;
  9581. }
  9582. if ( object && object.isObject3D ) {
  9583. object.removeFromParent();
  9584. object.parent = this;
  9585. this.children.push( object );
  9586. object.dispatchEvent( _addedEvent );
  9587. _childaddedEvent.child = object;
  9588. this.dispatchEvent( _childaddedEvent );
  9589. _childaddedEvent.child = null;
  9590. } else {
  9591. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  9592. }
  9593. return this;
  9594. }
  9595. /**
  9596. * Removes the given 3D object as child from this 3D object.
  9597. * An arbitrary number of objects may be removed.
  9598. *
  9599. * @fires Object3D#removed
  9600. * @fires Object3D#childremoved
  9601. * @param {Object3D} object - The 3D object to remove.
  9602. * @return {Object3D} A reference to this instance.
  9603. */
  9604. remove( object ) {
  9605. if ( arguments.length > 1 ) {
  9606. for ( let i = 0; i < arguments.length; i ++ ) {
  9607. this.remove( arguments[ i ] );
  9608. }
  9609. return this;
  9610. }
  9611. const index = this.children.indexOf( object );
  9612. if ( index !== -1 ) {
  9613. object.parent = null;
  9614. this.children.splice( index, 1 );
  9615. object.dispatchEvent( _removedEvent );
  9616. _childremovedEvent.child = object;
  9617. this.dispatchEvent( _childremovedEvent );
  9618. _childremovedEvent.child = null;
  9619. }
  9620. return this;
  9621. }
  9622. /**
  9623. * Removes this 3D object from its current parent.
  9624. *
  9625. * @fires Object3D#removed
  9626. * @fires Object3D#childremoved
  9627. * @return {Object3D} A reference to this instance.
  9628. */
  9629. removeFromParent() {
  9630. const parent = this.parent;
  9631. if ( parent !== null ) {
  9632. parent.remove( this );
  9633. }
  9634. return this;
  9635. }
  9636. /**
  9637. * Removes all child objects.
  9638. *
  9639. * @fires Object3D#removed
  9640. * @fires Object3D#childremoved
  9641. * @return {Object3D} A reference to this instance.
  9642. */
  9643. clear() {
  9644. return this.remove( ... this.children );
  9645. }
  9646. /**
  9647. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  9648. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  9649. *
  9650. * @fires Object3D#added
  9651. * @fires Object3D#childadded
  9652. * @param {Object3D} object - The 3D object to attach.
  9653. * @return {Object3D} A reference to this instance.
  9654. */
  9655. attach( object ) {
  9656. // adds object as a child of this, while maintaining the object's world transform
  9657. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  9658. this.updateWorldMatrix( true, false );
  9659. _m1$1.copy( this.matrixWorld ).invert();
  9660. if ( object.parent !== null ) {
  9661. object.parent.updateWorldMatrix( true, false );
  9662. _m1$1.multiply( object.parent.matrixWorld );
  9663. }
  9664. object.applyMatrix4( _m1$1 );
  9665. object.removeFromParent();
  9666. object.parent = this;
  9667. this.children.push( object );
  9668. object.updateWorldMatrix( false, true );
  9669. object.dispatchEvent( _addedEvent );
  9670. _childaddedEvent.child = object;
  9671. this.dispatchEvent( _childaddedEvent );
  9672. _childaddedEvent.child = null;
  9673. return this;
  9674. }
  9675. /**
  9676. * Searches through the 3D object and its children, starting with the 3D object
  9677. * itself, and returns the first with a matching ID.
  9678. *
  9679. * @param {number} id - The id.
  9680. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9681. */
  9682. getObjectById( id ) {
  9683. return this.getObjectByProperty( 'id', id );
  9684. }
  9685. /**
  9686. * Searches through the 3D object and its children, starting with the 3D object
  9687. * itself, and returns the first with a matching name.
  9688. *
  9689. * @param {string} name - The name.
  9690. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9691. */
  9692. getObjectByName( name ) {
  9693. return this.getObjectByProperty( 'name', name );
  9694. }
  9695. /**
  9696. * Searches through the 3D object and its children, starting with the 3D object
  9697. * itself, and returns the first with a matching property value.
  9698. *
  9699. * @param {string} name - The name of the property.
  9700. * @param {any} value - The value.
  9701. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9702. */
  9703. getObjectByProperty( name, value ) {
  9704. if ( this[ name ] === value ) return this;
  9705. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  9706. const child = this.children[ i ];
  9707. const object = child.getObjectByProperty( name, value );
  9708. if ( object !== undefined ) {
  9709. return object;
  9710. }
  9711. }
  9712. return undefined;
  9713. }
  9714. /**
  9715. * Searches through the 3D object and its children, starting with the 3D object
  9716. * itself, and returns all 3D objects with a matching property value.
  9717. *
  9718. * @param {string} name - The name of the property.
  9719. * @param {any} value - The value.
  9720. * @param {Array<Object3D>} result - The method stores the result in this array.
  9721. * @return {Array<Object3D>} The found 3D objects.
  9722. */
  9723. getObjectsByProperty( name, value, result = [] ) {
  9724. if ( this[ name ] === value ) result.push( this );
  9725. const children = this.children;
  9726. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9727. children[ i ].getObjectsByProperty( name, value, result );
  9728. }
  9729. return result;
  9730. }
  9731. /**
  9732. * Returns a vector representing the position of the 3D object in world space.
  9733. *
  9734. * @param {Vector3} target - The target vector the result is stored to.
  9735. * @return {Vector3} The 3D object's position in world space.
  9736. */
  9737. getWorldPosition( target ) {
  9738. this.updateWorldMatrix( true, false );
  9739. return target.setFromMatrixPosition( this.matrixWorld );
  9740. }
  9741. /**
  9742. * Returns a Quaternion representing the position of the 3D object in world space.
  9743. *
  9744. * @param {Quaternion} target - The target Quaternion the result is stored to.
  9745. * @return {Quaternion} The 3D object's rotation in world space.
  9746. */
  9747. getWorldQuaternion( target ) {
  9748. this.updateWorldMatrix( true, false );
  9749. this.matrixWorld.decompose( _position$4, target, _scale$3 );
  9750. return target;
  9751. }
  9752. /**
  9753. * Returns a vector representing the scale of the 3D object in world space.
  9754. *
  9755. * @param {Vector3} target - The target vector the result is stored to.
  9756. * @return {Vector3} The 3D object's scale in world space.
  9757. */
  9758. getWorldScale( target ) {
  9759. this.updateWorldMatrix( true, false );
  9760. this.matrixWorld.decompose( _position$4, _quaternion$3, target );
  9761. return target;
  9762. }
  9763. /**
  9764. * Returns a vector representing the ("look") direction of the 3D object in world space.
  9765. *
  9766. * @param {Vector3} target - The target vector the result is stored to.
  9767. * @return {Vector3} The 3D object's direction in world space.
  9768. */
  9769. getWorldDirection( target ) {
  9770. this.updateWorldMatrix( true, false );
  9771. const e = this.matrixWorld.elements;
  9772. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  9773. }
  9774. /**
  9775. * Abstract method to get intersections between a casted ray and this
  9776. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  9777. * implement this method in order to use raycasting.
  9778. *
  9779. * @abstract
  9780. * @param {Raycaster} raycaster - The raycaster.
  9781. * @param {Array<Object>} intersects - An array holding the result of the method.
  9782. */
  9783. raycast( /* raycaster, intersects */ ) {}
  9784. /**
  9785. * Executes the callback on this 3D object and all descendants.
  9786. *
  9787. * Note: Modifying the scene graph inside the callback is discouraged.
  9788. *
  9789. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9790. */
  9791. traverse( callback ) {
  9792. callback( this );
  9793. const children = this.children;
  9794. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9795. children[ i ].traverse( callback );
  9796. }
  9797. }
  9798. /**
  9799. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  9800. * Descendants of invisible 3D objects are not traversed.
  9801. *
  9802. * Note: Modifying the scene graph inside the callback is discouraged.
  9803. *
  9804. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9805. */
  9806. traverseVisible( callback ) {
  9807. if ( this.visible === false ) return;
  9808. callback( this );
  9809. const children = this.children;
  9810. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9811. children[ i ].traverseVisible( callback );
  9812. }
  9813. }
  9814. /**
  9815. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  9816. *
  9817. * Note: Modifying the scene graph inside the callback is discouraged.
  9818. *
  9819. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9820. */
  9821. traverseAncestors( callback ) {
  9822. const parent = this.parent;
  9823. if ( parent !== null ) {
  9824. callback( parent );
  9825. parent.traverseAncestors( callback );
  9826. }
  9827. }
  9828. /**
  9829. * Updates the transformation matrix in local space by computing it from the current
  9830. * position, rotation and scale values.
  9831. */
  9832. updateMatrix() {
  9833. this.matrix.compose( this.position, this.quaternion, this.scale );
  9834. const pivot = this.pivot;
  9835. if ( pivot !== null ) {
  9836. const px = pivot.x, py = pivot.y, pz = pivot.z;
  9837. const te = this.matrix.elements;
  9838. te[ 12 ] += px - te[ 0 ] * px - te[ 4 ] * py - te[ 8 ] * pz;
  9839. te[ 13 ] += py - te[ 1 ] * px - te[ 5 ] * py - te[ 9 ] * pz;
  9840. te[ 14 ] += pz - te[ 2 ] * px - te[ 6 ] * py - te[ 10 ] * pz;
  9841. }
  9842. this.matrixWorldNeedsUpdate = true;
  9843. }
  9844. /**
  9845. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  9846. *
  9847. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  9848. * local space. The computation of the local and world matrix can be controlled with the
  9849. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  9850. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  9851. *
  9852. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  9853. * when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
  9854. */
  9855. updateMatrixWorld( force ) {
  9856. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9857. if ( this.matrixWorldNeedsUpdate || force ) {
  9858. if ( this.matrixWorldAutoUpdate === true ) {
  9859. if ( this.parent === null ) {
  9860. this.matrixWorld.copy( this.matrix );
  9861. } else {
  9862. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9863. }
  9864. }
  9865. this.matrixWorldNeedsUpdate = false;
  9866. force = true;
  9867. }
  9868. // make sure descendants are updated if required
  9869. const children = this.children;
  9870. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9871. const child = children[ i ];
  9872. child.updateMatrixWorld( force );
  9873. }
  9874. }
  9875. /**
  9876. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  9877. * update of ancestor and descendant nodes.
  9878. *
  9879. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  9880. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  9881. */
  9882. updateWorldMatrix( updateParents, updateChildren ) {
  9883. const parent = this.parent;
  9884. if ( updateParents === true && parent !== null ) {
  9885. parent.updateWorldMatrix( true, false );
  9886. }
  9887. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9888. if ( this.matrixWorldAutoUpdate === true ) {
  9889. if ( this.parent === null ) {
  9890. this.matrixWorld.copy( this.matrix );
  9891. } else {
  9892. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9893. }
  9894. }
  9895. // make sure descendants are updated
  9896. if ( updateChildren === true ) {
  9897. const children = this.children;
  9898. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9899. const child = children[ i ];
  9900. child.updateWorldMatrix( false, true );
  9901. }
  9902. }
  9903. }
  9904. /**
  9905. * Serializes the 3D object into JSON.
  9906. *
  9907. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  9908. * @return {Object} A JSON object representing the serialized 3D object.
  9909. * @see {@link ObjectLoader#parse}
  9910. */
  9911. toJSON( meta ) {
  9912. // meta is a string when called from JSON.stringify
  9913. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  9914. const output = {};
  9915. // meta is a hash used to collect geometries, materials.
  9916. // not providing it implies that this is the root object
  9917. // being serialized.
  9918. if ( isRootObject ) {
  9919. // initialize meta obj
  9920. meta = {
  9921. geometries: {},
  9922. materials: {},
  9923. textures: {},
  9924. images: {},
  9925. shapes: {},
  9926. skeletons: {},
  9927. animations: {},
  9928. nodes: {}
  9929. };
  9930. output.metadata = {
  9931. version: 4.7,
  9932. type: 'Object',
  9933. generator: 'Object3D.toJSON'
  9934. };
  9935. }
  9936. // standard Object3D serialization
  9937. const object = {};
  9938. object.uuid = this.uuid;
  9939. object.type = this.type;
  9940. if ( this.name !== '' ) object.name = this.name;
  9941. if ( this.castShadow === true ) object.castShadow = true;
  9942. if ( this.receiveShadow === true ) object.receiveShadow = true;
  9943. if ( this.visible === false ) object.visible = false;
  9944. if ( this.frustumCulled === false ) object.frustumCulled = false;
  9945. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  9946. if ( this.static !== false ) object.static = this.static;
  9947. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  9948. object.layers = this.layers.mask;
  9949. object.matrix = this.matrix.toArray();
  9950. object.up = this.up.toArray();
  9951. if ( this.pivot !== null ) object.pivot = this.pivot.toArray();
  9952. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  9953. if ( this.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, this.morphTargetDictionary );
  9954. if ( this.morphTargetInfluences !== undefined ) object.morphTargetInfluences = this.morphTargetInfluences.slice();
  9955. // object specific properties
  9956. if ( this.isInstancedMesh ) {
  9957. object.type = 'InstancedMesh';
  9958. object.count = this.count;
  9959. object.instanceMatrix = this.instanceMatrix.toJSON();
  9960. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  9961. }
  9962. if ( this.isBatchedMesh ) {
  9963. object.type = 'BatchedMesh';
  9964. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  9965. object.sortObjects = this.sortObjects;
  9966. object.drawRanges = this._drawRanges;
  9967. object.reservedRanges = this._reservedRanges;
  9968. object.geometryInfo = this._geometryInfo.map( info => ( {
  9969. ...info,
  9970. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  9971. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  9972. } ) );
  9973. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  9974. object.availableInstanceIds = this._availableInstanceIds.slice();
  9975. object.availableGeometryIds = this._availableGeometryIds.slice();
  9976. object.nextIndexStart = this._nextIndexStart;
  9977. object.nextVertexStart = this._nextVertexStart;
  9978. object.geometryCount = this._geometryCount;
  9979. object.maxInstanceCount = this._maxInstanceCount;
  9980. object.maxVertexCount = this._maxVertexCount;
  9981. object.maxIndexCount = this._maxIndexCount;
  9982. object.geometryInitialized = this._geometryInitialized;
  9983. object.matricesTexture = this._matricesTexture.toJSON( meta );
  9984. object.indirectTexture = this._indirectTexture.toJSON( meta );
  9985. if ( this._colorsTexture !== null ) {
  9986. object.colorsTexture = this._colorsTexture.toJSON( meta );
  9987. }
  9988. if ( this.boundingSphere !== null ) {
  9989. object.boundingSphere = this.boundingSphere.toJSON();
  9990. }
  9991. if ( this.boundingBox !== null ) {
  9992. object.boundingBox = this.boundingBox.toJSON();
  9993. }
  9994. }
  9995. //
  9996. function serialize( library, element ) {
  9997. if ( library[ element.uuid ] === undefined ) {
  9998. library[ element.uuid ] = element.toJSON( meta );
  9999. }
  10000. return element.uuid;
  10001. }
  10002. if ( this.isScene ) {
  10003. if ( this.background ) {
  10004. if ( this.background.isColor ) {
  10005. object.background = this.background.toJSON();
  10006. } else if ( this.background.isTexture ) {
  10007. object.background = this.background.toJSON( meta ).uuid;
  10008. }
  10009. }
  10010. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  10011. object.environment = this.environment.toJSON( meta ).uuid;
  10012. }
  10013. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  10014. object.geometry = serialize( meta.geometries, this.geometry );
  10015. const parameters = this.geometry.parameters;
  10016. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  10017. const shapes = parameters.shapes;
  10018. if ( Array.isArray( shapes ) ) {
  10019. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  10020. const shape = shapes[ i ];
  10021. serialize( meta.shapes, shape );
  10022. }
  10023. } else {
  10024. serialize( meta.shapes, shapes );
  10025. }
  10026. }
  10027. }
  10028. if ( this.isSkinnedMesh ) {
  10029. object.bindMode = this.bindMode;
  10030. object.bindMatrix = this.bindMatrix.toArray();
  10031. if ( this.skeleton !== undefined ) {
  10032. serialize( meta.skeletons, this.skeleton );
  10033. object.skeleton = this.skeleton.uuid;
  10034. }
  10035. }
  10036. if ( this.material !== undefined ) {
  10037. if ( Array.isArray( this.material ) ) {
  10038. const uuids = [];
  10039. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  10040. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  10041. }
  10042. object.material = uuids;
  10043. } else {
  10044. object.material = serialize( meta.materials, this.material );
  10045. }
  10046. }
  10047. //
  10048. if ( this.children.length > 0 ) {
  10049. object.children = [];
  10050. for ( let i = 0; i < this.children.length; i ++ ) {
  10051. object.children.push( this.children[ i ].toJSON( meta ).object );
  10052. }
  10053. }
  10054. //
  10055. if ( this.animations.length > 0 ) {
  10056. object.animations = [];
  10057. for ( let i = 0; i < this.animations.length; i ++ ) {
  10058. const animation = this.animations[ i ];
  10059. object.animations.push( serialize( meta.animations, animation ) );
  10060. }
  10061. }
  10062. if ( isRootObject ) {
  10063. const geometries = extractFromCache( meta.geometries );
  10064. const materials = extractFromCache( meta.materials );
  10065. const textures = extractFromCache( meta.textures );
  10066. const images = extractFromCache( meta.images );
  10067. const shapes = extractFromCache( meta.shapes );
  10068. const skeletons = extractFromCache( meta.skeletons );
  10069. const animations = extractFromCache( meta.animations );
  10070. const nodes = extractFromCache( meta.nodes );
  10071. if ( geometries.length > 0 ) output.geometries = geometries;
  10072. if ( materials.length > 0 ) output.materials = materials;
  10073. if ( textures.length > 0 ) output.textures = textures;
  10074. if ( images.length > 0 ) output.images = images;
  10075. if ( shapes.length > 0 ) output.shapes = shapes;
  10076. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  10077. if ( animations.length > 0 ) output.animations = animations;
  10078. if ( nodes.length > 0 ) output.nodes = nodes;
  10079. }
  10080. output.object = object;
  10081. return output;
  10082. // extract data from the cache hash
  10083. // remove metadata on each item
  10084. // and return as array
  10085. function extractFromCache( cache ) {
  10086. const values = [];
  10087. for ( const key in cache ) {
  10088. const data = cache[ key ];
  10089. delete data.metadata;
  10090. values.push( data );
  10091. }
  10092. return values;
  10093. }
  10094. }
  10095. /**
  10096. * Returns a new 3D object with copied values from this instance.
  10097. *
  10098. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  10099. * @return {Object3D} A clone of this instance.
  10100. */
  10101. clone( recursive ) {
  10102. return new this.constructor().copy( this, recursive );
  10103. }
  10104. /**
  10105. * Copies the values of the given 3D object to this instance.
  10106. *
  10107. * @param {Object3D} source - The 3D object to copy.
  10108. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  10109. * @return {Object3D} A reference to this instance.
  10110. */
  10111. copy( source, recursive = true ) {
  10112. this.name = source.name;
  10113. this.up.copy( source.up );
  10114. this.position.copy( source.position );
  10115. this.rotation.order = source.rotation.order;
  10116. this.quaternion.copy( source.quaternion );
  10117. this.scale.copy( source.scale );
  10118. this.pivot = ( source.pivot !== null ) ? source.pivot.clone() : null;
  10119. this.matrix.copy( source.matrix );
  10120. this.matrixWorld.copy( source.matrixWorld );
  10121. this.matrixAutoUpdate = source.matrixAutoUpdate;
  10122. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  10123. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  10124. this.layers.mask = source.layers.mask;
  10125. this.visible = source.visible;
  10126. this.castShadow = source.castShadow;
  10127. this.receiveShadow = source.receiveShadow;
  10128. this.frustumCulled = source.frustumCulled;
  10129. this.renderOrder = source.renderOrder;
  10130. this.static = source.static;
  10131. this.animations = source.animations.slice();
  10132. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  10133. if ( recursive === true ) {
  10134. for ( let i = 0; i < source.children.length; i ++ ) {
  10135. const child = source.children[ i ];
  10136. this.add( child.clone() );
  10137. }
  10138. }
  10139. return this;
  10140. }
  10141. }
  10142. /**
  10143. * The default up direction for objects, also used as the default
  10144. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  10145. *
  10146. * @static
  10147. * @type {Vector3}
  10148. * @default (0,1,0)
  10149. */
  10150. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10151. /**
  10152. * The default setting for {@link Object3D#matrixAutoUpdate} for
  10153. * newly created 3D objects.
  10154. *
  10155. * @static
  10156. * @type {boolean}
  10157. * @default true
  10158. */
  10159. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  10160. /**
  10161. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  10162. * newly created 3D objects.
  10163. *
  10164. * @static
  10165. * @type {boolean}
  10166. * @default true
  10167. */
  10168. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  10169. /**
  10170. * This is almost identical to an {@link Object3D}. Its purpose is to
  10171. * make working with groups of objects syntactically clearer.
  10172. *
  10173. * ```js
  10174. * // Create a group and add the two cubes.
  10175. * // These cubes can now be rotated / scaled etc as a group.
  10176. * const group = new THREE.Group();
  10177. *
  10178. * group.add( meshA );
  10179. * group.add( meshB );
  10180. *
  10181. * scene.add( group );
  10182. * ```
  10183. *
  10184. * @augments Object3D
  10185. */
  10186. class Group extends Object3D {
  10187. constructor() {
  10188. super();
  10189. /**
  10190. * This flag can be used for type testing.
  10191. *
  10192. * @type {boolean}
  10193. * @readonly
  10194. * @default true
  10195. */
  10196. this.isGroup = true;
  10197. this.type = 'Group';
  10198. }
  10199. }
  10200. const _moveEvent = { type: 'move' };
  10201. /**
  10202. * Class for representing a XR controller with its
  10203. * different coordinate systems.
  10204. *
  10205. * @private
  10206. */
  10207. class WebXRController {
  10208. /**
  10209. * Constructs a new XR controller.
  10210. */
  10211. constructor() {
  10212. /**
  10213. * A group representing the target ray space
  10214. * of the XR controller.
  10215. *
  10216. * @private
  10217. * @type {?Group}
  10218. * @default null
  10219. */
  10220. this._targetRay = null;
  10221. /**
  10222. * A group representing the grip space
  10223. * of the XR controller.
  10224. *
  10225. * @private
  10226. * @type {?Group}
  10227. * @default null
  10228. */
  10229. this._grip = null;
  10230. /**
  10231. * A group representing the hand space
  10232. * of the XR controller.
  10233. *
  10234. * @private
  10235. * @type {?Group}
  10236. * @default null
  10237. */
  10238. this._hand = null;
  10239. }
  10240. /**
  10241. * Returns a group representing the hand space of the XR controller.
  10242. *
  10243. * @return {Group} A group representing the hand space of the XR controller.
  10244. */
  10245. getHandSpace() {
  10246. if ( this._hand === null ) {
  10247. this._hand = new Group();
  10248. this._hand.matrixAutoUpdate = false;
  10249. this._hand.visible = false;
  10250. this._hand.joints = {};
  10251. this._hand.inputState = { pinching: false };
  10252. }
  10253. return this._hand;
  10254. }
  10255. /**
  10256. * Returns a group representing the target ray space of the XR controller.
  10257. *
  10258. * @return {Group} A group representing the target ray space of the XR controller.
  10259. */
  10260. getTargetRaySpace() {
  10261. if ( this._targetRay === null ) {
  10262. this._targetRay = new Group();
  10263. this._targetRay.matrixAutoUpdate = false;
  10264. this._targetRay.visible = false;
  10265. this._targetRay.hasLinearVelocity = false;
  10266. this._targetRay.linearVelocity = new Vector3();
  10267. this._targetRay.hasAngularVelocity = false;
  10268. this._targetRay.angularVelocity = new Vector3();
  10269. }
  10270. return this._targetRay;
  10271. }
  10272. /**
  10273. * Returns a group representing the grip space of the XR controller.
  10274. *
  10275. * @return {Group} A group representing the grip space of the XR controller.
  10276. */
  10277. getGripSpace() {
  10278. if ( this._grip === null ) {
  10279. this._grip = new Group();
  10280. this._grip.matrixAutoUpdate = false;
  10281. this._grip.visible = false;
  10282. this._grip.hasLinearVelocity = false;
  10283. this._grip.linearVelocity = new Vector3();
  10284. this._grip.hasAngularVelocity = false;
  10285. this._grip.angularVelocity = new Vector3();
  10286. this._grip.eventsEnabled = false;
  10287. }
  10288. return this._grip;
  10289. }
  10290. /**
  10291. * Dispatches the given event to the groups representing
  10292. * the different coordinate spaces of the XR controller.
  10293. *
  10294. * @param {Object} event - The event to dispatch.
  10295. * @return {WebXRController} A reference to this instance.
  10296. */
  10297. dispatchEvent( event ) {
  10298. if ( this._targetRay !== null ) {
  10299. this._targetRay.dispatchEvent( event );
  10300. }
  10301. if ( this._grip !== null ) {
  10302. this._grip.dispatchEvent( event );
  10303. }
  10304. if ( this._hand !== null ) {
  10305. this._hand.dispatchEvent( event );
  10306. }
  10307. return this;
  10308. }
  10309. /**
  10310. * Connects the controller with the given XR input source.
  10311. *
  10312. * @param {XRInputSource} inputSource - The input source.
  10313. * @return {WebXRController} A reference to this instance.
  10314. */
  10315. connect( inputSource ) {
  10316. if ( inputSource && inputSource.hand ) {
  10317. const hand = this._hand;
  10318. if ( hand ) {
  10319. for ( const inputjoint of inputSource.hand.values() ) {
  10320. // Initialize hand with joints when connected
  10321. this._getHandJoint( hand, inputjoint );
  10322. }
  10323. }
  10324. }
  10325. this.dispatchEvent( { type: 'connected', data: inputSource } );
  10326. return this;
  10327. }
  10328. /**
  10329. * Disconnects the controller from the given XR input source.
  10330. *
  10331. * @param {XRInputSource} inputSource - The input source.
  10332. * @return {WebXRController} A reference to this instance.
  10333. */
  10334. disconnect( inputSource ) {
  10335. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  10336. if ( this._targetRay !== null ) {
  10337. this._targetRay.visible = false;
  10338. }
  10339. if ( this._grip !== null ) {
  10340. this._grip.visible = false;
  10341. }
  10342. if ( this._hand !== null ) {
  10343. this._hand.visible = false;
  10344. }
  10345. return this;
  10346. }
  10347. /**
  10348. * Updates the controller with the given input source, XR frame and reference space.
  10349. * This updates the transformations of the groups that represent the different
  10350. * coordinate systems of the controller.
  10351. *
  10352. * @param {XRInputSource} inputSource - The input source.
  10353. * @param {XRFrame} frame - The XR frame.
  10354. * @param {XRReferenceSpace} referenceSpace - The reference space.
  10355. * @return {WebXRController} A reference to this instance.
  10356. */
  10357. update( inputSource, frame, referenceSpace ) {
  10358. let inputPose = null;
  10359. let gripPose = null;
  10360. let handPose = null;
  10361. const targetRay = this._targetRay;
  10362. const grip = this._grip;
  10363. const hand = this._hand;
  10364. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  10365. if ( hand && inputSource.hand ) {
  10366. handPose = true;
  10367. for ( const inputjoint of inputSource.hand.values() ) {
  10368. // Update the joints groups with the XRJoint poses
  10369. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  10370. // The transform of this joint will be updated with the joint pose on each frame
  10371. const joint = this._getHandJoint( hand, inputjoint );
  10372. if ( jointPose !== null ) {
  10373. joint.matrix.fromArray( jointPose.transform.matrix );
  10374. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  10375. joint.matrixWorldNeedsUpdate = true;
  10376. joint.jointRadius = jointPose.radius;
  10377. }
  10378. joint.visible = jointPose !== null;
  10379. }
  10380. // Custom events
  10381. // Check pinchz
  10382. const indexTip = hand.joints[ 'index-finger-tip' ];
  10383. const thumbTip = hand.joints[ 'thumb-tip' ];
  10384. const distance = indexTip.position.distanceTo( thumbTip.position );
  10385. const distanceToPinch = 0.02;
  10386. const threshold = 0.005;
  10387. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  10388. hand.inputState.pinching = false;
  10389. this.dispatchEvent( {
  10390. type: 'pinchend',
  10391. handedness: inputSource.handedness,
  10392. target: this
  10393. } );
  10394. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  10395. hand.inputState.pinching = true;
  10396. this.dispatchEvent( {
  10397. type: 'pinchstart',
  10398. handedness: inputSource.handedness,
  10399. target: this
  10400. } );
  10401. }
  10402. } else {
  10403. if ( grip !== null && inputSource.gripSpace ) {
  10404. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  10405. if ( gripPose !== null ) {
  10406. grip.matrix.fromArray( gripPose.transform.matrix );
  10407. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  10408. grip.matrixWorldNeedsUpdate = true;
  10409. if ( gripPose.linearVelocity ) {
  10410. grip.hasLinearVelocity = true;
  10411. grip.linearVelocity.copy( gripPose.linearVelocity );
  10412. } else {
  10413. grip.hasLinearVelocity = false;
  10414. }
  10415. if ( gripPose.angularVelocity ) {
  10416. grip.hasAngularVelocity = true;
  10417. grip.angularVelocity.copy( gripPose.angularVelocity );
  10418. } else {
  10419. grip.hasAngularVelocity = false;
  10420. }
  10421. // grip update event if enabled
  10422. if ( grip.eventsEnabled ) {
  10423. grip.dispatchEvent( {
  10424. type: 'gripUpdated',
  10425. data: inputSource,
  10426. target: this
  10427. } );
  10428. }
  10429. }
  10430. }
  10431. }
  10432. if ( targetRay !== null ) {
  10433. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  10434. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  10435. if ( inputPose === null && gripPose !== null ) {
  10436. inputPose = gripPose;
  10437. }
  10438. if ( inputPose !== null ) {
  10439. targetRay.matrix.fromArray( inputPose.transform.matrix );
  10440. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  10441. targetRay.matrixWorldNeedsUpdate = true;
  10442. if ( inputPose.linearVelocity ) {
  10443. targetRay.hasLinearVelocity = true;
  10444. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  10445. } else {
  10446. targetRay.hasLinearVelocity = false;
  10447. }
  10448. if ( inputPose.angularVelocity ) {
  10449. targetRay.hasAngularVelocity = true;
  10450. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  10451. } else {
  10452. targetRay.hasAngularVelocity = false;
  10453. }
  10454. this.dispatchEvent( _moveEvent );
  10455. }
  10456. }
  10457. }
  10458. if ( targetRay !== null ) {
  10459. targetRay.visible = ( inputPose !== null );
  10460. }
  10461. if ( grip !== null ) {
  10462. grip.visible = ( gripPose !== null );
  10463. }
  10464. if ( hand !== null ) {
  10465. hand.visible = ( handPose !== null );
  10466. }
  10467. return this;
  10468. }
  10469. /**
  10470. * Returns a group representing the hand joint for the given input joint.
  10471. *
  10472. * @private
  10473. * @param {Group} hand - The group representing the hand space.
  10474. * @param {XRJointSpace} inputjoint - The hand joint data.
  10475. * @return {Group} A group representing the hand joint for the given input joint.
  10476. */
  10477. _getHandJoint( hand, inputjoint ) {
  10478. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  10479. const joint = new Group();
  10480. joint.matrixAutoUpdate = false;
  10481. joint.visible = false;
  10482. hand.joints[ inputjoint.jointName ] = joint;
  10483. hand.add( joint );
  10484. }
  10485. return hand.joints[ inputjoint.jointName ];
  10486. }
  10487. }
  10488. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  10489. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  10490. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  10491. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  10492. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  10493. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  10494. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  10495. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  10496. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  10497. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  10498. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  10499. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  10500. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  10501. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  10502. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  10503. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  10504. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  10505. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  10506. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  10507. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  10508. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  10509. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  10510. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  10511. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  10512. const _hslA = { h: 0, s: 0, l: 0 };
  10513. const _hslB = { h: 0, s: 0, l: 0 };
  10514. function hue2rgb( p, q, t ) {
  10515. if ( t < 0 ) t += 1;
  10516. if ( t > 1 ) t -= 1;
  10517. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  10518. if ( t < 1 / 2 ) return q;
  10519. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  10520. return p;
  10521. }
  10522. /**
  10523. * A Color instance is represented by RGB components in the linear <i>working
  10524. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  10525. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  10526. * strings) are converted to the working color space automatically.
  10527. *
  10528. * ```js
  10529. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  10530. * const color = new THREE.Color().setHex( 0x112233 );
  10531. * ```
  10532. * Source color spaces may be specified explicitly, to ensure correct conversions.
  10533. * ```js
  10534. * // assumed already LinearSRGBColorSpace; no conversion
  10535. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  10536. *
  10537. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  10538. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  10539. * ```
  10540. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  10541. * see <i>Color management</i>. Iterating through a Color instance will yield
  10542. * its components (r, g, b) in the corresponding order. A Color can be initialised
  10543. * in any of the following ways:
  10544. * ```js
  10545. * //empty constructor - will default white
  10546. * const color1 = new THREE.Color();
  10547. *
  10548. * //Hexadecimal color (recommended)
  10549. * const color2 = new THREE.Color( 0xff0000 );
  10550. *
  10551. * //RGB string
  10552. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  10553. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  10554. *
  10555. * //X11 color name - all 140 color names are supported.
  10556. * //Note the lack of CamelCase in the name
  10557. * const color5 = new THREE.Color( 'skyblue' );
  10558. * //HSL string
  10559. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  10560. *
  10561. * //Separate RGB values between 0 and 1
  10562. * const color7 = new THREE.Color( 1, 0, 0 );
  10563. * ```
  10564. */
  10565. class Color {
  10566. /**
  10567. * Constructs a new color.
  10568. *
  10569. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  10570. * and that method is used throughout the rest of the documentation.
  10571. *
  10572. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  10573. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  10574. * @param {number} [g] - The green component.
  10575. * @param {number} [b] - The blue component.
  10576. */
  10577. constructor( r, g, b ) {
  10578. /**
  10579. * This flag can be used for type testing.
  10580. *
  10581. * @type {boolean}
  10582. * @readonly
  10583. * @default true
  10584. */
  10585. this.isColor = true;
  10586. /**
  10587. * The red component.
  10588. *
  10589. * @type {number}
  10590. * @default 1
  10591. */
  10592. this.r = 1;
  10593. /**
  10594. * The green component.
  10595. *
  10596. * @type {number}
  10597. * @default 1
  10598. */
  10599. this.g = 1;
  10600. /**
  10601. * The blue component.
  10602. *
  10603. * @type {number}
  10604. * @default 1
  10605. */
  10606. this.b = 1;
  10607. return this.set( r, g, b );
  10608. }
  10609. /**
  10610. * Sets the colors's components from the given values.
  10611. *
  10612. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  10613. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  10614. * @param {number} [g] - The green component.
  10615. * @param {number} [b] - The blue component.
  10616. * @return {Color} A reference to this color.
  10617. */
  10618. set( r, g, b ) {
  10619. if ( g === undefined && b === undefined ) {
  10620. // r is THREE.Color, hex or string
  10621. const value = r;
  10622. if ( value && value.isColor ) {
  10623. this.copy( value );
  10624. } else if ( typeof value === 'number' ) {
  10625. this.setHex( value );
  10626. } else if ( typeof value === 'string' ) {
  10627. this.setStyle( value );
  10628. }
  10629. } else {
  10630. this.setRGB( r, g, b );
  10631. }
  10632. return this;
  10633. }
  10634. /**
  10635. * Sets the colors's components to the given scalar value.
  10636. *
  10637. * @param {number} scalar - The scalar value.
  10638. * @return {Color} A reference to this color.
  10639. */
  10640. setScalar( scalar ) {
  10641. this.r = scalar;
  10642. this.g = scalar;
  10643. this.b = scalar;
  10644. return this;
  10645. }
  10646. /**
  10647. * Sets this color from a hexadecimal value.
  10648. *
  10649. * @param {number} hex - The hexadecimal value.
  10650. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10651. * @return {Color} A reference to this color.
  10652. */
  10653. setHex( hex, colorSpace = SRGBColorSpace ) {
  10654. hex = Math.floor( hex );
  10655. this.r = ( hex >> 16 & 255 ) / 255;
  10656. this.g = ( hex >> 8 & 255 ) / 255;
  10657. this.b = ( hex & 255 ) / 255;
  10658. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10659. return this;
  10660. }
  10661. /**
  10662. * Sets this color from RGB values.
  10663. *
  10664. * @param {number} r - Red channel value between `0.0` and `1.0`.
  10665. * @param {number} g - Green channel value between `0.0` and `1.0`.
  10666. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  10667. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10668. * @return {Color} A reference to this color.
  10669. */
  10670. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  10671. this.r = r;
  10672. this.g = g;
  10673. this.b = b;
  10674. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10675. return this;
  10676. }
  10677. /**
  10678. * Sets this color from RGB values.
  10679. *
  10680. * @param {number} h - Hue value between `0.0` and `1.0`.
  10681. * @param {number} s - Saturation value between `0.0` and `1.0`.
  10682. * @param {number} l - Lightness value between `0.0` and `1.0`.
  10683. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10684. * @return {Color} A reference to this color.
  10685. */
  10686. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  10687. // h,s,l ranges are in 0.0 - 1.0
  10688. h = euclideanModulo( h, 1 );
  10689. s = clamp( s, 0, 1 );
  10690. l = clamp( l, 0, 1 );
  10691. if ( s === 0 ) {
  10692. this.r = this.g = this.b = l;
  10693. } else {
  10694. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  10695. const q = ( 2 * l ) - p;
  10696. this.r = hue2rgb( q, p, h + 1 / 3 );
  10697. this.g = hue2rgb( q, p, h );
  10698. this.b = hue2rgb( q, p, h - 1 / 3 );
  10699. }
  10700. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10701. return this;
  10702. }
  10703. /**
  10704. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  10705. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  10706. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  10707. * all 140 color names are supported).
  10708. *
  10709. * @param {string} style - Color as a CSS-style string.
  10710. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10711. * @return {Color} A reference to this color.
  10712. */
  10713. setStyle( style, colorSpace = SRGBColorSpace ) {
  10714. function handleAlpha( string ) {
  10715. if ( string === undefined ) return;
  10716. if ( parseFloat( string ) < 1 ) {
  10717. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  10718. }
  10719. }
  10720. let m;
  10721. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  10722. // rgb / hsl
  10723. let color;
  10724. const name = m[ 1 ];
  10725. const components = m[ 2 ];
  10726. switch ( name ) {
  10727. case 'rgb':
  10728. case 'rgba':
  10729. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10730. // rgb(255,0,0) rgba(255,0,0,0.5)
  10731. handleAlpha( color[ 4 ] );
  10732. return this.setRGB(
  10733. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  10734. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  10735. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  10736. colorSpace
  10737. );
  10738. }
  10739. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10740. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  10741. handleAlpha( color[ 4 ] );
  10742. return this.setRGB(
  10743. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  10744. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  10745. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  10746. colorSpace
  10747. );
  10748. }
  10749. break;
  10750. case 'hsl':
  10751. case 'hsla':
  10752. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10753. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  10754. handleAlpha( color[ 4 ] );
  10755. return this.setHSL(
  10756. parseFloat( color[ 1 ] ) / 360,
  10757. parseFloat( color[ 2 ] ) / 100,
  10758. parseFloat( color[ 3 ] ) / 100,
  10759. colorSpace
  10760. );
  10761. }
  10762. break;
  10763. default:
  10764. warn( 'Color: Unknown color model ' + style );
  10765. }
  10766. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  10767. // hex color
  10768. const hex = m[ 1 ];
  10769. const size = hex.length;
  10770. if ( size === 3 ) {
  10771. // #ff0
  10772. return this.setRGB(
  10773. parseInt( hex.charAt( 0 ), 16 ) / 15,
  10774. parseInt( hex.charAt( 1 ), 16 ) / 15,
  10775. parseInt( hex.charAt( 2 ), 16 ) / 15,
  10776. colorSpace
  10777. );
  10778. } else if ( size === 6 ) {
  10779. // #ff0000
  10780. return this.setHex( parseInt( hex, 16 ), colorSpace );
  10781. } else {
  10782. warn( 'Color: Invalid hex color ' + style );
  10783. }
  10784. } else if ( style && style.length > 0 ) {
  10785. return this.setColorName( style, colorSpace );
  10786. }
  10787. return this;
  10788. }
  10789. /**
  10790. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  10791. * you don't need the other CSS-style formats.
  10792. *
  10793. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  10794. * ```js
  10795. * Color.NAMES.aliceblue // returns 0xF0F8FF
  10796. * ```
  10797. *
  10798. * @param {string} style - The color name.
  10799. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10800. * @return {Color} A reference to this color.
  10801. */
  10802. setColorName( style, colorSpace = SRGBColorSpace ) {
  10803. // color keywords
  10804. const hex = _colorKeywords[ style.toLowerCase() ];
  10805. if ( hex !== undefined ) {
  10806. // red
  10807. this.setHex( hex, colorSpace );
  10808. } else {
  10809. // unknown color
  10810. warn( 'Color: Unknown color ' + style );
  10811. }
  10812. return this;
  10813. }
  10814. /**
  10815. * Returns a new color with copied values from this instance.
  10816. *
  10817. * @return {Color} A clone of this instance.
  10818. */
  10819. clone() {
  10820. return new this.constructor( this.r, this.g, this.b );
  10821. }
  10822. /**
  10823. * Copies the values of the given color to this instance.
  10824. *
  10825. * @param {Color} color - The color to copy.
  10826. * @return {Color} A reference to this color.
  10827. */
  10828. copy( color ) {
  10829. this.r = color.r;
  10830. this.g = color.g;
  10831. this.b = color.b;
  10832. return this;
  10833. }
  10834. /**
  10835. * Copies the given color into this color, and then converts this color from
  10836. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  10837. *
  10838. * @param {Color} color - The color to copy/convert.
  10839. * @return {Color} A reference to this color.
  10840. */
  10841. copySRGBToLinear( color ) {
  10842. this.r = SRGBToLinear( color.r );
  10843. this.g = SRGBToLinear( color.g );
  10844. this.b = SRGBToLinear( color.b );
  10845. return this;
  10846. }
  10847. /**
  10848. * Copies the given color into this color, and then converts this color from
  10849. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  10850. *
  10851. * @param {Color} color - The color to copy/convert.
  10852. * @return {Color} A reference to this color.
  10853. */
  10854. copyLinearToSRGB( color ) {
  10855. this.r = LinearToSRGB( color.r );
  10856. this.g = LinearToSRGB( color.g );
  10857. this.b = LinearToSRGB( color.b );
  10858. return this;
  10859. }
  10860. /**
  10861. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  10862. *
  10863. * @return {Color} A reference to this color.
  10864. */
  10865. convertSRGBToLinear() {
  10866. this.copySRGBToLinear( this );
  10867. return this;
  10868. }
  10869. /**
  10870. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  10871. *
  10872. * @return {Color} A reference to this color.
  10873. */
  10874. convertLinearToSRGB() {
  10875. this.copyLinearToSRGB( this );
  10876. return this;
  10877. }
  10878. /**
  10879. * Returns the hexadecimal value of this color.
  10880. *
  10881. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10882. * @return {number} The hexadecimal value.
  10883. */
  10884. getHex( colorSpace = SRGBColorSpace ) {
  10885. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10886. 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 ) );
  10887. }
  10888. /**
  10889. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  10890. *
  10891. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10892. * @return {string} The hexadecimal value as a string.
  10893. */
  10894. getHexString( colorSpace = SRGBColorSpace ) {
  10895. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  10896. }
  10897. /**
  10898. * Converts the colors RGB values into the HSL format and stores them into the
  10899. * given target object.
  10900. *
  10901. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  10902. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10903. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  10904. */
  10905. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  10906. // h,s,l ranges are in 0.0 - 1.0
  10907. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10908. const r = _color.r, g = _color.g, b = _color.b;
  10909. const max = Math.max( r, g, b );
  10910. const min = Math.min( r, g, b );
  10911. let hue, saturation;
  10912. const lightness = ( min + max ) / 2.0;
  10913. if ( min === max ) {
  10914. hue = 0;
  10915. saturation = 0;
  10916. } else {
  10917. const delta = max - min;
  10918. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  10919. switch ( max ) {
  10920. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  10921. case g: hue = ( b - r ) / delta + 2; break;
  10922. case b: hue = ( r - g ) / delta + 4; break;
  10923. }
  10924. hue /= 6;
  10925. }
  10926. target.h = hue;
  10927. target.s = saturation;
  10928. target.l = lightness;
  10929. return target;
  10930. }
  10931. /**
  10932. * Returns the RGB values of this color and stores them into the given target object.
  10933. *
  10934. * @param {Color} target - The target color that is used to store the method's result.
  10935. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10936. * @return {Color} The RGB representation of this color.
  10937. */
  10938. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  10939. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10940. target.r = _color.r;
  10941. target.g = _color.g;
  10942. target.b = _color.b;
  10943. return target;
  10944. }
  10945. /**
  10946. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  10947. *
  10948. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10949. * @return {string} The CSS representation of this color.
  10950. */
  10951. getStyle( colorSpace = SRGBColorSpace ) {
  10952. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10953. const r = _color.r, g = _color.g, b = _color.b;
  10954. if ( colorSpace !== SRGBColorSpace ) {
  10955. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  10956. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  10957. }
  10958. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  10959. }
  10960. /**
  10961. * Adds the given HSL values to this color's values.
  10962. * Internally, this converts the color's RGB values to HSL, adds HSL
  10963. * and then converts the color back to RGB.
  10964. *
  10965. * @param {number} h - Hue value between `0.0` and `1.0`.
  10966. * @param {number} s - Saturation value between `0.0` and `1.0`.
  10967. * @param {number} l - Lightness value between `0.0` and `1.0`.
  10968. * @return {Color} A reference to this color.
  10969. */
  10970. offsetHSL( h, s, l ) {
  10971. this.getHSL( _hslA );
  10972. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  10973. }
  10974. /**
  10975. * Adds the RGB values of the given color to the RGB values of this color.
  10976. *
  10977. * @param {Color} color - The color to add.
  10978. * @return {Color} A reference to this color.
  10979. */
  10980. add( color ) {
  10981. this.r += color.r;
  10982. this.g += color.g;
  10983. this.b += color.b;
  10984. return this;
  10985. }
  10986. /**
  10987. * Adds the RGB values of the given colors and stores the result in this instance.
  10988. *
  10989. * @param {Color} color1 - The first color.
  10990. * @param {Color} color2 - The second color.
  10991. * @return {Color} A reference to this color.
  10992. */
  10993. addColors( color1, color2 ) {
  10994. this.r = color1.r + color2.r;
  10995. this.g = color1.g + color2.g;
  10996. this.b = color1.b + color2.b;
  10997. return this;
  10998. }
  10999. /**
  11000. * Adds the given scalar value to the RGB values of this color.
  11001. *
  11002. * @param {number} s - The scalar to add.
  11003. * @return {Color} A reference to this color.
  11004. */
  11005. addScalar( s ) {
  11006. this.r += s;
  11007. this.g += s;
  11008. this.b += s;
  11009. return this;
  11010. }
  11011. /**
  11012. * Subtracts the RGB values of the given color from the RGB values of this color.
  11013. *
  11014. * @param {Color} color - The color to subtract.
  11015. * @return {Color} A reference to this color.
  11016. */
  11017. sub( color ) {
  11018. this.r = Math.max( 0, this.r - color.r );
  11019. this.g = Math.max( 0, this.g - color.g );
  11020. this.b = Math.max( 0, this.b - color.b );
  11021. return this;
  11022. }
  11023. /**
  11024. * Multiplies the RGB values of the given color with the RGB values of this color.
  11025. *
  11026. * @param {Color} color - The color to multiply.
  11027. * @return {Color} A reference to this color.
  11028. */
  11029. multiply( color ) {
  11030. this.r *= color.r;
  11031. this.g *= color.g;
  11032. this.b *= color.b;
  11033. return this;
  11034. }
  11035. /**
  11036. * Multiplies the given scalar value with the RGB values of this color.
  11037. *
  11038. * @param {number} s - The scalar to multiply.
  11039. * @return {Color} A reference to this color.
  11040. */
  11041. multiplyScalar( s ) {
  11042. this.r *= s;
  11043. this.g *= s;
  11044. this.b *= s;
  11045. return this;
  11046. }
  11047. /**
  11048. * Linearly interpolates this color's RGB values toward the RGB values of the
  11049. * given color. The alpha argument can be thought of as the ratio between
  11050. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  11051. *
  11052. * @param {Color} color - The color to converge on.
  11053. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11054. * @return {Color} A reference to this color.
  11055. */
  11056. lerp( color, alpha ) {
  11057. this.r += ( color.r - this.r ) * alpha;
  11058. this.g += ( color.g - this.g ) * alpha;
  11059. this.b += ( color.b - this.b ) * alpha;
  11060. return this;
  11061. }
  11062. /**
  11063. * Linearly interpolates between the given colors and stores the result in this instance.
  11064. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  11065. * is the first and `1.0` is the second color.
  11066. *
  11067. * @param {Color} color1 - The first color.
  11068. * @param {Color} color2 - The second color.
  11069. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11070. * @return {Color} A reference to this color.
  11071. */
  11072. lerpColors( color1, color2, alpha ) {
  11073. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  11074. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  11075. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  11076. return this;
  11077. }
  11078. /**
  11079. * Linearly interpolates this color's HSL values toward the HSL values of the
  11080. * given color. It differs from {@link Color#lerp} by not interpolating straight
  11081. * from one color to the other, but instead going through all the hues in between
  11082. * those two colors. The alpha argument can be thought of as the ratio between
  11083. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  11084. *
  11085. * @param {Color} color - The color to converge on.
  11086. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11087. * @return {Color} A reference to this color.
  11088. */
  11089. lerpHSL( color, alpha ) {
  11090. this.getHSL( _hslA );
  11091. color.getHSL( _hslB );
  11092. const h = lerp( _hslA.h, _hslB.h, alpha );
  11093. const s = lerp( _hslA.s, _hslB.s, alpha );
  11094. const l = lerp( _hslA.l, _hslB.l, alpha );
  11095. this.setHSL( h, s, l );
  11096. return this;
  11097. }
  11098. /**
  11099. * Sets the color's RGB components from the given 3D vector.
  11100. *
  11101. * @param {Vector3} v - The vector to set.
  11102. * @return {Color} A reference to this color.
  11103. */
  11104. setFromVector3( v ) {
  11105. this.r = v.x;
  11106. this.g = v.y;
  11107. this.b = v.z;
  11108. return this;
  11109. }
  11110. /**
  11111. * Transforms this color with the given 3x3 matrix.
  11112. *
  11113. * @param {Matrix3} m - The matrix.
  11114. * @return {Color} A reference to this color.
  11115. */
  11116. applyMatrix3( m ) {
  11117. const r = this.r, g = this.g, b = this.b;
  11118. const e = m.elements;
  11119. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  11120. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  11121. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  11122. return this;
  11123. }
  11124. /**
  11125. * Returns `true` if this color is equal with the given one.
  11126. *
  11127. * @param {Color} c - The color to test for equality.
  11128. * @return {boolean} Whether this bounding color is equal with the given one.
  11129. */
  11130. equals( c ) {
  11131. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  11132. }
  11133. /**
  11134. * Sets this color's RGB components from the given array.
  11135. *
  11136. * @param {Array<number>} array - An array holding the RGB values.
  11137. * @param {number} [offset=0] - The offset into the array.
  11138. * @return {Color} A reference to this color.
  11139. */
  11140. fromArray( array, offset = 0 ) {
  11141. this.r = array[ offset ];
  11142. this.g = array[ offset + 1 ];
  11143. this.b = array[ offset + 2 ];
  11144. return this;
  11145. }
  11146. /**
  11147. * Writes the RGB components of this color to the given array. If no array is provided,
  11148. * the method returns a new instance.
  11149. *
  11150. * @param {Array<number>} [array=[]] - The target array holding the color components.
  11151. * @param {number} [offset=0] - Index of the first element in the array.
  11152. * @return {Array<number>} The color components.
  11153. */
  11154. toArray( array = [], offset = 0 ) {
  11155. array[ offset ] = this.r;
  11156. array[ offset + 1 ] = this.g;
  11157. array[ offset + 2 ] = this.b;
  11158. return array;
  11159. }
  11160. /**
  11161. * Sets the components of this color from the given buffer attribute.
  11162. *
  11163. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  11164. * @param {number} index - The index into the attribute.
  11165. * @return {Color} A reference to this color.
  11166. */
  11167. fromBufferAttribute( attribute, index ) {
  11168. this.r = attribute.getX( index );
  11169. this.g = attribute.getY( index );
  11170. this.b = attribute.getZ( index );
  11171. return this;
  11172. }
  11173. /**
  11174. * This methods defines the serialization result of this class. Returns the color
  11175. * as a hexadecimal value.
  11176. *
  11177. * @return {number} The hexadecimal value.
  11178. */
  11179. toJSON() {
  11180. return this.getHex();
  11181. }
  11182. *[ Symbol.iterator ]() {
  11183. yield this.r;
  11184. yield this.g;
  11185. yield this.b;
  11186. }
  11187. }
  11188. const _color = /*@__PURE__*/ new Color();
  11189. /**
  11190. * A dictionary with X11 color names.
  11191. *
  11192. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  11193. *
  11194. * @static
  11195. * @type {Object}
  11196. */
  11197. Color.NAMES = _colorKeywords;
  11198. /**
  11199. * This class can be used to define an exponential squared fog,
  11200. * which gives a clear view near the camera and a faster than exponentially
  11201. * densening fog farther from the camera.
  11202. *
  11203. * ```js
  11204. * const scene = new THREE.Scene();
  11205. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  11206. * ```
  11207. */
  11208. class FogExp2 {
  11209. /**
  11210. * Constructs a new fog.
  11211. *
  11212. * @param {number|Color} color - The fog's color.
  11213. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  11214. */
  11215. constructor( color, density = 0.00025 ) {
  11216. /**
  11217. * This flag can be used for type testing.
  11218. *
  11219. * @type {boolean}
  11220. * @readonly
  11221. * @default true
  11222. */
  11223. this.isFogExp2 = true;
  11224. /**
  11225. * The name of the fog.
  11226. *
  11227. * @type {string}
  11228. */
  11229. this.name = '';
  11230. /**
  11231. * The fog's color.
  11232. *
  11233. * @type {Color}
  11234. */
  11235. this.color = new Color( color );
  11236. /**
  11237. * Defines how fast the fog will grow dense.
  11238. *
  11239. * @type {number}
  11240. * @default 0.00025
  11241. */
  11242. this.density = density;
  11243. }
  11244. /**
  11245. * Returns a new fog with copied values from this instance.
  11246. *
  11247. * @return {FogExp2} A clone of this instance.
  11248. */
  11249. clone() {
  11250. return new FogExp2( this.color, this.density );
  11251. }
  11252. /**
  11253. * Serializes the fog into JSON.
  11254. *
  11255. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  11256. * @return {Object} A JSON object representing the serialized fog
  11257. */
  11258. toJSON( /* meta */ ) {
  11259. return {
  11260. type: 'FogExp2',
  11261. name: this.name,
  11262. color: this.color.getHex(),
  11263. density: this.density
  11264. };
  11265. }
  11266. }
  11267. /**
  11268. * This class can be used to define a linear fog that grows linearly denser
  11269. * with the distance.
  11270. *
  11271. * ```js
  11272. * const scene = new THREE.Scene();
  11273. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  11274. * ```
  11275. */
  11276. class Fog {
  11277. /**
  11278. * Constructs a new fog.
  11279. *
  11280. * @param {number|Color} color - The fog's color.
  11281. * @param {number} [near=1] - The minimum distance to start applying fog.
  11282. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  11283. */
  11284. constructor( color, near = 1, far = 1000 ) {
  11285. /**
  11286. * This flag can be used for type testing.
  11287. *
  11288. * @type {boolean}
  11289. * @readonly
  11290. * @default true
  11291. */
  11292. this.isFog = true;
  11293. /**
  11294. * The name of the fog.
  11295. *
  11296. * @type {string}
  11297. */
  11298. this.name = '';
  11299. /**
  11300. * The fog's color.
  11301. *
  11302. * @type {Color}
  11303. */
  11304. this.color = new Color( color );
  11305. /**
  11306. * The minimum distance to start applying fog. Objects that are less than
  11307. * `near` units from the active camera won't be affected by fog.
  11308. *
  11309. * @type {number}
  11310. * @default 1
  11311. */
  11312. this.near = near;
  11313. /**
  11314. * The maximum distance at which fog stops being calculated and applied.
  11315. * Objects that are more than `far` units away from the active camera won't
  11316. * be affected by fog.
  11317. *
  11318. * @type {number}
  11319. * @default 1000
  11320. */
  11321. this.far = far;
  11322. }
  11323. /**
  11324. * Returns a new fog with copied values from this instance.
  11325. *
  11326. * @return {Fog} A clone of this instance.
  11327. */
  11328. clone() {
  11329. return new Fog( this.color, this.near, this.far );
  11330. }
  11331. /**
  11332. * Serializes the fog into JSON.
  11333. *
  11334. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  11335. * @return {Object} A JSON object representing the serialized fog
  11336. */
  11337. toJSON( /* meta */ ) {
  11338. return {
  11339. type: 'Fog',
  11340. name: this.name,
  11341. color: this.color.getHex(),
  11342. near: this.near,
  11343. far: this.far
  11344. };
  11345. }
  11346. }
  11347. /**
  11348. * Scenes allow you to set up what is to be rendered and where by three.js.
  11349. * This is where you place 3D objects like meshes, lines or lights.
  11350. *
  11351. * @augments Object3D
  11352. */
  11353. class Scene extends Object3D {
  11354. /**
  11355. * Constructs a new scene.
  11356. */
  11357. constructor() {
  11358. super();
  11359. /**
  11360. * This flag can be used for type testing.
  11361. *
  11362. * @type {boolean}
  11363. * @readonly
  11364. * @default true
  11365. */
  11366. this.isScene = true;
  11367. this.type = 'Scene';
  11368. /**
  11369. * Defines the background of the scene. Valid inputs are:
  11370. *
  11371. * - A color for defining a uniform colored background.
  11372. * - A texture for defining a (flat) textured background.
  11373. * - Cube textures or equirectangular textures for defining a skybox.
  11374. *
  11375. * @type {?(Color|Texture)}
  11376. * @default null
  11377. */
  11378. this.background = null;
  11379. /**
  11380. * Sets the environment map for all physical materials in the scene. However,
  11381. * it's not possible to overwrite an existing texture assigned to the `envMap`
  11382. * material property.
  11383. *
  11384. * @type {?Texture}
  11385. * @default null
  11386. */
  11387. this.environment = null;
  11388. /**
  11389. * A fog instance defining the type of fog that affects everything
  11390. * rendered in the scene.
  11391. *
  11392. * @type {?(Fog|FogExp2)}
  11393. * @default null
  11394. */
  11395. this.fog = null;
  11396. /**
  11397. * Sets the blurriness of the background. Only influences environment maps
  11398. * assigned to {@link Scene#background}. Valid input is a float between `0`
  11399. * and `1`.
  11400. *
  11401. * @type {number}
  11402. * @default 0
  11403. */
  11404. this.backgroundBlurriness = 0;
  11405. /**
  11406. * Attenuates the color of the background. Only applies to background textures.
  11407. *
  11408. * @type {number}
  11409. * @default 1
  11410. */
  11411. this.backgroundIntensity = 1;
  11412. /**
  11413. * The rotation of the background in radians. Only influences environment maps
  11414. * assigned to {@link Scene#background}.
  11415. *
  11416. * @type {Euler}
  11417. * @default (0,0,0)
  11418. */
  11419. this.backgroundRotation = new Euler();
  11420. /**
  11421. * Attenuates the color of the environment. Only influences environment maps
  11422. * assigned to {@link Scene#environment}.
  11423. *
  11424. * @type {number}
  11425. * @default 1
  11426. */
  11427. this.environmentIntensity = 1;
  11428. /**
  11429. * The rotation of the environment map in radians. Only influences physical materials
  11430. * in the scene when {@link Scene#environment} is used.
  11431. *
  11432. * @type {Euler}
  11433. * @default (0,0,0)
  11434. */
  11435. this.environmentRotation = new Euler();
  11436. /**
  11437. * Forces everything in the scene to be rendered with the defined material. It is possible
  11438. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  11439. *
  11440. * @type {?Material}
  11441. * @default null
  11442. */
  11443. this.overrideMaterial = null;
  11444. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  11445. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  11446. }
  11447. }
  11448. copy( source, recursive ) {
  11449. super.copy( source, recursive );
  11450. if ( source.background !== null ) this.background = source.background.clone();
  11451. if ( source.environment !== null ) this.environment = source.environment.clone();
  11452. if ( source.fog !== null ) this.fog = source.fog.clone();
  11453. this.backgroundBlurriness = source.backgroundBlurriness;
  11454. this.backgroundIntensity = source.backgroundIntensity;
  11455. this.backgroundRotation.copy( source.backgroundRotation );
  11456. this.environmentIntensity = source.environmentIntensity;
  11457. this.environmentRotation.copy( source.environmentRotation );
  11458. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  11459. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11460. return this;
  11461. }
  11462. toJSON( meta ) {
  11463. const data = super.toJSON( meta );
  11464. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  11465. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  11466. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  11467. data.object.backgroundRotation = this.backgroundRotation.toArray();
  11468. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  11469. data.object.environmentRotation = this.environmentRotation.toArray();
  11470. return data;
  11471. }
  11472. }
  11473. const _v0$2 = /*@__PURE__*/ new Vector3();
  11474. const _v1$5 = /*@__PURE__*/ new Vector3();
  11475. const _v2$4 = /*@__PURE__*/ new Vector3();
  11476. const _v3$2 = /*@__PURE__*/ new Vector3();
  11477. const _vab = /*@__PURE__*/ new Vector3();
  11478. const _vac = /*@__PURE__*/ new Vector3();
  11479. const _vbc = /*@__PURE__*/ new Vector3();
  11480. const _vap = /*@__PURE__*/ new Vector3();
  11481. const _vbp = /*@__PURE__*/ new Vector3();
  11482. const _vcp = /*@__PURE__*/ new Vector3();
  11483. const _v40 = /*@__PURE__*/ new Vector4();
  11484. const _v41 = /*@__PURE__*/ new Vector4();
  11485. const _v42 = /*@__PURE__*/ new Vector4();
  11486. /**
  11487. * A geometric triangle as defined by three vectors representing its three corners.
  11488. */
  11489. class Triangle {
  11490. /**
  11491. * Constructs a new triangle.
  11492. *
  11493. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11494. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11495. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11496. */
  11497. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11498. /**
  11499. * The first corner of the triangle.
  11500. *
  11501. * @type {Vector3}
  11502. */
  11503. this.a = a;
  11504. /**
  11505. * The second corner of the triangle.
  11506. *
  11507. * @type {Vector3}
  11508. */
  11509. this.b = b;
  11510. /**
  11511. * The third corner of the triangle.
  11512. *
  11513. * @type {Vector3}
  11514. */
  11515. this.c = c;
  11516. }
  11517. /**
  11518. * Computes the normal vector of a triangle.
  11519. *
  11520. * @param {Vector3} a - The first corner of the triangle.
  11521. * @param {Vector3} b - The second corner of the triangle.
  11522. * @param {Vector3} c - The third corner of the triangle.
  11523. * @param {Vector3} target - The target vector that is used to store the method's result.
  11524. * @return {Vector3} The triangle's normal.
  11525. */
  11526. static getNormal( a, b, c, target ) {
  11527. target.subVectors( c, b );
  11528. _v0$2.subVectors( a, b );
  11529. target.cross( _v0$2 );
  11530. const targetLengthSq = target.lengthSq();
  11531. if ( targetLengthSq > 0 ) {
  11532. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11533. }
  11534. return target.set( 0, 0, 0 );
  11535. }
  11536. /**
  11537. * Computes a barycentric coordinates from the given vector.
  11538. * Returns `null` if the triangle is degenerate.
  11539. *
  11540. * @param {Vector3} point - A point in 3D space.
  11541. * @param {Vector3} a - The first corner of the triangle.
  11542. * @param {Vector3} b - The second corner of the triangle.
  11543. * @param {Vector3} c - The third corner of the triangle.
  11544. * @param {Vector3} target - The target vector that is used to store the method's result.
  11545. * @return {?Vector3} The barycentric coordinates for the given point
  11546. */
  11547. static getBarycoord( point, a, b, c, target ) {
  11548. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11549. _v0$2.subVectors( c, a );
  11550. _v1$5.subVectors( b, a );
  11551. _v2$4.subVectors( point, a );
  11552. const dot00 = _v0$2.dot( _v0$2 );
  11553. const dot01 = _v0$2.dot( _v1$5 );
  11554. const dot02 = _v0$2.dot( _v2$4 );
  11555. const dot11 = _v1$5.dot( _v1$5 );
  11556. const dot12 = _v1$5.dot( _v2$4 );
  11557. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11558. // collinear or singular triangle
  11559. if ( denom === 0 ) {
  11560. target.set( 0, 0, 0 );
  11561. return null;
  11562. }
  11563. const invDenom = 1 / denom;
  11564. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11565. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11566. // barycentric coordinates must always sum to 1
  11567. return target.set( 1 - u - v, v, u );
  11568. }
  11569. /**
  11570. * Returns `true` if the given point, when projected onto the plane of the
  11571. * triangle, lies within the triangle.
  11572. *
  11573. * @param {Vector3} point - The point in 3D space to test.
  11574. * @param {Vector3} a - The first corner of the triangle.
  11575. * @param {Vector3} b - The second corner of the triangle.
  11576. * @param {Vector3} c - The third corner of the triangle.
  11577. * @return {boolean} Whether the given point, when projected onto the plane of the
  11578. * triangle, lies within the triangle or not.
  11579. */
  11580. static containsPoint( point, a, b, c ) {
  11581. // if the triangle is degenerate then we can't contain a point
  11582. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11583. return false;
  11584. }
  11585. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11586. }
  11587. /**
  11588. * Computes the value barycentrically interpolated for the given point on the
  11589. * triangle. Returns `null` if the triangle is degenerate.
  11590. *
  11591. * @param {Vector3} point - Position of interpolated point.
  11592. * @param {Vector3} p1 - The first corner of the triangle.
  11593. * @param {Vector3} p2 - The second corner of the triangle.
  11594. * @param {Vector3} p3 - The third corner of the triangle.
  11595. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11596. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11597. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11598. * @param {Vector3} target - The target vector that is used to store the method's result.
  11599. * @return {?Vector3} The interpolated value.
  11600. */
  11601. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11602. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11603. target.x = 0;
  11604. target.y = 0;
  11605. if ( 'z' in target ) target.z = 0;
  11606. if ( 'w' in target ) target.w = 0;
  11607. return null;
  11608. }
  11609. target.setScalar( 0 );
  11610. target.addScaledVector( v1, _v3$2.x );
  11611. target.addScaledVector( v2, _v3$2.y );
  11612. target.addScaledVector( v3, _v3$2.z );
  11613. return target;
  11614. }
  11615. /**
  11616. * Computes the value barycentrically interpolated for the given attribute and indices.
  11617. *
  11618. * @param {BufferAttribute} attr - The attribute to interpolate.
  11619. * @param {number} i1 - Index of first vertex.
  11620. * @param {number} i2 - Index of second vertex.
  11621. * @param {number} i3 - Index of third vertex.
  11622. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11623. * @param {Vector3} target - The target vector that is used to store the method's result.
  11624. * @return {Vector3} The interpolated attribute value.
  11625. */
  11626. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11627. _v40.setScalar( 0 );
  11628. _v41.setScalar( 0 );
  11629. _v42.setScalar( 0 );
  11630. _v40.fromBufferAttribute( attr, i1 );
  11631. _v41.fromBufferAttribute( attr, i2 );
  11632. _v42.fromBufferAttribute( attr, i3 );
  11633. target.setScalar( 0 );
  11634. target.addScaledVector( _v40, barycoord.x );
  11635. target.addScaledVector( _v41, barycoord.y );
  11636. target.addScaledVector( _v42, barycoord.z );
  11637. return target;
  11638. }
  11639. /**
  11640. * Returns `true` if the triangle is oriented towards the given direction.
  11641. *
  11642. * @param {Vector3} a - The first corner of the triangle.
  11643. * @param {Vector3} b - The second corner of the triangle.
  11644. * @param {Vector3} c - The third corner of the triangle.
  11645. * @param {Vector3} direction - The (normalized) direction vector.
  11646. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11647. */
  11648. static isFrontFacing( a, b, c, direction ) {
  11649. _v0$2.subVectors( c, b );
  11650. _v1$5.subVectors( a, b );
  11651. // strictly front facing
  11652. return _v0$2.cross( _v1$5 ).dot( direction ) < 0;
  11653. }
  11654. /**
  11655. * Sets the triangle's vertices by copying the given values.
  11656. *
  11657. * @param {Vector3} a - The first corner of the triangle.
  11658. * @param {Vector3} b - The second corner of the triangle.
  11659. * @param {Vector3} c - The third corner of the triangle.
  11660. * @return {Triangle} A reference to this triangle.
  11661. */
  11662. set( a, b, c ) {
  11663. this.a.copy( a );
  11664. this.b.copy( b );
  11665. this.c.copy( c );
  11666. return this;
  11667. }
  11668. /**
  11669. * Sets the triangle's vertices by copying the given array values.
  11670. *
  11671. * @param {Array<Vector3>} points - An array with 3D points.
  11672. * @param {number} i0 - The array index representing the first corner of the triangle.
  11673. * @param {number} i1 - The array index representing the second corner of the triangle.
  11674. * @param {number} i2 - The array index representing the third corner of the triangle.
  11675. * @return {Triangle} A reference to this triangle.
  11676. */
  11677. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11678. this.a.copy( points[ i0 ] );
  11679. this.b.copy( points[ i1 ] );
  11680. this.c.copy( points[ i2 ] );
  11681. return this;
  11682. }
  11683. /**
  11684. * Sets the triangle's vertices by copying the given attribute values.
  11685. *
  11686. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11687. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11688. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11689. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11690. * @return {Triangle} A reference to this triangle.
  11691. */
  11692. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11693. this.a.fromBufferAttribute( attribute, i0 );
  11694. this.b.fromBufferAttribute( attribute, i1 );
  11695. this.c.fromBufferAttribute( attribute, i2 );
  11696. return this;
  11697. }
  11698. /**
  11699. * Returns a new triangle with copied values from this instance.
  11700. *
  11701. * @return {Triangle} A clone of this instance.
  11702. */
  11703. clone() {
  11704. return new this.constructor().copy( this );
  11705. }
  11706. /**
  11707. * Copies the values of the given triangle to this instance.
  11708. *
  11709. * @param {Triangle} triangle - The triangle to copy.
  11710. * @return {Triangle} A reference to this triangle.
  11711. */
  11712. copy( triangle ) {
  11713. this.a.copy( triangle.a );
  11714. this.b.copy( triangle.b );
  11715. this.c.copy( triangle.c );
  11716. return this;
  11717. }
  11718. /**
  11719. * Computes the area of the triangle.
  11720. *
  11721. * @return {number} The triangle's area.
  11722. */
  11723. getArea() {
  11724. _v0$2.subVectors( this.c, this.b );
  11725. _v1$5.subVectors( this.a, this.b );
  11726. return _v0$2.cross( _v1$5 ).length() * 0.5;
  11727. }
  11728. /**
  11729. * Computes the midpoint of the triangle.
  11730. *
  11731. * @param {Vector3} target - The target vector that is used to store the method's result.
  11732. * @return {Vector3} The triangle's midpoint.
  11733. */
  11734. getMidpoint( target ) {
  11735. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11736. }
  11737. /**
  11738. * Computes the normal of the triangle.
  11739. *
  11740. * @param {Vector3} target - The target vector that is used to store the method's result.
  11741. * @return {Vector3} The triangle's normal.
  11742. */
  11743. getNormal( target ) {
  11744. return Triangle.getNormal( this.a, this.b, this.c, target );
  11745. }
  11746. /**
  11747. * Computes a plane the triangle lies within.
  11748. *
  11749. * @param {Plane} target - The target vector that is used to store the method's result.
  11750. * @return {Plane} The plane the triangle lies within.
  11751. */
  11752. getPlane( target ) {
  11753. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11754. }
  11755. /**
  11756. * Computes a barycentric coordinates from the given vector.
  11757. * Returns `null` if the triangle is degenerate.
  11758. *
  11759. * @param {Vector3} point - A point in 3D space.
  11760. * @param {Vector3} target - The target vector that is used to store the method's result.
  11761. * @return {?Vector3} The barycentric coordinates for the given point
  11762. */
  11763. getBarycoord( point, target ) {
  11764. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11765. }
  11766. /**
  11767. * Computes the value barycentrically interpolated for the given point on the
  11768. * triangle. Returns `null` if the triangle is degenerate.
  11769. *
  11770. * @param {Vector3} point - Position of interpolated point.
  11771. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11772. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11773. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11774. * @param {Vector3} target - The target vector that is used to store the method's result.
  11775. * @return {?Vector3} The interpolated value.
  11776. */
  11777. getInterpolation( point, v1, v2, v3, target ) {
  11778. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11779. }
  11780. /**
  11781. * Returns `true` if the given point, when projected onto the plane of the
  11782. * triangle, lies within the triangle.
  11783. *
  11784. * @param {Vector3} point - The point in 3D space to test.
  11785. * @return {boolean} Whether the given point, when projected onto the plane of the
  11786. * triangle, lies within the triangle or not.
  11787. */
  11788. containsPoint( point ) {
  11789. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11790. }
  11791. /**
  11792. * Returns `true` if the triangle is oriented towards the given direction.
  11793. *
  11794. * @param {Vector3} direction - The (normalized) direction vector.
  11795. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11796. */
  11797. isFrontFacing( direction ) {
  11798. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11799. }
  11800. /**
  11801. * Returns `true` if this triangle intersects with the given box.
  11802. *
  11803. * @param {Box3} box - The box to intersect.
  11804. * @return {boolean} Whether this triangle intersects with the given box or not.
  11805. */
  11806. intersectsBox( box ) {
  11807. return box.intersectsTriangle( this );
  11808. }
  11809. /**
  11810. * Returns the closest point on the triangle to the given point.
  11811. *
  11812. * @param {Vector3} p - The point to compute the closest point for.
  11813. * @param {Vector3} target - The target vector that is used to store the method's result.
  11814. * @return {Vector3} The closest point on the triangle.
  11815. */
  11816. closestPointToPoint( p, target ) {
  11817. const a = this.a, b = this.b, c = this.c;
  11818. let v, w;
  11819. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11820. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11821. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11822. // basically, we're distinguishing which of the voronoi regions of the triangle
  11823. // the point lies in with the minimum amount of redundant computation.
  11824. _vab.subVectors( b, a );
  11825. _vac.subVectors( c, a );
  11826. _vap.subVectors( p, a );
  11827. const d1 = _vab.dot( _vap );
  11828. const d2 = _vac.dot( _vap );
  11829. if ( d1 <= 0 && d2 <= 0 ) {
  11830. // vertex region of A; barycentric coords (1, 0, 0)
  11831. return target.copy( a );
  11832. }
  11833. _vbp.subVectors( p, b );
  11834. const d3 = _vab.dot( _vbp );
  11835. const d4 = _vac.dot( _vbp );
  11836. if ( d3 >= 0 && d4 <= d3 ) {
  11837. // vertex region of B; barycentric coords (0, 1, 0)
  11838. return target.copy( b );
  11839. }
  11840. const vc = d1 * d4 - d3 * d2;
  11841. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11842. v = d1 / ( d1 - d3 );
  11843. // edge region of AB; barycentric coords (1-v, v, 0)
  11844. return target.copy( a ).addScaledVector( _vab, v );
  11845. }
  11846. _vcp.subVectors( p, c );
  11847. const d5 = _vab.dot( _vcp );
  11848. const d6 = _vac.dot( _vcp );
  11849. if ( d6 >= 0 && d5 <= d6 ) {
  11850. // vertex region of C; barycentric coords (0, 0, 1)
  11851. return target.copy( c );
  11852. }
  11853. const vb = d5 * d2 - d1 * d6;
  11854. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11855. w = d2 / ( d2 - d6 );
  11856. // edge region of AC; barycentric coords (1-w, 0, w)
  11857. return target.copy( a ).addScaledVector( _vac, w );
  11858. }
  11859. const va = d3 * d6 - d5 * d4;
  11860. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11861. _vbc.subVectors( c, b );
  11862. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11863. // edge region of BC; barycentric coords (0, 1-w, w)
  11864. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11865. }
  11866. // face region
  11867. const denom = 1 / ( va + vb + vc );
  11868. // u = va * denom
  11869. v = vb * denom;
  11870. w = vc * denom;
  11871. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11872. }
  11873. /**
  11874. * Returns `true` if this triangle is equal with the given one.
  11875. *
  11876. * @param {Triangle} triangle - The triangle to test for equality.
  11877. * @return {boolean} Whether this triangle is equal with the given one.
  11878. */
  11879. equals( triangle ) {
  11880. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11881. }
  11882. }
  11883. /**
  11884. * Represents an axis-aligned bounding box (AABB) in 3D space.
  11885. */
  11886. class Box3 {
  11887. /**
  11888. * Constructs a new bounding box.
  11889. *
  11890. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  11891. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  11892. */
  11893. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  11894. /**
  11895. * This flag can be used for type testing.
  11896. *
  11897. * @type {boolean}
  11898. * @readonly
  11899. * @default true
  11900. */
  11901. this.isBox3 = true;
  11902. /**
  11903. * The lower boundary of the box.
  11904. *
  11905. * @type {Vector3}
  11906. */
  11907. this.min = min;
  11908. /**
  11909. * The upper boundary of the box.
  11910. *
  11911. * @type {Vector3}
  11912. */
  11913. this.max = max;
  11914. }
  11915. /**
  11916. * Sets the lower and upper boundaries of this box.
  11917. * Please note that this method only copies the values from the given objects.
  11918. *
  11919. * @param {Vector3} min - The lower boundary of the box.
  11920. * @param {Vector3} max - The upper boundary of the box.
  11921. * @return {Box3} A reference to this bounding box.
  11922. */
  11923. set( min, max ) {
  11924. this.min.copy( min );
  11925. this.max.copy( max );
  11926. return this;
  11927. }
  11928. /**
  11929. * Sets the upper and lower bounds of this box so it encloses the position data
  11930. * in the given array.
  11931. *
  11932. * @param {Array<number>} array - An array holding 3D position data.
  11933. * @return {Box3} A reference to this bounding box.
  11934. */
  11935. setFromArray( array ) {
  11936. this.makeEmpty();
  11937. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  11938. this.expandByPoint( _vector$b.fromArray( array, i ) );
  11939. }
  11940. return this;
  11941. }
  11942. /**
  11943. * Sets the upper and lower bounds of this box so it encloses the position data
  11944. * in the given buffer attribute.
  11945. *
  11946. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  11947. * @return {Box3} A reference to this bounding box.
  11948. */
  11949. setFromBufferAttribute( attribute ) {
  11950. this.makeEmpty();
  11951. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  11952. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  11953. }
  11954. return this;
  11955. }
  11956. /**
  11957. * Sets the upper and lower bounds of this box so it encloses the position data
  11958. * in the given array.
  11959. *
  11960. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  11961. * @return {Box3} A reference to this bounding box.
  11962. */
  11963. setFromPoints( points ) {
  11964. this.makeEmpty();
  11965. for ( let i = 0, il = points.length; i < il; i ++ ) {
  11966. this.expandByPoint( points[ i ] );
  11967. }
  11968. return this;
  11969. }
  11970. /**
  11971. * Centers this box on the given center vector and sets this box's width, height and
  11972. * depth to the given size values.
  11973. *
  11974. * @param {Vector3} center - The center of the box.
  11975. * @param {Vector3} size - The x, y and z dimensions of the box.
  11976. * @return {Box3} A reference to this bounding box.
  11977. */
  11978. setFromCenterAndSize( center, size ) {
  11979. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  11980. this.min.copy( center ).sub( halfSize );
  11981. this.max.copy( center ).add( halfSize );
  11982. return this;
  11983. }
  11984. /**
  11985. * Computes the world-axis-aligned bounding box for the given 3D object
  11986. * (including its children), accounting for the object's, and children's,
  11987. * world transforms. The function may result in a larger box than strictly necessary.
  11988. *
  11989. * @param {Object3D} object - The 3D object to compute the bounding box for.
  11990. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  11991. * world-axis-aligned bounding box at the expense of more computation.
  11992. * @return {Box3} A reference to this bounding box.
  11993. */
  11994. setFromObject( object, precise = false ) {
  11995. this.makeEmpty();
  11996. return this.expandByObject( object, precise );
  11997. }
  11998. /**
  11999. * Returns a new box with copied values from this instance.
  12000. *
  12001. * @return {Box3} A clone of this instance.
  12002. */
  12003. clone() {
  12004. return new this.constructor().copy( this );
  12005. }
  12006. /**
  12007. * Copies the values of the given box to this instance.
  12008. *
  12009. * @param {Box3} box - The box to copy.
  12010. * @return {Box3} A reference to this bounding box.
  12011. */
  12012. copy( box ) {
  12013. this.min.copy( box.min );
  12014. this.max.copy( box.max );
  12015. return this;
  12016. }
  12017. /**
  12018. * Makes this box empty which means in encloses a zero space in 3D.
  12019. *
  12020. * @return {Box3} A reference to this bounding box.
  12021. */
  12022. makeEmpty() {
  12023. this.min.x = this.min.y = this.min.z = + Infinity;
  12024. this.max.x = this.max.y = this.max.z = - Infinity;
  12025. return this;
  12026. }
  12027. /**
  12028. * Returns true if this box includes zero points within its bounds.
  12029. * Note that a box with equal lower and upper bounds still includes one
  12030. * point, the one both bounds share.
  12031. *
  12032. * @return {boolean} Whether this box is empty or not.
  12033. */
  12034. isEmpty() {
  12035. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  12036. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  12037. }
  12038. /**
  12039. * Returns the center point of this box.
  12040. *
  12041. * @param {Vector3} target - The target vector that is used to store the method's result.
  12042. * @return {Vector3} The center point.
  12043. */
  12044. getCenter( target ) {
  12045. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  12046. }
  12047. /**
  12048. * Returns the dimensions of this box.
  12049. *
  12050. * @param {Vector3} target - The target vector that is used to store the method's result.
  12051. * @return {Vector3} The size.
  12052. */
  12053. getSize( target ) {
  12054. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  12055. }
  12056. /**
  12057. * Expands the boundaries of this box to include the given point.
  12058. *
  12059. * @param {Vector3} point - The point that should be included by the bounding box.
  12060. * @return {Box3} A reference to this bounding box.
  12061. */
  12062. expandByPoint( point ) {
  12063. this.min.min( point );
  12064. this.max.max( point );
  12065. return this;
  12066. }
  12067. /**
  12068. * Expands this box equilaterally by the given vector. The width of this
  12069. * box will be expanded by the x component of the vector in both
  12070. * directions. The height of this box will be expanded by the y component of
  12071. * the vector in both directions. The depth of this box will be
  12072. * expanded by the z component of the vector in both directions.
  12073. *
  12074. * @param {Vector3} vector - The vector that should expand the bounding box.
  12075. * @return {Box3} A reference to this bounding box.
  12076. */
  12077. expandByVector( vector ) {
  12078. this.min.sub( vector );
  12079. this.max.add( vector );
  12080. return this;
  12081. }
  12082. /**
  12083. * Expands each dimension of the box by the given scalar. If negative, the
  12084. * dimensions of the box will be contracted.
  12085. *
  12086. * @param {number} scalar - The scalar value that should expand the bounding box.
  12087. * @return {Box3} A reference to this bounding box.
  12088. */
  12089. expandByScalar( scalar ) {
  12090. this.min.addScalar( - scalar );
  12091. this.max.addScalar( scalar );
  12092. return this;
  12093. }
  12094. /**
  12095. * Expands the boundaries of this box to include the given 3D object and
  12096. * its children, accounting for the object's, and children's, world
  12097. * transforms. The function may result in a larger box than strictly
  12098. * necessary (unless the precise parameter is set to true).
  12099. *
  12100. * @param {Object3D} object - The 3D object that should expand the bounding box.
  12101. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  12102. * as little as necessary at the expense of more computation.
  12103. * @return {Box3} A reference to this bounding box.
  12104. */
  12105. expandByObject( object, precise = false ) {
  12106. // Computes the world-axis-aligned bounding box of an object (including its children),
  12107. // accounting for both the object's, and children's, world transforms
  12108. object.updateWorldMatrix( false, false );
  12109. const geometry = object.geometry;
  12110. if ( geometry !== undefined ) {
  12111. const positionAttribute = geometry.getAttribute( 'position' );
  12112. // precise AABB computation based on vertex data requires at least a position attribute.
  12113. // instancing isn't supported so far and uses the normal (conservative) code path.
  12114. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  12115. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  12116. if ( object.isMesh === true ) {
  12117. object.getVertexPosition( i, _vector$b );
  12118. } else {
  12119. _vector$b.fromBufferAttribute( positionAttribute, i );
  12120. }
  12121. _vector$b.applyMatrix4( object.matrixWorld );
  12122. this.expandByPoint( _vector$b );
  12123. }
  12124. } else {
  12125. if ( object.boundingBox !== undefined ) {
  12126. // object-level bounding box
  12127. if ( object.boundingBox === null ) {
  12128. object.computeBoundingBox();
  12129. }
  12130. _box$4.copy( object.boundingBox );
  12131. } else {
  12132. // geometry-level bounding box
  12133. if ( geometry.boundingBox === null ) {
  12134. geometry.computeBoundingBox();
  12135. }
  12136. _box$4.copy( geometry.boundingBox );
  12137. }
  12138. _box$4.applyMatrix4( object.matrixWorld );
  12139. this.union( _box$4 );
  12140. }
  12141. }
  12142. const children = object.children;
  12143. for ( let i = 0, l = children.length; i < l; i ++ ) {
  12144. this.expandByObject( children[ i ], precise );
  12145. }
  12146. return this;
  12147. }
  12148. /**
  12149. * Returns `true` if the given point lies within or on the boundaries of this box.
  12150. *
  12151. * @param {Vector3} point - The point to test.
  12152. * @return {boolean} Whether the bounding box contains the given point or not.
  12153. */
  12154. containsPoint( point ) {
  12155. return point.x >= this.min.x && point.x <= this.max.x &&
  12156. point.y >= this.min.y && point.y <= this.max.y &&
  12157. point.z >= this.min.z && point.z <= this.max.z;
  12158. }
  12159. /**
  12160. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  12161. * If this box and the given one are identical, this function also returns `true`.
  12162. *
  12163. * @param {Box3} box - The bounding box to test.
  12164. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  12165. */
  12166. containsBox( box ) {
  12167. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  12168. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  12169. this.min.z <= box.min.z && box.max.z <= this.max.z;
  12170. }
  12171. /**
  12172. * Returns a point as a proportion of this box's width, height and depth.
  12173. *
  12174. * @param {Vector3} point - A point in 3D space.
  12175. * @param {Vector3} target - The target vector that is used to store the method's result.
  12176. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  12177. */
  12178. getParameter( point, target ) {
  12179. // This can potentially have a divide by zero if the box
  12180. // has a size dimension of 0.
  12181. return target.set(
  12182. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  12183. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  12184. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  12185. );
  12186. }
  12187. /**
  12188. * Returns `true` if the given bounding box intersects with this bounding box.
  12189. *
  12190. * @param {Box3} box - The bounding box to test.
  12191. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  12192. */
  12193. intersectsBox( box ) {
  12194. // using 6 splitting planes to rule out intersections.
  12195. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  12196. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  12197. box.max.z >= this.min.z && box.min.z <= this.max.z;
  12198. }
  12199. /**
  12200. * Returns `true` if the given bounding sphere intersects with this bounding box.
  12201. *
  12202. * @param {Sphere} sphere - The bounding sphere to test.
  12203. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  12204. */
  12205. intersectsSphere( sphere ) {
  12206. // Find the point on the AABB closest to the sphere center.
  12207. this.clampPoint( sphere.center, _vector$b );
  12208. // If that point is inside the sphere, the AABB and sphere intersect.
  12209. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  12210. }
  12211. /**
  12212. * Returns `true` if the given plane intersects with this bounding box.
  12213. *
  12214. * @param {Plane} plane - The plane to test.
  12215. * @return {boolean} Whether the given plane intersects with this bounding box.
  12216. */
  12217. intersectsPlane( plane ) {
  12218. // We compute the minimum and maximum dot product values. If those values
  12219. // are on the same side (back or front) of the plane, then there is no intersection.
  12220. let min, max;
  12221. if ( plane.normal.x > 0 ) {
  12222. min = plane.normal.x * this.min.x;
  12223. max = plane.normal.x * this.max.x;
  12224. } else {
  12225. min = plane.normal.x * this.max.x;
  12226. max = plane.normal.x * this.min.x;
  12227. }
  12228. if ( plane.normal.y > 0 ) {
  12229. min += plane.normal.y * this.min.y;
  12230. max += plane.normal.y * this.max.y;
  12231. } else {
  12232. min += plane.normal.y * this.max.y;
  12233. max += plane.normal.y * this.min.y;
  12234. }
  12235. if ( plane.normal.z > 0 ) {
  12236. min += plane.normal.z * this.min.z;
  12237. max += plane.normal.z * this.max.z;
  12238. } else {
  12239. min += plane.normal.z * this.max.z;
  12240. max += plane.normal.z * this.min.z;
  12241. }
  12242. return ( min <= - plane.constant && max >= - plane.constant );
  12243. }
  12244. /**
  12245. * Returns `true` if the given triangle intersects with this bounding box.
  12246. *
  12247. * @param {Triangle} triangle - The triangle to test.
  12248. * @return {boolean} Whether the given triangle intersects with this bounding box.
  12249. */
  12250. intersectsTriangle( triangle ) {
  12251. if ( this.isEmpty() ) {
  12252. return false;
  12253. }
  12254. // compute box center and extents
  12255. this.getCenter( _center );
  12256. _extents.subVectors( this.max, _center );
  12257. // translate triangle to aabb origin
  12258. _v0$1.subVectors( triangle.a, _center );
  12259. _v1$4.subVectors( triangle.b, _center );
  12260. _v2$3.subVectors( triangle.c, _center );
  12261. // compute edge vectors for triangle
  12262. _f0.subVectors( _v1$4, _v0$1 );
  12263. _f1.subVectors( _v2$3, _v1$4 );
  12264. _f2.subVectors( _v0$1, _v2$3 );
  12265. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  12266. // 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
  12267. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  12268. let axes = [
  12269. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  12270. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  12271. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  12272. ];
  12273. if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
  12274. return false;
  12275. }
  12276. // test 3 face normals from the aabb
  12277. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  12278. if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
  12279. return false;
  12280. }
  12281. // finally testing the face normal of the triangle
  12282. // use already existing triangle edge vectors here
  12283. _triangleNormal.crossVectors( _f0, _f1 );
  12284. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  12285. return satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents );
  12286. }
  12287. /**
  12288. * Clamps the given point within the bounds of this box.
  12289. *
  12290. * @param {Vector3} point - The point to clamp.
  12291. * @param {Vector3} target - The target vector that is used to store the method's result.
  12292. * @return {Vector3} The clamped point.
  12293. */
  12294. clampPoint( point, target ) {
  12295. return target.copy( point ).clamp( this.min, this.max );
  12296. }
  12297. /**
  12298. * Returns the euclidean distance from any edge of this box to the specified point. If
  12299. * the given point lies inside of this box, the distance will be `0`.
  12300. *
  12301. * @param {Vector3} point - The point to compute the distance to.
  12302. * @return {number} The euclidean distance.
  12303. */
  12304. distanceToPoint( point ) {
  12305. return this.clampPoint( point, _vector$b ).distanceTo( point );
  12306. }
  12307. /**
  12308. * Returns a bounding sphere that encloses this bounding box.
  12309. *
  12310. * @param {Sphere} target - The target sphere that is used to store the method's result.
  12311. * @return {Sphere} The bounding sphere that encloses this bounding box.
  12312. */
  12313. getBoundingSphere( target ) {
  12314. if ( this.isEmpty() ) {
  12315. target.makeEmpty();
  12316. } else {
  12317. this.getCenter( target.center );
  12318. target.radius = this.getSize( _vector$b ).length() * 0.5;
  12319. }
  12320. return target;
  12321. }
  12322. /**
  12323. * Computes the intersection of this bounding box and the given one, setting the upper
  12324. * bound of this box to the lesser of the two boxes' upper bounds and the
  12325. * lower bound of this box to the greater of the two boxes' lower bounds. If
  12326. * there's no overlap, makes this box empty.
  12327. *
  12328. * @param {Box3} box - The bounding box to intersect with.
  12329. * @return {Box3} A reference to this bounding box.
  12330. */
  12331. intersect( box ) {
  12332. this.min.max( box.min );
  12333. this.max.min( box.max );
  12334. // 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.
  12335. if ( this.isEmpty() ) this.makeEmpty();
  12336. return this;
  12337. }
  12338. /**
  12339. * Computes the union of this box and another and the given one, setting the upper
  12340. * bound of this box to the greater of the two boxes' upper bounds and the
  12341. * lower bound of this box to the lesser of the two boxes' lower bounds.
  12342. *
  12343. * @param {Box3} box - The bounding box that will be unioned with this instance.
  12344. * @return {Box3} A reference to this bounding box.
  12345. */
  12346. union( box ) {
  12347. this.min.min( box.min );
  12348. this.max.max( box.max );
  12349. return this;
  12350. }
  12351. /**
  12352. * Transforms this bounding box by the given 4x4 transformation matrix.
  12353. *
  12354. * @param {Matrix4} matrix - The transformation matrix.
  12355. * @return {Box3} A reference to this bounding box.
  12356. */
  12357. applyMatrix4( matrix ) {
  12358. // transform of empty box is an empty box.
  12359. if ( this.isEmpty() ) return this;
  12360. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  12361. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  12362. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  12363. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  12364. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  12365. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  12366. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  12367. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  12368. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  12369. this.setFromPoints( _points );
  12370. return this;
  12371. }
  12372. /**
  12373. * Adds the given offset to both the upper and lower bounds of this bounding box,
  12374. * effectively moving it in 3D space.
  12375. *
  12376. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  12377. * @return {Box3} A reference to this bounding box.
  12378. */
  12379. translate( offset ) {
  12380. this.min.add( offset );
  12381. this.max.add( offset );
  12382. return this;
  12383. }
  12384. /**
  12385. * Returns `true` if this bounding box is equal with the given one.
  12386. *
  12387. * @param {Box3} box - The box to test for equality.
  12388. * @return {boolean} Whether this bounding box is equal with the given one.
  12389. */
  12390. equals( box ) {
  12391. return box.min.equals( this.min ) && box.max.equals( this.max );
  12392. }
  12393. /**
  12394. * Returns a serialized structure of the bounding box.
  12395. *
  12396. * @return {Object} Serialized structure with fields representing the object state.
  12397. */
  12398. toJSON() {
  12399. return {
  12400. min: this.min.toArray(),
  12401. max: this.max.toArray()
  12402. };
  12403. }
  12404. /**
  12405. * Returns a serialized structure of the bounding box.
  12406. *
  12407. * @param {Object} json - The serialized json to set the box from.
  12408. * @return {Box3} A reference to this bounding box.
  12409. */
  12410. fromJSON( json ) {
  12411. this.min.fromArray( json.min );
  12412. this.max.fromArray( json.max );
  12413. return this;
  12414. }
  12415. }
  12416. const _points = [
  12417. /*@__PURE__*/ new Vector3(),
  12418. /*@__PURE__*/ new Vector3(),
  12419. /*@__PURE__*/ new Vector3(),
  12420. /*@__PURE__*/ new Vector3(),
  12421. /*@__PURE__*/ new Vector3(),
  12422. /*@__PURE__*/ new Vector3(),
  12423. /*@__PURE__*/ new Vector3(),
  12424. /*@__PURE__*/ new Vector3()
  12425. ];
  12426. const _vector$b = /*@__PURE__*/ new Vector3();
  12427. const _box$4 = /*@__PURE__*/ new Box3();
  12428. // triangle centered vertices
  12429. const _v0$1 = /*@__PURE__*/ new Vector3();
  12430. const _v1$4 = /*@__PURE__*/ new Vector3();
  12431. const _v2$3 = /*@__PURE__*/ new Vector3();
  12432. // triangle edge vectors
  12433. const _f0 = /*@__PURE__*/ new Vector3();
  12434. const _f1 = /*@__PURE__*/ new Vector3();
  12435. const _f2 = /*@__PURE__*/ new Vector3();
  12436. const _center = /*@__PURE__*/ new Vector3();
  12437. const _extents = /*@__PURE__*/ new Vector3();
  12438. const _triangleNormal = /*@__PURE__*/ new Vector3();
  12439. const _testAxis = /*@__PURE__*/ new Vector3();
  12440. function satForAxes( axes, v0, v1, v2, extents ) {
  12441. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  12442. _testAxis.fromArray( axes, i );
  12443. // project the aabb onto the separating axis
  12444. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  12445. // project all 3 vertices of the triangle onto the separating axis
  12446. const p0 = v0.dot( _testAxis );
  12447. const p1 = v1.dot( _testAxis );
  12448. const p2 = v2.dot( _testAxis );
  12449. // actual test, basically see if either of the most extreme of the triangle points intersects r
  12450. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  12451. // points of the projected triangle are outside the projected half-length of the aabb
  12452. // the axis is separating and we can exit
  12453. return false;
  12454. }
  12455. }
  12456. return true;
  12457. }
  12458. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  12459. const _tables = /*@__PURE__*/ _generateTables();
  12460. function _generateTables() {
  12461. // float32 to float16 helpers
  12462. const buffer = new ArrayBuffer( 4 );
  12463. const floatView = new Float32Array( buffer );
  12464. const uint32View = new Uint32Array( buffer );
  12465. const baseTable = new Uint32Array( 512 );
  12466. const shiftTable = new Uint32Array( 512 );
  12467. for ( let i = 0; i < 256; ++ i ) {
  12468. const e = i - 127;
  12469. // very small number (0, -0)
  12470. if ( e < -27 ) {
  12471. baseTable[ i ] = 0x0000;
  12472. baseTable[ i | 0x100 ] = 0x8000;
  12473. shiftTable[ i ] = 24;
  12474. shiftTable[ i | 0x100 ] = 24;
  12475. // small number (denorm)
  12476. } else if ( e < -14 ) {
  12477. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  12478. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  12479. shiftTable[ i ] = - e - 1;
  12480. shiftTable[ i | 0x100 ] = - e - 1;
  12481. // normal number
  12482. } else if ( e <= 15 ) {
  12483. baseTable[ i ] = ( e + 15 ) << 10;
  12484. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  12485. shiftTable[ i ] = 13;
  12486. shiftTable[ i | 0x100 ] = 13;
  12487. // large number (Infinity, -Infinity)
  12488. } else if ( e < 128 ) {
  12489. baseTable[ i ] = 0x7c00;
  12490. baseTable[ i | 0x100 ] = 0xfc00;
  12491. shiftTable[ i ] = 24;
  12492. shiftTable[ i | 0x100 ] = 24;
  12493. // stay (NaN, Infinity, -Infinity)
  12494. } else {
  12495. baseTable[ i ] = 0x7c00;
  12496. baseTable[ i | 0x100 ] = 0xfc00;
  12497. shiftTable[ i ] = 13;
  12498. shiftTable[ i | 0x100 ] = 13;
  12499. }
  12500. }
  12501. // float16 to float32 helpers
  12502. const mantissaTable = new Uint32Array( 2048 );
  12503. const exponentTable = new Uint32Array( 64 );
  12504. const offsetTable = new Uint32Array( 64 );
  12505. for ( let i = 1; i < 1024; ++ i ) {
  12506. let m = i << 13; // zero pad mantissa bits
  12507. let e = 0; // zero exponent
  12508. // normalized
  12509. while ( ( m & 0x00800000 ) === 0 ) {
  12510. m <<= 1;
  12511. e -= 0x00800000; // decrement exponent
  12512. }
  12513. m &= -8388609; // clear leading 1 bit
  12514. e += 0x38800000; // adjust bias
  12515. mantissaTable[ i ] = m | e;
  12516. }
  12517. for ( let i = 1024; i < 2048; ++ i ) {
  12518. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  12519. }
  12520. for ( let i = 1; i < 31; ++ i ) {
  12521. exponentTable[ i ] = i << 23;
  12522. }
  12523. exponentTable[ 31 ] = 0x47800000;
  12524. exponentTable[ 32 ] = 0x80000000;
  12525. for ( let i = 33; i < 63; ++ i ) {
  12526. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  12527. }
  12528. exponentTable[ 63 ] = 0xc7800000;
  12529. for ( let i = 1; i < 64; ++ i ) {
  12530. if ( i !== 32 ) {
  12531. offsetTable[ i ] = 1024;
  12532. }
  12533. }
  12534. return {
  12535. floatView: floatView,
  12536. uint32View: uint32View,
  12537. baseTable: baseTable,
  12538. shiftTable: shiftTable,
  12539. mantissaTable: mantissaTable,
  12540. exponentTable: exponentTable,
  12541. offsetTable: offsetTable
  12542. };
  12543. }
  12544. /**
  12545. * Returns a half precision floating point value (FP16) from the given single
  12546. * precision floating point value (FP32).
  12547. *
  12548. * @param {number} val - A single precision floating point value.
  12549. * @return {number} The FP16 value.
  12550. */
  12551. function toHalfFloat( val ) {
  12552. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  12553. val = clamp( val, -65504, 65504 );
  12554. _tables.floatView[ 0 ] = val;
  12555. const f = _tables.uint32View[ 0 ];
  12556. const e = ( f >> 23 ) & 0x1ff;
  12557. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  12558. }
  12559. /**
  12560. * Returns a single precision floating point value (FP32) from the given half
  12561. * precision floating point value (FP16).
  12562. *
  12563. * @param {number} val - A half precision floating point value.
  12564. * @return {number} The FP32 value.
  12565. */
  12566. function fromHalfFloat( val ) {
  12567. const m = val >> 10;
  12568. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  12569. return _tables.floatView[ 0 ];
  12570. }
  12571. /**
  12572. * A class containing utility functions for data.
  12573. *
  12574. * @hideconstructor
  12575. */
  12576. class DataUtils {
  12577. /**
  12578. * Returns a half precision floating point value (FP16) from the given single
  12579. * precision floating point value (FP32).
  12580. *
  12581. * @param {number} val - A single precision floating point value.
  12582. * @return {number} The FP16 value.
  12583. */
  12584. static toHalfFloat( val ) {
  12585. return toHalfFloat( val );
  12586. }
  12587. /**
  12588. * Returns a single precision floating point value (FP32) from the given half
  12589. * precision floating point value (FP16).
  12590. *
  12591. * @param {number} val - A half precision floating point value.
  12592. * @return {number} The FP32 value.
  12593. */
  12594. static fromHalfFloat( val ) {
  12595. return fromHalfFloat( val );
  12596. }
  12597. }
  12598. const _vector$a = /*@__PURE__*/ new Vector3();
  12599. const _vector2$1 = /*@__PURE__*/ new Vector2();
  12600. let _id$2 = 0;
  12601. /**
  12602. * This class stores data for an attribute (such as vertex positions, face
  12603. * indices, normals, colors, UVs, and any custom attributes ) associated with
  12604. * a geometry, which allows for more efficient passing of data to the GPU.
  12605. *
  12606. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  12607. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  12608. */
  12609. class BufferAttribute extends EventDispatcher {
  12610. /**
  12611. * Constructs a new buffer attribute.
  12612. *
  12613. * @param {TypedArray} array - The array holding the attribute data.
  12614. * @param {number} itemSize - The item size.
  12615. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  12616. */
  12617. constructor( array, itemSize, normalized = false ) {
  12618. super();
  12619. if ( Array.isArray( array ) ) {
  12620. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  12621. }
  12622. /**
  12623. * This flag can be used for type testing.
  12624. *
  12625. * @type {boolean}
  12626. * @readonly
  12627. * @default true
  12628. */
  12629. this.isBufferAttribute = true;
  12630. /**
  12631. * The ID of the buffer attribute.
  12632. *
  12633. * @name BufferAttribute#id
  12634. * @type {number}
  12635. * @readonly
  12636. */
  12637. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  12638. /**
  12639. * The name of the buffer attribute.
  12640. *
  12641. * @type {string}
  12642. */
  12643. this.name = '';
  12644. /**
  12645. * The array holding the attribute data. It should have `itemSize * numVertices`
  12646. * elements, where `numVertices` is the number of vertices in the associated geometry.
  12647. *
  12648. * @type {TypedArray}
  12649. */
  12650. this.array = array;
  12651. /**
  12652. * The number of values of the array that should be associated with a particular vertex.
  12653. * For instance, if this attribute is storing a 3-component vector (such as a position,
  12654. * normal, or color), then the value should be `3`.
  12655. *
  12656. * @type {number}
  12657. */
  12658. this.itemSize = itemSize;
  12659. /**
  12660. * Represents the number of items this buffer attribute stores. It is internally computed
  12661. * by dividing the `array` length by the `itemSize`.
  12662. *
  12663. * @type {number}
  12664. * @readonly
  12665. */
  12666. this.count = array !== undefined ? array.length / itemSize : 0;
  12667. /**
  12668. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  12669. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  12670. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  12671. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  12672. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  12673. *
  12674. * @type {boolean}
  12675. */
  12676. this.normalized = normalized;
  12677. /**
  12678. * Defines the intended usage pattern of the data store for optimization purposes.
  12679. *
  12680. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  12681. * instantiate a new one and set the desired usage before the next render.
  12682. *
  12683. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  12684. * @default StaticDrawUsage
  12685. */
  12686. this.usage = StaticDrawUsage;
  12687. /**
  12688. * This can be used to only update some components of stored vectors (for example, just the
  12689. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  12690. *
  12691. * @type {Array<Object>}
  12692. */
  12693. this.updateRanges = [];
  12694. /**
  12695. * Configures the bound GPU type for use in shaders.
  12696. *
  12697. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  12698. * For lower precision float types, use `Float16BufferAttribute`.
  12699. *
  12700. * @type {(FloatType|IntType)}
  12701. * @default FloatType
  12702. */
  12703. this.gpuType = FloatType;
  12704. /**
  12705. * A version number, incremented every time the `needsUpdate` is set to `true`.
  12706. *
  12707. * @type {number}
  12708. */
  12709. this.version = 0;
  12710. }
  12711. /**
  12712. * A callback function that is executed after the renderer has transferred the attribute
  12713. * array data to the GPU.
  12714. */
  12715. onUploadCallback() {}
  12716. /**
  12717. * Flag to indicate that this attribute has changed and should be re-sent to
  12718. * the GPU. Set this to `true` when you modify the value of the array.
  12719. *
  12720. * @type {number}
  12721. * @default false
  12722. * @param {boolean} value
  12723. */
  12724. set needsUpdate( value ) {
  12725. if ( value === true ) this.version ++;
  12726. }
  12727. /**
  12728. * Sets the usage of this buffer attribute.
  12729. *
  12730. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  12731. * @return {BufferAttribute} A reference to this buffer attribute.
  12732. */
  12733. setUsage( value ) {
  12734. this.usage = value;
  12735. return this;
  12736. }
  12737. /**
  12738. * Adds a range of data in the data array to be updated on the GPU.
  12739. *
  12740. * @param {number} start - Position at which to start update.
  12741. * @param {number} count - The number of components to update.
  12742. */
  12743. addUpdateRange( start, count ) {
  12744. this.updateRanges.push( { start, count } );
  12745. }
  12746. /**
  12747. * Clears the update ranges.
  12748. */
  12749. clearUpdateRanges() {
  12750. this.updateRanges.length = 0;
  12751. }
  12752. /**
  12753. * Copies the values of the given buffer attribute to this instance.
  12754. *
  12755. * @param {BufferAttribute} source - The buffer attribute to copy.
  12756. * @return {BufferAttribute} A reference to this instance.
  12757. */
  12758. copy( source ) {
  12759. this.name = source.name;
  12760. this.array = new source.array.constructor( source.array );
  12761. this.itemSize = source.itemSize;
  12762. this.count = source.count;
  12763. this.normalized = source.normalized;
  12764. this.usage = source.usage;
  12765. this.gpuType = source.gpuType;
  12766. return this;
  12767. }
  12768. /**
  12769. * Copies a vector from the given buffer attribute to this one. The start
  12770. * and destination position in the attribute buffers are represented by the
  12771. * given indices.
  12772. *
  12773. * @param {number} index1 - The destination index into this buffer attribute.
  12774. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  12775. * @param {number} index2 - The source index into the given buffer attribute.
  12776. * @return {BufferAttribute} A reference to this instance.
  12777. */
  12778. copyAt( index1, attribute, index2 ) {
  12779. index1 *= this.itemSize;
  12780. index2 *= attribute.itemSize;
  12781. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  12782. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  12783. }
  12784. return this;
  12785. }
  12786. /**
  12787. * Copies the given array data into this buffer attribute.
  12788. *
  12789. * @param {(TypedArray|Array)} array - The array to copy.
  12790. * @return {BufferAttribute} A reference to this instance.
  12791. */
  12792. copyArray( array ) {
  12793. this.array.set( array );
  12794. return this;
  12795. }
  12796. /**
  12797. * Applies the given 3x3 matrix to the given attribute. Works with
  12798. * item size `2` and `3`.
  12799. *
  12800. * @param {Matrix3} m - The matrix to apply.
  12801. * @return {BufferAttribute} A reference to this instance.
  12802. */
  12803. applyMatrix3( m ) {
  12804. if ( this.itemSize === 2 ) {
  12805. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12806. _vector2$1.fromBufferAttribute( this, i );
  12807. _vector2$1.applyMatrix3( m );
  12808. this.setXY( i, _vector2$1.x, _vector2$1.y );
  12809. }
  12810. } else if ( this.itemSize === 3 ) {
  12811. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12812. _vector$a.fromBufferAttribute( this, i );
  12813. _vector$a.applyMatrix3( m );
  12814. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12815. }
  12816. }
  12817. return this;
  12818. }
  12819. /**
  12820. * Applies the given 4x4 matrix to the given attribute. Only works with
  12821. * item size `3`.
  12822. *
  12823. * @param {Matrix4} m - The matrix to apply.
  12824. * @return {BufferAttribute} A reference to this instance.
  12825. */
  12826. applyMatrix4( m ) {
  12827. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12828. _vector$a.fromBufferAttribute( this, i );
  12829. _vector$a.applyMatrix4( m );
  12830. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12831. }
  12832. return this;
  12833. }
  12834. /**
  12835. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  12836. * item size `3`.
  12837. *
  12838. * @param {Matrix3} m - The normal matrix to apply.
  12839. * @return {BufferAttribute} A reference to this instance.
  12840. */
  12841. applyNormalMatrix( m ) {
  12842. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12843. _vector$a.fromBufferAttribute( this, i );
  12844. _vector$a.applyNormalMatrix( m );
  12845. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12846. }
  12847. return this;
  12848. }
  12849. /**
  12850. * Applies the given 4x4 matrix to the given attribute. Only works with
  12851. * item size `3` and with direction vectors.
  12852. *
  12853. * @param {Matrix4} m - The matrix to apply.
  12854. * @return {BufferAttribute} A reference to this instance.
  12855. */
  12856. transformDirection( m ) {
  12857. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12858. _vector$a.fromBufferAttribute( this, i );
  12859. _vector$a.transformDirection( m );
  12860. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12861. }
  12862. return this;
  12863. }
  12864. /**
  12865. * Sets the given array data in the buffer attribute.
  12866. *
  12867. * @param {(TypedArray|Array)} value - The array data to set.
  12868. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  12869. * @return {BufferAttribute} A reference to this instance.
  12870. */
  12871. set( value, offset = 0 ) {
  12872. // Matching BufferAttribute constructor, do not normalize the array.
  12873. this.array.set( value, offset );
  12874. return this;
  12875. }
  12876. /**
  12877. * Returns the given component of the vector at the given index.
  12878. *
  12879. * @param {number} index - The index into the buffer attribute.
  12880. * @param {number} component - The component index.
  12881. * @return {number} The returned value.
  12882. */
  12883. getComponent( index, component ) {
  12884. let value = this.array[ index * this.itemSize + component ];
  12885. if ( this.normalized ) value = denormalize( value, this.array );
  12886. return value;
  12887. }
  12888. /**
  12889. * Sets the given value to the given component of the vector at the given index.
  12890. *
  12891. * @param {number} index - The index into the buffer attribute.
  12892. * @param {number} component - The component index.
  12893. * @param {number} value - The value to set.
  12894. * @return {BufferAttribute} A reference to this instance.
  12895. */
  12896. setComponent( index, component, value ) {
  12897. if ( this.normalized ) value = normalize( value, this.array );
  12898. this.array[ index * this.itemSize + component ] = value;
  12899. return this;
  12900. }
  12901. /**
  12902. * Returns the x component of the vector at the given index.
  12903. *
  12904. * @param {number} index - The index into the buffer attribute.
  12905. * @return {number} The x component.
  12906. */
  12907. getX( index ) {
  12908. let x = this.array[ index * this.itemSize ];
  12909. if ( this.normalized ) x = denormalize( x, this.array );
  12910. return x;
  12911. }
  12912. /**
  12913. * Sets the x component of the vector at the given index.
  12914. *
  12915. * @param {number} index - The index into the buffer attribute.
  12916. * @param {number} x - The value to set.
  12917. * @return {BufferAttribute} A reference to this instance.
  12918. */
  12919. setX( index, x ) {
  12920. if ( this.normalized ) x = normalize( x, this.array );
  12921. this.array[ index * this.itemSize ] = x;
  12922. return this;
  12923. }
  12924. /**
  12925. * Returns the y component of the vector at the given index.
  12926. *
  12927. * @param {number} index - The index into the buffer attribute.
  12928. * @return {number} The y component.
  12929. */
  12930. getY( index ) {
  12931. let y = this.array[ index * this.itemSize + 1 ];
  12932. if ( this.normalized ) y = denormalize( y, this.array );
  12933. return y;
  12934. }
  12935. /**
  12936. * Sets the y component of the vector at the given index.
  12937. *
  12938. * @param {number} index - The index into the buffer attribute.
  12939. * @param {number} y - The value to set.
  12940. * @return {BufferAttribute} A reference to this instance.
  12941. */
  12942. setY( index, y ) {
  12943. if ( this.normalized ) y = normalize( y, this.array );
  12944. this.array[ index * this.itemSize + 1 ] = y;
  12945. return this;
  12946. }
  12947. /**
  12948. * Returns the z component of the vector at the given index.
  12949. *
  12950. * @param {number} index - The index into the buffer attribute.
  12951. * @return {number} The z component.
  12952. */
  12953. getZ( index ) {
  12954. let z = this.array[ index * this.itemSize + 2 ];
  12955. if ( this.normalized ) z = denormalize( z, this.array );
  12956. return z;
  12957. }
  12958. /**
  12959. * Sets the z component of the vector at the given index.
  12960. *
  12961. * @param {number} index - The index into the buffer attribute.
  12962. * @param {number} z - The value to set.
  12963. * @return {BufferAttribute} A reference to this instance.
  12964. */
  12965. setZ( index, z ) {
  12966. if ( this.normalized ) z = normalize( z, this.array );
  12967. this.array[ index * this.itemSize + 2 ] = z;
  12968. return this;
  12969. }
  12970. /**
  12971. * Returns the w component of the vector at the given index.
  12972. *
  12973. * @param {number} index - The index into the buffer attribute.
  12974. * @return {number} The w component.
  12975. */
  12976. getW( index ) {
  12977. let w = this.array[ index * this.itemSize + 3 ];
  12978. if ( this.normalized ) w = denormalize( w, this.array );
  12979. return w;
  12980. }
  12981. /**
  12982. * Sets the w component of the vector at the given index.
  12983. *
  12984. * @param {number} index - The index into the buffer attribute.
  12985. * @param {number} w - The value to set.
  12986. * @return {BufferAttribute} A reference to this instance.
  12987. */
  12988. setW( index, w ) {
  12989. if ( this.normalized ) w = normalize( w, this.array );
  12990. this.array[ index * this.itemSize + 3 ] = w;
  12991. return this;
  12992. }
  12993. /**
  12994. * Sets the x and y component of the vector at the given index.
  12995. *
  12996. * @param {number} index - The index into the buffer attribute.
  12997. * @param {number} x - The value for the x component to set.
  12998. * @param {number} y - The value for the y component to set.
  12999. * @return {BufferAttribute} A reference to this instance.
  13000. */
  13001. setXY( index, x, y ) {
  13002. index *= this.itemSize;
  13003. if ( this.normalized ) {
  13004. x = normalize( x, this.array );
  13005. y = normalize( y, this.array );
  13006. }
  13007. this.array[ index + 0 ] = x;
  13008. this.array[ index + 1 ] = y;
  13009. return this;
  13010. }
  13011. /**
  13012. * Sets the x, y and z component of the vector at the given index.
  13013. *
  13014. * @param {number} index - The index into the buffer attribute.
  13015. * @param {number} x - The value for the x component to set.
  13016. * @param {number} y - The value for the y component to set.
  13017. * @param {number} z - The value for the z component to set.
  13018. * @return {BufferAttribute} A reference to this instance.
  13019. */
  13020. setXYZ( index, x, y, z ) {
  13021. index *= this.itemSize;
  13022. if ( this.normalized ) {
  13023. x = normalize( x, this.array );
  13024. y = normalize( y, this.array );
  13025. z = normalize( z, this.array );
  13026. }
  13027. this.array[ index + 0 ] = x;
  13028. this.array[ index + 1 ] = y;
  13029. this.array[ index + 2 ] = z;
  13030. return this;
  13031. }
  13032. /**
  13033. * Sets the x, y, z and w component of the vector at the given index.
  13034. *
  13035. * @param {number} index - The index into the buffer attribute.
  13036. * @param {number} x - The value for the x component to set.
  13037. * @param {number} y - The value for the y component to set.
  13038. * @param {number} z - The value for the z component to set.
  13039. * @param {number} w - The value for the w component to set.
  13040. * @return {BufferAttribute} A reference to this instance.
  13041. */
  13042. setXYZW( index, x, y, z, w ) {
  13043. index *= this.itemSize;
  13044. if ( this.normalized ) {
  13045. x = normalize( x, this.array );
  13046. y = normalize( y, this.array );
  13047. z = normalize( z, this.array );
  13048. w = normalize( w, this.array );
  13049. }
  13050. this.array[ index + 0 ] = x;
  13051. this.array[ index + 1 ] = y;
  13052. this.array[ index + 2 ] = z;
  13053. this.array[ index + 3 ] = w;
  13054. return this;
  13055. }
  13056. /**
  13057. * Sets the given callback function that is executed after the Renderer has transferred
  13058. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13059. * the upload when attribute data are not needed anymore on the CPU side.
  13060. *
  13061. * @param {Function} callback - The `onUpload()` callback.
  13062. * @return {BufferAttribute} A reference to this instance.
  13063. */
  13064. onUpload( callback ) {
  13065. this.onUploadCallback = callback;
  13066. return this;
  13067. }
  13068. /**
  13069. * Returns a new buffer attribute with copied values from this instance.
  13070. *
  13071. * @return {BufferAttribute} A clone of this instance.
  13072. */
  13073. clone() {
  13074. return new this.constructor( this.array, this.itemSize ).copy( this );
  13075. }
  13076. /**
  13077. * Serializes the buffer attribute into JSON.
  13078. *
  13079. * @return {Object} A JSON object representing the serialized buffer attribute.
  13080. */
  13081. toJSON() {
  13082. const data = {
  13083. itemSize: this.itemSize,
  13084. type: this.array.constructor.name,
  13085. array: Array.from( this.array ),
  13086. normalized: this.normalized
  13087. };
  13088. if ( this.name !== '' ) data.name = this.name;
  13089. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13090. return data;
  13091. }
  13092. /**
  13093. * Disposes of the buffer attribute. Available only in {@link WebGPURenderer}.
  13094. */
  13095. dispose() {
  13096. this.dispatchEvent( { type: 'dispose' } );
  13097. }
  13098. }
  13099. /**
  13100. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13101. * a plain `Array` instance.
  13102. *
  13103. * @augments BufferAttribute
  13104. */
  13105. class Int8BufferAttribute extends BufferAttribute {
  13106. /**
  13107. * Constructs a new buffer attribute.
  13108. *
  13109. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13110. * @param {number} itemSize - The item size.
  13111. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13112. */
  13113. constructor( array, itemSize, normalized ) {
  13114. super( new Int8Array( array ), itemSize, normalized );
  13115. }
  13116. }
  13117. /**
  13118. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13119. * a plain `Array` instance.
  13120. *
  13121. * @augments BufferAttribute
  13122. */
  13123. class Uint8BufferAttribute extends BufferAttribute {
  13124. /**
  13125. * Constructs a new buffer attribute.
  13126. *
  13127. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13128. * @param {number} itemSize - The item size.
  13129. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13130. */
  13131. constructor( array, itemSize, normalized ) {
  13132. super( new Uint8Array( array ), itemSize, normalized );
  13133. }
  13134. }
  13135. /**
  13136. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13137. * a plain `Array` instance.
  13138. *
  13139. * @augments BufferAttribute
  13140. */
  13141. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13142. /**
  13143. * Constructs a new buffer attribute.
  13144. *
  13145. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13146. * @param {number} itemSize - The item size.
  13147. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13148. */
  13149. constructor( array, itemSize, normalized ) {
  13150. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13151. }
  13152. }
  13153. /**
  13154. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13155. * a plain `Array` instance.
  13156. *
  13157. * @augments BufferAttribute
  13158. */
  13159. class Int16BufferAttribute extends BufferAttribute {
  13160. /**
  13161. * Constructs a new buffer attribute.
  13162. *
  13163. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13164. * @param {number} itemSize - The item size.
  13165. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13166. */
  13167. constructor( array, itemSize, normalized ) {
  13168. super( new Int16Array( array ), itemSize, normalized );
  13169. }
  13170. }
  13171. /**
  13172. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13173. * a plain `Array` instance.
  13174. *
  13175. * @augments BufferAttribute
  13176. */
  13177. class Uint16BufferAttribute extends BufferAttribute {
  13178. /**
  13179. * Constructs a new buffer attribute.
  13180. *
  13181. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13182. * @param {number} itemSize - The item size.
  13183. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13184. */
  13185. constructor( array, itemSize, normalized ) {
  13186. super( new Uint16Array( array ), itemSize, normalized );
  13187. }
  13188. }
  13189. /**
  13190. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13191. * a plain `Array` instance.
  13192. *
  13193. * @augments BufferAttribute
  13194. */
  13195. class Int32BufferAttribute extends BufferAttribute {
  13196. /**
  13197. * Constructs a new buffer attribute.
  13198. *
  13199. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13200. * @param {number} itemSize - The item size.
  13201. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13202. */
  13203. constructor( array, itemSize, normalized ) {
  13204. super( new Int32Array( array ), itemSize, normalized );
  13205. }
  13206. }
  13207. /**
  13208. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  13209. * a plain `Array` instance.
  13210. *
  13211. * @augments BufferAttribute
  13212. */
  13213. class Uint32BufferAttribute extends BufferAttribute {
  13214. /**
  13215. * Constructs a new buffer attribute.
  13216. *
  13217. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  13218. * @param {number} itemSize - The item size.
  13219. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13220. */
  13221. constructor( array, itemSize, normalized ) {
  13222. super( new Uint32Array( array ), itemSize, normalized );
  13223. }
  13224. }
  13225. /**
  13226. * Convenient class that can be used when creating a `Float16` buffer attribute with
  13227. * a plain `Array` instance.
  13228. *
  13229. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  13230. * browser support is still problematic.
  13231. *
  13232. * @augments BufferAttribute
  13233. */
  13234. class Float16BufferAttribute extends BufferAttribute {
  13235. /**
  13236. * Constructs a new buffer attribute.
  13237. *
  13238. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13239. * @param {number} itemSize - The item size.
  13240. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13241. */
  13242. constructor( array, itemSize, normalized ) {
  13243. super( new Uint16Array( array ), itemSize, normalized );
  13244. this.isFloat16BufferAttribute = true;
  13245. }
  13246. getX( index ) {
  13247. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  13248. if ( this.normalized ) x = denormalize( x, this.array );
  13249. return x;
  13250. }
  13251. setX( index, x ) {
  13252. if ( this.normalized ) x = normalize( x, this.array );
  13253. this.array[ index * this.itemSize ] = toHalfFloat( x );
  13254. return this;
  13255. }
  13256. getY( index ) {
  13257. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  13258. if ( this.normalized ) y = denormalize( y, this.array );
  13259. return y;
  13260. }
  13261. setY( index, y ) {
  13262. if ( this.normalized ) y = normalize( y, this.array );
  13263. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  13264. return this;
  13265. }
  13266. getZ( index ) {
  13267. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  13268. if ( this.normalized ) z = denormalize( z, this.array );
  13269. return z;
  13270. }
  13271. setZ( index, z ) {
  13272. if ( this.normalized ) z = normalize( z, this.array );
  13273. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  13274. return this;
  13275. }
  13276. getW( index ) {
  13277. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  13278. if ( this.normalized ) w = denormalize( w, this.array );
  13279. return w;
  13280. }
  13281. setW( index, w ) {
  13282. if ( this.normalized ) w = normalize( w, this.array );
  13283. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  13284. return this;
  13285. }
  13286. setXY( index, x, y ) {
  13287. index *= this.itemSize;
  13288. if ( this.normalized ) {
  13289. x = normalize( x, this.array );
  13290. y = normalize( y, this.array );
  13291. }
  13292. this.array[ index + 0 ] = toHalfFloat( x );
  13293. this.array[ index + 1 ] = toHalfFloat( y );
  13294. return this;
  13295. }
  13296. setXYZ( index, x, y, z ) {
  13297. index *= this.itemSize;
  13298. if ( this.normalized ) {
  13299. x = normalize( x, this.array );
  13300. y = normalize( y, this.array );
  13301. z = normalize( z, this.array );
  13302. }
  13303. this.array[ index + 0 ] = toHalfFloat( x );
  13304. this.array[ index + 1 ] = toHalfFloat( y );
  13305. this.array[ index + 2 ] = toHalfFloat( z );
  13306. return this;
  13307. }
  13308. setXYZW( index, x, y, z, w ) {
  13309. index *= this.itemSize;
  13310. if ( this.normalized ) {
  13311. x = normalize( x, this.array );
  13312. y = normalize( y, this.array );
  13313. z = normalize( z, this.array );
  13314. w = normalize( w, this.array );
  13315. }
  13316. this.array[ index + 0 ] = toHalfFloat( x );
  13317. this.array[ index + 1 ] = toHalfFloat( y );
  13318. this.array[ index + 2 ] = toHalfFloat( z );
  13319. this.array[ index + 3 ] = toHalfFloat( w );
  13320. return this;
  13321. }
  13322. }
  13323. /**
  13324. * Convenient class that can be used when creating a `Float32` buffer attribute with
  13325. * a plain `Array` instance.
  13326. *
  13327. * @augments BufferAttribute
  13328. */
  13329. class Float32BufferAttribute extends BufferAttribute {
  13330. /**
  13331. * Constructs a new buffer attribute.
  13332. *
  13333. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  13334. * @param {number} itemSize - The item size.
  13335. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13336. */
  13337. constructor( array, itemSize, normalized ) {
  13338. super( new Float32Array( array ), itemSize, normalized );
  13339. }
  13340. }
  13341. const _box$3 = /*@__PURE__*/ new Box3();
  13342. const _v1$3 = /*@__PURE__*/ new Vector3();
  13343. const _v2$2 = /*@__PURE__*/ new Vector3();
  13344. /**
  13345. * An analytical 3D sphere defined by a center and radius. This class is mainly
  13346. * used as a Bounding Sphere for 3D objects.
  13347. */
  13348. class Sphere {
  13349. /**
  13350. * Constructs a new sphere.
  13351. *
  13352. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  13353. * @param {number} [radius=-1] - The radius of the sphere.
  13354. */
  13355. constructor( center = new Vector3(), radius = -1 ) {
  13356. /**
  13357. * This flag can be used for type testing.
  13358. *
  13359. * @type {boolean}
  13360. * @readonly
  13361. * @default true
  13362. */
  13363. this.isSphere = true;
  13364. /**
  13365. * The center of the sphere
  13366. *
  13367. * @type {Vector3}
  13368. */
  13369. this.center = center;
  13370. /**
  13371. * The radius of the sphere.
  13372. *
  13373. * @type {number}
  13374. */
  13375. this.radius = radius;
  13376. }
  13377. /**
  13378. * Sets the sphere's components by copying the given values.
  13379. *
  13380. * @param {Vector3} center - The center.
  13381. * @param {number} radius - The radius.
  13382. * @return {Sphere} A reference to this sphere.
  13383. */
  13384. set( center, radius ) {
  13385. this.center.copy( center );
  13386. this.radius = radius;
  13387. return this;
  13388. }
  13389. /**
  13390. * Computes the minimum bounding sphere for list of points.
  13391. * If the optional center point is given, it is used as the sphere's
  13392. * center. Otherwise, the center of the axis-aligned bounding box
  13393. * encompassing the points is calculated.
  13394. *
  13395. * @param {Array<Vector3>} points - A list of points in 3D space.
  13396. * @param {Vector3} [optionalCenter] - The center of the sphere.
  13397. * @return {Sphere} A reference to this sphere.
  13398. */
  13399. setFromPoints( points, optionalCenter ) {
  13400. const center = this.center;
  13401. if ( optionalCenter !== undefined ) {
  13402. center.copy( optionalCenter );
  13403. } else {
  13404. _box$3.setFromPoints( points ).getCenter( center );
  13405. }
  13406. let maxRadiusSq = 0;
  13407. for ( let i = 0, il = points.length; i < il; i ++ ) {
  13408. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  13409. }
  13410. this.radius = Math.sqrt( maxRadiusSq );
  13411. return this;
  13412. }
  13413. /**
  13414. * Copies the values of the given sphere to this instance.
  13415. *
  13416. * @param {Sphere} sphere - The sphere to copy.
  13417. * @return {Sphere} A reference to this sphere.
  13418. */
  13419. copy( sphere ) {
  13420. this.center.copy( sphere.center );
  13421. this.radius = sphere.radius;
  13422. return this;
  13423. }
  13424. /**
  13425. * Returns `true` if the sphere is empty (the radius set to a negative number).
  13426. *
  13427. * Spheres with a radius of `0` contain only their center point and are not
  13428. * considered to be empty.
  13429. *
  13430. * @return {boolean} Whether this sphere is empty or not.
  13431. */
  13432. isEmpty() {
  13433. return ( this.radius < 0 );
  13434. }
  13435. /**
  13436. * Makes this sphere empty which means in encloses a zero space in 3D.
  13437. *
  13438. * @return {Sphere} A reference to this sphere.
  13439. */
  13440. makeEmpty() {
  13441. this.center.set( 0, 0, 0 );
  13442. this.radius = -1;
  13443. return this;
  13444. }
  13445. /**
  13446. * Returns `true` if this sphere contains the given point inclusive of
  13447. * the surface of the sphere.
  13448. *
  13449. * @param {Vector3} point - The point to check.
  13450. * @return {boolean} Whether this sphere contains the given point or not.
  13451. */
  13452. containsPoint( point ) {
  13453. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  13454. }
  13455. /**
  13456. * Returns the closest distance from the boundary of the sphere to the
  13457. * given point. If the sphere contains the point, the distance will
  13458. * be negative.
  13459. *
  13460. * @param {Vector3} point - The point to compute the distance to.
  13461. * @return {number} The distance to the point.
  13462. */
  13463. distanceToPoint( point ) {
  13464. return ( point.distanceTo( this.center ) - this.radius );
  13465. }
  13466. /**
  13467. * Returns `true` if this sphere intersects with the given one.
  13468. *
  13469. * @param {Sphere} sphere - The sphere to test.
  13470. * @return {boolean} Whether this sphere intersects with the given one or not.
  13471. */
  13472. intersectsSphere( sphere ) {
  13473. const radiusSum = this.radius + sphere.radius;
  13474. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  13475. }
  13476. /**
  13477. * Returns `true` if this sphere intersects with the given box.
  13478. *
  13479. * @param {Box3} box - The box to test.
  13480. * @return {boolean} Whether this sphere intersects with the given box or not.
  13481. */
  13482. intersectsBox( box ) {
  13483. return box.intersectsSphere( this );
  13484. }
  13485. /**
  13486. * Returns `true` if this sphere intersects with the given plane.
  13487. *
  13488. * @param {Plane} plane - The plane to test.
  13489. * @return {boolean} Whether this sphere intersects with the given plane or not.
  13490. */
  13491. intersectsPlane( plane ) {
  13492. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  13493. }
  13494. /**
  13495. * Clamps a point within the sphere. If the point is outside the sphere, it
  13496. * will clamp it to the closest point on the edge of the sphere. Points
  13497. * already inside the sphere will not be affected.
  13498. *
  13499. * @param {Vector3} point - The plane to clamp.
  13500. * @param {Vector3} target - The target vector that is used to store the method's result.
  13501. * @return {Vector3} The clamped point.
  13502. */
  13503. clampPoint( point, target ) {
  13504. const deltaLengthSq = this.center.distanceToSquared( point );
  13505. target.copy( point );
  13506. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  13507. target.sub( this.center ).normalize();
  13508. target.multiplyScalar( this.radius ).add( this.center );
  13509. }
  13510. return target;
  13511. }
  13512. /**
  13513. * Returns a bounding box that encloses this sphere.
  13514. *
  13515. * @param {Box3} target - The target box that is used to store the method's result.
  13516. * @return {Box3} The bounding box that encloses this sphere.
  13517. */
  13518. getBoundingBox( target ) {
  13519. if ( this.isEmpty() ) {
  13520. // Empty sphere produces empty bounding box
  13521. target.makeEmpty();
  13522. return target;
  13523. }
  13524. target.set( this.center, this.center );
  13525. target.expandByScalar( this.radius );
  13526. return target;
  13527. }
  13528. /**
  13529. * Transforms this sphere with the given 4x4 transformation matrix.
  13530. *
  13531. * @param {Matrix4} matrix - The transformation matrix.
  13532. * @return {Sphere} A reference to this sphere.
  13533. */
  13534. applyMatrix4( matrix ) {
  13535. this.center.applyMatrix4( matrix );
  13536. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  13537. return this;
  13538. }
  13539. /**
  13540. * Translates the sphere's center by the given offset.
  13541. *
  13542. * @param {Vector3} offset - The offset.
  13543. * @return {Sphere} A reference to this sphere.
  13544. */
  13545. translate( offset ) {
  13546. this.center.add( offset );
  13547. return this;
  13548. }
  13549. /**
  13550. * Expands the boundaries of this sphere to include the given point.
  13551. *
  13552. * @param {Vector3} point - The point to include.
  13553. * @return {Sphere} A reference to this sphere.
  13554. */
  13555. expandByPoint( point ) {
  13556. if ( this.isEmpty() ) {
  13557. this.center.copy( point );
  13558. this.radius = 0;
  13559. return this;
  13560. }
  13561. _v1$3.subVectors( point, this.center );
  13562. const lengthSq = _v1$3.lengthSq();
  13563. if ( lengthSq > ( this.radius * this.radius ) ) {
  13564. // calculate the minimal sphere
  13565. const length = Math.sqrt( lengthSq );
  13566. const delta = ( length - this.radius ) * 0.5;
  13567. this.center.addScaledVector( _v1$3, delta / length );
  13568. this.radius += delta;
  13569. }
  13570. return this;
  13571. }
  13572. /**
  13573. * Expands this sphere to enclose both the original sphere and the given sphere.
  13574. *
  13575. * @param {Sphere} sphere - The sphere to include.
  13576. * @return {Sphere} A reference to this sphere.
  13577. */
  13578. union( sphere ) {
  13579. if ( sphere.isEmpty() ) {
  13580. return this;
  13581. }
  13582. if ( this.isEmpty() ) {
  13583. this.copy( sphere );
  13584. return this;
  13585. }
  13586. if ( this.center.equals( sphere.center ) === true ) {
  13587. this.radius = Math.max( this.radius, sphere.radius );
  13588. } else {
  13589. _v2$2.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  13590. this.expandByPoint( _v1$3.copy( sphere.center ).add( _v2$2 ) );
  13591. this.expandByPoint( _v1$3.copy( sphere.center ).sub( _v2$2 ) );
  13592. }
  13593. return this;
  13594. }
  13595. /**
  13596. * Returns `true` if this sphere is equal with the given one.
  13597. *
  13598. * @param {Sphere} sphere - The sphere to test for equality.
  13599. * @return {boolean} Whether this bounding sphere is equal with the given one.
  13600. */
  13601. equals( sphere ) {
  13602. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  13603. }
  13604. /**
  13605. * Returns a new sphere with copied values from this instance.
  13606. *
  13607. * @return {Sphere} A clone of this instance.
  13608. */
  13609. clone() {
  13610. return new this.constructor().copy( this );
  13611. }
  13612. /**
  13613. * Returns a serialized structure of the bounding sphere.
  13614. *
  13615. * @return {Object} Serialized structure with fields representing the object state.
  13616. */
  13617. toJSON() {
  13618. return {
  13619. radius: this.radius,
  13620. center: this.center.toArray()
  13621. };
  13622. }
  13623. /**
  13624. * Returns a serialized structure of the bounding sphere.
  13625. *
  13626. * @param {Object} json - The serialized json to set the sphere from.
  13627. * @return {Sphere} A reference to this bounding sphere.
  13628. */
  13629. fromJSON( json ) {
  13630. this.radius = json.radius;
  13631. this.center.fromArray( json.center );
  13632. return this;
  13633. }
  13634. }
  13635. let _id$1 = 0;
  13636. const _m1 = /*@__PURE__*/ new Matrix4();
  13637. const _obj = /*@__PURE__*/ new Object3D();
  13638. const _offset = /*@__PURE__*/ new Vector3();
  13639. const _box$2 = /*@__PURE__*/ new Box3();
  13640. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  13641. const _vector$9 = /*@__PURE__*/ new Vector3();
  13642. /**
  13643. * A representation of mesh, line, or point geometry. Includes vertex
  13644. * positions, face indices, normals, colors, UVs, and custom attributes
  13645. * within buffers, reducing the cost of passing all this data to the GPU.
  13646. *
  13647. * ```js
  13648. * const geometry = new THREE.BufferGeometry();
  13649. * // create a simple square shape. We duplicate the top left and bottom right
  13650. * // vertices because each vertex needs to appear once per triangle.
  13651. * const vertices = new Float32Array( [
  13652. * -1.0, -1.0, 1.0, // v0
  13653. * 1.0, -1.0, 1.0, // v1
  13654. * 1.0, 1.0, 1.0, // v2
  13655. *
  13656. * 1.0, 1.0, 1.0, // v3
  13657. * -1.0, 1.0, 1.0, // v4
  13658. * -1.0, -1.0, 1.0 // v5
  13659. * ] );
  13660. * // itemSize = 3 because there are 3 values (components) per vertex
  13661. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  13662. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  13663. * const mesh = new THREE.Mesh( geometry, material );
  13664. * ```
  13665. *
  13666. * @augments EventDispatcher
  13667. */
  13668. class BufferGeometry extends EventDispatcher {
  13669. /**
  13670. * Constructs a new geometry.
  13671. */
  13672. constructor() {
  13673. super();
  13674. /**
  13675. * This flag can be used for type testing.
  13676. *
  13677. * @type {boolean}
  13678. * @readonly
  13679. * @default true
  13680. */
  13681. this.isBufferGeometry = true;
  13682. /**
  13683. * The ID of the geometry.
  13684. *
  13685. * @name BufferGeometry#id
  13686. * @type {number}
  13687. * @readonly
  13688. */
  13689. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  13690. /**
  13691. * The UUID of the geometry.
  13692. *
  13693. * @type {string}
  13694. * @readonly
  13695. */
  13696. this.uuid = generateUUID();
  13697. /**
  13698. * The name of the geometry.
  13699. *
  13700. * @type {string}
  13701. */
  13702. this.name = '';
  13703. this.type = 'BufferGeometry';
  13704. /**
  13705. * Allows for vertices to be re-used across multiple triangles; this is
  13706. * called using "indexed triangles". Each triangle is associated with the
  13707. * indices of three vertices. This attribute therefore stores the index of
  13708. * each vertex for each triangular face. If this attribute is not set, the
  13709. * renderer assumes that each three contiguous positions represent a single triangle.
  13710. *
  13711. * @type {?BufferAttribute}
  13712. * @default null
  13713. */
  13714. this.index = null;
  13715. /**
  13716. * A (storage) buffer attribute which was generated with a compute shader and
  13717. * now defines indirect draw calls.
  13718. *
  13719. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13720. *
  13721. * @type {?BufferAttribute}
  13722. * @default null
  13723. */
  13724. this.indirect = null;
  13725. /**
  13726. * The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
  13727. *
  13728. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13729. *
  13730. * @type {number|Array<number>}
  13731. * @default 0
  13732. */
  13733. this.indirectOffset = 0;
  13734. /**
  13735. * This dictionary has as id the name of the attribute to be set and as value
  13736. * the buffer attribute to set it to. Rather than accessing this property directly,
  13737. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  13738. *
  13739. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  13740. */
  13741. this.attributes = {};
  13742. /**
  13743. * This dictionary holds the morph targets of the geometry.
  13744. *
  13745. * Note: Once the geometry has been rendered, the morph attribute data cannot
  13746. * be changed. You will have to call `dispose()`, and create a new geometry instance.
  13747. *
  13748. * @type {Object}
  13749. */
  13750. this.morphAttributes = {};
  13751. /**
  13752. * Used to control the morph target behavior; when set to `true`, the morph
  13753. * target data is treated as relative offsets, rather than as absolute
  13754. * positions/normals.
  13755. *
  13756. * @type {boolean}
  13757. * @default false
  13758. */
  13759. this.morphTargetsRelative = false;
  13760. /**
  13761. * Split the geometry into groups, each of which will be rendered in a
  13762. * separate draw call. This allows an array of materials to be used with the geometry.
  13763. *
  13764. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  13765. *
  13766. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  13767. * indices, and must not leave vertices or indices unused.
  13768. *
  13769. * @type {Array<Object>}
  13770. */
  13771. this.groups = [];
  13772. /**
  13773. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  13774. *
  13775. * @type {?Box3}
  13776. * @default null
  13777. */
  13778. this.boundingBox = null;
  13779. /**
  13780. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  13781. *
  13782. * @type {?Sphere}
  13783. * @default null
  13784. */
  13785. this.boundingSphere = null;
  13786. /**
  13787. * Determines the part of the geometry to render. This should not be set directly,
  13788. * instead use `setDrawRange()`.
  13789. *
  13790. * @type {{start:number,count:number}}
  13791. */
  13792. this.drawRange = { start: 0, count: Infinity };
  13793. /**
  13794. * An object that can be used to store custom data about the geometry.
  13795. * It should not hold references to functions as these will not be cloned.
  13796. *
  13797. * @type {Object}
  13798. */
  13799. this.userData = {};
  13800. }
  13801. /**
  13802. * Returns the index of this geometry.
  13803. *
  13804. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  13805. */
  13806. getIndex() {
  13807. return this.index;
  13808. }
  13809. /**
  13810. * Sets the given index to this geometry.
  13811. *
  13812. * @param {Array<number>|BufferAttribute} index - The index to set.
  13813. * @return {BufferGeometry} A reference to this instance.
  13814. */
  13815. setIndex( index ) {
  13816. if ( Array.isArray( index ) ) {
  13817. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  13818. } else {
  13819. this.index = index;
  13820. }
  13821. return this;
  13822. }
  13823. /**
  13824. * Sets the given indirect attribute to this geometry.
  13825. *
  13826. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  13827. * @param {number|Array<number>} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
  13828. * @return {BufferGeometry} A reference to this instance.
  13829. */
  13830. setIndirect( indirect, indirectOffset = 0 ) {
  13831. this.indirect = indirect;
  13832. this.indirectOffset = indirectOffset;
  13833. return this;
  13834. }
  13835. /**
  13836. * Returns the indirect attribute of this geometry.
  13837. *
  13838. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  13839. */
  13840. getIndirect() {
  13841. return this.indirect;
  13842. }
  13843. /**
  13844. * Returns the buffer attribute for the given name.
  13845. *
  13846. * @param {string} name - The attribute name.
  13847. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  13848. * Returns `undefined` if not attribute has been found.
  13849. */
  13850. getAttribute( name ) {
  13851. return this.attributes[ name ];
  13852. }
  13853. /**
  13854. * Sets the given attribute for the given name.
  13855. *
  13856. * @param {string} name - The attribute name.
  13857. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  13858. * @return {BufferGeometry} A reference to this instance.
  13859. */
  13860. setAttribute( name, attribute ) {
  13861. this.attributes[ name ] = attribute;
  13862. return this;
  13863. }
  13864. /**
  13865. * Deletes the attribute for the given name.
  13866. *
  13867. * @param {string} name - The attribute name to delete.
  13868. * @return {BufferGeometry} A reference to this instance.
  13869. */
  13870. deleteAttribute( name ) {
  13871. delete this.attributes[ name ];
  13872. return this;
  13873. }
  13874. /**
  13875. * Returns `true` if this geometry has an attribute for the given name.
  13876. *
  13877. * @param {string} name - The attribute name.
  13878. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  13879. */
  13880. hasAttribute( name ) {
  13881. return this.attributes[ name ] !== undefined;
  13882. }
  13883. /**
  13884. * Adds a group to this geometry.
  13885. *
  13886. * @param {number} start - The first element in this draw call. That is the first
  13887. * vertex for non-indexed geometry, otherwise the first triangle index.
  13888. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  13889. * @param {number} [materialIndex=0] - The material array index to use.
  13890. */
  13891. addGroup( start, count, materialIndex = 0 ) {
  13892. this.groups.push( {
  13893. start: start,
  13894. count: count,
  13895. materialIndex: materialIndex
  13896. } );
  13897. }
  13898. /**
  13899. * Clears all groups.
  13900. */
  13901. clearGroups() {
  13902. this.groups = [];
  13903. }
  13904. /**
  13905. * Sets the draw range for this geometry.
  13906. *
  13907. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  13908. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  13909. * For indexed BufferGeometry, `count` is the number of indices to render.
  13910. */
  13911. setDrawRange( start, count ) {
  13912. this.drawRange.start = start;
  13913. this.drawRange.count = count;
  13914. }
  13915. /**
  13916. * Applies the given 4x4 transformation matrix to the geometry.
  13917. *
  13918. * @param {Matrix4} matrix - The matrix to apply.
  13919. * @return {BufferGeometry} A reference to this instance.
  13920. */
  13921. applyMatrix4( matrix ) {
  13922. const position = this.attributes.position;
  13923. if ( position !== undefined ) {
  13924. position.applyMatrix4( matrix );
  13925. position.needsUpdate = true;
  13926. }
  13927. const normal = this.attributes.normal;
  13928. if ( normal !== undefined ) {
  13929. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  13930. normal.applyNormalMatrix( normalMatrix );
  13931. normal.needsUpdate = true;
  13932. }
  13933. const tangent = this.attributes.tangent;
  13934. if ( tangent !== undefined ) {
  13935. tangent.transformDirection( matrix );
  13936. tangent.needsUpdate = true;
  13937. }
  13938. if ( this.boundingBox !== null ) {
  13939. this.computeBoundingBox();
  13940. }
  13941. if ( this.boundingSphere !== null ) {
  13942. this.computeBoundingSphere();
  13943. }
  13944. return this;
  13945. }
  13946. /**
  13947. * Applies the rotation represented by the Quaternion to the geometry.
  13948. *
  13949. * @param {Quaternion} q - The Quaternion to apply.
  13950. * @return {BufferGeometry} A reference to this instance.
  13951. */
  13952. applyQuaternion( q ) {
  13953. _m1.makeRotationFromQuaternion( q );
  13954. this.applyMatrix4( _m1 );
  13955. return this;
  13956. }
  13957. /**
  13958. * Rotates the geometry about the X axis. This is typically done as a one time
  13959. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13960. * real-time mesh rotation.
  13961. *
  13962. * @param {number} angle - The angle in radians.
  13963. * @return {BufferGeometry} A reference to this instance.
  13964. */
  13965. rotateX( angle ) {
  13966. // rotate geometry around world x-axis
  13967. _m1.makeRotationX( angle );
  13968. this.applyMatrix4( _m1 );
  13969. return this;
  13970. }
  13971. /**
  13972. * Rotates the geometry about the Y axis. This is typically done as a one time
  13973. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13974. * real-time mesh rotation.
  13975. *
  13976. * @param {number} angle - The angle in radians.
  13977. * @return {BufferGeometry} A reference to this instance.
  13978. */
  13979. rotateY( angle ) {
  13980. // rotate geometry around world y-axis
  13981. _m1.makeRotationY( angle );
  13982. this.applyMatrix4( _m1 );
  13983. return this;
  13984. }
  13985. /**
  13986. * Rotates the geometry about the Z axis. This is typically done as a one time
  13987. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13988. * real-time mesh rotation.
  13989. *
  13990. * @param {number} angle - The angle in radians.
  13991. * @return {BufferGeometry} A reference to this instance.
  13992. */
  13993. rotateZ( angle ) {
  13994. // rotate geometry around world z-axis
  13995. _m1.makeRotationZ( angle );
  13996. this.applyMatrix4( _m1 );
  13997. return this;
  13998. }
  13999. /**
  14000. * Translates the geometry. This is typically done as a one time
  14001. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14002. * real-time mesh rotation.
  14003. *
  14004. * @param {number} x - The x offset.
  14005. * @param {number} y - The y offset.
  14006. * @param {number} z - The z offset.
  14007. * @return {BufferGeometry} A reference to this instance.
  14008. */
  14009. translate( x, y, z ) {
  14010. // translate geometry
  14011. _m1.makeTranslation( x, y, z );
  14012. this.applyMatrix4( _m1 );
  14013. return this;
  14014. }
  14015. /**
  14016. * Scales the geometry. This is typically done as a one time
  14017. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14018. * real-time mesh rotation.
  14019. *
  14020. * @param {number} x - The x scale.
  14021. * @param {number} y - The y scale.
  14022. * @param {number} z - The z scale.
  14023. * @return {BufferGeometry} A reference to this instance.
  14024. */
  14025. scale( x, y, z ) {
  14026. // scale geometry
  14027. _m1.makeScale( x, y, z );
  14028. this.applyMatrix4( _m1 );
  14029. return this;
  14030. }
  14031. /**
  14032. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14033. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14034. * real-time mesh rotation.
  14035. *
  14036. * @param {Vector3} vector - The target point.
  14037. * @return {BufferGeometry} A reference to this instance.
  14038. */
  14039. lookAt( vector ) {
  14040. _obj.lookAt( vector );
  14041. _obj.updateMatrix();
  14042. this.applyMatrix4( _obj.matrix );
  14043. return this;
  14044. }
  14045. /**
  14046. * Center the geometry based on its bounding box.
  14047. *
  14048. * @return {BufferGeometry} A reference to this instance.
  14049. */
  14050. center() {
  14051. this.computeBoundingBox();
  14052. this.boundingBox.getCenter( _offset ).negate();
  14053. this.translate( _offset.x, _offset.y, _offset.z );
  14054. return this;
  14055. }
  14056. /**
  14057. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14058. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14059. * set to `0`.
  14060. *
  14061. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14062. * data from the array. The length of the array must match the vertex count.
  14063. *
  14064. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14065. * @return {BufferGeometry} A reference to this instance.
  14066. */
  14067. setFromPoints( points ) {
  14068. const positionAttribute = this.getAttribute( 'position' );
  14069. if ( positionAttribute === undefined ) {
  14070. const position = [];
  14071. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14072. const point = points[ i ];
  14073. position.push( point.x, point.y, point.z || 0 );
  14074. }
  14075. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14076. } else {
  14077. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14078. for ( let i = 0; i < l; i ++ ) {
  14079. const point = points[ i ];
  14080. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14081. }
  14082. if ( points.length > positionAttribute.count ) {
  14083. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14084. }
  14085. positionAttribute.needsUpdate = true;
  14086. }
  14087. return this;
  14088. }
  14089. /**
  14090. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14091. * The bounding box is not computed by the engine; it must be computed by your app.
  14092. * You may need to recompute the bounding box if the geometry vertices are modified.
  14093. */
  14094. computeBoundingBox() {
  14095. if ( this.boundingBox === null ) {
  14096. this.boundingBox = new Box3();
  14097. }
  14098. const position = this.attributes.position;
  14099. const morphAttributesPosition = this.morphAttributes.position;
  14100. if ( position && position.isGLBufferAttribute ) {
  14101. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14102. this.boundingBox.set(
  14103. new Vector3( - Infinity, - Infinity, - Infinity ),
  14104. new Vector3( + Infinity, + Infinity, + Infinity )
  14105. );
  14106. return;
  14107. }
  14108. if ( position !== undefined ) {
  14109. this.boundingBox.setFromBufferAttribute( position );
  14110. // process morph attributes if present
  14111. if ( morphAttributesPosition ) {
  14112. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14113. const morphAttribute = morphAttributesPosition[ i ];
  14114. _box$2.setFromBufferAttribute( morphAttribute );
  14115. if ( this.morphTargetsRelative ) {
  14116. _vector$9.addVectors( this.boundingBox.min, _box$2.min );
  14117. this.boundingBox.expandByPoint( _vector$9 );
  14118. _vector$9.addVectors( this.boundingBox.max, _box$2.max );
  14119. this.boundingBox.expandByPoint( _vector$9 );
  14120. } else {
  14121. this.boundingBox.expandByPoint( _box$2.min );
  14122. this.boundingBox.expandByPoint( _box$2.max );
  14123. }
  14124. }
  14125. }
  14126. } else {
  14127. this.boundingBox.makeEmpty();
  14128. }
  14129. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14130. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14131. }
  14132. }
  14133. /**
  14134. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14135. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14136. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14137. */
  14138. computeBoundingSphere() {
  14139. if ( this.boundingSphere === null ) {
  14140. this.boundingSphere = new Sphere();
  14141. }
  14142. const position = this.attributes.position;
  14143. const morphAttributesPosition = this.morphAttributes.position;
  14144. if ( position && position.isGLBufferAttribute ) {
  14145. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14146. this.boundingSphere.set( new Vector3(), Infinity );
  14147. return;
  14148. }
  14149. if ( position ) {
  14150. // first, find the center of the bounding sphere
  14151. const center = this.boundingSphere.center;
  14152. _box$2.setFromBufferAttribute( position );
  14153. // process morph attributes if present
  14154. if ( morphAttributesPosition ) {
  14155. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14156. const morphAttribute = morphAttributesPosition[ i ];
  14157. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14158. if ( this.morphTargetsRelative ) {
  14159. _vector$9.addVectors( _box$2.min, _boxMorphTargets.min );
  14160. _box$2.expandByPoint( _vector$9 );
  14161. _vector$9.addVectors( _box$2.max, _boxMorphTargets.max );
  14162. _box$2.expandByPoint( _vector$9 );
  14163. } else {
  14164. _box$2.expandByPoint( _boxMorphTargets.min );
  14165. _box$2.expandByPoint( _boxMorphTargets.max );
  14166. }
  14167. }
  14168. }
  14169. _box$2.getCenter( center );
  14170. // second, try to find a boundingSphere with a radius smaller than the
  14171. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14172. let maxRadiusSq = 0;
  14173. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14174. _vector$9.fromBufferAttribute( position, i );
  14175. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
  14176. }
  14177. // process morph attributes if present
  14178. if ( morphAttributesPosition ) {
  14179. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14180. const morphAttribute = morphAttributesPosition[ i ];
  14181. const morphTargetsRelative = this.morphTargetsRelative;
  14182. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14183. _vector$9.fromBufferAttribute( morphAttribute, j );
  14184. if ( morphTargetsRelative ) {
  14185. _offset.fromBufferAttribute( position, j );
  14186. _vector$9.add( _offset );
  14187. }
  14188. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
  14189. }
  14190. }
  14191. }
  14192. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14193. if ( isNaN( this.boundingSphere.radius ) ) {
  14194. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14195. }
  14196. }
  14197. }
  14198. /**
  14199. * Calculates and adds a tangent attribute to this geometry.
  14200. *
  14201. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14202. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14203. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14204. */
  14205. computeTangents() {
  14206. const index = this.index;
  14207. const attributes = this.attributes;
  14208. // based on http://www.terathon.com/code/tangent.html
  14209. // (per vertex tangents)
  14210. if ( index === null ||
  14211. attributes.position === undefined ||
  14212. attributes.normal === undefined ||
  14213. attributes.uv === undefined ) {
  14214. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14215. return;
  14216. }
  14217. const positionAttribute = attributes.position;
  14218. const normalAttribute = attributes.normal;
  14219. const uvAttribute = attributes.uv;
  14220. if ( this.hasAttribute( 'tangent' ) === false ) {
  14221. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14222. }
  14223. const tangentAttribute = this.getAttribute( 'tangent' );
  14224. const tan1 = [], tan2 = [];
  14225. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14226. tan1[ i ] = new Vector3();
  14227. tan2[ i ] = new Vector3();
  14228. }
  14229. const vA = new Vector3(),
  14230. vB = new Vector3(),
  14231. vC = new Vector3(),
  14232. uvA = new Vector2(),
  14233. uvB = new Vector2(),
  14234. uvC = new Vector2(),
  14235. sdir = new Vector3(),
  14236. tdir = new Vector3();
  14237. function handleTriangle( a, b, c ) {
  14238. vA.fromBufferAttribute( positionAttribute, a );
  14239. vB.fromBufferAttribute( positionAttribute, b );
  14240. vC.fromBufferAttribute( positionAttribute, c );
  14241. uvA.fromBufferAttribute( uvAttribute, a );
  14242. uvB.fromBufferAttribute( uvAttribute, b );
  14243. uvC.fromBufferAttribute( uvAttribute, c );
  14244. vB.sub( vA );
  14245. vC.sub( vA );
  14246. uvB.sub( uvA );
  14247. uvC.sub( uvA );
  14248. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14249. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14250. if ( ! isFinite( r ) ) return;
  14251. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14252. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14253. tan1[ a ].add( sdir );
  14254. tan1[ b ].add( sdir );
  14255. tan1[ c ].add( sdir );
  14256. tan2[ a ].add( tdir );
  14257. tan2[ b ].add( tdir );
  14258. tan2[ c ].add( tdir );
  14259. }
  14260. let groups = this.groups;
  14261. if ( groups.length === 0 ) {
  14262. groups = [ {
  14263. start: 0,
  14264. count: index.count
  14265. } ];
  14266. }
  14267. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14268. const group = groups[ i ];
  14269. const start = group.start;
  14270. const count = group.count;
  14271. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14272. handleTriangle(
  14273. index.getX( j + 0 ),
  14274. index.getX( j + 1 ),
  14275. index.getX( j + 2 )
  14276. );
  14277. }
  14278. }
  14279. const tmp = new Vector3(), tmp2 = new Vector3();
  14280. const n = new Vector3(), n2 = new Vector3();
  14281. function handleVertex( v ) {
  14282. n.fromBufferAttribute( normalAttribute, v );
  14283. n2.copy( n );
  14284. const t = tan1[ v ];
  14285. // Gram-Schmidt orthogonalize
  14286. tmp.copy( t );
  14287. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14288. // Calculate handedness
  14289. tmp2.crossVectors( n2, t );
  14290. const test = tmp2.dot( tan2[ v ] );
  14291. const w = ( test < 0.0 ) ? -1 : 1.0;
  14292. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14293. }
  14294. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14295. const group = groups[ i ];
  14296. const start = group.start;
  14297. const count = group.count;
  14298. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14299. handleVertex( index.getX( j + 0 ) );
  14300. handleVertex( index.getX( j + 1 ) );
  14301. handleVertex( index.getX( j + 2 ) );
  14302. }
  14303. }
  14304. }
  14305. /**
  14306. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14307. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14308. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14309. * to be the same as the face normal.
  14310. */
  14311. computeVertexNormals() {
  14312. const index = this.index;
  14313. const positionAttribute = this.getAttribute( 'position' );
  14314. if ( positionAttribute !== undefined ) {
  14315. let normalAttribute = this.getAttribute( 'normal' );
  14316. if ( normalAttribute === undefined ) {
  14317. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14318. this.setAttribute( 'normal', normalAttribute );
  14319. } else {
  14320. // reset existing normals to zero
  14321. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14322. normalAttribute.setXYZ( i, 0, 0, 0 );
  14323. }
  14324. }
  14325. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14326. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14327. const cb = new Vector3(), ab = new Vector3();
  14328. // indexed elements
  14329. if ( index ) {
  14330. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14331. const vA = index.getX( i + 0 );
  14332. const vB = index.getX( i + 1 );
  14333. const vC = index.getX( i + 2 );
  14334. pA.fromBufferAttribute( positionAttribute, vA );
  14335. pB.fromBufferAttribute( positionAttribute, vB );
  14336. pC.fromBufferAttribute( positionAttribute, vC );
  14337. cb.subVectors( pC, pB );
  14338. ab.subVectors( pA, pB );
  14339. cb.cross( ab );
  14340. nA.fromBufferAttribute( normalAttribute, vA );
  14341. nB.fromBufferAttribute( normalAttribute, vB );
  14342. nC.fromBufferAttribute( normalAttribute, vC );
  14343. nA.add( cb );
  14344. nB.add( cb );
  14345. nC.add( cb );
  14346. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14347. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14348. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14349. }
  14350. } else {
  14351. // non-indexed elements (unconnected triangle soup)
  14352. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14353. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14354. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14355. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14356. cb.subVectors( pC, pB );
  14357. ab.subVectors( pA, pB );
  14358. cb.cross( ab );
  14359. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14360. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14361. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14362. }
  14363. }
  14364. this.normalizeNormals();
  14365. normalAttribute.needsUpdate = true;
  14366. }
  14367. }
  14368. /**
  14369. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14370. * correct lighting on the geometry surfaces.
  14371. */
  14372. normalizeNormals() {
  14373. const normals = this.attributes.normal;
  14374. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14375. _vector$9.fromBufferAttribute( normals, i );
  14376. _vector$9.normalize();
  14377. normals.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  14378. }
  14379. }
  14380. /**
  14381. * Return a new non-index version of this indexed geometry. If the geometry
  14382. * is already non-indexed, the method is a NOOP.
  14383. *
  14384. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14385. */
  14386. toNonIndexed() {
  14387. function convertBufferAttribute( attribute, indices ) {
  14388. const array = attribute.array;
  14389. const itemSize = attribute.itemSize;
  14390. const normalized = attribute.normalized;
  14391. const array2 = new array.constructor( indices.length * itemSize );
  14392. let index = 0, index2 = 0;
  14393. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14394. if ( attribute.isInterleavedBufferAttribute ) {
  14395. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14396. } else {
  14397. index = indices[ i ] * itemSize;
  14398. }
  14399. for ( let j = 0; j < itemSize; j ++ ) {
  14400. array2[ index2 ++ ] = array[ index ++ ];
  14401. }
  14402. }
  14403. return new BufferAttribute( array2, itemSize, normalized );
  14404. }
  14405. //
  14406. if ( this.index === null ) {
  14407. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14408. return this;
  14409. }
  14410. const geometry2 = new BufferGeometry();
  14411. const indices = this.index.array;
  14412. const attributes = this.attributes;
  14413. // attributes
  14414. for ( const name in attributes ) {
  14415. const attribute = attributes[ name ];
  14416. const newAttribute = convertBufferAttribute( attribute, indices );
  14417. geometry2.setAttribute( name, newAttribute );
  14418. }
  14419. // morph attributes
  14420. const morphAttributes = this.morphAttributes;
  14421. for ( const name in morphAttributes ) {
  14422. const morphArray = [];
  14423. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14424. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14425. const attribute = morphAttribute[ i ];
  14426. const newAttribute = convertBufferAttribute( attribute, indices );
  14427. morphArray.push( newAttribute );
  14428. }
  14429. geometry2.morphAttributes[ name ] = morphArray;
  14430. }
  14431. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14432. // groups
  14433. const groups = this.groups;
  14434. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14435. const group = groups[ i ];
  14436. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14437. }
  14438. return geometry2;
  14439. }
  14440. /**
  14441. * Serializes the geometry into JSON.
  14442. *
  14443. * @return {Object} A JSON object representing the serialized geometry.
  14444. */
  14445. toJSON() {
  14446. const data = {
  14447. metadata: {
  14448. version: 4.7,
  14449. type: 'BufferGeometry',
  14450. generator: 'BufferGeometry.toJSON'
  14451. }
  14452. };
  14453. // standard BufferGeometry serialization
  14454. data.uuid = this.uuid;
  14455. data.type = this.type;
  14456. if ( this.name !== '' ) data.name = this.name;
  14457. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14458. if ( this.parameters !== undefined ) {
  14459. const parameters = this.parameters;
  14460. for ( const key in parameters ) {
  14461. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14462. }
  14463. return data;
  14464. }
  14465. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14466. data.data = { attributes: {} };
  14467. const index = this.index;
  14468. if ( index !== null ) {
  14469. data.data.index = {
  14470. type: index.array.constructor.name,
  14471. array: Array.prototype.slice.call( index.array )
  14472. };
  14473. }
  14474. const attributes = this.attributes;
  14475. for ( const key in attributes ) {
  14476. const attribute = attributes[ key ];
  14477. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14478. }
  14479. const morphAttributes = {};
  14480. let hasMorphAttributes = false;
  14481. for ( const key in this.morphAttributes ) {
  14482. const attributeArray = this.morphAttributes[ key ];
  14483. const array = [];
  14484. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14485. const attribute = attributeArray[ i ];
  14486. array.push( attribute.toJSON( data.data ) );
  14487. }
  14488. if ( array.length > 0 ) {
  14489. morphAttributes[ key ] = array;
  14490. hasMorphAttributes = true;
  14491. }
  14492. }
  14493. if ( hasMorphAttributes ) {
  14494. data.data.morphAttributes = morphAttributes;
  14495. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14496. }
  14497. const groups = this.groups;
  14498. if ( groups.length > 0 ) {
  14499. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14500. }
  14501. const boundingSphere = this.boundingSphere;
  14502. if ( boundingSphere !== null ) {
  14503. data.data.boundingSphere = boundingSphere.toJSON();
  14504. }
  14505. return data;
  14506. }
  14507. /**
  14508. * Returns a new geometry with copied values from this instance.
  14509. *
  14510. * @return {BufferGeometry} A clone of this instance.
  14511. */
  14512. clone() {
  14513. return new this.constructor().copy( this );
  14514. }
  14515. /**
  14516. * Copies the values of the given geometry to this instance.
  14517. *
  14518. * @param {BufferGeometry} source - The geometry to copy.
  14519. * @return {BufferGeometry} A reference to this instance.
  14520. */
  14521. copy( source ) {
  14522. // reset
  14523. this.index = null;
  14524. this.attributes = {};
  14525. this.morphAttributes = {};
  14526. this.groups = [];
  14527. this.boundingBox = null;
  14528. this.boundingSphere = null;
  14529. // used for storing cloned, shared data
  14530. const data = {};
  14531. // name
  14532. this.name = source.name;
  14533. // index
  14534. const index = source.index;
  14535. if ( index !== null ) {
  14536. this.setIndex( index.clone() );
  14537. }
  14538. // attributes
  14539. const attributes = source.attributes;
  14540. for ( const name in attributes ) {
  14541. const attribute = attributes[ name ];
  14542. this.setAttribute( name, attribute.clone( data ) );
  14543. }
  14544. // morph attributes
  14545. const morphAttributes = source.morphAttributes;
  14546. for ( const name in morphAttributes ) {
  14547. const array = [];
  14548. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14549. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  14550. array.push( morphAttribute[ i ].clone( data ) );
  14551. }
  14552. this.morphAttributes[ name ] = array;
  14553. }
  14554. this.morphTargetsRelative = source.morphTargetsRelative;
  14555. // groups
  14556. const groups = source.groups;
  14557. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14558. const group = groups[ i ];
  14559. this.addGroup( group.start, group.count, group.materialIndex );
  14560. }
  14561. // bounding box
  14562. const boundingBox = source.boundingBox;
  14563. if ( boundingBox !== null ) {
  14564. this.boundingBox = boundingBox.clone();
  14565. }
  14566. // bounding sphere
  14567. const boundingSphere = source.boundingSphere;
  14568. if ( boundingSphere !== null ) {
  14569. this.boundingSphere = boundingSphere.clone();
  14570. }
  14571. // draw range
  14572. this.drawRange.start = source.drawRange.start;
  14573. this.drawRange.count = source.drawRange.count;
  14574. // user data
  14575. this.userData = source.userData;
  14576. return this;
  14577. }
  14578. /**
  14579. * Frees the GPU-related resources allocated by this instance. Call this
  14580. * method whenever this instance is no longer used in your app.
  14581. *
  14582. * @fires BufferGeometry#dispose
  14583. */
  14584. dispose() {
  14585. this.dispatchEvent( { type: 'dispose' } );
  14586. }
  14587. }
  14588. /**
  14589. * "Interleaved" means that multiple attributes, possibly of different types,
  14590. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  14591. *
  14592. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  14593. */
  14594. class InterleavedBuffer {
  14595. /**
  14596. * Constructs a new interleaved buffer.
  14597. *
  14598. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  14599. * @param {number} stride - The number of typed-array elements per vertex.
  14600. */
  14601. constructor( array, stride ) {
  14602. /**
  14603. * This flag can be used for type testing.
  14604. *
  14605. * @type {boolean}
  14606. * @readonly
  14607. * @default true
  14608. */
  14609. this.isInterleavedBuffer = true;
  14610. /**
  14611. * A typed array with a shared buffer storing attribute data.
  14612. *
  14613. * @type {TypedArray}
  14614. */
  14615. this.array = array;
  14616. /**
  14617. * The number of typed-array elements per vertex.
  14618. *
  14619. * @type {number}
  14620. */
  14621. this.stride = stride;
  14622. /**
  14623. * The total number of elements in the array
  14624. *
  14625. * @type {number}
  14626. * @readonly
  14627. */
  14628. this.count = array !== undefined ? array.length / stride : 0;
  14629. /**
  14630. * Defines the intended usage pattern of the data store for optimization purposes.
  14631. *
  14632. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  14633. * instantiate a new one and set the desired usage before the next render.
  14634. *
  14635. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  14636. * @default StaticDrawUsage
  14637. */
  14638. this.usage = StaticDrawUsage;
  14639. /**
  14640. * This can be used to only update some components of stored vectors (for example, just the
  14641. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  14642. *
  14643. * @type {Array<Object>}
  14644. */
  14645. this.updateRanges = [];
  14646. /**
  14647. * A version number, incremented every time the `needsUpdate` is set to `true`.
  14648. *
  14649. * @type {number}
  14650. */
  14651. this.version = 0;
  14652. /**
  14653. * The UUID of the interleaved buffer.
  14654. *
  14655. * @type {string}
  14656. * @readonly
  14657. */
  14658. this.uuid = generateUUID();
  14659. }
  14660. /**
  14661. * A callback function that is executed after the renderer has transferred the attribute array
  14662. * data to the GPU.
  14663. */
  14664. onUploadCallback() {}
  14665. /**
  14666. * Flag to indicate that this attribute has changed and should be re-sent to
  14667. * the GPU. Set this to `true` when you modify the value of the array.
  14668. *
  14669. * @type {number}
  14670. * @default false
  14671. * @param {boolean} value
  14672. */
  14673. set needsUpdate( value ) {
  14674. if ( value === true ) this.version ++;
  14675. }
  14676. /**
  14677. * Sets the usage of this interleaved buffer.
  14678. *
  14679. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  14680. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  14681. */
  14682. setUsage( value ) {
  14683. this.usage = value;
  14684. return this;
  14685. }
  14686. /**
  14687. * Adds a range of data in the data array to be updated on the GPU.
  14688. *
  14689. * @param {number} start - Position at which to start update.
  14690. * @param {number} count - The number of components to update.
  14691. */
  14692. addUpdateRange( start, count ) {
  14693. this.updateRanges.push( { start, count } );
  14694. }
  14695. /**
  14696. * Clears the update ranges.
  14697. */
  14698. clearUpdateRanges() {
  14699. this.updateRanges.length = 0;
  14700. }
  14701. /**
  14702. * Copies the values of the given interleaved buffer to this instance.
  14703. *
  14704. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  14705. * @return {InterleavedBuffer} A reference to this instance.
  14706. */
  14707. copy( source ) {
  14708. this.array = new source.array.constructor( source.array );
  14709. this.count = source.count;
  14710. this.stride = source.stride;
  14711. this.usage = source.usage;
  14712. return this;
  14713. }
  14714. /**
  14715. * Copies a vector from the given interleaved buffer to this one. The start
  14716. * and destination position in the attribute buffers are represented by the
  14717. * given indices.
  14718. *
  14719. * @param {number} index1 - The destination index into this interleaved buffer.
  14720. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  14721. * @param {number} index2 - The source index into the given interleaved buffer.
  14722. * @return {InterleavedBuffer} A reference to this instance.
  14723. */
  14724. copyAt( index1, interleavedBuffer, index2 ) {
  14725. index1 *= this.stride;
  14726. index2 *= interleavedBuffer.stride;
  14727. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  14728. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  14729. }
  14730. return this;
  14731. }
  14732. /**
  14733. * Sets the given array data in the interleaved buffer.
  14734. *
  14735. * @param {(TypedArray|Array)} value - The array data to set.
  14736. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  14737. * @return {InterleavedBuffer} A reference to this instance.
  14738. */
  14739. set( value, offset = 0 ) {
  14740. this.array.set( value, offset );
  14741. return this;
  14742. }
  14743. /**
  14744. * Returns a new interleaved buffer with copied values from this instance.
  14745. *
  14746. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  14747. * @return {InterleavedBuffer} A clone of this instance.
  14748. */
  14749. clone( data ) {
  14750. if ( data.arrayBuffers === undefined ) {
  14751. data.arrayBuffers = {};
  14752. }
  14753. if ( this.array.buffer._uuid === undefined ) {
  14754. this.array.buffer._uuid = generateUUID();
  14755. }
  14756. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  14757. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  14758. }
  14759. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  14760. const ib = new this.constructor( array, this.stride );
  14761. ib.setUsage( this.usage );
  14762. return ib;
  14763. }
  14764. /**
  14765. * Sets the given callback function that is executed after the Renderer has transferred
  14766. * the array data to the GPU. Can be used to perform clean-up operations after
  14767. * the upload when data are not needed anymore on the CPU side.
  14768. *
  14769. * @param {Function} callback - The `onUpload()` callback.
  14770. * @return {InterleavedBuffer} A reference to this instance.
  14771. */
  14772. onUpload( callback ) {
  14773. this.onUploadCallback = callback;
  14774. return this;
  14775. }
  14776. /**
  14777. * Serializes the interleaved buffer into JSON.
  14778. *
  14779. * @param {Object} [data] - An optional value holding meta information about the serialization.
  14780. * @return {Object} A JSON object representing the serialized interleaved buffer.
  14781. */
  14782. toJSON( data ) {
  14783. if ( data.arrayBuffers === undefined ) {
  14784. data.arrayBuffers = {};
  14785. }
  14786. // generate UUID for array buffer if necessary
  14787. if ( this.array.buffer._uuid === undefined ) {
  14788. this.array.buffer._uuid = generateUUID();
  14789. }
  14790. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  14791. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  14792. }
  14793. //
  14794. return {
  14795. uuid: this.uuid,
  14796. buffer: this.array.buffer._uuid,
  14797. type: this.array.constructor.name,
  14798. stride: this.stride
  14799. };
  14800. }
  14801. }
  14802. const _vector$8 = /*@__PURE__*/ new Vector3();
  14803. /**
  14804. * An alternative version of a buffer attribute with interleaved data. Interleaved
  14805. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  14806. * different offsets into the buffer.
  14807. */
  14808. class InterleavedBufferAttribute {
  14809. /**
  14810. * Constructs a new interleaved buffer attribute.
  14811. *
  14812. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  14813. * @param {number} itemSize - The item size.
  14814. * @param {number} offset - The attribute offset into the buffer.
  14815. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14816. */
  14817. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  14818. /**
  14819. * This flag can be used for type testing.
  14820. *
  14821. * @type {boolean}
  14822. * @readonly
  14823. * @default true
  14824. */
  14825. this.isInterleavedBufferAttribute = true;
  14826. /**
  14827. * The name of the buffer attribute.
  14828. *
  14829. * @type {string}
  14830. */
  14831. this.name = '';
  14832. /**
  14833. * The buffer holding the interleaved data.
  14834. *
  14835. * @type {InterleavedBuffer}
  14836. */
  14837. this.data = interleavedBuffer;
  14838. /**
  14839. * The item size, see {@link BufferAttribute#itemSize}.
  14840. *
  14841. * @type {number}
  14842. */
  14843. this.itemSize = itemSize;
  14844. /**
  14845. * The attribute offset into the buffer.
  14846. *
  14847. * @type {number}
  14848. */
  14849. this.offset = offset;
  14850. /**
  14851. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  14852. *
  14853. * @type {InterleavedBuffer}
  14854. */
  14855. this.normalized = normalized;
  14856. }
  14857. /**
  14858. * The item count of this buffer attribute.
  14859. *
  14860. * @type {number}
  14861. * @readonly
  14862. */
  14863. get count() {
  14864. return this.data.count;
  14865. }
  14866. /**
  14867. * The array holding the interleaved buffer attribute data.
  14868. *
  14869. * @type {TypedArray}
  14870. */
  14871. get array() {
  14872. return this.data.array;
  14873. }
  14874. /**
  14875. * Flag to indicate that this attribute has changed and should be re-sent to
  14876. * the GPU. Set this to `true` when you modify the value of the array.
  14877. *
  14878. * @type {number}
  14879. * @default false
  14880. * @param {boolean} value
  14881. */
  14882. set needsUpdate( value ) {
  14883. this.data.needsUpdate = value;
  14884. }
  14885. /**
  14886. * Applies the given 4x4 matrix to the given attribute. Only works with
  14887. * item size `3`.
  14888. *
  14889. * @param {Matrix4} m - The matrix to apply.
  14890. * @return {InterleavedBufferAttribute} A reference to this instance.
  14891. */
  14892. applyMatrix4( m ) {
  14893. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  14894. _vector$8.fromBufferAttribute( this, i );
  14895. _vector$8.applyMatrix4( m );
  14896. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14897. }
  14898. return this;
  14899. }
  14900. /**
  14901. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  14902. * item size `3`.
  14903. *
  14904. * @param {Matrix3} m - The normal matrix to apply.
  14905. * @return {InterleavedBufferAttribute} A reference to this instance.
  14906. */
  14907. applyNormalMatrix( m ) {
  14908. for ( let i = 0, l = this.count; i < l; i ++ ) {
  14909. _vector$8.fromBufferAttribute( this, i );
  14910. _vector$8.applyNormalMatrix( m );
  14911. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14912. }
  14913. return this;
  14914. }
  14915. /**
  14916. * Applies the given 4x4 matrix to the given attribute. Only works with
  14917. * item size `3` and with direction vectors.
  14918. *
  14919. * @param {Matrix4} m - The matrix to apply.
  14920. * @return {InterleavedBufferAttribute} A reference to this instance.
  14921. */
  14922. transformDirection( m ) {
  14923. for ( let i = 0, l = this.count; i < l; i ++ ) {
  14924. _vector$8.fromBufferAttribute( this, i );
  14925. _vector$8.transformDirection( m );
  14926. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14927. }
  14928. return this;
  14929. }
  14930. /**
  14931. * Returns the given component of the vector at the given index.
  14932. *
  14933. * @param {number} index - The index into the buffer attribute.
  14934. * @param {number} component - The component index.
  14935. * @return {number} The returned value.
  14936. */
  14937. getComponent( index, component ) {
  14938. let value = this.array[ index * this.data.stride + this.offset + component ];
  14939. if ( this.normalized ) value = denormalize( value, this.array );
  14940. return value;
  14941. }
  14942. /**
  14943. * Sets the given value to the given component of the vector at the given index.
  14944. *
  14945. * @param {number} index - The index into the buffer attribute.
  14946. * @param {number} component - The component index.
  14947. * @param {number} value - The value to set.
  14948. * @return {InterleavedBufferAttribute} A reference to this instance.
  14949. */
  14950. setComponent( index, component, value ) {
  14951. if ( this.normalized ) value = normalize( value, this.array );
  14952. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  14953. return this;
  14954. }
  14955. /**
  14956. * Sets the x component of the vector at the given index.
  14957. *
  14958. * @param {number} index - The index into the buffer attribute.
  14959. * @param {number} x - The value to set.
  14960. * @return {InterleavedBufferAttribute} A reference to this instance.
  14961. */
  14962. setX( index, x ) {
  14963. if ( this.normalized ) x = normalize( x, this.array );
  14964. this.data.array[ index * this.data.stride + this.offset ] = x;
  14965. return this;
  14966. }
  14967. /**
  14968. * Sets the y component of the vector at the given index.
  14969. *
  14970. * @param {number} index - The index into the buffer attribute.
  14971. * @param {number} y - The value to set.
  14972. * @return {InterleavedBufferAttribute} A reference to this instance.
  14973. */
  14974. setY( index, y ) {
  14975. if ( this.normalized ) y = normalize( y, this.array );
  14976. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  14977. return this;
  14978. }
  14979. /**
  14980. * Sets the z component of the vector at the given index.
  14981. *
  14982. * @param {number} index - The index into the buffer attribute.
  14983. * @param {number} z - The value to set.
  14984. * @return {InterleavedBufferAttribute} A reference to this instance.
  14985. */
  14986. setZ( index, z ) {
  14987. if ( this.normalized ) z = normalize( z, this.array );
  14988. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  14989. return this;
  14990. }
  14991. /**
  14992. * Sets the w component of the vector at the given index.
  14993. *
  14994. * @param {number} index - The index into the buffer attribute.
  14995. * @param {number} w - The value to set.
  14996. * @return {InterleavedBufferAttribute} A reference to this instance.
  14997. */
  14998. setW( index, w ) {
  14999. if ( this.normalized ) w = normalize( w, this.array );
  15000. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15001. return this;
  15002. }
  15003. /**
  15004. * Returns the x component of the vector at the given index.
  15005. *
  15006. * @param {number} index - The index into the buffer attribute.
  15007. * @return {number} The x component.
  15008. */
  15009. getX( index ) {
  15010. let x = this.data.array[ index * this.data.stride + this.offset ];
  15011. if ( this.normalized ) x = denormalize( x, this.array );
  15012. return x;
  15013. }
  15014. /**
  15015. * Returns the y component of the vector at the given index.
  15016. *
  15017. * @param {number} index - The index into the buffer attribute.
  15018. * @return {number} The y component.
  15019. */
  15020. getY( index ) {
  15021. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  15022. if ( this.normalized ) y = denormalize( y, this.array );
  15023. return y;
  15024. }
  15025. /**
  15026. * Returns the z component of the vector at the given index.
  15027. *
  15028. * @param {number} index - The index into the buffer attribute.
  15029. * @return {number} The z component.
  15030. */
  15031. getZ( index ) {
  15032. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  15033. if ( this.normalized ) z = denormalize( z, this.array );
  15034. return z;
  15035. }
  15036. /**
  15037. * Returns the w component of the vector at the given index.
  15038. *
  15039. * @param {number} index - The index into the buffer attribute.
  15040. * @return {number} The w component.
  15041. */
  15042. getW( index ) {
  15043. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  15044. if ( this.normalized ) w = denormalize( w, this.array );
  15045. return w;
  15046. }
  15047. /**
  15048. * Sets the x and y component of the vector at the given index.
  15049. *
  15050. * @param {number} index - The index into the buffer attribute.
  15051. * @param {number} x - The value for the x component to set.
  15052. * @param {number} y - The value for the y component to set.
  15053. * @return {InterleavedBufferAttribute} A reference to this instance.
  15054. */
  15055. setXY( index, x, y ) {
  15056. index = index * this.data.stride + this.offset;
  15057. if ( this.normalized ) {
  15058. x = normalize( x, this.array );
  15059. y = normalize( y, this.array );
  15060. }
  15061. this.data.array[ index + 0 ] = x;
  15062. this.data.array[ index + 1 ] = y;
  15063. return this;
  15064. }
  15065. /**
  15066. * Sets the x, y and z component of the vector at the given index.
  15067. *
  15068. * @param {number} index - The index into the buffer attribute.
  15069. * @param {number} x - The value for the x component to set.
  15070. * @param {number} y - The value for the y component to set.
  15071. * @param {number} z - The value for the z component to set.
  15072. * @return {InterleavedBufferAttribute} A reference to this instance.
  15073. */
  15074. setXYZ( index, x, y, z ) {
  15075. index = index * this.data.stride + this.offset;
  15076. if ( this.normalized ) {
  15077. x = normalize( x, this.array );
  15078. y = normalize( y, this.array );
  15079. z = normalize( z, this.array );
  15080. }
  15081. this.data.array[ index + 0 ] = x;
  15082. this.data.array[ index + 1 ] = y;
  15083. this.data.array[ index + 2 ] = z;
  15084. return this;
  15085. }
  15086. /**
  15087. * Sets the x, y, z and w component of the vector at the given index.
  15088. *
  15089. * @param {number} index - The index into the buffer attribute.
  15090. * @param {number} x - The value for the x component to set.
  15091. * @param {number} y - The value for the y component to set.
  15092. * @param {number} z - The value for the z component to set.
  15093. * @param {number} w - The value for the w component to set.
  15094. * @return {InterleavedBufferAttribute} A reference to this instance.
  15095. */
  15096. setXYZW( index, x, y, z, w ) {
  15097. index = index * this.data.stride + this.offset;
  15098. if ( this.normalized ) {
  15099. x = normalize( x, this.array );
  15100. y = normalize( y, this.array );
  15101. z = normalize( z, this.array );
  15102. w = normalize( w, this.array );
  15103. }
  15104. this.data.array[ index + 0 ] = x;
  15105. this.data.array[ index + 1 ] = y;
  15106. this.data.array[ index + 2 ] = z;
  15107. this.data.array[ index + 3 ] = w;
  15108. return this;
  15109. }
  15110. /**
  15111. * Returns a new buffer attribute with copied values from this instance.
  15112. *
  15113. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  15114. *
  15115. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  15116. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  15117. */
  15118. clone( data ) {
  15119. if ( data === undefined ) {
  15120. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  15121. const array = [];
  15122. for ( let i = 0; i < this.count; i ++ ) {
  15123. const index = i * this.data.stride + this.offset;
  15124. for ( let j = 0; j < this.itemSize; j ++ ) {
  15125. array.push( this.data.array[ index + j ] );
  15126. }
  15127. }
  15128. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15129. } else {
  15130. if ( data.interleavedBuffers === undefined ) {
  15131. data.interleavedBuffers = {};
  15132. }
  15133. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15134. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15135. }
  15136. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15137. }
  15138. }
  15139. /**
  15140. * Serializes the buffer attribute into JSON.
  15141. *
  15142. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  15143. *
  15144. * @param {Object} [data] - An optional value holding meta information about the serialization.
  15145. * @return {Object} A JSON object representing the serialized buffer attribute.
  15146. */
  15147. toJSON( data ) {
  15148. if ( data === undefined ) {
  15149. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  15150. const array = [];
  15151. for ( let i = 0; i < this.count; i ++ ) {
  15152. const index = i * this.data.stride + this.offset;
  15153. for ( let j = 0; j < this.itemSize; j ++ ) {
  15154. array.push( this.data.array[ index + j ] );
  15155. }
  15156. }
  15157. // de-interleave data and save it as an ordinary buffer attribute for now
  15158. return {
  15159. itemSize: this.itemSize,
  15160. type: this.array.constructor.name,
  15161. array: array,
  15162. normalized: this.normalized
  15163. };
  15164. } else {
  15165. // save as true interleaved attribute
  15166. if ( data.interleavedBuffers === undefined ) {
  15167. data.interleavedBuffers = {};
  15168. }
  15169. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15170. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  15171. }
  15172. return {
  15173. isInterleavedBufferAttribute: true,
  15174. itemSize: this.itemSize,
  15175. data: this.data.uuid,
  15176. offset: this.offset,
  15177. normalized: this.normalized
  15178. };
  15179. }
  15180. }
  15181. }
  15182. let _materialId = 0;
  15183. /**
  15184. * Abstract base class for materials.
  15185. *
  15186. * Materials define the appearance of renderable 3D objects.
  15187. *
  15188. * @abstract
  15189. * @augments EventDispatcher
  15190. */
  15191. class Material extends EventDispatcher {
  15192. /**
  15193. * Constructs a new material.
  15194. */
  15195. constructor() {
  15196. super();
  15197. /**
  15198. * This flag can be used for type testing.
  15199. *
  15200. * @type {boolean}
  15201. * @readonly
  15202. * @default true
  15203. */
  15204. this.isMaterial = true;
  15205. /**
  15206. * The ID of the material.
  15207. *
  15208. * @name Material#id
  15209. * @type {number}
  15210. * @readonly
  15211. */
  15212. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  15213. /**
  15214. * The UUID of the material.
  15215. *
  15216. * @type {string}
  15217. * @readonly
  15218. */
  15219. this.uuid = generateUUID();
  15220. /**
  15221. * The name of the material.
  15222. *
  15223. * @type {string}
  15224. */
  15225. this.name = '';
  15226. /**
  15227. * The type property is used for detecting the object type
  15228. * in context of serialization/deserialization.
  15229. *
  15230. * @type {string}
  15231. * @readonly
  15232. */
  15233. this.type = 'Material';
  15234. /**
  15235. * Defines the blending type of the material.
  15236. *
  15237. * It must be set to `CustomBlending` if custom blending properties like
  15238. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  15239. * should have any effect.
  15240. *
  15241. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  15242. * @default NormalBlending
  15243. */
  15244. this.blending = NormalBlending;
  15245. /**
  15246. * Defines which side of faces will be rendered - front, back or both.
  15247. *
  15248. * @type {(FrontSide|BackSide|DoubleSide)}
  15249. * @default FrontSide
  15250. */
  15251. this.side = FrontSide;
  15252. /**
  15253. * If set to `true`, vertex colors should be used.
  15254. *
  15255. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  15256. * four (RGBA) component color buffer attribute is used.
  15257. *
  15258. * @type {boolean}
  15259. * @default false
  15260. */
  15261. this.vertexColors = false;
  15262. /**
  15263. * Defines how transparent the material is.
  15264. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  15265. *
  15266. * If the {@link Material#transparent} is not set to `true`,
  15267. * the material will remain fully opaque and this value will only affect its color.
  15268. *
  15269. * @type {number}
  15270. * @default 1
  15271. */
  15272. this.opacity = 1;
  15273. /**
  15274. * Defines whether this material is transparent. This has an effect on
  15275. * rendering as transparent objects need special treatment and are rendered
  15276. * after non-transparent objects.
  15277. *
  15278. * When set to true, the extent to which the material is transparent is
  15279. * controlled by {@link Material#opacity}.
  15280. *
  15281. * @type {boolean}
  15282. * @default false
  15283. */
  15284. this.transparent = false;
  15285. /**
  15286. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  15287. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  15288. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  15289. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  15290. *
  15291. * @type {boolean}
  15292. * @default false
  15293. */
  15294. this.alphaHash = false;
  15295. /**
  15296. * Defines the blending source factor.
  15297. *
  15298. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15299. * @default SrcAlphaFactor
  15300. */
  15301. this.blendSrc = SrcAlphaFactor;
  15302. /**
  15303. * Defines the blending destination factor.
  15304. *
  15305. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15306. * @default OneMinusSrcAlphaFactor
  15307. */
  15308. this.blendDst = OneMinusSrcAlphaFactor;
  15309. /**
  15310. * Defines the blending equation.
  15311. *
  15312. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  15313. * @default AddEquation
  15314. */
  15315. this.blendEquation = AddEquation;
  15316. /**
  15317. * Defines the blending source alpha factor.
  15318. *
  15319. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15320. * @default null
  15321. */
  15322. this.blendSrcAlpha = null;
  15323. /**
  15324. * Defines the blending destination alpha factor.
  15325. *
  15326. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15327. * @default null
  15328. */
  15329. this.blendDstAlpha = null;
  15330. /**
  15331. * Defines the blending equation of the alpha channel.
  15332. *
  15333. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  15334. * @default null
  15335. */
  15336. this.blendEquationAlpha = null;
  15337. /**
  15338. * Represents the RGB values of the constant blend color.
  15339. *
  15340. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  15341. *
  15342. * @type {Color}
  15343. * @default (0,0,0)
  15344. */
  15345. this.blendColor = new Color( 0, 0, 0 );
  15346. /**
  15347. * Represents the alpha value of the constant blend color.
  15348. *
  15349. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  15350. *
  15351. * @type {number}
  15352. * @default 0
  15353. */
  15354. this.blendAlpha = 0;
  15355. /**
  15356. * Defines the depth function.
  15357. *
  15358. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  15359. * @default LessEqualDepth
  15360. */
  15361. this.depthFunc = LessEqualDepth;
  15362. /**
  15363. * Whether to have depth test enabled when rendering this material.
  15364. * When the depth test is disabled, the depth write will also be implicitly disabled.
  15365. *
  15366. * @type {boolean}
  15367. * @default true
  15368. */
  15369. this.depthTest = true;
  15370. /**
  15371. * Whether rendering this material has any effect on the depth buffer.
  15372. *
  15373. * When drawing 2D overlays it can be useful to disable the depth writing in
  15374. * order to layer several things together without creating z-index artifacts.
  15375. *
  15376. * @type {boolean}
  15377. * @default true
  15378. */
  15379. this.depthWrite = true;
  15380. /**
  15381. * The bit mask to use when writing to the stencil buffer.
  15382. *
  15383. * @type {number}
  15384. * @default 0xff
  15385. */
  15386. this.stencilWriteMask = 0xff;
  15387. /**
  15388. * The stencil comparison function to use.
  15389. *
  15390. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  15391. * @default AlwaysStencilFunc
  15392. */
  15393. this.stencilFunc = AlwaysStencilFunc;
  15394. /**
  15395. * The value to use when performing stencil comparisons or stencil operations.
  15396. *
  15397. * @type {number}
  15398. * @default 0
  15399. */
  15400. this.stencilRef = 0;
  15401. /**
  15402. * The bit mask to use when comparing against the stencil buffer.
  15403. *
  15404. * @type {number}
  15405. * @default 0xff
  15406. */
  15407. this.stencilFuncMask = 0xff;
  15408. /**
  15409. * Which stencil operation to perform when the comparison function returns `false`.
  15410. *
  15411. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15412. * @default KeepStencilOp
  15413. */
  15414. this.stencilFail = KeepStencilOp;
  15415. /**
  15416. * Which stencil operation to perform when the comparison function returns
  15417. * `true` but the depth test fails.
  15418. *
  15419. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15420. * @default KeepStencilOp
  15421. */
  15422. this.stencilZFail = KeepStencilOp;
  15423. /**
  15424. * Which stencil operation to perform when the comparison function returns
  15425. * `true` and the depth test passes.
  15426. *
  15427. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15428. * @default KeepStencilOp
  15429. */
  15430. this.stencilZPass = KeepStencilOp;
  15431. /**
  15432. * Whether stencil operations are performed against the stencil buffer. In
  15433. * order to perform writes or comparisons against the stencil buffer this
  15434. * value must be `true`.
  15435. *
  15436. * @type {boolean}
  15437. * @default false
  15438. */
  15439. this.stencilWrite = false;
  15440. /**
  15441. * User-defined clipping planes specified as THREE.Plane objects in world
  15442. * space. These planes apply to the objects this material is attached to.
  15443. * Points in space whose signed distance to the plane is negative are clipped
  15444. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  15445. * be `true`.
  15446. *
  15447. * @type {?Array<Plane>}
  15448. * @default null
  15449. */
  15450. this.clippingPlanes = null;
  15451. /**
  15452. * Changes the behavior of clipping planes so that only their intersection is
  15453. * clipped, rather than their union.
  15454. *
  15455. * @type {boolean}
  15456. * @default false
  15457. */
  15458. this.clipIntersection = false;
  15459. /**
  15460. * Defines whether to clip shadows according to the clipping planes specified
  15461. * on this material.
  15462. *
  15463. * @type {boolean}
  15464. * @default false
  15465. */
  15466. this.clipShadows = false;
  15467. /**
  15468. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  15469. * is determined as follows:
  15470. *
  15471. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  15472. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  15473. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  15474. *
  15475. * @type {?(FrontSide|BackSide|DoubleSide)}
  15476. * @default null
  15477. */
  15478. this.shadowSide = null;
  15479. /**
  15480. * Whether to render the material's color.
  15481. *
  15482. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  15483. * objects that occlude other objects.
  15484. *
  15485. * @type {boolean}
  15486. * @default true
  15487. */
  15488. this.colorWrite = true;
  15489. /**
  15490. * Override the renderer's default precision for this material.
  15491. *
  15492. * @type {?('highp'|'mediump'|'lowp')}
  15493. * @default null
  15494. */
  15495. this.precision = null;
  15496. /**
  15497. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  15498. * be offset after it is interpolated from the depth values of the appropriate vertices.
  15499. * The offset is added before the depth test is performed and before the value is written
  15500. * into the depth buffer.
  15501. *
  15502. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  15503. * rendering solids with highlighted edges.
  15504. *
  15505. * @type {boolean}
  15506. * @default false
  15507. */
  15508. this.polygonOffset = false;
  15509. /**
  15510. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  15511. *
  15512. * @type {number}
  15513. * @default 0
  15514. */
  15515. this.polygonOffsetFactor = 0;
  15516. /**
  15517. * Is multiplied by an implementation-specific value to create a constant depth offset.
  15518. *
  15519. * @type {number}
  15520. * @default 0
  15521. */
  15522. this.polygonOffsetUnits = 0;
  15523. /**
  15524. * Whether to apply dithering to the color to remove the appearance of banding.
  15525. *
  15526. * @type {boolean}
  15527. * @default false
  15528. */
  15529. this.dithering = false;
  15530. /**
  15531. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  15532. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  15533. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  15534. *
  15535. * @type {boolean}
  15536. * @default false
  15537. */
  15538. this.alphaToCoverage = false;
  15539. /**
  15540. * Whether to premultiply the alpha (transparency) value.
  15541. *
  15542. * @type {boolean}
  15543. * @default false
  15544. */
  15545. this.premultipliedAlpha = false;
  15546. /**
  15547. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  15548. *
  15549. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  15550. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  15551. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  15552. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  15553. * disable the two pass rendering to avoid performance issues.
  15554. *
  15555. * @type {boolean}
  15556. * @default false
  15557. */
  15558. this.forceSinglePass = false;
  15559. /**
  15560. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  15561. *
  15562. * @type {boolean}
  15563. * @default true
  15564. */
  15565. this.allowOverride = true;
  15566. /**
  15567. * Defines whether 3D objects using this material are visible.
  15568. *
  15569. * @type {boolean}
  15570. * @default true
  15571. */
  15572. this.visible = true;
  15573. /**
  15574. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  15575. *
  15576. * It is ignored when rendering to a render target or using post processing or when using
  15577. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  15578. *
  15579. * @type {boolean}
  15580. * @default true
  15581. */
  15582. this.toneMapped = true;
  15583. /**
  15584. * An object that can be used to store custom data about the Material. It
  15585. * should not hold references to functions as these will not be cloned.
  15586. *
  15587. * @type {Object}
  15588. */
  15589. this.userData = {};
  15590. /**
  15591. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  15592. *
  15593. * @type {number}
  15594. * @readonly
  15595. * @default 0
  15596. */
  15597. this.version = 0;
  15598. this._alphaTest = 0;
  15599. }
  15600. /**
  15601. * Sets the alpha value to be used when running an alpha test. The material
  15602. * will not be rendered if the opacity is lower than this value.
  15603. *
  15604. * @type {number}
  15605. * @readonly
  15606. * @default 0
  15607. */
  15608. get alphaTest() {
  15609. return this._alphaTest;
  15610. }
  15611. set alphaTest( value ) {
  15612. if ( this._alphaTest > 0 !== value > 0 ) {
  15613. this.version ++;
  15614. }
  15615. this._alphaTest = value;
  15616. }
  15617. /**
  15618. * An optional callback that is executed immediately before the material is used to render a 3D object.
  15619. *
  15620. * This method can only be used when rendering with {@link WebGLRenderer}.
  15621. *
  15622. * @param {WebGLRenderer} renderer - The renderer.
  15623. * @param {Scene} scene - The scene.
  15624. * @param {Camera} camera - The camera that is used to render the scene.
  15625. * @param {BufferGeometry} geometry - The 3D object's geometry.
  15626. * @param {Object3D} object - The 3D object.
  15627. * @param {Object} group - The geometry group data.
  15628. */
  15629. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  15630. /**
  15631. * An optional callback that is executed immediately before the shader
  15632. * program is compiled. This function is called with the shader source code
  15633. * as a parameter. Useful for the modification of built-in materials.
  15634. *
  15635. * This method can only be used when rendering with {@link WebGLRenderer}. The
  15636. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  15637. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  15638. *
  15639. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  15640. * @param {WebGLRenderer} renderer - A reference to the renderer.
  15641. */
  15642. onBeforeCompile( /* shaderobject, renderer */ ) {}
  15643. /**
  15644. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  15645. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  15646. * shader or recompile the shader for this material as needed.
  15647. *
  15648. * This method can only be used when rendering with {@link WebGLRenderer}.
  15649. *
  15650. * @return {string} The custom program cache key.
  15651. */
  15652. customProgramCacheKey() {
  15653. return this.onBeforeCompile.toString();
  15654. }
  15655. /**
  15656. * This method can be used to set default values from parameter objects.
  15657. * It is a generic implementation so it can be used with different types
  15658. * of materials.
  15659. *
  15660. * @param {Object} [values] - The material values to set.
  15661. */
  15662. setValues( values ) {
  15663. if ( values === undefined ) return;
  15664. for ( const key in values ) {
  15665. const newValue = values[ key ];
  15666. if ( newValue === undefined ) {
  15667. warn( `Material: parameter '${ key }' has value of undefined.` );
  15668. continue;
  15669. }
  15670. const currentValue = this[ key ];
  15671. if ( currentValue === undefined ) {
  15672. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  15673. continue;
  15674. }
  15675. if ( currentValue && currentValue.isColor ) {
  15676. currentValue.set( newValue );
  15677. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  15678. currentValue.copy( newValue );
  15679. } else {
  15680. this[ key ] = newValue;
  15681. }
  15682. }
  15683. }
  15684. /**
  15685. * Serializes the material into JSON.
  15686. *
  15687. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  15688. * @return {Object} A JSON object representing the serialized material.
  15689. * @see {@link ObjectLoader#parse}
  15690. */
  15691. toJSON( meta ) {
  15692. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  15693. if ( isRootObject ) {
  15694. meta = {
  15695. textures: {},
  15696. images: {}
  15697. };
  15698. }
  15699. const data = {
  15700. metadata: {
  15701. version: 4.7,
  15702. type: 'Material',
  15703. generator: 'Material.toJSON'
  15704. }
  15705. };
  15706. // standard Material serialization
  15707. data.uuid = this.uuid;
  15708. data.type = this.type;
  15709. if ( this.name !== '' ) data.name = this.name;
  15710. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  15711. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  15712. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  15713. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  15714. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  15715. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  15716. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  15717. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  15718. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  15719. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  15720. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  15721. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  15722. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  15723. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  15724. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  15725. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  15726. }
  15727. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  15728. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  15729. }
  15730. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  15731. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  15732. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  15733. }
  15734. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  15735. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  15736. }
  15737. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  15738. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  15739. }
  15740. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  15741. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  15742. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  15743. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  15744. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  15745. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  15746. }
  15747. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  15748. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  15749. }
  15750. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  15751. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  15752. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  15753. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  15754. }
  15755. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  15756. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  15757. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  15758. if ( this.lightMap && this.lightMap.isTexture ) {
  15759. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  15760. data.lightMapIntensity = this.lightMapIntensity;
  15761. }
  15762. if ( this.aoMap && this.aoMap.isTexture ) {
  15763. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  15764. data.aoMapIntensity = this.aoMapIntensity;
  15765. }
  15766. if ( this.bumpMap && this.bumpMap.isTexture ) {
  15767. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  15768. data.bumpScale = this.bumpScale;
  15769. }
  15770. if ( this.normalMap && this.normalMap.isTexture ) {
  15771. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  15772. data.normalMapType = this.normalMapType;
  15773. data.normalScale = this.normalScale.toArray();
  15774. }
  15775. if ( this.displacementMap && this.displacementMap.isTexture ) {
  15776. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  15777. data.displacementScale = this.displacementScale;
  15778. data.displacementBias = this.displacementBias;
  15779. }
  15780. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  15781. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  15782. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  15783. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  15784. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  15785. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  15786. if ( this.envMap && this.envMap.isTexture ) {
  15787. data.envMap = this.envMap.toJSON( meta ).uuid;
  15788. if ( this.combine !== undefined ) data.combine = this.combine;
  15789. }
  15790. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  15791. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  15792. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  15793. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  15794. if ( this.gradientMap && this.gradientMap.isTexture ) {
  15795. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  15796. }
  15797. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  15798. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  15799. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  15800. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  15801. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  15802. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  15803. if ( this.size !== undefined ) data.size = this.size;
  15804. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  15805. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  15806. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  15807. if ( this.side !== FrontSide ) data.side = this.side;
  15808. if ( this.vertexColors === true ) data.vertexColors = true;
  15809. if ( this.opacity < 1 ) data.opacity = this.opacity;
  15810. if ( this.transparent === true ) data.transparent = true;
  15811. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  15812. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  15813. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  15814. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  15815. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  15816. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  15817. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  15818. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  15819. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  15820. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  15821. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  15822. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  15823. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  15824. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  15825. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  15826. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  15827. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  15828. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  15829. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  15830. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  15831. // rotation (SpriteMaterial)
  15832. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  15833. if ( this.polygonOffset === true ) data.polygonOffset = true;
  15834. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  15835. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  15836. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  15837. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  15838. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  15839. if ( this.scale !== undefined ) data.scale = this.scale;
  15840. if ( this.dithering === true ) data.dithering = true;
  15841. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  15842. if ( this.alphaHash === true ) data.alphaHash = true;
  15843. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  15844. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  15845. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  15846. if ( this.allowOverride === false ) data.allowOverride = false;
  15847. if ( this.wireframe === true ) data.wireframe = true;
  15848. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  15849. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  15850. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  15851. if ( this.flatShading === true ) data.flatShading = true;
  15852. if ( this.visible === false ) data.visible = false;
  15853. if ( this.toneMapped === false ) data.toneMapped = false;
  15854. if ( this.fog === false ) data.fog = false;
  15855. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  15856. // TODO: Copied from Object3D.toJSON
  15857. function extractFromCache( cache ) {
  15858. const values = [];
  15859. for ( const key in cache ) {
  15860. const data = cache[ key ];
  15861. delete data.metadata;
  15862. values.push( data );
  15863. }
  15864. return values;
  15865. }
  15866. if ( isRootObject ) {
  15867. const textures = extractFromCache( meta.textures );
  15868. const images = extractFromCache( meta.images );
  15869. if ( textures.length > 0 ) data.textures = textures;
  15870. if ( images.length > 0 ) data.images = images;
  15871. }
  15872. return data;
  15873. }
  15874. /**
  15875. * Returns a new material with copied values from this instance.
  15876. *
  15877. * @return {Material} A clone of this instance.
  15878. */
  15879. clone() {
  15880. return new this.constructor().copy( this );
  15881. }
  15882. /**
  15883. * Copies the values of the given material to this instance.
  15884. *
  15885. * @param {Material} source - The material to copy.
  15886. * @return {Material} A reference to this instance.
  15887. */
  15888. copy( source ) {
  15889. this.name = source.name;
  15890. this.blending = source.blending;
  15891. this.side = source.side;
  15892. this.vertexColors = source.vertexColors;
  15893. this.opacity = source.opacity;
  15894. this.transparent = source.transparent;
  15895. this.blendSrc = source.blendSrc;
  15896. this.blendDst = source.blendDst;
  15897. this.blendEquation = source.blendEquation;
  15898. this.blendSrcAlpha = source.blendSrcAlpha;
  15899. this.blendDstAlpha = source.blendDstAlpha;
  15900. this.blendEquationAlpha = source.blendEquationAlpha;
  15901. this.blendColor.copy( source.blendColor );
  15902. this.blendAlpha = source.blendAlpha;
  15903. this.depthFunc = source.depthFunc;
  15904. this.depthTest = source.depthTest;
  15905. this.depthWrite = source.depthWrite;
  15906. this.stencilWriteMask = source.stencilWriteMask;
  15907. this.stencilFunc = source.stencilFunc;
  15908. this.stencilRef = source.stencilRef;
  15909. this.stencilFuncMask = source.stencilFuncMask;
  15910. this.stencilFail = source.stencilFail;
  15911. this.stencilZFail = source.stencilZFail;
  15912. this.stencilZPass = source.stencilZPass;
  15913. this.stencilWrite = source.stencilWrite;
  15914. const srcPlanes = source.clippingPlanes;
  15915. let dstPlanes = null;
  15916. if ( srcPlanes !== null ) {
  15917. const n = srcPlanes.length;
  15918. dstPlanes = new Array( n );
  15919. for ( let i = 0; i !== n; ++ i ) {
  15920. dstPlanes[ i ] = srcPlanes[ i ].clone();
  15921. }
  15922. }
  15923. this.clippingPlanes = dstPlanes;
  15924. this.clipIntersection = source.clipIntersection;
  15925. this.clipShadows = source.clipShadows;
  15926. this.shadowSide = source.shadowSide;
  15927. this.colorWrite = source.colorWrite;
  15928. this.precision = source.precision;
  15929. this.polygonOffset = source.polygonOffset;
  15930. this.polygonOffsetFactor = source.polygonOffsetFactor;
  15931. this.polygonOffsetUnits = source.polygonOffsetUnits;
  15932. this.dithering = source.dithering;
  15933. this.alphaTest = source.alphaTest;
  15934. this.alphaHash = source.alphaHash;
  15935. this.alphaToCoverage = source.alphaToCoverage;
  15936. this.premultipliedAlpha = source.premultipliedAlpha;
  15937. this.forceSinglePass = source.forceSinglePass;
  15938. this.allowOverride = source.allowOverride;
  15939. this.visible = source.visible;
  15940. this.toneMapped = source.toneMapped;
  15941. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  15942. return this;
  15943. }
  15944. /**
  15945. * Frees the GPU-related resources allocated by this instance. Call this
  15946. * method whenever this instance is no longer used in your app.
  15947. *
  15948. * @fires Material#dispose
  15949. */
  15950. dispose() {
  15951. /**
  15952. * Fires when the material has been disposed of.
  15953. *
  15954. * @event Material#dispose
  15955. * @type {Object}
  15956. */
  15957. this.dispatchEvent( { type: 'dispose' } );
  15958. }
  15959. /**
  15960. * Setting this property to `true` indicates the engine the material
  15961. * needs to be recompiled.
  15962. *
  15963. * @type {boolean}
  15964. * @default false
  15965. * @param {boolean} value
  15966. */
  15967. set needsUpdate( value ) {
  15968. if ( value === true ) this.version ++;
  15969. }
  15970. }
  15971. /**
  15972. * A material for rendering instances of {@link Sprite}.
  15973. *
  15974. * ```js
  15975. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  15976. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  15977. *
  15978. * const sprite = new THREE.Sprite( material );
  15979. * sprite.scale.set(200, 200, 1)
  15980. * scene.add( sprite );
  15981. * ```
  15982. *
  15983. * @augments Material
  15984. */
  15985. class SpriteMaterial extends Material {
  15986. /**
  15987. * Constructs a new sprite material.
  15988. *
  15989. * @param {Object} [parameters] - An object with one or more properties
  15990. * defining the material's appearance. Any property of the material
  15991. * (including any property from inherited materials) can be passed
  15992. * in here. Color values can be passed any type of value accepted
  15993. * by {@link Color#set}.
  15994. */
  15995. constructor( parameters ) {
  15996. super();
  15997. /**
  15998. * This flag can be used for type testing.
  15999. *
  16000. * @type {boolean}
  16001. * @readonly
  16002. * @default true
  16003. */
  16004. this.isSpriteMaterial = true;
  16005. this.type = 'SpriteMaterial';
  16006. /**
  16007. * Color of the material.
  16008. *
  16009. * @type {Color}
  16010. * @default (1,1,1)
  16011. */
  16012. this.color = new Color( 0xffffff );
  16013. /**
  16014. * The color map. May optionally include an alpha channel, typically combined
  16015. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  16016. * color is modulated by the diffuse `color`.
  16017. *
  16018. * @type {?Texture}
  16019. * @default null
  16020. */
  16021. this.map = null;
  16022. /**
  16023. * The alpha map is a grayscale texture that controls the opacity across the
  16024. * surface (black: fully transparent; white: fully opaque).
  16025. *
  16026. * Only the color of the texture is used, ignoring the alpha channel if one
  16027. * exists. For RGB and RGBA textures, the renderer will use the green channel
  16028. * when sampling this texture due to the extra bit of precision provided for
  16029. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  16030. * luminance/alpha textures will also still work as expected.
  16031. *
  16032. * @type {?Texture}
  16033. * @default null
  16034. */
  16035. this.alphaMap = null;
  16036. /**
  16037. * The rotation of the sprite in radians.
  16038. *
  16039. * @type {number}
  16040. * @default 0
  16041. */
  16042. this.rotation = 0;
  16043. /**
  16044. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  16045. *
  16046. * @type {boolean}
  16047. * @default true
  16048. */
  16049. this.sizeAttenuation = true;
  16050. /**
  16051. * Overwritten since sprite materials are transparent
  16052. * by default.
  16053. *
  16054. * @type {boolean}
  16055. * @default true
  16056. */
  16057. this.transparent = true;
  16058. /**
  16059. * Whether the material is affected by fog or not.
  16060. *
  16061. * @type {boolean}
  16062. * @default true
  16063. */
  16064. this.fog = true;
  16065. this.setValues( parameters );
  16066. }
  16067. copy( source ) {
  16068. super.copy( source );
  16069. this.color.copy( source.color );
  16070. this.map = source.map;
  16071. this.alphaMap = source.alphaMap;
  16072. this.rotation = source.rotation;
  16073. this.sizeAttenuation = source.sizeAttenuation;
  16074. this.fog = source.fog;
  16075. return this;
  16076. }
  16077. }
  16078. let _geometry;
  16079. const _intersectPoint = /*@__PURE__*/ new Vector3();
  16080. const _worldScale = /*@__PURE__*/ new Vector3();
  16081. const _mvPosition = /*@__PURE__*/ new Vector3();
  16082. const _alignedPosition = /*@__PURE__*/ new Vector2();
  16083. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  16084. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  16085. const _vA$1 = /*@__PURE__*/ new Vector3();
  16086. const _vB$1 = /*@__PURE__*/ new Vector3();
  16087. const _vC$1 = /*@__PURE__*/ new Vector3();
  16088. const _uvA = /*@__PURE__*/ new Vector2();
  16089. const _uvB = /*@__PURE__*/ new Vector2();
  16090. const _uvC = /*@__PURE__*/ new Vector2();
  16091. /**
  16092. * A sprite is a plane that always faces towards the camera, generally with a
  16093. * partially transparent texture applied.
  16094. *
  16095. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  16096. * have no effect.
  16097. *
  16098. * ```js
  16099. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  16100. * const material = new THREE.SpriteMaterial( { map: map } );
  16101. *
  16102. * const sprite = new THREE.Sprite( material );
  16103. * scene.add( sprite );
  16104. * ```
  16105. *
  16106. * @augments Object3D
  16107. */
  16108. class Sprite extends Object3D {
  16109. /**
  16110. * Constructs a new sprite.
  16111. *
  16112. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  16113. */
  16114. constructor( material = new SpriteMaterial() ) {
  16115. super();
  16116. /**
  16117. * This flag can be used for type testing.
  16118. *
  16119. * @type {boolean}
  16120. * @readonly
  16121. * @default true
  16122. */
  16123. this.isSprite = true;
  16124. this.type = 'Sprite';
  16125. if ( _geometry === undefined ) {
  16126. _geometry = new BufferGeometry();
  16127. const float32Array = new Float32Array( [
  16128. -0.5, -0.5, 0, 0, 0,
  16129. 0.5, -0.5, 0, 1, 0,
  16130. 0.5, 0.5, 0, 1, 1,
  16131. -0.5, 0.5, 0, 0, 1
  16132. ] );
  16133. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16134. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16135. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16136. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16137. }
  16138. /**
  16139. * The sprite geometry.
  16140. *
  16141. * @type {BufferGeometry}
  16142. */
  16143. this.geometry = _geometry;
  16144. /**
  16145. * The sprite material.
  16146. *
  16147. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  16148. */
  16149. this.material = material;
  16150. /**
  16151. * The sprite's anchor point, and the point around which the sprite rotates.
  16152. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  16153. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  16154. *
  16155. * @type {Vector2}
  16156. * @default (0.5,0.5)
  16157. */
  16158. this.center = new Vector2( 0.5, 0.5 );
  16159. /**
  16160. * The number of instances of this sprite.
  16161. * Can only be used with {@link WebGPURenderer}.
  16162. *
  16163. * @type {number}
  16164. * @default 1
  16165. */
  16166. this.count = 1;
  16167. }
  16168. /**
  16169. * Computes intersection points between a casted ray and this sprite.
  16170. *
  16171. * @param {Raycaster} raycaster - The raycaster.
  16172. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  16173. */
  16174. raycast( raycaster, intersects ) {
  16175. if ( raycaster.camera === null ) {
  16176. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16177. }
  16178. _worldScale.setFromMatrixScale( this.matrixWorld );
  16179. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16180. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16181. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16182. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16183. _worldScale.multiplyScalar( - _mvPosition.z );
  16184. }
  16185. const rotation = this.material.rotation;
  16186. let sin, cos;
  16187. if ( rotation !== 0 ) {
  16188. cos = Math.cos( rotation );
  16189. sin = Math.sin( rotation );
  16190. }
  16191. const center = this.center;
  16192. transformVertex( _vA$1.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16193. transformVertex( _vB$1.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16194. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16195. _uvA.set( 0, 0 );
  16196. _uvB.set( 1, 0 );
  16197. _uvC.set( 1, 1 );
  16198. // check first triangle
  16199. let intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16200. if ( intersect === null ) {
  16201. // check second triangle
  16202. transformVertex( _vB$1.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16203. _uvB.set( 0, 1 );
  16204. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16205. if ( intersect === null ) {
  16206. return;
  16207. }
  16208. }
  16209. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16210. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16211. intersects.push( {
  16212. distance: distance,
  16213. point: _intersectPoint.clone(),
  16214. uv: Triangle.getInterpolation( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA, _uvB, _uvC, new Vector2() ),
  16215. face: null,
  16216. object: this
  16217. } );
  16218. }
  16219. copy( source, recursive ) {
  16220. super.copy( source, recursive );
  16221. if ( source.center !== undefined ) this.center.copy( source.center );
  16222. this.material = source.material;
  16223. return this;
  16224. }
  16225. }
  16226. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16227. // compute position in camera space
  16228. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16229. // to check if rotation is not zero
  16230. if ( sin !== undefined ) {
  16231. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16232. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16233. } else {
  16234. _rotatedPosition.copy( _alignedPosition );
  16235. }
  16236. vertexPosition.copy( mvPosition );
  16237. vertexPosition.x += _rotatedPosition.x;
  16238. vertexPosition.y += _rotatedPosition.y;
  16239. // transform to world space
  16240. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16241. }
  16242. const _v1$2 = /*@__PURE__*/ new Vector3();
  16243. const _v2$1 = /*@__PURE__*/ new Vector3();
  16244. /**
  16245. * A component for providing a basic Level of Detail (LOD) mechanism.
  16246. *
  16247. * Every LOD level is associated with an object, and rendering can be switched
  16248. * between them at the distances specified. Typically you would create, say,
  16249. * three meshes, one for far away (low detail), one for mid range (medium
  16250. * detail) and one for close up (high detail).
  16251. *
  16252. * ```js
  16253. * const lod = new THREE.LOD();
  16254. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  16255. *
  16256. * //Create spheres with 3 levels of detail and create new LOD levels for them
  16257. * for( let i = 0; i < 3; i++ ) {
  16258. *
  16259. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  16260. * const mesh = new THREE.Mesh( geometry, material );
  16261. * lod.addLevel( mesh, i * 75 );
  16262. *
  16263. * }
  16264. *
  16265. * scene.add( lod );
  16266. * ```
  16267. *
  16268. * @augments Object3D
  16269. */
  16270. class LOD extends Object3D {
  16271. /**
  16272. * Constructs a new LOD.
  16273. */
  16274. constructor() {
  16275. super();
  16276. /**
  16277. * This flag can be used for type testing.
  16278. *
  16279. * @type {boolean}
  16280. * @readonly
  16281. * @default true
  16282. */
  16283. this.isLOD = true;
  16284. /**
  16285. * The current LOD index.
  16286. *
  16287. * @private
  16288. * @type {number}
  16289. * @default 0
  16290. */
  16291. this._currentLevel = 0;
  16292. this.type = 'LOD';
  16293. Object.defineProperties( this, {
  16294. /**
  16295. * This array holds the LOD levels.
  16296. *
  16297. * @name LOD#levels
  16298. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  16299. */
  16300. levels: {
  16301. enumerable: true,
  16302. value: []
  16303. }
  16304. } );
  16305. /**
  16306. * Whether the LOD object is updated automatically by the renderer per frame
  16307. * or not. If set to `false`, you have to call {@link LOD#update} in the
  16308. * render loop by yourself.
  16309. *
  16310. * @type {boolean}
  16311. * @default true
  16312. */
  16313. this.autoUpdate = true;
  16314. }
  16315. copy( source ) {
  16316. super.copy( source, false );
  16317. const levels = source.levels;
  16318. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16319. const level = levels[ i ];
  16320. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  16321. }
  16322. this.autoUpdate = source.autoUpdate;
  16323. return this;
  16324. }
  16325. /**
  16326. * Adds a mesh that will display at a certain distance and greater. Typically
  16327. * the further away the distance, the lower the detail on the mesh.
  16328. *
  16329. * @param {Object3D} object - The 3D object to display at this level.
  16330. * @param {number} [distance=0] - The distance at which to display this level of detail.
  16331. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  16332. * @return {LOD} A reference to this instance.
  16333. */
  16334. addLevel( object, distance = 0, hysteresis = 0 ) {
  16335. distance = Math.abs( distance );
  16336. const levels = this.levels;
  16337. let l;
  16338. for ( l = 0; l < levels.length; l ++ ) {
  16339. if ( distance < levels[ l ].distance ) {
  16340. break;
  16341. }
  16342. }
  16343. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  16344. this.add( object );
  16345. return this;
  16346. }
  16347. /**
  16348. * Removes an existing level, based on the distance from the camera.
  16349. * Returns `true` when the level has been removed. Otherwise `false`.
  16350. *
  16351. * @param {number} distance - Distance of the level to remove.
  16352. * @return {boolean} Whether the level has been removed or not.
  16353. */
  16354. removeLevel( distance ) {
  16355. const levels = this.levels;
  16356. for ( let i = 0; i < levels.length; i ++ ) {
  16357. if ( levels[ i ].distance === distance ) {
  16358. const removedElements = levels.splice( i, 1 );
  16359. this.remove( removedElements[ 0 ].object );
  16360. return true;
  16361. }
  16362. }
  16363. return false;
  16364. }
  16365. /**
  16366. * Returns the currently active LOD level index.
  16367. *
  16368. * @return {number} The current active LOD level index.
  16369. */
  16370. getCurrentLevel() {
  16371. return this._currentLevel;
  16372. }
  16373. /**
  16374. * Returns a reference to the first 3D object that is greater than
  16375. * the given distance.
  16376. *
  16377. * @param {number} distance - The LOD distance.
  16378. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  16379. */
  16380. getObjectForDistance( distance ) {
  16381. const levels = this.levels;
  16382. if ( levels.length > 0 ) {
  16383. let i, l;
  16384. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16385. let levelDistance = levels[ i ].distance;
  16386. if ( levels[ i ].object.visible ) {
  16387. levelDistance -= levelDistance * levels[ i ].hysteresis;
  16388. }
  16389. if ( distance < levelDistance ) {
  16390. break;
  16391. }
  16392. }
  16393. return levels[ i - 1 ].object;
  16394. }
  16395. return null;
  16396. }
  16397. /**
  16398. * Computes intersection points between a casted ray and this LOD.
  16399. *
  16400. * @param {Raycaster} raycaster - The raycaster.
  16401. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  16402. */
  16403. raycast( raycaster, intersects ) {
  16404. const levels = this.levels;
  16405. if ( levels.length > 0 ) {
  16406. _v1$2.setFromMatrixPosition( this.matrixWorld );
  16407. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  16408. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16409. }
  16410. }
  16411. /**
  16412. * Updates the LOD by computing which LOD level should be visible according
  16413. * to the current distance of the given camera.
  16414. *
  16415. * @param {Camera} camera - The camera the scene is rendered with.
  16416. */
  16417. update( camera ) {
  16418. const levels = this.levels;
  16419. if ( levels.length > 1 ) {
  16420. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  16421. _v2$1.setFromMatrixPosition( this.matrixWorld );
  16422. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  16423. levels[ 0 ].object.visible = true;
  16424. let i, l;
  16425. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16426. let levelDistance = levels[ i ].distance;
  16427. if ( levels[ i ].object.visible ) {
  16428. levelDistance -= levelDistance * levels[ i ].hysteresis;
  16429. }
  16430. if ( distance >= levelDistance ) {
  16431. levels[ i - 1 ].object.visible = false;
  16432. levels[ i ].object.visible = true;
  16433. } else {
  16434. break;
  16435. }
  16436. }
  16437. this._currentLevel = i - 1;
  16438. for ( ; i < l; i ++ ) {
  16439. levels[ i ].object.visible = false;
  16440. }
  16441. }
  16442. }
  16443. toJSON( meta ) {
  16444. const data = super.toJSON( meta );
  16445. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  16446. data.object.levels = [];
  16447. const levels = this.levels;
  16448. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16449. const level = levels[ i ];
  16450. data.object.levels.push( {
  16451. object: level.object.uuid,
  16452. distance: level.distance,
  16453. hysteresis: level.hysteresis
  16454. } );
  16455. }
  16456. return data;
  16457. }
  16458. }
  16459. const _vector$7 = /*@__PURE__*/ new Vector3();
  16460. const _segCenter = /*@__PURE__*/ new Vector3();
  16461. const _segDir = /*@__PURE__*/ new Vector3();
  16462. const _diff = /*@__PURE__*/ new Vector3();
  16463. const _edge1 = /*@__PURE__*/ new Vector3();
  16464. const _edge2 = /*@__PURE__*/ new Vector3();
  16465. const _normal$1 = /*@__PURE__*/ new Vector3();
  16466. /**
  16467. * A ray that emits from an origin in a certain direction. The class is used by
  16468. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  16469. * mouse picking (working out what objects in the 3D space the mouse is over)
  16470. * amongst other things.
  16471. */
  16472. class Ray {
  16473. /**
  16474. * Constructs a new ray.
  16475. *
  16476. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  16477. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  16478. */
  16479. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  16480. /**
  16481. * The origin of the ray.
  16482. *
  16483. * @type {Vector3}
  16484. */
  16485. this.origin = origin;
  16486. /**
  16487. * The (normalized) direction of the ray.
  16488. *
  16489. * @type {Vector3}
  16490. */
  16491. this.direction = direction;
  16492. }
  16493. /**
  16494. * Sets the ray's components by copying the given values.
  16495. *
  16496. * @param {Vector3} origin - The origin.
  16497. * @param {Vector3} direction - The direction.
  16498. * @return {Ray} A reference to this ray.
  16499. */
  16500. set( origin, direction ) {
  16501. this.origin.copy( origin );
  16502. this.direction.copy( direction );
  16503. return this;
  16504. }
  16505. /**
  16506. * Copies the values of the given ray to this instance.
  16507. *
  16508. * @param {Ray} ray - The ray to copy.
  16509. * @return {Ray} A reference to this ray.
  16510. */
  16511. copy( ray ) {
  16512. this.origin.copy( ray.origin );
  16513. this.direction.copy( ray.direction );
  16514. return this;
  16515. }
  16516. /**
  16517. * Returns a vector that is located at a given distance along this ray.
  16518. *
  16519. * @param {number} t - The distance along the ray to retrieve a position for.
  16520. * @param {Vector3} target - The target vector that is used to store the method's result.
  16521. * @return {Vector3} A position on the ray.
  16522. */
  16523. at( t, target ) {
  16524. return target.copy( this.origin ).addScaledVector( this.direction, t );
  16525. }
  16526. /**
  16527. * Adjusts the direction of the ray to point at the given vector in world space.
  16528. *
  16529. * @param {Vector3} v - The target position.
  16530. * @return {Ray} A reference to this ray.
  16531. */
  16532. lookAt( v ) {
  16533. this.direction.copy( v ).sub( this.origin ).normalize();
  16534. return this;
  16535. }
  16536. /**
  16537. * Shift the origin of this ray along its direction by the given distance.
  16538. *
  16539. * @param {number} t - The distance along the ray to interpolate.
  16540. * @return {Ray} A reference to this ray.
  16541. */
  16542. recast( t ) {
  16543. this.origin.copy( this.at( t, _vector$7 ) );
  16544. return this;
  16545. }
  16546. /**
  16547. * Returns the point along this ray that is closest to the given point.
  16548. *
  16549. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  16550. * @param {Vector3} target - The target vector that is used to store the method's result.
  16551. * @return {Vector3} The closest point on this ray.
  16552. */
  16553. closestPointToPoint( point, target ) {
  16554. target.subVectors( point, this.origin );
  16555. const directionDistance = target.dot( this.direction );
  16556. if ( directionDistance < 0 ) {
  16557. return target.copy( this.origin );
  16558. }
  16559. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  16560. }
  16561. /**
  16562. * Returns the distance of the closest approach between this ray and the given point.
  16563. *
  16564. * @param {Vector3} point - A point in 3D space to compute the distance to.
  16565. * @return {number} The distance.
  16566. */
  16567. distanceToPoint( point ) {
  16568. return Math.sqrt( this.distanceSqToPoint( point ) );
  16569. }
  16570. /**
  16571. * Returns the squared distance of the closest approach between this ray and the given point.
  16572. *
  16573. * @param {Vector3} point - A point in 3D space to compute the distance to.
  16574. * @return {number} The squared distance.
  16575. */
  16576. distanceSqToPoint( point ) {
  16577. const directionDistance = _vector$7.subVectors( point, this.origin ).dot( this.direction );
  16578. // point behind the ray
  16579. if ( directionDistance < 0 ) {
  16580. return this.origin.distanceToSquared( point );
  16581. }
  16582. _vector$7.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  16583. return _vector$7.distanceToSquared( point );
  16584. }
  16585. /**
  16586. * Returns the squared distance between this ray and the given line segment.
  16587. *
  16588. * @param {Vector3} v0 - The start point of the line segment.
  16589. * @param {Vector3} v1 - The end point of the line segment.
  16590. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  16591. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  16592. * @return {number} The squared distance.
  16593. */
  16594. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  16595. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  16596. // It returns the min distance between the ray and the segment
  16597. // defined by v0 and v1
  16598. // It can also set two optional targets :
  16599. // - The closest point on the ray
  16600. // - The closest point on the segment
  16601. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  16602. _segDir.copy( v1 ).sub( v0 ).normalize();
  16603. _diff.copy( this.origin ).sub( _segCenter );
  16604. const segExtent = v0.distanceTo( v1 ) * 0.5;
  16605. const a01 = - this.direction.dot( _segDir );
  16606. const b0 = _diff.dot( this.direction );
  16607. const b1 = - _diff.dot( _segDir );
  16608. const c = _diff.lengthSq();
  16609. const det = Math.abs( 1 - a01 * a01 );
  16610. let s0, s1, sqrDist, extDet;
  16611. if ( det > 0 ) {
  16612. // The ray and segment are not parallel.
  16613. s0 = a01 * b1 - b0;
  16614. s1 = a01 * b0 - b1;
  16615. extDet = segExtent * det;
  16616. if ( s0 >= 0 ) {
  16617. if ( s1 >= - extDet ) {
  16618. if ( s1 <= extDet ) {
  16619. // region 0
  16620. // Minimum at interior points of ray and segment.
  16621. const invDet = 1 / det;
  16622. s0 *= invDet;
  16623. s1 *= invDet;
  16624. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  16625. } else {
  16626. // region 1
  16627. s1 = segExtent;
  16628. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16629. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16630. }
  16631. } else {
  16632. // region 5
  16633. s1 = - segExtent;
  16634. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16635. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16636. }
  16637. } else {
  16638. if ( s1 <= - extDet ) {
  16639. // region 4
  16640. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  16641. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16642. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16643. } else if ( s1 <= extDet ) {
  16644. // region 3
  16645. s0 = 0;
  16646. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16647. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  16648. } else {
  16649. // region 2
  16650. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  16651. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16652. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16653. }
  16654. }
  16655. } else {
  16656. // Ray and segment are parallel.
  16657. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  16658. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16659. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16660. }
  16661. if ( optionalPointOnRay ) {
  16662. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  16663. }
  16664. if ( optionalPointOnSegment ) {
  16665. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  16666. }
  16667. return sqrDist;
  16668. }
  16669. /**
  16670. * Intersects this ray with the given sphere, returning the intersection
  16671. * point or `null` if there is no intersection.
  16672. *
  16673. * @param {Sphere} sphere - The sphere to intersect.
  16674. * @param {Vector3} target - The target vector that is used to store the method's result.
  16675. * @return {?Vector3} The intersection point.
  16676. */
  16677. intersectSphere( sphere, target ) {
  16678. _vector$7.subVectors( sphere.center, this.origin );
  16679. const tca = _vector$7.dot( this.direction );
  16680. const d2 = _vector$7.dot( _vector$7 ) - tca * tca;
  16681. const radius2 = sphere.radius * sphere.radius;
  16682. if ( d2 > radius2 ) return null;
  16683. const thc = Math.sqrt( radius2 - d2 );
  16684. // t0 = first intersect point - entrance on front of sphere
  16685. const t0 = tca - thc;
  16686. // t1 = second intersect point - exit point on back of sphere
  16687. const t1 = tca + thc;
  16688. // test to see if t1 is behind the ray - if so, return null
  16689. if ( t1 < 0 ) return null;
  16690. // test to see if t0 is behind the ray:
  16691. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  16692. // in order to always return an intersect point that is in front of the ray.
  16693. if ( t0 < 0 ) return this.at( t1, target );
  16694. // else t0 is in front of the ray, so return the first collision point scaled by t0
  16695. return this.at( t0, target );
  16696. }
  16697. /**
  16698. * Returns `true` if this ray intersects with the given sphere.
  16699. *
  16700. * @param {Sphere} sphere - The sphere to intersect.
  16701. * @return {boolean} Whether this ray intersects with the given sphere or not.
  16702. */
  16703. intersectsSphere( sphere ) {
  16704. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  16705. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  16706. }
  16707. /**
  16708. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  16709. * does not intersect with the plane.
  16710. *
  16711. * @param {Plane} plane - The plane to compute the distance to.
  16712. * @return {?number} Whether this ray intersects with the given sphere or not.
  16713. */
  16714. distanceToPlane( plane ) {
  16715. const denominator = plane.normal.dot( this.direction );
  16716. if ( denominator === 0 ) {
  16717. // line is coplanar, return origin
  16718. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  16719. return 0;
  16720. }
  16721. // Null is preferable to undefined since undefined means.... it is undefined
  16722. return null;
  16723. }
  16724. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  16725. // Return if the ray never intersects the plane
  16726. return t >= 0 ? t : null;
  16727. }
  16728. /**
  16729. * Intersects this ray with the given plane, returning the intersection
  16730. * point or `null` if there is no intersection.
  16731. *
  16732. * @param {Plane} plane - The plane to intersect.
  16733. * @param {Vector3} target - The target vector that is used to store the method's result.
  16734. * @return {?Vector3} The intersection point.
  16735. */
  16736. intersectPlane( plane, target ) {
  16737. const t = this.distanceToPlane( plane );
  16738. if ( t === null ) {
  16739. return null;
  16740. }
  16741. return this.at( t, target );
  16742. }
  16743. /**
  16744. * Returns `true` if this ray intersects with the given plane.
  16745. *
  16746. * @param {Plane} plane - The plane to intersect.
  16747. * @return {boolean} Whether this ray intersects with the given plane or not.
  16748. */
  16749. intersectsPlane( plane ) {
  16750. // check if the ray lies on the plane first
  16751. const distToPoint = plane.distanceToPoint( this.origin );
  16752. if ( distToPoint === 0 ) {
  16753. return true;
  16754. }
  16755. const denominator = plane.normal.dot( this.direction );
  16756. if ( denominator * distToPoint < 0 ) {
  16757. return true;
  16758. }
  16759. // ray origin is behind the plane (and is pointing behind it)
  16760. return false;
  16761. }
  16762. /**
  16763. * Intersects this ray with the given bounding box, returning the intersection
  16764. * point or `null` if there is no intersection.
  16765. *
  16766. * @param {Box3} box - The box to intersect.
  16767. * @param {Vector3} target - The target vector that is used to store the method's result.
  16768. * @return {?Vector3} The intersection point.
  16769. */
  16770. intersectBox( box, target ) {
  16771. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  16772. const invdirx = 1 / this.direction.x,
  16773. invdiry = 1 / this.direction.y,
  16774. invdirz = 1 / this.direction.z;
  16775. const origin = this.origin;
  16776. if ( invdirx >= 0 ) {
  16777. tmin = ( box.min.x - origin.x ) * invdirx;
  16778. tmax = ( box.max.x - origin.x ) * invdirx;
  16779. } else {
  16780. tmin = ( box.max.x - origin.x ) * invdirx;
  16781. tmax = ( box.min.x - origin.x ) * invdirx;
  16782. }
  16783. if ( invdiry >= 0 ) {
  16784. tymin = ( box.min.y - origin.y ) * invdiry;
  16785. tymax = ( box.max.y - origin.y ) * invdiry;
  16786. } else {
  16787. tymin = ( box.max.y - origin.y ) * invdiry;
  16788. tymax = ( box.min.y - origin.y ) * invdiry;
  16789. }
  16790. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  16791. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  16792. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  16793. if ( invdirz >= 0 ) {
  16794. tzmin = ( box.min.z - origin.z ) * invdirz;
  16795. tzmax = ( box.max.z - origin.z ) * invdirz;
  16796. } else {
  16797. tzmin = ( box.max.z - origin.z ) * invdirz;
  16798. tzmax = ( box.min.z - origin.z ) * invdirz;
  16799. }
  16800. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  16801. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  16802. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  16803. //return point closest to the ray (positive side)
  16804. if ( tmax < 0 ) return null;
  16805. return this.at( tmin >= 0 ? tmin : tmax, target );
  16806. }
  16807. /**
  16808. * Returns `true` if this ray intersects with the given box.
  16809. *
  16810. * @param {Box3} box - The box to intersect.
  16811. * @return {boolean} Whether this ray intersects with the given box or not.
  16812. */
  16813. intersectsBox( box ) {
  16814. return this.intersectBox( box, _vector$7 ) !== null;
  16815. }
  16816. /**
  16817. * Intersects this ray with the given triangle, returning the intersection
  16818. * point or `null` if there is no intersection.
  16819. *
  16820. * @param {Vector3} a - The first vertex of the triangle.
  16821. * @param {Vector3} b - The second vertex of the triangle.
  16822. * @param {Vector3} c - The third vertex of the triangle.
  16823. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  16824. * @param {Vector3} target - The target vector that is used to store the method's result.
  16825. * @return {?Vector3} The intersection point.
  16826. */
  16827. intersectTriangle( a, b, c, backfaceCulling, target ) {
  16828. // Compute the offset origin, edges, and normal.
  16829. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  16830. _edge1.subVectors( b, a );
  16831. _edge2.subVectors( c, a );
  16832. _normal$1.crossVectors( _edge1, _edge2 );
  16833. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  16834. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  16835. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  16836. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  16837. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  16838. let DdN = this.direction.dot( _normal$1 );
  16839. let sign;
  16840. if ( DdN > 0 ) {
  16841. if ( backfaceCulling ) return null;
  16842. sign = 1;
  16843. } else if ( DdN < 0 ) {
  16844. sign = -1;
  16845. DdN = - DdN;
  16846. } else {
  16847. return null;
  16848. }
  16849. _diff.subVectors( this.origin, a );
  16850. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  16851. // b1 < 0, no intersection
  16852. if ( DdQxE2 < 0 ) {
  16853. return null;
  16854. }
  16855. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  16856. // b2 < 0, no intersection
  16857. if ( DdE1xQ < 0 ) {
  16858. return null;
  16859. }
  16860. // b1+b2 > 1, no intersection
  16861. if ( DdQxE2 + DdE1xQ > DdN ) {
  16862. return null;
  16863. }
  16864. // Line intersects triangle, check if ray does.
  16865. const QdN = - sign * _diff.dot( _normal$1 );
  16866. // t < 0, no intersection
  16867. if ( QdN < 0 ) {
  16868. return null;
  16869. }
  16870. // Ray intersects triangle.
  16871. return this.at( QdN / DdN, target );
  16872. }
  16873. /**
  16874. * Transforms this ray with the given 4x4 transformation matrix.
  16875. *
  16876. * @param {Matrix4} matrix4 - The transformation matrix.
  16877. * @return {Ray} A reference to this ray.
  16878. */
  16879. applyMatrix4( matrix4 ) {
  16880. this.origin.applyMatrix4( matrix4 );
  16881. this.direction.transformDirection( matrix4 );
  16882. return this;
  16883. }
  16884. /**
  16885. * Returns `true` if this ray is equal with the given one.
  16886. *
  16887. * @param {Ray} ray - The ray to test for equality.
  16888. * @return {boolean} Whether this ray is equal with the given one.
  16889. */
  16890. equals( ray ) {
  16891. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  16892. }
  16893. /**
  16894. * Returns a new ray with copied values from this instance.
  16895. *
  16896. * @return {Ray} A clone of this instance.
  16897. */
  16898. clone() {
  16899. return new this.constructor().copy( this );
  16900. }
  16901. }
  16902. /**
  16903. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  16904. *
  16905. * This material is not affected by lights.
  16906. *
  16907. * @augments Material
  16908. * @demo scenes/material-browser.html#MeshBasicMaterial
  16909. */
  16910. class MeshBasicMaterial extends Material {
  16911. /**
  16912. * Constructs a new mesh basic material.
  16913. *
  16914. * @param {Object} [parameters] - An object with one or more properties
  16915. * defining the material's appearance. Any property of the material
  16916. * (including any property from inherited materials) can be passed
  16917. * in here. Color values can be passed any type of value accepted
  16918. * by {@link Color#set}.
  16919. */
  16920. constructor( parameters ) {
  16921. super();
  16922. /**
  16923. * This flag can be used for type testing.
  16924. *
  16925. * @type {boolean}
  16926. * @readonly
  16927. * @default true
  16928. */
  16929. this.isMeshBasicMaterial = true;
  16930. this.type = 'MeshBasicMaterial';
  16931. /**
  16932. * Color of the material.
  16933. *
  16934. * @type {Color}
  16935. * @default (1,1,1)
  16936. */
  16937. this.color = new Color( 0xffffff ); // diffuse
  16938. /**
  16939. * The color map. May optionally include an alpha channel, typically combined
  16940. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  16941. * color is modulated by the diffuse `color`.
  16942. *
  16943. * @type {?Texture}
  16944. * @default null
  16945. */
  16946. this.map = null;
  16947. /**
  16948. * The light map. Requires a second set of UVs.
  16949. *
  16950. * @type {?Texture}
  16951. * @default null
  16952. */
  16953. this.lightMap = null;
  16954. /**
  16955. * Intensity of the baked light.
  16956. *
  16957. * @type {number}
  16958. * @default 1
  16959. */
  16960. this.lightMapIntensity = 1.0;
  16961. /**
  16962. * The red channel of this texture is used as the ambient occlusion map.
  16963. * Requires a second set of UVs.
  16964. *
  16965. * @type {?Texture}
  16966. * @default null
  16967. */
  16968. this.aoMap = null;
  16969. /**
  16970. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  16971. * disables ambient occlusion. Where intensity is `1` and the AO map's
  16972. * red channel is also `1`, ambient light is fully occluded on a surface.
  16973. *
  16974. * @type {number}
  16975. * @default 1
  16976. */
  16977. this.aoMapIntensity = 1.0;
  16978. /**
  16979. * Specular map used by the material.
  16980. *
  16981. * @type {?Texture}
  16982. * @default null
  16983. */
  16984. this.specularMap = null;
  16985. /**
  16986. * The alpha map is a grayscale texture that controls the opacity across the
  16987. * surface (black: fully transparent; white: fully opaque).
  16988. *
  16989. * Only the color of the texture is used, ignoring the alpha channel if one
  16990. * exists. For RGB and RGBA textures, the renderer will use the green channel
  16991. * when sampling this texture due to the extra bit of precision provided for
  16992. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  16993. * luminance/alpha textures will also still work as expected.
  16994. *
  16995. * @type {?Texture}
  16996. * @default null
  16997. */
  16998. this.alphaMap = null;
  16999. /**
  17000. * The environment map.
  17001. *
  17002. * @type {?Texture}
  17003. * @default null
  17004. */
  17005. this.envMap = null;
  17006. /**
  17007. * The rotation of the environment map in radians.
  17008. *
  17009. * @type {Euler}
  17010. * @default (0,0,0)
  17011. */
  17012. this.envMapRotation = new Euler();
  17013. /**
  17014. * How to combine the result of the surface's color with the environment map, if any.
  17015. *
  17016. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  17017. * blend between the two colors.
  17018. *
  17019. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  17020. * @default MultiplyOperation
  17021. */
  17022. this.combine = MultiplyOperation;
  17023. /**
  17024. * How much the environment map affects the surface.
  17025. * The valid range is between `0` (no reflections) and `1` (full reflections).
  17026. *
  17027. * @type {number}
  17028. * @default 1
  17029. */
  17030. this.reflectivity = 1;
  17031. /**
  17032. * The index of refraction (IOR) of air (approximately 1) divided by the
  17033. * index of refraction of the material. It is used with environment mapping
  17034. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  17035. * The refraction ratio should not exceed `1`.
  17036. *
  17037. * @type {number}
  17038. * @default 0.98
  17039. */
  17040. this.refractionRatio = 0.98;
  17041. /**
  17042. * Renders the geometry as a wireframe.
  17043. *
  17044. * @type {boolean}
  17045. * @default false
  17046. */
  17047. this.wireframe = false;
  17048. /**
  17049. * Controls the thickness of the wireframe.
  17050. *
  17051. * Can only be used with {@link SVGRenderer}.
  17052. *
  17053. * @type {number}
  17054. * @default 1
  17055. */
  17056. this.wireframeLinewidth = 1;
  17057. /**
  17058. * Defines appearance of wireframe ends.
  17059. *
  17060. * Can only be used with {@link SVGRenderer}.
  17061. *
  17062. * @type {('round'|'bevel'|'miter')}
  17063. * @default 'round'
  17064. */
  17065. this.wireframeLinecap = 'round';
  17066. /**
  17067. * Defines appearance of wireframe joints.
  17068. *
  17069. * Can only be used with {@link SVGRenderer}.
  17070. *
  17071. * @type {('round'|'bevel'|'miter')}
  17072. * @default 'round'
  17073. */
  17074. this.wireframeLinejoin = 'round';
  17075. /**
  17076. * Whether the material is affected by fog or not.
  17077. *
  17078. * @type {boolean}
  17079. * @default true
  17080. */
  17081. this.fog = true;
  17082. this.setValues( parameters );
  17083. }
  17084. copy( source ) {
  17085. super.copy( source );
  17086. this.color.copy( source.color );
  17087. this.map = source.map;
  17088. this.lightMap = source.lightMap;
  17089. this.lightMapIntensity = source.lightMapIntensity;
  17090. this.aoMap = source.aoMap;
  17091. this.aoMapIntensity = source.aoMapIntensity;
  17092. this.specularMap = source.specularMap;
  17093. this.alphaMap = source.alphaMap;
  17094. this.envMap = source.envMap;
  17095. this.envMapRotation.copy( source.envMapRotation );
  17096. this.combine = source.combine;
  17097. this.reflectivity = source.reflectivity;
  17098. this.refractionRatio = source.refractionRatio;
  17099. this.wireframe = source.wireframe;
  17100. this.wireframeLinewidth = source.wireframeLinewidth;
  17101. this.wireframeLinecap = source.wireframeLinecap;
  17102. this.wireframeLinejoin = source.wireframeLinejoin;
  17103. this.fog = source.fog;
  17104. return this;
  17105. }
  17106. }
  17107. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  17108. const _ray$3 = /*@__PURE__*/ new Ray();
  17109. const _sphere$6 = /*@__PURE__*/ new Sphere();
  17110. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  17111. const _vA = /*@__PURE__*/ new Vector3();
  17112. const _vB = /*@__PURE__*/ new Vector3();
  17113. const _vC = /*@__PURE__*/ new Vector3();
  17114. const _tempA = /*@__PURE__*/ new Vector3();
  17115. const _morphA = /*@__PURE__*/ new Vector3();
  17116. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  17117. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  17118. /**
  17119. * Class representing triangular polygon mesh based objects.
  17120. *
  17121. * ```js
  17122. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  17123. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  17124. * const mesh = new THREE.Mesh( geometry, material );
  17125. * scene.add( mesh );
  17126. * ```
  17127. *
  17128. * @augments Object3D
  17129. */
  17130. class Mesh extends Object3D {
  17131. /**
  17132. * Constructs a new mesh.
  17133. *
  17134. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17135. * @param {Material|Array<Material>} [material] - The mesh material.
  17136. */
  17137. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  17138. super();
  17139. /**
  17140. * This flag can be used for type testing.
  17141. *
  17142. * @type {boolean}
  17143. * @readonly
  17144. * @default true
  17145. */
  17146. this.isMesh = true;
  17147. this.type = 'Mesh';
  17148. /**
  17149. * The mesh geometry.
  17150. *
  17151. * @type {BufferGeometry}
  17152. */
  17153. this.geometry = geometry;
  17154. /**
  17155. * The mesh material.
  17156. *
  17157. * @type {Material|Array<Material>}
  17158. * @default MeshBasicMaterial
  17159. */
  17160. this.material = material;
  17161. /**
  17162. * A dictionary representing the morph targets in the geometry. The key is the
  17163. * morph targets name, the value its attribute index. This member is `undefined`
  17164. * by default and only set when morph targets are detected in the geometry.
  17165. *
  17166. * @type {Object<string,number>|undefined}
  17167. * @default undefined
  17168. */
  17169. this.morphTargetDictionary = undefined;
  17170. /**
  17171. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  17172. * is applied. This member is `undefined` by default and only set when morph targets are
  17173. * detected in the geometry.
  17174. *
  17175. * @type {Array<number>|undefined}
  17176. * @default undefined
  17177. */
  17178. this.morphTargetInfluences = undefined;
  17179. /**
  17180. * The number of instances of this mesh.
  17181. * Can only be used with {@link WebGPURenderer}.
  17182. *
  17183. * @type {number}
  17184. * @default 1
  17185. */
  17186. this.count = 1;
  17187. this.updateMorphTargets();
  17188. }
  17189. copy( source, recursive ) {
  17190. super.copy( source, recursive );
  17191. if ( source.morphTargetInfluences !== undefined ) {
  17192. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  17193. }
  17194. if ( source.morphTargetDictionary !== undefined ) {
  17195. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  17196. }
  17197. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  17198. this.geometry = source.geometry;
  17199. return this;
  17200. }
  17201. /**
  17202. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  17203. * to make sure existing morph targets can influence this 3D object.
  17204. */
  17205. updateMorphTargets() {
  17206. const geometry = this.geometry;
  17207. const morphAttributes = geometry.morphAttributes;
  17208. const keys = Object.keys( morphAttributes );
  17209. if ( keys.length > 0 ) {
  17210. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  17211. if ( morphAttribute !== undefined ) {
  17212. this.morphTargetInfluences = [];
  17213. this.morphTargetDictionary = {};
  17214. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  17215. const name = morphAttribute[ m ].name || String( m );
  17216. this.morphTargetInfluences.push( 0 );
  17217. this.morphTargetDictionary[ name ] = m;
  17218. }
  17219. }
  17220. }
  17221. }
  17222. /**
  17223. * Returns the local-space position of the vertex at the given index, taking into
  17224. * account the current animation state of both morph targets and skinning.
  17225. *
  17226. * @param {number} index - The vertex index.
  17227. * @param {Vector3} target - The target object that is used to store the method's result.
  17228. * @return {Vector3} The vertex position in local space.
  17229. */
  17230. getVertexPosition( index, target ) {
  17231. const geometry = this.geometry;
  17232. const position = geometry.attributes.position;
  17233. const morphPosition = geometry.morphAttributes.position;
  17234. const morphTargetsRelative = geometry.morphTargetsRelative;
  17235. target.fromBufferAttribute( position, index );
  17236. const morphInfluences = this.morphTargetInfluences;
  17237. if ( morphPosition && morphInfluences ) {
  17238. _morphA.set( 0, 0, 0 );
  17239. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  17240. const influence = morphInfluences[ i ];
  17241. const morphAttribute = morphPosition[ i ];
  17242. if ( influence === 0 ) continue;
  17243. _tempA.fromBufferAttribute( morphAttribute, index );
  17244. if ( morphTargetsRelative ) {
  17245. _morphA.addScaledVector( _tempA, influence );
  17246. } else {
  17247. _morphA.addScaledVector( _tempA.sub( target ), influence );
  17248. }
  17249. }
  17250. target.add( _morphA );
  17251. }
  17252. return target;
  17253. }
  17254. /**
  17255. * Computes intersection points between a casted ray and this line.
  17256. *
  17257. * @param {Raycaster} raycaster - The raycaster.
  17258. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  17259. */
  17260. raycast( raycaster, intersects ) {
  17261. const geometry = this.geometry;
  17262. const material = this.material;
  17263. const matrixWorld = this.matrixWorld;
  17264. if ( material === undefined ) return;
  17265. // test with bounding sphere in world space
  17266. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  17267. _sphere$6.copy( geometry.boundingSphere );
  17268. _sphere$6.applyMatrix4( matrixWorld );
  17269. // check distance from ray origin to bounding sphere
  17270. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  17271. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  17272. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  17273. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  17274. }
  17275. // convert ray to local space of mesh
  17276. _inverseMatrix$3.copy( matrixWorld ).invert();
  17277. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  17278. // test with bounding box in local space
  17279. if ( geometry.boundingBox !== null ) {
  17280. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  17281. }
  17282. // test for intersections with geometry
  17283. this._computeIntersections( raycaster, intersects, _ray$3 );
  17284. }
  17285. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  17286. let intersection;
  17287. const geometry = this.geometry;
  17288. const material = this.material;
  17289. const index = geometry.index;
  17290. const position = geometry.attributes.position;
  17291. const uv = geometry.attributes.uv;
  17292. const uv1 = geometry.attributes.uv1;
  17293. const normal = geometry.attributes.normal;
  17294. const groups = geometry.groups;
  17295. const drawRange = geometry.drawRange;
  17296. if ( index !== null ) {
  17297. // indexed buffer geometry
  17298. if ( Array.isArray( material ) ) {
  17299. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  17300. const group = groups[ i ];
  17301. const groupMaterial = material[ group.materialIndex ];
  17302. const start = Math.max( group.start, drawRange.start );
  17303. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  17304. for ( let j = start, jl = end; j < jl; j += 3 ) {
  17305. const a = index.getX( j );
  17306. const b = index.getX( j + 1 );
  17307. const c = index.getX( j + 2 );
  17308. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17309. if ( intersection ) {
  17310. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  17311. intersection.face.materialIndex = group.materialIndex;
  17312. intersects.push( intersection );
  17313. }
  17314. }
  17315. }
  17316. } else {
  17317. const start = Math.max( 0, drawRange.start );
  17318. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  17319. for ( let i = start, il = end; i < il; i += 3 ) {
  17320. const a = index.getX( i );
  17321. const b = index.getX( i + 1 );
  17322. const c = index.getX( i + 2 );
  17323. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17324. if ( intersection ) {
  17325. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  17326. intersects.push( intersection );
  17327. }
  17328. }
  17329. }
  17330. } else if ( position !== undefined ) {
  17331. // non-indexed buffer geometry
  17332. if ( Array.isArray( material ) ) {
  17333. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  17334. const group = groups[ i ];
  17335. const groupMaterial = material[ group.materialIndex ];
  17336. const start = Math.max( group.start, drawRange.start );
  17337. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  17338. for ( let j = start, jl = end; j < jl; j += 3 ) {
  17339. const a = j;
  17340. const b = j + 1;
  17341. const c = j + 2;
  17342. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17343. if ( intersection ) {
  17344. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  17345. intersection.face.materialIndex = group.materialIndex;
  17346. intersects.push( intersection );
  17347. }
  17348. }
  17349. }
  17350. } else {
  17351. const start = Math.max( 0, drawRange.start );
  17352. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  17353. for ( let i = start, il = end; i < il; i += 3 ) {
  17354. const a = i;
  17355. const b = i + 1;
  17356. const c = i + 2;
  17357. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17358. if ( intersection ) {
  17359. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  17360. intersects.push( intersection );
  17361. }
  17362. }
  17363. }
  17364. }
  17365. }
  17366. }
  17367. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  17368. let intersect;
  17369. if ( material.side === BackSide ) {
  17370. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  17371. } else {
  17372. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  17373. }
  17374. if ( intersect === null ) return null;
  17375. _intersectionPointWorld.copy( point );
  17376. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  17377. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  17378. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  17379. return {
  17380. distance: distance,
  17381. point: _intersectionPointWorld.clone(),
  17382. object: object
  17383. };
  17384. }
  17385. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  17386. object.getVertexPosition( a, _vA );
  17387. object.getVertexPosition( b, _vB );
  17388. object.getVertexPosition( c, _vC );
  17389. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  17390. if ( intersection ) {
  17391. const barycoord = new Vector3();
  17392. Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord );
  17393. if ( uv ) {
  17394. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  17395. }
  17396. if ( uv1 ) {
  17397. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  17398. }
  17399. if ( normal ) {
  17400. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  17401. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  17402. intersection.normal.multiplyScalar( -1 );
  17403. }
  17404. }
  17405. const face = {
  17406. a: a,
  17407. b: b,
  17408. c: c,
  17409. normal: new Vector3(),
  17410. materialIndex: 0
  17411. };
  17412. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  17413. intersection.face = face;
  17414. intersection.barycoord = barycoord;
  17415. }
  17416. return intersection;
  17417. }
  17418. const _baseVector = /*@__PURE__*/ new Vector4();
  17419. const _skinIndex = /*@__PURE__*/ new Vector4();
  17420. const _skinWeight = /*@__PURE__*/ new Vector4();
  17421. const _vector4 = /*@__PURE__*/ new Vector4();
  17422. const _matrix4 = /*@__PURE__*/ new Matrix4();
  17423. const _vertex = /*@__PURE__*/ new Vector3();
  17424. const _sphere$5 = /*@__PURE__*/ new Sphere();
  17425. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  17426. const _ray$2 = /*@__PURE__*/ new Ray();
  17427. /**
  17428. * A mesh that has a {@link Skeleton} that can then be used to animate the
  17429. * vertices of the geometry with skinning/skeleton animation.
  17430. *
  17431. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  17432. * as buffer attributes in its geometry. These attribute define which bones affect a single
  17433. * vertex to a certain extend.
  17434. *
  17435. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  17436. * or {@link FBXLoader } import respective models.
  17437. *
  17438. * @augments Mesh
  17439. * @demo scenes/bones-browser.html
  17440. */
  17441. class SkinnedMesh extends Mesh {
  17442. /**
  17443. * Constructs a new skinned mesh.
  17444. *
  17445. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17446. * @param {Material|Array<Material>} [material] - The mesh material.
  17447. */
  17448. constructor( geometry, material ) {
  17449. super( geometry, material );
  17450. /**
  17451. * This flag can be used for type testing.
  17452. *
  17453. * @type {boolean}
  17454. * @readonly
  17455. * @default true
  17456. */
  17457. this.isSkinnedMesh = true;
  17458. this.type = 'SkinnedMesh';
  17459. /**
  17460. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  17461. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  17462. * across multiple skinned meshes.
  17463. *
  17464. * @type {(AttachedBindMode|DetachedBindMode)}
  17465. * @default AttachedBindMode
  17466. */
  17467. this.bindMode = AttachedBindMode;
  17468. /**
  17469. * The base matrix that is used for the bound bone transforms.
  17470. *
  17471. * @type {Matrix4}
  17472. */
  17473. this.bindMatrix = new Matrix4();
  17474. /**
  17475. * The base matrix that is used for resetting the bound bone transforms.
  17476. *
  17477. * @type {Matrix4}
  17478. */
  17479. this.bindMatrixInverse = new Matrix4();
  17480. /**
  17481. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  17482. *
  17483. * @type {?Box3}
  17484. * @default null
  17485. */
  17486. this.boundingBox = null;
  17487. /**
  17488. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  17489. *
  17490. * @type {?Sphere}
  17491. * @default null
  17492. */
  17493. this.boundingSphere = null;
  17494. }
  17495. /**
  17496. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  17497. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  17498. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  17499. * the current animation state.
  17500. */
  17501. computeBoundingBox() {
  17502. const geometry = this.geometry;
  17503. if ( this.boundingBox === null ) {
  17504. this.boundingBox = new Box3();
  17505. }
  17506. this.boundingBox.makeEmpty();
  17507. const positionAttribute = geometry.getAttribute( 'position' );
  17508. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  17509. this.getVertexPosition( i, _vertex );
  17510. this.boundingBox.expandByPoint( _vertex );
  17511. }
  17512. }
  17513. /**
  17514. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  17515. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  17516. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  17517. * per frame in order to reflect the current animation state.
  17518. */
  17519. computeBoundingSphere() {
  17520. const geometry = this.geometry;
  17521. if ( this.boundingSphere === null ) {
  17522. this.boundingSphere = new Sphere();
  17523. }
  17524. this.boundingSphere.makeEmpty();
  17525. const positionAttribute = geometry.getAttribute( 'position' );
  17526. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  17527. this.getVertexPosition( i, _vertex );
  17528. this.boundingSphere.expandByPoint( _vertex );
  17529. }
  17530. }
  17531. copy( source, recursive ) {
  17532. super.copy( source, recursive );
  17533. this.bindMode = source.bindMode;
  17534. this.bindMatrix.copy( source.bindMatrix );
  17535. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  17536. this.skeleton = source.skeleton;
  17537. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  17538. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  17539. return this;
  17540. }
  17541. raycast( raycaster, intersects ) {
  17542. const material = this.material;
  17543. const matrixWorld = this.matrixWorld;
  17544. if ( material === undefined ) return;
  17545. // test with bounding sphere in world space
  17546. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  17547. _sphere$5.copy( this.boundingSphere );
  17548. _sphere$5.applyMatrix4( matrixWorld );
  17549. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  17550. // convert ray to local space of skinned mesh
  17551. _inverseMatrix$2.copy( matrixWorld ).invert();
  17552. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  17553. // test with bounding box in local space
  17554. if ( this.boundingBox !== null ) {
  17555. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  17556. }
  17557. // test for intersections with geometry
  17558. this._computeIntersections( raycaster, intersects, _ray$2 );
  17559. }
  17560. getVertexPosition( index, target ) {
  17561. super.getVertexPosition( index, target );
  17562. this.applyBoneTransform( index, target );
  17563. return target;
  17564. }
  17565. /**
  17566. * Binds the given skeleton to the skinned mesh.
  17567. *
  17568. * @param {Skeleton} skeleton - The skeleton to bind.
  17569. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  17570. * the skinned mesh's world matrix will be used instead.
  17571. */
  17572. bind( skeleton, bindMatrix ) {
  17573. this.skeleton = skeleton;
  17574. if ( bindMatrix === undefined ) {
  17575. this.updateMatrixWorld( true );
  17576. this.skeleton.calculateInverses();
  17577. bindMatrix = this.matrixWorld;
  17578. }
  17579. this.bindMatrix.copy( bindMatrix );
  17580. this.bindMatrixInverse.copy( bindMatrix ).invert();
  17581. }
  17582. /**
  17583. * This method sets the skinned mesh in the rest pose).
  17584. */
  17585. pose() {
  17586. this.skeleton.pose();
  17587. }
  17588. /**
  17589. * Normalizes the skin weights which are defined as a buffer attribute
  17590. * in the skinned mesh's geometry.
  17591. */
  17592. normalizeSkinWeights() {
  17593. const vector = new Vector4();
  17594. const skinWeight = this.geometry.attributes.skinWeight;
  17595. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  17596. vector.fromBufferAttribute( skinWeight, i );
  17597. const scale = 1.0 / vector.manhattanLength();
  17598. if ( scale !== Infinity ) {
  17599. vector.multiplyScalar( scale );
  17600. } else {
  17601. vector.set( 1, 0, 0, 0 ); // do something reasonable
  17602. }
  17603. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  17604. }
  17605. }
  17606. updateMatrixWorld( force ) {
  17607. super.updateMatrixWorld( force );
  17608. if ( this.bindMode === AttachedBindMode ) {
  17609. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  17610. } else if ( this.bindMode === DetachedBindMode ) {
  17611. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  17612. } else {
  17613. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  17614. }
  17615. }
  17616. /**
  17617. * Applies the bone transform associated with the given index to the given
  17618. * vector. Can be used to transform positions or direction vectors by providing
  17619. * a Vector4 with 1 or 0 in the w component respectively. Returns the updated vector.
  17620. *
  17621. * @param {number} index - The vertex index.
  17622. * @param {Vector3|Vector4} target - The target object that is used to store the method's result.
  17623. * @return {Vector3|Vector4} The updated vertex attribute data.
  17624. */
  17625. applyBoneTransform( index, target ) {
  17626. const skeleton = this.skeleton;
  17627. const geometry = this.geometry;
  17628. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  17629. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  17630. if ( target.isVector4 ) {
  17631. _baseVector.copy( target );
  17632. target.set( 0, 0, 0, 0 );
  17633. } else {
  17634. _baseVector.set( ...target, 1 );
  17635. target.set( 0, 0, 0 );
  17636. }
  17637. _baseVector.applyMatrix4( this.bindMatrix );
  17638. for ( let i = 0; i < 4; i ++ ) {
  17639. const weight = _skinWeight.getComponent( i );
  17640. if ( weight !== 0 ) {
  17641. const boneIndex = _skinIndex.getComponent( i );
  17642. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  17643. target.addScaledVector( _vector4.copy( _baseVector ).applyMatrix4( _matrix4 ), weight );
  17644. }
  17645. }
  17646. if ( target.isVector4 ) {
  17647. // ensure the homogenous coordinate remains unchanged after vector operations
  17648. target.w = _baseVector.w;
  17649. }
  17650. return target.applyMatrix4( this.bindMatrixInverse );
  17651. }
  17652. }
  17653. /**
  17654. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  17655. * the {@link SkinnedMesh}.
  17656. *
  17657. * ```js
  17658. * const root = new THREE.Bone();
  17659. * const child = new THREE.Bone();
  17660. *
  17661. * root.add( child );
  17662. * child.position.y = 5;
  17663. * ```
  17664. *
  17665. * @augments Object3D
  17666. */
  17667. class Bone extends Object3D {
  17668. /**
  17669. * Constructs a new bone.
  17670. */
  17671. constructor() {
  17672. super();
  17673. /**
  17674. * This flag can be used for type testing.
  17675. *
  17676. * @type {boolean}
  17677. * @readonly
  17678. * @default true
  17679. */
  17680. this.isBone = true;
  17681. this.type = 'Bone';
  17682. }
  17683. }
  17684. /**
  17685. * Creates a texture directly from raw buffer data.
  17686. *
  17687. * The interpretation of the data depends on type and format: If the type is
  17688. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  17689. * texel data. If the format is `RGBAFormat`, data needs four values for
  17690. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  17691. *
  17692. * @augments Texture
  17693. */
  17694. class DataTexture extends Texture {
  17695. /**
  17696. * Constructs a new data texture.
  17697. *
  17698. * @param {?TypedArray} [data=null] - The buffer data.
  17699. * @param {number} [width=1] - The width of the texture.
  17700. * @param {number} [height=1] - The height of the texture.
  17701. * @param {number} [format=RGBAFormat] - The texture format.
  17702. * @param {number} [type=UnsignedByteType] - The texture type.
  17703. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  17704. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  17705. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  17706. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  17707. * @param {number} [minFilter=NearestFilter] - The min filter value.
  17708. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  17709. * @param {string} [colorSpace=NoColorSpace] - The color space.
  17710. */
  17711. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  17712. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  17713. /**
  17714. * This flag can be used for type testing.
  17715. *
  17716. * @type {boolean}
  17717. * @readonly
  17718. * @default true
  17719. */
  17720. this.isDataTexture = true;
  17721. /**
  17722. * The image definition of a data texture.
  17723. *
  17724. * @type {{data:TypedArray,width:number,height:number}}
  17725. */
  17726. this.image = { data: data, width: width, height: height };
  17727. /**
  17728. * Whether to generate mipmaps (if possible) for a texture.
  17729. *
  17730. * Overwritten and set to `false` by default.
  17731. *
  17732. * @type {boolean}
  17733. * @default false
  17734. */
  17735. this.generateMipmaps = false;
  17736. /**
  17737. * If set to `true`, the texture is flipped along the vertical axis when
  17738. * uploaded to the GPU.
  17739. *
  17740. * Overwritten and set to `false` by default.
  17741. *
  17742. * @type {boolean}
  17743. * @default false
  17744. */
  17745. this.flipY = false;
  17746. /**
  17747. * Specifies the alignment requirements for the start of each pixel row in memory.
  17748. *
  17749. * Overwritten and set to `1` by default.
  17750. *
  17751. * @type {boolean}
  17752. * @default 1
  17753. */
  17754. this.unpackAlignment = 1;
  17755. }
  17756. }
  17757. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  17758. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  17759. /**
  17760. * Class for representing the armatures in `three.js`. The skeleton
  17761. * is defined by a hierarchy of bones.
  17762. *
  17763. * ```js
  17764. * const bones = [];
  17765. *
  17766. * const shoulder = new THREE.Bone();
  17767. * const elbow = new THREE.Bone();
  17768. * const hand = new THREE.Bone();
  17769. *
  17770. * shoulder.add( elbow );
  17771. * elbow.add( hand );
  17772. *
  17773. * bones.push( shoulder , elbow, hand);
  17774. *
  17775. * shoulder.position.y = -5;
  17776. * elbow.position.y = 0;
  17777. * hand.position.y = 5;
  17778. *
  17779. * const armSkeleton = new THREE.Skeleton( bones );
  17780. * ```
  17781. */
  17782. class Skeleton {
  17783. /**
  17784. * Constructs a new skeleton.
  17785. *
  17786. * @param {Array<Bone>} [bones] - An array of bones.
  17787. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  17788. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  17789. */
  17790. constructor( bones = [], boneInverses = [] ) {
  17791. this.uuid = generateUUID();
  17792. /**
  17793. * An array of bones defining the skeleton.
  17794. *
  17795. * @type {Array<Bone>}
  17796. */
  17797. this.bones = bones.slice( 0 );
  17798. /**
  17799. * An array of bone inverse matrices.
  17800. *
  17801. * @type {Array<Matrix4>}
  17802. */
  17803. this.boneInverses = boneInverses;
  17804. /**
  17805. * An array buffer holding the bone data.
  17806. * Input data for {@link Skeleton#boneTexture}.
  17807. *
  17808. * @type {?Float32Array}
  17809. * @default null
  17810. */
  17811. this.boneMatrices = null;
  17812. /**
  17813. * An array buffer holding the bone data of the previous frame.
  17814. * Required for computing velocity. Maintained in {@link SkinningNode}.
  17815. *
  17816. * @type {?Float32Array}
  17817. * @default null
  17818. */
  17819. this.previousBoneMatrices = null;
  17820. /**
  17821. * A texture holding the bone data for use
  17822. * in the vertex shader.
  17823. *
  17824. * @type {?DataTexture}
  17825. * @default null
  17826. */
  17827. this.boneTexture = null;
  17828. this.init();
  17829. }
  17830. /**
  17831. * Initializes the skeleton. This method gets automatically called by the constructor
  17832. * but depending on how the skeleton is created it might be necessary to call this method
  17833. * manually.
  17834. */
  17835. init() {
  17836. const bones = this.bones;
  17837. const boneInverses = this.boneInverses;
  17838. this.boneMatrices = new Float32Array( bones.length * 16 );
  17839. // calculate inverse bone matrices if necessary
  17840. if ( boneInverses.length === 0 ) {
  17841. this.calculateInverses();
  17842. } else {
  17843. // handle special case
  17844. if ( bones.length !== boneInverses.length ) {
  17845. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  17846. this.boneInverses = [];
  17847. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17848. this.boneInverses.push( new Matrix4() );
  17849. }
  17850. }
  17851. }
  17852. }
  17853. /**
  17854. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  17855. * and fills it with new matrices.
  17856. */
  17857. calculateInverses() {
  17858. this.boneInverses.length = 0;
  17859. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17860. const inverse = new Matrix4();
  17861. if ( this.bones[ i ] ) {
  17862. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  17863. }
  17864. this.boneInverses.push( inverse );
  17865. }
  17866. }
  17867. /**
  17868. * Resets the skeleton to the base pose.
  17869. */
  17870. pose() {
  17871. // recover the bind-time world matrices
  17872. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17873. const bone = this.bones[ i ];
  17874. if ( bone ) {
  17875. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  17876. }
  17877. }
  17878. // compute the local matrices, positions, rotations and scales
  17879. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17880. const bone = this.bones[ i ];
  17881. if ( bone ) {
  17882. if ( bone.parent && bone.parent.isBone ) {
  17883. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  17884. bone.matrix.multiply( bone.matrixWorld );
  17885. } else {
  17886. bone.matrix.copy( bone.matrixWorld );
  17887. }
  17888. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  17889. }
  17890. }
  17891. }
  17892. /**
  17893. * Resets the skeleton to the base pose.
  17894. */
  17895. update() {
  17896. const bones = this.bones;
  17897. const boneInverses = this.boneInverses;
  17898. const boneMatrices = this.boneMatrices;
  17899. const boneTexture = this.boneTexture;
  17900. // flatten bone matrices to array
  17901. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  17902. // compute the offset between the current and the original transform
  17903. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  17904. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  17905. _offsetMatrix.toArray( boneMatrices, i * 16 );
  17906. }
  17907. if ( boneTexture !== null ) {
  17908. boneTexture.needsUpdate = true;
  17909. }
  17910. }
  17911. /**
  17912. * Returns a new skeleton with copied values from this instance.
  17913. *
  17914. * @return {Skeleton} A clone of this instance.
  17915. */
  17916. clone() {
  17917. return new Skeleton( this.bones, this.boneInverses );
  17918. }
  17919. /**
  17920. * Computes a data texture for passing bone data to the vertex shader.
  17921. *
  17922. * @return {Skeleton} A reference of this instance.
  17923. */
  17924. computeBoneTexture() {
  17925. // layout (1 matrix = 4 pixels)
  17926. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  17927. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  17928. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  17929. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  17930. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  17931. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  17932. size = Math.ceil( size / 4 ) * 4;
  17933. size = Math.max( size, 4 );
  17934. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  17935. boneMatrices.set( this.boneMatrices ); // copy current values
  17936. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  17937. boneTexture.needsUpdate = true;
  17938. this.boneMatrices = boneMatrices;
  17939. this.boneTexture = boneTexture;
  17940. return this;
  17941. }
  17942. /**
  17943. * Searches through the skeleton's bone array and returns the first with a
  17944. * matching name.
  17945. *
  17946. * @param {string} name - The name of the bone.
  17947. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  17948. */
  17949. getBoneByName( name ) {
  17950. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17951. const bone = this.bones[ i ];
  17952. if ( bone.name === name ) {
  17953. return bone;
  17954. }
  17955. }
  17956. return undefined;
  17957. }
  17958. /**
  17959. * Frees the GPU-related resources allocated by this instance. Call this
  17960. * method whenever this instance is no longer used in your app.
  17961. */
  17962. dispose( ) {
  17963. if ( this.boneTexture !== null ) {
  17964. this.boneTexture.dispose();
  17965. this.boneTexture = null;
  17966. }
  17967. }
  17968. /**
  17969. * Setups the skeleton by the given JSON and bones.
  17970. *
  17971. * @param {Object} json - The skeleton as serialized JSON.
  17972. * @param {Object<string, Bone>} bones - An array of bones.
  17973. * @return {Skeleton} A reference of this instance.
  17974. */
  17975. fromJSON( json, bones ) {
  17976. this.uuid = json.uuid;
  17977. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  17978. const uuid = json.bones[ i ];
  17979. let bone = bones[ uuid ];
  17980. if ( bone === undefined ) {
  17981. warn( 'Skeleton: No bone found with UUID:', uuid );
  17982. bone = new Bone();
  17983. }
  17984. this.bones.push( bone );
  17985. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  17986. }
  17987. this.init();
  17988. return this;
  17989. }
  17990. /**
  17991. * Serializes the skeleton into JSON.
  17992. *
  17993. * @return {Object} A JSON object representing the serialized skeleton.
  17994. * @see {@link ObjectLoader#parse}
  17995. */
  17996. toJSON() {
  17997. const data = {
  17998. metadata: {
  17999. version: 4.7,
  18000. type: 'Skeleton',
  18001. generator: 'Skeleton.toJSON'
  18002. },
  18003. bones: [],
  18004. boneInverses: []
  18005. };
  18006. data.uuid = this.uuid;
  18007. const bones = this.bones;
  18008. const boneInverses = this.boneInverses;
  18009. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18010. const bone = bones[ i ];
  18011. data.bones.push( bone.uuid );
  18012. const boneInverse = boneInverses[ i ];
  18013. data.boneInverses.push( boneInverse.toArray() );
  18014. }
  18015. return data;
  18016. }
  18017. }
  18018. /**
  18019. * An instanced version of a buffer attribute.
  18020. *
  18021. * @augments BufferAttribute
  18022. */
  18023. class InstancedBufferAttribute extends BufferAttribute {
  18024. /**
  18025. * Constructs a new instanced buffer attribute.
  18026. *
  18027. * @param {TypedArray} array - The array holding the attribute data.
  18028. * @param {number} itemSize - The item size.
  18029. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18030. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18031. */
  18032. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18033. super( array, itemSize, normalized );
  18034. /**
  18035. * This flag can be used for type testing.
  18036. *
  18037. * @type {boolean}
  18038. * @readonly
  18039. * @default true
  18040. */
  18041. this.isInstancedBufferAttribute = true;
  18042. /**
  18043. * Defines how often a value of this buffer attribute should be repeated. A
  18044. * value of one means that each value of the instanced attribute is used for
  18045. * a single instance. A value of two means that each value is used for two
  18046. * consecutive instances (and so on).
  18047. *
  18048. * @type {number}
  18049. * @default 1
  18050. */
  18051. this.meshPerAttribute = meshPerAttribute;
  18052. }
  18053. copy( source ) {
  18054. super.copy( source );
  18055. this.meshPerAttribute = source.meshPerAttribute;
  18056. return this;
  18057. }
  18058. toJSON() {
  18059. const data = super.toJSON();
  18060. data.meshPerAttribute = this.meshPerAttribute;
  18061. data.isInstancedBufferAttribute = true;
  18062. return data;
  18063. }
  18064. }
  18065. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18066. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18067. const _instanceIntersects = [];
  18068. const _box3 = /*@__PURE__*/ new Box3();
  18069. const _identity = /*@__PURE__*/ new Matrix4();
  18070. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18071. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18072. /**
  18073. * A special version of a mesh with instanced rendering support. Use
  18074. * this class if you have to render a large number of objects with the same
  18075. * geometry and material(s) but with different world transformations. The usage
  18076. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18077. * improve the overall rendering performance in your application.
  18078. *
  18079. * @augments Mesh
  18080. */
  18081. class InstancedMesh extends Mesh {
  18082. /**
  18083. * Constructs a new instanced mesh.
  18084. *
  18085. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18086. * @param {Material|Array<Material>} [material] - The mesh material.
  18087. * @param {number} count - The number of instances.
  18088. */
  18089. constructor( geometry, material, count ) {
  18090. super( geometry, material );
  18091. /**
  18092. * This flag can be used for type testing.
  18093. *
  18094. * @type {boolean}
  18095. * @readonly
  18096. * @default true
  18097. */
  18098. this.isInstancedMesh = true;
  18099. /**
  18100. * Represents the local transformation of all instances. You have to set its
  18101. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18102. * via {@link InstancedMesh#setMatrixAt}.
  18103. *
  18104. * @type {InstancedBufferAttribute}
  18105. */
  18106. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  18107. /**
  18108. * Represents the local transformation of all instances of the previous frame.
  18109. * Required for computing velocity. Maintained in {@link InstanceNode}.
  18110. *
  18111. * @type {?InstancedBufferAttribute}
  18112. * @default null
  18113. */
  18114. this.previousInstanceMatrix = null;
  18115. /**
  18116. * Represents the color of all instances. You have to set its
  18117. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18118. * via {@link InstancedMesh#setColorAt}.
  18119. *
  18120. * @type {?InstancedBufferAttribute}
  18121. * @default null
  18122. */
  18123. this.instanceColor = null;
  18124. /**
  18125. * Represents the morph target weights of all instances. You have to set its
  18126. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  18127. * via {@link InstancedMesh#setMorphAt}.
  18128. *
  18129. * @type {?DataTexture}
  18130. * @default null
  18131. */
  18132. this.morphTexture = null;
  18133. /**
  18134. * The number of instances.
  18135. *
  18136. * @type {number}
  18137. */
  18138. this.count = count;
  18139. /**
  18140. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  18141. *
  18142. * @type {?Box3}
  18143. * @default null
  18144. */
  18145. this.boundingBox = null;
  18146. /**
  18147. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  18148. *
  18149. * @type {?Sphere}
  18150. * @default null
  18151. */
  18152. this.boundingSphere = null;
  18153. for ( let i = 0; i < count; i ++ ) {
  18154. this.setMatrixAt( i, _identity );
  18155. }
  18156. }
  18157. /**
  18158. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  18159. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18160. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18161. */
  18162. computeBoundingBox() {
  18163. const geometry = this.geometry;
  18164. const count = this.count;
  18165. if ( this.boundingBox === null ) {
  18166. this.boundingBox = new Box3();
  18167. }
  18168. if ( geometry.boundingBox === null ) {
  18169. geometry.computeBoundingBox();
  18170. }
  18171. this.boundingBox.makeEmpty();
  18172. for ( let i = 0; i < count; i ++ ) {
  18173. this.getMatrixAt( i, _instanceLocalMatrix );
  18174. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  18175. this.boundingBox.union( _box3 );
  18176. }
  18177. }
  18178. /**
  18179. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  18180. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  18181. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18182. */
  18183. computeBoundingSphere() {
  18184. const geometry = this.geometry;
  18185. const count = this.count;
  18186. if ( this.boundingSphere === null ) {
  18187. this.boundingSphere = new Sphere();
  18188. }
  18189. if ( geometry.boundingSphere === null ) {
  18190. geometry.computeBoundingSphere();
  18191. }
  18192. this.boundingSphere.makeEmpty();
  18193. for ( let i = 0; i < count; i ++ ) {
  18194. this.getMatrixAt( i, _instanceLocalMatrix );
  18195. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  18196. this.boundingSphere.union( _sphere$4 );
  18197. }
  18198. }
  18199. copy( source, recursive ) {
  18200. super.copy( source, recursive );
  18201. this.instanceMatrix.copy( source.instanceMatrix );
  18202. if ( source.previousInstanceMatrix !== null ) this.previousInstanceMatrix = source.previousInstanceMatrix.clone();
  18203. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  18204. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  18205. this.count = source.count;
  18206. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18207. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18208. return this;
  18209. }
  18210. /**
  18211. * Gets the color of the defined instance.
  18212. *
  18213. * @param {number} index - The instance index.
  18214. * @param {Color} color - The target object that is used to store the method's result.
  18215. * @return {Color} A reference to the target color.
  18216. */
  18217. getColorAt( index, color ) {
  18218. if ( this.instanceColor === null ) {
  18219. return color.setRGB( 1, 1, 1 );
  18220. } else {
  18221. return color.fromArray( this.instanceColor.array, index * 3 );
  18222. }
  18223. }
  18224. /**
  18225. * Gets the local transformation matrix of the defined instance.
  18226. *
  18227. * @param {number} index - The instance index.
  18228. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  18229. * @return {Matrix4} A reference to the target matrix.
  18230. */
  18231. getMatrixAt( index, matrix ) {
  18232. return matrix.fromArray( this.instanceMatrix.array, index * 16 );
  18233. }
  18234. /**
  18235. * Gets the morph target weights of the defined instance.
  18236. *
  18237. * @param {number} index - The instance index.
  18238. * @param {Mesh} object - The target object that is used to store the method's result.
  18239. */
  18240. getMorphAt( index, object ) {
  18241. const objectInfluences = object.morphTargetInfluences;
  18242. const array = this.morphTexture.source.data.data;
  18243. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  18244. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  18245. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18246. objectInfluences[ i ] = array[ dataIndex + i ];
  18247. }
  18248. }
  18249. raycast( raycaster, intersects ) {
  18250. const matrixWorld = this.matrixWorld;
  18251. const raycastTimes = this.count;
  18252. _mesh$1.geometry = this.geometry;
  18253. _mesh$1.material = this.material;
  18254. if ( _mesh$1.material === undefined ) return;
  18255. // test with bounding sphere first
  18256. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18257. _sphere$4.copy( this.boundingSphere );
  18258. _sphere$4.applyMatrix4( matrixWorld );
  18259. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  18260. // now test each instance
  18261. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  18262. // calculate the world matrix for each instance
  18263. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  18264. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  18265. // the mesh represents this single instance
  18266. _mesh$1.matrixWorld = _instanceWorldMatrix;
  18267. _mesh$1.raycast( raycaster, _instanceIntersects );
  18268. // process the result of raycast
  18269. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  18270. const intersect = _instanceIntersects[ i ];
  18271. intersect.instanceId = instanceId;
  18272. intersect.object = this;
  18273. intersects.push( intersect );
  18274. }
  18275. _instanceIntersects.length = 0;
  18276. }
  18277. }
  18278. /**
  18279. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  18280. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  18281. *
  18282. * @param {number} index - The instance index.
  18283. * @param {Color} color - The instance color.
  18284. * @return {InstancedMesh} A reference to this instanced mesh.
  18285. */
  18286. setColorAt( index, color ) {
  18287. if ( this.instanceColor === null ) {
  18288. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  18289. }
  18290. color.toArray( this.instanceColor.array, index * 3 );
  18291. return this;
  18292. }
  18293. /**
  18294. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  18295. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the matrices.
  18296. *
  18297. * @param {number} index - The instance index.
  18298. * @param {Matrix4} matrix - The local transformation.
  18299. * @return {InstancedMesh} A reference to this instanced mesh.
  18300. */
  18301. setMatrixAt( index, matrix ) {
  18302. matrix.toArray( this.instanceMatrix.array, index * 16 );
  18303. return this;
  18304. }
  18305. /**
  18306. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  18307. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  18308. *
  18309. * @param {number} index - The instance index.
  18310. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  18311. * of a single instance.
  18312. * @return {InstancedMesh} A reference to this instanced mesh.
  18313. */
  18314. setMorphAt( index, object ) {
  18315. const objectInfluences = object.morphTargetInfluences;
  18316. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  18317. if ( this.morphTexture === null ) {
  18318. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  18319. }
  18320. const array = this.morphTexture.source.data.data;
  18321. let morphInfluencesSum = 0;
  18322. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18323. morphInfluencesSum += objectInfluences[ i ];
  18324. }
  18325. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  18326. const dataIndex = len * index;
  18327. array[ dataIndex ] = morphBaseInfluence;
  18328. array.set( objectInfluences, dataIndex + 1 );
  18329. return this;
  18330. }
  18331. updateMorphTargets() {
  18332. }
  18333. /**
  18334. * Frees the GPU-related resources allocated by this instance. Call this
  18335. * method whenever this instance is no longer used in your app.
  18336. */
  18337. dispose() {
  18338. this.dispatchEvent( { type: 'dispose' } );
  18339. if ( this.morphTexture !== null ) {
  18340. this.morphTexture.dispose();
  18341. this.morphTexture = null;
  18342. }
  18343. }
  18344. }
  18345. const _vector1 = /*@__PURE__*/ new Vector3();
  18346. const _vector2 = /*@__PURE__*/ new Vector3();
  18347. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  18348. /**
  18349. * A two dimensional surface that extends infinitely in 3D space, represented
  18350. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  18351. * by a unit length normal vector and a constant.
  18352. */
  18353. class Plane {
  18354. /**
  18355. * Constructs a new plane.
  18356. *
  18357. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  18358. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  18359. */
  18360. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  18361. /**
  18362. * This flag can be used for type testing.
  18363. *
  18364. * @type {boolean}
  18365. * @readonly
  18366. * @default true
  18367. */
  18368. this.isPlane = true;
  18369. /**
  18370. * A unit length vector defining the normal of the plane.
  18371. *
  18372. * @type {Vector3}
  18373. */
  18374. this.normal = normal;
  18375. /**
  18376. * The signed distance from the origin to the plane.
  18377. *
  18378. * @type {number}
  18379. * @default 0
  18380. */
  18381. this.constant = constant;
  18382. }
  18383. /**
  18384. * Sets the plane components by copying the given values.
  18385. *
  18386. * @param {Vector3} normal - The normal.
  18387. * @param {number} constant - The constant.
  18388. * @return {Plane} A reference to this plane.
  18389. */
  18390. set( normal, constant ) {
  18391. this.normal.copy( normal );
  18392. this.constant = constant;
  18393. return this;
  18394. }
  18395. /**
  18396. * Sets the plane components by defining `x`, `y`, `z` as the
  18397. * plane normal and `w` as the constant.
  18398. *
  18399. * @param {number} x - The value for the normal's x component.
  18400. * @param {number} y - The value for the normal's y component.
  18401. * @param {number} z - The value for the normal's z component.
  18402. * @param {number} w - The constant value.
  18403. * @return {Plane} A reference to this plane.
  18404. */
  18405. setComponents( x, y, z, w ) {
  18406. this.normal.set( x, y, z );
  18407. this.constant = w;
  18408. return this;
  18409. }
  18410. /**
  18411. * Sets the plane from the given normal and coplanar point (that is a point
  18412. * that lies onto the plane).
  18413. *
  18414. * @param {Vector3} normal - The normal.
  18415. * @param {Vector3} point - A coplanar point.
  18416. * @return {Plane} A reference to this plane.
  18417. */
  18418. setFromNormalAndCoplanarPoint( normal, point ) {
  18419. this.normal.copy( normal );
  18420. this.constant = - point.dot( this.normal );
  18421. return this;
  18422. }
  18423. /**
  18424. * Sets the plane from three coplanar points. The winding order is
  18425. * assumed to be counter-clockwise, and determines the direction of
  18426. * the plane normal.
  18427. *
  18428. * @param {Vector3} a - The first coplanar point.
  18429. * @param {Vector3} b - The second coplanar point.
  18430. * @param {Vector3} c - The third coplanar point.
  18431. * @return {Plane} A reference to this plane.
  18432. */
  18433. setFromCoplanarPoints( a, b, c ) {
  18434. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  18435. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  18436. this.setFromNormalAndCoplanarPoint( normal, a );
  18437. return this;
  18438. }
  18439. /**
  18440. * Copies the values of the given plane to this instance.
  18441. *
  18442. * @param {Plane} plane - The plane to copy.
  18443. * @return {Plane} A reference to this plane.
  18444. */
  18445. copy( plane ) {
  18446. this.normal.copy( plane.normal );
  18447. this.constant = plane.constant;
  18448. return this;
  18449. }
  18450. /**
  18451. * Normalizes the plane normal and adjusts the constant accordingly.
  18452. *
  18453. * @return {Plane} A reference to this plane.
  18454. */
  18455. normalize() {
  18456. // Note: will lead to a divide by zero if the plane is invalid.
  18457. const inverseNormalLength = 1.0 / this.normal.length();
  18458. this.normal.multiplyScalar( inverseNormalLength );
  18459. this.constant *= inverseNormalLength;
  18460. return this;
  18461. }
  18462. /**
  18463. * Negates both the plane normal and the constant.
  18464. *
  18465. * @return {Plane} A reference to this plane.
  18466. */
  18467. negate() {
  18468. this.constant *= -1;
  18469. this.normal.negate();
  18470. return this;
  18471. }
  18472. /**
  18473. * Returns the signed distance from the given point to this plane.
  18474. *
  18475. * @param {Vector3} point - The point to compute the distance for.
  18476. * @return {number} The signed distance.
  18477. */
  18478. distanceToPoint( point ) {
  18479. return this.normal.dot( point ) + this.constant;
  18480. }
  18481. /**
  18482. * Returns the signed distance from the given sphere to this plane.
  18483. *
  18484. * @param {Sphere} sphere - The sphere to compute the distance for.
  18485. * @return {number} The signed distance.
  18486. */
  18487. distanceToSphere( sphere ) {
  18488. return this.distanceToPoint( sphere.center ) - sphere.radius;
  18489. }
  18490. /**
  18491. * Projects a the given point onto the plane.
  18492. *
  18493. * @param {Vector3} point - The point to project.
  18494. * @param {Vector3} target - The target vector that is used to store the method's result.
  18495. * @return {Vector3} The projected point on the plane.
  18496. */
  18497. projectPoint( point, target ) {
  18498. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  18499. }
  18500. /**
  18501. * Returns the intersection point of the passed line and the plane. Returns
  18502. * `null` if the line does not intersect. Returns the line's starting point if
  18503. * the line is coplanar with the plane.
  18504. *
  18505. * @param {Line3} line - The line to compute the intersection for.
  18506. * @param {Vector3} target - The target vector that is used to store the method's result.
  18507. * @return {?Vector3} The intersection point.
  18508. */
  18509. intersectLine( line, target ) {
  18510. const direction = line.delta( _vector1 );
  18511. const denominator = this.normal.dot( direction );
  18512. if ( denominator === 0 ) {
  18513. // line is coplanar, return origin
  18514. if ( this.distanceToPoint( line.start ) === 0 ) {
  18515. return target.copy( line.start );
  18516. }
  18517. // Unsure if this is the correct method to handle this case.
  18518. return null;
  18519. }
  18520. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  18521. if ( t < 0 || t > 1 ) {
  18522. return null;
  18523. }
  18524. return target.copy( line.start ).addScaledVector( direction, t );
  18525. }
  18526. /**
  18527. * Returns `true` if the given line segment intersects with (passes through) the plane.
  18528. *
  18529. * @param {Line3} line - The line to test.
  18530. * @return {boolean} Whether the given line segment intersects with the plane or not.
  18531. */
  18532. intersectsLine( line ) {
  18533. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  18534. const startSign = this.distanceToPoint( line.start );
  18535. const endSign = this.distanceToPoint( line.end );
  18536. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  18537. }
  18538. /**
  18539. * Returns `true` if the given bounding box intersects with the plane.
  18540. *
  18541. * @param {Box3} box - The bounding box to test.
  18542. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  18543. */
  18544. intersectsBox( box ) {
  18545. return box.intersectsPlane( this );
  18546. }
  18547. /**
  18548. * Returns `true` if the given bounding sphere intersects with the plane.
  18549. *
  18550. * @param {Sphere} sphere - The bounding sphere to test.
  18551. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  18552. */
  18553. intersectsSphere( sphere ) {
  18554. return sphere.intersectsPlane( this );
  18555. }
  18556. /**
  18557. * Returns a coplanar vector to the plane, by calculating the
  18558. * projection of the normal at the origin onto the plane.
  18559. *
  18560. * @param {Vector3} target - The target vector that is used to store the method's result.
  18561. * @return {Vector3} The coplanar point.
  18562. */
  18563. coplanarPoint( target ) {
  18564. return target.copy( this.normal ).multiplyScalar( - this.constant );
  18565. }
  18566. /**
  18567. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  18568. *
  18569. * The optional normal matrix can be pre-computed like so:
  18570. * ```js
  18571. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  18572. * ```
  18573. *
  18574. * @param {Matrix4} matrix - The transformation matrix.
  18575. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  18576. * @return {Plane} A reference to this plane.
  18577. */
  18578. applyMatrix4( matrix, optionalNormalMatrix ) {
  18579. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  18580. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  18581. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  18582. this.constant = - referencePoint.dot( normal );
  18583. return this;
  18584. }
  18585. /**
  18586. * Translates the plane by the distance defined by the given offset vector.
  18587. * Note that this only affects the plane constant and will not affect the normal vector.
  18588. *
  18589. * @param {Vector3} offset - The offset vector.
  18590. * @return {Plane} A reference to this plane.
  18591. */
  18592. translate( offset ) {
  18593. this.constant -= offset.dot( this.normal );
  18594. return this;
  18595. }
  18596. /**
  18597. * Returns `true` if this plane is equal with the given one.
  18598. *
  18599. * @param {Plane} plane - The plane to test for equality.
  18600. * @return {boolean} Whether this plane is equal with the given one.
  18601. */
  18602. equals( plane ) {
  18603. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  18604. }
  18605. /**
  18606. * Returns a new plane with copied values from this instance.
  18607. *
  18608. * @return {Plane} A clone of this instance.
  18609. */
  18610. clone() {
  18611. return new this.constructor().copy( this );
  18612. }
  18613. }
  18614. const _sphere$3 = /*@__PURE__*/ new Sphere();
  18615. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  18616. const _vector$6 = /*@__PURE__*/ new Vector3();
  18617. /**
  18618. * Frustums are used to determine what is inside the camera's field of view.
  18619. * They help speed up the rendering process - objects which lie outside a camera's
  18620. * frustum can safely be excluded from rendering.
  18621. *
  18622. * This class is mainly intended for use internally by a renderer.
  18623. */
  18624. class Frustum {
  18625. /**
  18626. * Constructs a new frustum.
  18627. *
  18628. * @param {Plane} [p0] - The first plane that encloses the frustum.
  18629. * @param {Plane} [p1] - The second plane that encloses the frustum.
  18630. * @param {Plane} [p2] - The third plane that encloses the frustum.
  18631. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  18632. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  18633. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  18634. */
  18635. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  18636. /**
  18637. * This array holds the planes that enclose the frustum.
  18638. *
  18639. * @type {Array<Plane>}
  18640. */
  18641. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  18642. }
  18643. /**
  18644. * Sets the frustum planes by copying the given planes.
  18645. *
  18646. * @param {Plane} [p0] - The first plane that encloses the frustum.
  18647. * @param {Plane} [p1] - The second plane that encloses the frustum.
  18648. * @param {Plane} [p2] - The third plane that encloses the frustum.
  18649. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  18650. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  18651. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  18652. * @return {Frustum} A reference to this frustum.
  18653. */
  18654. set( p0, p1, p2, p3, p4, p5 ) {
  18655. const planes = this.planes;
  18656. planes[ 0 ].copy( p0 );
  18657. planes[ 1 ].copy( p1 );
  18658. planes[ 2 ].copy( p2 );
  18659. planes[ 3 ].copy( p3 );
  18660. planes[ 4 ].copy( p4 );
  18661. planes[ 5 ].copy( p5 );
  18662. return this;
  18663. }
  18664. /**
  18665. * Copies the values of the given frustum to this instance.
  18666. *
  18667. * @param {Frustum} frustum - The frustum to copy.
  18668. * @return {Frustum} A reference to this frustum.
  18669. */
  18670. copy( frustum ) {
  18671. const planes = this.planes;
  18672. for ( let i = 0; i < 6; i ++ ) {
  18673. planes[ i ].copy( frustum.planes[ i ] );
  18674. }
  18675. return this;
  18676. }
  18677. /**
  18678. * Sets the frustum planes from the given projection matrix.
  18679. *
  18680. * @param {Matrix4} m - The projection matrix.
  18681. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  18682. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  18683. * @return {Frustum} A reference to this frustum.
  18684. */
  18685. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  18686. const planes = this.planes;
  18687. const me = m.elements;
  18688. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  18689. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  18690. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  18691. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  18692. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  18693. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  18694. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  18695. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  18696. if ( reversedDepth ) {
  18697. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  18698. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  18699. } else {
  18700. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  18701. if ( coordinateSystem === WebGLCoordinateSystem ) {
  18702. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  18703. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  18704. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  18705. } else {
  18706. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  18707. }
  18708. }
  18709. return this;
  18710. }
  18711. /**
  18712. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  18713. *
  18714. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  18715. *
  18716. * @param {Object3D} object - The 3D object to test.
  18717. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  18718. */
  18719. intersectsObject( object ) {
  18720. if ( object.boundingSphere !== undefined ) {
  18721. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  18722. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  18723. } else {
  18724. const geometry = object.geometry;
  18725. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  18726. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  18727. }
  18728. return this.intersectsSphere( _sphere$3 );
  18729. }
  18730. /**
  18731. * Returns `true` if the given sprite is intersecting this frustum.
  18732. *
  18733. * @param {Sprite} sprite - The sprite to test.
  18734. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  18735. */
  18736. intersectsSprite( sprite ) {
  18737. _sphere$3.center.set( 0, 0, 0 );
  18738. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  18739. _sphere$3.radius = 0.7071067811865476 + offset;
  18740. _sphere$3.applyMatrix4( sprite.matrixWorld );
  18741. return this.intersectsSphere( _sphere$3 );
  18742. }
  18743. /**
  18744. * Returns `true` if the given bounding sphere is intersecting this frustum.
  18745. *
  18746. * @param {Sphere} sphere - The bounding sphere to test.
  18747. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  18748. */
  18749. intersectsSphere( sphere ) {
  18750. const planes = this.planes;
  18751. const center = sphere.center;
  18752. const negRadius = - sphere.radius;
  18753. for ( let i = 0; i < 6; i ++ ) {
  18754. const distance = planes[ i ].distanceToPoint( center );
  18755. if ( distance < negRadius ) {
  18756. return false;
  18757. }
  18758. }
  18759. return true;
  18760. }
  18761. /**
  18762. * Returns `true` if the given bounding box is intersecting this frustum.
  18763. *
  18764. * @param {Box3} box - The bounding box to test.
  18765. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  18766. */
  18767. intersectsBox( box ) {
  18768. const planes = this.planes;
  18769. for ( let i = 0; i < 6; i ++ ) {
  18770. const plane = planes[ i ];
  18771. // corner at max distance
  18772. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  18773. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  18774. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  18775. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  18776. return false;
  18777. }
  18778. }
  18779. return true;
  18780. }
  18781. /**
  18782. * Returns `true` if the given point lies within the frustum.
  18783. *
  18784. * @param {Vector3} point - The point to test.
  18785. * @return {boolean} Whether the point lies within this frustum or not.
  18786. */
  18787. containsPoint( point ) {
  18788. const planes = this.planes;
  18789. for ( let i = 0; i < 6; i ++ ) {
  18790. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  18791. return false;
  18792. }
  18793. }
  18794. return true;
  18795. }
  18796. /**
  18797. * Returns a new frustum with copied values from this instance.
  18798. *
  18799. * @return {Frustum} A clone of this instance.
  18800. */
  18801. clone() {
  18802. return new this.constructor().copy( this );
  18803. }
  18804. }
  18805. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  18806. const _frustum$1 = /*@__PURE__*/ new Frustum();
  18807. /**
  18808. * FrustumArray is used to determine if an object is visible in at least one camera
  18809. * from an array of cameras. This is particularly useful for multi-view renderers.
  18810. */
  18811. class FrustumArray {
  18812. /**
  18813. * Constructs a new frustum array.
  18814. *
  18815. */
  18816. constructor() {
  18817. /**
  18818. * The coordinate system to use.
  18819. *
  18820. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  18821. * @default WebGLCoordinateSystem
  18822. */
  18823. this.coordinateSystem = WebGLCoordinateSystem;
  18824. }
  18825. /**
  18826. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  18827. * from the camera array.
  18828. *
  18829. * @param {Object3D} object - The 3D object to test.
  18830. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18831. * @return {boolean} Whether the 3D object is visible in any camera.
  18832. */
  18833. intersectsObject( object, cameraArray ) {
  18834. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  18835. return false;
  18836. }
  18837. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18838. const camera = cameraArray.cameras[ i ];
  18839. _projScreenMatrix$1.multiplyMatrices(
  18840. camera.projectionMatrix,
  18841. camera.matrixWorldInverse
  18842. );
  18843. _frustum$1.setFromProjectionMatrix(
  18844. _projScreenMatrix$1,
  18845. camera.coordinateSystem,
  18846. camera.reversedDepth
  18847. );
  18848. if ( _frustum$1.intersectsObject( object ) ) {
  18849. return true; // Object is visible in at least one camera
  18850. }
  18851. }
  18852. return false; // Not visible in any camera
  18853. }
  18854. /**
  18855. * Returns `true` if the given sprite is intersecting any frustum
  18856. * from the camera array.
  18857. *
  18858. * @param {Sprite} sprite - The sprite to test.
  18859. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18860. * @return {boolean} Whether the sprite is visible in any camera.
  18861. */
  18862. intersectsSprite( sprite, cameraArray ) {
  18863. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18864. return false;
  18865. }
  18866. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18867. const camera = cameraArray.cameras[ i ];
  18868. _projScreenMatrix$1.multiplyMatrices(
  18869. camera.projectionMatrix,
  18870. camera.matrixWorldInverse
  18871. );
  18872. _frustum$1.setFromProjectionMatrix(
  18873. _projScreenMatrix$1,
  18874. camera.coordinateSystem,
  18875. camera.reversedDepth
  18876. );
  18877. if ( _frustum$1.intersectsSprite( sprite ) ) {
  18878. return true; // Sprite is visible in at least one camera
  18879. }
  18880. }
  18881. return false; // Not visible in any camera
  18882. }
  18883. /**
  18884. * Returns `true` if the given bounding sphere is intersecting any frustum
  18885. * from the camera array.
  18886. *
  18887. * @param {Sphere} sphere - The bounding sphere to test.
  18888. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18889. * @return {boolean} Whether the sphere is visible in any camera.
  18890. */
  18891. intersectsSphere( sphere, cameraArray ) {
  18892. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18893. return false;
  18894. }
  18895. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18896. const camera = cameraArray.cameras[ i ];
  18897. _projScreenMatrix$1.multiplyMatrices(
  18898. camera.projectionMatrix,
  18899. camera.matrixWorldInverse
  18900. );
  18901. _frustum$1.setFromProjectionMatrix(
  18902. _projScreenMatrix$1,
  18903. camera.coordinateSystem,
  18904. camera.reversedDepth
  18905. );
  18906. if ( _frustum$1.intersectsSphere( sphere ) ) {
  18907. return true; // Sphere is visible in at least one camera
  18908. }
  18909. }
  18910. return false; // Not visible in any camera
  18911. }
  18912. /**
  18913. * Returns `true` if the given bounding box is intersecting any frustum
  18914. * from the camera array.
  18915. *
  18916. * @param {Box3} box - The bounding box to test.
  18917. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18918. * @return {boolean} Whether the box is visible in any camera.
  18919. */
  18920. intersectsBox( box, cameraArray ) {
  18921. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18922. return false;
  18923. }
  18924. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18925. const camera = cameraArray.cameras[ i ];
  18926. _projScreenMatrix$1.multiplyMatrices(
  18927. camera.projectionMatrix,
  18928. camera.matrixWorldInverse
  18929. );
  18930. _frustum$1.setFromProjectionMatrix(
  18931. _projScreenMatrix$1,
  18932. camera.coordinateSystem,
  18933. camera.reversedDepth
  18934. );
  18935. if ( _frustum$1.intersectsBox( box ) ) {
  18936. return true; // Box is visible in at least one camera
  18937. }
  18938. }
  18939. return false; // Not visible in any camera
  18940. }
  18941. /**
  18942. * Returns `true` if the given point lies within any frustum
  18943. * from the camera array.
  18944. *
  18945. * @param {Vector3} point - The point to test.
  18946. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18947. * @return {boolean} Whether the point is visible in any camera.
  18948. */
  18949. containsPoint( point, cameraArray ) {
  18950. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18951. return false;
  18952. }
  18953. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18954. const camera = cameraArray.cameras[ i ];
  18955. _projScreenMatrix$1.multiplyMatrices(
  18956. camera.projectionMatrix,
  18957. camera.matrixWorldInverse
  18958. );
  18959. _frustum$1.setFromProjectionMatrix(
  18960. _projScreenMatrix$1,
  18961. camera.coordinateSystem,
  18962. camera.reversedDepth
  18963. );
  18964. if ( _frustum$1.containsPoint( point ) ) {
  18965. return true; // Point is visible in at least one camera
  18966. }
  18967. }
  18968. return false; // Not visible in any camera
  18969. }
  18970. /**
  18971. * Returns a new frustum array with copied values from this instance.
  18972. *
  18973. * @return {FrustumArray} A clone of this instance.
  18974. */
  18975. clone() {
  18976. return new FrustumArray();
  18977. }
  18978. }
  18979. function ascIdSort( a, b ) {
  18980. return a - b;
  18981. }
  18982. function sortOpaque( a, b ) {
  18983. return a.z - b.z;
  18984. }
  18985. function sortTransparent( a, b ) {
  18986. return b.z - a.z;
  18987. }
  18988. class MultiDrawRenderList {
  18989. constructor() {
  18990. this.index = 0;
  18991. this.pool = [];
  18992. this.list = [];
  18993. }
  18994. push( start, count, z, index ) {
  18995. const pool = this.pool;
  18996. const list = this.list;
  18997. if ( this.index >= pool.length ) {
  18998. pool.push( {
  18999. start: -1,
  19000. count: -1,
  19001. z: -1,
  19002. index: -1,
  19003. } );
  19004. }
  19005. const item = pool[ this.index ];
  19006. list.push( item );
  19007. this.index ++;
  19008. item.start = start;
  19009. item.count = count;
  19010. item.z = z;
  19011. item.index = index;
  19012. }
  19013. reset() {
  19014. this.list.length = 0;
  19015. this.index = 0;
  19016. }
  19017. }
  19018. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19019. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19020. const _frustum = /*@__PURE__*/ new Frustum();
  19021. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19022. const _box$1 = /*@__PURE__*/ new Box3();
  19023. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19024. const _vector$5 = /*@__PURE__*/ new Vector3();
  19025. const _forward$1 = /*@__PURE__*/ new Vector3();
  19026. const _temp = /*@__PURE__*/ new Vector3();
  19027. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19028. const _mesh = /*@__PURE__*/ new Mesh();
  19029. const _batchIntersects = [];
  19030. // copies data from attribute "src" into "target" starting at "targetOffset"
  19031. function copyAttributeData( src, target, targetOffset = 0 ) {
  19032. const itemSize = target.itemSize;
  19033. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19034. // use the component getters and setters if the array data cannot
  19035. // be copied directly
  19036. const vertexCount = src.count;
  19037. for ( let i = 0; i < vertexCount; i ++ ) {
  19038. for ( let c = 0; c < itemSize; c ++ ) {
  19039. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19040. }
  19041. }
  19042. } else {
  19043. // faster copy approach using typed array set function
  19044. target.array.set( src.array, targetOffset * itemSize );
  19045. }
  19046. target.needsUpdate = true;
  19047. }
  19048. // safely copies array contents to a potentially smaller array
  19049. function copyArrayContents( src, target ) {
  19050. if ( src.constructor !== target.constructor ) {
  19051. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19052. const len = Math.min( src.length, target.length );
  19053. for ( let i = 0; i < len; i ++ ) {
  19054. target[ i ] = src[ i ];
  19055. }
  19056. } else {
  19057. // if the arrays use the same data layout we can use a fast block copy
  19058. const len = Math.min( src.length, target.length );
  19059. target.set( new src.constructor( src.buffer, 0, len ) );
  19060. }
  19061. }
  19062. /**
  19063. * A special version of a mesh with multi draw batch rendering support. Use
  19064. * this class if you have to render a large number of objects with the same
  19065. * material but with different geometries or world transformations. The usage of
  19066. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19067. * rendering performance in your application.
  19068. *
  19069. * ```js
  19070. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19071. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19072. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19073. *
  19074. * // initialize and add geometries into the batched mesh
  19075. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19076. * const boxGeometryId = batchedMesh.addGeometry( box );
  19077. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19078. *
  19079. * // create instances of those geometries
  19080. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19081. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19082. *
  19083. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19084. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19085. *
  19086. * // position the geometries
  19087. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19088. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19089. *
  19090. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19091. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19092. *
  19093. * scene.add( batchedMesh );
  19094. * ```
  19095. *
  19096. * @augments Mesh
  19097. */
  19098. class BatchedMesh extends Mesh {
  19099. /**
  19100. * Constructs a new batched mesh.
  19101. *
  19102. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19103. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19104. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19105. * @param {Material|Array<Material>} [material] - The mesh material.
  19106. */
  19107. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19108. super( new BufferGeometry(), material );
  19109. /**
  19110. * This flag can be used for type testing.
  19111. *
  19112. * @type {boolean}
  19113. * @readonly
  19114. * @default true
  19115. */
  19116. this.isBatchedMesh = true;
  19117. /**
  19118. * When set ot `true`, the individual objects of a batch are frustum culled.
  19119. *
  19120. * @type {boolean}
  19121. * @default true
  19122. */
  19123. this.perObjectFrustumCulled = true;
  19124. /**
  19125. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  19126. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  19127. * rendered front to back.
  19128. *
  19129. * @type {boolean}
  19130. * @default true
  19131. */
  19132. this.sortObjects = true;
  19133. /**
  19134. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  19135. *
  19136. * @type {?Box3}
  19137. * @default null
  19138. */
  19139. this.boundingBox = null;
  19140. /**
  19141. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  19142. *
  19143. * @type {?Sphere}
  19144. * @default null
  19145. */
  19146. this.boundingSphere = null;
  19147. /**
  19148. * Takes a sort a function that is run before render. The function takes a list of instances to
  19149. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  19150. * sort with.
  19151. *
  19152. * @type {?Function}
  19153. * @default null
  19154. */
  19155. this.customSort = null;
  19156. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  19157. this._instanceInfo = [];
  19158. this._geometryInfo = [];
  19159. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  19160. this._availableInstanceIds = [];
  19161. this._availableGeometryIds = [];
  19162. // used to track where the next point is that geometry should be inserted
  19163. this._nextIndexStart = 0;
  19164. this._nextVertexStart = 0;
  19165. this._geometryCount = 0;
  19166. // flags
  19167. this._visibilityChanged = true;
  19168. this._geometryInitialized = false;
  19169. // cached user options
  19170. this._maxInstanceCount = maxInstanceCount;
  19171. this._maxVertexCount = maxVertexCount;
  19172. this._maxIndexCount = maxIndexCount;
  19173. // buffers for multi draw
  19174. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  19175. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  19176. this._multiDrawCount = 0;
  19177. // Local matrix per geometry by using data texture
  19178. this._matricesTexture = null;
  19179. this._indirectTexture = null;
  19180. this._colorsTexture = null;
  19181. this._initMatricesTexture();
  19182. this._initIndirectTexture();
  19183. }
  19184. /**
  19185. * The maximum number of individual instances that can be stored in the batch.
  19186. *
  19187. * @type {number}
  19188. * @readonly
  19189. */
  19190. get maxInstanceCount() {
  19191. return this._maxInstanceCount;
  19192. }
  19193. /**
  19194. * The instance count.
  19195. *
  19196. * @type {number}
  19197. * @readonly
  19198. */
  19199. get instanceCount() {
  19200. return this._instanceInfo.length - this._availableInstanceIds.length;
  19201. }
  19202. /**
  19203. * The number of unused vertices.
  19204. *
  19205. * @type {number}
  19206. * @readonly
  19207. */
  19208. get unusedVertexCount() {
  19209. return this._maxVertexCount - this._nextVertexStart;
  19210. }
  19211. /**
  19212. * The number of unused indices.
  19213. *
  19214. * @type {number}
  19215. * @readonly
  19216. */
  19217. get unusedIndexCount() {
  19218. return this._maxIndexCount - this._nextIndexStart;
  19219. }
  19220. _initMatricesTexture() {
  19221. // layout (1 matrix = 4 pixels)
  19222. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  19223. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  19224. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  19225. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  19226. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  19227. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  19228. size = Math.ceil( size / 4 ) * 4;
  19229. size = Math.max( size, 4 );
  19230. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  19231. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  19232. this._matricesTexture = matricesTexture;
  19233. }
  19234. _initIndirectTexture() {
  19235. let size = Math.sqrt( this._maxInstanceCount );
  19236. size = Math.ceil( size );
  19237. const indirectArray = new Uint32Array( size * size );
  19238. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  19239. this._indirectTexture = indirectTexture;
  19240. }
  19241. _initColorsTexture() {
  19242. let size = Math.sqrt( this._maxInstanceCount );
  19243. size = Math.ceil( size );
  19244. // 4 floats per RGBA pixel initialized to white
  19245. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  19246. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  19247. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  19248. this._colorsTexture = colorsTexture;
  19249. }
  19250. _initializeGeometry( reference ) {
  19251. const geometry = this.geometry;
  19252. const maxVertexCount = this._maxVertexCount;
  19253. const maxIndexCount = this._maxIndexCount;
  19254. if ( this._geometryInitialized === false ) {
  19255. for ( const attributeName in reference.attributes ) {
  19256. const srcAttribute = reference.getAttribute( attributeName );
  19257. const { array, itemSize, normalized } = srcAttribute;
  19258. const dstArray = new array.constructor( maxVertexCount * itemSize );
  19259. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  19260. geometry.setAttribute( attributeName, dstAttribute );
  19261. }
  19262. if ( reference.getIndex() !== null ) {
  19263. // Reserve last u16 index for primitive restart.
  19264. const indexArray = maxVertexCount > 65535
  19265. ? new Uint32Array( maxIndexCount )
  19266. : new Uint16Array( maxIndexCount );
  19267. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  19268. }
  19269. this._geometryInitialized = true;
  19270. }
  19271. }
  19272. // Make sure the geometry is compatible with the existing combined geometry attributes
  19273. _validateGeometry( geometry ) {
  19274. // check to ensure the geometries are using consistent attributes and indices
  19275. const batchGeometry = this.geometry;
  19276. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  19277. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  19278. }
  19279. for ( const attributeName in batchGeometry.attributes ) {
  19280. if ( ! geometry.hasAttribute( attributeName ) ) {
  19281. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  19282. }
  19283. const srcAttribute = geometry.getAttribute( attributeName );
  19284. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19285. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  19286. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  19287. }
  19288. }
  19289. }
  19290. /**
  19291. * Validates the instance defined by the given ID.
  19292. *
  19293. * @param {number} instanceId - The instance to validate.
  19294. */
  19295. validateInstanceId( instanceId ) {
  19296. const instanceInfo = this._instanceInfo;
  19297. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  19298. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  19299. }
  19300. }
  19301. /**
  19302. * Validates the geometry defined by the given ID.
  19303. *
  19304. * @param {number} geometryId - The geometry to validate.
  19305. */
  19306. validateGeometryId( geometryId ) {
  19307. const geometryInfoList = this._geometryInfo;
  19308. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19309. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  19310. }
  19311. }
  19312. /**
  19313. * Takes a sort a function that is run before render. The function takes a list of instances to
  19314. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  19315. *
  19316. * @param {Function} func - The custom sort function.
  19317. * @return {BatchedMesh} A reference to this batched mesh.
  19318. */
  19319. setCustomSort( func ) {
  19320. this.customSort = func;
  19321. return this;
  19322. }
  19323. /**
  19324. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  19325. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  19326. * otherwise they are `null`.
  19327. */
  19328. computeBoundingBox() {
  19329. if ( this.boundingBox === null ) {
  19330. this.boundingBox = new Box3();
  19331. }
  19332. const boundingBox = this.boundingBox;
  19333. const instanceInfo = this._instanceInfo;
  19334. boundingBox.makeEmpty();
  19335. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19336. if ( instanceInfo[ i ].active === false ) continue;
  19337. const geometryId = instanceInfo[ i ].geometryIndex;
  19338. this.getMatrixAt( i, _matrix$1 );
  19339. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  19340. boundingBox.union( _box$1 );
  19341. }
  19342. }
  19343. /**
  19344. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  19345. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  19346. * otherwise they are `null`.
  19347. */
  19348. computeBoundingSphere() {
  19349. if ( this.boundingSphere === null ) {
  19350. this.boundingSphere = new Sphere();
  19351. }
  19352. const boundingSphere = this.boundingSphere;
  19353. const instanceInfo = this._instanceInfo;
  19354. boundingSphere.makeEmpty();
  19355. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19356. if ( instanceInfo[ i ].active === false ) continue;
  19357. const geometryId = instanceInfo[ i ].geometryIndex;
  19358. this.getMatrixAt( i, _matrix$1 );
  19359. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  19360. boundingSphere.union( _sphere$2 );
  19361. }
  19362. }
  19363. /**
  19364. * Adds a new instance to the batch using the geometry of the given ID and returns
  19365. * a new id referring to the new instance to be used by other functions.
  19366. *
  19367. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  19368. * @return {number} The instance ID.
  19369. */
  19370. addInstance( geometryId ) {
  19371. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  19372. // ensure we're not over geometry
  19373. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  19374. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  19375. }
  19376. const instanceInfo = {
  19377. visible: true,
  19378. active: true,
  19379. geometryIndex: geometryId,
  19380. };
  19381. let drawId = null;
  19382. // Prioritize using previously freed instance ids
  19383. if ( this._availableInstanceIds.length > 0 ) {
  19384. this._availableInstanceIds.sort( ascIdSort );
  19385. drawId = this._availableInstanceIds.shift();
  19386. this._instanceInfo[ drawId ] = instanceInfo;
  19387. } else {
  19388. drawId = this._instanceInfo.length;
  19389. this._instanceInfo.push( instanceInfo );
  19390. }
  19391. const matricesTexture = this._matricesTexture;
  19392. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  19393. matricesTexture.needsUpdate = true;
  19394. const colorsTexture = this._colorsTexture;
  19395. if ( colorsTexture ) {
  19396. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  19397. colorsTexture.needsUpdate = true;
  19398. }
  19399. this._visibilityChanged = true;
  19400. return drawId;
  19401. }
  19402. /**
  19403. * Adds the given geometry to the batch and returns the associated
  19404. * geometry id referring to it to be used in other functions.
  19405. *
  19406. * @param {BufferGeometry} geometry - The geometry to add.
  19407. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  19408. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  19409. * to set a new geometry at this index at a later time that is larger than the original geometry.
  19410. * Defaults to the length of the given geometry vertex buffer.
  19411. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  19412. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  19413. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  19414. * the length of the given geometry index buffer.
  19415. * @return {number} The geometry ID.
  19416. */
  19417. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  19418. this._initializeGeometry( geometry );
  19419. this._validateGeometry( geometry );
  19420. const geometryInfo = {
  19421. // geometry information
  19422. vertexStart: -1,
  19423. vertexCount: -1,
  19424. reservedVertexCount: -1,
  19425. indexStart: -1,
  19426. indexCount: -1,
  19427. reservedIndexCount: -1,
  19428. // draw range information
  19429. start: -1,
  19430. count: -1,
  19431. // state
  19432. boundingBox: null,
  19433. boundingSphere: null,
  19434. active: true,
  19435. };
  19436. const geometryInfoList = this._geometryInfo;
  19437. geometryInfo.vertexStart = this._nextVertexStart;
  19438. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  19439. const index = geometry.getIndex();
  19440. const hasIndex = index !== null;
  19441. if ( hasIndex ) {
  19442. geometryInfo.indexStart = this._nextIndexStart;
  19443. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  19444. }
  19445. if (
  19446. geometryInfo.indexStart !== -1 &&
  19447. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  19448. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  19449. ) {
  19450. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  19451. }
  19452. // update id
  19453. let geometryId;
  19454. if ( this._availableGeometryIds.length > 0 ) {
  19455. this._availableGeometryIds.sort( ascIdSort );
  19456. geometryId = this._availableGeometryIds.shift();
  19457. geometryInfoList[ geometryId ] = geometryInfo;
  19458. } else {
  19459. geometryId = this._geometryCount;
  19460. this._geometryCount ++;
  19461. geometryInfoList.push( geometryInfo );
  19462. }
  19463. // update the geometry
  19464. this.setGeometryAt( geometryId, geometry );
  19465. // increment the next geometry position
  19466. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  19467. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  19468. return geometryId;
  19469. }
  19470. /**
  19471. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  19472. * is not enough space reserved for geometry. Calling this will change all instances that are
  19473. * rendering that geometry.
  19474. *
  19475. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  19476. * @param {BufferGeometry} geometry - The new geometry.
  19477. * @return {number} The geometry ID.
  19478. */
  19479. setGeometryAt( geometryId, geometry ) {
  19480. if ( geometryId >= this._geometryCount ) {
  19481. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  19482. }
  19483. this._validateGeometry( geometry );
  19484. const batchGeometry = this.geometry;
  19485. const hasIndex = batchGeometry.getIndex() !== null;
  19486. const dstIndex = batchGeometry.getIndex();
  19487. const srcIndex = geometry.getIndex();
  19488. const geometryInfo = this._geometryInfo[ geometryId ];
  19489. if (
  19490. hasIndex &&
  19491. srcIndex.count > geometryInfo.reservedIndexCount ||
  19492. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  19493. ) {
  19494. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  19495. }
  19496. // copy geometry buffer data over
  19497. const vertexStart = geometryInfo.vertexStart;
  19498. const reservedVertexCount = geometryInfo.reservedVertexCount;
  19499. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  19500. for ( const attributeName in batchGeometry.attributes ) {
  19501. // copy attribute data
  19502. const srcAttribute = geometry.getAttribute( attributeName );
  19503. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19504. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  19505. // fill the rest in with zeroes
  19506. const itemSize = srcAttribute.itemSize;
  19507. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  19508. const index = vertexStart + i;
  19509. for ( let c = 0; c < itemSize; c ++ ) {
  19510. dstAttribute.setComponent( index, c, 0 );
  19511. }
  19512. }
  19513. dstAttribute.needsUpdate = true;
  19514. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  19515. }
  19516. // copy index
  19517. if ( hasIndex ) {
  19518. const indexStart = geometryInfo.indexStart;
  19519. const reservedIndexCount = geometryInfo.reservedIndexCount;
  19520. geometryInfo.indexCount = geometry.getIndex().count;
  19521. // copy index data over
  19522. for ( let i = 0; i < srcIndex.count; i ++ ) {
  19523. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  19524. }
  19525. // fill the rest in with zeroes
  19526. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  19527. dstIndex.setX( indexStart + i, vertexStart );
  19528. }
  19529. dstIndex.needsUpdate = true;
  19530. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  19531. }
  19532. // update the draw range
  19533. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19534. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  19535. // store the bounding boxes
  19536. geometryInfo.boundingBox = null;
  19537. if ( geometry.boundingBox !== null ) {
  19538. geometryInfo.boundingBox = geometry.boundingBox.clone();
  19539. }
  19540. geometryInfo.boundingSphere = null;
  19541. if ( geometry.boundingSphere !== null ) {
  19542. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  19543. }
  19544. this._visibilityChanged = true;
  19545. return geometryId;
  19546. }
  19547. /**
  19548. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  19549. * this geometry will also be removed as a side effect.
  19550. *
  19551. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  19552. * @return {BatchedMesh} A reference to this batched mesh.
  19553. */
  19554. deleteGeometry( geometryId ) {
  19555. const geometryInfoList = this._geometryInfo;
  19556. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19557. return this;
  19558. }
  19559. // delete any instances associated with this geometry
  19560. const instanceInfo = this._instanceInfo;
  19561. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19562. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  19563. this.deleteInstance( i );
  19564. }
  19565. }
  19566. geometryInfoList[ geometryId ].active = false;
  19567. this._availableGeometryIds.push( geometryId );
  19568. this._visibilityChanged = true;
  19569. return this;
  19570. }
  19571. /**
  19572. * Deletes an existing instance from the batch using the given ID.
  19573. *
  19574. * @param {number} instanceId - The ID of the instance to remove from the batch.
  19575. * @return {BatchedMesh} A reference to this batched mesh.
  19576. */
  19577. deleteInstance( instanceId ) {
  19578. this.validateInstanceId( instanceId );
  19579. this._instanceInfo[ instanceId ].active = false;
  19580. this._availableInstanceIds.push( instanceId );
  19581. this._visibilityChanged = true;
  19582. return this;
  19583. }
  19584. /**
  19585. * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
  19586. * previously deleted geometry, freeing up space to add new geometry.
  19587. *
  19588. * @return {BatchedMesh} A reference to this batched mesh.
  19589. */
  19590. optimize() {
  19591. // track the next indices to copy data to
  19592. let nextVertexStart = 0;
  19593. let nextIndexStart = 0;
  19594. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  19595. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  19596. const geometryInfoList = this._geometryInfo;
  19597. const indices = geometryInfoList
  19598. .map( ( e, i ) => i )
  19599. .sort( ( a, b ) => {
  19600. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  19601. } );
  19602. const geometry = this.geometry;
  19603. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  19604. // if a geometry range is inactive then don't copy anything
  19605. const index = indices[ i ];
  19606. const geometryInfo = geometryInfoList[ index ];
  19607. if ( geometryInfo.active === false ) {
  19608. continue;
  19609. }
  19610. // if a geometry contains an index buffer then shift it, as well
  19611. if ( geometry.index !== null ) {
  19612. if ( geometryInfo.indexStart !== nextIndexStart ) {
  19613. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  19614. const index = geometry.index;
  19615. const array = index.array;
  19616. // shift the index pointers based on how the vertex data will shift
  19617. // adjusting the index must happen first so the original vertex start value is available
  19618. const elementDelta = nextVertexStart - vertexStart;
  19619. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  19620. array[ j ] = array[ j ] + elementDelta;
  19621. }
  19622. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  19623. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  19624. index.needsUpdate = true;
  19625. geometryInfo.indexStart = nextIndexStart;
  19626. }
  19627. nextIndexStart += geometryInfo.reservedIndexCount;
  19628. }
  19629. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  19630. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  19631. const { vertexStart, reservedVertexCount } = geometryInfo;
  19632. const attributes = geometry.attributes;
  19633. for ( const key in attributes ) {
  19634. const attribute = attributes[ key ];
  19635. const { array, itemSize } = attribute;
  19636. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  19637. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  19638. attribute.needsUpdate = true;
  19639. }
  19640. geometryInfo.vertexStart = nextVertexStart;
  19641. }
  19642. nextVertexStart += geometryInfo.reservedVertexCount;
  19643. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19644. }
  19645. this._nextIndexStart = nextIndexStart;
  19646. this._nextVertexStart = nextVertexStart;
  19647. this._visibilityChanged = true;
  19648. return this;
  19649. }
  19650. /**
  19651. * Returns the bounding box for the given geometry.
  19652. *
  19653. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  19654. * @param {Box3} target - The target object that is used to store the method's result.
  19655. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  19656. */
  19657. getBoundingBoxAt( geometryId, target ) {
  19658. if ( geometryId >= this._geometryCount ) {
  19659. return null;
  19660. }
  19661. // compute bounding box
  19662. const geometry = this.geometry;
  19663. const geometryInfo = this._geometryInfo[ geometryId ];
  19664. if ( geometryInfo.boundingBox === null ) {
  19665. const box = new Box3();
  19666. const index = geometry.index;
  19667. const position = geometry.attributes.position;
  19668. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  19669. let iv = i;
  19670. if ( index ) {
  19671. iv = index.getX( iv );
  19672. }
  19673. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  19674. }
  19675. geometryInfo.boundingBox = box;
  19676. }
  19677. target.copy( geometryInfo.boundingBox );
  19678. return target;
  19679. }
  19680. /**
  19681. * Returns the bounding sphere for the given geometry.
  19682. *
  19683. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  19684. * @param {Sphere} target - The target object that is used to store the method's result.
  19685. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  19686. */
  19687. getBoundingSphereAt( geometryId, target ) {
  19688. if ( geometryId >= this._geometryCount ) {
  19689. return null;
  19690. }
  19691. // compute bounding sphere
  19692. const geometry = this.geometry;
  19693. const geometryInfo = this._geometryInfo[ geometryId ];
  19694. if ( geometryInfo.boundingSphere === null ) {
  19695. const sphere = new Sphere();
  19696. this.getBoundingBoxAt( geometryId, _box$1 );
  19697. _box$1.getCenter( sphere.center );
  19698. const index = geometry.index;
  19699. const position = geometry.attributes.position;
  19700. let maxRadiusSq = 0;
  19701. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  19702. let iv = i;
  19703. if ( index ) {
  19704. iv = index.getX( iv );
  19705. }
  19706. _vector$5.fromBufferAttribute( position, iv );
  19707. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  19708. }
  19709. sphere.radius = Math.sqrt( maxRadiusSq );
  19710. geometryInfo.boundingSphere = sphere;
  19711. }
  19712. target.copy( geometryInfo.boundingSphere );
  19713. return target;
  19714. }
  19715. /**
  19716. * Sets the given local transformation matrix to the defined instance.
  19717. * Negatively scaled matrices are not supported.
  19718. *
  19719. * @param {number} instanceId - The ID of an instance to set the matrix of.
  19720. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  19721. * @return {BatchedMesh} A reference to this batched mesh.
  19722. */
  19723. setMatrixAt( instanceId, matrix ) {
  19724. this.validateInstanceId( instanceId );
  19725. const matricesTexture = this._matricesTexture;
  19726. const matricesArray = this._matricesTexture.image.data;
  19727. matrix.toArray( matricesArray, instanceId * 16 );
  19728. matricesTexture.needsUpdate = true;
  19729. return this;
  19730. }
  19731. /**
  19732. * Returns the local transformation matrix of the defined instance.
  19733. *
  19734. * @param {number} instanceId - The ID of an instance to get the matrix of.
  19735. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19736. * @return {Matrix4} The instance's local transformation matrix.
  19737. */
  19738. getMatrixAt( instanceId, matrix ) {
  19739. this.validateInstanceId( instanceId );
  19740. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  19741. }
  19742. /**
  19743. * Sets the given color to the defined instance.
  19744. *
  19745. * @param {number} instanceId - The ID of an instance to set the color of.
  19746. * @param {Color|Vector4} color - The color to set the instance to. Use a `Vector4` to also define alpha.
  19747. * @return {BatchedMesh} A reference to this batched mesh.
  19748. */
  19749. setColorAt( instanceId, color ) {
  19750. this.validateInstanceId( instanceId );
  19751. if ( this._colorsTexture === null ) {
  19752. this._initColorsTexture();
  19753. }
  19754. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  19755. this._colorsTexture.needsUpdate = true;
  19756. return this;
  19757. }
  19758. /**
  19759. * Returns the color of the defined instance.
  19760. *
  19761. * @param {number} instanceId - The ID of an instance to get the color of.
  19762. * @param {Color|Vector4} color - The target object that is used to store the method's result.
  19763. * @return {Color|Vector4} The instance's color. Use a `Vector4` to also retrieve alpha.
  19764. */
  19765. getColorAt( instanceId, color ) {
  19766. this.validateInstanceId( instanceId );
  19767. if ( this._colorsTexture === null ) {
  19768. if ( color.isVector4 ) {
  19769. return color.set( 1, 1, 1, 1 );
  19770. } else {
  19771. return color.setRGB( 1, 1, 1 );
  19772. }
  19773. } else {
  19774. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  19775. }
  19776. }
  19777. /**
  19778. * Sets the visibility of the instance.
  19779. *
  19780. * @param {number} instanceId - The id of the instance to set the visibility of.
  19781. * @param {boolean} visible - Whether the instance is visible or not.
  19782. * @return {BatchedMesh} A reference to this batched mesh.
  19783. */
  19784. setVisibleAt( instanceId, visible ) {
  19785. this.validateInstanceId( instanceId );
  19786. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  19787. return this;
  19788. }
  19789. this._instanceInfo[ instanceId ].visible = visible;
  19790. this._visibilityChanged = true;
  19791. return this;
  19792. }
  19793. /**
  19794. * Returns the visibility state of the defined instance.
  19795. *
  19796. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  19797. * @return {boolean} Whether the instance is visible or not.
  19798. */
  19799. getVisibleAt( instanceId ) {
  19800. this.validateInstanceId( instanceId );
  19801. return this._instanceInfo[ instanceId ].visible;
  19802. }
  19803. /**
  19804. * Sets the geometry ID of the instance at the given index.
  19805. *
  19806. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  19807. * @param {number} geometryId - The geometry ID to be use by the instance.
  19808. * @return {BatchedMesh} A reference to this batched mesh.
  19809. */
  19810. setGeometryIdAt( instanceId, geometryId ) {
  19811. this.validateInstanceId( instanceId );
  19812. this.validateGeometryId( geometryId );
  19813. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  19814. return this;
  19815. }
  19816. /**
  19817. * Returns the geometry ID of the defined instance.
  19818. *
  19819. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  19820. * @return {number} The instance's geometry ID.
  19821. */
  19822. getGeometryIdAt( instanceId ) {
  19823. this.validateInstanceId( instanceId );
  19824. return this._instanceInfo[ instanceId ].geometryIndex;
  19825. }
  19826. /**
  19827. * Get the range representing the subset of triangles related to the attached geometry,
  19828. * indicating the starting offset and count, or `null` if invalid.
  19829. *
  19830. * @param {number} geometryId - The id of the geometry to get the range of.
  19831. * @param {Object} [target] - The target object that is used to store the method's result.
  19832. * @return {{
  19833. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  19834. * indexStart:number,indexCount:number,reservedIndexCount:number,
  19835. * start:number,count:number
  19836. * }} The result object with range data.
  19837. */
  19838. getGeometryRangeAt( geometryId, target = {} ) {
  19839. this.validateGeometryId( geometryId );
  19840. const geometryInfo = this._geometryInfo[ geometryId ];
  19841. target.vertexStart = geometryInfo.vertexStart;
  19842. target.vertexCount = geometryInfo.vertexCount;
  19843. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  19844. target.indexStart = geometryInfo.indexStart;
  19845. target.indexCount = geometryInfo.indexCount;
  19846. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  19847. target.start = geometryInfo.start;
  19848. target.count = geometryInfo.count;
  19849. return target;
  19850. }
  19851. /**
  19852. * Resizes the necessary buffers to support the provided number of instances.
  19853. * If the provided arguments shrink the number of instances but there are not enough
  19854. * unused Ids at the end of the list then an error is thrown.
  19855. *
  19856. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  19857. */
  19858. setInstanceCount( maxInstanceCount ) {
  19859. // shrink the available instances as much as possible
  19860. const availableInstanceIds = this._availableInstanceIds;
  19861. const instanceInfo = this._instanceInfo;
  19862. availableInstanceIds.sort( ascIdSort );
  19863. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  19864. instanceInfo.pop();
  19865. availableInstanceIds.pop();
  19866. }
  19867. // throw an error if it can't be shrunk to the desired size
  19868. if ( maxInstanceCount < instanceInfo.length ) {
  19869. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  19870. }
  19871. // copy the multi draw counts
  19872. const multiDrawCounts = new Int32Array( maxInstanceCount );
  19873. const multiDrawStarts = new Int32Array( maxInstanceCount );
  19874. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  19875. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  19876. this._multiDrawCounts = multiDrawCounts;
  19877. this._multiDrawStarts = multiDrawStarts;
  19878. this._maxInstanceCount = maxInstanceCount;
  19879. // update texture data for instance sampling
  19880. const indirectTexture = this._indirectTexture;
  19881. const matricesTexture = this._matricesTexture;
  19882. const colorsTexture = this._colorsTexture;
  19883. indirectTexture.dispose();
  19884. this._initIndirectTexture();
  19885. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  19886. matricesTexture.dispose();
  19887. this._initMatricesTexture();
  19888. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  19889. if ( colorsTexture ) {
  19890. colorsTexture.dispose();
  19891. this._initColorsTexture();
  19892. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  19893. }
  19894. }
  19895. /**
  19896. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  19897. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  19898. * end of the geometry attributes then an error is thrown.
  19899. *
  19900. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  19901. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  19902. */
  19903. setGeometrySize( maxVertexCount, maxIndexCount ) {
  19904. // Check if we can shrink to the requested vertex attribute size
  19905. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  19906. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  19907. if ( requiredVertexLength > maxVertexCount ) {
  19908. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  19909. }
  19910. // Check if we can shrink to the requested index attribute size
  19911. if ( this.geometry.index ) {
  19912. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  19913. if ( requiredIndexLength > maxIndexCount ) {
  19914. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  19915. }
  19916. }
  19917. //
  19918. // dispose of the previous geometry
  19919. const oldGeometry = this.geometry;
  19920. oldGeometry.dispose();
  19921. // recreate the geometry needed based on the previous variant
  19922. this._maxVertexCount = maxVertexCount;
  19923. this._maxIndexCount = maxIndexCount;
  19924. if ( this._geometryInitialized ) {
  19925. this._geometryInitialized = false;
  19926. this.geometry = new BufferGeometry();
  19927. this._initializeGeometry( oldGeometry );
  19928. }
  19929. // copy data from the previous geometry
  19930. const geometry = this.geometry;
  19931. if ( oldGeometry.index ) {
  19932. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  19933. }
  19934. for ( const key in oldGeometry.attributes ) {
  19935. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  19936. }
  19937. }
  19938. raycast( raycaster, intersects ) {
  19939. const instanceInfo = this._instanceInfo;
  19940. const geometryInfoList = this._geometryInfo;
  19941. const matrixWorld = this.matrixWorld;
  19942. const batchGeometry = this.geometry;
  19943. // iterate over each geometry
  19944. _mesh.material = this.material;
  19945. _mesh.geometry.index = batchGeometry.index;
  19946. _mesh.geometry.attributes = batchGeometry.attributes;
  19947. if ( _mesh.geometry.boundingBox === null ) {
  19948. _mesh.geometry.boundingBox = new Box3();
  19949. }
  19950. if ( _mesh.geometry.boundingSphere === null ) {
  19951. _mesh.geometry.boundingSphere = new Sphere();
  19952. }
  19953. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19954. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  19955. continue;
  19956. }
  19957. const geometryId = instanceInfo[ i ].geometryIndex;
  19958. const geometryInfo = geometryInfoList[ geometryId ];
  19959. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  19960. // get the intersects
  19961. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  19962. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  19963. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  19964. _mesh.raycast( raycaster, _batchIntersects );
  19965. // add batch id to the intersects
  19966. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  19967. const intersect = _batchIntersects[ j ];
  19968. intersect.object = this;
  19969. intersect.batchId = i;
  19970. intersects.push( intersect );
  19971. }
  19972. _batchIntersects.length = 0;
  19973. }
  19974. _mesh.material = null;
  19975. _mesh.geometry.index = null;
  19976. _mesh.geometry.attributes = {};
  19977. _mesh.geometry.setDrawRange( 0, Infinity );
  19978. }
  19979. copy( source ) {
  19980. super.copy( source );
  19981. this.geometry = source.geometry.clone();
  19982. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  19983. this.sortObjects = source.sortObjects;
  19984. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  19985. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  19986. this._geometryInfo = source._geometryInfo.map( info => ( {
  19987. ...info,
  19988. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  19989. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  19990. } ) );
  19991. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  19992. this._availableInstanceIds = source._availableInstanceIds.slice();
  19993. this._availableGeometryIds = source._availableGeometryIds.slice();
  19994. this._nextIndexStart = source._nextIndexStart;
  19995. this._nextVertexStart = source._nextVertexStart;
  19996. this._geometryCount = source._geometryCount;
  19997. this._maxInstanceCount = source._maxInstanceCount;
  19998. this._maxVertexCount = source._maxVertexCount;
  19999. this._maxIndexCount = source._maxIndexCount;
  20000. this._geometryInitialized = source._geometryInitialized;
  20001. this._multiDrawCounts = source._multiDrawCounts.slice();
  20002. this._multiDrawStarts = source._multiDrawStarts.slice();
  20003. this._indirectTexture = source._indirectTexture.clone();
  20004. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20005. this._matricesTexture = source._matricesTexture.clone();
  20006. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20007. if ( this._colorsTexture !== null ) {
  20008. this._colorsTexture = source._colorsTexture.clone();
  20009. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20010. }
  20011. return this;
  20012. }
  20013. /**
  20014. * Frees the GPU-related resources allocated by this instance. Call this
  20015. * method whenever this instance is no longer used in your app.
  20016. */
  20017. dispose() {
  20018. // Assuming the geometry is not shared with other meshes
  20019. this.geometry.dispose();
  20020. this._matricesTexture.dispose();
  20021. this._matricesTexture = null;
  20022. this._indirectTexture.dispose();
  20023. this._indirectTexture = null;
  20024. if ( this._colorsTexture !== null ) {
  20025. this._colorsTexture.dispose();
  20026. this._colorsTexture = null;
  20027. }
  20028. }
  20029. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20030. // if visibility has not changed and frustum culling and object sorting is not required
  20031. // then skip iterating over all items
  20032. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20033. return;
  20034. }
  20035. // the indexed version of the multi draw function requires specifying the start
  20036. // offset in bytes.
  20037. const index = geometry.getIndex();
  20038. let bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20039. // the "wireframe" attribute implicitly creates a line attribute in the renderer, which is double
  20040. // the vertices to draw (3 lines per triangle) so we multiply the draw counts / starts and make
  20041. // assumptions about the index buffer byte size.
  20042. let multiDrawMultiplier = 1;
  20043. if ( material.wireframe ) {
  20044. multiDrawMultiplier = 2;
  20045. bytesPerElement = geometry.attributes.position.count > 65535 ? 4 : 2;
  20046. }
  20047. const instanceInfo = this._instanceInfo;
  20048. const multiDrawStarts = this._multiDrawStarts;
  20049. const multiDrawCounts = this._multiDrawCounts;
  20050. const geometryInfoList = this._geometryInfo;
  20051. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20052. const indirectTexture = this._indirectTexture;
  20053. const indirectArray = indirectTexture.image.data;
  20054. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20055. // prepare the frustum in the local frame
  20056. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20057. _matrix$1
  20058. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20059. .multiply( this.matrixWorld );
  20060. _frustum.setFromProjectionMatrix(
  20061. _matrix$1,
  20062. camera.coordinateSystem,
  20063. camera.reversedDepth
  20064. );
  20065. }
  20066. let multiDrawCount = 0;
  20067. if ( this.sortObjects ) {
  20068. // get the camera position in the local frame
  20069. _matrix$1.copy( this.matrixWorld ).invert();
  20070. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20071. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20072. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20073. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20074. const geometryId = instanceInfo[ i ].geometryIndex;
  20075. // get the bounds in world space
  20076. this.getMatrixAt( i, _matrix$1 );
  20077. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20078. // determine whether the batched geometry is within the frustum
  20079. let culled = false;
  20080. if ( perObjectFrustumCulled ) {
  20081. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20082. }
  20083. if ( ! culled ) {
  20084. // get the distance from camera used for sorting
  20085. const geometryInfo = geometryInfoList[ geometryId ];
  20086. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20087. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20088. }
  20089. }
  20090. }
  20091. // Sort the draw ranges and prep for rendering
  20092. const list = _renderList.list;
  20093. const customSort = this.customSort;
  20094. if ( customSort === null ) {
  20095. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20096. } else {
  20097. customSort.call( this, list, camera );
  20098. }
  20099. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20100. const item = list[ i ];
  20101. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement * multiDrawMultiplier;
  20102. multiDrawCounts[ multiDrawCount ] = item.count * multiDrawMultiplier;
  20103. indirectArray[ multiDrawCount ] = item.index;
  20104. multiDrawCount ++;
  20105. }
  20106. _renderList.reset();
  20107. } else {
  20108. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20109. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20110. const geometryId = instanceInfo[ i ].geometryIndex;
  20111. // determine whether the batched geometry is within the frustum
  20112. let culled = false;
  20113. if ( perObjectFrustumCulled ) {
  20114. // get the bounds in world space
  20115. this.getMatrixAt( i, _matrix$1 );
  20116. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20117. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20118. }
  20119. if ( ! culled ) {
  20120. const geometryInfo = geometryInfoList[ geometryId ];
  20121. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement * multiDrawMultiplier;
  20122. multiDrawCounts[ multiDrawCount ] = geometryInfo.count * multiDrawMultiplier;
  20123. indirectArray[ multiDrawCount ] = i;
  20124. multiDrawCount ++;
  20125. }
  20126. }
  20127. }
  20128. }
  20129. indirectTexture.needsUpdate = true;
  20130. this._multiDrawCount = multiDrawCount;
  20131. this._visibilityChanged = false;
  20132. }
  20133. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20134. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20135. }
  20136. }
  20137. /**
  20138. * A material for rendering line primitives.
  20139. *
  20140. * Materials define the appearance of renderable 3D objects.
  20141. *
  20142. * ```js
  20143. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  20144. * ```
  20145. *
  20146. * @augments Material
  20147. */
  20148. class LineBasicMaterial extends Material {
  20149. /**
  20150. * Constructs a new line basic material.
  20151. *
  20152. * @param {Object} [parameters] - An object with one or more properties
  20153. * defining the material's appearance. Any property of the material
  20154. * (including any property from inherited materials) can be passed
  20155. * in here. Color values can be passed any type of value accepted
  20156. * by {@link Color#set}.
  20157. */
  20158. constructor( parameters ) {
  20159. super();
  20160. /**
  20161. * This flag can be used for type testing.
  20162. *
  20163. * @type {boolean}
  20164. * @readonly
  20165. * @default true
  20166. */
  20167. this.isLineBasicMaterial = true;
  20168. this.type = 'LineBasicMaterial';
  20169. /**
  20170. * Color of the material.
  20171. *
  20172. * @type {Color}
  20173. * @default (1,1,1)
  20174. */
  20175. this.color = new Color( 0xffffff );
  20176. /**
  20177. * Sets the color of the lines using data from a texture. The texture map
  20178. * color is modulated by the diffuse `color`.
  20179. *
  20180. * @type {?Texture}
  20181. * @default null
  20182. */
  20183. this.map = null;
  20184. /**
  20185. * Controls line thickness or lines.
  20186. *
  20187. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  20188. * ignore this setting and always render line primitives with a
  20189. * width of one pixel.
  20190. *
  20191. * @type {number}
  20192. * @default 1
  20193. */
  20194. this.linewidth = 1;
  20195. /**
  20196. * Defines appearance of line ends.
  20197. *
  20198. * Can only be used with {@link SVGRenderer}.
  20199. *
  20200. * @type {('butt'|'round'|'square')}
  20201. * @default 'round'
  20202. */
  20203. this.linecap = 'round';
  20204. /**
  20205. * Defines appearance of line joints.
  20206. *
  20207. * Can only be used with {@link SVGRenderer}.
  20208. *
  20209. * @type {('round'|'bevel'|'miter')}
  20210. * @default 'round'
  20211. */
  20212. this.linejoin = 'round';
  20213. /**
  20214. * Whether the material is affected by fog or not.
  20215. *
  20216. * @type {boolean}
  20217. * @default true
  20218. */
  20219. this.fog = true;
  20220. this.setValues( parameters );
  20221. }
  20222. copy( source ) {
  20223. super.copy( source );
  20224. this.color.copy( source.color );
  20225. this.map = source.map;
  20226. this.linewidth = source.linewidth;
  20227. this.linecap = source.linecap;
  20228. this.linejoin = source.linejoin;
  20229. this.fog = source.fog;
  20230. return this;
  20231. }
  20232. }
  20233. const _vStart = /*@__PURE__*/ new Vector3();
  20234. const _vEnd = /*@__PURE__*/ new Vector3();
  20235. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  20236. const _ray$1 = /*@__PURE__*/ new Ray();
  20237. const _sphere$1 = /*@__PURE__*/ new Sphere();
  20238. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  20239. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  20240. /**
  20241. * A continuous line. The line are rendered by connecting consecutive
  20242. * vertices with straight lines.
  20243. *
  20244. * ```js
  20245. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  20246. *
  20247. * const points = [];
  20248. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  20249. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  20250. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  20251. *
  20252. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  20253. *
  20254. * const line = new THREE.Line( geometry, material );
  20255. * scene.add( line );
  20256. * ```
  20257. *
  20258. * @augments Object3D
  20259. */
  20260. class Line extends Object3D {
  20261. /**
  20262. * Constructs a new line.
  20263. *
  20264. * @param {BufferGeometry} [geometry] - The line geometry.
  20265. * @param {Material|Array<Material>} [material] - The line material.
  20266. */
  20267. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  20268. super();
  20269. /**
  20270. * This flag can be used for type testing.
  20271. *
  20272. * @type {boolean}
  20273. * @readonly
  20274. * @default true
  20275. */
  20276. this.isLine = true;
  20277. this.type = 'Line';
  20278. /**
  20279. * The line geometry.
  20280. *
  20281. * @type {BufferGeometry}
  20282. */
  20283. this.geometry = geometry;
  20284. /**
  20285. * The line material.
  20286. *
  20287. * @type {Material|Array<Material>}
  20288. * @default LineBasicMaterial
  20289. */
  20290. this.material = material;
  20291. /**
  20292. * A dictionary representing the morph targets in the geometry. The key is the
  20293. * morph targets name, the value its attribute index. This member is `undefined`
  20294. * by default and only set when morph targets are detected in the geometry.
  20295. *
  20296. * @type {Object<string,number>|undefined}
  20297. * @default undefined
  20298. */
  20299. this.morphTargetDictionary = undefined;
  20300. /**
  20301. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20302. * is applied. This member is `undefined` by default and only set when morph targets are
  20303. * detected in the geometry.
  20304. *
  20305. * @type {Array<number>|undefined}
  20306. * @default undefined
  20307. */
  20308. this.morphTargetInfluences = undefined;
  20309. this.updateMorphTargets();
  20310. }
  20311. copy( source, recursive ) {
  20312. super.copy( source, recursive );
  20313. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20314. this.geometry = source.geometry;
  20315. return this;
  20316. }
  20317. /**
  20318. * Computes an array of distance values which are necessary for rendering dashed lines.
  20319. * For each vertex in the geometry, the method calculates the cumulative length from the
  20320. * current point to the very beginning of the line.
  20321. *
  20322. * @return {Line} A reference to this line.
  20323. */
  20324. computeLineDistances() {
  20325. const geometry = this.geometry;
  20326. // we assume non-indexed geometry
  20327. if ( geometry.index === null ) {
  20328. const positionAttribute = geometry.attributes.position;
  20329. const lineDistances = [ 0 ];
  20330. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  20331. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  20332. _vEnd.fromBufferAttribute( positionAttribute, i );
  20333. lineDistances[ i ] = lineDistances[ i - 1 ];
  20334. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  20335. }
  20336. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20337. } else {
  20338. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20339. }
  20340. return this;
  20341. }
  20342. /**
  20343. * Computes intersection points between a casted ray and this line.
  20344. *
  20345. * @param {Raycaster} raycaster - The raycaster.
  20346. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20347. */
  20348. raycast( raycaster, intersects ) {
  20349. const geometry = this.geometry;
  20350. const matrixWorld = this.matrixWorld;
  20351. const threshold = raycaster.params.Line.threshold;
  20352. const drawRange = geometry.drawRange;
  20353. // Checking boundingSphere distance to ray
  20354. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20355. _sphere$1.copy( geometry.boundingSphere );
  20356. _sphere$1.applyMatrix4( matrixWorld );
  20357. _sphere$1.radius += threshold;
  20358. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  20359. //
  20360. _inverseMatrix$1.copy( matrixWorld ).invert();
  20361. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  20362. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20363. const localThresholdSq = localThreshold * localThreshold;
  20364. const step = this.isLineSegments ? 2 : 1;
  20365. const index = geometry.index;
  20366. const attributes = geometry.attributes;
  20367. const positionAttribute = attributes.position;
  20368. if ( index !== null ) {
  20369. const start = Math.max( 0, drawRange.start );
  20370. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20371. for ( let i = start, l = end - 1; i < l; i += step ) {
  20372. const a = index.getX( i );
  20373. const b = index.getX( i + 1 );
  20374. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  20375. if ( intersect ) {
  20376. intersects.push( intersect );
  20377. }
  20378. }
  20379. if ( this.isLineLoop ) {
  20380. const a = index.getX( end - 1 );
  20381. const b = index.getX( start );
  20382. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  20383. if ( intersect ) {
  20384. intersects.push( intersect );
  20385. }
  20386. }
  20387. } else {
  20388. const start = Math.max( 0, drawRange.start );
  20389. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20390. for ( let i = start, l = end - 1; i < l; i += step ) {
  20391. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  20392. if ( intersect ) {
  20393. intersects.push( intersect );
  20394. }
  20395. }
  20396. if ( this.isLineLoop ) {
  20397. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  20398. if ( intersect ) {
  20399. intersects.push( intersect );
  20400. }
  20401. }
  20402. }
  20403. }
  20404. /**
  20405. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  20406. * to make sure existing morph targets can influence this 3D object.
  20407. */
  20408. updateMorphTargets() {
  20409. const geometry = this.geometry;
  20410. const morphAttributes = geometry.morphAttributes;
  20411. const keys = Object.keys( morphAttributes );
  20412. if ( keys.length > 0 ) {
  20413. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20414. if ( morphAttribute !== undefined ) {
  20415. this.morphTargetInfluences = [];
  20416. this.morphTargetDictionary = {};
  20417. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20418. const name = morphAttribute[ m ].name || String( m );
  20419. this.morphTargetInfluences.push( 0 );
  20420. this.morphTargetDictionary[ name ] = m;
  20421. }
  20422. }
  20423. }
  20424. }
  20425. }
  20426. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  20427. const positionAttribute = object.geometry.attributes.position;
  20428. _vStart.fromBufferAttribute( positionAttribute, a );
  20429. _vEnd.fromBufferAttribute( positionAttribute, b );
  20430. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  20431. if ( distSq > thresholdSq ) return;
  20432. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  20433. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  20434. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20435. return {
  20436. distance: distance,
  20437. // What do we want? intersection point on the ray or on the segment??
  20438. // point: raycaster.ray.at( distance ),
  20439. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  20440. index: i,
  20441. face: null,
  20442. faceIndex: null,
  20443. barycoord: null,
  20444. object: object
  20445. };
  20446. }
  20447. const _start = /*@__PURE__*/ new Vector3();
  20448. const _end = /*@__PURE__*/ new Vector3();
  20449. /**
  20450. * A series of lines drawn between pairs of vertices.
  20451. *
  20452. * @augments Line
  20453. */
  20454. class LineSegments extends Line {
  20455. /**
  20456. * Constructs a new line segments.
  20457. *
  20458. * @param {BufferGeometry} [geometry] - The line geometry.
  20459. * @param {Material|Array<Material>} [material] - The line material.
  20460. */
  20461. constructor( geometry, material ) {
  20462. super( geometry, material );
  20463. /**
  20464. * This flag can be used for type testing.
  20465. *
  20466. * @type {boolean}
  20467. * @readonly
  20468. * @default true
  20469. */
  20470. this.isLineSegments = true;
  20471. this.type = 'LineSegments';
  20472. }
  20473. computeLineDistances() {
  20474. const geometry = this.geometry;
  20475. // we assume non-indexed geometry
  20476. if ( geometry.index === null ) {
  20477. const positionAttribute = geometry.attributes.position;
  20478. const lineDistances = [];
  20479. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  20480. _start.fromBufferAttribute( positionAttribute, i );
  20481. _end.fromBufferAttribute( positionAttribute, i + 1 );
  20482. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  20483. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  20484. }
  20485. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20486. } else {
  20487. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20488. }
  20489. return this;
  20490. }
  20491. }
  20492. /**
  20493. * A continuous line. This is nearly the same as {@link Line} the only difference
  20494. * is that the last vertex is connected with the first vertex in order to close
  20495. * the line to form a loop.
  20496. *
  20497. * @augments Line
  20498. */
  20499. class LineLoop extends Line {
  20500. /**
  20501. * Constructs a new line loop.
  20502. *
  20503. * @param {BufferGeometry} [geometry] - The line geometry.
  20504. * @param {Material|Array<Material>} [material] - The line material.
  20505. */
  20506. constructor( geometry, material ) {
  20507. super( geometry, material );
  20508. /**
  20509. * This flag can be used for type testing.
  20510. *
  20511. * @type {boolean}
  20512. * @readonly
  20513. * @default true
  20514. */
  20515. this.isLineLoop = true;
  20516. this.type = 'LineLoop';
  20517. }
  20518. }
  20519. /**
  20520. * A material for rendering point primitives.
  20521. *
  20522. * Materials define the appearance of renderable 3D objects.
  20523. *
  20524. * ```js
  20525. * const vertices = [];
  20526. *
  20527. * for ( let i = 0; i < 10000; i ++ ) {
  20528. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  20529. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  20530. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  20531. *
  20532. * vertices.push( x, y, z );
  20533. * }
  20534. *
  20535. * const geometry = new THREE.BufferGeometry();
  20536. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  20537. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  20538. * const points = new THREE.Points( geometry, material );
  20539. * scene.add( points );
  20540. * ```
  20541. *
  20542. * @augments Material
  20543. */
  20544. class PointsMaterial extends Material {
  20545. /**
  20546. * Constructs a new points material.
  20547. *
  20548. * @param {Object} [parameters] - An object with one or more properties
  20549. * defining the material's appearance. Any property of the material
  20550. * (including any property from inherited materials) can be passed
  20551. * in here. Color values can be passed any type of value accepted
  20552. * by {@link Color#set}.
  20553. */
  20554. constructor( parameters ) {
  20555. super();
  20556. /**
  20557. * This flag can be used for type testing.
  20558. *
  20559. * @type {boolean}
  20560. * @readonly
  20561. * @default true
  20562. */
  20563. this.isPointsMaterial = true;
  20564. this.type = 'PointsMaterial';
  20565. /**
  20566. * Color of the material.
  20567. *
  20568. * @type {Color}
  20569. * @default (1,1,1)
  20570. */
  20571. this.color = new Color( 0xffffff );
  20572. /**
  20573. * The color map. May optionally include an alpha channel, typically combined
  20574. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  20575. * color is modulated by the diffuse `color`.
  20576. *
  20577. * @type {?Texture}
  20578. * @default null
  20579. */
  20580. this.map = null;
  20581. /**
  20582. * The alpha map is a grayscale texture that controls the opacity across the
  20583. * surface (black: fully transparent; white: fully opaque).
  20584. *
  20585. * Only the color of the texture is used, ignoring the alpha channel if one
  20586. * exists. For RGB and RGBA textures, the renderer will use the green channel
  20587. * when sampling this texture due to the extra bit of precision provided for
  20588. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  20589. * luminance/alpha textures will also still work as expected.
  20590. *
  20591. * @type {?Texture}
  20592. * @default null
  20593. */
  20594. this.alphaMap = null;
  20595. /**
  20596. * Defines the size of the points in pixels.
  20597. *
  20598. * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete).
  20599. *
  20600. * @type {number}
  20601. * @default 1
  20602. */
  20603. this.size = 1;
  20604. /**
  20605. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  20606. *
  20607. * @type {boolean}
  20608. * @default true
  20609. */
  20610. this.sizeAttenuation = true;
  20611. /**
  20612. * Whether the material is affected by fog or not.
  20613. *
  20614. * @type {boolean}
  20615. * @default true
  20616. */
  20617. this.fog = true;
  20618. this.setValues( parameters );
  20619. }
  20620. copy( source ) {
  20621. super.copy( source );
  20622. this.color.copy( source.color );
  20623. this.map = source.map;
  20624. this.alphaMap = source.alphaMap;
  20625. this.size = source.size;
  20626. this.sizeAttenuation = source.sizeAttenuation;
  20627. this.fog = source.fog;
  20628. return this;
  20629. }
  20630. }
  20631. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  20632. const _ray = /*@__PURE__*/ new Ray();
  20633. const _sphere = /*@__PURE__*/ new Sphere();
  20634. const _position$3 = /*@__PURE__*/ new Vector3();
  20635. /**
  20636. * A class for displaying points or point clouds.
  20637. *
  20638. * @augments Object3D
  20639. */
  20640. class Points extends Object3D {
  20641. /**
  20642. * Constructs a new point cloud.
  20643. *
  20644. * @param {BufferGeometry} [geometry] - The points geometry.
  20645. * @param {Material|Array<Material>} [material] - The points material.
  20646. */
  20647. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  20648. super();
  20649. /**
  20650. * This flag can be used for type testing.
  20651. *
  20652. * @type {boolean}
  20653. * @readonly
  20654. * @default true
  20655. */
  20656. this.isPoints = true;
  20657. this.type = 'Points';
  20658. /**
  20659. * The points geometry.
  20660. *
  20661. * @type {BufferGeometry}
  20662. */
  20663. this.geometry = geometry;
  20664. /**
  20665. * The line material.
  20666. *
  20667. * @type {Material|Array<Material>}
  20668. * @default PointsMaterial
  20669. */
  20670. this.material = material;
  20671. /**
  20672. * A dictionary representing the morph targets in the geometry. The key is the
  20673. * morph targets name, the value its attribute index. This member is `undefined`
  20674. * by default and only set when morph targets are detected in the geometry.
  20675. *
  20676. * @type {Object<string,number>|undefined}
  20677. * @default undefined
  20678. */
  20679. this.morphTargetDictionary = undefined;
  20680. /**
  20681. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20682. * is applied. This member is `undefined` by default and only set when morph targets are
  20683. * detected in the geometry.
  20684. *
  20685. * @type {Array<number>|undefined}
  20686. * @default undefined
  20687. */
  20688. this.morphTargetInfluences = undefined;
  20689. this.updateMorphTargets();
  20690. }
  20691. copy( source, recursive ) {
  20692. super.copy( source, recursive );
  20693. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20694. this.geometry = source.geometry;
  20695. return this;
  20696. }
  20697. /**
  20698. * Computes intersection points between a casted ray and this point cloud.
  20699. *
  20700. * @param {Raycaster} raycaster - The raycaster.
  20701. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20702. */
  20703. raycast( raycaster, intersects ) {
  20704. const geometry = this.geometry;
  20705. const matrixWorld = this.matrixWorld;
  20706. const threshold = raycaster.params.Points.threshold;
  20707. const drawRange = geometry.drawRange;
  20708. // Checking boundingSphere distance to ray
  20709. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20710. _sphere.copy( geometry.boundingSphere );
  20711. _sphere.applyMatrix4( matrixWorld );
  20712. _sphere.radius += threshold;
  20713. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  20714. //
  20715. _inverseMatrix.copy( matrixWorld ).invert();
  20716. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  20717. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20718. const localThresholdSq = localThreshold * localThreshold;
  20719. const index = geometry.index;
  20720. const attributes = geometry.attributes;
  20721. const positionAttribute = attributes.position;
  20722. if ( index !== null ) {
  20723. const start = Math.max( 0, drawRange.start );
  20724. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20725. for ( let i = start, il = end; i < il; i ++ ) {
  20726. const a = index.getX( i );
  20727. _position$3.fromBufferAttribute( positionAttribute, a );
  20728. testPoint( _position$3, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  20729. }
  20730. } else {
  20731. const start = Math.max( 0, drawRange.start );
  20732. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20733. for ( let i = start, l = end; i < l; i ++ ) {
  20734. _position$3.fromBufferAttribute( positionAttribute, i );
  20735. testPoint( _position$3, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  20736. }
  20737. }
  20738. }
  20739. /**
  20740. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  20741. * to make sure existing morph targets can influence this 3D object.
  20742. */
  20743. updateMorphTargets() {
  20744. const geometry = this.geometry;
  20745. const morphAttributes = geometry.morphAttributes;
  20746. const keys = Object.keys( morphAttributes );
  20747. if ( keys.length > 0 ) {
  20748. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20749. if ( morphAttribute !== undefined ) {
  20750. this.morphTargetInfluences = [];
  20751. this.morphTargetDictionary = {};
  20752. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20753. const name = morphAttribute[ m ].name || String( m );
  20754. this.morphTargetInfluences.push( 0 );
  20755. this.morphTargetDictionary[ name ] = m;
  20756. }
  20757. }
  20758. }
  20759. }
  20760. }
  20761. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  20762. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  20763. if ( rayPointDistanceSq < localThresholdSq ) {
  20764. const intersectPoint = new Vector3();
  20765. _ray.closestPointToPoint( point, intersectPoint );
  20766. intersectPoint.applyMatrix4( matrixWorld );
  20767. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  20768. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20769. intersects.push( {
  20770. distance: distance,
  20771. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  20772. point: intersectPoint,
  20773. index: index,
  20774. face: null,
  20775. faceIndex: null,
  20776. barycoord: null,
  20777. object: object
  20778. } );
  20779. }
  20780. }
  20781. /**
  20782. * A texture for use with a video.
  20783. *
  20784. * ```js
  20785. * // assuming you have created a HTML video element with id="video"
  20786. * const video = document.getElementById( 'video' );
  20787. * const texture = new THREE.VideoTexture( video );
  20788. * ```
  20789. *
  20790. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  20791. * set to THREE.SRGBColorSpace.
  20792. *
  20793. * Note: After the initial use of a texture, its dimensions, format, and type
  20794. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  20795. *
  20796. * @augments Texture
  20797. */
  20798. class VideoTexture extends Texture {
  20799. /**
  20800. * Constructs a new video texture.
  20801. *
  20802. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  20803. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  20804. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  20805. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  20806. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  20807. * @param {number} [minFilter=LinearFilter] - The min filter value.
  20808. * @param {number} [format=RGBAFormat] - The texture format.
  20809. * @param {number} [type=UnsignedByteType] - The texture type.
  20810. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  20811. */
  20812. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  20813. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  20814. /**
  20815. * This flag can be used for type testing.
  20816. *
  20817. * @type {boolean}
  20818. * @readonly
  20819. * @default true
  20820. */
  20821. this.isVideoTexture = true;
  20822. /**
  20823. * Whether to generate mipmaps (if possible) for a texture.
  20824. *
  20825. * Overwritten and set to `false` by default.
  20826. *
  20827. * @type {boolean}
  20828. * @default false
  20829. */
  20830. this.generateMipmaps = false;
  20831. /**
  20832. * The video frame request callback identifier, which is a positive integer.
  20833. *
  20834. * Value of 0 represents no scheduled rVFC.
  20835. *
  20836. * @private
  20837. * @type {number}
  20838. */
  20839. this._requestVideoFrameCallbackId = 0;
  20840. const scope = this;
  20841. function updateVideo() {
  20842. scope.needsUpdate = true;
  20843. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  20844. }
  20845. if ( 'requestVideoFrameCallback' in video ) {
  20846. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  20847. }
  20848. }
  20849. clone() {
  20850. return new this.constructor( this.image ).copy( this );
  20851. }
  20852. /**
  20853. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  20854. * to `true` every time a new frame is available.
  20855. *
  20856. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  20857. */
  20858. update() {
  20859. const video = this.image;
  20860. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  20861. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  20862. this.needsUpdate = true;
  20863. }
  20864. }
  20865. dispose() {
  20866. if ( this._requestVideoFrameCallbackId !== 0 ) {
  20867. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  20868. this._requestVideoFrameCallbackId = 0;
  20869. }
  20870. super.dispose();
  20871. }
  20872. }
  20873. /**
  20874. * This class can be used as an alternative way to define video data. Instead of using
  20875. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  20876. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  20877. * video frames are decoded with the WebCodecs API.
  20878. *
  20879. * ```js
  20880. * const texture = new THREE.VideoFrameTexture();
  20881. * texture.setFrame( frame );
  20882. * ```
  20883. *
  20884. * @augments VideoTexture
  20885. */
  20886. class VideoFrameTexture extends VideoTexture {
  20887. /**
  20888. * Constructs a new video frame texture.
  20889. *
  20890. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  20891. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  20892. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  20893. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  20894. * @param {number} [minFilter=LinearFilter] - The min filter value.
  20895. * @param {number} [format=RGBAFormat] - The texture format.
  20896. * @param {number} [type=UnsignedByteType] - The texture type.
  20897. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  20898. */
  20899. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  20900. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  20901. /**
  20902. * This flag can be used for type testing.
  20903. *
  20904. * @type {boolean}
  20905. * @readonly
  20906. * @default true
  20907. */
  20908. this.isVideoFrameTexture = true;
  20909. }
  20910. /**
  20911. * This method overwritten with an empty implementation since
  20912. * this type of texture is updated via `setFrame()`.
  20913. */
  20914. update() {}
  20915. clone() {
  20916. return new this.constructor().copy( this ); // restoring Texture.clone()
  20917. }
  20918. /**
  20919. * Sets the current frame of the video. This will automatically update the texture
  20920. * so the data can be used for rendering.
  20921. *
  20922. * @param {VideoFrame} frame - The video frame.
  20923. */
  20924. setFrame( frame ) {
  20925. this.image = frame;
  20926. this.needsUpdate = true;
  20927. }
  20928. }
  20929. /**
  20930. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  20931. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  20932. * as a texture for further usage.
  20933. *
  20934. * ```js
  20935. * const pixelRatio = window.devicePixelRatio;
  20936. * const textureSize = 128 * pixelRatio;
  20937. *
  20938. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  20939. *
  20940. * // calculate start position for copying part of the frame data
  20941. * const vector = new Vector2();
  20942. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  20943. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  20944. *
  20945. * renderer.render( scene, camera );
  20946. *
  20947. * // copy part of the rendered frame into the framebuffer texture
  20948. * renderer.copyFramebufferToTexture( frameTexture, vector );
  20949. * ```
  20950. *
  20951. * @augments Texture
  20952. */
  20953. class FramebufferTexture extends Texture {
  20954. /**
  20955. * Constructs a new framebuffer texture.
  20956. *
  20957. * @param {number} [width] - The width of the texture.
  20958. * @param {number} [height] - The height of the texture.
  20959. */
  20960. constructor( width, height ) {
  20961. super( { width, height } );
  20962. /**
  20963. * This flag can be used for type testing.
  20964. *
  20965. * @type {boolean}
  20966. * @readonly
  20967. * @default true
  20968. */
  20969. this.isFramebufferTexture = true;
  20970. /**
  20971. * How the texture is sampled when a texel covers more than one pixel.
  20972. *
  20973. * Overwritten and set to `NearestFilter` by default to disable filtering.
  20974. *
  20975. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  20976. * @default NearestFilter
  20977. */
  20978. this.magFilter = NearestFilter;
  20979. /**
  20980. * How the texture is sampled when a texel covers less than one pixel.
  20981. *
  20982. * Overwritten and set to `NearestFilter` by default to disable filtering.
  20983. *
  20984. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  20985. * @default NearestFilter
  20986. */
  20987. this.minFilter = NearestFilter;
  20988. /**
  20989. * Whether to generate mipmaps (if possible) for a texture.
  20990. *
  20991. * Overwritten and set to `false` by default.
  20992. *
  20993. * @type {boolean}
  20994. * @default false
  20995. */
  20996. this.generateMipmaps = false;
  20997. this.needsUpdate = true;
  20998. }
  20999. }
  21000. /**
  21001. * Creates a texture based on data in compressed form.
  21002. *
  21003. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21004. *
  21005. * @augments Texture
  21006. */
  21007. class CompressedTexture extends Texture {
  21008. /**
  21009. * Constructs a new compressed texture.
  21010. *
  21011. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21012. * the data and dimensions.
  21013. * @param {number} width - The width of the texture.
  21014. * @param {number} height - The height of the texture.
  21015. * @param {number} [format=RGBAFormat] - The texture format.
  21016. * @param {number} [type=UnsignedByteType] - The texture type.
  21017. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21018. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21019. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21020. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21021. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21022. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21023. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21024. */
  21025. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21026. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21027. /**
  21028. * This flag can be used for type testing.
  21029. *
  21030. * @type {boolean}
  21031. * @readonly
  21032. * @default true
  21033. */
  21034. this.isCompressedTexture = true;
  21035. /**
  21036. * The image property of a compressed texture just defines its dimensions.
  21037. *
  21038. * @type {{width:number,height:number}}
  21039. */
  21040. this.image = { width: width, height: height };
  21041. /**
  21042. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21043. *
  21044. * @type {Array<Object>}
  21045. */
  21046. this.mipmaps = mipmaps;
  21047. /**
  21048. * If set to `true`, the texture is flipped along the vertical axis when
  21049. * uploaded to the GPU.
  21050. *
  21051. * Overwritten and set to `false` by default since it is not possible to
  21052. * flip compressed textures.
  21053. *
  21054. * @type {boolean}
  21055. * @default false
  21056. * @readonly
  21057. */
  21058. this.flipY = false;
  21059. /**
  21060. * Whether to generate mipmaps (if possible) for a texture.
  21061. *
  21062. * Overwritten and set to `false` by default since it is not
  21063. * possible to generate mipmaps for compressed data. Mipmaps
  21064. * must be embedded in the compressed texture file.
  21065. *
  21066. * @type {boolean}
  21067. * @default false
  21068. * @readonly
  21069. */
  21070. this.generateMipmaps = false;
  21071. }
  21072. }
  21073. /**
  21074. * Creates a texture 2D array based on data in compressed form.
  21075. *
  21076. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21077. *
  21078. * @augments CompressedTexture
  21079. */
  21080. class CompressedArrayTexture extends CompressedTexture {
  21081. /**
  21082. * Constructs a new compressed array texture.
  21083. *
  21084. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21085. * the data and dimensions.
  21086. * @param {number} width - The width of the texture.
  21087. * @param {number} height - The height of the texture.
  21088. * @param {number} depth - The depth of the texture.
  21089. * @param {number} [format=RGBAFormat] - The min filter value.
  21090. * @param {number} [type=UnsignedByteType] - The min filter value.
  21091. */
  21092. constructor( mipmaps, width, height, depth, format, type ) {
  21093. super( mipmaps, width, height, format, type );
  21094. /**
  21095. * This flag can be used for type testing.
  21096. *
  21097. * @type {boolean}
  21098. * @readonly
  21099. * @default true
  21100. */
  21101. this.isCompressedArrayTexture = true;
  21102. /**
  21103. * The image property of a compressed texture just defines its dimensions.
  21104. *
  21105. * @name CompressedArrayTexture#image
  21106. * @type {{width:number,height:number,depth:number}}
  21107. */
  21108. this.image.depth = depth;
  21109. /**
  21110. * This defines how the texture is wrapped in the depth and corresponds to
  21111. * *W* in UVW mapping.
  21112. *
  21113. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21114. * @default ClampToEdgeWrapping
  21115. */
  21116. this.wrapR = ClampToEdgeWrapping;
  21117. /**
  21118. * A set of all layers which need to be updated in the texture.
  21119. *
  21120. * @type {Set<number>}
  21121. */
  21122. this.layerUpdates = new Set();
  21123. }
  21124. /**
  21125. * Describes that a specific layer of the texture needs to be updated.
  21126. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21127. * entire compressed texture array is sent to the GPU. Marking specific
  21128. * layers will only transmit subsets of all mipmaps associated with a
  21129. * specific depth in the array which is often much more performant.
  21130. *
  21131. * @param {number} layerIndex - The layer index that should be updated.
  21132. */
  21133. addLayerUpdate( layerIndex ) {
  21134. this.layerUpdates.add( layerIndex );
  21135. }
  21136. /**
  21137. * Resets the layer updates registry.
  21138. */
  21139. clearLayerUpdates() {
  21140. this.layerUpdates.clear();
  21141. }
  21142. }
  21143. /**
  21144. * Creates a cube texture based on data in compressed form.
  21145. *
  21146. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21147. *
  21148. * @augments CompressedTexture
  21149. */
  21150. class CompressedCubeTexture extends CompressedTexture {
  21151. /**
  21152. * Constructs a new compressed texture.
  21153. *
  21154. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  21155. * @param {number} [format=RGBAFormat] - The texture format.
  21156. * @param {number} [type=UnsignedByteType] - The texture type.
  21157. */
  21158. constructor( images, format, type ) {
  21159. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  21160. /**
  21161. * This flag can be used for type testing.
  21162. *
  21163. * @type {boolean}
  21164. * @readonly
  21165. * @default true
  21166. */
  21167. this.isCompressedCubeTexture = true;
  21168. /**
  21169. * This flag can be used for type testing.
  21170. *
  21171. * @type {boolean}
  21172. * @readonly
  21173. * @default true
  21174. */
  21175. this.isCubeTexture = true;
  21176. this.image = images;
  21177. }
  21178. }
  21179. /**
  21180. * Creates a cube texture made up of six images.
  21181. *
  21182. * ```js
  21183. * const loader = new THREE.CubeTextureLoader();
  21184. * loader.setPath( 'textures/cube/pisa/' );
  21185. *
  21186. * const textureCube = loader.load( [
  21187. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  21188. * ] );
  21189. *
  21190. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  21191. * ```
  21192. *
  21193. * @augments Texture
  21194. */
  21195. class CubeTexture extends Texture {
  21196. /**
  21197. * Constructs a new cube texture.
  21198. *
  21199. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  21200. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  21201. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21202. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21203. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21204. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21205. * @param {number} [format=RGBAFormat] - The texture format.
  21206. * @param {number} [type=UnsignedByteType] - The texture type.
  21207. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21208. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  21209. */
  21210. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  21211. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21212. /**
  21213. * This flag can be used for type testing.
  21214. *
  21215. * @type {boolean}
  21216. * @readonly
  21217. * @default true
  21218. */
  21219. this.isCubeTexture = true;
  21220. /**
  21221. * If set to `true`, the texture is flipped along the vertical axis when
  21222. * uploaded to the GPU.
  21223. *
  21224. * Overwritten and set to `false` by default.
  21225. *
  21226. * @type {boolean}
  21227. * @default false
  21228. */
  21229. this.flipY = false;
  21230. }
  21231. /**
  21232. * Alias for {@link CubeTexture#image}.
  21233. *
  21234. * @type {Array<Image>}
  21235. */
  21236. get images() {
  21237. return this.image;
  21238. }
  21239. set images( value ) {
  21240. this.image = value;
  21241. }
  21242. }
  21243. /**
  21244. * Creates a texture from a canvas element.
  21245. *
  21246. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21247. * to `true` immediately since a canvas can directly be used for rendering.
  21248. *
  21249. * @augments Texture
  21250. */
  21251. class CanvasTexture extends Texture {
  21252. /**
  21253. * Constructs a new texture.
  21254. *
  21255. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  21256. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21257. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21258. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21259. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21260. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21261. * @param {number} [format=RGBAFormat] - The texture format.
  21262. * @param {number} [type=UnsignedByteType] - The texture type.
  21263. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21264. */
  21265. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21266. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21267. /**
  21268. * This flag can be used for type testing.
  21269. *
  21270. * @type {boolean}
  21271. * @readonly
  21272. * @default true
  21273. */
  21274. this.isCanvasTexture = true;
  21275. this.needsUpdate = true;
  21276. }
  21277. }
  21278. /**
  21279. * Creates a texture from an HTML element.
  21280. *
  21281. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21282. * to `true` immediately and listens for the parent canvas's paint events to trigger updates.
  21283. *
  21284. * @augments Texture
  21285. */
  21286. class HTMLTexture extends Texture {
  21287. /**
  21288. * Constructs a new texture.
  21289. *
  21290. * @param {HTMLElement} [element] - The HTML element.
  21291. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21292. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21293. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21294. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21295. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21296. * @param {number} [format=RGBAFormat] - The texture format.
  21297. * @param {number} [type=UnsignedByteType] - The texture type.
  21298. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21299. */
  21300. constructor( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21301. super( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21302. /**
  21303. * This flag can be used for type testing.
  21304. *
  21305. * @type {boolean}
  21306. * @readonly
  21307. * @default true
  21308. */
  21309. this.isHTMLTexture = true;
  21310. this.generateMipmaps = false;
  21311. this.needsUpdate = true;
  21312. const parent = element ? element.parentNode : null;
  21313. if ( parent !== null && 'requestPaint' in parent ) {
  21314. parent.onpaint = () => {
  21315. this.needsUpdate = true;
  21316. };
  21317. parent.requestPaint();
  21318. }
  21319. }
  21320. dispose() {
  21321. const parent = this.image ? this.image.parentNode : null;
  21322. if ( parent !== null && 'onpaint' in parent ) {
  21323. parent.onpaint = null;
  21324. }
  21325. super.dispose();
  21326. }
  21327. }
  21328. /**
  21329. * This class can be used to automatically save the depth information of a
  21330. * rendering into a texture.
  21331. *
  21332. * @augments Texture
  21333. */
  21334. class DepthTexture extends Texture {
  21335. /**
  21336. * Constructs a new depth texture.
  21337. *
  21338. * @param {number} width - The width of the texture.
  21339. * @param {number} height - The height of the texture.
  21340. * @param {number} [type=UnsignedIntType] - The texture type.
  21341. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21342. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21343. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21344. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21345. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21346. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21347. * @param {number} [format=DepthFormat] - The texture format.
  21348. * @param {number} [depth=1] - The depth of the texture.
  21349. */
  21350. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  21351. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  21352. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  21353. }
  21354. const image = { width: width, height: height, depth: depth };
  21355. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21356. /**
  21357. * This flag can be used for type testing.
  21358. *
  21359. * @type {boolean}
  21360. * @readonly
  21361. * @default true
  21362. */
  21363. this.isDepthTexture = true;
  21364. /**
  21365. * If set to `true`, the texture is flipped along the vertical axis when
  21366. * uploaded to the GPU.
  21367. *
  21368. * Overwritten and set to `false` by default.
  21369. *
  21370. * @type {boolean}
  21371. * @default false
  21372. */
  21373. this.flipY = false;
  21374. /**
  21375. * Whether to generate mipmaps (if possible) for a texture.
  21376. *
  21377. * Overwritten and set to `false` by default.
  21378. *
  21379. * @type {boolean}
  21380. * @default false
  21381. */
  21382. this.generateMipmaps = false;
  21383. /**
  21384. * Code corresponding to the depth compare function.
  21385. *
  21386. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  21387. * @default null
  21388. */
  21389. this.compareFunction = null;
  21390. }
  21391. copy( source ) {
  21392. super.copy( source );
  21393. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  21394. this.compareFunction = source.compareFunction;
  21395. return this;
  21396. }
  21397. toJSON( meta ) {
  21398. const data = super.toJSON( meta );
  21399. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  21400. return data;
  21401. }
  21402. }
  21403. /**
  21404. * This class can be used to automatically save the depth information of a
  21405. * cube rendering into a cube texture with depth format. Used for PointLight shadows.
  21406. *
  21407. * @augments DepthTexture
  21408. */
  21409. class CubeDepthTexture extends DepthTexture {
  21410. /**
  21411. * Constructs a new cube depth texture.
  21412. *
  21413. * @param {number} size - The size (width and height) of each cube face.
  21414. * @param {number} [type=UnsignedIntType] - The texture type.
  21415. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  21416. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21417. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21418. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  21419. * @param {number} [minFilter=NearestFilter] - The min filter value.
  21420. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21421. * @param {number} [format=DepthFormat] - The texture format.
  21422. */
  21423. constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  21424. // Create 6 identical image descriptors for the cube faces
  21425. const image = { width: size, height: size, depth: 1 };
  21426. const images = [ image, image, image, image, image, image ];
  21427. // Call DepthTexture constructor with width, height
  21428. super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );
  21429. // Replace the single image with the array of 6 images
  21430. this.image = images;
  21431. /**
  21432. * This flag can be used for type testing.
  21433. *
  21434. * @type {boolean}
  21435. * @readonly
  21436. * @default true
  21437. */
  21438. this.isCubeDepthTexture = true;
  21439. /**
  21440. * Set to true for cube texture handling in WebGLTextures.
  21441. *
  21442. * @type {boolean}
  21443. * @readonly
  21444. * @default true
  21445. */
  21446. this.isCubeTexture = true;
  21447. }
  21448. /**
  21449. * Alias for {@link CubeDepthTexture#image}.
  21450. *
  21451. * @type {Array<Image>}
  21452. */
  21453. get images() {
  21454. return this.image;
  21455. }
  21456. set images( value ) {
  21457. this.image = value;
  21458. }
  21459. }
  21460. /**
  21461. * Represents a texture created externally with the same renderer context.
  21462. *
  21463. * This may be a texture from a protected media stream, device camera feed,
  21464. * or other data feeds like a depth sensor.
  21465. *
  21466. * Note that this class is only supported in {@link WebGLRenderer}, and in
  21467. * the {@link WebGPURenderer} WebGPU backend.
  21468. *
  21469. * @augments Texture
  21470. */
  21471. class ExternalTexture extends Texture {
  21472. /**
  21473. * Creates a new raw texture.
  21474. *
  21475. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  21476. */
  21477. constructor( sourceTexture = null ) {
  21478. super();
  21479. /**
  21480. * The external source texture.
  21481. *
  21482. * @type {?(WebGLTexture|GPUTexture)}
  21483. * @default null
  21484. */
  21485. this.sourceTexture = sourceTexture;
  21486. /**
  21487. * This flag can be used for type testing.
  21488. *
  21489. * @type {boolean}
  21490. * @readonly
  21491. * @default true
  21492. */
  21493. this.isExternalTexture = true;
  21494. }
  21495. copy( source ) {
  21496. super.copy( source );
  21497. this.sourceTexture = source.sourceTexture;
  21498. return this;
  21499. }
  21500. }
  21501. /**
  21502. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  21503. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  21504. * of the axes.
  21505. *
  21506. * ```js
  21507. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  21508. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21509. * const cube = new THREE.Mesh( geometry, material );
  21510. * scene.add( cube );
  21511. * ```
  21512. *
  21513. * @augments BufferGeometry
  21514. * @demo scenes/geometry-browser.html#BoxGeometry
  21515. */
  21516. class BoxGeometry extends BufferGeometry {
  21517. /**
  21518. * Constructs a new box geometry.
  21519. *
  21520. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  21521. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  21522. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  21523. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  21524. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  21525. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  21526. */
  21527. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  21528. super();
  21529. this.type = 'BoxGeometry';
  21530. /**
  21531. * Holds the constructor parameters that have been
  21532. * used to generate the geometry. Any modification
  21533. * after instantiation does not change the geometry.
  21534. *
  21535. * @type {Object}
  21536. */
  21537. this.parameters = {
  21538. width: width,
  21539. height: height,
  21540. depth: depth,
  21541. widthSegments: widthSegments,
  21542. heightSegments: heightSegments,
  21543. depthSegments: depthSegments
  21544. };
  21545. const scope = this;
  21546. // segments
  21547. widthSegments = Math.floor( widthSegments );
  21548. heightSegments = Math.floor( heightSegments );
  21549. depthSegments = Math.floor( depthSegments );
  21550. // buffers
  21551. const indices = [];
  21552. const vertices = [];
  21553. const normals = [];
  21554. const uvs = [];
  21555. // helper variables
  21556. let numberOfVertices = 0;
  21557. let groupStart = 0;
  21558. // build each side of the box geometry
  21559. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  21560. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  21561. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  21562. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  21563. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  21564. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  21565. // build geometry
  21566. this.setIndex( indices );
  21567. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21568. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21569. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21570. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  21571. const segmentWidth = width / gridX;
  21572. const segmentHeight = height / gridY;
  21573. const widthHalf = width / 2;
  21574. const heightHalf = height / 2;
  21575. const depthHalf = depth / 2;
  21576. const gridX1 = gridX + 1;
  21577. const gridY1 = gridY + 1;
  21578. let vertexCounter = 0;
  21579. let groupCount = 0;
  21580. const vector = new Vector3();
  21581. // generate vertices, normals and uvs
  21582. for ( let iy = 0; iy < gridY1; iy ++ ) {
  21583. const y = iy * segmentHeight - heightHalf;
  21584. for ( let ix = 0; ix < gridX1; ix ++ ) {
  21585. const x = ix * segmentWidth - widthHalf;
  21586. // set values to correct vector component
  21587. vector[ u ] = x * udir;
  21588. vector[ v ] = y * vdir;
  21589. vector[ w ] = depthHalf;
  21590. // now apply vector to vertex buffer
  21591. vertices.push( vector.x, vector.y, vector.z );
  21592. // set values to correct vector component
  21593. vector[ u ] = 0;
  21594. vector[ v ] = 0;
  21595. vector[ w ] = depth > 0 ? 1 : -1;
  21596. // now apply vector to normal buffer
  21597. normals.push( vector.x, vector.y, vector.z );
  21598. // uvs
  21599. uvs.push( ix / gridX );
  21600. uvs.push( 1 - ( iy / gridY ) );
  21601. // counters
  21602. vertexCounter += 1;
  21603. }
  21604. }
  21605. // indices
  21606. // 1. you need three indices to draw a single face
  21607. // 2. a single segment consists of two faces
  21608. // 3. so we need to generate six (2*3) indices per segment
  21609. for ( let iy = 0; iy < gridY; iy ++ ) {
  21610. for ( let ix = 0; ix < gridX; ix ++ ) {
  21611. const a = numberOfVertices + ix + gridX1 * iy;
  21612. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  21613. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  21614. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  21615. // faces
  21616. indices.push( a, b, d );
  21617. indices.push( b, c, d );
  21618. // increase counter
  21619. groupCount += 6;
  21620. }
  21621. }
  21622. // add a group to the geometry. this will ensure multi material support
  21623. scope.addGroup( groupStart, groupCount, materialIndex );
  21624. // calculate new start value for groups
  21625. groupStart += groupCount;
  21626. // update total number of vertices
  21627. numberOfVertices += vertexCounter;
  21628. }
  21629. }
  21630. copy( source ) {
  21631. super.copy( source );
  21632. this.parameters = Object.assign( {}, source.parameters );
  21633. return this;
  21634. }
  21635. /**
  21636. * Factory method for creating an instance of this class from the given
  21637. * JSON object.
  21638. *
  21639. * @param {Object} data - A JSON object representing the serialized geometry.
  21640. * @return {BoxGeometry} A new instance.
  21641. */
  21642. static fromJSON( data ) {
  21643. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  21644. }
  21645. }
  21646. /**
  21647. * A geometry class for representing a capsule.
  21648. *
  21649. * ```js
  21650. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  21651. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21652. * const capsule = new THREE.Mesh( geometry, material );
  21653. * scene.add( capsule );
  21654. * ```
  21655. *
  21656. * @augments BufferGeometry
  21657. * @demo scenes/geometry-browser.html#CapsuleGeometry
  21658. */
  21659. class CapsuleGeometry extends BufferGeometry {
  21660. /**
  21661. * Constructs a new capsule geometry.
  21662. *
  21663. * @param {number} [radius=1] - Radius of the capsule.
  21664. * @param {number} [height=1] - Height of the middle section.
  21665. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  21666. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  21667. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  21668. */
  21669. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  21670. super();
  21671. this.type = 'CapsuleGeometry';
  21672. /**
  21673. * Holds the constructor parameters that have been
  21674. * used to generate the geometry. Any modification
  21675. * after instantiation does not change the geometry.
  21676. *
  21677. * @type {Object}
  21678. */
  21679. this.parameters = {
  21680. radius: radius,
  21681. height: height,
  21682. capSegments: capSegments,
  21683. radialSegments: radialSegments,
  21684. heightSegments: heightSegments,
  21685. };
  21686. height = Math.max( 0, height );
  21687. capSegments = Math.max( 1, Math.floor( capSegments ) );
  21688. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  21689. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  21690. // buffers
  21691. const indices = [];
  21692. const vertices = [];
  21693. const normals = [];
  21694. const uvs = [];
  21695. // helper variables
  21696. const halfHeight = height / 2;
  21697. const capArcLength = ( Math.PI / 2 ) * radius;
  21698. const cylinderPartLength = height;
  21699. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  21700. const numVerticalSegments = capSegments * 2 + heightSegments;
  21701. const verticesPerRow = radialSegments + 1;
  21702. const normal = new Vector3();
  21703. const vertex = new Vector3();
  21704. // generate vertices, normals, and uvs
  21705. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  21706. let currentArcLength = 0;
  21707. let profileY = 0;
  21708. let profileRadius = 0;
  21709. let normalYComponent = 0;
  21710. if ( iy <= capSegments ) {
  21711. // bottom cap
  21712. const segmentProgress = iy / capSegments;
  21713. const angle = ( segmentProgress * Math.PI ) / 2;
  21714. profileY = - halfHeight - radius * Math.cos( angle );
  21715. profileRadius = radius * Math.sin( angle );
  21716. normalYComponent = - radius * Math.cos( angle );
  21717. currentArcLength = segmentProgress * capArcLength;
  21718. } else if ( iy <= capSegments + heightSegments ) {
  21719. // middle section
  21720. const segmentProgress = ( iy - capSegments ) / heightSegments;
  21721. profileY = - halfHeight + segmentProgress * height;
  21722. profileRadius = radius;
  21723. normalYComponent = 0;
  21724. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  21725. } else {
  21726. // top cap
  21727. const segmentProgress =
  21728. ( iy - capSegments - heightSegments ) / capSegments;
  21729. const angle = ( segmentProgress * Math.PI ) / 2;
  21730. profileY = halfHeight + radius * Math.sin( angle );
  21731. profileRadius = radius * Math.cos( angle );
  21732. normalYComponent = radius * Math.sin( angle );
  21733. currentArcLength =
  21734. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  21735. }
  21736. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  21737. // special case for the poles
  21738. let uOffset = 0;
  21739. if ( iy === 0 ) {
  21740. uOffset = 0.5 / radialSegments;
  21741. } else if ( iy === numVerticalSegments ) {
  21742. uOffset = -0.5 / radialSegments;
  21743. }
  21744. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  21745. const u = ix / radialSegments;
  21746. const theta = u * Math.PI * 2;
  21747. const sinTheta = Math.sin( theta );
  21748. const cosTheta = Math.cos( theta );
  21749. // vertex
  21750. vertex.x = - profileRadius * cosTheta;
  21751. vertex.y = profileY;
  21752. vertex.z = profileRadius * sinTheta;
  21753. vertices.push( vertex.x, vertex.y, vertex.z );
  21754. // normal
  21755. normal.set(
  21756. - profileRadius * cosTheta,
  21757. normalYComponent,
  21758. profileRadius * sinTheta
  21759. );
  21760. normal.normalize();
  21761. normals.push( normal.x, normal.y, normal.z );
  21762. // uv
  21763. uvs.push( u + uOffset, v );
  21764. }
  21765. if ( iy > 0 ) {
  21766. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  21767. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  21768. const i1 = prevIndexRow + ix;
  21769. const i2 = prevIndexRow + ix + 1;
  21770. const i3 = iy * verticesPerRow + ix;
  21771. const i4 = iy * verticesPerRow + ix + 1;
  21772. indices.push( i1, i2, i3 );
  21773. indices.push( i2, i4, i3 );
  21774. }
  21775. }
  21776. }
  21777. // build geometry
  21778. this.setIndex( indices );
  21779. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21780. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21781. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21782. }
  21783. copy( source ) {
  21784. super.copy( source );
  21785. this.parameters = Object.assign( {}, source.parameters );
  21786. return this;
  21787. }
  21788. /**
  21789. * Factory method for creating an instance of this class from the given
  21790. * JSON object.
  21791. *
  21792. * @param {Object} data - A JSON object representing the serialized geometry.
  21793. * @return {CapsuleGeometry} A new instance.
  21794. */
  21795. static fromJSON( data ) {
  21796. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  21797. }
  21798. }
  21799. /**
  21800. * A simple shape of Euclidean geometry. It is constructed from a
  21801. * number of triangular segments that are oriented around a central point and
  21802. * extend as far out as a given radius. It is built counter-clockwise from a
  21803. * start angle and a given central angle. It can also be used to create
  21804. * regular polygons, where the number of segments determines the number of
  21805. * sides.
  21806. *
  21807. * ```js
  21808. * const geometry = new THREE.CircleGeometry( 5, 32 );
  21809. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  21810. * const circle = new THREE.Mesh( geometry, material );
  21811. * scene.add( circle )
  21812. * ```
  21813. *
  21814. * @augments BufferGeometry
  21815. * @demo scenes/geometry-browser.html#CircleGeometry
  21816. */
  21817. class CircleGeometry extends BufferGeometry {
  21818. /**
  21819. * Constructs a new circle geometry.
  21820. *
  21821. * @param {number} [radius=1] - Radius of the circle.
  21822. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  21823. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  21824. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  21825. * of the circular sector in radians. The default value results in a complete circle.
  21826. */
  21827. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  21828. super();
  21829. this.type = 'CircleGeometry';
  21830. /**
  21831. * Holds the constructor parameters that have been
  21832. * used to generate the geometry. Any modification
  21833. * after instantiation does not change the geometry.
  21834. *
  21835. * @type {Object}
  21836. */
  21837. this.parameters = {
  21838. radius: radius,
  21839. segments: segments,
  21840. thetaStart: thetaStart,
  21841. thetaLength: thetaLength
  21842. };
  21843. segments = Math.max( 3, segments );
  21844. // buffers
  21845. const indices = [];
  21846. const vertices = [];
  21847. const normals = [];
  21848. const uvs = [];
  21849. // helper variables
  21850. const vertex = new Vector3();
  21851. const uv = new Vector2();
  21852. // center point
  21853. vertices.push( 0, 0, 0 );
  21854. normals.push( 0, 0, 1 );
  21855. uvs.push( 0.5, 0.5 );
  21856. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  21857. const segment = thetaStart + s / segments * thetaLength;
  21858. // vertex
  21859. vertex.x = radius * Math.cos( segment );
  21860. vertex.y = radius * Math.sin( segment );
  21861. vertices.push( vertex.x, vertex.y, vertex.z );
  21862. // normal
  21863. normals.push( 0, 0, 1 );
  21864. // uvs
  21865. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  21866. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  21867. uvs.push( uv.x, uv.y );
  21868. }
  21869. // indices
  21870. for ( let i = 1; i <= segments; i ++ ) {
  21871. indices.push( i, i + 1, 0 );
  21872. }
  21873. // build geometry
  21874. this.setIndex( indices );
  21875. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21876. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21877. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21878. }
  21879. copy( source ) {
  21880. super.copy( source );
  21881. this.parameters = Object.assign( {}, source.parameters );
  21882. return this;
  21883. }
  21884. /**
  21885. * Factory method for creating an instance of this class from the given
  21886. * JSON object.
  21887. *
  21888. * @param {Object} data - A JSON object representing the serialized geometry.
  21889. * @return {CircleGeometry} A new instance.
  21890. */
  21891. static fromJSON( data ) {
  21892. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  21893. }
  21894. }
  21895. /**
  21896. * A geometry class for representing a cylinder.
  21897. *
  21898. * ```js
  21899. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  21900. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  21901. * const cylinder = new THREE.Mesh( geometry, material );
  21902. * scene.add( cylinder );
  21903. * ```
  21904. *
  21905. * @augments BufferGeometry
  21906. * @demo scenes/geometry-browser.html#CylinderGeometry
  21907. */
  21908. class CylinderGeometry extends BufferGeometry {
  21909. /**
  21910. * Constructs a new cylinder geometry.
  21911. *
  21912. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  21913. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  21914. * @param {number} [height=1] - Height of the cylinder.
  21915. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  21916. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  21917. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  21918. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  21919. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  21920. * The default value results in a complete cylinder.
  21921. */
  21922. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  21923. super();
  21924. this.type = 'CylinderGeometry';
  21925. /**
  21926. * Holds the constructor parameters that have been
  21927. * used to generate the geometry. Any modification
  21928. * after instantiation does not change the geometry.
  21929. *
  21930. * @type {Object}
  21931. */
  21932. this.parameters = {
  21933. radiusTop: radiusTop,
  21934. radiusBottom: radiusBottom,
  21935. height: height,
  21936. radialSegments: radialSegments,
  21937. heightSegments: heightSegments,
  21938. openEnded: openEnded,
  21939. thetaStart: thetaStart,
  21940. thetaLength: thetaLength
  21941. };
  21942. const scope = this;
  21943. radialSegments = Math.floor( radialSegments );
  21944. heightSegments = Math.floor( heightSegments );
  21945. // buffers
  21946. const indices = [];
  21947. const vertices = [];
  21948. const normals = [];
  21949. const uvs = [];
  21950. // helper variables
  21951. let index = 0;
  21952. const indexArray = [];
  21953. const halfHeight = height / 2;
  21954. let groupStart = 0;
  21955. // generate geometry
  21956. generateTorso();
  21957. if ( openEnded === false ) {
  21958. if ( radiusTop > 0 ) generateCap( true );
  21959. if ( radiusBottom > 0 ) generateCap( false );
  21960. }
  21961. // build geometry
  21962. this.setIndex( indices );
  21963. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21964. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21965. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21966. function generateTorso() {
  21967. const normal = new Vector3();
  21968. const vertex = new Vector3();
  21969. let groupCount = 0;
  21970. // this will be used to calculate the normal
  21971. const slope = ( radiusBottom - radiusTop ) / height;
  21972. // generate vertices, normals and uvs
  21973. for ( let y = 0; y <= heightSegments; y ++ ) {
  21974. const indexRow = [];
  21975. const v = y / heightSegments;
  21976. // calculate the radius of the current row
  21977. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  21978. for ( let x = 0; x <= radialSegments; x ++ ) {
  21979. const u = x / radialSegments;
  21980. const theta = u * thetaLength + thetaStart;
  21981. const sinTheta = Math.sin( theta );
  21982. const cosTheta = Math.cos( theta );
  21983. // vertex
  21984. vertex.x = radius * sinTheta;
  21985. vertex.y = - v * height + halfHeight;
  21986. vertex.z = radius * cosTheta;
  21987. vertices.push( vertex.x, vertex.y, vertex.z );
  21988. // normal
  21989. normal.set( sinTheta, slope, cosTheta ).normalize();
  21990. normals.push( normal.x, normal.y, normal.z );
  21991. // uv
  21992. uvs.push( u, 1 - v );
  21993. // save index of vertex in respective row
  21994. indexRow.push( index ++ );
  21995. }
  21996. // now save vertices of the row in our index array
  21997. indexArray.push( indexRow );
  21998. }
  21999. // generate indices
  22000. for ( let x = 0; x < radialSegments; x ++ ) {
  22001. for ( let y = 0; y < heightSegments; y ++ ) {
  22002. // we use the index array to access the correct indices
  22003. const a = indexArray[ y ][ x ];
  22004. const b = indexArray[ y + 1 ][ x ];
  22005. const c = indexArray[ y + 1 ][ x + 1 ];
  22006. const d = indexArray[ y ][ x + 1 ];
  22007. // faces
  22008. if ( radiusTop > 0 || y !== 0 ) {
  22009. indices.push( a, b, d );
  22010. groupCount += 3;
  22011. }
  22012. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22013. indices.push( b, c, d );
  22014. groupCount += 3;
  22015. }
  22016. }
  22017. }
  22018. // add a group to the geometry. this will ensure multi material support
  22019. scope.addGroup( groupStart, groupCount, 0 );
  22020. // calculate new start value for groups
  22021. groupStart += groupCount;
  22022. }
  22023. function generateCap( top ) {
  22024. // save the index of the first center vertex
  22025. const centerIndexStart = index;
  22026. const uv = new Vector2();
  22027. const vertex = new Vector3();
  22028. let groupCount = 0;
  22029. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22030. const sign = ( top === true ) ? 1 : -1;
  22031. // first we generate the center vertex data of the cap.
  22032. // because the geometry needs one set of uvs per face,
  22033. // we must generate a center vertex per face/segment
  22034. for ( let x = 1; x <= radialSegments; x ++ ) {
  22035. // vertex
  22036. vertices.push( 0, halfHeight * sign, 0 );
  22037. // normal
  22038. normals.push( 0, sign, 0 );
  22039. // uv
  22040. uvs.push( 0.5, 0.5 );
  22041. // increase index
  22042. index ++;
  22043. }
  22044. // save the index of the last center vertex
  22045. const centerIndexEnd = index;
  22046. // now we generate the surrounding vertices, normals and uvs
  22047. for ( let x = 0; x <= radialSegments; x ++ ) {
  22048. const u = x / radialSegments;
  22049. const theta = u * thetaLength + thetaStart;
  22050. const cosTheta = Math.cos( theta );
  22051. const sinTheta = Math.sin( theta );
  22052. // vertex
  22053. vertex.x = radius * sinTheta;
  22054. vertex.y = halfHeight * sign;
  22055. vertex.z = radius * cosTheta;
  22056. vertices.push( vertex.x, vertex.y, vertex.z );
  22057. // normal
  22058. normals.push( 0, sign, 0 );
  22059. // uv
  22060. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22061. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22062. uvs.push( uv.x, uv.y );
  22063. // increase index
  22064. index ++;
  22065. }
  22066. // generate indices
  22067. for ( let x = 0; x < radialSegments; x ++ ) {
  22068. const c = centerIndexStart + x;
  22069. const i = centerIndexEnd + x;
  22070. if ( top === true ) {
  22071. // face top
  22072. indices.push( i, i + 1, c );
  22073. } else {
  22074. // face bottom
  22075. indices.push( i + 1, i, c );
  22076. }
  22077. groupCount += 3;
  22078. }
  22079. // add a group to the geometry. this will ensure multi material support
  22080. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22081. // calculate new start value for groups
  22082. groupStart += groupCount;
  22083. }
  22084. }
  22085. copy( source ) {
  22086. super.copy( source );
  22087. this.parameters = Object.assign( {}, source.parameters );
  22088. return this;
  22089. }
  22090. /**
  22091. * Factory method for creating an instance of this class from the given
  22092. * JSON object.
  22093. *
  22094. * @param {Object} data - A JSON object representing the serialized geometry.
  22095. * @return {CylinderGeometry} A new instance.
  22096. */
  22097. static fromJSON( data ) {
  22098. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22099. }
  22100. }
  22101. /**
  22102. * A geometry class for representing a cone.
  22103. *
  22104. * ```js
  22105. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22106. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22107. * const cone = new THREE.Mesh(geometry, material );
  22108. * scene.add( cone );
  22109. * ```
  22110. *
  22111. * @augments CylinderGeometry
  22112. * @demo scenes/geometry-browser.html#ConeGeometry
  22113. */
  22114. class ConeGeometry extends CylinderGeometry {
  22115. /**
  22116. * Constructs a new cone geometry.
  22117. *
  22118. * @param {number} [radius=1] - Radius of the cone base.
  22119. * @param {number} [height=1] - Height of the cone.
  22120. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22121. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22122. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22123. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22124. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22125. * The default value results in a complete cone.
  22126. */
  22127. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22128. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22129. this.type = 'ConeGeometry';
  22130. /**
  22131. * Holds the constructor parameters that have been
  22132. * used to generate the geometry. Any modification
  22133. * after instantiation does not change the geometry.
  22134. *
  22135. * @type {Object}
  22136. */
  22137. this.parameters = {
  22138. radius: radius,
  22139. height: height,
  22140. radialSegments: radialSegments,
  22141. heightSegments: heightSegments,
  22142. openEnded: openEnded,
  22143. thetaStart: thetaStart,
  22144. thetaLength: thetaLength
  22145. };
  22146. }
  22147. /**
  22148. * Factory method for creating an instance of this class from the given
  22149. * JSON object.
  22150. *
  22151. * @param {Object} data - A JSON object representing the serialized geometry.
  22152. * @return {ConeGeometry} A new instance.
  22153. */
  22154. static fromJSON( data ) {
  22155. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22156. }
  22157. }
  22158. /**
  22159. * A polyhedron is a solid in three dimensions with flat faces. This class
  22160. * will take an array of vertices, project them onto a sphere, and then
  22161. * divide them up to the desired level of detail.
  22162. *
  22163. * @augments BufferGeometry
  22164. */
  22165. class PolyhedronGeometry extends BufferGeometry {
  22166. /**
  22167. * Constructs a new polyhedron geometry.
  22168. *
  22169. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22170. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22171. * @param {number} [radius=1] - The radius of the shape.
  22172. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22173. */
  22174. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22175. super();
  22176. this.type = 'PolyhedronGeometry';
  22177. /**
  22178. * Holds the constructor parameters that have been
  22179. * used to generate the geometry. Any modification
  22180. * after instantiation does not change the geometry.
  22181. *
  22182. * @type {Object}
  22183. */
  22184. this.parameters = {
  22185. vertices: vertices,
  22186. indices: indices,
  22187. radius: radius,
  22188. detail: detail
  22189. };
  22190. // default buffer data
  22191. const vertexBuffer = [];
  22192. const uvBuffer = [];
  22193. // the subdivision creates the vertex buffer data
  22194. subdivide( detail );
  22195. // all vertices should lie on a conceptual sphere with a given radius
  22196. applyRadius( radius );
  22197. // finally, create the uv data
  22198. generateUVs();
  22199. // build non-indexed geometry
  22200. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22201. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22202. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22203. if ( detail === 0 ) {
  22204. this.computeVertexNormals(); // flat normals
  22205. } else {
  22206. this.normalizeNormals(); // smooth normals
  22207. }
  22208. // helper functions
  22209. function subdivide( detail ) {
  22210. const a = new Vector3();
  22211. const b = new Vector3();
  22212. const c = new Vector3();
  22213. // iterate over all faces and apply a subdivision with the given detail value
  22214. for ( let i = 0; i < indices.length; i += 3 ) {
  22215. // get the vertices of the face
  22216. getVertexByIndex( indices[ i + 0 ], a );
  22217. getVertexByIndex( indices[ i + 1 ], b );
  22218. getVertexByIndex( indices[ i + 2 ], c );
  22219. // perform subdivision
  22220. subdivideFace( a, b, c, detail );
  22221. }
  22222. }
  22223. function subdivideFace( a, b, c, detail ) {
  22224. const cols = detail + 1;
  22225. // we use this multidimensional array as a data structure for creating the subdivision
  22226. const v = [];
  22227. // construct all of the vertices for this subdivision
  22228. for ( let i = 0; i <= cols; i ++ ) {
  22229. v[ i ] = [];
  22230. const aj = a.clone().lerp( c, i / cols );
  22231. const bj = b.clone().lerp( c, i / cols );
  22232. const rows = cols - i;
  22233. for ( let j = 0; j <= rows; j ++ ) {
  22234. if ( j === 0 && i === cols ) {
  22235. v[ i ][ j ] = aj;
  22236. } else {
  22237. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22238. }
  22239. }
  22240. }
  22241. // construct all of the faces
  22242. for ( let i = 0; i < cols; i ++ ) {
  22243. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22244. const k = Math.floor( j / 2 );
  22245. if ( j % 2 === 0 ) {
  22246. pushVertex( v[ i ][ k + 1 ] );
  22247. pushVertex( v[ i + 1 ][ k ] );
  22248. pushVertex( v[ i ][ k ] );
  22249. } else {
  22250. pushVertex( v[ i ][ k + 1 ] );
  22251. pushVertex( v[ i + 1 ][ k + 1 ] );
  22252. pushVertex( v[ i + 1 ][ k ] );
  22253. }
  22254. }
  22255. }
  22256. }
  22257. function applyRadius( radius ) {
  22258. const vertex = new Vector3();
  22259. // iterate over the entire buffer and apply the radius to each vertex
  22260. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22261. vertex.x = vertexBuffer[ i + 0 ];
  22262. vertex.y = vertexBuffer[ i + 1 ];
  22263. vertex.z = vertexBuffer[ i + 2 ];
  22264. vertex.normalize().multiplyScalar( radius );
  22265. vertexBuffer[ i + 0 ] = vertex.x;
  22266. vertexBuffer[ i + 1 ] = vertex.y;
  22267. vertexBuffer[ i + 2 ] = vertex.z;
  22268. }
  22269. }
  22270. function generateUVs() {
  22271. const vertex = new Vector3();
  22272. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22273. vertex.x = vertexBuffer[ i + 0 ];
  22274. vertex.y = vertexBuffer[ i + 1 ];
  22275. vertex.z = vertexBuffer[ i + 2 ];
  22276. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22277. const v = inclination( vertex ) / Math.PI + 0.5;
  22278. uvBuffer.push( u, 1 - v );
  22279. }
  22280. correctUVs();
  22281. correctSeam();
  22282. }
  22283. function correctSeam() {
  22284. // handle case when face straddles the seam, see #3269
  22285. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22286. // uv data of a single face
  22287. const x0 = uvBuffer[ i + 0 ];
  22288. const x1 = uvBuffer[ i + 2 ];
  22289. const x2 = uvBuffer[ i + 4 ];
  22290. const max = Math.max( x0, x1, x2 );
  22291. const min = Math.min( x0, x1, x2 );
  22292. // 0.9 is somewhat arbitrary
  22293. if ( max > 0.9 && min < 0.1 ) {
  22294. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22295. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22296. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22297. }
  22298. }
  22299. }
  22300. function pushVertex( vertex ) {
  22301. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22302. }
  22303. function getVertexByIndex( index, vertex ) {
  22304. const stride = index * 3;
  22305. vertex.x = vertices[ stride + 0 ];
  22306. vertex.y = vertices[ stride + 1 ];
  22307. vertex.z = vertices[ stride + 2 ];
  22308. }
  22309. function correctUVs() {
  22310. const a = new Vector3();
  22311. const b = new Vector3();
  22312. const c = new Vector3();
  22313. const centroid = new Vector3();
  22314. const uvA = new Vector2();
  22315. const uvB = new Vector2();
  22316. const uvC = new Vector2();
  22317. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22318. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22319. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22320. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22321. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22322. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22323. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22324. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22325. const azi = azimuth( centroid );
  22326. correctUV( uvA, j + 0, a, azi );
  22327. correctUV( uvB, j + 2, b, azi );
  22328. correctUV( uvC, j + 4, c, azi );
  22329. }
  22330. }
  22331. function correctUV( uv, stride, vector, azimuth ) {
  22332. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22333. uvBuffer[ stride ] = uv.x - 1;
  22334. }
  22335. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22336. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22337. }
  22338. }
  22339. // Angle around the Y axis, counter-clockwise when looking from above.
  22340. function azimuth( vector ) {
  22341. return Math.atan2( vector.z, - vector.x );
  22342. }
  22343. // Angle above the XZ plane.
  22344. function inclination( vector ) {
  22345. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22346. }
  22347. }
  22348. copy( source ) {
  22349. super.copy( source );
  22350. this.parameters = Object.assign( {}, source.parameters );
  22351. return this;
  22352. }
  22353. /**
  22354. * Factory method for creating an instance of this class from the given
  22355. * JSON object.
  22356. *
  22357. * @param {Object} data - A JSON object representing the serialized geometry.
  22358. * @return {PolyhedronGeometry} A new instance.
  22359. */
  22360. static fromJSON( data ) {
  22361. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail );
  22362. }
  22363. }
  22364. /**
  22365. * A geometry class for representing a dodecahedron.
  22366. *
  22367. * ```js
  22368. * const geometry = new THREE.DodecahedronGeometry();
  22369. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22370. * const dodecahedron = new THREE.Mesh( geometry, material );
  22371. * scene.add( dodecahedron );
  22372. * ```
  22373. *
  22374. * @augments PolyhedronGeometry
  22375. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  22376. */
  22377. class DodecahedronGeometry extends PolyhedronGeometry {
  22378. /**
  22379. * Constructs a new dodecahedron geometry.
  22380. *
  22381. * @param {number} [radius=1] - Radius of the dodecahedron.
  22382. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22383. */
  22384. constructor( radius = 1, detail = 0 ) {
  22385. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22386. const r = 1 / t;
  22387. const vertices = [
  22388. // (±1, ±1, ±1)
  22389. -1, -1, -1, -1, -1, 1,
  22390. -1, 1, -1, -1, 1, 1,
  22391. 1, -1, -1, 1, -1, 1,
  22392. 1, 1, -1, 1, 1, 1,
  22393. // (0, ±1/φ, ±φ)
  22394. 0, - r, - t, 0, - r, t,
  22395. 0, r, - t, 0, r, t,
  22396. // (±1/φ, ±φ, 0)
  22397. - r, - t, 0, - r, t, 0,
  22398. r, - t, 0, r, t, 0,
  22399. // (±φ, 0, ±1/φ)
  22400. - t, 0, - r, t, 0, - r,
  22401. - t, 0, r, t, 0, r
  22402. ];
  22403. const indices = [
  22404. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22405. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22406. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22407. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22408. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22409. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22410. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22411. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22412. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22413. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22414. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22415. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22416. ];
  22417. super( vertices, indices, radius, detail );
  22418. this.type = 'DodecahedronGeometry';
  22419. /**
  22420. * Holds the constructor parameters that have been
  22421. * used to generate the geometry. Any modification
  22422. * after instantiation does not change the geometry.
  22423. *
  22424. * @type {Object}
  22425. */
  22426. this.parameters = {
  22427. radius: radius,
  22428. detail: detail
  22429. };
  22430. }
  22431. /**
  22432. * Factory method for creating an instance of this class from the given
  22433. * JSON object.
  22434. *
  22435. * @param {Object} data - A JSON object representing the serialized geometry.
  22436. * @return {DodecahedronGeometry} A new instance.
  22437. */
  22438. static fromJSON( data ) {
  22439. return new DodecahedronGeometry( data.radius, data.detail );
  22440. }
  22441. }
  22442. const _v0 = /*@__PURE__*/ new Vector3();
  22443. const _v1$1 = /*@__PURE__*/ new Vector3();
  22444. const _normal = /*@__PURE__*/ new Vector3();
  22445. const _triangle = /*@__PURE__*/ new Triangle();
  22446. /**
  22447. * Can be used as a helper object to view the edges of a geometry.
  22448. *
  22449. * ```js
  22450. * const geometry = new THREE.BoxGeometry();
  22451. * const edges = new THREE.EdgesGeometry( geometry );
  22452. * const line = new THREE.LineSegments( edges );
  22453. * scene.add( line );
  22454. * ```
  22455. *
  22456. * Note: It is not yet possible to serialize/deserialize instances of this class.
  22457. *
  22458. * @augments BufferGeometry
  22459. */
  22460. class EdgesGeometry extends BufferGeometry {
  22461. /**
  22462. * Constructs a new edges geometry.
  22463. *
  22464. * @param {?BufferGeometry} [geometry=null] - The geometry.
  22465. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  22466. * between the face normals of the adjoining faces exceeds this value.
  22467. */
  22468. constructor( geometry = null, thresholdAngle = 1 ) {
  22469. super();
  22470. this.type = 'EdgesGeometry';
  22471. /**
  22472. * Holds the constructor parameters that have been
  22473. * used to generate the geometry. Any modification
  22474. * after instantiation does not change the geometry.
  22475. *
  22476. * @type {Object}
  22477. */
  22478. this.parameters = {
  22479. geometry: geometry,
  22480. thresholdAngle: thresholdAngle
  22481. };
  22482. if ( geometry !== null ) {
  22483. const precisionPoints = 4;
  22484. const precision = Math.pow( 10, precisionPoints );
  22485. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  22486. const indexAttr = geometry.getIndex();
  22487. const positionAttr = geometry.getAttribute( 'position' );
  22488. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  22489. const indexArr = [ 0, 0, 0 ];
  22490. const vertKeys = [ 'a', 'b', 'c' ];
  22491. const hashes = new Array( 3 );
  22492. const edgeData = {};
  22493. const vertices = [];
  22494. for ( let i = 0; i < indexCount; i += 3 ) {
  22495. if ( indexAttr ) {
  22496. indexArr[ 0 ] = indexAttr.getX( i );
  22497. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  22498. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  22499. } else {
  22500. indexArr[ 0 ] = i;
  22501. indexArr[ 1 ] = i + 1;
  22502. indexArr[ 2 ] = i + 2;
  22503. }
  22504. const { a, b, c } = _triangle;
  22505. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  22506. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  22507. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  22508. _triangle.getNormal( _normal );
  22509. // create hashes for the edge from the vertices
  22510. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  22511. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  22512. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  22513. // skip degenerate triangles
  22514. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  22515. continue;
  22516. }
  22517. // iterate over every edge
  22518. for ( let j = 0; j < 3; j ++ ) {
  22519. // get the first and next vertex making up the edge
  22520. const jNext = ( j + 1 ) % 3;
  22521. const vecHash0 = hashes[ j ];
  22522. const vecHash1 = hashes[ jNext ];
  22523. const v0 = _triangle[ vertKeys[ j ] ];
  22524. const v1 = _triangle[ vertKeys[ jNext ] ];
  22525. const hash = `${ vecHash0 }_${ vecHash1 }`;
  22526. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  22527. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  22528. // if we found a sibling edge add it into the vertex array if
  22529. // it meets the angle threshold and delete the edge from the map.
  22530. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  22531. vertices.push( v0.x, v0.y, v0.z );
  22532. vertices.push( v1.x, v1.y, v1.z );
  22533. }
  22534. edgeData[ reverseHash ] = null;
  22535. } else if ( ! ( hash in edgeData ) ) {
  22536. // if we've already got an edge here then skip adding a new one
  22537. edgeData[ hash ] = {
  22538. index0: indexArr[ j ],
  22539. index1: indexArr[ jNext ],
  22540. normal: _normal.clone(),
  22541. };
  22542. }
  22543. }
  22544. }
  22545. // iterate over all remaining, unmatched edges and add them to the vertex array
  22546. for ( const key in edgeData ) {
  22547. if ( edgeData[ key ] ) {
  22548. const { index0, index1 } = edgeData[ key ];
  22549. _v0.fromBufferAttribute( positionAttr, index0 );
  22550. _v1$1.fromBufferAttribute( positionAttr, index1 );
  22551. vertices.push( _v0.x, _v0.y, _v0.z );
  22552. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  22553. }
  22554. }
  22555. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22556. }
  22557. }
  22558. copy( source ) {
  22559. super.copy( source );
  22560. this.parameters = Object.assign( {}, source.parameters );
  22561. return this;
  22562. }
  22563. }
  22564. /**
  22565. * An abstract base class for creating an analytic curve object that contains methods
  22566. * for interpolation.
  22567. *
  22568. * @abstract
  22569. */
  22570. class Curve {
  22571. /**
  22572. * Constructs a new curve.
  22573. */
  22574. constructor() {
  22575. /**
  22576. * The type property is used for detecting the object type
  22577. * in context of serialization/deserialization.
  22578. *
  22579. * @type {string}
  22580. * @readonly
  22581. */
  22582. this.type = 'Curve';
  22583. /**
  22584. * This value determines the amount of divisions when calculating the
  22585. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  22586. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  22587. * recommended to increase the value of this property if the curve is very large.
  22588. *
  22589. * @type {number}
  22590. * @default 200
  22591. */
  22592. this.arcLengthDivisions = 200;
  22593. /**
  22594. * Must be set to `true` if the curve parameters have changed.
  22595. *
  22596. * @type {boolean}
  22597. * @default false
  22598. */
  22599. this.needsUpdate = false;
  22600. /**
  22601. * An internal cache that holds precomputed curve length values.
  22602. *
  22603. * @private
  22604. * @type {?Array<number>}
  22605. * @default null
  22606. */
  22607. this.cacheArcLengths = null;
  22608. }
  22609. /**
  22610. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22611. * for the given interpolation factor.
  22612. *
  22613. * @abstract
  22614. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22615. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22616. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22617. */
  22618. getPoint( /* t, optionalTarget */ ) {
  22619. warn( 'Curve: .getPoint() not implemented.' );
  22620. }
  22621. /**
  22622. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22623. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  22624. * of the curve which equidistant samples.
  22625. *
  22626. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22627. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22628. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22629. */
  22630. getPointAt( u, optionalTarget ) {
  22631. const t = this.getUtoTmapping( u );
  22632. return this.getPoint( t, optionalTarget );
  22633. }
  22634. /**
  22635. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  22636. * the curve shape.
  22637. *
  22638. * @param {number} [divisions=5] - The number of divisions.
  22639. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22640. */
  22641. getPoints( divisions = 5 ) {
  22642. const points = [];
  22643. for ( let d = 0; d <= divisions; d ++ ) {
  22644. points.push( this.getPoint( d / divisions ) );
  22645. }
  22646. return points;
  22647. }
  22648. // Get sequence of points using getPointAt( u )
  22649. /**
  22650. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  22651. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  22652. * curve.
  22653. *
  22654. * @param {number} [divisions=5] - The number of divisions.
  22655. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22656. */
  22657. getSpacedPoints( divisions = 5 ) {
  22658. const points = [];
  22659. for ( let d = 0; d <= divisions; d ++ ) {
  22660. points.push( this.getPointAt( d / divisions ) );
  22661. }
  22662. return points;
  22663. }
  22664. /**
  22665. * Returns the total arc length of the curve.
  22666. *
  22667. * @return {number} The length of the curve.
  22668. */
  22669. getLength() {
  22670. const lengths = this.getLengths();
  22671. return lengths[ lengths.length - 1 ];
  22672. }
  22673. /**
  22674. * Returns an array of cumulative segment lengths of the curve.
  22675. *
  22676. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  22677. * @return {Array<number>} An array holding the cumulative segment lengths.
  22678. */
  22679. getLengths( divisions = this.arcLengthDivisions ) {
  22680. if ( this.cacheArcLengths &&
  22681. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22682. ! this.needsUpdate ) {
  22683. return this.cacheArcLengths;
  22684. }
  22685. this.needsUpdate = false;
  22686. const cache = [];
  22687. let current, last = this.getPoint( 0 );
  22688. let sum = 0;
  22689. cache.push( 0 );
  22690. for ( let p = 1; p <= divisions; p ++ ) {
  22691. current = this.getPoint( p / divisions );
  22692. sum += current.distanceTo( last );
  22693. cache.push( sum );
  22694. last = current;
  22695. }
  22696. this.cacheArcLengths = cache;
  22697. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22698. }
  22699. /**
  22700. * Update the cumulative segment distance cache. The method must be called
  22701. * every time curve parameters are changed. If an updated curve is part of a
  22702. * composed curve like {@link CurvePath}, this method must be called on the
  22703. * composed curve, too.
  22704. */
  22705. updateArcLengths() {
  22706. this.needsUpdate = true;
  22707. this.getLengths();
  22708. }
  22709. /**
  22710. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  22711. * interpolation factor in the same range that can be ued to sample equidistant points
  22712. * from a curve.
  22713. *
  22714. * @param {number} u - The interpolation factor.
  22715. * @param {?number} distance - An optional distance on the curve.
  22716. * @return {number} The updated interpolation factor.
  22717. */
  22718. getUtoTmapping( u, distance = null ) {
  22719. const arcLengths = this.getLengths();
  22720. let i = 0;
  22721. const il = arcLengths.length;
  22722. let targetArcLength; // The targeted u distance value to get
  22723. if ( distance ) {
  22724. targetArcLength = distance;
  22725. } else {
  22726. targetArcLength = u * arcLengths[ il - 1 ];
  22727. }
  22728. // binary search for the index with largest value smaller than target u distance
  22729. let low = 0, high = il - 1, comparison;
  22730. while ( low <= high ) {
  22731. 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
  22732. comparison = arcLengths[ i ] - targetArcLength;
  22733. if ( comparison < 0 ) {
  22734. low = i + 1;
  22735. } else if ( comparison > 0 ) {
  22736. high = i - 1;
  22737. } else {
  22738. high = i;
  22739. break;
  22740. // DONE
  22741. }
  22742. }
  22743. i = high;
  22744. if ( arcLengths[ i ] === targetArcLength ) {
  22745. return i / ( il - 1 );
  22746. }
  22747. // we could get finer grain at lengths, or use simple interpolation between two points
  22748. const lengthBefore = arcLengths[ i ];
  22749. const lengthAfter = arcLengths[ i + 1 ];
  22750. const segmentLength = lengthAfter - lengthBefore;
  22751. // determine where we are between the 'before' and 'after' points
  22752. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22753. // add that fractional amount to t
  22754. const t = ( i + segmentFraction ) / ( il - 1 );
  22755. return t;
  22756. }
  22757. /**
  22758. * Returns a unit vector tangent for the given interpolation factor.
  22759. * If the derived curve does not implement its tangent derivation,
  22760. * two points a small delta apart will be used to find its gradient
  22761. * which seems to give a reasonable approximation.
  22762. *
  22763. * @param {number} t - The interpolation factor.
  22764. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22765. * @return {(Vector2|Vector3)} The tangent vector.
  22766. */
  22767. getTangent( t, optionalTarget ) {
  22768. const delta = 0.0001;
  22769. let t1 = t - delta;
  22770. let t2 = t + delta;
  22771. // Capping in case of danger
  22772. if ( t1 < 0 ) t1 = 0;
  22773. if ( t2 > 1 ) t2 = 1;
  22774. const pt1 = this.getPoint( t1 );
  22775. const pt2 = this.getPoint( t2 );
  22776. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22777. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22778. return tangent;
  22779. }
  22780. /**
  22781. * Same as {@link Curve#getTangent} but with equidistant samples.
  22782. *
  22783. * @param {number} u - The interpolation factor.
  22784. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22785. * @return {(Vector2|Vector3)} The tangent vector.
  22786. * @see {@link Curve#getPointAt}
  22787. */
  22788. getTangentAt( u, optionalTarget ) {
  22789. const t = this.getUtoTmapping( u );
  22790. return this.getTangent( t, optionalTarget );
  22791. }
  22792. /**
  22793. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  22794. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  22795. *
  22796. * @param {number} segments - The number of segments.
  22797. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  22798. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  22799. */
  22800. computeFrenetFrames( segments, closed = false ) {
  22801. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22802. const normal = new Vector3();
  22803. const tangents = [];
  22804. const normals = [];
  22805. const binormals = [];
  22806. const vec = new Vector3();
  22807. const mat = new Matrix4();
  22808. // compute the tangent vectors for each segment on the curve
  22809. for ( let i = 0; i <= segments; i ++ ) {
  22810. const u = i / segments;
  22811. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22812. }
  22813. // select an initial normal vector perpendicular to the first tangent vector,
  22814. // and in the direction of the minimum tangent xyz component
  22815. normals[ 0 ] = new Vector3();
  22816. binormals[ 0 ] = new Vector3();
  22817. let min = Number.MAX_VALUE;
  22818. const tx = Math.abs( tangents[ 0 ].x );
  22819. const ty = Math.abs( tangents[ 0 ].y );
  22820. const tz = Math.abs( tangents[ 0 ].z );
  22821. if ( tx <= min ) {
  22822. min = tx;
  22823. normal.set( 1, 0, 0 );
  22824. }
  22825. if ( ty <= min ) {
  22826. min = ty;
  22827. normal.set( 0, 1, 0 );
  22828. }
  22829. if ( tz <= min ) {
  22830. normal.set( 0, 0, 1 );
  22831. }
  22832. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22833. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22834. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22835. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22836. for ( let i = 1; i <= segments; i ++ ) {
  22837. normals[ i ] = normals[ i - 1 ].clone();
  22838. binormals[ i ] = binormals[ i - 1 ].clone();
  22839. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22840. if ( vec.length() > Number.EPSILON ) {
  22841. vec.normalize();
  22842. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  22843. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22844. }
  22845. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22846. }
  22847. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22848. if ( closed === true ) {
  22849. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  22850. theta /= segments;
  22851. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22852. theta = - theta;
  22853. }
  22854. for ( let i = 1; i <= segments; i ++ ) {
  22855. // twist a little...
  22856. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22857. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22858. }
  22859. }
  22860. return {
  22861. tangents: tangents,
  22862. normals: normals,
  22863. binormals: binormals
  22864. };
  22865. }
  22866. /**
  22867. * Returns a new curve with copied values from this instance.
  22868. *
  22869. * @return {Curve} A clone of this instance.
  22870. */
  22871. clone() {
  22872. return new this.constructor().copy( this );
  22873. }
  22874. /**
  22875. * Copies the values of the given curve to this instance.
  22876. *
  22877. * @param {Curve} source - The curve to copy.
  22878. * @return {Curve} A reference to this curve.
  22879. */
  22880. copy( source ) {
  22881. this.arcLengthDivisions = source.arcLengthDivisions;
  22882. return this;
  22883. }
  22884. /**
  22885. * Serializes the curve into JSON.
  22886. *
  22887. * @return {Object} A JSON object representing the serialized curve.
  22888. * @see {@link ObjectLoader#parse}
  22889. */
  22890. toJSON() {
  22891. const data = {
  22892. metadata: {
  22893. version: 4.7,
  22894. type: 'Curve',
  22895. generator: 'Curve.toJSON'
  22896. }
  22897. };
  22898. data.arcLengthDivisions = this.arcLengthDivisions;
  22899. data.type = this.type;
  22900. return data;
  22901. }
  22902. /**
  22903. * Deserializes the curve from the given JSON.
  22904. *
  22905. * @param {Object} json - The JSON holding the serialized curve.
  22906. * @return {Curve} A reference to this curve.
  22907. */
  22908. fromJSON( json ) {
  22909. this.arcLengthDivisions = json.arcLengthDivisions;
  22910. return this;
  22911. }
  22912. }
  22913. /**
  22914. * A curve representing an ellipse.
  22915. *
  22916. * ```js
  22917. * const curve = new THREE.EllipseCurve(
  22918. * 0, 0,
  22919. * 10, 10,
  22920. * 0, 2 * Math.PI,
  22921. * false,
  22922. * 0
  22923. * );
  22924. *
  22925. * const points = curve.getPoints( 50 );
  22926. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  22927. *
  22928. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  22929. *
  22930. * // Create the final object to add to the scene
  22931. * const ellipse = new THREE.Line( geometry, material );
  22932. * ```
  22933. *
  22934. * @augments Curve
  22935. */
  22936. class EllipseCurve extends Curve {
  22937. /**
  22938. * Constructs a new ellipse curve.
  22939. *
  22940. * @param {number} [aX=0] - The X center of the ellipse.
  22941. * @param {number} [aY=0] - The Y center of the ellipse.
  22942. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  22943. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  22944. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  22945. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  22946. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  22947. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  22948. */
  22949. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  22950. super();
  22951. /**
  22952. * This flag can be used for type testing.
  22953. *
  22954. * @type {boolean}
  22955. * @readonly
  22956. * @default true
  22957. */
  22958. this.isEllipseCurve = true;
  22959. this.type = 'EllipseCurve';
  22960. /**
  22961. * The X center of the ellipse.
  22962. *
  22963. * @type {number}
  22964. * @default 0
  22965. */
  22966. this.aX = aX;
  22967. /**
  22968. * The Y center of the ellipse.
  22969. *
  22970. * @type {number}
  22971. * @default 0
  22972. */
  22973. this.aY = aY;
  22974. /**
  22975. * The radius of the ellipse in the x direction.
  22976. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  22977. *
  22978. * @type {number}
  22979. * @default 1
  22980. */
  22981. this.xRadius = xRadius;
  22982. /**
  22983. * The radius of the ellipse in the y direction.
  22984. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  22985. *
  22986. * @type {number}
  22987. * @default 1
  22988. */
  22989. this.yRadius = yRadius;
  22990. /**
  22991. * The start angle of the curve in radians starting from the positive X axis.
  22992. *
  22993. * @type {number}
  22994. * @default 0
  22995. */
  22996. this.aStartAngle = aStartAngle;
  22997. /**
  22998. * The end angle of the curve in radians starting from the positive X axis.
  22999. *
  23000. * @type {number}
  23001. * @default Math.PI*2
  23002. */
  23003. this.aEndAngle = aEndAngle;
  23004. /**
  23005. * Whether the ellipse is drawn clockwise or not.
  23006. *
  23007. * @type {boolean}
  23008. * @default false
  23009. */
  23010. this.aClockwise = aClockwise;
  23011. /**
  23012. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23013. *
  23014. * @type {number}
  23015. * @default 0
  23016. */
  23017. this.aRotation = aRotation;
  23018. }
  23019. /**
  23020. * Returns a point on the curve.
  23021. *
  23022. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23023. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23024. * @return {Vector2} The position on the curve.
  23025. */
  23026. getPoint( t, optionalTarget = new Vector2() ) {
  23027. const point = optionalTarget;
  23028. const twoPi = Math.PI * 2;
  23029. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23030. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23031. // ensures that deltaAngle is 0 .. 2 PI
  23032. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23033. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23034. if ( deltaAngle < Number.EPSILON ) {
  23035. if ( samePoints ) {
  23036. deltaAngle = 0;
  23037. } else {
  23038. deltaAngle = twoPi;
  23039. }
  23040. }
  23041. if ( this.aClockwise === true && ! samePoints ) {
  23042. if ( deltaAngle === twoPi ) {
  23043. deltaAngle = - twoPi;
  23044. } else {
  23045. deltaAngle = deltaAngle - twoPi;
  23046. }
  23047. }
  23048. const angle = this.aStartAngle + t * deltaAngle;
  23049. let x = this.aX + this.xRadius * Math.cos( angle );
  23050. let y = this.aY + this.yRadius * Math.sin( angle );
  23051. if ( this.aRotation !== 0 ) {
  23052. const cos = Math.cos( this.aRotation );
  23053. const sin = Math.sin( this.aRotation );
  23054. const tx = x - this.aX;
  23055. const ty = y - this.aY;
  23056. // Rotate the point about the center of the ellipse.
  23057. x = tx * cos - ty * sin + this.aX;
  23058. y = tx * sin + ty * cos + this.aY;
  23059. }
  23060. return point.set( x, y );
  23061. }
  23062. copy( source ) {
  23063. super.copy( source );
  23064. this.aX = source.aX;
  23065. this.aY = source.aY;
  23066. this.xRadius = source.xRadius;
  23067. this.yRadius = source.yRadius;
  23068. this.aStartAngle = source.aStartAngle;
  23069. this.aEndAngle = source.aEndAngle;
  23070. this.aClockwise = source.aClockwise;
  23071. this.aRotation = source.aRotation;
  23072. return this;
  23073. }
  23074. toJSON() {
  23075. const data = super.toJSON();
  23076. data.aX = this.aX;
  23077. data.aY = this.aY;
  23078. data.xRadius = this.xRadius;
  23079. data.yRadius = this.yRadius;
  23080. data.aStartAngle = this.aStartAngle;
  23081. data.aEndAngle = this.aEndAngle;
  23082. data.aClockwise = this.aClockwise;
  23083. data.aRotation = this.aRotation;
  23084. return data;
  23085. }
  23086. fromJSON( json ) {
  23087. super.fromJSON( json );
  23088. this.aX = json.aX;
  23089. this.aY = json.aY;
  23090. this.xRadius = json.xRadius;
  23091. this.yRadius = json.yRadius;
  23092. this.aStartAngle = json.aStartAngle;
  23093. this.aEndAngle = json.aEndAngle;
  23094. this.aClockwise = json.aClockwise;
  23095. this.aRotation = json.aRotation;
  23096. return this;
  23097. }
  23098. }
  23099. /**
  23100. * A curve representing an arc.
  23101. *
  23102. * @augments EllipseCurve
  23103. */
  23104. class ArcCurve extends EllipseCurve {
  23105. /**
  23106. * Constructs a new arc curve.
  23107. *
  23108. * @param {number} [aX=0] - The X center of the ellipse.
  23109. * @param {number} [aY=0] - The Y center of the ellipse.
  23110. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23111. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23112. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23113. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23114. */
  23115. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23116. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23117. /**
  23118. * This flag can be used for type testing.
  23119. *
  23120. * @type {boolean}
  23121. * @readonly
  23122. * @default true
  23123. */
  23124. this.isArcCurve = true;
  23125. this.type = 'ArcCurve';
  23126. }
  23127. }
  23128. function CubicPoly() {
  23129. /**
  23130. * Centripetal CatmullRom Curve - which is useful for avoiding
  23131. * cusps and self-intersections in non-uniform catmull rom curves.
  23132. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23133. *
  23134. * curve.type accepts centripetal(default), chordal and catmullrom
  23135. * curve.tension is used for catmullrom which defaults to 0.5
  23136. */
  23137. /*
  23138. Based on an optimized c++ solution in
  23139. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23140. - http://ideone.com/NoEbVM
  23141. This CubicPoly class could be used for reusing some variables and calculations,
  23142. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23143. which can be placed in CurveUtils.
  23144. */
  23145. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23146. /*
  23147. * Compute coefficients for a cubic polynomial
  23148. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23149. * such that
  23150. * p(0) = x0, p(1) = x1
  23151. * and
  23152. * p'(0) = t0, p'(1) = t1.
  23153. */
  23154. function init( x0, x1, t0, t1 ) {
  23155. c0 = x0;
  23156. c1 = t0;
  23157. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23158. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23159. }
  23160. return {
  23161. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23162. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23163. },
  23164. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23165. // compute tangents when parameterized in [t1,t2]
  23166. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23167. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23168. // rescale tangents for parametrization in [0,1]
  23169. t1 *= dt1;
  23170. t2 *= dt1;
  23171. init( x1, x2, t1, t2 );
  23172. },
  23173. calc: function ( t ) {
  23174. const t2 = t * t;
  23175. const t3 = t2 * t;
  23176. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23177. }
  23178. };
  23179. }
  23180. //
  23181. const tmp = /*@__PURE__*/ new Vector3();
  23182. const tmp2 = /*@__PURE__*/ new Vector3();
  23183. const px = /*@__PURE__*/ new CubicPoly();
  23184. const py = /*@__PURE__*/ new CubicPoly();
  23185. const pz = /*@__PURE__*/ new CubicPoly();
  23186. /**
  23187. * A curve representing a Catmull-Rom spline.
  23188. *
  23189. * ```js
  23190. * //Create a closed wavey loop
  23191. * const curve = new THREE.CatmullRomCurve3( [
  23192. * new THREE.Vector3( -10, 0, 10 ),
  23193. * new THREE.Vector3( -5, 5, 5 ),
  23194. * new THREE.Vector3( 0, 0, 0 ),
  23195. * new THREE.Vector3( 5, -5, 5 ),
  23196. * new THREE.Vector3( 10, 0, 10 )
  23197. * ] );
  23198. *
  23199. * const points = curve.getPoints( 50 );
  23200. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23201. *
  23202. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23203. *
  23204. * // Create the final object to add to the scene
  23205. * const curveObject = new THREE.Line( geometry, material );
  23206. * ```
  23207. *
  23208. * @augments Curve
  23209. */
  23210. class CatmullRomCurve3 extends Curve {
  23211. /**
  23212. * Constructs a new Catmull-Rom curve.
  23213. *
  23214. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23215. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23216. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23217. * @param {number} [tension=0.5] - Tension of the curve.
  23218. */
  23219. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23220. super();
  23221. /**
  23222. * This flag can be used for type testing.
  23223. *
  23224. * @type {boolean}
  23225. * @readonly
  23226. * @default true
  23227. */
  23228. this.isCatmullRomCurve3 = true;
  23229. this.type = 'CatmullRomCurve3';
  23230. /**
  23231. * An array of 3D points defining the curve.
  23232. *
  23233. * @type {Array<Vector3>}
  23234. */
  23235. this.points = points;
  23236. /**
  23237. * Whether the curve is closed or not.
  23238. *
  23239. * @type {boolean}
  23240. * @default false
  23241. */
  23242. this.closed = closed;
  23243. /**
  23244. * The curve type.
  23245. *
  23246. * @type {('centripetal'|'chordal'|'catmullrom')}
  23247. * @default 'centripetal'
  23248. */
  23249. this.curveType = curveType;
  23250. /**
  23251. * Tension of the curve.
  23252. *
  23253. * @type {number}
  23254. * @default 0.5
  23255. */
  23256. this.tension = tension;
  23257. }
  23258. /**
  23259. * Returns a point on the curve.
  23260. *
  23261. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23262. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23263. * @return {Vector3} The position on the curve.
  23264. */
  23265. getPoint( t, optionalTarget = new Vector3() ) {
  23266. const point = optionalTarget;
  23267. const points = this.points;
  23268. const l = points.length;
  23269. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23270. let intPoint = Math.floor( p );
  23271. let weight = p - intPoint;
  23272. if ( this.closed ) {
  23273. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23274. } else if ( weight === 0 && intPoint === l - 1 ) {
  23275. intPoint = l - 2;
  23276. weight = 1;
  23277. }
  23278. let p0, p3; // 4 points (p1 & p2 defined below)
  23279. if ( this.closed || intPoint > 0 ) {
  23280. p0 = points[ ( intPoint - 1 ) % l ];
  23281. } else {
  23282. // extrapolate first point
  23283. tmp2.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23284. p0 = tmp2;
  23285. }
  23286. const p1 = points[ intPoint % l ];
  23287. const p2 = points[ ( intPoint + 1 ) % l ];
  23288. if ( this.closed || intPoint + 2 < l ) {
  23289. p3 = points[ ( intPoint + 2 ) % l ];
  23290. } else {
  23291. // extrapolate last point
  23292. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23293. p3 = tmp;
  23294. }
  23295. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23296. // init Centripetal / Chordal Catmull-Rom
  23297. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23298. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23299. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23300. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23301. // safety check for repeated points
  23302. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23303. if ( dt0 < 1e-4 ) dt0 = dt1;
  23304. if ( dt2 < 1e-4 ) dt2 = dt1;
  23305. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23306. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23307. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23308. } else if ( this.curveType === 'catmullrom' ) {
  23309. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23310. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23311. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23312. }
  23313. point.set(
  23314. px.calc( weight ),
  23315. py.calc( weight ),
  23316. pz.calc( weight )
  23317. );
  23318. return point;
  23319. }
  23320. copy( source ) {
  23321. super.copy( source );
  23322. this.points = [];
  23323. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23324. const point = source.points[ i ];
  23325. this.points.push( point.clone() );
  23326. }
  23327. this.closed = source.closed;
  23328. this.curveType = source.curveType;
  23329. this.tension = source.tension;
  23330. return this;
  23331. }
  23332. toJSON() {
  23333. const data = super.toJSON();
  23334. data.points = [];
  23335. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23336. const point = this.points[ i ];
  23337. data.points.push( point.toArray() );
  23338. }
  23339. data.closed = this.closed;
  23340. data.curveType = this.curveType;
  23341. data.tension = this.tension;
  23342. return data;
  23343. }
  23344. fromJSON( json ) {
  23345. super.fromJSON( json );
  23346. this.points = [];
  23347. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23348. const point = json.points[ i ];
  23349. this.points.push( new Vector3().fromArray( point ) );
  23350. }
  23351. this.closed = json.closed;
  23352. this.curveType = json.curveType;
  23353. this.tension = json.tension;
  23354. return this;
  23355. }
  23356. }
  23357. /**
  23358. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  23359. *
  23360. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23361. *
  23362. * @module Interpolations
  23363. */
  23364. /**
  23365. * Computes a point on a Catmull-Rom spline.
  23366. *
  23367. * @param {number} t - The interpolation factor.
  23368. * @param {number} p0 - The first control point.
  23369. * @param {number} p1 - The second control point.
  23370. * @param {number} p2 - The third control point.
  23371. * @param {number} p3 - The fourth control point.
  23372. * @return {number} The calculated point on a Catmull-Rom spline.
  23373. */
  23374. function CatmullRom( t, p0, p1, p2, p3 ) {
  23375. const v0 = ( p2 - p0 ) * 0.5;
  23376. const v1 = ( p3 - p1 ) * 0.5;
  23377. const t2 = t * t;
  23378. const t3 = t * t2;
  23379. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23380. }
  23381. //
  23382. function QuadraticBezierP0( t, p ) {
  23383. const k = 1 - t;
  23384. return k * k * p;
  23385. }
  23386. function QuadraticBezierP1( t, p ) {
  23387. return 2 * ( 1 - t ) * t * p;
  23388. }
  23389. function QuadraticBezierP2( t, p ) {
  23390. return t * t * p;
  23391. }
  23392. /**
  23393. * Computes a point on a Quadratic Bezier curve.
  23394. *
  23395. * @param {number} t - The interpolation factor.
  23396. * @param {number} p0 - The first control point.
  23397. * @param {number} p1 - The second control point.
  23398. * @param {number} p2 - The third control point.
  23399. * @return {number} The calculated point on a Quadratic Bezier curve.
  23400. */
  23401. function QuadraticBezier( t, p0, p1, p2 ) {
  23402. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23403. QuadraticBezierP2( t, p2 );
  23404. }
  23405. //
  23406. function CubicBezierP0( t, p ) {
  23407. const k = 1 - t;
  23408. return k * k * k * p;
  23409. }
  23410. function CubicBezierP1( t, p ) {
  23411. const k = 1 - t;
  23412. return 3 * k * k * t * p;
  23413. }
  23414. function CubicBezierP2( t, p ) {
  23415. return 3 * ( 1 - t ) * t * t * p;
  23416. }
  23417. function CubicBezierP3( t, p ) {
  23418. return t * t * t * p;
  23419. }
  23420. /**
  23421. * Computes a point on a Cubic Bezier curve.
  23422. *
  23423. * @param {number} t - The interpolation factor.
  23424. * @param {number} p0 - The first control point.
  23425. * @param {number} p1 - The second control point.
  23426. * @param {number} p2 - The third control point.
  23427. * @param {number} p3 - The fourth control point.
  23428. * @return {number} The calculated point on a Cubic Bezier curve.
  23429. */
  23430. function CubicBezier( t, p0, p1, p2, p3 ) {
  23431. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23432. CubicBezierP3( t, p3 );
  23433. }
  23434. /**
  23435. * A curve representing a 2D Cubic Bezier curve.
  23436. *
  23437. * ```js
  23438. * const curve = new THREE.CubicBezierCurve(
  23439. * new THREE.Vector2( - 0, 0 ),
  23440. * new THREE.Vector2( - 5, 15 ),
  23441. * new THREE.Vector2( 20, 15 ),
  23442. * new THREE.Vector2( 10, 0 )
  23443. * );
  23444. *
  23445. * const points = curve.getPoints( 50 );
  23446. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23447. *
  23448. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23449. *
  23450. * // Create the final object to add to the scene
  23451. * const curveObject = new THREE.Line( geometry, material );
  23452. * ```
  23453. *
  23454. * @augments Curve
  23455. */
  23456. class CubicBezierCurve extends Curve {
  23457. /**
  23458. * Constructs a new Cubic Bezier curve.
  23459. *
  23460. * @param {Vector2} [v0] - The start point.
  23461. * @param {Vector2} [v1] - The first control point.
  23462. * @param {Vector2} [v2] - The second control point.
  23463. * @param {Vector2} [v3] - The end point.
  23464. */
  23465. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  23466. super();
  23467. /**
  23468. * This flag can be used for type testing.
  23469. *
  23470. * @type {boolean}
  23471. * @readonly
  23472. * @default true
  23473. */
  23474. this.isCubicBezierCurve = true;
  23475. this.type = 'CubicBezierCurve';
  23476. /**
  23477. * The start point.
  23478. *
  23479. * @type {Vector2}
  23480. */
  23481. this.v0 = v0;
  23482. /**
  23483. * The first control point.
  23484. *
  23485. * @type {Vector2}
  23486. */
  23487. this.v1 = v1;
  23488. /**
  23489. * The second control point.
  23490. *
  23491. * @type {Vector2}
  23492. */
  23493. this.v2 = v2;
  23494. /**
  23495. * The end point.
  23496. *
  23497. * @type {Vector2}
  23498. */
  23499. this.v3 = v3;
  23500. }
  23501. /**
  23502. * Returns a point on the curve.
  23503. *
  23504. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23505. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23506. * @return {Vector2} The position on the curve.
  23507. */
  23508. getPoint( t, optionalTarget = new Vector2() ) {
  23509. const point = optionalTarget;
  23510. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23511. point.set(
  23512. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23513. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23514. );
  23515. return point;
  23516. }
  23517. copy( source ) {
  23518. super.copy( source );
  23519. this.v0.copy( source.v0 );
  23520. this.v1.copy( source.v1 );
  23521. this.v2.copy( source.v2 );
  23522. this.v3.copy( source.v3 );
  23523. return this;
  23524. }
  23525. toJSON() {
  23526. const data = super.toJSON();
  23527. data.v0 = this.v0.toArray();
  23528. data.v1 = this.v1.toArray();
  23529. data.v2 = this.v2.toArray();
  23530. data.v3 = this.v3.toArray();
  23531. return data;
  23532. }
  23533. fromJSON( json ) {
  23534. super.fromJSON( json );
  23535. this.v0.fromArray( json.v0 );
  23536. this.v1.fromArray( json.v1 );
  23537. this.v2.fromArray( json.v2 );
  23538. this.v3.fromArray( json.v3 );
  23539. return this;
  23540. }
  23541. }
  23542. /**
  23543. * A curve representing a 3D Cubic Bezier curve.
  23544. *
  23545. * @augments Curve
  23546. */
  23547. class CubicBezierCurve3 extends Curve {
  23548. /**
  23549. * Constructs a new Cubic Bezier curve.
  23550. *
  23551. * @param {Vector3} [v0] - The start point.
  23552. * @param {Vector3} [v1] - The first control point.
  23553. * @param {Vector3} [v2] - The second control point.
  23554. * @param {Vector3} [v3] - The end point.
  23555. */
  23556. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  23557. super();
  23558. /**
  23559. * This flag can be used for type testing.
  23560. *
  23561. * @type {boolean}
  23562. * @readonly
  23563. * @default true
  23564. */
  23565. this.isCubicBezierCurve3 = true;
  23566. this.type = 'CubicBezierCurve3';
  23567. /**
  23568. * The start point.
  23569. *
  23570. * @type {Vector3}
  23571. */
  23572. this.v0 = v0;
  23573. /**
  23574. * The first control point.
  23575. *
  23576. * @type {Vector3}
  23577. */
  23578. this.v1 = v1;
  23579. /**
  23580. * The second control point.
  23581. *
  23582. * @type {Vector3}
  23583. */
  23584. this.v2 = v2;
  23585. /**
  23586. * The end point.
  23587. *
  23588. * @type {Vector3}
  23589. */
  23590. this.v3 = v3;
  23591. }
  23592. /**
  23593. * Returns a point on the curve.
  23594. *
  23595. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23596. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23597. * @return {Vector3} The position on the curve.
  23598. */
  23599. getPoint( t, optionalTarget = new Vector3() ) {
  23600. const point = optionalTarget;
  23601. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23602. point.set(
  23603. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23604. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23605. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23606. );
  23607. return point;
  23608. }
  23609. copy( source ) {
  23610. super.copy( source );
  23611. this.v0.copy( source.v0 );
  23612. this.v1.copy( source.v1 );
  23613. this.v2.copy( source.v2 );
  23614. this.v3.copy( source.v3 );
  23615. return this;
  23616. }
  23617. toJSON() {
  23618. const data = super.toJSON();
  23619. data.v0 = this.v0.toArray();
  23620. data.v1 = this.v1.toArray();
  23621. data.v2 = this.v2.toArray();
  23622. data.v3 = this.v3.toArray();
  23623. return data;
  23624. }
  23625. fromJSON( json ) {
  23626. super.fromJSON( json );
  23627. this.v0.fromArray( json.v0 );
  23628. this.v1.fromArray( json.v1 );
  23629. this.v2.fromArray( json.v2 );
  23630. this.v3.fromArray( json.v3 );
  23631. return this;
  23632. }
  23633. }
  23634. /**
  23635. * A curve representing a 2D line segment.
  23636. *
  23637. * @augments Curve
  23638. */
  23639. class LineCurve extends Curve {
  23640. /**
  23641. * Constructs a new line curve.
  23642. *
  23643. * @param {Vector2} [v1] - The start point.
  23644. * @param {Vector2} [v2] - The end point.
  23645. */
  23646. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  23647. super();
  23648. /**
  23649. * This flag can be used for type testing.
  23650. *
  23651. * @type {boolean}
  23652. * @readonly
  23653. * @default true
  23654. */
  23655. this.isLineCurve = true;
  23656. this.type = 'LineCurve';
  23657. /**
  23658. * The start point.
  23659. *
  23660. * @type {Vector2}
  23661. */
  23662. this.v1 = v1;
  23663. /**
  23664. * The end point.
  23665. *
  23666. * @type {Vector2}
  23667. */
  23668. this.v2 = v2;
  23669. }
  23670. /**
  23671. * Returns a point on the line.
  23672. *
  23673. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23674. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23675. * @return {Vector2} The position on the line.
  23676. */
  23677. getPoint( t, optionalTarget = new Vector2() ) {
  23678. const point = optionalTarget;
  23679. if ( t === 1 ) {
  23680. point.copy( this.v2 );
  23681. } else {
  23682. point.copy( this.v2 ).sub( this.v1 );
  23683. point.multiplyScalar( t ).add( this.v1 );
  23684. }
  23685. return point;
  23686. }
  23687. // Line curve is linear, so we can overwrite default getPointAt
  23688. getPointAt( u, optionalTarget ) {
  23689. return this.getPoint( u, optionalTarget );
  23690. }
  23691. getTangent( t, optionalTarget = new Vector2() ) {
  23692. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  23693. }
  23694. getTangentAt( u, optionalTarget ) {
  23695. return this.getTangent( u, optionalTarget );
  23696. }
  23697. copy( source ) {
  23698. super.copy( source );
  23699. this.v1.copy( source.v1 );
  23700. this.v2.copy( source.v2 );
  23701. return this;
  23702. }
  23703. toJSON() {
  23704. const data = super.toJSON();
  23705. data.v1 = this.v1.toArray();
  23706. data.v2 = this.v2.toArray();
  23707. return data;
  23708. }
  23709. fromJSON( json ) {
  23710. super.fromJSON( json );
  23711. this.v1.fromArray( json.v1 );
  23712. this.v2.fromArray( json.v2 );
  23713. return this;
  23714. }
  23715. }
  23716. /**
  23717. * A curve representing a 3D line segment.
  23718. *
  23719. * @augments Curve
  23720. */
  23721. class LineCurve3 extends Curve {
  23722. /**
  23723. * Constructs a new line curve.
  23724. *
  23725. * @param {Vector3} [v1] - The start point.
  23726. * @param {Vector3} [v2] - The end point.
  23727. */
  23728. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  23729. super();
  23730. /**
  23731. * This flag can be used for type testing.
  23732. *
  23733. * @type {boolean}
  23734. * @readonly
  23735. * @default true
  23736. */
  23737. this.isLineCurve3 = true;
  23738. this.type = 'LineCurve3';
  23739. /**
  23740. * The start point.
  23741. *
  23742. * @type {Vector3}
  23743. */
  23744. this.v1 = v1;
  23745. /**
  23746. * The end point.
  23747. *
  23748. * @type {Vector2}
  23749. */
  23750. this.v2 = v2;
  23751. }
  23752. /**
  23753. * Returns a point on the line.
  23754. *
  23755. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23756. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23757. * @return {Vector3} The position on the line.
  23758. */
  23759. getPoint( t, optionalTarget = new Vector3() ) {
  23760. const point = optionalTarget;
  23761. if ( t === 1 ) {
  23762. point.copy( this.v2 );
  23763. } else {
  23764. point.copy( this.v2 ).sub( this.v1 );
  23765. point.multiplyScalar( t ).add( this.v1 );
  23766. }
  23767. return point;
  23768. }
  23769. // Line curve is linear, so we can overwrite default getPointAt
  23770. getPointAt( u, optionalTarget ) {
  23771. return this.getPoint( u, optionalTarget );
  23772. }
  23773. getTangent( t, optionalTarget = new Vector3() ) {
  23774. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  23775. }
  23776. getTangentAt( u, optionalTarget ) {
  23777. return this.getTangent( u, optionalTarget );
  23778. }
  23779. copy( source ) {
  23780. super.copy( source );
  23781. this.v1.copy( source.v1 );
  23782. this.v2.copy( source.v2 );
  23783. return this;
  23784. }
  23785. toJSON() {
  23786. const data = super.toJSON();
  23787. data.v1 = this.v1.toArray();
  23788. data.v2 = this.v2.toArray();
  23789. return data;
  23790. }
  23791. fromJSON( json ) {
  23792. super.fromJSON( json );
  23793. this.v1.fromArray( json.v1 );
  23794. this.v2.fromArray( json.v2 );
  23795. return this;
  23796. }
  23797. }
  23798. /**
  23799. * A curve representing a 2D Quadratic Bezier curve.
  23800. *
  23801. * ```js
  23802. * const curve = new THREE.QuadraticBezierCurve(
  23803. * new THREE.Vector2( - 10, 0 ),
  23804. * new THREE.Vector2( 20, 15 ),
  23805. * new THREE.Vector2( 10, 0 )
  23806. * )
  23807. *
  23808. * const points = curve.getPoints( 50 );
  23809. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23810. *
  23811. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23812. *
  23813. * // Create the final object to add to the scene
  23814. * const curveObject = new THREE.Line( geometry, material );
  23815. * ```
  23816. *
  23817. * @augments Curve
  23818. */
  23819. class QuadraticBezierCurve extends Curve {
  23820. /**
  23821. * Constructs a new Quadratic Bezier curve.
  23822. *
  23823. * @param {Vector2} [v0] - The start point.
  23824. * @param {Vector2} [v1] - The control point.
  23825. * @param {Vector2} [v2] - The end point.
  23826. */
  23827. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  23828. super();
  23829. /**
  23830. * This flag can be used for type testing.
  23831. *
  23832. * @type {boolean}
  23833. * @readonly
  23834. * @default true
  23835. */
  23836. this.isQuadraticBezierCurve = true;
  23837. this.type = 'QuadraticBezierCurve';
  23838. /**
  23839. * The start point.
  23840. *
  23841. * @type {Vector2}
  23842. */
  23843. this.v0 = v0;
  23844. /**
  23845. * The control point.
  23846. *
  23847. * @type {Vector2}
  23848. */
  23849. this.v1 = v1;
  23850. /**
  23851. * The end point.
  23852. *
  23853. * @type {Vector2}
  23854. */
  23855. this.v2 = v2;
  23856. }
  23857. /**
  23858. * Returns a point on the curve.
  23859. *
  23860. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23861. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23862. * @return {Vector2} The position on the curve.
  23863. */
  23864. getPoint( t, optionalTarget = new Vector2() ) {
  23865. const point = optionalTarget;
  23866. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23867. point.set(
  23868. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23869. QuadraticBezier( t, v0.y, v1.y, v2.y )
  23870. );
  23871. return point;
  23872. }
  23873. copy( source ) {
  23874. super.copy( source );
  23875. this.v0.copy( source.v0 );
  23876. this.v1.copy( source.v1 );
  23877. this.v2.copy( source.v2 );
  23878. return this;
  23879. }
  23880. toJSON() {
  23881. const data = super.toJSON();
  23882. data.v0 = this.v0.toArray();
  23883. data.v1 = this.v1.toArray();
  23884. data.v2 = this.v2.toArray();
  23885. return data;
  23886. }
  23887. fromJSON( json ) {
  23888. super.fromJSON( json );
  23889. this.v0.fromArray( json.v0 );
  23890. this.v1.fromArray( json.v1 );
  23891. this.v2.fromArray( json.v2 );
  23892. return this;
  23893. }
  23894. }
  23895. /**
  23896. * A curve representing a 3D Quadratic Bezier curve.
  23897. *
  23898. * @augments Curve
  23899. */
  23900. class QuadraticBezierCurve3 extends Curve {
  23901. /**
  23902. * Constructs a new Quadratic Bezier curve.
  23903. *
  23904. * @param {Vector3} [v0] - The start point.
  23905. * @param {Vector3} [v1] - The control point.
  23906. * @param {Vector3} [v2] - The end point.
  23907. */
  23908. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  23909. super();
  23910. /**
  23911. * This flag can be used for type testing.
  23912. *
  23913. * @type {boolean}
  23914. * @readonly
  23915. * @default true
  23916. */
  23917. this.isQuadraticBezierCurve3 = true;
  23918. this.type = 'QuadraticBezierCurve3';
  23919. /**
  23920. * The start point.
  23921. *
  23922. * @type {Vector3}
  23923. */
  23924. this.v0 = v0;
  23925. /**
  23926. * The control point.
  23927. *
  23928. * @type {Vector3}
  23929. */
  23930. this.v1 = v1;
  23931. /**
  23932. * The end point.
  23933. *
  23934. * @type {Vector3}
  23935. */
  23936. this.v2 = v2;
  23937. }
  23938. /**
  23939. * Returns a point on the curve.
  23940. *
  23941. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23942. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23943. * @return {Vector3} The position on the curve.
  23944. */
  23945. getPoint( t, optionalTarget = new Vector3() ) {
  23946. const point = optionalTarget;
  23947. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23948. point.set(
  23949. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23950. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23951. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23952. );
  23953. return point;
  23954. }
  23955. copy( source ) {
  23956. super.copy( source );
  23957. this.v0.copy( source.v0 );
  23958. this.v1.copy( source.v1 );
  23959. this.v2.copy( source.v2 );
  23960. return this;
  23961. }
  23962. toJSON() {
  23963. const data = super.toJSON();
  23964. data.v0 = this.v0.toArray();
  23965. data.v1 = this.v1.toArray();
  23966. data.v2 = this.v2.toArray();
  23967. return data;
  23968. }
  23969. fromJSON( json ) {
  23970. super.fromJSON( json );
  23971. this.v0.fromArray( json.v0 );
  23972. this.v1.fromArray( json.v1 );
  23973. this.v2.fromArray( json.v2 );
  23974. return this;
  23975. }
  23976. }
  23977. /**
  23978. * A curve representing a 2D spline curve.
  23979. *
  23980. * ```js
  23981. * // Create a sine-like wave
  23982. * const curve = new THREE.SplineCurve( [
  23983. * new THREE.Vector2( -10, 0 ),
  23984. * new THREE.Vector2( -5, 5 ),
  23985. * new THREE.Vector2( 0, 0 ),
  23986. * new THREE.Vector2( 5, -5 ),
  23987. * new THREE.Vector2( 10, 0 )
  23988. * ] );
  23989. *
  23990. * const points = curve.getPoints( 50 );
  23991. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23992. *
  23993. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23994. *
  23995. * // Create the final object to add to the scene
  23996. * const splineObject = new THREE.Line( geometry, material );
  23997. * ```
  23998. *
  23999. * @augments Curve
  24000. */
  24001. class SplineCurve extends Curve {
  24002. /**
  24003. * Constructs a new 2D spline curve.
  24004. *
  24005. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24006. */
  24007. constructor( points = [] ) {
  24008. super();
  24009. /**
  24010. * This flag can be used for type testing.
  24011. *
  24012. * @type {boolean}
  24013. * @readonly
  24014. * @default true
  24015. */
  24016. this.isSplineCurve = true;
  24017. this.type = 'SplineCurve';
  24018. /**
  24019. * An array of 2D points defining the curve.
  24020. *
  24021. * @type {Array<Vector2>}
  24022. */
  24023. this.points = points;
  24024. }
  24025. /**
  24026. * Returns a point on the curve.
  24027. *
  24028. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24029. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24030. * @return {Vector2} The position on the curve.
  24031. */
  24032. getPoint( t, optionalTarget = new Vector2() ) {
  24033. const point = optionalTarget;
  24034. const points = this.points;
  24035. const p = ( points.length - 1 ) * t;
  24036. const intPoint = Math.floor( p );
  24037. const weight = p - intPoint;
  24038. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24039. const p1 = points[ intPoint ];
  24040. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24041. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24042. point.set(
  24043. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24044. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24045. );
  24046. return point;
  24047. }
  24048. copy( source ) {
  24049. super.copy( source );
  24050. this.points = [];
  24051. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24052. const point = source.points[ i ];
  24053. this.points.push( point.clone() );
  24054. }
  24055. return this;
  24056. }
  24057. toJSON() {
  24058. const data = super.toJSON();
  24059. data.points = [];
  24060. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24061. const point = this.points[ i ];
  24062. data.points.push( point.toArray() );
  24063. }
  24064. return data;
  24065. }
  24066. fromJSON( json ) {
  24067. super.fromJSON( json );
  24068. this.points = [];
  24069. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24070. const point = json.points[ i ];
  24071. this.points.push( new Vector2().fromArray( point ) );
  24072. }
  24073. return this;
  24074. }
  24075. }
  24076. var Curves = /*#__PURE__*/Object.freeze({
  24077. __proto__: null,
  24078. ArcCurve: ArcCurve,
  24079. CatmullRomCurve3: CatmullRomCurve3,
  24080. CubicBezierCurve: CubicBezierCurve,
  24081. CubicBezierCurve3: CubicBezierCurve3,
  24082. EllipseCurve: EllipseCurve,
  24083. LineCurve: LineCurve,
  24084. LineCurve3: LineCurve3,
  24085. QuadraticBezierCurve: QuadraticBezierCurve,
  24086. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24087. SplineCurve: SplineCurve
  24088. });
  24089. /**
  24090. * A base class extending {@link Curve}. `CurvePath` is simply an
  24091. * array of connected curves, but retains the API of a curve.
  24092. *
  24093. * @augments Curve
  24094. */
  24095. class CurvePath extends Curve {
  24096. /**
  24097. * Constructs a new curve path.
  24098. */
  24099. constructor() {
  24100. super();
  24101. this.type = 'CurvePath';
  24102. /**
  24103. * An array of curves defining the
  24104. * path.
  24105. *
  24106. * @type {Array<Curve>}
  24107. */
  24108. this.curves = [];
  24109. /**
  24110. * Whether the path should automatically be closed
  24111. * by a line curve.
  24112. *
  24113. * @type {boolean}
  24114. * @default false
  24115. */
  24116. this.autoClose = false;
  24117. }
  24118. /**
  24119. * Adds a curve to this curve path.
  24120. *
  24121. * @param {Curve} curve - The curve to add.
  24122. */
  24123. add( curve ) {
  24124. this.curves.push( curve );
  24125. }
  24126. /**
  24127. * Adds a line curve to close the path.
  24128. *
  24129. * @return {CurvePath} A reference to this curve path.
  24130. */
  24131. closePath() {
  24132. // Add a line curve if start and end of lines are not connected
  24133. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24134. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24135. if ( ! startPoint.equals( endPoint ) ) {
  24136. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24137. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24138. }
  24139. return this;
  24140. }
  24141. /**
  24142. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24143. * for the given interpolation factor.
  24144. *
  24145. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24146. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24147. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24148. */
  24149. getPoint( t, optionalTarget ) {
  24150. // To get accurate point with reference to
  24151. // entire path distance at time t,
  24152. // following has to be done:
  24153. // 1. Length of each sub path have to be known
  24154. // 2. Locate and identify type of curve
  24155. // 3. Get t for the curve
  24156. // 4. Return curve.getPointAt(t')
  24157. const d = t * this.getLength();
  24158. const curveLengths = this.getCurveLengths();
  24159. let i = 0;
  24160. // To think about boundaries points.
  24161. while ( i < curveLengths.length ) {
  24162. if ( curveLengths[ i ] >= d ) {
  24163. const diff = curveLengths[ i ] - d;
  24164. const curve = this.curves[ i ];
  24165. const segmentLength = curve.getLength();
  24166. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24167. return curve.getPointAt( u, optionalTarget );
  24168. }
  24169. i ++;
  24170. }
  24171. return null;
  24172. // loop where sum != 0, sum > d , sum+1 <d
  24173. }
  24174. getLength() {
  24175. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24176. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24177. // getPoint() depends on getLength
  24178. const lens = this.getCurveLengths();
  24179. return lens[ lens.length - 1 ];
  24180. }
  24181. updateArcLengths() {
  24182. // cacheLengths must be recalculated.
  24183. this.needsUpdate = true;
  24184. this.cacheLengths = null;
  24185. this.getCurveLengths();
  24186. }
  24187. /**
  24188. * Returns list of cumulative curve lengths of the defined curves.
  24189. *
  24190. * @return {Array<number>} The curve lengths.
  24191. */
  24192. getCurveLengths() {
  24193. // Compute lengths and cache them
  24194. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24195. // We use cache values if curves and cache array are same length
  24196. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24197. return this.cacheLengths;
  24198. }
  24199. // Get length of sub-curve
  24200. // Push sums into cached array
  24201. const lengths = [];
  24202. let sums = 0;
  24203. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24204. sums += this.curves[ i ].getLength();
  24205. lengths.push( sums );
  24206. }
  24207. this.cacheLengths = lengths;
  24208. return lengths;
  24209. }
  24210. getSpacedPoints( divisions = 40 ) {
  24211. const points = [];
  24212. for ( let i = 0; i <= divisions; i ++ ) {
  24213. points.push( this.getPoint( i / divisions ) );
  24214. }
  24215. if ( this.autoClose ) {
  24216. points.push( points[ 0 ] );
  24217. }
  24218. return points;
  24219. }
  24220. getPoints( divisions = 12 ) {
  24221. const points = [];
  24222. let last;
  24223. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24224. const curve = curves[ i ];
  24225. const resolution = curve.isEllipseCurve ? divisions * 2
  24226. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24227. : curve.isSplineCurve ? divisions * curve.points.length
  24228. : divisions;
  24229. const pts = curve.getPoints( resolution );
  24230. for ( let j = 0; j < pts.length; j ++ ) {
  24231. const point = pts[ j ];
  24232. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24233. points.push( point );
  24234. last = point;
  24235. }
  24236. }
  24237. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24238. points.push( points[ 0 ] );
  24239. }
  24240. return points;
  24241. }
  24242. copy( source ) {
  24243. super.copy( source );
  24244. this.curves = [];
  24245. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24246. const curve = source.curves[ i ];
  24247. this.curves.push( curve.clone() );
  24248. }
  24249. this.autoClose = source.autoClose;
  24250. return this;
  24251. }
  24252. toJSON() {
  24253. const data = super.toJSON();
  24254. data.autoClose = this.autoClose;
  24255. data.curves = [];
  24256. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24257. const curve = this.curves[ i ];
  24258. data.curves.push( curve.toJSON() );
  24259. }
  24260. return data;
  24261. }
  24262. fromJSON( json ) {
  24263. super.fromJSON( json );
  24264. this.autoClose = json.autoClose;
  24265. this.curves = [];
  24266. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24267. const curve = json.curves[ i ];
  24268. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24269. }
  24270. return this;
  24271. }
  24272. }
  24273. /**
  24274. * A 2D path representation. The class provides methods for creating paths
  24275. * and contours of 2D shapes similar to the 2D Canvas API.
  24276. *
  24277. * ```js
  24278. * const path = new THREE.Path();
  24279. *
  24280. * path.lineTo( 0, 0.8 );
  24281. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24282. * path.lineTo( 1, 1 );
  24283. *
  24284. * const points = path.getPoints();
  24285. *
  24286. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24287. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24288. *
  24289. * const line = new THREE.Line( geometry, material );
  24290. * scene.add( line );
  24291. * ```
  24292. *
  24293. * @augments CurvePath
  24294. */
  24295. class Path extends CurvePath {
  24296. /**
  24297. * Constructs a new path.
  24298. *
  24299. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24300. */
  24301. constructor( points ) {
  24302. super();
  24303. this.type = 'Path';
  24304. /**
  24305. * The current offset of the path. Any new curve added will start here.
  24306. *
  24307. * @type {Vector2}
  24308. */
  24309. this.currentPoint = new Vector2();
  24310. if ( points ) {
  24311. this.setFromPoints( points );
  24312. }
  24313. }
  24314. /**
  24315. * Creates a path from the given list of points. The points are added
  24316. * to the path as instances of {@link LineCurve}.
  24317. *
  24318. * @param {Array<Vector2>} points - An array of 2D points.
  24319. * @return {Path} A reference to this path.
  24320. */
  24321. setFromPoints( points ) {
  24322. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24323. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24324. this.lineTo( points[ i ].x, points[ i ].y );
  24325. }
  24326. return this;
  24327. }
  24328. /**
  24329. * Moves {@link Path#currentPoint} to the given point.
  24330. *
  24331. * @param {number} x - The x coordinate.
  24332. * @param {number} y - The y coordinate.
  24333. * @return {Path} A reference to this path.
  24334. */
  24335. moveTo( x, y ) {
  24336. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24337. return this;
  24338. }
  24339. /**
  24340. * Adds an instance of {@link LineCurve} to the path by connecting
  24341. * the current point with the given one.
  24342. *
  24343. * @param {number} x - The x coordinate of the end point.
  24344. * @param {number} y - The y coordinate of the end point.
  24345. * @return {Path} A reference to this path.
  24346. */
  24347. lineTo( x, y ) {
  24348. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24349. this.curves.push( curve );
  24350. this.currentPoint.set( x, y );
  24351. return this;
  24352. }
  24353. /**
  24354. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24355. * the current point with the given one.
  24356. *
  24357. * @param {number} aCPx - The x coordinate of the control point.
  24358. * @param {number} aCPy - The y coordinate of the control point.
  24359. * @param {number} aX - The x coordinate of the end point.
  24360. * @param {number} aY - The y coordinate of the end point.
  24361. * @return {Path} A reference to this path.
  24362. */
  24363. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24364. const curve = new QuadraticBezierCurve(
  24365. this.currentPoint.clone(),
  24366. new Vector2( aCPx, aCPy ),
  24367. new Vector2( aX, aY )
  24368. );
  24369. this.curves.push( curve );
  24370. this.currentPoint.set( aX, aY );
  24371. return this;
  24372. }
  24373. /**
  24374. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24375. * the current point with the given one.
  24376. *
  24377. * @param {number} aCP1x - The x coordinate of the first control point.
  24378. * @param {number} aCP1y - The y coordinate of the first control point.
  24379. * @param {number} aCP2x - The x coordinate of the second control point.
  24380. * @param {number} aCP2y - The y coordinate of the second control point.
  24381. * @param {number} aX - The x coordinate of the end point.
  24382. * @param {number} aY - The y coordinate of the end point.
  24383. * @return {Path} A reference to this path.
  24384. */
  24385. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24386. const curve = new CubicBezierCurve(
  24387. this.currentPoint.clone(),
  24388. new Vector2( aCP1x, aCP1y ),
  24389. new Vector2( aCP2x, aCP2y ),
  24390. new Vector2( aX, aY )
  24391. );
  24392. this.curves.push( curve );
  24393. this.currentPoint.set( aX, aY );
  24394. return this;
  24395. }
  24396. /**
  24397. * Adds an instance of {@link SplineCurve} to the path by connecting
  24398. * the current point with the given list of points.
  24399. *
  24400. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24401. * @return {Path} A reference to this path.
  24402. */
  24403. splineThru( pts ) {
  24404. const npts = [ this.currentPoint.clone() ].concat( pts );
  24405. const curve = new SplineCurve( npts );
  24406. this.curves.push( curve );
  24407. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24408. return this;
  24409. }
  24410. /**
  24411. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24412. * to the current point.
  24413. *
  24414. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24415. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24416. * @param {number} [aRadius=1] - The radius of the arc.
  24417. * @param {number} [aStartAngle=0] - The start angle in radians.
  24418. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24419. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24420. * @return {Path} A reference to this path.
  24421. */
  24422. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24423. const x0 = this.currentPoint.x;
  24424. const y0 = this.currentPoint.y;
  24425. this.absarc( aX + x0, aY + y0, aRadius,
  24426. aStartAngle, aEndAngle, aClockwise );
  24427. return this;
  24428. }
  24429. /**
  24430. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24431. *
  24432. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24433. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  24434. * @param {number} [aRadius=1] - The radius of the arc.
  24435. * @param {number} [aStartAngle=0] - The start angle in radians.
  24436. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24437. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24438. * @return {Path} A reference to this path.
  24439. */
  24440. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24441. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24442. return this;
  24443. }
  24444. /**
  24445. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24446. * to the current point
  24447. *
  24448. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24449. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24450. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24451. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24452. * @param {number} [aStartAngle=0] - The start angle in radians.
  24453. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24454. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24455. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24456. * @return {Path} A reference to this path.
  24457. */
  24458. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24459. const x0 = this.currentPoint.x;
  24460. const y0 = this.currentPoint.y;
  24461. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24462. return this;
  24463. }
  24464. /**
  24465. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  24466. *
  24467. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  24468. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  24469. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24470. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24471. * @param {number} [aStartAngle=0] - The start angle in radians.
  24472. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24473. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24474. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24475. * @return {Path} A reference to this path.
  24476. */
  24477. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24478. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24479. if ( this.curves.length > 0 ) {
  24480. // if a previous curve is present, attempt to join
  24481. const firstPoint = curve.getPoint( 0 );
  24482. if ( ! firstPoint.equals( this.currentPoint ) ) {
  24483. this.lineTo( firstPoint.x, firstPoint.y );
  24484. }
  24485. }
  24486. this.curves.push( curve );
  24487. const lastPoint = curve.getPoint( 1 );
  24488. this.currentPoint.copy( lastPoint );
  24489. return this;
  24490. }
  24491. copy( source ) {
  24492. super.copy( source );
  24493. this.currentPoint.copy( source.currentPoint );
  24494. return this;
  24495. }
  24496. toJSON() {
  24497. const data = super.toJSON();
  24498. data.currentPoint = this.currentPoint.toArray();
  24499. return data;
  24500. }
  24501. fromJSON( json ) {
  24502. super.fromJSON( json );
  24503. this.currentPoint.fromArray( json.currentPoint );
  24504. return this;
  24505. }
  24506. }
  24507. /**
  24508. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  24509. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  24510. * points, or to get triangulated faces.
  24511. *
  24512. * ```js
  24513. * const heartShape = new THREE.Shape();
  24514. *
  24515. * heartShape.moveTo( 25, 25 );
  24516. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  24517. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  24518. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  24519. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  24520. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  24521. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  24522. *
  24523. * const extrudeSettings = {
  24524. * depth: 8,
  24525. * bevelEnabled: true,
  24526. * bevelSegments: 2,
  24527. * steps: 2,
  24528. * bevelSize: 1,
  24529. * bevelThickness: 1
  24530. * };
  24531. *
  24532. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  24533. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  24534. * ```
  24535. *
  24536. * @augments Path
  24537. */
  24538. class Shape extends Path {
  24539. /**
  24540. * Constructs a new shape.
  24541. *
  24542. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  24543. */
  24544. constructor( points ) {
  24545. super( points );
  24546. /**
  24547. * The UUID of the shape.
  24548. *
  24549. * @type {string}
  24550. * @readonly
  24551. */
  24552. this.uuid = generateUUID();
  24553. this.type = 'Shape';
  24554. /**
  24555. * Defines the holes in the shape. Hole definitions must use the
  24556. * opposite winding order (CW/CCW) than the outer shape.
  24557. *
  24558. * @type {Array<Path>}
  24559. * @readonly
  24560. */
  24561. this.holes = [];
  24562. }
  24563. /**
  24564. * Returns an array representing each contour of the holes
  24565. * as a list of 2D points.
  24566. *
  24567. * @param {number} divisions - The fineness of the result.
  24568. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  24569. */
  24570. getPointsHoles( divisions ) {
  24571. const holesPts = [];
  24572. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24573. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  24574. }
  24575. return holesPts;
  24576. }
  24577. // get points of shape and holes (keypoints based on segments parameter)
  24578. /**
  24579. * Returns an object that holds contour data for the shape and its holes as
  24580. * arrays of 2D points.
  24581. *
  24582. * @param {number} divisions - The fineness of the result.
  24583. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  24584. */
  24585. extractPoints( divisions ) {
  24586. return {
  24587. shape: this.getPoints( divisions ),
  24588. holes: this.getPointsHoles( divisions )
  24589. };
  24590. }
  24591. copy( source ) {
  24592. super.copy( source );
  24593. this.holes = [];
  24594. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  24595. const hole = source.holes[ i ];
  24596. this.holes.push( hole.clone() );
  24597. }
  24598. return this;
  24599. }
  24600. toJSON() {
  24601. const data = super.toJSON();
  24602. data.uuid = this.uuid;
  24603. data.holes = [];
  24604. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24605. const hole = this.holes[ i ];
  24606. data.holes.push( hole.toJSON() );
  24607. }
  24608. return data;
  24609. }
  24610. fromJSON( json ) {
  24611. super.fromJSON( json );
  24612. this.uuid = json.uuid;
  24613. this.holes = [];
  24614. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  24615. const hole = json.holes[ i ];
  24616. this.holes.push( new Path().fromJSON( hole ) );
  24617. }
  24618. return this;
  24619. }
  24620. }
  24621. /* eslint-disable */
  24622. // copy of mapbox/earcut version 3.0.2
  24623. // https://github.com/mapbox/earcut/tree/v3.0.2
  24624. function earcut(data, holeIndices, dim = 2) {
  24625. const hasHoles = holeIndices && holeIndices.length;
  24626. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  24627. let outerNode = linkedList(data, 0, outerLen, dim, true);
  24628. const triangles = [];
  24629. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  24630. let minX, minY, invSize;
  24631. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  24632. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  24633. if (data.length > 80 * dim) {
  24634. minX = data[0];
  24635. minY = data[1];
  24636. let maxX = minX;
  24637. let maxY = minY;
  24638. for (let i = dim; i < outerLen; i += dim) {
  24639. const x = data[i];
  24640. const y = data[i + 1];
  24641. if (x < minX) minX = x;
  24642. if (y < minY) minY = y;
  24643. if (x > maxX) maxX = x;
  24644. if (y > maxY) maxY = y;
  24645. }
  24646. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  24647. invSize = Math.max(maxX - minX, maxY - minY);
  24648. invSize = invSize !== 0 ? 32767 / invSize : 0;
  24649. }
  24650. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  24651. return triangles;
  24652. }
  24653. // create a circular doubly linked list from polygon points in the specified winding order
  24654. function linkedList(data, start, end, dim, clockwise) {
  24655. let last;
  24656. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  24657. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24658. } else {
  24659. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24660. }
  24661. if (last && equals(last, last.next)) {
  24662. removeNode(last);
  24663. last = last.next;
  24664. }
  24665. return last;
  24666. }
  24667. // eliminate colinear or duplicate points
  24668. function filterPoints(start, end) {
  24669. if (!start) return start;
  24670. if (!end) end = start;
  24671. let p = start,
  24672. again;
  24673. do {
  24674. again = false;
  24675. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  24676. removeNode(p);
  24677. p = end = p.prev;
  24678. if (p === p.next) break;
  24679. again = true;
  24680. } else {
  24681. p = p.next;
  24682. }
  24683. } while (again || p !== end);
  24684. return end;
  24685. }
  24686. // main ear slicing loop which triangulates a polygon (given as a linked list)
  24687. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  24688. if (!ear) return;
  24689. // interlink polygon nodes in z-order
  24690. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  24691. let stop = ear;
  24692. // iterate through ears, slicing them one by one
  24693. while (ear.prev !== ear.next) {
  24694. const prev = ear.prev;
  24695. const next = ear.next;
  24696. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  24697. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  24698. removeNode(ear);
  24699. // skipping the next vertex leads to less sliver triangles
  24700. ear = next.next;
  24701. stop = next.next;
  24702. continue;
  24703. }
  24704. ear = next;
  24705. // if we looped through the whole remaining polygon and can't find any more ears
  24706. if (ear === stop) {
  24707. // try filtering points and slicing again
  24708. if (!pass) {
  24709. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  24710. // if this didn't work, try curing all small self-intersections locally
  24711. } else if (pass === 1) {
  24712. ear = cureLocalIntersections(filterPoints(ear), triangles);
  24713. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  24714. // as a last resort, try splitting the remaining polygon into two
  24715. } else if (pass === 2) {
  24716. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  24717. }
  24718. break;
  24719. }
  24720. }
  24721. }
  24722. // check whether a polygon node forms a valid ear with adjacent nodes
  24723. function isEar(ear) {
  24724. const a = ear.prev,
  24725. b = ear,
  24726. c = ear.next;
  24727. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24728. // now make sure we don't have other points inside the potential ear
  24729. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24730. // triangle bbox
  24731. const x0 = Math.min(ax, bx, cx),
  24732. y0 = Math.min(ay, by, cy),
  24733. x1 = Math.max(ax, bx, cx),
  24734. y1 = Math.max(ay, by, cy);
  24735. let p = c.next;
  24736. while (p !== a) {
  24737. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  24738. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  24739. area(p.prev, p, p.next) >= 0) return false;
  24740. p = p.next;
  24741. }
  24742. return true;
  24743. }
  24744. function isEarHashed(ear, minX, minY, invSize) {
  24745. const a = ear.prev,
  24746. b = ear,
  24747. c = ear.next;
  24748. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24749. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24750. // triangle bbox
  24751. const x0 = Math.min(ax, bx, cx),
  24752. y0 = Math.min(ay, by, cy),
  24753. x1 = Math.max(ax, bx, cx),
  24754. y1 = Math.max(ay, by, cy);
  24755. // z-order range for the current triangle bbox;
  24756. const minZ = zOrder(x0, y0, minX, minY, invSize),
  24757. maxZ = zOrder(x1, y1, minX, minY, invSize);
  24758. let p = ear.prevZ,
  24759. n = ear.nextZ;
  24760. // look for points inside the triangle in both directions
  24761. while (p && p.z >= minZ && n && n.z <= maxZ) {
  24762. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24763. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24764. p = p.prevZ;
  24765. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24766. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24767. n = n.nextZ;
  24768. }
  24769. // look for remaining points in decreasing z-order
  24770. while (p && p.z >= minZ) {
  24771. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24772. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24773. p = p.prevZ;
  24774. }
  24775. // look for remaining points in increasing z-order
  24776. while (n && n.z <= maxZ) {
  24777. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24778. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24779. n = n.nextZ;
  24780. }
  24781. return true;
  24782. }
  24783. // go through all polygon nodes and cure small local self-intersections
  24784. function cureLocalIntersections(start, triangles) {
  24785. let p = start;
  24786. do {
  24787. const a = p.prev,
  24788. b = p.next.next;
  24789. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  24790. triangles.push(a.i, p.i, b.i);
  24791. // remove two nodes involved
  24792. removeNode(p);
  24793. removeNode(p.next);
  24794. p = start = b;
  24795. }
  24796. p = p.next;
  24797. } while (p !== start);
  24798. return filterPoints(p);
  24799. }
  24800. // try splitting polygon into two and triangulate them independently
  24801. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  24802. // look for a valid diagonal that divides the polygon into two
  24803. let a = start;
  24804. do {
  24805. let b = a.next.next;
  24806. while (b !== a.prev) {
  24807. if (a.i !== b.i && isValidDiagonal(a, b)) {
  24808. // split the polygon in two by the diagonal
  24809. let c = splitPolygon(a, b);
  24810. // filter colinear points around the cuts
  24811. a = filterPoints(a, a.next);
  24812. c = filterPoints(c, c.next);
  24813. // run earcut on each half
  24814. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  24815. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  24816. return;
  24817. }
  24818. b = b.next;
  24819. }
  24820. a = a.next;
  24821. } while (a !== start);
  24822. }
  24823. // link every hole into the outer loop, producing a single-ring polygon without holes
  24824. function eliminateHoles(data, holeIndices, outerNode, dim) {
  24825. const queue = [];
  24826. for (let i = 0, len = holeIndices.length; i < len; i++) {
  24827. const start = holeIndices[i] * dim;
  24828. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  24829. const list = linkedList(data, start, end, dim, false);
  24830. if (list === list.next) list.steiner = true;
  24831. queue.push(getLeftmost(list));
  24832. }
  24833. queue.sort(compareXYSlope);
  24834. // process holes from left to right
  24835. for (let i = 0; i < queue.length; i++) {
  24836. outerNode = eliminateHole(queue[i], outerNode);
  24837. }
  24838. return outerNode;
  24839. }
  24840. function compareXYSlope(a, b) {
  24841. let result = a.x - b.x;
  24842. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  24843. // the bridge to the outer shell is always the point that they meet at.
  24844. if (result === 0) {
  24845. result = a.y - b.y;
  24846. if (result === 0) {
  24847. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  24848. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  24849. result = aSlope - bSlope;
  24850. }
  24851. }
  24852. return result;
  24853. }
  24854. // find a bridge between vertices that connects hole with an outer ring and link it
  24855. function eliminateHole(hole, outerNode) {
  24856. const bridge = findHoleBridge(hole, outerNode);
  24857. if (!bridge) {
  24858. return outerNode;
  24859. }
  24860. const bridgeReverse = splitPolygon(bridge, hole);
  24861. // filter collinear points around the cuts
  24862. filterPoints(bridgeReverse, bridgeReverse.next);
  24863. return filterPoints(bridge, bridge.next);
  24864. }
  24865. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  24866. function findHoleBridge(hole, outerNode) {
  24867. let p = outerNode;
  24868. const hx = hole.x;
  24869. const hy = hole.y;
  24870. let qx = -Infinity;
  24871. let m;
  24872. // find a segment intersected by a ray from the hole's leftmost point to the left;
  24873. // segment's endpoint with lesser x will be potential connection point
  24874. // unless they intersect at a vertex, then choose the vertex
  24875. if (equals(hole, p)) return p;
  24876. do {
  24877. if (equals(hole, p.next)) return p.next;
  24878. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  24879. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  24880. if (x <= hx && x > qx) {
  24881. qx = x;
  24882. m = p.x < p.next.x ? p : p.next;
  24883. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  24884. }
  24885. }
  24886. p = p.next;
  24887. } while (p !== outerNode);
  24888. if (!m) return null;
  24889. // look for points inside the triangle of hole point, segment intersection and endpoint;
  24890. // if there are no points found, we have a valid connection;
  24891. // otherwise choose the point of the minimum angle with the ray as connection point
  24892. const stop = m;
  24893. const mx = m.x;
  24894. const my = m.y;
  24895. let tanMin = Infinity;
  24896. p = m;
  24897. do {
  24898. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  24899. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  24900. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  24901. if (locallyInside(p, hole) &&
  24902. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  24903. m = p;
  24904. tanMin = tan;
  24905. }
  24906. }
  24907. p = p.next;
  24908. } while (p !== stop);
  24909. return m;
  24910. }
  24911. // whether sector in vertex m contains sector in vertex p in the same coordinates
  24912. function sectorContainsSector(m, p) {
  24913. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  24914. }
  24915. // interlink polygon nodes in z-order
  24916. function indexCurve(start, minX, minY, invSize) {
  24917. let p = start;
  24918. do {
  24919. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  24920. p.prevZ = p.prev;
  24921. p.nextZ = p.next;
  24922. p = p.next;
  24923. } while (p !== start);
  24924. p.prevZ.nextZ = null;
  24925. p.prevZ = null;
  24926. sortLinked(p);
  24927. }
  24928. // Simon Tatham's linked list merge sort algorithm
  24929. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  24930. function sortLinked(list) {
  24931. let numMerges;
  24932. let inSize = 1;
  24933. do {
  24934. let p = list;
  24935. let e;
  24936. list = null;
  24937. let tail = null;
  24938. numMerges = 0;
  24939. while (p) {
  24940. numMerges++;
  24941. let q = p;
  24942. let pSize = 0;
  24943. for (let i = 0; i < inSize; i++) {
  24944. pSize++;
  24945. q = q.nextZ;
  24946. if (!q) break;
  24947. }
  24948. let qSize = inSize;
  24949. while (pSize > 0 || (qSize > 0 && q)) {
  24950. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  24951. e = p;
  24952. p = p.nextZ;
  24953. pSize--;
  24954. } else {
  24955. e = q;
  24956. q = q.nextZ;
  24957. qSize--;
  24958. }
  24959. if (tail) tail.nextZ = e;
  24960. else list = e;
  24961. e.prevZ = tail;
  24962. tail = e;
  24963. }
  24964. p = q;
  24965. }
  24966. tail.nextZ = null;
  24967. inSize *= 2;
  24968. } while (numMerges > 1);
  24969. return list;
  24970. }
  24971. // z-order of a point given coords and inverse of the longer side of data bbox
  24972. function zOrder(x, y, minX, minY, invSize) {
  24973. // coords are transformed into non-negative 15-bit integer range
  24974. x = (x - minX) * invSize | 0;
  24975. y = (y - minY) * invSize | 0;
  24976. x = (x | (x << 8)) & 0x00FF00FF;
  24977. x = (x | (x << 4)) & 0x0F0F0F0F;
  24978. x = (x | (x << 2)) & 0x33333333;
  24979. x = (x | (x << 1)) & 0x55555555;
  24980. y = (y | (y << 8)) & 0x00FF00FF;
  24981. y = (y | (y << 4)) & 0x0F0F0F0F;
  24982. y = (y | (y << 2)) & 0x33333333;
  24983. y = (y | (y << 1)) & 0x55555555;
  24984. return x | (y << 1);
  24985. }
  24986. // find the leftmost node of a polygon ring
  24987. function getLeftmost(start) {
  24988. let p = start,
  24989. leftmost = start;
  24990. do {
  24991. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  24992. p = p.next;
  24993. } while (p !== start);
  24994. return leftmost;
  24995. }
  24996. // check if a point lies within a convex triangle
  24997. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  24998. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  24999. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25000. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25001. }
  25002. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25003. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25004. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25005. }
  25006. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25007. function isValidDiagonal(a, b) {
  25008. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25009. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25010. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25011. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25012. }
  25013. // signed area of a triangle
  25014. function area(p, q, r) {
  25015. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25016. }
  25017. // check if two points are equal
  25018. function equals(p1, p2) {
  25019. return p1.x === p2.x && p1.y === p2.y;
  25020. }
  25021. // check if two segments intersect
  25022. function intersects(p1, q1, p2, q2) {
  25023. const o1 = sign(area(p1, q1, p2));
  25024. const o2 = sign(area(p1, q1, q2));
  25025. const o3 = sign(area(p2, q2, p1));
  25026. const o4 = sign(area(p2, q2, q1));
  25027. if (o1 !== o2 && o3 !== o4) return true; // general case
  25028. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25029. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25030. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25031. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25032. return false;
  25033. }
  25034. // for collinear points p, q, r, check if point q lies on segment pr
  25035. function onSegment(p, q, r) {
  25036. 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);
  25037. }
  25038. function sign(num) {
  25039. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25040. }
  25041. // check if a polygon diagonal intersects any polygon segments
  25042. function intersectsPolygon(a, b) {
  25043. let p = a;
  25044. do {
  25045. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25046. intersects(p, p.next, a, b)) return true;
  25047. p = p.next;
  25048. } while (p !== a);
  25049. return false;
  25050. }
  25051. // check if a polygon diagonal is locally inside the polygon
  25052. function locallyInside(a, b) {
  25053. return area(a.prev, a, a.next) < 0 ?
  25054. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25055. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25056. }
  25057. // check if the middle point of a polygon diagonal is inside the polygon
  25058. function middleInside(a, b) {
  25059. let p = a;
  25060. let inside = false;
  25061. const px = (a.x + b.x) / 2;
  25062. const py = (a.y + b.y) / 2;
  25063. do {
  25064. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25065. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25066. inside = !inside;
  25067. p = p.next;
  25068. } while (p !== a);
  25069. return inside;
  25070. }
  25071. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25072. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25073. function splitPolygon(a, b) {
  25074. const a2 = createNode(a.i, a.x, a.y),
  25075. b2 = createNode(b.i, b.x, b.y),
  25076. an = a.next,
  25077. bp = b.prev;
  25078. a.next = b;
  25079. b.prev = a;
  25080. a2.next = an;
  25081. an.prev = a2;
  25082. b2.next = a2;
  25083. a2.prev = b2;
  25084. bp.next = b2;
  25085. b2.prev = bp;
  25086. return b2;
  25087. }
  25088. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25089. function insertNode(i, x, y, last) {
  25090. const p = createNode(i, x, y);
  25091. if (!last) {
  25092. p.prev = p;
  25093. p.next = p;
  25094. } else {
  25095. p.next = last.next;
  25096. p.prev = last;
  25097. last.next.prev = p;
  25098. last.next = p;
  25099. }
  25100. return p;
  25101. }
  25102. function removeNode(p) {
  25103. p.next.prev = p.prev;
  25104. p.prev.next = p.next;
  25105. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25106. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25107. }
  25108. function createNode(i, x, y) {
  25109. return {
  25110. i, // vertex index in coordinates array
  25111. x, y, // vertex coordinates
  25112. prev: null, // previous and next vertex nodes in a polygon ring
  25113. next: null,
  25114. z: 0, // z-order curve value
  25115. prevZ: null, // previous and next nodes in z-order
  25116. nextZ: null,
  25117. steiner: false // indicates whether this is a steiner point
  25118. };
  25119. }
  25120. function signedArea(data, start, end, dim) {
  25121. let sum = 0;
  25122. for (let i = start, j = end - dim; i < end; i += dim) {
  25123. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25124. j = i;
  25125. }
  25126. return sum;
  25127. }
  25128. /**
  25129. * An implementation of the earcut polygon triangulation algorithm.
  25130. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25131. *
  25132. * @see https://github.com/mapbox/earcut
  25133. */
  25134. class Earcut {
  25135. /**
  25136. * Triangulates the given shape definition by returning an array of triangles.
  25137. *
  25138. * @param {Array<number>} data - An array with 2D points.
  25139. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25140. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25141. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25142. * representing vertex indices.
  25143. */
  25144. static triangulate( data, holeIndices, dim = 2 ) {
  25145. return earcut( data, holeIndices, dim );
  25146. }
  25147. }
  25148. /**
  25149. * A class containing utility functions for shapes.
  25150. *
  25151. * @hideconstructor
  25152. */
  25153. class ShapeUtils {
  25154. /**
  25155. * Calculate area of a ( 2D ) contour polygon.
  25156. *
  25157. * @param {Array<Vector2>} contour - An array of 2D points.
  25158. * @return {number} The area.
  25159. */
  25160. static area( contour ) {
  25161. const n = contour.length;
  25162. let a = 0.0;
  25163. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25164. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25165. }
  25166. return a * 0.5;
  25167. }
  25168. /**
  25169. * Returns `true` if the given contour uses a clockwise winding order.
  25170. *
  25171. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25172. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25173. */
  25174. static isClockWise( pts ) {
  25175. return ShapeUtils.area( pts ) < 0;
  25176. }
  25177. /**
  25178. * Triangulates the given shape definition.
  25179. *
  25180. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25181. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25182. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25183. */
  25184. static triangulateShape( contour, holes ) {
  25185. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25186. const holeIndices = []; // array of hole indices
  25187. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25188. removeDupEndPts( contour );
  25189. addContour( vertices, contour );
  25190. //
  25191. let holeIndex = contour.length;
  25192. holes.forEach( removeDupEndPts );
  25193. for ( let i = 0; i < holes.length; i ++ ) {
  25194. holeIndices.push( holeIndex );
  25195. holeIndex += holes[ i ].length;
  25196. addContour( vertices, holes[ i ] );
  25197. }
  25198. //
  25199. const triangles = Earcut.triangulate( vertices, holeIndices );
  25200. //
  25201. for ( let i = 0; i < triangles.length; i += 3 ) {
  25202. faces.push( triangles.slice( i, i + 3 ) );
  25203. }
  25204. return faces;
  25205. }
  25206. }
  25207. function removeDupEndPts( points ) {
  25208. const l = points.length;
  25209. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25210. points.pop();
  25211. }
  25212. }
  25213. function addContour( vertices, contour ) {
  25214. for ( let i = 0; i < contour.length; i ++ ) {
  25215. vertices.push( contour[ i ].x );
  25216. vertices.push( contour[ i ].y );
  25217. }
  25218. }
  25219. /**
  25220. * Creates extruded geometry from a path shape.
  25221. *
  25222. * ```js
  25223. * const length = 12, width = 8;
  25224. *
  25225. * const shape = new THREE.Shape();
  25226. * shape.moveTo( 0,0 );
  25227. * shape.lineTo( 0, width );
  25228. * shape.lineTo( length, width );
  25229. * shape.lineTo( length, 0 );
  25230. * shape.lineTo( 0, 0 );
  25231. *
  25232. * const geometry = new THREE.ExtrudeGeometry( shape );
  25233. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25234. * const mesh = new THREE.Mesh( geometry, material ) ;
  25235. * scene.add( mesh );
  25236. * ```
  25237. *
  25238. * @augments BufferGeometry
  25239. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25240. */
  25241. class ExtrudeGeometry extends BufferGeometry {
  25242. /**
  25243. * Constructs a new extrude geometry.
  25244. *
  25245. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25246. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25247. */
  25248. 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 = {} ) {
  25249. super();
  25250. this.type = 'ExtrudeGeometry';
  25251. /**
  25252. * Holds the constructor parameters that have been
  25253. * used to generate the geometry. Any modification
  25254. * after instantiation does not change the geometry.
  25255. *
  25256. * @type {Object}
  25257. */
  25258. this.parameters = {
  25259. shapes: shapes,
  25260. options: options
  25261. };
  25262. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25263. const scope = this;
  25264. const verticesArray = [];
  25265. const uvArray = [];
  25266. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25267. const shape = shapes[ i ];
  25268. addShape( shape );
  25269. }
  25270. // build geometry
  25271. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25272. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25273. this.computeVertexNormals();
  25274. // functions
  25275. function addShape( shape ) {
  25276. const placeholder = [];
  25277. // options
  25278. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25279. const steps = options.steps !== undefined ? options.steps : 1;
  25280. const depth = options.depth !== undefined ? options.depth : 1;
  25281. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25282. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25283. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25284. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25285. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25286. const extrudePath = options.extrudePath;
  25287. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25288. //
  25289. let extrudePts, extrudeByPath = false;
  25290. let splineTube, binormal, normal, position2;
  25291. if ( extrudePath ) {
  25292. extrudePts = extrudePath.getSpacedPoints( steps );
  25293. extrudeByPath = true;
  25294. bevelEnabled = false; // bevels not supported for path extrusion
  25295. // SETUP TNB variables
  25296. const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false;
  25297. splineTube = extrudePath.computeFrenetFrames( steps, isClosed );
  25298. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25299. binormal = new Vector3();
  25300. normal = new Vector3();
  25301. position2 = new Vector3();
  25302. }
  25303. // Safeguards if bevels are not enabled
  25304. if ( ! bevelEnabled ) {
  25305. bevelSegments = 0;
  25306. bevelThickness = 0;
  25307. bevelSize = 0;
  25308. bevelOffset = 0;
  25309. }
  25310. // Variables initialization
  25311. const shapePoints = shape.extractPoints( curveSegments );
  25312. let vertices = shapePoints.shape;
  25313. const holes = shapePoints.holes;
  25314. const reverse = ! ShapeUtils.isClockWise( vertices );
  25315. if ( reverse ) {
  25316. vertices = vertices.reverse();
  25317. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25318. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25319. const ahole = holes[ h ];
  25320. if ( ShapeUtils.isClockWise( ahole ) ) {
  25321. holes[ h ] = ahole.reverse();
  25322. }
  25323. }
  25324. }
  25325. /**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.
  25326. * @param {Array<Vector2>} points
  25327. */
  25328. function mergeOverlappingPoints( points ) {
  25329. const THRESHOLD = 1e-10;
  25330. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25331. let prevPos = points[ 0 ];
  25332. for ( let i = 1; i <= points.length; i ++ ) {
  25333. const currentIndex = i % points.length;
  25334. const currentPos = points[ currentIndex ];
  25335. const dx = currentPos.x - prevPos.x;
  25336. const dy = currentPos.y - prevPos.y;
  25337. const distSq = dx * dx + dy * dy;
  25338. const scalingFactorSqrt = Math.max(
  25339. Math.abs( currentPos.x ),
  25340. Math.abs( currentPos.y ),
  25341. Math.abs( prevPos.x ),
  25342. Math.abs( prevPos.y )
  25343. );
  25344. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25345. if ( distSq <= thresholdSqScaled ) {
  25346. points.splice( currentIndex, 1 );
  25347. i --;
  25348. continue;
  25349. }
  25350. prevPos = currentPos;
  25351. }
  25352. }
  25353. mergeOverlappingPoints( vertices );
  25354. holes.forEach( mergeOverlappingPoints );
  25355. const numHoles = holes.length;
  25356. /* Vertices */
  25357. const contour = vertices; // vertices has all points but contour has only points of circumference
  25358. for ( let h = 0; h < numHoles; h ++ ) {
  25359. const ahole = holes[ h ];
  25360. vertices = vertices.concat( ahole );
  25361. }
  25362. function scalePt2( pt, vec, size ) {
  25363. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25364. return pt.clone().addScaledVector( vec, size );
  25365. }
  25366. const vlen = vertices.length;
  25367. // Find directions for point movement
  25368. function getBevelVec( inPt, inPrev, inNext ) {
  25369. // computes for inPt the corresponding point inPt' on a new contour
  25370. // shifted by 1 unit (length of normalized vector) to the left
  25371. // if we walk along contour clockwise, this new contour is outside the old one
  25372. //
  25373. // inPt' is the intersection of the two lines parallel to the two
  25374. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25375. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25376. // good reading for geometry algorithms (here: line-line intersection)
  25377. // http://geomalgorithms.com/a05-_intersect-1.html
  25378. const v_prev_x = inPt.x - inPrev.x,
  25379. v_prev_y = inPt.y - inPrev.y;
  25380. const v_next_x = inNext.x - inPt.x,
  25381. v_next_y = inNext.y - inPt.y;
  25382. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25383. // check for collinear edges
  25384. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25385. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25386. // not collinear
  25387. // length of vectors for normalizing
  25388. const v_prev_len = Math.sqrt( v_prev_lensq );
  25389. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25390. // shift adjacent points by unit vectors to the left
  25391. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25392. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25393. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25394. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25395. // scaling factor for v_prev to intersection point
  25396. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25397. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25398. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25399. // vector from inPt to intersection point
  25400. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25401. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25402. // Don't normalize!, otherwise sharp corners become ugly
  25403. // but prevent crazy spikes
  25404. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25405. if ( v_trans_lensq <= 2 ) {
  25406. return new Vector2( v_trans_x, v_trans_y );
  25407. } else {
  25408. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25409. }
  25410. } else {
  25411. // handle special case of collinear edges
  25412. let direction_eq = false; // assumes: opposite
  25413. if ( v_prev_x > Number.EPSILON ) {
  25414. if ( v_next_x > Number.EPSILON ) {
  25415. direction_eq = true;
  25416. }
  25417. } else {
  25418. if ( v_prev_x < - Number.EPSILON ) {
  25419. if ( v_next_x < - Number.EPSILON ) {
  25420. direction_eq = true;
  25421. }
  25422. } else {
  25423. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25424. direction_eq = true;
  25425. }
  25426. }
  25427. }
  25428. if ( direction_eq ) {
  25429. // log("Warning: lines are a straight sequence");
  25430. v_trans_x = - v_prev_y;
  25431. v_trans_y = v_prev_x;
  25432. shrink_by = Math.sqrt( v_prev_lensq );
  25433. } else {
  25434. // log("Warning: lines are a straight spike");
  25435. v_trans_x = v_prev_x;
  25436. v_trans_y = v_prev_y;
  25437. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25438. }
  25439. }
  25440. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25441. }
  25442. const contourMovements = [];
  25443. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25444. if ( j === il ) j = 0;
  25445. if ( k === il ) k = 0;
  25446. // (j)---(i)---(k)
  25447. // log('i,j,k', i, j , k)
  25448. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25449. }
  25450. const holesMovements = [];
  25451. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25452. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25453. const ahole = holes[ h ];
  25454. oneHoleMovements = [];
  25455. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25456. if ( j === il ) j = 0;
  25457. if ( k === il ) k = 0;
  25458. // (j)---(i)---(k)
  25459. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25460. }
  25461. holesMovements.push( oneHoleMovements );
  25462. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25463. }
  25464. let faces;
  25465. if ( bevelSegments === 0 ) {
  25466. faces = ShapeUtils.triangulateShape( contour, holes );
  25467. } else {
  25468. const contractedContourVertices = [];
  25469. const expandedHoleVertices = [];
  25470. // Loop bevelSegments, 1 for the front, 1 for the back
  25471. for ( let b = 0; b < bevelSegments; b ++ ) {
  25472. //for ( b = bevelSegments; b > 0; b -- ) {
  25473. const t = b / bevelSegments;
  25474. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25475. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25476. // contract shape
  25477. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25478. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25479. v( vert.x, vert.y, - z );
  25480. if ( t === 0 ) contractedContourVertices.push( vert );
  25481. }
  25482. // expand holes
  25483. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25484. const ahole = holes[ h ];
  25485. oneHoleMovements = holesMovements[ h ];
  25486. const oneHoleVertices = [];
  25487. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25488. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25489. v( vert.x, vert.y, - z );
  25490. if ( t === 0 ) oneHoleVertices.push( vert );
  25491. }
  25492. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  25493. }
  25494. }
  25495. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  25496. }
  25497. const flen = faces.length;
  25498. const bs = bevelSize + bevelOffset;
  25499. // Back facing vertices
  25500. for ( let i = 0; i < vlen; i ++ ) {
  25501. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25502. if ( ! extrudeByPath ) {
  25503. v( vert.x, vert.y, 0 );
  25504. } else {
  25505. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  25506. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  25507. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  25508. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  25509. v( position2.x, position2.y, position2.z );
  25510. }
  25511. }
  25512. // Add stepped vertices...
  25513. // Including front facing vertices
  25514. for ( let s = 1; s <= steps; s ++ ) {
  25515. for ( let i = 0; i < vlen; i ++ ) {
  25516. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25517. if ( ! extrudeByPath ) {
  25518. v( vert.x, vert.y, depth / steps * s );
  25519. } else {
  25520. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  25521. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  25522. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  25523. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  25524. v( position2.x, position2.y, position2.z );
  25525. }
  25526. }
  25527. }
  25528. // Add bevel segments planes
  25529. //for ( b = 1; b <= bevelSegments; b ++ ) {
  25530. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  25531. const t = b / bevelSegments;
  25532. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25533. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25534. // contract shape
  25535. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25536. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25537. v( vert.x, vert.y, depth + z );
  25538. }
  25539. // expand holes
  25540. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25541. const ahole = holes[ h ];
  25542. oneHoleMovements = holesMovements[ h ];
  25543. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25544. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25545. if ( ! extrudeByPath ) {
  25546. v( vert.x, vert.y, depth + z );
  25547. } else {
  25548. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  25549. }
  25550. }
  25551. }
  25552. }
  25553. /* Faces */
  25554. // Top and bottom faces
  25555. buildLidFaces();
  25556. // Sides faces
  25557. buildSideFaces();
  25558. ///// Internal functions
  25559. function buildLidFaces() {
  25560. const start = verticesArray.length / 3;
  25561. if ( bevelEnabled ) {
  25562. let layer = 0; // steps + 1
  25563. let offset = vlen * layer;
  25564. // Bottom faces
  25565. for ( let i = 0; i < flen; i ++ ) {
  25566. const face = faces[ i ];
  25567. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  25568. }
  25569. layer = steps + bevelSegments * 2;
  25570. offset = vlen * layer;
  25571. // Top faces
  25572. for ( let i = 0; i < flen; i ++ ) {
  25573. const face = faces[ i ];
  25574. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  25575. }
  25576. } else {
  25577. // Bottom faces
  25578. for ( let i = 0; i < flen; i ++ ) {
  25579. const face = faces[ i ];
  25580. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  25581. }
  25582. // Top faces
  25583. for ( let i = 0; i < flen; i ++ ) {
  25584. const face = faces[ i ];
  25585. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  25586. }
  25587. }
  25588. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  25589. }
  25590. // Create faces for the z-sides of the shape
  25591. function buildSideFaces() {
  25592. const start = verticesArray.length / 3;
  25593. let layeroffset = 0;
  25594. sidewalls( contour, layeroffset );
  25595. layeroffset += contour.length;
  25596. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25597. const ahole = holes[ h ];
  25598. sidewalls( ahole, layeroffset );
  25599. //, true
  25600. layeroffset += ahole.length;
  25601. }
  25602. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  25603. }
  25604. function sidewalls( contour, layeroffset ) {
  25605. let i = contour.length;
  25606. while ( -- i >= 0 ) {
  25607. const j = i;
  25608. let k = i - 1;
  25609. if ( k < 0 ) k = contour.length - 1;
  25610. //log('b', i,j, i-1, k,vertices.length);
  25611. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  25612. const slen1 = vlen * s;
  25613. const slen2 = vlen * ( s + 1 );
  25614. const a = layeroffset + j + slen1,
  25615. b = layeroffset + k + slen1,
  25616. c = layeroffset + k + slen2,
  25617. d = layeroffset + j + slen2;
  25618. f4( a, b, c, d );
  25619. }
  25620. }
  25621. }
  25622. function v( x, y, z ) {
  25623. placeholder.push( x );
  25624. placeholder.push( y );
  25625. placeholder.push( z );
  25626. }
  25627. function f3( a, b, c ) {
  25628. addVertex( a );
  25629. addVertex( b );
  25630. addVertex( c );
  25631. const nextIndex = verticesArray.length / 3;
  25632. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25633. addUV( uvs[ 0 ] );
  25634. addUV( uvs[ 1 ] );
  25635. addUV( uvs[ 2 ] );
  25636. }
  25637. function f4( a, b, c, d ) {
  25638. addVertex( a );
  25639. addVertex( b );
  25640. addVertex( d );
  25641. addVertex( b );
  25642. addVertex( c );
  25643. addVertex( d );
  25644. const nextIndex = verticesArray.length / 3;
  25645. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25646. addUV( uvs[ 0 ] );
  25647. addUV( uvs[ 1 ] );
  25648. addUV( uvs[ 3 ] );
  25649. addUV( uvs[ 1 ] );
  25650. addUV( uvs[ 2 ] );
  25651. addUV( uvs[ 3 ] );
  25652. }
  25653. function addVertex( index ) {
  25654. verticesArray.push( placeholder[ index * 3 + 0 ] );
  25655. verticesArray.push( placeholder[ index * 3 + 1 ] );
  25656. verticesArray.push( placeholder[ index * 3 + 2 ] );
  25657. }
  25658. function addUV( vector2 ) {
  25659. uvArray.push( vector2.x );
  25660. uvArray.push( vector2.y );
  25661. }
  25662. }
  25663. }
  25664. copy( source ) {
  25665. super.copy( source );
  25666. this.parameters = Object.assign( {}, source.parameters );
  25667. return this;
  25668. }
  25669. toJSON() {
  25670. const data = super.toJSON();
  25671. const shapes = this.parameters.shapes;
  25672. const options = this.parameters.options;
  25673. return toJSON$1( shapes, options, data );
  25674. }
  25675. /**
  25676. * Factory method for creating an instance of this class from the given
  25677. * JSON object.
  25678. *
  25679. * @param {Object} data - A JSON object representing the serialized geometry.
  25680. * @param {Array<Shape>} shapes - An array of shapes.
  25681. * @return {ExtrudeGeometry} A new instance.
  25682. */
  25683. static fromJSON( data, shapes ) {
  25684. const geometryShapes = [];
  25685. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  25686. const shape = shapes[ data.shapes[ j ] ];
  25687. geometryShapes.push( shape );
  25688. }
  25689. const extrudePath = data.options.extrudePath;
  25690. if ( extrudePath !== undefined ) {
  25691. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  25692. }
  25693. return new ExtrudeGeometry( geometryShapes, data.options );
  25694. }
  25695. }
  25696. const WorldUVGenerator = {
  25697. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  25698. const a_x = vertices[ indexA * 3 ];
  25699. const a_y = vertices[ indexA * 3 + 1 ];
  25700. const b_x = vertices[ indexB * 3 ];
  25701. const b_y = vertices[ indexB * 3 + 1 ];
  25702. const c_x = vertices[ indexC * 3 ];
  25703. const c_y = vertices[ indexC * 3 + 1 ];
  25704. return [
  25705. new Vector2( a_x, a_y ),
  25706. new Vector2( b_x, b_y ),
  25707. new Vector2( c_x, c_y )
  25708. ];
  25709. },
  25710. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  25711. const a_x = vertices[ indexA * 3 ];
  25712. const a_y = vertices[ indexA * 3 + 1 ];
  25713. const a_z = vertices[ indexA * 3 + 2 ];
  25714. const b_x = vertices[ indexB * 3 ];
  25715. const b_y = vertices[ indexB * 3 + 1 ];
  25716. const b_z = vertices[ indexB * 3 + 2 ];
  25717. const c_x = vertices[ indexC * 3 ];
  25718. const c_y = vertices[ indexC * 3 + 1 ];
  25719. const c_z = vertices[ indexC * 3 + 2 ];
  25720. const d_x = vertices[ indexD * 3 ];
  25721. const d_y = vertices[ indexD * 3 + 1 ];
  25722. const d_z = vertices[ indexD * 3 + 2 ];
  25723. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  25724. return [
  25725. new Vector2( a_x, 1 - a_z ),
  25726. new Vector2( b_x, 1 - b_z ),
  25727. new Vector2( c_x, 1 - c_z ),
  25728. new Vector2( d_x, 1 - d_z )
  25729. ];
  25730. } else {
  25731. return [
  25732. new Vector2( a_y, 1 - a_z ),
  25733. new Vector2( b_y, 1 - b_z ),
  25734. new Vector2( c_y, 1 - c_z ),
  25735. new Vector2( d_y, 1 - d_z )
  25736. ];
  25737. }
  25738. }
  25739. };
  25740. function toJSON$1( shapes, options, data ) {
  25741. data.shapes = [];
  25742. if ( Array.isArray( shapes ) ) {
  25743. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25744. const shape = shapes[ i ];
  25745. data.shapes.push( shape.uuid );
  25746. }
  25747. } else {
  25748. data.shapes.push( shapes.uuid );
  25749. }
  25750. data.options = Object.assign( {}, options );
  25751. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  25752. return data;
  25753. }
  25754. /**
  25755. * A geometry class for representing an icosahedron.
  25756. *
  25757. * ```js
  25758. * const geometry = new THREE.IcosahedronGeometry();
  25759. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25760. * const icosahedron = new THREE.Mesh( geometry, material );
  25761. * scene.add( icosahedron );
  25762. * ```
  25763. *
  25764. * @augments PolyhedronGeometry
  25765. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  25766. */
  25767. class IcosahedronGeometry extends PolyhedronGeometry {
  25768. /**
  25769. * Constructs a new icosahedron geometry.
  25770. *
  25771. * @param {number} [radius=1] - Radius of the icosahedron.
  25772. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  25773. */
  25774. constructor( radius = 1, detail = 0 ) {
  25775. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  25776. const vertices = [
  25777. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  25778. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  25779. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  25780. ];
  25781. const indices = [
  25782. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  25783. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  25784. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  25785. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  25786. ];
  25787. super( vertices, indices, radius, detail );
  25788. this.type = 'IcosahedronGeometry';
  25789. /**
  25790. * Holds the constructor parameters that have been
  25791. * used to generate the geometry. Any modification
  25792. * after instantiation does not change the geometry.
  25793. *
  25794. * @type {Object}
  25795. */
  25796. this.parameters = {
  25797. radius: radius,
  25798. detail: detail
  25799. };
  25800. }
  25801. /**
  25802. * Factory method for creating an instance of this class from the given
  25803. * JSON object.
  25804. *
  25805. * @param {Object} data - A JSON object representing the serialized geometry.
  25806. * @return {IcosahedronGeometry} A new instance.
  25807. */
  25808. static fromJSON( data ) {
  25809. return new IcosahedronGeometry( data.radius, data.detail );
  25810. }
  25811. }
  25812. /**
  25813. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  25814. *
  25815. * ```js
  25816. * const points = [];
  25817. * for ( let i = 0; i < 10; i ++ ) {
  25818. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  25819. * }
  25820. * const geometry = new THREE.LatheGeometry( points );
  25821. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25822. * const lathe = new THREE.Mesh( geometry, material );
  25823. * scene.add( lathe );
  25824. * ```
  25825. *
  25826. * @augments BufferGeometry
  25827. * @demo scenes/geometry-browser.html#LatheGeometry
  25828. */
  25829. class LatheGeometry extends BufferGeometry {
  25830. /**
  25831. * Constructs a new lathe geometry.
  25832. *
  25833. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  25834. * must be greater than zero.
  25835. * @param {number} [segments=12] - The number of circumference segments to generate.
  25836. * @param {number} [phiStart=0] - The starting angle in radians.
  25837. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  25838. * closed lathe, less than 2PI is a portion.
  25839. */
  25840. 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 ) {
  25841. super();
  25842. this.type = 'LatheGeometry';
  25843. /**
  25844. * Holds the constructor parameters that have been
  25845. * used to generate the geometry. Any modification
  25846. * after instantiation does not change the geometry.
  25847. *
  25848. * @type {Object}
  25849. */
  25850. this.parameters = {
  25851. points: points,
  25852. segments: segments,
  25853. phiStart: phiStart,
  25854. phiLength: phiLength
  25855. };
  25856. segments = Math.floor( segments );
  25857. // clamp phiLength so it's in range of [ 0, 2PI ]
  25858. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  25859. // buffers
  25860. const indices = [];
  25861. const vertices = [];
  25862. const uvs = [];
  25863. const initNormals = [];
  25864. const normals = [];
  25865. // helper variables
  25866. const inverseSegments = 1.0 / segments;
  25867. const vertex = new Vector3();
  25868. const uv = new Vector2();
  25869. const normal = new Vector3();
  25870. const curNormal = new Vector3();
  25871. const prevNormal = new Vector3();
  25872. let dx = 0;
  25873. let dy = 0;
  25874. // pre-compute normals for initial "meridian"
  25875. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  25876. switch ( j ) {
  25877. case 0: // special handling for 1st vertex on path
  25878. dx = points[ j + 1 ].x - points[ j ].x;
  25879. dy = points[ j + 1 ].y - points[ j ].y;
  25880. normal.x = dy * 1.0;
  25881. normal.y = - dx;
  25882. normal.z = dy * 0.0;
  25883. prevNormal.copy( normal );
  25884. normal.normalize();
  25885. initNormals.push( normal.x, normal.y, normal.z );
  25886. break;
  25887. case ( points.length - 1 ): // special handling for last Vertex on path
  25888. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  25889. break;
  25890. default: // default handling for all vertices in between
  25891. dx = points[ j + 1 ].x - points[ j ].x;
  25892. dy = points[ j + 1 ].y - points[ j ].y;
  25893. normal.x = dy * 1.0;
  25894. normal.y = - dx;
  25895. normal.z = dy * 0.0;
  25896. curNormal.copy( normal );
  25897. normal.x += prevNormal.x;
  25898. normal.y += prevNormal.y;
  25899. normal.z += prevNormal.z;
  25900. normal.normalize();
  25901. initNormals.push( normal.x, normal.y, normal.z );
  25902. prevNormal.copy( curNormal );
  25903. }
  25904. }
  25905. // generate vertices, uvs and normals
  25906. for ( let i = 0; i <= segments; i ++ ) {
  25907. const phi = phiStart + i * inverseSegments * phiLength;
  25908. const sin = Math.sin( phi );
  25909. const cos = Math.cos( phi );
  25910. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  25911. // vertex
  25912. vertex.x = points[ j ].x * sin;
  25913. vertex.y = points[ j ].y;
  25914. vertex.z = points[ j ].x * cos;
  25915. vertices.push( vertex.x, vertex.y, vertex.z );
  25916. // uv
  25917. uv.x = i / segments;
  25918. uv.y = j / ( points.length - 1 );
  25919. uvs.push( uv.x, uv.y );
  25920. // normal
  25921. const x = initNormals[ 3 * j + 0 ] * sin;
  25922. const y = initNormals[ 3 * j + 1 ];
  25923. const z = initNormals[ 3 * j + 0 ] * cos;
  25924. normals.push( x, y, z );
  25925. }
  25926. }
  25927. // indices
  25928. for ( let i = 0; i < segments; i ++ ) {
  25929. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  25930. const base = j + i * points.length;
  25931. const a = base;
  25932. const b = base + points.length;
  25933. const c = base + points.length + 1;
  25934. const d = base + 1;
  25935. // faces
  25936. indices.push( a, b, d );
  25937. indices.push( c, d, b );
  25938. }
  25939. }
  25940. // build geometry
  25941. this.setIndex( indices );
  25942. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  25943. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  25944. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  25945. }
  25946. copy( source ) {
  25947. super.copy( source );
  25948. this.parameters = Object.assign( {}, source.parameters );
  25949. return this;
  25950. }
  25951. /**
  25952. * Factory method for creating an instance of this class from the given
  25953. * JSON object.
  25954. *
  25955. * @param {Object} data - A JSON object representing the serialized geometry.
  25956. * @return {LatheGeometry} A new instance.
  25957. */
  25958. static fromJSON( data ) {
  25959. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  25960. }
  25961. }
  25962. /**
  25963. * A geometry class for representing an octahedron.
  25964. *
  25965. * ```js
  25966. * const geometry = new THREE.OctahedronGeometry();
  25967. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25968. * const octahedron = new THREE.Mesh( geometry, material );
  25969. * scene.add( octahedron );
  25970. * ```
  25971. *
  25972. * @augments PolyhedronGeometry
  25973. * @demo scenes/geometry-browser.html#OctahedronGeometry
  25974. */
  25975. class OctahedronGeometry extends PolyhedronGeometry {
  25976. /**
  25977. * Constructs a new octahedron geometry.
  25978. *
  25979. * @param {number} [radius=1] - Radius of the octahedron.
  25980. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  25981. */
  25982. constructor( radius = 1, detail = 0 ) {
  25983. const vertices = [
  25984. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  25985. 0, -1, 0, 0, 0, 1, 0, 0, -1
  25986. ];
  25987. const indices = [
  25988. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  25989. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  25990. 1, 3, 4, 1, 4, 2
  25991. ];
  25992. super( vertices, indices, radius, detail );
  25993. this.type = 'OctahedronGeometry';
  25994. /**
  25995. * Holds the constructor parameters that have been
  25996. * used to generate the geometry. Any modification
  25997. * after instantiation does not change the geometry.
  25998. *
  25999. * @type {Object}
  26000. */
  26001. this.parameters = {
  26002. radius: radius,
  26003. detail: detail
  26004. };
  26005. }
  26006. /**
  26007. * Factory method for creating an instance of this class from the given
  26008. * JSON object.
  26009. *
  26010. * @param {Object} data - A JSON object representing the serialized geometry.
  26011. * @return {OctahedronGeometry} A new instance.
  26012. */
  26013. static fromJSON( data ) {
  26014. return new OctahedronGeometry( data.radius, data.detail );
  26015. }
  26016. }
  26017. /**
  26018. * A geometry class for representing a plane.
  26019. *
  26020. * ```js
  26021. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26022. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26023. * const plane = new THREE.Mesh( geometry, material );
  26024. * scene.add( plane );
  26025. * ```
  26026. *
  26027. * @augments BufferGeometry
  26028. * @demo scenes/geometry-browser.html#PlaneGeometry
  26029. */
  26030. class PlaneGeometry extends BufferGeometry {
  26031. /**
  26032. * Constructs a new plane geometry.
  26033. *
  26034. * @param {number} [width=1] - The width along the X axis.
  26035. * @param {number} [height=1] - The height along the Y axis
  26036. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26037. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26038. */
  26039. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26040. super();
  26041. this.type = 'PlaneGeometry';
  26042. /**
  26043. * Holds the constructor parameters that have been
  26044. * used to generate the geometry. Any modification
  26045. * after instantiation does not change the geometry.
  26046. *
  26047. * @type {Object}
  26048. */
  26049. this.parameters = {
  26050. width: width,
  26051. height: height,
  26052. widthSegments: widthSegments,
  26053. heightSegments: heightSegments
  26054. };
  26055. const width_half = width / 2;
  26056. const height_half = height / 2;
  26057. const gridX = Math.floor( widthSegments );
  26058. const gridY = Math.floor( heightSegments );
  26059. const gridX1 = gridX + 1;
  26060. const gridY1 = gridY + 1;
  26061. const segment_width = width / gridX;
  26062. const segment_height = height / gridY;
  26063. //
  26064. const indices = [];
  26065. const vertices = [];
  26066. const normals = [];
  26067. const uvs = [];
  26068. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26069. const y = iy * segment_height - height_half;
  26070. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26071. const x = ix * segment_width - width_half;
  26072. vertices.push( x, - y, 0 );
  26073. normals.push( 0, 0, 1 );
  26074. uvs.push( ix / gridX );
  26075. uvs.push( 1 - ( iy / gridY ) );
  26076. }
  26077. }
  26078. for ( let iy = 0; iy < gridY; iy ++ ) {
  26079. for ( let ix = 0; ix < gridX; ix ++ ) {
  26080. const a = ix + gridX1 * iy;
  26081. const b = ix + gridX1 * ( iy + 1 );
  26082. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26083. const d = ( ix + 1 ) + gridX1 * iy;
  26084. indices.push( a, b, d );
  26085. indices.push( b, c, d );
  26086. }
  26087. }
  26088. this.setIndex( indices );
  26089. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26090. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26091. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26092. }
  26093. copy( source ) {
  26094. super.copy( source );
  26095. this.parameters = Object.assign( {}, source.parameters );
  26096. return this;
  26097. }
  26098. /**
  26099. * Factory method for creating an instance of this class from the given
  26100. * JSON object.
  26101. *
  26102. * @param {Object} data - A JSON object representing the serialized geometry.
  26103. * @return {PlaneGeometry} A new instance.
  26104. */
  26105. static fromJSON( data ) {
  26106. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26107. }
  26108. }
  26109. /**
  26110. * A class for generating a two-dimensional ring geometry.
  26111. *
  26112. * ```js
  26113. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26114. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26115. * const mesh = new THREE.Mesh( geometry, material );
  26116. * scene.add( mesh );
  26117. * ```
  26118. *
  26119. * @augments BufferGeometry
  26120. * @demo scenes/geometry-browser.html#RingGeometry
  26121. */
  26122. class RingGeometry extends BufferGeometry {
  26123. /**
  26124. * Constructs a new ring geometry.
  26125. *
  26126. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26127. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26128. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26129. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26130. * @param {number} [thetaStart=0] - Starting angle in radians.
  26131. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26132. */
  26133. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26134. super();
  26135. this.type = 'RingGeometry';
  26136. /**
  26137. * Holds the constructor parameters that have been
  26138. * used to generate the geometry. Any modification
  26139. * after instantiation does not change the geometry.
  26140. *
  26141. * @type {Object}
  26142. */
  26143. this.parameters = {
  26144. innerRadius: innerRadius,
  26145. outerRadius: outerRadius,
  26146. thetaSegments: thetaSegments,
  26147. phiSegments: phiSegments,
  26148. thetaStart: thetaStart,
  26149. thetaLength: thetaLength
  26150. };
  26151. thetaSegments = Math.max( 3, thetaSegments );
  26152. phiSegments = Math.max( 1, phiSegments );
  26153. // buffers
  26154. const indices = [];
  26155. const vertices = [];
  26156. const normals = [];
  26157. const uvs = [];
  26158. // some helper variables
  26159. let radius = innerRadius;
  26160. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26161. const vertex = new Vector3();
  26162. const uv = new Vector2();
  26163. // generate vertices, normals and uvs
  26164. for ( let j = 0; j <= phiSegments; j ++ ) {
  26165. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26166. // values are generate from the inside of the ring to the outside
  26167. const segment = thetaStart + i / thetaSegments * thetaLength;
  26168. // vertex
  26169. vertex.x = radius * Math.cos( segment );
  26170. vertex.y = radius * Math.sin( segment );
  26171. vertices.push( vertex.x, vertex.y, vertex.z );
  26172. // normal
  26173. normals.push( 0, 0, 1 );
  26174. // uv
  26175. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26176. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26177. uvs.push( uv.x, uv.y );
  26178. }
  26179. // increase the radius for next row of vertices
  26180. radius += radiusStep;
  26181. }
  26182. // indices
  26183. for ( let j = 0; j < phiSegments; j ++ ) {
  26184. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26185. for ( let i = 0; i < thetaSegments; i ++ ) {
  26186. const segment = i + thetaSegmentLevel;
  26187. const a = segment;
  26188. const b = segment + thetaSegments + 1;
  26189. const c = segment + thetaSegments + 2;
  26190. const d = segment + 1;
  26191. // faces
  26192. indices.push( a, b, d );
  26193. indices.push( b, c, d );
  26194. }
  26195. }
  26196. // build geometry
  26197. this.setIndex( indices );
  26198. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26199. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26200. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26201. }
  26202. copy( source ) {
  26203. super.copy( source );
  26204. this.parameters = Object.assign( {}, source.parameters );
  26205. return this;
  26206. }
  26207. /**
  26208. * Factory method for creating an instance of this class from the given
  26209. * JSON object.
  26210. *
  26211. * @param {Object} data - A JSON object representing the serialized geometry.
  26212. * @return {RingGeometry} A new instance.
  26213. */
  26214. static fromJSON( data ) {
  26215. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26216. }
  26217. }
  26218. /**
  26219. * Creates an one-sided polygonal geometry from one or more path shapes.
  26220. *
  26221. * ```js
  26222. * const arcShape = new THREE.Shape()
  26223. * .moveTo( 5, 1 )
  26224. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26225. *
  26226. * const geometry = new THREE.ShapeGeometry( arcShape );
  26227. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26228. * const mesh = new THREE.Mesh( geometry, material ) ;
  26229. * scene.add( mesh );
  26230. * ```
  26231. *
  26232. * @augments BufferGeometry
  26233. * @demo scenes/geometry-browser.html#ShapeGeometry
  26234. */
  26235. class ShapeGeometry extends BufferGeometry {
  26236. /**
  26237. * Constructs a new shape geometry.
  26238. *
  26239. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26240. * @param {number} [curveSegments=12] - Number of segments per shape.
  26241. */
  26242. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26243. super();
  26244. this.type = 'ShapeGeometry';
  26245. /**
  26246. * Holds the constructor parameters that have been
  26247. * used to generate the geometry. Any modification
  26248. * after instantiation does not change the geometry.
  26249. *
  26250. * @type {Object}
  26251. */
  26252. this.parameters = {
  26253. shapes: shapes,
  26254. curveSegments: curveSegments
  26255. };
  26256. // buffers
  26257. const indices = [];
  26258. const vertices = [];
  26259. const normals = [];
  26260. const uvs = [];
  26261. // helper variables
  26262. let groupStart = 0;
  26263. let groupCount = 0;
  26264. // allow single and array values for "shapes" parameter
  26265. if ( Array.isArray( shapes ) === false ) {
  26266. addShape( shapes );
  26267. } else {
  26268. for ( let i = 0; i < shapes.length; i ++ ) {
  26269. addShape( shapes[ i ] );
  26270. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26271. groupStart += groupCount;
  26272. groupCount = 0;
  26273. }
  26274. }
  26275. // build geometry
  26276. this.setIndex( indices );
  26277. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26278. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26279. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26280. // helper functions
  26281. function addShape( shape ) {
  26282. const indexOffset = vertices.length / 3;
  26283. const points = shape.extractPoints( curveSegments );
  26284. let shapeVertices = points.shape;
  26285. const shapeHoles = points.holes;
  26286. // check direction of vertices
  26287. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26288. shapeVertices = shapeVertices.reverse();
  26289. }
  26290. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26291. const shapeHole = shapeHoles[ i ];
  26292. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26293. shapeHoles[ i ] = shapeHole.reverse();
  26294. }
  26295. }
  26296. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26297. // join vertices of inner and outer paths to a single array
  26298. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26299. const shapeHole = shapeHoles[ i ];
  26300. shapeVertices = shapeVertices.concat( shapeHole );
  26301. }
  26302. // vertices, normals, uvs
  26303. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26304. const vertex = shapeVertices[ i ];
  26305. vertices.push( vertex.x, vertex.y, 0 );
  26306. normals.push( 0, 0, 1 );
  26307. uvs.push( vertex.x, vertex.y ); // world uvs
  26308. }
  26309. // indices
  26310. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26311. const face = faces[ i ];
  26312. const a = face[ 0 ] + indexOffset;
  26313. const b = face[ 1 ] + indexOffset;
  26314. const c = face[ 2 ] + indexOffset;
  26315. indices.push( a, b, c );
  26316. groupCount += 3;
  26317. }
  26318. }
  26319. }
  26320. copy( source ) {
  26321. super.copy( source );
  26322. this.parameters = Object.assign( {}, source.parameters );
  26323. return this;
  26324. }
  26325. toJSON() {
  26326. const data = super.toJSON();
  26327. const shapes = this.parameters.shapes;
  26328. return toJSON( shapes, data );
  26329. }
  26330. /**
  26331. * Factory method for creating an instance of this class from the given
  26332. * JSON object.
  26333. *
  26334. * @param {Object} data - A JSON object representing the serialized geometry.
  26335. * @param {Array<Shape>} shapes - An array of shapes.
  26336. * @return {ShapeGeometry} A new instance.
  26337. */
  26338. static fromJSON( data, shapes ) {
  26339. const geometryShapes = [];
  26340. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26341. const shape = shapes[ data.shapes[ j ] ];
  26342. geometryShapes.push( shape );
  26343. }
  26344. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26345. }
  26346. }
  26347. function toJSON( shapes, data ) {
  26348. data.shapes = [];
  26349. if ( Array.isArray( shapes ) ) {
  26350. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26351. const shape = shapes[ i ];
  26352. data.shapes.push( shape.uuid );
  26353. }
  26354. } else {
  26355. data.shapes.push( shapes.uuid );
  26356. }
  26357. return data;
  26358. }
  26359. /**
  26360. * A class for generating a sphere geometry.
  26361. *
  26362. * ```js
  26363. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26364. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26365. * const sphere = new THREE.Mesh( geometry, material );
  26366. * scene.add( sphere );
  26367. * ```
  26368. *
  26369. * @augments BufferGeometry
  26370. * @demo scenes/geometry-browser.html#SphereGeometry
  26371. */
  26372. class SphereGeometry extends BufferGeometry {
  26373. /**
  26374. * Constructs a new sphere geometry.
  26375. *
  26376. * @param {number} [radius=1] - The sphere radius.
  26377. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26378. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26379. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26380. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26381. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26382. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26383. */
  26384. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26385. super();
  26386. this.type = 'SphereGeometry';
  26387. /**
  26388. * Holds the constructor parameters that have been
  26389. * used to generate the geometry. Any modification
  26390. * after instantiation does not change the geometry.
  26391. *
  26392. * @type {Object}
  26393. */
  26394. this.parameters = {
  26395. radius: radius,
  26396. widthSegments: widthSegments,
  26397. heightSegments: heightSegments,
  26398. phiStart: phiStart,
  26399. phiLength: phiLength,
  26400. thetaStart: thetaStart,
  26401. thetaLength: thetaLength
  26402. };
  26403. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26404. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26405. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26406. let index = 0;
  26407. const grid = [];
  26408. const vertex = new Vector3();
  26409. const normal = new Vector3();
  26410. // buffers
  26411. const indices = [];
  26412. const vertices = [];
  26413. const normals = [];
  26414. const uvs = [];
  26415. // generate vertices, normals and uvs
  26416. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26417. const verticesRow = [];
  26418. const v = iy / heightSegments;
  26419. // special case for the poles
  26420. let uOffset = 0;
  26421. if ( iy === 0 && thetaStart === 0 ) {
  26422. uOffset = 0.5 / widthSegments;
  26423. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26424. uOffset = -0.5 / widthSegments;
  26425. }
  26426. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26427. const u = ix / widthSegments;
  26428. // vertex
  26429. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26430. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26431. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26432. vertices.push( vertex.x, vertex.y, vertex.z );
  26433. // normal
  26434. normal.copy( vertex ).normalize();
  26435. normals.push( normal.x, normal.y, normal.z );
  26436. // uv
  26437. uvs.push( u + uOffset, 1 - v );
  26438. verticesRow.push( index ++ );
  26439. }
  26440. grid.push( verticesRow );
  26441. }
  26442. // indices
  26443. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26444. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26445. const a = grid[ iy ][ ix + 1 ];
  26446. const b = grid[ iy ][ ix ];
  26447. const c = grid[ iy + 1 ][ ix ];
  26448. const d = grid[ iy + 1 ][ ix + 1 ];
  26449. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26450. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26451. }
  26452. }
  26453. // build geometry
  26454. this.setIndex( indices );
  26455. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26456. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26457. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26458. }
  26459. copy( source ) {
  26460. super.copy( source );
  26461. this.parameters = Object.assign( {}, source.parameters );
  26462. return this;
  26463. }
  26464. /**
  26465. * Factory method for creating an instance of this class from the given
  26466. * JSON object.
  26467. *
  26468. * @param {Object} data - A JSON object representing the serialized geometry.
  26469. * @return {SphereGeometry} A new instance.
  26470. */
  26471. static fromJSON( data ) {
  26472. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26473. }
  26474. }
  26475. /**
  26476. * A geometry class for representing an tetrahedron.
  26477. *
  26478. * ```js
  26479. * const geometry = new THREE.TetrahedronGeometry();
  26480. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26481. * const tetrahedron = new THREE.Mesh( geometry, material );
  26482. * scene.add( tetrahedron );
  26483. * ```
  26484. *
  26485. * @augments PolyhedronGeometry
  26486. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  26487. */
  26488. class TetrahedronGeometry extends PolyhedronGeometry {
  26489. /**
  26490. * Constructs a new tetrahedron geometry.
  26491. *
  26492. * @param {number} [radius=1] - Radius of the tetrahedron.
  26493. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  26494. */
  26495. constructor( radius = 1, detail = 0 ) {
  26496. const vertices = [
  26497. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  26498. ];
  26499. const indices = [
  26500. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  26501. ];
  26502. super( vertices, indices, radius, detail );
  26503. this.type = 'TetrahedronGeometry';
  26504. /**
  26505. * Holds the constructor parameters that have been
  26506. * used to generate the geometry. Any modification
  26507. * after instantiation does not change the geometry.
  26508. *
  26509. * @type {Object}
  26510. */
  26511. this.parameters = {
  26512. radius: radius,
  26513. detail: detail
  26514. };
  26515. }
  26516. /**
  26517. * Factory method for creating an instance of this class from the given
  26518. * JSON object.
  26519. *
  26520. * @param {Object} data - A JSON object representing the serialized geometry.
  26521. * @return {TetrahedronGeometry} A new instance.
  26522. */
  26523. static fromJSON( data ) {
  26524. return new TetrahedronGeometry( data.radius, data.detail );
  26525. }
  26526. }
  26527. /**
  26528. * A geometry class for representing an torus.
  26529. *
  26530. * ```js
  26531. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  26532. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26533. * const torus = new THREE.Mesh( geometry, material );
  26534. * scene.add( torus );
  26535. * ```
  26536. *
  26537. * @augments BufferGeometry
  26538. * @demo scenes/geometry-browser.html#TorusGeometry
  26539. */
  26540. class TorusGeometry extends BufferGeometry {
  26541. /**
  26542. * Constructs a new torus geometry.
  26543. *
  26544. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  26545. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  26546. * @param {number} [radialSegments=12] - The number of radial segments.
  26547. * @param {number} [tubularSegments=48] - The number of tubular segments.
  26548. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  26549. * @param {number} [thetaStart=0] - Start of the tubular sweep in radians.
  26550. * @param {number} [thetaLength=Math.PI*2] - Length of the tubular sweep in radians.
  26551. */
  26552. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26553. super();
  26554. this.type = 'TorusGeometry';
  26555. /**
  26556. * Holds the constructor parameters that have been
  26557. * used to generate the geometry. Any modification
  26558. * after instantiation does not change the geometry.
  26559. *
  26560. * @type {Object}
  26561. */
  26562. this.parameters = {
  26563. radius: radius,
  26564. tube: tube,
  26565. radialSegments: radialSegments,
  26566. tubularSegments: tubularSegments,
  26567. arc: arc,
  26568. thetaStart: thetaStart,
  26569. thetaLength: thetaLength,
  26570. };
  26571. radialSegments = Math.floor( radialSegments );
  26572. tubularSegments = Math.floor( tubularSegments );
  26573. // buffers
  26574. const indices = [];
  26575. const vertices = [];
  26576. const normals = [];
  26577. const uvs = [];
  26578. // helper variables
  26579. const center = new Vector3();
  26580. const vertex = new Vector3();
  26581. const normal = new Vector3();
  26582. // generate vertices, normals and uvs
  26583. for ( let j = 0; j <= radialSegments; j ++ ) {
  26584. const v = thetaStart + ( j / radialSegments ) * thetaLength;
  26585. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26586. const u = i / tubularSegments * arc;
  26587. // vertex
  26588. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  26589. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  26590. vertex.z = tube * Math.sin( v );
  26591. vertices.push( vertex.x, vertex.y, vertex.z );
  26592. // normal
  26593. center.x = radius * Math.cos( u );
  26594. center.y = radius * Math.sin( u );
  26595. normal.subVectors( vertex, center ).normalize();
  26596. normals.push( normal.x, normal.y, normal.z );
  26597. // uv
  26598. uvs.push( i / tubularSegments );
  26599. uvs.push( j / radialSegments );
  26600. }
  26601. }
  26602. // generate indices
  26603. for ( let j = 1; j <= radialSegments; j ++ ) {
  26604. for ( let i = 1; i <= tubularSegments; i ++ ) {
  26605. // indices
  26606. const a = ( tubularSegments + 1 ) * j + i - 1;
  26607. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  26608. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  26609. const d = ( tubularSegments + 1 ) * j + i;
  26610. // faces
  26611. indices.push( a, b, d );
  26612. indices.push( b, c, d );
  26613. }
  26614. }
  26615. // build geometry
  26616. this.setIndex( indices );
  26617. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26618. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26619. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26620. }
  26621. copy( source ) {
  26622. super.copy( source );
  26623. this.parameters = Object.assign( {}, source.parameters );
  26624. return this;
  26625. }
  26626. /**
  26627. * Factory method for creating an instance of this class from the given
  26628. * JSON object.
  26629. *
  26630. * @param {Object} data - A JSON object representing the serialized geometry.
  26631. * @return {TorusGeometry} A new instance.
  26632. */
  26633. static fromJSON( data ) {
  26634. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  26635. }
  26636. }
  26637. /**
  26638. * Creates a torus knot, the particular shape of which is defined by a pair
  26639. * of coprime integers, p and q. If p and q are not coprime, the result will
  26640. * be a torus link.
  26641. *
  26642. * ```js
  26643. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  26644. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26645. * const torusKnot = new THREE.Mesh( geometry, material );
  26646. * scene.add( torusKnot );
  26647. * ```
  26648. *
  26649. * @augments BufferGeometry
  26650. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  26651. */
  26652. class TorusKnotGeometry extends BufferGeometry {
  26653. /**
  26654. * Constructs a new torus knot geometry.
  26655. *
  26656. * @param {number} [radius=1] - Radius of the torus knot.
  26657. * @param {number} [tube=0.4] - Radius of the tube.
  26658. * @param {number} [tubularSegments=64] - The number of tubular segments.
  26659. * @param {number} [radialSegments=8] - The number of radial segments.
  26660. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  26661. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  26662. */
  26663. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  26664. super();
  26665. this.type = 'TorusKnotGeometry';
  26666. /**
  26667. * Holds the constructor parameters that have been
  26668. * used to generate the geometry. Any modification
  26669. * after instantiation does not change the geometry.
  26670. *
  26671. * @type {Object}
  26672. */
  26673. this.parameters = {
  26674. radius: radius,
  26675. tube: tube,
  26676. tubularSegments: tubularSegments,
  26677. radialSegments: radialSegments,
  26678. p: p,
  26679. q: q
  26680. };
  26681. tubularSegments = Math.floor( tubularSegments );
  26682. radialSegments = Math.floor( radialSegments );
  26683. // buffers
  26684. const indices = [];
  26685. const vertices = [];
  26686. const normals = [];
  26687. const uvs = [];
  26688. // helper variables
  26689. const vertex = new Vector3();
  26690. const normal = new Vector3();
  26691. const P1 = new Vector3();
  26692. const P2 = new Vector3();
  26693. const B = new Vector3();
  26694. const T = new Vector3();
  26695. const N = new Vector3();
  26696. // generate vertices, normals and uvs
  26697. for ( let i = 0; i <= tubularSegments; ++ i ) {
  26698. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  26699. const u = i / tubularSegments * p * Math.PI * 2;
  26700. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  26701. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  26702. calculatePositionOnCurve( u, p, q, radius, P1 );
  26703. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  26704. // calculate orthonormal basis
  26705. T.subVectors( P2, P1 );
  26706. N.addVectors( P2, P1 );
  26707. B.crossVectors( T, N );
  26708. N.crossVectors( B, T );
  26709. // normalize B, N. T can be ignored, we don't use it
  26710. B.normalize();
  26711. N.normalize();
  26712. for ( let j = 0; j <= radialSegments; ++ j ) {
  26713. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  26714. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  26715. const v = j / radialSegments * Math.PI * 2;
  26716. const cx = - tube * Math.cos( v );
  26717. const cy = tube * Math.sin( v );
  26718. // now calculate the final vertex position.
  26719. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  26720. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  26721. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  26722. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  26723. vertices.push( vertex.x, vertex.y, vertex.z );
  26724. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  26725. normal.subVectors( vertex, P1 ).normalize();
  26726. normals.push( normal.x, normal.y, normal.z );
  26727. // uv
  26728. uvs.push( i / tubularSegments );
  26729. uvs.push( j / radialSegments );
  26730. }
  26731. }
  26732. // generate indices
  26733. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26734. for ( let i = 1; i <= radialSegments; i ++ ) {
  26735. // indices
  26736. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26737. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26738. const c = ( radialSegments + 1 ) * j + i;
  26739. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26740. // faces
  26741. indices.push( a, b, d );
  26742. indices.push( b, c, d );
  26743. }
  26744. }
  26745. // build geometry
  26746. this.setIndex( indices );
  26747. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26748. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26749. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26750. // this function calculates the current position on the torus curve
  26751. function calculatePositionOnCurve( u, p, q, radius, position ) {
  26752. const cu = Math.cos( u );
  26753. const su = Math.sin( u );
  26754. const quOverP = q / p * u;
  26755. const cs = Math.cos( quOverP );
  26756. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  26757. position.y = radius * ( 2 + cs ) * su * 0.5;
  26758. position.z = radius * Math.sin( quOverP ) * 0.5;
  26759. }
  26760. }
  26761. copy( source ) {
  26762. super.copy( source );
  26763. this.parameters = Object.assign( {}, source.parameters );
  26764. return this;
  26765. }
  26766. /**
  26767. * Factory method for creating an instance of this class from the given
  26768. * JSON object.
  26769. *
  26770. * @param {Object} data - A JSON object representing the serialized geometry.
  26771. * @return {TorusKnotGeometry} A new instance.
  26772. */
  26773. static fromJSON( data ) {
  26774. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  26775. }
  26776. }
  26777. /**
  26778. * Creates a tube that extrudes along a 3D curve.
  26779. *
  26780. * ```js
  26781. * class CustomSinCurve extends THREE.Curve {
  26782. *
  26783. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  26784. *
  26785. * const tx = t * 3 - 1.5;
  26786. * const ty = Math.sin( 2 * Math.PI * t );
  26787. * const tz = 0;
  26788. *
  26789. * return optionalTarget.set( tx, ty, tz );
  26790. * }
  26791. *
  26792. * }
  26793. *
  26794. * const path = new CustomSinCurve( 10 );
  26795. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  26796. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  26797. * const mesh = new THREE.Mesh( geometry, material );
  26798. * scene.add( mesh );
  26799. * ```
  26800. *
  26801. * @augments BufferGeometry
  26802. * @demo scenes/geometry-browser.html#TubeGeometry
  26803. */
  26804. class TubeGeometry extends BufferGeometry {
  26805. /**
  26806. * Constructs a new tube geometry.
  26807. *
  26808. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  26809. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  26810. * @param {number} [radius=1] -The radius of the tube.
  26811. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  26812. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  26813. */
  26814. 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 ) {
  26815. super();
  26816. this.type = 'TubeGeometry';
  26817. /**
  26818. * Holds the constructor parameters that have been
  26819. * used to generate the geometry. Any modification
  26820. * after instantiation does not change the geometry.
  26821. *
  26822. * @type {Object}
  26823. */
  26824. this.parameters = {
  26825. path: path,
  26826. tubularSegments: tubularSegments,
  26827. radius: radius,
  26828. radialSegments: radialSegments,
  26829. closed: closed
  26830. };
  26831. const frames = path.computeFrenetFrames( tubularSegments, closed );
  26832. // expose internals
  26833. this.tangents = frames.tangents;
  26834. this.normals = frames.normals;
  26835. this.binormals = frames.binormals;
  26836. // helper variables
  26837. const vertex = new Vector3();
  26838. const normal = new Vector3();
  26839. const uv = new Vector2();
  26840. let P = new Vector3();
  26841. // buffer
  26842. const vertices = [];
  26843. const normals = [];
  26844. const uvs = [];
  26845. const indices = [];
  26846. // create buffer data
  26847. generateBufferData();
  26848. // build geometry
  26849. this.setIndex( indices );
  26850. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26851. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26852. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26853. // functions
  26854. function generateBufferData() {
  26855. for ( let i = 0; i < tubularSegments; i ++ ) {
  26856. generateSegment( i );
  26857. }
  26858. // if the geometry is not closed, generate the last row of vertices and normals
  26859. // at the regular position on the given path
  26860. //
  26861. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  26862. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  26863. // uvs are generated in a separate function.
  26864. // this makes it easy compute correct values for closed geometries
  26865. generateUVs();
  26866. // finally create faces
  26867. generateIndices();
  26868. }
  26869. function generateSegment( i ) {
  26870. // we use getPointAt to sample evenly distributed points from the given path
  26871. P = path.getPointAt( i / tubularSegments, P );
  26872. // retrieve corresponding normal and binormal
  26873. const N = frames.normals[ i ];
  26874. const B = frames.binormals[ i ];
  26875. // generate normals and vertices for the current segment
  26876. for ( let j = 0; j <= radialSegments; j ++ ) {
  26877. const v = j / radialSegments * Math.PI * 2;
  26878. const sin = Math.sin( v );
  26879. const cos = - Math.cos( v );
  26880. // normal
  26881. normal.x = ( cos * N.x + sin * B.x );
  26882. normal.y = ( cos * N.y + sin * B.y );
  26883. normal.z = ( cos * N.z + sin * B.z );
  26884. normal.normalize();
  26885. normals.push( normal.x, normal.y, normal.z );
  26886. // vertex
  26887. vertex.x = P.x + radius * normal.x;
  26888. vertex.y = P.y + radius * normal.y;
  26889. vertex.z = P.z + radius * normal.z;
  26890. vertices.push( vertex.x, vertex.y, vertex.z );
  26891. }
  26892. }
  26893. function generateIndices() {
  26894. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26895. for ( let i = 1; i <= radialSegments; i ++ ) {
  26896. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26897. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26898. const c = ( radialSegments + 1 ) * j + i;
  26899. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26900. // faces
  26901. indices.push( a, b, d );
  26902. indices.push( b, c, d );
  26903. }
  26904. }
  26905. }
  26906. function generateUVs() {
  26907. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26908. for ( let j = 0; j <= radialSegments; j ++ ) {
  26909. uv.x = i / tubularSegments;
  26910. uv.y = j / radialSegments;
  26911. uvs.push( uv.x, uv.y );
  26912. }
  26913. }
  26914. }
  26915. }
  26916. copy( source ) {
  26917. super.copy( source );
  26918. this.parameters = Object.assign( {}, source.parameters );
  26919. return this;
  26920. }
  26921. toJSON() {
  26922. const data = super.toJSON();
  26923. data.path = this.parameters.path.toJSON();
  26924. return data;
  26925. }
  26926. /**
  26927. * Factory method for creating an instance of this class from the given
  26928. * JSON object.
  26929. *
  26930. * @param {Object} data - A JSON object representing the serialized geometry.
  26931. * @return {TubeGeometry} A new instance.
  26932. */
  26933. static fromJSON( data ) {
  26934. // This only works for built-in curves (e.g. CatmullRomCurve3).
  26935. // User defined curves or instances of CurvePath will not be deserialized.
  26936. return new TubeGeometry(
  26937. new Curves[ data.path.type ]().fromJSON( data.path ),
  26938. data.tubularSegments,
  26939. data.radius,
  26940. data.radialSegments,
  26941. data.closed
  26942. );
  26943. }
  26944. }
  26945. /**
  26946. * Can be used as a helper object to visualize a geometry as a wireframe.
  26947. *
  26948. * ```js
  26949. * const geometry = new THREE.SphereGeometry();
  26950. *
  26951. * const wireframe = new THREE.WireframeGeometry( geometry );
  26952. *
  26953. * const line = new THREE.LineSegments( wireframe );
  26954. * line.material.depthWrite = false;
  26955. * line.material.opacity = 0.25;
  26956. * line.material.transparent = true;
  26957. *
  26958. * scene.add( line );
  26959. * ```
  26960. *
  26961. * Note: It is not yet possible to serialize/deserialize instances of this class.
  26962. *
  26963. * @augments BufferGeometry
  26964. */
  26965. class WireframeGeometry extends BufferGeometry {
  26966. /**
  26967. * Constructs a new wireframe geometry.
  26968. *
  26969. * @param {?BufferGeometry} [geometry=null] - The geometry.
  26970. */
  26971. constructor( geometry = null ) {
  26972. super();
  26973. this.type = 'WireframeGeometry';
  26974. /**
  26975. * Holds the constructor parameters that have been
  26976. * used to generate the geometry. Any modification
  26977. * after instantiation does not change the geometry.
  26978. *
  26979. * @type {Object}
  26980. */
  26981. this.parameters = {
  26982. geometry: geometry
  26983. };
  26984. if ( geometry !== null ) {
  26985. // buffer
  26986. const vertices = [];
  26987. const edges = new Set();
  26988. // helper variables
  26989. const start = new Vector3();
  26990. const end = new Vector3();
  26991. if ( geometry.index !== null ) {
  26992. // indexed BufferGeometry
  26993. const position = geometry.attributes.position;
  26994. const indices = geometry.index;
  26995. let groups = geometry.groups;
  26996. if ( groups.length === 0 ) {
  26997. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  26998. }
  26999. // create a data structure that contains all edges without duplicates
  27000. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27001. const group = groups[ o ];
  27002. const groupStart = group.start;
  27003. const groupCount = group.count;
  27004. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27005. for ( let j = 0; j < 3; j ++ ) {
  27006. const index1 = indices.getX( i + j );
  27007. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27008. start.fromBufferAttribute( position, index1 );
  27009. end.fromBufferAttribute( position, index2 );
  27010. if ( isUniqueEdge( start, end, edges ) === true ) {
  27011. vertices.push( start.x, start.y, start.z );
  27012. vertices.push( end.x, end.y, end.z );
  27013. }
  27014. }
  27015. }
  27016. }
  27017. } else {
  27018. // non-indexed BufferGeometry
  27019. const position = geometry.attributes.position;
  27020. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27021. for ( let j = 0; j < 3; j ++ ) {
  27022. // three edges per triangle, an edge is represented as (index1, index2)
  27023. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27024. const index1 = 3 * i + j;
  27025. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27026. start.fromBufferAttribute( position, index1 );
  27027. end.fromBufferAttribute( position, index2 );
  27028. if ( isUniqueEdge( start, end, edges ) === true ) {
  27029. vertices.push( start.x, start.y, start.z );
  27030. vertices.push( end.x, end.y, end.z );
  27031. }
  27032. }
  27033. }
  27034. }
  27035. // build geometry
  27036. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27037. }
  27038. }
  27039. copy( source ) {
  27040. super.copy( source );
  27041. this.parameters = Object.assign( {}, source.parameters );
  27042. return this;
  27043. }
  27044. }
  27045. function isUniqueEdge( start, end, edges ) {
  27046. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27047. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27048. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27049. return false;
  27050. } else {
  27051. edges.add( hash1 );
  27052. edges.add( hash2 );
  27053. return true;
  27054. }
  27055. }
  27056. var Geometries = /*#__PURE__*/Object.freeze({
  27057. __proto__: null,
  27058. BoxGeometry: BoxGeometry,
  27059. CapsuleGeometry: CapsuleGeometry,
  27060. CircleGeometry: CircleGeometry,
  27061. ConeGeometry: ConeGeometry,
  27062. CylinderGeometry: CylinderGeometry,
  27063. DodecahedronGeometry: DodecahedronGeometry,
  27064. EdgesGeometry: EdgesGeometry,
  27065. ExtrudeGeometry: ExtrudeGeometry,
  27066. IcosahedronGeometry: IcosahedronGeometry,
  27067. LatheGeometry: LatheGeometry,
  27068. OctahedronGeometry: OctahedronGeometry,
  27069. PlaneGeometry: PlaneGeometry,
  27070. PolyhedronGeometry: PolyhedronGeometry,
  27071. RingGeometry: RingGeometry,
  27072. ShapeGeometry: ShapeGeometry,
  27073. SphereGeometry: SphereGeometry,
  27074. TetrahedronGeometry: TetrahedronGeometry,
  27075. TorusGeometry: TorusGeometry,
  27076. TorusKnotGeometry: TorusKnotGeometry,
  27077. TubeGeometry: TubeGeometry,
  27078. WireframeGeometry: WireframeGeometry
  27079. });
  27080. /**
  27081. * This material can receive shadows, but otherwise is completely transparent.
  27082. *
  27083. * ```js
  27084. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27085. * geometry.rotateX( - Math.PI / 2 );
  27086. *
  27087. * const material = new THREE.ShadowMaterial();
  27088. * material.opacity = 0.2;
  27089. *
  27090. * const plane = new THREE.Mesh( geometry, material );
  27091. * plane.position.y = -200;
  27092. * plane.receiveShadow = true;
  27093. * scene.add( plane );
  27094. * ```
  27095. *
  27096. * @augments Material
  27097. */
  27098. class ShadowMaterial extends Material {
  27099. /**
  27100. * Constructs a new shadow material.
  27101. *
  27102. * @param {Object} [parameters] - An object with one or more properties
  27103. * defining the material's appearance. Any property of the material
  27104. * (including any property from inherited materials) can be passed
  27105. * in here. Color values can be passed any type of value accepted
  27106. * by {@link Color#set}.
  27107. */
  27108. constructor( parameters ) {
  27109. super();
  27110. /**
  27111. * This flag can be used for type testing.
  27112. *
  27113. * @type {boolean}
  27114. * @readonly
  27115. * @default true
  27116. */
  27117. this.isShadowMaterial = true;
  27118. this.type = 'ShadowMaterial';
  27119. /**
  27120. * Color of the material.
  27121. *
  27122. * @type {Color}
  27123. * @default (0,0,0)
  27124. */
  27125. this.color = new Color( 0x000000 );
  27126. /**
  27127. * Overwritten since shadow materials are transparent
  27128. * by default.
  27129. *
  27130. * @type {boolean}
  27131. * @default true
  27132. */
  27133. this.transparent = true;
  27134. /**
  27135. * Whether the material is affected by fog or not.
  27136. *
  27137. * @type {boolean}
  27138. * @default true
  27139. */
  27140. this.fog = true;
  27141. this.setValues( parameters );
  27142. }
  27143. copy( source ) {
  27144. super.copy( source );
  27145. this.color.copy( source.color );
  27146. this.fog = source.fog;
  27147. return this;
  27148. }
  27149. }
  27150. /**
  27151. * Provides utility functions for managing uniforms.
  27152. *
  27153. * @module UniformsUtils
  27154. */
  27155. /**
  27156. * Clones the given uniform definitions by performing a deep-copy. That means
  27157. * if the value of a uniform refers to an object like a Vector3 or Texture,
  27158. * the cloned uniform will refer to a new object reference.
  27159. *
  27160. * @param {Object} src - An object representing uniform definitions.
  27161. * @return {Object} The cloned uniforms.
  27162. */
  27163. function cloneUniforms( src ) {
  27164. const dst = {};
  27165. for ( const u in src ) {
  27166. dst[ u ] = {};
  27167. for ( const p in src[ u ] ) {
  27168. const property = src[ u ][ p ];
  27169. if ( isThreeObject( property ) ) {
  27170. if ( property.isRenderTargetTexture ) {
  27171. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  27172. dst[ u ][ p ] = null;
  27173. } else {
  27174. dst[ u ][ p ] = property.clone();
  27175. }
  27176. } else if ( Array.isArray( property ) ) {
  27177. if ( isThreeObject( property[ 0 ] ) ) {
  27178. const clonedProperty = [];
  27179. for ( let i = 0, l = property.length; i < l; i ++ ) {
  27180. clonedProperty[ i ] = property[ i ].clone();
  27181. }
  27182. dst[ u ][ p ] = clonedProperty;
  27183. } else {
  27184. dst[ u ][ p ] = property.slice();
  27185. }
  27186. } else {
  27187. dst[ u ][ p ] = property;
  27188. }
  27189. }
  27190. }
  27191. return dst;
  27192. }
  27193. /**
  27194. * Merges the given uniform definitions into a single object. Since the
  27195. * method internally uses cloneUniforms(), it performs a deep-copy when
  27196. * producing the merged uniform definitions.
  27197. *
  27198. * @param {Array} uniforms - An array of objects containing uniform definitions.
  27199. * @return {Object} The merged uniforms.
  27200. */
  27201. function mergeUniforms( uniforms ) {
  27202. const merged = {};
  27203. for ( let u = 0; u < uniforms.length; u ++ ) {
  27204. const tmp = cloneUniforms( uniforms[ u ] );
  27205. for ( const p in tmp ) {
  27206. merged[ p ] = tmp[ p ];
  27207. }
  27208. }
  27209. return merged;
  27210. }
  27211. function isThreeObject( property ) {
  27212. return ( property && ( property.isColor ||
  27213. property.isMatrix3 || property.isMatrix4 ||
  27214. property.isVector2 || property.isVector3 || property.isVector4 ||
  27215. property.isTexture || property.isQuaternion ) );
  27216. }
  27217. function cloneUniformsGroups( src ) {
  27218. const dst = [];
  27219. for ( let u = 0; u < src.length; u ++ ) {
  27220. dst.push( src[ u ].clone() );
  27221. }
  27222. return dst;
  27223. }
  27224. function getUnlitUniformColorSpace( renderer ) {
  27225. const currentRenderTarget = renderer.getRenderTarget();
  27226. if ( currentRenderTarget === null ) {
  27227. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  27228. return renderer.outputColorSpace;
  27229. }
  27230. // https://github.com/mrdoob/three.js/issues/27868
  27231. if ( currentRenderTarget.isXRRenderTarget === true ) {
  27232. return currentRenderTarget.texture.colorSpace;
  27233. }
  27234. return ColorManagement.workingColorSpace;
  27235. }
  27236. // Legacy
  27237. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  27238. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  27239. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  27240. /**
  27241. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  27242. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  27243. * effect not included with any of the built-in materials.
  27244. *
  27245. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  27246. *
  27247. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  27248. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  27249. * you don't want that, use {@link RawShaderMaterial} instead.
  27250. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  27251. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  27252. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  27253. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  27254. * - The loop variable has to be *i*.
  27255. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  27256. * value of *i* for the given iteration and can be used in preprocessor
  27257. * statements.
  27258. *
  27259. * ```js
  27260. * const material = new THREE.ShaderMaterial( {
  27261. * uniforms: {
  27262. * time: { value: 1.0 },
  27263. * resolution: { value: new THREE.Vector2() }
  27264. * },
  27265. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  27266. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  27267. * } );
  27268. * ```
  27269. *
  27270. * @augments Material
  27271. */
  27272. class ShaderMaterial extends Material {
  27273. /**
  27274. * Constructs a new shader material.
  27275. *
  27276. * @param {Object} [parameters] - An object with one or more properties
  27277. * defining the material's appearance. Any property of the material
  27278. * (including any property from inherited materials) can be passed
  27279. * in here. Color values can be passed any type of value accepted
  27280. * by {@link Color#set}.
  27281. */
  27282. constructor( parameters ) {
  27283. super();
  27284. /**
  27285. * This flag can be used for type testing.
  27286. *
  27287. * @type {boolean}
  27288. * @readonly
  27289. * @default true
  27290. */
  27291. this.isShaderMaterial = true;
  27292. this.type = 'ShaderMaterial';
  27293. /**
  27294. * Defines custom constants using `#define` directives within the GLSL code
  27295. * for both the vertex shader and the fragment shader; each key/value pair
  27296. * yields another directive.
  27297. * ```js
  27298. * defines: {
  27299. * FOO: 15,
  27300. * BAR: true
  27301. * }
  27302. * ```
  27303. * Yields the lines:
  27304. * ```
  27305. * #define FOO 15
  27306. * #define BAR true
  27307. * ```
  27308. *
  27309. * @type {Object}
  27310. */
  27311. this.defines = {};
  27312. /**
  27313. * An object of the form:
  27314. * ```js
  27315. * {
  27316. * "uniform1": { value: 1.0 },
  27317. * "uniform2": { value: 2 }
  27318. * }
  27319. * ```
  27320. * specifying the uniforms to be passed to the shader code; keys are uniform
  27321. * names, values are definitions of the form
  27322. * ```
  27323. * {
  27324. * value: 1.0
  27325. * }
  27326. * ```
  27327. * where `value` is the value of the uniform. Names must match the name of
  27328. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  27329. * on every frame, so updating the value of the uniform will immediately
  27330. * update the value available to the GLSL code.
  27331. *
  27332. * @type {Object}
  27333. */
  27334. this.uniforms = {};
  27335. /**
  27336. * An array holding uniforms groups for configuring UBOs.
  27337. *
  27338. * @type {Array<UniformsGroup>}
  27339. */
  27340. this.uniformsGroups = [];
  27341. /**
  27342. * Vertex shader GLSL code. This is the actual code for the shader.
  27343. *
  27344. * @type {string}
  27345. */
  27346. this.vertexShader = default_vertex;
  27347. /**
  27348. * Fragment shader GLSL code. This is the actual code for the shader.
  27349. *
  27350. * @type {string}
  27351. */
  27352. this.fragmentShader = default_fragment;
  27353. /**
  27354. * Controls line thickness or lines.
  27355. *
  27356. * WebGL and WebGPU ignore this setting and always render line primitives with a
  27357. * width of one pixel.
  27358. *
  27359. * @type {number}
  27360. * @default 1
  27361. */
  27362. this.linewidth = 1;
  27363. /**
  27364. * Renders the geometry as a wireframe.
  27365. *
  27366. * @type {boolean}
  27367. * @default false
  27368. */
  27369. this.wireframe = false;
  27370. /**
  27371. * Controls the thickness of the wireframe.
  27372. *
  27373. * WebGL and WebGPU ignore this property and always render
  27374. * 1 pixel wide lines.
  27375. *
  27376. * @type {number}
  27377. * @default 1
  27378. */
  27379. this.wireframeLinewidth = 1;
  27380. /**
  27381. * Defines whether the material color is affected by global fog settings; `true`
  27382. * to pass fog uniforms to the shader.
  27383. *
  27384. * Setting this property to `true` requires the definition of fog uniforms. It is
  27385. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  27386. * with predefined fog uniforms.
  27387. *
  27388. * ```js
  27389. * const material = new ShaderMaterial( {
  27390. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  27391. * vertexShader: vertexShader,
  27392. * fragmentShader: fragmentShader,
  27393. * fog: true
  27394. * } );
  27395. * ```
  27396. *
  27397. * @type {boolean}
  27398. * @default false
  27399. */
  27400. this.fog = false;
  27401. /**
  27402. * Defines whether this material uses lighting; `true` to pass uniform data
  27403. * related to lighting to this shader.
  27404. *
  27405. * @type {boolean}
  27406. * @default false
  27407. */
  27408. this.lights = false;
  27409. /**
  27410. * Defines whether this material supports clipping; `true` to let the renderer
  27411. * pass the clippingPlanes uniform.
  27412. *
  27413. * @type {boolean}
  27414. * @default false
  27415. */
  27416. this.clipping = false;
  27417. /**
  27418. * Overwritten and set to `true` by default.
  27419. *
  27420. * @type {boolean}
  27421. * @default true
  27422. */
  27423. this.forceSinglePass = true;
  27424. /**
  27425. * This object allows to enable certain WebGL 2 extensions.
  27426. *
  27427. * - clipCullDistance: set to `true` to use vertex shader clipping
  27428. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  27429. *
  27430. * @type {{clipCullDistance:false,multiDraw:false}}
  27431. */
  27432. this.extensions = {
  27433. clipCullDistance: false, // set to use vertex shader clipping
  27434. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  27435. };
  27436. /**
  27437. * When the rendered geometry doesn't include these attributes but the
  27438. * material does, these default values will be passed to the shaders. This
  27439. * avoids errors when buffer data is missing.
  27440. *
  27441. * - color: [ 1, 1, 1 ]
  27442. * - uv: [ 0, 0 ]
  27443. * - uv1: [ 0, 0 ]
  27444. *
  27445. * @type {Object}
  27446. */
  27447. this.defaultAttributeValues = {
  27448. 'color': [ 1, 1, 1 ],
  27449. 'uv': [ 0, 0 ],
  27450. 'uv1': [ 0, 0 ]
  27451. };
  27452. /**
  27453. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  27454. * to bind a generic vertex index to an attribute variable.
  27455. *
  27456. * @type {string|undefined}
  27457. * @default undefined
  27458. */
  27459. this.index0AttributeName = undefined;
  27460. /**
  27461. * Can be used to force a uniform update while changing uniforms in
  27462. * {@link Object3D#onBeforeRender}.
  27463. *
  27464. * @type {boolean}
  27465. * @default false
  27466. */
  27467. this.uniformsNeedUpdate = false;
  27468. /**
  27469. * Defines the GLSL version of custom shader code.
  27470. *
  27471. * @type {?(GLSL1|GLSL3)}
  27472. * @default null
  27473. */
  27474. this.glslVersion = null;
  27475. if ( parameters !== undefined ) {
  27476. this.setValues( parameters );
  27477. }
  27478. }
  27479. copy( source ) {
  27480. super.copy( source );
  27481. this.fragmentShader = source.fragmentShader;
  27482. this.vertexShader = source.vertexShader;
  27483. this.uniforms = cloneUniforms( source.uniforms );
  27484. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  27485. this.defines = Object.assign( {}, source.defines );
  27486. this.wireframe = source.wireframe;
  27487. this.wireframeLinewidth = source.wireframeLinewidth;
  27488. this.fog = source.fog;
  27489. this.lights = source.lights;
  27490. this.clipping = source.clipping;
  27491. this.extensions = Object.assign( {}, source.extensions );
  27492. this.glslVersion = source.glslVersion;
  27493. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  27494. this.index0AttributeName = source.index0AttributeName;
  27495. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  27496. return this;
  27497. }
  27498. toJSON( meta ) {
  27499. const data = super.toJSON( meta );
  27500. data.glslVersion = this.glslVersion;
  27501. data.uniforms = {};
  27502. for ( const name in this.uniforms ) {
  27503. const uniform = this.uniforms[ name ];
  27504. const value = uniform.value;
  27505. if ( value && value.isTexture ) {
  27506. data.uniforms[ name ] = {
  27507. type: 't',
  27508. value: value.toJSON( meta ).uuid
  27509. };
  27510. } else if ( value && value.isColor ) {
  27511. data.uniforms[ name ] = {
  27512. type: 'c',
  27513. value: value.getHex()
  27514. };
  27515. } else if ( value && value.isVector2 ) {
  27516. data.uniforms[ name ] = {
  27517. type: 'v2',
  27518. value: value.toArray()
  27519. };
  27520. } else if ( value && value.isVector3 ) {
  27521. data.uniforms[ name ] = {
  27522. type: 'v3',
  27523. value: value.toArray()
  27524. };
  27525. } else if ( value && value.isVector4 ) {
  27526. data.uniforms[ name ] = {
  27527. type: 'v4',
  27528. value: value.toArray()
  27529. };
  27530. } else if ( value && value.isMatrix3 ) {
  27531. data.uniforms[ name ] = {
  27532. type: 'm3',
  27533. value: value.toArray()
  27534. };
  27535. } else if ( value && value.isMatrix4 ) {
  27536. data.uniforms[ name ] = {
  27537. type: 'm4',
  27538. value: value.toArray()
  27539. };
  27540. } else {
  27541. data.uniforms[ name ] = {
  27542. value: value
  27543. };
  27544. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  27545. }
  27546. }
  27547. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  27548. data.vertexShader = this.vertexShader;
  27549. data.fragmentShader = this.fragmentShader;
  27550. data.lights = this.lights;
  27551. data.clipping = this.clipping;
  27552. const extensions = {};
  27553. for ( const key in this.extensions ) {
  27554. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  27555. }
  27556. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  27557. return data;
  27558. }
  27559. }
  27560. /**
  27561. * This class works just like {@link ShaderMaterial}, except that definitions
  27562. * of built-in uniforms and attributes are not automatically prepended to the
  27563. * GLSL shader code.
  27564. *
  27565. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27566. *
  27567. * @augments ShaderMaterial
  27568. */
  27569. class RawShaderMaterial extends ShaderMaterial {
  27570. /**
  27571. * Constructs a new raw shader material.
  27572. *
  27573. * @param {Object} [parameters] - An object with one or more properties
  27574. * defining the material's appearance. Any property of the material
  27575. * (including any property from inherited materials) can be passed
  27576. * in here. Color values can be passed any type of value accepted
  27577. * by {@link Color#set}.
  27578. */
  27579. constructor( parameters ) {
  27580. super( parameters );
  27581. /**
  27582. * This flag can be used for type testing.
  27583. *
  27584. * @type {boolean}
  27585. * @readonly
  27586. * @default true
  27587. */
  27588. this.isRawShaderMaterial = true;
  27589. this.type = 'RawShaderMaterial';
  27590. }
  27591. }
  27592. /**
  27593. * A standard physically based material, using Metallic-Roughness workflow.
  27594. *
  27595. * Physically based rendering (PBR) has recently become the standard in many
  27596. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27597. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27598. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27599. *
  27600. * This approach differs from older approaches in that instead of using
  27601. * approximations for the way in which light interacts with a surface, a
  27602. * physically correct model is used. The idea is that, instead of tweaking
  27603. * materials to look good under specific lighting, a material can be created
  27604. * that will react 'correctly' under all lighting scenarios.
  27605. *
  27606. * In practice this gives a more accurate and realistic looking result than
  27607. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27608. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27609. * shading.
  27610. *
  27611. * Note that for best results you should always specify an environment map when using this material.
  27612. *
  27613. * For a non-technical introduction to the concept of PBR and how to set up a
  27614. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27615. *
  27616. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27617. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27618. *
  27619. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27620. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27621. * (pdf), by Brent Burley.
  27622. *
  27623. * @augments Material
  27624. * @demo scenes/material-browser.html#MeshStandardMaterial
  27625. */
  27626. class MeshStandardMaterial extends Material {
  27627. /**
  27628. * Constructs a new mesh standard material.
  27629. *
  27630. * @param {Object} [parameters] - An object with one or more properties
  27631. * defining the material's appearance. Any property of the material
  27632. * (including any property from inherited materials) can be passed
  27633. * in here. Color values can be passed any type of value accepted
  27634. * by {@link Color#set}.
  27635. */
  27636. constructor( parameters ) {
  27637. super();
  27638. /**
  27639. * This flag can be used for type testing.
  27640. *
  27641. * @type {boolean}
  27642. * @readonly
  27643. * @default true
  27644. */
  27645. this.isMeshStandardMaterial = true;
  27646. this.type = 'MeshStandardMaterial';
  27647. this.defines = { 'STANDARD': '' };
  27648. /**
  27649. * Color of the material.
  27650. *
  27651. * @type {Color}
  27652. * @default (1,1,1)
  27653. */
  27654. this.color = new Color( 0xffffff ); // diffuse
  27655. /**
  27656. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27657. * means fully diffuse. If `roughnessMap` is also provided,
  27658. * both values are multiplied.
  27659. *
  27660. * @type {number}
  27661. * @default 1
  27662. */
  27663. this.roughness = 1.0;
  27664. /**
  27665. * How much the material is like a metal. Non-metallic materials such as wood
  27666. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27667. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27668. * If `metalnessMap` is also provided, both values are multiplied.
  27669. *
  27670. * @type {number}
  27671. * @default 0
  27672. */
  27673. this.metalness = 0.0;
  27674. /**
  27675. * The color map. May optionally include an alpha channel, typically combined
  27676. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27677. * color is modulated by the diffuse `color`.
  27678. *
  27679. * @type {?Texture}
  27680. * @default null
  27681. */
  27682. this.map = null;
  27683. /**
  27684. * The light map. Requires a second set of UVs.
  27685. *
  27686. * @type {?Texture}
  27687. * @default null
  27688. */
  27689. this.lightMap = null;
  27690. /**
  27691. * Intensity of the baked light.
  27692. *
  27693. * @type {number}
  27694. * @default 1
  27695. */
  27696. this.lightMapIntensity = 1.0;
  27697. /**
  27698. * The red channel of this texture is used as the ambient occlusion map.
  27699. * Requires a second set of UVs.
  27700. *
  27701. * @type {?Texture}
  27702. * @default null
  27703. */
  27704. this.aoMap = null;
  27705. /**
  27706. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27707. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27708. * red channel is also `1`, ambient light is fully occluded on a surface.
  27709. *
  27710. * @type {number}
  27711. * @default 1
  27712. */
  27713. this.aoMapIntensity = 1.0;
  27714. /**
  27715. * Emissive (light) color of the material, essentially a solid color
  27716. * unaffected by other lighting.
  27717. *
  27718. * @type {Color}
  27719. * @default (0,0,0)
  27720. */
  27721. this.emissive = new Color( 0x000000 );
  27722. /**
  27723. * Intensity of the emissive light. Modulates the emissive color.
  27724. *
  27725. * @type {number}
  27726. * @default 1
  27727. */
  27728. this.emissiveIntensity = 1.0;
  27729. /**
  27730. * Set emissive (glow) map. The emissive map color is modulated by the
  27731. * emissive color and the emissive intensity. If you have an emissive map,
  27732. * be sure to set the emissive color to something other than black.
  27733. *
  27734. * @type {?Texture}
  27735. * @default null
  27736. */
  27737. this.emissiveMap = null;
  27738. /**
  27739. * The texture to create a bump map. The black and white values map to the
  27740. * perceived depth in relation to the lights. Bump doesn't actually affect
  27741. * the geometry of the object, only the lighting. If a normal map is defined
  27742. * this will be ignored.
  27743. *
  27744. * @type {?Texture}
  27745. * @default null
  27746. */
  27747. this.bumpMap = null;
  27748. /**
  27749. * How much the bump map affects the material. Typical range is `[0,1]`.
  27750. *
  27751. * @type {number}
  27752. * @default 1
  27753. */
  27754. this.bumpScale = 1;
  27755. /**
  27756. * The texture to create a normal map. The RGB values affect the surface
  27757. * normal for each pixel fragment and change the way the color is lit. Normal
  27758. * maps do not change the actual shape of the surface, only the lighting. In
  27759. * case the material has a normal map authored using the left handed
  27760. * convention, the `y` component of `normalScale` should be negated to compensate
  27761. * for the different handedness.
  27762. *
  27763. * @type {?Texture}
  27764. * @default null
  27765. */
  27766. this.normalMap = null;
  27767. /**
  27768. * The type of normal map.
  27769. *
  27770. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27771. * @default TangentSpaceNormalMap
  27772. */
  27773. this.normalMapType = TangentSpaceNormalMap;
  27774. /**
  27775. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27776. *
  27777. * @type {Vector2}
  27778. * @default (1,1)
  27779. */
  27780. this.normalScale = new Vector2( 1, 1 );
  27781. /**
  27782. * The displacement map affects the position of the mesh's vertices. Unlike
  27783. * other maps which only affect the light and shade of the material the
  27784. * displaced vertices can cast shadows, block other objects, and otherwise
  27785. * act as real geometry. The displacement texture is an image where the value
  27786. * of each pixel (white being the highest) is mapped against, and
  27787. * repositions, the vertices of the mesh.
  27788. *
  27789. * @type {?Texture}
  27790. * @default null
  27791. */
  27792. this.displacementMap = null;
  27793. /**
  27794. * How much the displacement map affects the mesh (where black is no
  27795. * displacement, and white is maximum displacement). Without a displacement
  27796. * map set, this value is not applied.
  27797. *
  27798. * @type {number}
  27799. * @default 0
  27800. */
  27801. this.displacementScale = 1;
  27802. /**
  27803. * The offset of the displacement map's values on the mesh's vertices.
  27804. * The bias is added to the scaled sample of the displacement map.
  27805. * Without a displacement map set, this value is not applied.
  27806. *
  27807. * @type {number}
  27808. * @default 0
  27809. */
  27810. this.displacementBias = 0;
  27811. /**
  27812. * The green channel of this texture is used to alter the roughness of the
  27813. * material.
  27814. *
  27815. * @type {?Texture}
  27816. * @default null
  27817. */
  27818. this.roughnessMap = null;
  27819. /**
  27820. * The blue channel of this texture is used to alter the metalness of the
  27821. * material.
  27822. *
  27823. * @type {?Texture}
  27824. * @default null
  27825. */
  27826. this.metalnessMap = null;
  27827. /**
  27828. * The alpha map is a grayscale texture that controls the opacity across the
  27829. * surface (black: fully transparent; white: fully opaque).
  27830. *
  27831. * Only the color of the texture is used, ignoring the alpha channel if one
  27832. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27833. * when sampling this texture due to the extra bit of precision provided for
  27834. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27835. * luminance/alpha textures will also still work as expected.
  27836. *
  27837. * @type {?Texture}
  27838. * @default null
  27839. */
  27840. this.alphaMap = null;
  27841. /**
  27842. * The environment map. To ensure a physically correct rendering, environment maps
  27843. * are internally pre-processed with {@link PMREMGenerator}.
  27844. *
  27845. * @type {?Texture}
  27846. * @default null
  27847. */
  27848. this.envMap = null;
  27849. /**
  27850. * The rotation of the environment map in radians.
  27851. *
  27852. * @type {Euler}
  27853. * @default (0,0,0)
  27854. */
  27855. this.envMapRotation = new Euler();
  27856. /**
  27857. * Scales the effect of the environment map by multiplying its color.
  27858. *
  27859. * @type {number}
  27860. * @default 1
  27861. */
  27862. this.envMapIntensity = 1.0;
  27863. /**
  27864. * Renders the geometry as a wireframe.
  27865. *
  27866. * @type {boolean}
  27867. * @default false
  27868. */
  27869. this.wireframe = false;
  27870. /**
  27871. * Controls the thickness of the wireframe.
  27872. *
  27873. * Can only be used with {@link SVGRenderer}.
  27874. *
  27875. * @type {number}
  27876. * @default 1
  27877. */
  27878. this.wireframeLinewidth = 1;
  27879. /**
  27880. * Defines appearance of wireframe ends.
  27881. *
  27882. * Can only be used with {@link SVGRenderer}.
  27883. *
  27884. * @type {('round'|'bevel'|'miter')}
  27885. * @default 'round'
  27886. */
  27887. this.wireframeLinecap = 'round';
  27888. /**
  27889. * Defines appearance of wireframe joints.
  27890. *
  27891. * Can only be used with {@link SVGRenderer}.
  27892. *
  27893. * @type {('round'|'bevel'|'miter')}
  27894. * @default 'round'
  27895. */
  27896. this.wireframeLinejoin = 'round';
  27897. /**
  27898. * Whether the material is rendered with flat shading or not.
  27899. *
  27900. * @type {boolean}
  27901. * @default false
  27902. */
  27903. this.flatShading = false;
  27904. /**
  27905. * Whether the material is affected by fog or not.
  27906. *
  27907. * @type {boolean}
  27908. * @default true
  27909. */
  27910. this.fog = true;
  27911. this.setValues( parameters );
  27912. }
  27913. copy( source ) {
  27914. super.copy( source );
  27915. this.defines = { 'STANDARD': '' };
  27916. this.color.copy( source.color );
  27917. this.roughness = source.roughness;
  27918. this.metalness = source.metalness;
  27919. this.map = source.map;
  27920. this.lightMap = source.lightMap;
  27921. this.lightMapIntensity = source.lightMapIntensity;
  27922. this.aoMap = source.aoMap;
  27923. this.aoMapIntensity = source.aoMapIntensity;
  27924. this.emissive.copy( source.emissive );
  27925. this.emissiveMap = source.emissiveMap;
  27926. this.emissiveIntensity = source.emissiveIntensity;
  27927. this.bumpMap = source.bumpMap;
  27928. this.bumpScale = source.bumpScale;
  27929. this.normalMap = source.normalMap;
  27930. this.normalMapType = source.normalMapType;
  27931. this.normalScale.copy( source.normalScale );
  27932. this.displacementMap = source.displacementMap;
  27933. this.displacementScale = source.displacementScale;
  27934. this.displacementBias = source.displacementBias;
  27935. this.roughnessMap = source.roughnessMap;
  27936. this.metalnessMap = source.metalnessMap;
  27937. this.alphaMap = source.alphaMap;
  27938. this.envMap = source.envMap;
  27939. this.envMapRotation.copy( source.envMapRotation );
  27940. this.envMapIntensity = source.envMapIntensity;
  27941. this.wireframe = source.wireframe;
  27942. this.wireframeLinewidth = source.wireframeLinewidth;
  27943. this.wireframeLinecap = source.wireframeLinecap;
  27944. this.wireframeLinejoin = source.wireframeLinejoin;
  27945. this.flatShading = source.flatShading;
  27946. this.fog = source.fog;
  27947. return this;
  27948. }
  27949. }
  27950. /**
  27951. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  27952. * physically-based rendering properties:
  27953. *
  27954. * - Anisotropy: Ability to represent the anisotropic property of materials
  27955. * as observable with brushed metals.
  27956. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  27957. * a clear, reflective layer on top of another layer that may be irregular or rough.
  27958. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  27959. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  27960. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  27961. * wings of many insects.
  27962. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  27963. * transparent materials are less reflective. Physically-based transmission provides a more
  27964. * realistic option for thin, transparent surfaces like glass.
  27965. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  27966. * - Sheen: Can be used for representing cloth and fabric materials.
  27967. *
  27968. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  27969. * higher performance cost, per pixel, than other three.js materials. Most
  27970. * effects are disabled by default, and add cost as they are enabled. For
  27971. * best results, always specify an environment map when using this material.
  27972. *
  27973. * @augments MeshStandardMaterial
  27974. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  27975. */
  27976. class MeshPhysicalMaterial extends MeshStandardMaterial {
  27977. /**
  27978. * Constructs a new mesh physical material.
  27979. *
  27980. * @param {Object} [parameters] - An object with one or more properties
  27981. * defining the material's appearance. Any property of the material
  27982. * (including any property from inherited materials) can be passed
  27983. * in here. Color values can be passed any type of value accepted
  27984. * by {@link Color#set}.
  27985. */
  27986. constructor( parameters ) {
  27987. super();
  27988. /**
  27989. * This flag can be used for type testing.
  27990. *
  27991. * @type {boolean}
  27992. * @readonly
  27993. * @default true
  27994. */
  27995. this.isMeshPhysicalMaterial = true;
  27996. this.defines = {
  27997. 'STANDARD': '',
  27998. 'PHYSICAL': ''
  27999. };
  28000. this.type = 'MeshPhysicalMaterial';
  28001. /**
  28002. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28003. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28004. * property provides additional rotation to the vectors in the texture.
  28005. *
  28006. * @type {number}
  28007. * @default 1
  28008. */
  28009. this.anisotropyRotation = 0;
  28010. /**
  28011. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28012. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28013. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28014. *
  28015. * @type {?Texture}
  28016. * @default null
  28017. */
  28018. this.anisotropyMap = null;
  28019. /**
  28020. * The red channel of this texture is multiplied against `clearcoat`,
  28021. * for per-pixel control over a coating's intensity.
  28022. *
  28023. * @type {?Texture}
  28024. * @default null
  28025. */
  28026. this.clearcoatMap = null;
  28027. /**
  28028. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28029. *
  28030. * @type {number}
  28031. * @default 0
  28032. */
  28033. this.clearcoatRoughness = 0.0;
  28034. /**
  28035. * The green channel of this texture is multiplied against
  28036. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28037. *
  28038. * @type {?Texture}
  28039. * @default null
  28040. */
  28041. this.clearcoatRoughnessMap = null;
  28042. /**
  28043. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28044. * `(0,0)` to `(1,1)`.
  28045. *
  28046. * @type {Vector2}
  28047. * @default (1,1)
  28048. */
  28049. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28050. /**
  28051. * Can be used to enable independent normals for the clear coat layer.
  28052. *
  28053. * @type {?Texture}
  28054. * @default null
  28055. */
  28056. this.clearcoatNormalMap = null;
  28057. /**
  28058. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28059. *
  28060. * @type {number}
  28061. * @default 1.5
  28062. */
  28063. this.ior = 1.5;
  28064. /**
  28065. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28066. * corresponds to an index-of-refraction of `1.5`.
  28067. *
  28068. * This models the reflectivity of non-metallic materials. It has no effect
  28069. * when `metalness` is `1.0`
  28070. *
  28071. * @name MeshPhysicalMaterial#reflectivity
  28072. * @type {number}
  28073. * @default 0.5
  28074. */
  28075. Object.defineProperty( this, 'reflectivity', {
  28076. get: function () {
  28077. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28078. },
  28079. set: function ( reflectivity ) {
  28080. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28081. }
  28082. } );
  28083. /**
  28084. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28085. * control over iridescence.
  28086. *
  28087. * @type {?Texture}
  28088. * @default null
  28089. */
  28090. this.iridescenceMap = null;
  28091. /**
  28092. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28093. * Between `1.0` to `2.333`.
  28094. *
  28095. * @type {number}
  28096. * @default 1.3
  28097. */
  28098. this.iridescenceIOR = 1.3;
  28099. /**
  28100. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28101. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28102. *
  28103. * @type {Array<number,number>}
  28104. * @default [100,400]
  28105. */
  28106. this.iridescenceThicknessRange = [ 100, 400 ];
  28107. /**
  28108. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28109. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28110. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28111. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28112. * - Values in-between will linearly interpolate between the elements of the array.
  28113. *
  28114. * @type {?Texture}
  28115. * @default null
  28116. */
  28117. this.iridescenceThicknessMap = null;
  28118. /**
  28119. * The sheen tint.
  28120. *
  28121. * @type {Color}
  28122. * @default (0,0,0)
  28123. */
  28124. this.sheenColor = new Color( 0x000000 );
  28125. /**
  28126. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28127. * over sheen tint.
  28128. *
  28129. * @type {?Texture}
  28130. * @default null
  28131. */
  28132. this.sheenColorMap = null;
  28133. /**
  28134. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28135. *
  28136. * @type {number}
  28137. * @default 1
  28138. */
  28139. this.sheenRoughness = 1.0;
  28140. /**
  28141. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28142. * over sheen roughness.
  28143. *
  28144. * @type {?Texture}
  28145. * @default null
  28146. */
  28147. this.sheenRoughnessMap = null;
  28148. /**
  28149. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28150. * optical transparency.
  28151. *
  28152. * @type {?Texture}
  28153. * @default null
  28154. */
  28155. this.transmissionMap = null;
  28156. /**
  28157. * The thickness of the volume beneath the surface. The value is given in the
  28158. * coordinate space of the mesh. If the value is `0` the material is
  28159. * thin-walled. Otherwise the material is a volume boundary.
  28160. *
  28161. * @type {number}
  28162. * @default 0
  28163. */
  28164. this.thickness = 0;
  28165. /**
  28166. * A texture that defines the thickness, stored in the green channel. This will
  28167. * be multiplied by `thickness`.
  28168. *
  28169. * @type {?Texture}
  28170. * @default null
  28171. */
  28172. this.thicknessMap = null;
  28173. /**
  28174. * Density of the medium given as the average distance that light travels in
  28175. * the medium before interacting with a particle. The value is given in world
  28176. * space units, and must be greater than zero.
  28177. *
  28178. * @type {number}
  28179. * @default Infinity
  28180. */
  28181. this.attenuationDistance = Infinity;
  28182. /**
  28183. * The color that white light turns into due to absorption when reaching the
  28184. * attenuation distance.
  28185. *
  28186. * @type {Color}
  28187. * @default (1,1,1)
  28188. */
  28189. this.attenuationColor = new Color( 1, 1, 1 );
  28190. /**
  28191. * A float that scales the amount of specular reflection for non-metals only.
  28192. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28193. *
  28194. * @type {number}
  28195. * @default 1
  28196. */
  28197. this.specularIntensity = 1.0;
  28198. /**
  28199. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28200. * for per-pixel control over specular intensity.
  28201. *
  28202. * @type {?Texture}
  28203. * @default null
  28204. */
  28205. this.specularIntensityMap = null;
  28206. /**
  28207. * Tints the specular reflection at normal incidence for non-metals only.
  28208. *
  28209. * @type {Color}
  28210. * @default (1,1,1)
  28211. */
  28212. this.specularColor = new Color( 1, 1, 1 );
  28213. /**
  28214. * The RGB channels of this texture are multiplied against `specularColor`,
  28215. * for per-pixel control over specular color.
  28216. *
  28217. * @type {?Texture}
  28218. * @default null
  28219. */
  28220. this.specularColorMap = null;
  28221. this._anisotropy = 0;
  28222. this._clearcoat = 0;
  28223. this._dispersion = 0;
  28224. this._iridescence = 0;
  28225. this._sheen = 0.0;
  28226. this._transmission = 0;
  28227. this.setValues( parameters );
  28228. }
  28229. /**
  28230. * The anisotropy strength, from `0.0` to `1.0`.
  28231. *
  28232. * @type {number}
  28233. * @default 0
  28234. */
  28235. get anisotropy() {
  28236. return this._anisotropy;
  28237. }
  28238. set anisotropy( value ) {
  28239. if ( this._anisotropy > 0 !== value > 0 ) {
  28240. this.version ++;
  28241. }
  28242. this._anisotropy = value;
  28243. }
  28244. /**
  28245. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28246. * clear coat related properties to enable multilayer materials that have a
  28247. * thin translucent layer over the base layer.
  28248. *
  28249. * @type {number}
  28250. * @default 0
  28251. */
  28252. get clearcoat() {
  28253. return this._clearcoat;
  28254. }
  28255. set clearcoat( value ) {
  28256. if ( this._clearcoat > 0 !== value > 0 ) {
  28257. this.version ++;
  28258. }
  28259. this._clearcoat = value;
  28260. }
  28261. /**
  28262. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28263. * the surface and the viewer, from `0.0` to `1.0`.
  28264. *
  28265. * @type {number}
  28266. * @default 0
  28267. */
  28268. get iridescence() {
  28269. return this._iridescence;
  28270. }
  28271. set iridescence( value ) {
  28272. if ( this._iridescence > 0 !== value > 0 ) {
  28273. this.version ++;
  28274. }
  28275. this._iridescence = value;
  28276. }
  28277. /**
  28278. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28279. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28280. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28281. *
  28282. * @type {number}
  28283. * @default 0
  28284. */
  28285. get dispersion() {
  28286. return this._dispersion;
  28287. }
  28288. set dispersion( value ) {
  28289. if ( this._dispersion > 0 !== value > 0 ) {
  28290. this.version ++;
  28291. }
  28292. this._dispersion = value;
  28293. }
  28294. /**
  28295. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28296. *
  28297. * @type {number}
  28298. * @default 0
  28299. */
  28300. get sheen() {
  28301. return this._sheen;
  28302. }
  28303. set sheen( value ) {
  28304. if ( this._sheen > 0 !== value > 0 ) {
  28305. this.version ++;
  28306. }
  28307. this._sheen = value;
  28308. }
  28309. /**
  28310. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28311. *
  28312. * Thin, transparent or semitransparent, plastic or glass materials remain
  28313. * largely reflective even if they are fully transmissive. The transmission
  28314. * property can be used to model these materials.
  28315. *
  28316. * When transmission is non-zero, `opacity` should be set to `1`.
  28317. *
  28318. * @type {number}
  28319. * @default 0
  28320. */
  28321. get transmission() {
  28322. return this._transmission;
  28323. }
  28324. set transmission( value ) {
  28325. if ( this._transmission > 0 !== value > 0 ) {
  28326. this.version ++;
  28327. }
  28328. this._transmission = value;
  28329. }
  28330. copy( source ) {
  28331. super.copy( source );
  28332. this.defines = {
  28333. 'STANDARD': '',
  28334. 'PHYSICAL': ''
  28335. };
  28336. this.anisotropy = source.anisotropy;
  28337. this.anisotropyRotation = source.anisotropyRotation;
  28338. this.anisotropyMap = source.anisotropyMap;
  28339. this.clearcoat = source.clearcoat;
  28340. this.clearcoatMap = source.clearcoatMap;
  28341. this.clearcoatRoughness = source.clearcoatRoughness;
  28342. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28343. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28344. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28345. this.dispersion = source.dispersion;
  28346. this.ior = source.ior;
  28347. this.iridescence = source.iridescence;
  28348. this.iridescenceMap = source.iridescenceMap;
  28349. this.iridescenceIOR = source.iridescenceIOR;
  28350. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28351. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28352. this.sheen = source.sheen;
  28353. this.sheenColor.copy( source.sheenColor );
  28354. this.sheenColorMap = source.sheenColorMap;
  28355. this.sheenRoughness = source.sheenRoughness;
  28356. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28357. this.transmission = source.transmission;
  28358. this.transmissionMap = source.transmissionMap;
  28359. this.thickness = source.thickness;
  28360. this.thicknessMap = source.thicknessMap;
  28361. this.attenuationDistance = source.attenuationDistance;
  28362. this.attenuationColor.copy( source.attenuationColor );
  28363. this.specularIntensity = source.specularIntensity;
  28364. this.specularIntensityMap = source.specularIntensityMap;
  28365. this.specularColor.copy( source.specularColor );
  28366. this.specularColorMap = source.specularColorMap;
  28367. return this;
  28368. }
  28369. }
  28370. /**
  28371. * A material for shiny surfaces with specular highlights.
  28372. *
  28373. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28374. * model for calculating reflectance. Unlike the Lambertian model used in the
  28375. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28376. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28377. *
  28378. * Performance will generally be greater when using this material over the
  28379. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28380. * some graphical accuracy.
  28381. *
  28382. * @augments Material
  28383. * @demo scenes/material-browser.html#MeshPhongMaterial
  28384. */
  28385. class MeshPhongMaterial extends Material {
  28386. /**
  28387. * Constructs a new mesh phong material.
  28388. *
  28389. * @param {Object} [parameters] - An object with one or more properties
  28390. * defining the material's appearance. Any property of the material
  28391. * (including any property from inherited materials) can be passed
  28392. * in here. Color values can be passed any type of value accepted
  28393. * by {@link Color#set}.
  28394. */
  28395. constructor( parameters ) {
  28396. super();
  28397. /**
  28398. * This flag can be used for type testing.
  28399. *
  28400. * @type {boolean}
  28401. * @readonly
  28402. * @default true
  28403. */
  28404. this.isMeshPhongMaterial = true;
  28405. this.type = 'MeshPhongMaterial';
  28406. /**
  28407. * Color of the material.
  28408. *
  28409. * @type {Color}
  28410. * @default (1,1,1)
  28411. */
  28412. this.color = new Color( 0xffffff ); // diffuse
  28413. /**
  28414. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28415. *
  28416. * This defines how shiny the material is and the color of its shine.
  28417. *
  28418. * @type {Color}
  28419. */
  28420. this.specular = new Color( 0x111111 );
  28421. /**
  28422. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28423. *
  28424. * @type {number}
  28425. * @default 30
  28426. */
  28427. this.shininess = 30;
  28428. /**
  28429. * The color map. May optionally include an alpha channel, typically combined
  28430. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28431. * color is modulated by the diffuse `color`.
  28432. *
  28433. * @type {?Texture}
  28434. * @default null
  28435. */
  28436. this.map = null;
  28437. /**
  28438. * The light map. Requires a second set of UVs.
  28439. *
  28440. * @type {?Texture}
  28441. * @default null
  28442. */
  28443. this.lightMap = null;
  28444. /**
  28445. * Intensity of the baked light.
  28446. *
  28447. * @type {number}
  28448. * @default 1
  28449. */
  28450. this.lightMapIntensity = 1.0;
  28451. /**
  28452. * The red channel of this texture is used as the ambient occlusion map.
  28453. * Requires a second set of UVs.
  28454. *
  28455. * @type {?Texture}
  28456. * @default null
  28457. */
  28458. this.aoMap = null;
  28459. /**
  28460. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28461. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28462. * red channel is also `1`, ambient light is fully occluded on a surface.
  28463. *
  28464. * @type {number}
  28465. * @default 1
  28466. */
  28467. this.aoMapIntensity = 1.0;
  28468. /**
  28469. * Emissive (light) color of the material, essentially a solid color
  28470. * unaffected by other lighting.
  28471. *
  28472. * @type {Color}
  28473. * @default (0,0,0)
  28474. */
  28475. this.emissive = new Color( 0x000000 );
  28476. /**
  28477. * Intensity of the emissive light. Modulates the emissive color.
  28478. *
  28479. * @type {number}
  28480. * @default 1
  28481. */
  28482. this.emissiveIntensity = 1.0;
  28483. /**
  28484. * Set emissive (glow) map. The emissive map color is modulated by the
  28485. * emissive color and the emissive intensity. If you have an emissive map,
  28486. * be sure to set the emissive color to something other than black.
  28487. *
  28488. * @type {?Texture}
  28489. * @default null
  28490. */
  28491. this.emissiveMap = null;
  28492. /**
  28493. * The texture to create a bump map. The black and white values map to the
  28494. * perceived depth in relation to the lights. Bump doesn't actually affect
  28495. * the geometry of the object, only the lighting. If a normal map is defined
  28496. * this will be ignored.
  28497. *
  28498. * @type {?Texture}
  28499. * @default null
  28500. */
  28501. this.bumpMap = null;
  28502. /**
  28503. * How much the bump map affects the material. Typical range is `[0,1]`.
  28504. *
  28505. * @type {number}
  28506. * @default 1
  28507. */
  28508. this.bumpScale = 1;
  28509. /**
  28510. * The texture to create a normal map. The RGB values affect the surface
  28511. * normal for each pixel fragment and change the way the color is lit. Normal
  28512. * maps do not change the actual shape of the surface, only the lighting. In
  28513. * case the material has a normal map authored using the left handed
  28514. * convention, the `y` component of `normalScale` should be negated to compensate
  28515. * for the different handedness.
  28516. *
  28517. * @type {?Texture}
  28518. * @default null
  28519. */
  28520. this.normalMap = null;
  28521. /**
  28522. * The type of normal map.
  28523. *
  28524. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28525. * @default TangentSpaceNormalMap
  28526. */
  28527. this.normalMapType = TangentSpaceNormalMap;
  28528. /**
  28529. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28530. *
  28531. * @type {Vector2}
  28532. * @default (1,1)
  28533. */
  28534. this.normalScale = new Vector2( 1, 1 );
  28535. /**
  28536. * The displacement map affects the position of the mesh's vertices. Unlike
  28537. * other maps which only affect the light and shade of the material the
  28538. * displaced vertices can cast shadows, block other objects, and otherwise
  28539. * act as real geometry. The displacement texture is an image where the value
  28540. * of each pixel (white being the highest) is mapped against, and
  28541. * repositions, the vertices of the mesh.
  28542. *
  28543. * @type {?Texture}
  28544. * @default null
  28545. */
  28546. this.displacementMap = null;
  28547. /**
  28548. * How much the displacement map affects the mesh (where black is no
  28549. * displacement, and white is maximum displacement). Without a displacement
  28550. * map set, this value is not applied.
  28551. *
  28552. * @type {number}
  28553. * @default 0
  28554. */
  28555. this.displacementScale = 1;
  28556. /**
  28557. * The offset of the displacement map's values on the mesh's vertices.
  28558. * The bias is added to the scaled sample of the displacement map.
  28559. * Without a displacement map set, this value is not applied.
  28560. *
  28561. * @type {number}
  28562. * @default 0
  28563. */
  28564. this.displacementBias = 0;
  28565. /**
  28566. * The specular map value affects both how much the specular surface
  28567. * highlight contributes and how much of the environment map affects the
  28568. * surface.
  28569. *
  28570. * @type {?Texture}
  28571. * @default null
  28572. */
  28573. this.specularMap = null;
  28574. /**
  28575. * The alpha map is a grayscale texture that controls the opacity across the
  28576. * surface (black: fully transparent; white: fully opaque).
  28577. *
  28578. * Only the color of the texture is used, ignoring the alpha channel if one
  28579. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28580. * when sampling this texture due to the extra bit of precision provided for
  28581. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28582. * luminance/alpha textures will also still work as expected.
  28583. *
  28584. * @type {?Texture}
  28585. * @default null
  28586. */
  28587. this.alphaMap = null;
  28588. /**
  28589. * The environment map.
  28590. *
  28591. * @type {?Texture}
  28592. * @default null
  28593. */
  28594. this.envMap = null;
  28595. /**
  28596. * The rotation of the environment map in radians.
  28597. *
  28598. * @type {Euler}
  28599. * @default (0,0,0)
  28600. */
  28601. this.envMapRotation = new Euler();
  28602. /**
  28603. * How to combine the result of the surface's color with the environment map, if any.
  28604. *
  28605. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28606. * blend between the two colors.
  28607. *
  28608. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28609. * @default MultiplyOperation
  28610. */
  28611. this.combine = MultiplyOperation;
  28612. /**
  28613. * How much the environment map affects the surface.
  28614. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28615. *
  28616. * @type {number}
  28617. * @default 1
  28618. */
  28619. this.reflectivity = 1;
  28620. /**
  28621. * Scales the effect of the environment map by multiplying its color.
  28622. *
  28623. * @type {number}
  28624. * @default 1
  28625. */
  28626. this.envMapIntensity = 1.0;
  28627. /**
  28628. * The index of refraction (IOR) of air (approximately 1) divided by the
  28629. * index of refraction of the material. It is used with environment mapping
  28630. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28631. * The refraction ratio should not exceed `1`.
  28632. *
  28633. * @type {number}
  28634. * @default 0.98
  28635. */
  28636. this.refractionRatio = 0.98;
  28637. /**
  28638. * Renders the geometry as a wireframe.
  28639. *
  28640. * @type {boolean}
  28641. * @default false
  28642. */
  28643. this.wireframe = false;
  28644. /**
  28645. * Controls the thickness of the wireframe.
  28646. *
  28647. * Can only be used with {@link SVGRenderer}.
  28648. *
  28649. * @type {number}
  28650. * @default 1
  28651. */
  28652. this.wireframeLinewidth = 1;
  28653. /**
  28654. * Defines appearance of wireframe ends.
  28655. *
  28656. * Can only be used with {@link SVGRenderer}.
  28657. *
  28658. * @type {('round'|'bevel'|'miter')}
  28659. * @default 'round'
  28660. */
  28661. this.wireframeLinecap = 'round';
  28662. /**
  28663. * Defines appearance of wireframe joints.
  28664. *
  28665. * Can only be used with {@link SVGRenderer}.
  28666. *
  28667. * @type {('round'|'bevel'|'miter')}
  28668. * @default 'round'
  28669. */
  28670. this.wireframeLinejoin = 'round';
  28671. /**
  28672. * Whether the material is rendered with flat shading or not.
  28673. *
  28674. * @type {boolean}
  28675. * @default false
  28676. */
  28677. this.flatShading = false;
  28678. /**
  28679. * Whether the material is affected by fog or not.
  28680. *
  28681. * @type {boolean}
  28682. * @default true
  28683. */
  28684. this.fog = true;
  28685. this.setValues( parameters );
  28686. }
  28687. copy( source ) {
  28688. super.copy( source );
  28689. this.color.copy( source.color );
  28690. this.specular.copy( source.specular );
  28691. this.shininess = source.shininess;
  28692. this.map = source.map;
  28693. this.lightMap = source.lightMap;
  28694. this.lightMapIntensity = source.lightMapIntensity;
  28695. this.aoMap = source.aoMap;
  28696. this.aoMapIntensity = source.aoMapIntensity;
  28697. this.emissive.copy( source.emissive );
  28698. this.emissiveMap = source.emissiveMap;
  28699. this.emissiveIntensity = source.emissiveIntensity;
  28700. this.bumpMap = source.bumpMap;
  28701. this.bumpScale = source.bumpScale;
  28702. this.normalMap = source.normalMap;
  28703. this.normalMapType = source.normalMapType;
  28704. this.normalScale.copy( source.normalScale );
  28705. this.displacementMap = source.displacementMap;
  28706. this.displacementScale = source.displacementScale;
  28707. this.displacementBias = source.displacementBias;
  28708. this.specularMap = source.specularMap;
  28709. this.alphaMap = source.alphaMap;
  28710. this.envMap = source.envMap;
  28711. this.envMapRotation.copy( source.envMapRotation );
  28712. this.combine = source.combine;
  28713. this.reflectivity = source.reflectivity;
  28714. this.envMapIntensity = source.envMapIntensity;
  28715. this.refractionRatio = source.refractionRatio;
  28716. this.wireframe = source.wireframe;
  28717. this.wireframeLinewidth = source.wireframeLinewidth;
  28718. this.wireframeLinecap = source.wireframeLinecap;
  28719. this.wireframeLinejoin = source.wireframeLinejoin;
  28720. this.flatShading = source.flatShading;
  28721. this.fog = source.fog;
  28722. return this;
  28723. }
  28724. }
  28725. /**
  28726. * A material implementing toon shading.
  28727. *
  28728. * @augments Material
  28729. * @demo scenes/material-browser.html#MeshToonMaterial
  28730. */
  28731. class MeshToonMaterial extends Material {
  28732. /**
  28733. * Constructs a new mesh toon material.
  28734. *
  28735. * @param {Object} [parameters] - An object with one or more properties
  28736. * defining the material's appearance. Any property of the material
  28737. * (including any property from inherited materials) can be passed
  28738. * in here. Color values can be passed any type of value accepted
  28739. * by {@link Color#set}.
  28740. */
  28741. constructor( parameters ) {
  28742. super();
  28743. /**
  28744. * This flag can be used for type testing.
  28745. *
  28746. * @type {boolean}
  28747. * @readonly
  28748. * @default true
  28749. */
  28750. this.isMeshToonMaterial = true;
  28751. this.defines = { 'TOON': '' };
  28752. this.type = 'MeshToonMaterial';
  28753. /**
  28754. * Color of the material.
  28755. *
  28756. * @type {Color}
  28757. * @default (1,1,1)
  28758. */
  28759. this.color = new Color( 0xffffff );
  28760. /**
  28761. * The color map. May optionally include an alpha channel, typically combined
  28762. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28763. * color is modulated by the diffuse `color`.
  28764. *
  28765. * @type {?Texture}
  28766. * @default null
  28767. */
  28768. this.map = null;
  28769. /**
  28770. * Gradient map for toon shading. It's required to set
  28771. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@link NearestFilter}
  28772. * when using this type of texture.
  28773. *
  28774. * @type {?Texture}
  28775. * @default null
  28776. */
  28777. this.gradientMap = null;
  28778. /**
  28779. * The light map. Requires a second set of UVs.
  28780. *
  28781. * @type {?Texture}
  28782. * @default null
  28783. */
  28784. this.lightMap = null;
  28785. /**
  28786. * Intensity of the baked light.
  28787. *
  28788. * @type {number}
  28789. * @default 1
  28790. */
  28791. this.lightMapIntensity = 1.0;
  28792. /**
  28793. * The red channel of this texture is used as the ambient occlusion map.
  28794. * Requires a second set of UVs.
  28795. *
  28796. * @type {?Texture}
  28797. * @default null
  28798. */
  28799. this.aoMap = null;
  28800. /**
  28801. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28802. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28803. * red channel is also `1`, ambient light is fully occluded on a surface.
  28804. *
  28805. * @type {number}
  28806. * @default 1
  28807. */
  28808. this.aoMapIntensity = 1.0;
  28809. /**
  28810. * Emissive (light) color of the material, essentially a solid color
  28811. * unaffected by other lighting.
  28812. *
  28813. * @type {Color}
  28814. * @default (0,0,0)
  28815. */
  28816. this.emissive = new Color( 0x000000 );
  28817. /**
  28818. * Intensity of the emissive light. Modulates the emissive color.
  28819. *
  28820. * @type {number}
  28821. * @default 1
  28822. */
  28823. this.emissiveIntensity = 1.0;
  28824. /**
  28825. * Set emissive (glow) map. The emissive map color is modulated by the
  28826. * emissive color and the emissive intensity. If you have an emissive map,
  28827. * be sure to set the emissive color to something other than black.
  28828. *
  28829. * @type {?Texture}
  28830. * @default null
  28831. */
  28832. this.emissiveMap = null;
  28833. /**
  28834. * The texture to create a bump map. The black and white values map to the
  28835. * perceived depth in relation to the lights. Bump doesn't actually affect
  28836. * the geometry of the object, only the lighting. If a normal map is defined
  28837. * this will be ignored.
  28838. *
  28839. * @type {?Texture}
  28840. * @default null
  28841. */
  28842. this.bumpMap = null;
  28843. /**
  28844. * How much the bump map affects the material. Typical range is `[0,1]`.
  28845. *
  28846. * @type {number}
  28847. * @default 1
  28848. */
  28849. this.bumpScale = 1;
  28850. /**
  28851. * The texture to create a normal map. The RGB values affect the surface
  28852. * normal for each pixel fragment and change the way the color is lit. Normal
  28853. * maps do not change the actual shape of the surface, only the lighting. In
  28854. * case the material has a normal map authored using the left handed
  28855. * convention, the `y` component of `normalScale` should be negated to compensate
  28856. * for the different handedness.
  28857. *
  28858. * @type {?Texture}
  28859. * @default null
  28860. */
  28861. this.normalMap = null;
  28862. /**
  28863. * The type of normal map.
  28864. *
  28865. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28866. * @default TangentSpaceNormalMap
  28867. */
  28868. this.normalMapType = TangentSpaceNormalMap;
  28869. /**
  28870. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28871. *
  28872. * @type {Vector2}
  28873. * @default (1,1)
  28874. */
  28875. this.normalScale = new Vector2( 1, 1 );
  28876. /**
  28877. * The displacement map affects the position of the mesh's vertices. Unlike
  28878. * other maps which only affect the light and shade of the material the
  28879. * displaced vertices can cast shadows, block other objects, and otherwise
  28880. * act as real geometry. The displacement texture is an image where the value
  28881. * of each pixel (white being the highest) is mapped against, and
  28882. * repositions, the vertices of the mesh.
  28883. *
  28884. * @type {?Texture}
  28885. * @default null
  28886. */
  28887. this.displacementMap = null;
  28888. /**
  28889. * How much the displacement map affects the mesh (where black is no
  28890. * displacement, and white is maximum displacement). Without a displacement
  28891. * map set, this value is not applied.
  28892. *
  28893. * @type {number}
  28894. * @default 0
  28895. */
  28896. this.displacementScale = 1;
  28897. /**
  28898. * The offset of the displacement map's values on the mesh's vertices.
  28899. * The bias is added to the scaled sample of the displacement map.
  28900. * Without a displacement map set, this value is not applied.
  28901. *
  28902. * @type {number}
  28903. * @default 0
  28904. */
  28905. this.displacementBias = 0;
  28906. /**
  28907. * The alpha map is a grayscale texture that controls the opacity across the
  28908. * surface (black: fully transparent; white: fully opaque).
  28909. *
  28910. * Only the color of the texture is used, ignoring the alpha channel if one
  28911. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28912. * when sampling this texture due to the extra bit of precision provided for
  28913. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28914. * luminance/alpha textures will also still work as expected.
  28915. *
  28916. * @type {?Texture}
  28917. * @default null
  28918. */
  28919. this.alphaMap = null;
  28920. /**
  28921. * Renders the geometry as a wireframe.
  28922. *
  28923. * @type {boolean}
  28924. * @default false
  28925. */
  28926. this.wireframe = false;
  28927. /**
  28928. * Controls the thickness of the wireframe.
  28929. *
  28930. * Can only be used with {@link SVGRenderer}.
  28931. *
  28932. * @type {number}
  28933. * @default 1
  28934. */
  28935. this.wireframeLinewidth = 1;
  28936. /**
  28937. * Defines appearance of wireframe ends.
  28938. *
  28939. * Can only be used with {@link SVGRenderer}.
  28940. *
  28941. * @type {('round'|'bevel'|'miter')}
  28942. * @default 'round'
  28943. */
  28944. this.wireframeLinecap = 'round';
  28945. /**
  28946. * Defines appearance of wireframe joints.
  28947. *
  28948. * Can only be used with {@link SVGRenderer}.
  28949. *
  28950. * @type {('round'|'bevel'|'miter')}
  28951. * @default 'round'
  28952. */
  28953. this.wireframeLinejoin = 'round';
  28954. /**
  28955. * Whether the material is affected by fog or not.
  28956. *
  28957. * @type {boolean}
  28958. * @default true
  28959. */
  28960. this.fog = true;
  28961. this.setValues( parameters );
  28962. }
  28963. copy( source ) {
  28964. super.copy( source );
  28965. this.color.copy( source.color );
  28966. this.map = source.map;
  28967. this.gradientMap = source.gradientMap;
  28968. this.lightMap = source.lightMap;
  28969. this.lightMapIntensity = source.lightMapIntensity;
  28970. this.aoMap = source.aoMap;
  28971. this.aoMapIntensity = source.aoMapIntensity;
  28972. this.emissive.copy( source.emissive );
  28973. this.emissiveMap = source.emissiveMap;
  28974. this.emissiveIntensity = source.emissiveIntensity;
  28975. this.bumpMap = source.bumpMap;
  28976. this.bumpScale = source.bumpScale;
  28977. this.normalMap = source.normalMap;
  28978. this.normalMapType = source.normalMapType;
  28979. this.normalScale.copy( source.normalScale );
  28980. this.displacementMap = source.displacementMap;
  28981. this.displacementScale = source.displacementScale;
  28982. this.displacementBias = source.displacementBias;
  28983. this.alphaMap = source.alphaMap;
  28984. this.wireframe = source.wireframe;
  28985. this.wireframeLinewidth = source.wireframeLinewidth;
  28986. this.wireframeLinecap = source.wireframeLinecap;
  28987. this.wireframeLinejoin = source.wireframeLinejoin;
  28988. this.fog = source.fog;
  28989. return this;
  28990. }
  28991. }
  28992. /**
  28993. * A material that maps the normal vectors to RGB colors.
  28994. *
  28995. * @augments Material
  28996. * @demo scenes/material-browser.html#MeshNormalMaterial
  28997. */
  28998. class MeshNormalMaterial extends Material {
  28999. /**
  29000. * Constructs a new mesh normal material.
  29001. *
  29002. * @param {Object} [parameters] - An object with one or more properties
  29003. * defining the material's appearance. Any property of the material
  29004. * (including any property from inherited materials) can be passed
  29005. * in here. Color values can be passed any type of value accepted
  29006. * by {@link Color#set}.
  29007. */
  29008. constructor( parameters ) {
  29009. super();
  29010. /**
  29011. * This flag can be used for type testing.
  29012. *
  29013. * @type {boolean}
  29014. * @readonly
  29015. * @default true
  29016. */
  29017. this.isMeshNormalMaterial = true;
  29018. this.type = 'MeshNormalMaterial';
  29019. /**
  29020. * The texture to create a bump map. The black and white values map to the
  29021. * perceived depth in relation to the lights. Bump doesn't actually affect
  29022. * the geometry of the object, only the lighting. If a normal map is defined
  29023. * this will be ignored.
  29024. *
  29025. * @type {?Texture}
  29026. * @default null
  29027. */
  29028. this.bumpMap = null;
  29029. /**
  29030. * How much the bump map affects the material. Typical range is `[0,1]`.
  29031. *
  29032. * @type {number}
  29033. * @default 1
  29034. */
  29035. this.bumpScale = 1;
  29036. /**
  29037. * The texture to create a normal map. The RGB values affect the surface
  29038. * normal for each pixel fragment and change the way the color is lit. Normal
  29039. * maps do not change the actual shape of the surface, only the lighting. In
  29040. * case the material has a normal map authored using the left handed
  29041. * convention, the `y` component of `normalScale` should be negated to compensate
  29042. * for the different handedness.
  29043. *
  29044. * @type {?Texture}
  29045. * @default null
  29046. */
  29047. this.normalMap = null;
  29048. /**
  29049. * The type of normal map.
  29050. *
  29051. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29052. * @default TangentSpaceNormalMap
  29053. */
  29054. this.normalMapType = TangentSpaceNormalMap;
  29055. /**
  29056. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29057. *
  29058. * @type {Vector2}
  29059. * @default (1,1)
  29060. */
  29061. this.normalScale = new Vector2( 1, 1 );
  29062. /**
  29063. * The displacement map affects the position of the mesh's vertices. Unlike
  29064. * other maps which only affect the light and shade of the material the
  29065. * displaced vertices can cast shadows, block other objects, and otherwise
  29066. * act as real geometry. The displacement texture is an image where the value
  29067. * of each pixel (white being the highest) is mapped against, and
  29068. * repositions, the vertices of the mesh.
  29069. *
  29070. * @type {?Texture}
  29071. * @default null
  29072. */
  29073. this.displacementMap = null;
  29074. /**
  29075. * How much the displacement map affects the mesh (where black is no
  29076. * displacement, and white is maximum displacement). Without a displacement
  29077. * map set, this value is not applied.
  29078. *
  29079. * @type {number}
  29080. * @default 0
  29081. */
  29082. this.displacementScale = 1;
  29083. /**
  29084. * The offset of the displacement map's values on the mesh's vertices.
  29085. * The bias is added to the scaled sample of the displacement map.
  29086. * Without a displacement map set, this value is not applied.
  29087. *
  29088. * @type {number}
  29089. * @default 0
  29090. */
  29091. this.displacementBias = 0;
  29092. /**
  29093. * Renders the geometry as a wireframe.
  29094. *
  29095. * @type {boolean}
  29096. * @default false
  29097. */
  29098. this.wireframe = false;
  29099. /**
  29100. * Controls the thickness of the wireframe.
  29101. *
  29102. * WebGL and WebGPU ignore this property and always render
  29103. * 1 pixel wide lines.
  29104. *
  29105. * @type {number}
  29106. * @default 1
  29107. */
  29108. this.wireframeLinewidth = 1;
  29109. /**
  29110. * Whether the material is rendered with flat shading or not.
  29111. *
  29112. * @type {boolean}
  29113. * @default false
  29114. */
  29115. this.flatShading = false;
  29116. this.setValues( parameters );
  29117. }
  29118. copy( source ) {
  29119. super.copy( source );
  29120. this.bumpMap = source.bumpMap;
  29121. this.bumpScale = source.bumpScale;
  29122. this.normalMap = source.normalMap;
  29123. this.normalMapType = source.normalMapType;
  29124. this.normalScale.copy( source.normalScale );
  29125. this.displacementMap = source.displacementMap;
  29126. this.displacementScale = source.displacementScale;
  29127. this.displacementBias = source.displacementBias;
  29128. this.wireframe = source.wireframe;
  29129. this.wireframeLinewidth = source.wireframeLinewidth;
  29130. this.flatShading = source.flatShading;
  29131. return this;
  29132. }
  29133. }
  29134. /**
  29135. * A material for non-shiny surfaces, without specular highlights.
  29136. *
  29137. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  29138. * model for calculating reflectance. This can simulate some surfaces (such
  29139. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29140. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29141. * shading.
  29142. *
  29143. * Due to the simplicity of the reflectance and illumination models,
  29144. * performance will be greater when using this material over the
  29145. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29146. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29147. *
  29148. * @augments Material
  29149. * @demo scenes/material-browser.html#MeshLambertMaterial
  29150. */
  29151. class MeshLambertMaterial extends Material {
  29152. /**
  29153. * Constructs a new mesh lambert material.
  29154. *
  29155. * @param {Object} [parameters] - An object with one or more properties
  29156. * defining the material's appearance. Any property of the material
  29157. * (including any property from inherited materials) can be passed
  29158. * in here. Color values can be passed any type of value accepted
  29159. * by {@link Color#set}.
  29160. */
  29161. constructor( parameters ) {
  29162. super();
  29163. /**
  29164. * This flag can be used for type testing.
  29165. *
  29166. * @type {boolean}
  29167. * @readonly
  29168. * @default true
  29169. */
  29170. this.isMeshLambertMaterial = true;
  29171. this.type = 'MeshLambertMaterial';
  29172. /**
  29173. * Color of the material.
  29174. *
  29175. * @type {Color}
  29176. * @default (1,1,1)
  29177. */
  29178. this.color = new Color( 0xffffff ); // diffuse
  29179. /**
  29180. * The color map. May optionally include an alpha channel, typically combined
  29181. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29182. * color is modulated by the diffuse `color`.
  29183. *
  29184. * @type {?Texture}
  29185. * @default null
  29186. */
  29187. this.map = null;
  29188. /**
  29189. * The light map. Requires a second set of UVs.
  29190. *
  29191. * @type {?Texture}
  29192. * @default null
  29193. */
  29194. this.lightMap = null;
  29195. /**
  29196. * Intensity of the baked light.
  29197. *
  29198. * @type {number}
  29199. * @default 1
  29200. */
  29201. this.lightMapIntensity = 1.0;
  29202. /**
  29203. * The red channel of this texture is used as the ambient occlusion map.
  29204. * Requires a second set of UVs.
  29205. *
  29206. * @type {?Texture}
  29207. * @default null
  29208. */
  29209. this.aoMap = null;
  29210. /**
  29211. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29212. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29213. * red channel is also `1`, ambient light is fully occluded on a surface.
  29214. *
  29215. * @type {number}
  29216. * @default 1
  29217. */
  29218. this.aoMapIntensity = 1.0;
  29219. /**
  29220. * Emissive (light) color of the material, essentially a solid color
  29221. * unaffected by other lighting.
  29222. *
  29223. * @type {Color}
  29224. * @default (0,0,0)
  29225. */
  29226. this.emissive = new Color( 0x000000 );
  29227. /**
  29228. * Intensity of the emissive light. Modulates the emissive color.
  29229. *
  29230. * @type {number}
  29231. * @default 1
  29232. */
  29233. this.emissiveIntensity = 1.0;
  29234. /**
  29235. * Set emissive (glow) map. The emissive map color is modulated by the
  29236. * emissive color and the emissive intensity. If you have an emissive map,
  29237. * be sure to set the emissive color to something other than black.
  29238. *
  29239. * @type {?Texture}
  29240. * @default null
  29241. */
  29242. this.emissiveMap = null;
  29243. /**
  29244. * The texture to create a bump map. The black and white values map to the
  29245. * perceived depth in relation to the lights. Bump doesn't actually affect
  29246. * the geometry of the object, only the lighting. If a normal map is defined
  29247. * this will be ignored.
  29248. *
  29249. * @type {?Texture}
  29250. * @default null
  29251. */
  29252. this.bumpMap = null;
  29253. /**
  29254. * How much the bump map affects the material. Typical range is `[0,1]`.
  29255. *
  29256. * @type {number}
  29257. * @default 1
  29258. */
  29259. this.bumpScale = 1;
  29260. /**
  29261. * The texture to create a normal map. The RGB values affect the surface
  29262. * normal for each pixel fragment and change the way the color is lit. Normal
  29263. * maps do not change the actual shape of the surface, only the lighting. In
  29264. * case the material has a normal map authored using the left handed
  29265. * convention, the `y` component of `normalScale` should be negated to compensate
  29266. * for the different handedness.
  29267. *
  29268. * @type {?Texture}
  29269. * @default null
  29270. */
  29271. this.normalMap = null;
  29272. /**
  29273. * The type of normal map.
  29274. *
  29275. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29276. * @default TangentSpaceNormalMap
  29277. */
  29278. this.normalMapType = TangentSpaceNormalMap;
  29279. /**
  29280. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29281. *
  29282. * @type {Vector2}
  29283. * @default (1,1)
  29284. */
  29285. this.normalScale = new Vector2( 1, 1 );
  29286. /**
  29287. * The displacement map affects the position of the mesh's vertices. Unlike
  29288. * other maps which only affect the light and shade of the material the
  29289. * displaced vertices can cast shadows, block other objects, and otherwise
  29290. * act as real geometry. The displacement texture is an image where the value
  29291. * of each pixel (white being the highest) is mapped against, and
  29292. * repositions, the vertices of the mesh.
  29293. *
  29294. * @type {?Texture}
  29295. * @default null
  29296. */
  29297. this.displacementMap = null;
  29298. /**
  29299. * How much the displacement map affects the mesh (where black is no
  29300. * displacement, and white is maximum displacement). Without a displacement
  29301. * map set, this value is not applied.
  29302. *
  29303. * @type {number}
  29304. * @default 0
  29305. */
  29306. this.displacementScale = 1;
  29307. /**
  29308. * The offset of the displacement map's values on the mesh's vertices.
  29309. * The bias is added to the scaled sample of the displacement map.
  29310. * Without a displacement map set, this value is not applied.
  29311. *
  29312. * @type {number}
  29313. * @default 0
  29314. */
  29315. this.displacementBias = 0;
  29316. /**
  29317. * Specular map used by the material.
  29318. *
  29319. * @type {?Texture}
  29320. * @default null
  29321. */
  29322. this.specularMap = null;
  29323. /**
  29324. * The alpha map is a grayscale texture that controls the opacity across the
  29325. * surface (black: fully transparent; white: fully opaque).
  29326. *
  29327. * Only the color of the texture is used, ignoring the alpha channel if one
  29328. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29329. * when sampling this texture due to the extra bit of precision provided for
  29330. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29331. * luminance/alpha textures will also still work as expected.
  29332. *
  29333. * @type {?Texture}
  29334. * @default null
  29335. */
  29336. this.alphaMap = null;
  29337. /**
  29338. * The environment map.
  29339. *
  29340. * @type {?Texture}
  29341. * @default null
  29342. */
  29343. this.envMap = null;
  29344. /**
  29345. * The rotation of the environment map in radians.
  29346. *
  29347. * @type {Euler}
  29348. * @default (0,0,0)
  29349. */
  29350. this.envMapRotation = new Euler();
  29351. /**
  29352. * How to combine the result of the surface's color with the environment map, if any.
  29353. *
  29354. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29355. * blend between the two colors.
  29356. *
  29357. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29358. * @default MultiplyOperation
  29359. */
  29360. this.combine = MultiplyOperation;
  29361. /**
  29362. * How much the environment map affects the surface.
  29363. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29364. *
  29365. * @type {number}
  29366. * @default 1
  29367. */
  29368. this.reflectivity = 1;
  29369. /**
  29370. * Scales the effect of the environment map by multiplying its color.
  29371. *
  29372. * @type {number}
  29373. * @default 1
  29374. */
  29375. this.envMapIntensity = 1.0;
  29376. /**
  29377. * The index of refraction (IOR) of air (approximately 1) divided by the
  29378. * index of refraction of the material. It is used with environment mapping
  29379. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29380. * The refraction ratio should not exceed `1`.
  29381. *
  29382. * @type {number}
  29383. * @default 0.98
  29384. */
  29385. this.refractionRatio = 0.98;
  29386. /**
  29387. * Renders the geometry as a wireframe.
  29388. *
  29389. * @type {boolean}
  29390. * @default false
  29391. */
  29392. this.wireframe = false;
  29393. /**
  29394. * Controls the thickness of the wireframe.
  29395. *
  29396. * Can only be used with {@link SVGRenderer}.
  29397. *
  29398. * @type {number}
  29399. * @default 1
  29400. */
  29401. this.wireframeLinewidth = 1;
  29402. /**
  29403. * Defines appearance of wireframe ends.
  29404. *
  29405. * Can only be used with {@link SVGRenderer}.
  29406. *
  29407. * @type {('round'|'bevel'|'miter')}
  29408. * @default 'round'
  29409. */
  29410. this.wireframeLinecap = 'round';
  29411. /**
  29412. * Defines appearance of wireframe joints.
  29413. *
  29414. * Can only be used with {@link SVGRenderer}.
  29415. *
  29416. * @type {('round'|'bevel'|'miter')}
  29417. * @default 'round'
  29418. */
  29419. this.wireframeLinejoin = 'round';
  29420. /**
  29421. * Whether the material is rendered with flat shading or not.
  29422. *
  29423. * @type {boolean}
  29424. * @default false
  29425. */
  29426. this.flatShading = false;
  29427. /**
  29428. * Whether the material is affected by fog or not.
  29429. *
  29430. * @type {boolean}
  29431. * @default true
  29432. */
  29433. this.fog = true;
  29434. this.setValues( parameters );
  29435. }
  29436. copy( source ) {
  29437. super.copy( source );
  29438. this.color.copy( source.color );
  29439. this.map = source.map;
  29440. this.lightMap = source.lightMap;
  29441. this.lightMapIntensity = source.lightMapIntensity;
  29442. this.aoMap = source.aoMap;
  29443. this.aoMapIntensity = source.aoMapIntensity;
  29444. this.emissive.copy( source.emissive );
  29445. this.emissiveMap = source.emissiveMap;
  29446. this.emissiveIntensity = source.emissiveIntensity;
  29447. this.bumpMap = source.bumpMap;
  29448. this.bumpScale = source.bumpScale;
  29449. this.normalMap = source.normalMap;
  29450. this.normalMapType = source.normalMapType;
  29451. this.normalScale.copy( source.normalScale );
  29452. this.displacementMap = source.displacementMap;
  29453. this.displacementScale = source.displacementScale;
  29454. this.displacementBias = source.displacementBias;
  29455. this.specularMap = source.specularMap;
  29456. this.alphaMap = source.alphaMap;
  29457. this.envMap = source.envMap;
  29458. this.envMapRotation.copy( source.envMapRotation );
  29459. this.combine = source.combine;
  29460. this.reflectivity = source.reflectivity;
  29461. this.envMapIntensity = source.envMapIntensity;
  29462. this.refractionRatio = source.refractionRatio;
  29463. this.wireframe = source.wireframe;
  29464. this.wireframeLinewidth = source.wireframeLinewidth;
  29465. this.wireframeLinecap = source.wireframeLinecap;
  29466. this.wireframeLinejoin = source.wireframeLinejoin;
  29467. this.flatShading = source.flatShading;
  29468. this.fog = source.fog;
  29469. return this;
  29470. }
  29471. }
  29472. /**
  29473. * A material for drawing geometry by depth. Depth is based off of the camera
  29474. * near and far plane. White is nearest, black is farthest.
  29475. *
  29476. * @augments Material
  29477. * @demo scenes/material-browser.html#MeshDepthMaterial
  29478. */
  29479. class MeshDepthMaterial extends Material {
  29480. /**
  29481. * Constructs a new mesh depth material.
  29482. *
  29483. * @param {Object} [parameters] - An object with one or more properties
  29484. * defining the material's appearance. Any property of the material
  29485. * (including any property from inherited materials) can be passed
  29486. * in here. Color values can be passed any type of value accepted
  29487. * by {@link Color#set}.
  29488. */
  29489. constructor( parameters ) {
  29490. super();
  29491. /**
  29492. * This flag can be used for type testing.
  29493. *
  29494. * @type {boolean}
  29495. * @readonly
  29496. * @default true
  29497. */
  29498. this.isMeshDepthMaterial = true;
  29499. this.type = 'MeshDepthMaterial';
  29500. /**
  29501. * Type for depth packing.
  29502. *
  29503. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29504. * @default BasicDepthPacking
  29505. */
  29506. this.depthPacking = BasicDepthPacking;
  29507. /**
  29508. * The color map. May optionally include an alpha channel, typically combined
  29509. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29510. *
  29511. * @type {?Texture}
  29512. * @default null
  29513. */
  29514. this.map = null;
  29515. /**
  29516. * The alpha map is a grayscale texture that controls the opacity across the
  29517. * surface (black: fully transparent; white: fully opaque).
  29518. *
  29519. * Only the color of the texture is used, ignoring the alpha channel if one
  29520. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29521. * when sampling this texture due to the extra bit of precision provided for
  29522. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29523. * luminance/alpha textures will also still work as expected.
  29524. *
  29525. * @type {?Texture}
  29526. * @default null
  29527. */
  29528. this.alphaMap = null;
  29529. /**
  29530. * The displacement map affects the position of the mesh's vertices. Unlike
  29531. * other maps which only affect the light and shade of the material the
  29532. * displaced vertices can cast shadows, block other objects, and otherwise
  29533. * act as real geometry. The displacement texture is an image where the value
  29534. * of each pixel (white being the highest) is mapped against, and
  29535. * repositions, the vertices of the mesh.
  29536. *
  29537. * @type {?Texture}
  29538. * @default null
  29539. */
  29540. this.displacementMap = null;
  29541. /**
  29542. * How much the displacement map affects the mesh (where black is no
  29543. * displacement, and white is maximum displacement). Without a displacement
  29544. * map set, this value is not applied.
  29545. *
  29546. * @type {number}
  29547. * @default 0
  29548. */
  29549. this.displacementScale = 1;
  29550. /**
  29551. * The offset of the displacement map's values on the mesh's vertices.
  29552. * The bias is added to the scaled sample of the displacement map.
  29553. * Without a displacement map set, this value is not applied.
  29554. *
  29555. * @type {number}
  29556. * @default 0
  29557. */
  29558. this.displacementBias = 0;
  29559. /**
  29560. * Renders the geometry as a wireframe.
  29561. *
  29562. * @type {boolean}
  29563. * @default false
  29564. */
  29565. this.wireframe = false;
  29566. /**
  29567. * Controls the thickness of the wireframe.
  29568. *
  29569. * WebGL and WebGPU ignore this property and always render
  29570. * 1 pixel wide lines.
  29571. *
  29572. * @type {number}
  29573. * @default 1
  29574. */
  29575. this.wireframeLinewidth = 1;
  29576. this.setValues( parameters );
  29577. }
  29578. copy( source ) {
  29579. super.copy( source );
  29580. this.depthPacking = source.depthPacking;
  29581. this.map = source.map;
  29582. this.alphaMap = source.alphaMap;
  29583. this.displacementMap = source.displacementMap;
  29584. this.displacementScale = source.displacementScale;
  29585. this.displacementBias = source.displacementBias;
  29586. this.wireframe = source.wireframe;
  29587. this.wireframeLinewidth = source.wireframeLinewidth;
  29588. return this;
  29589. }
  29590. }
  29591. /**
  29592. * A material used internally for implementing shadow mapping with
  29593. * point lights.
  29594. *
  29595. * Can also be used to customize the shadow casting of an object by assigning
  29596. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29597. * The following examples demonstrates this approach in order to ensure
  29598. * transparent parts of objects do not cast shadows.
  29599. *
  29600. * @augments Material
  29601. */
  29602. class MeshDistanceMaterial extends Material {
  29603. /**
  29604. * Constructs a new mesh distance material.
  29605. *
  29606. * @param {Object} [parameters] - An object with one or more properties
  29607. * defining the material's appearance. Any property of the material
  29608. * (including any property from inherited materials) can be passed
  29609. * in here. Color values can be passed any type of value accepted
  29610. * by {@link Color#set}.
  29611. */
  29612. constructor( parameters ) {
  29613. super();
  29614. /**
  29615. * This flag can be used for type testing.
  29616. *
  29617. * @type {boolean}
  29618. * @readonly
  29619. * @default true
  29620. */
  29621. this.isMeshDistanceMaterial = true;
  29622. this.type = 'MeshDistanceMaterial';
  29623. /**
  29624. * The color map. May optionally include an alpha channel, typically combined
  29625. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29626. *
  29627. * @type {?Texture}
  29628. * @default null
  29629. */
  29630. this.map = null;
  29631. /**
  29632. * The alpha map is a grayscale texture that controls the opacity across the
  29633. * surface (black: fully transparent; white: fully opaque).
  29634. *
  29635. * Only the color of the texture is used, ignoring the alpha channel if one
  29636. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29637. * when sampling this texture due to the extra bit of precision provided for
  29638. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29639. * luminance/alpha textures will also still work as expected.
  29640. *
  29641. * @type {?Texture}
  29642. * @default null
  29643. */
  29644. this.alphaMap = null;
  29645. /**
  29646. * The displacement map affects the position of the mesh's vertices. Unlike
  29647. * other maps which only affect the light and shade of the material the
  29648. * displaced vertices can cast shadows, block other objects, and otherwise
  29649. * act as real geometry. The displacement texture is an image where the value
  29650. * of each pixel (white being the highest) is mapped against, and
  29651. * repositions, the vertices of the mesh.
  29652. *
  29653. * @type {?Texture}
  29654. * @default null
  29655. */
  29656. this.displacementMap = null;
  29657. /**
  29658. * How much the displacement map affects the mesh (where black is no
  29659. * displacement, and white is maximum displacement). Without a displacement
  29660. * map set, this value is not applied.
  29661. *
  29662. * @type {number}
  29663. * @default 0
  29664. */
  29665. this.displacementScale = 1;
  29666. /**
  29667. * The offset of the displacement map's values on the mesh's vertices.
  29668. * The bias is added to the scaled sample of the displacement map.
  29669. * Without a displacement map set, this value is not applied.
  29670. *
  29671. * @type {number}
  29672. * @default 0
  29673. */
  29674. this.displacementBias = 0;
  29675. this.setValues( parameters );
  29676. }
  29677. copy( source ) {
  29678. super.copy( source );
  29679. this.map = source.map;
  29680. this.alphaMap = source.alphaMap;
  29681. this.displacementMap = source.displacementMap;
  29682. this.displacementScale = source.displacementScale;
  29683. this.displacementBias = source.displacementBias;
  29684. return this;
  29685. }
  29686. }
  29687. /**
  29688. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29689. * material color and shading.
  29690. *
  29691. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29692. * baked lighting. It will cast a shadow onto an object that receives shadows
  29693. * (and shadow clipping works), but it will not self-shadow or receive
  29694. * shadows.
  29695. *
  29696. * @augments Material
  29697. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29698. */
  29699. class MeshMatcapMaterial extends Material {
  29700. /**
  29701. * Constructs a new mesh matcap material.
  29702. *
  29703. * @param {Object} [parameters] - An object with one or more properties
  29704. * defining the material's appearance. Any property of the material
  29705. * (including any property from inherited materials) can be passed
  29706. * in here. Color values can be passed any type of value accepted
  29707. * by {@link Color#set}.
  29708. */
  29709. constructor( parameters ) {
  29710. super();
  29711. /**
  29712. * This flag can be used for type testing.
  29713. *
  29714. * @type {boolean}
  29715. * @readonly
  29716. * @default true
  29717. */
  29718. this.isMeshMatcapMaterial = true;
  29719. this.defines = { 'MATCAP': '' };
  29720. this.type = 'MeshMatcapMaterial';
  29721. /**
  29722. * Color of the material.
  29723. *
  29724. * @type {Color}
  29725. * @default (1,1,1)
  29726. */
  29727. this.color = new Color( 0xffffff ); // diffuse
  29728. /**
  29729. * The matcap map.
  29730. *
  29731. * @type {?Texture}
  29732. * @default null
  29733. */
  29734. this.matcap = null;
  29735. /**
  29736. * The color map. May optionally include an alpha channel, typically combined
  29737. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29738. * color is modulated by the diffuse `color`.
  29739. *
  29740. * @type {?Texture}
  29741. * @default null
  29742. */
  29743. this.map = null;
  29744. /**
  29745. * The texture to create a bump map. The black and white values map to the
  29746. * perceived depth in relation to the lights. Bump doesn't actually affect
  29747. * the geometry of the object, only the lighting. If a normal map is defined
  29748. * this will be ignored.
  29749. *
  29750. * @type {?Texture}
  29751. * @default null
  29752. */
  29753. this.bumpMap = null;
  29754. /**
  29755. * How much the bump map affects the material. Typical range is `[0,1]`.
  29756. *
  29757. * @type {number}
  29758. * @default 1
  29759. */
  29760. this.bumpScale = 1;
  29761. /**
  29762. * The texture to create a normal map. The RGB values affect the surface
  29763. * normal for each pixel fragment and change the way the color is lit. Normal
  29764. * maps do not change the actual shape of the surface, only the lighting. In
  29765. * case the material has a normal map authored using the left handed
  29766. * convention, the `y` component of `normalScale` should be negated to compensate
  29767. * for the different handedness.
  29768. *
  29769. * @type {?Texture}
  29770. * @default null
  29771. */
  29772. this.normalMap = null;
  29773. /**
  29774. * The type of normal map.
  29775. *
  29776. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29777. * @default TangentSpaceNormalMap
  29778. */
  29779. this.normalMapType = TangentSpaceNormalMap;
  29780. /**
  29781. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29782. *
  29783. * @type {Vector2}
  29784. * @default (1,1)
  29785. */
  29786. this.normalScale = new Vector2( 1, 1 );
  29787. /**
  29788. * The displacement map affects the position of the mesh's vertices. Unlike
  29789. * other maps which only affect the light and shade of the material the
  29790. * displaced vertices can cast shadows, block other objects, and otherwise
  29791. * act as real geometry. The displacement texture is an image where the value
  29792. * of each pixel (white being the highest) is mapped against, and
  29793. * repositions, the vertices of the mesh.
  29794. *
  29795. * @type {?Texture}
  29796. * @default null
  29797. */
  29798. this.displacementMap = null;
  29799. /**
  29800. * How much the displacement map affects the mesh (where black is no
  29801. * displacement, and white is maximum displacement). Without a displacement
  29802. * map set, this value is not applied.
  29803. *
  29804. * @type {number}
  29805. * @default 0
  29806. */
  29807. this.displacementScale = 1;
  29808. /**
  29809. * The offset of the displacement map's values on the mesh's vertices.
  29810. * The bias is added to the scaled sample of the displacement map.
  29811. * Without a displacement map set, this value is not applied.
  29812. *
  29813. * @type {number}
  29814. * @default 0
  29815. */
  29816. this.displacementBias = 0;
  29817. /**
  29818. * The alpha map is a grayscale texture that controls the opacity across the
  29819. * surface (black: fully transparent; white: fully opaque).
  29820. *
  29821. * Only the color of the texture is used, ignoring the alpha channel if one
  29822. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29823. * when sampling this texture due to the extra bit of precision provided for
  29824. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29825. * luminance/alpha textures will also still work as expected.
  29826. *
  29827. * @type {?Texture}
  29828. * @default null
  29829. */
  29830. this.alphaMap = null;
  29831. /**
  29832. * Renders the geometry as a wireframe.
  29833. *
  29834. * @type {boolean}
  29835. * @default false
  29836. */
  29837. this.wireframe = false;
  29838. /**
  29839. * Controls the thickness of the wireframe.
  29840. *
  29841. * Can only be used with {@link SVGRenderer}.
  29842. *
  29843. * @type {number}
  29844. * @default 1
  29845. */
  29846. this.wireframeLinewidth = 1;
  29847. /**
  29848. * Whether the material is rendered with flat shading or not.
  29849. *
  29850. * @type {boolean}
  29851. * @default false
  29852. */
  29853. this.flatShading = false;
  29854. /**
  29855. * Whether the material is affected by fog or not.
  29856. *
  29857. * @type {boolean}
  29858. * @default true
  29859. */
  29860. this.fog = true;
  29861. this.setValues( parameters );
  29862. }
  29863. copy( source ) {
  29864. super.copy( source );
  29865. this.defines = { 'MATCAP': '' };
  29866. this.color.copy( source.color );
  29867. this.matcap = source.matcap;
  29868. this.map = source.map;
  29869. this.bumpMap = source.bumpMap;
  29870. this.bumpScale = source.bumpScale;
  29871. this.normalMap = source.normalMap;
  29872. this.normalMapType = source.normalMapType;
  29873. this.normalScale.copy( source.normalScale );
  29874. this.displacementMap = source.displacementMap;
  29875. this.displacementScale = source.displacementScale;
  29876. this.displacementBias = source.displacementBias;
  29877. this.alphaMap = source.alphaMap;
  29878. this.wireframe = source.wireframe;
  29879. this.wireframeLinewidth = source.wireframeLinewidth;
  29880. this.flatShading = source.flatShading;
  29881. this.fog = source.fog;
  29882. return this;
  29883. }
  29884. }
  29885. /**
  29886. * A material for rendering line primitives.
  29887. *
  29888. * Materials define the appearance of renderable 3D objects.
  29889. *
  29890. * ```js
  29891. * const material = new THREE.LineDashedMaterial( {
  29892. * color: 0xffffff,
  29893. * scale: 1,
  29894. * dashSize: 3,
  29895. * gapSize: 1,
  29896. * } );
  29897. * ```
  29898. *
  29899. * @augments LineBasicMaterial
  29900. */
  29901. class LineDashedMaterial extends LineBasicMaterial {
  29902. /**
  29903. * Constructs a new line dashed material.
  29904. *
  29905. * @param {Object} [parameters] - An object with one or more properties
  29906. * defining the material's appearance. Any property of the material
  29907. * (including any property from inherited materials) can be passed
  29908. * in here. Color values can be passed any type of value accepted
  29909. * by {@link Color#set}.
  29910. */
  29911. constructor( parameters ) {
  29912. super();
  29913. /**
  29914. * This flag can be used for type testing.
  29915. *
  29916. * @type {boolean}
  29917. * @readonly
  29918. * @default true
  29919. */
  29920. this.isLineDashedMaterial = true;
  29921. this.type = 'LineDashedMaterial';
  29922. /**
  29923. * The scale of the dashed part of a line.
  29924. *
  29925. * @type {number}
  29926. * @default 1
  29927. */
  29928. this.scale = 1;
  29929. /**
  29930. * The size of the dash. This is both the gap with the stroke.
  29931. *
  29932. * @type {number}
  29933. * @default 3
  29934. */
  29935. this.dashSize = 3;
  29936. /**
  29937. * The size of the gap.
  29938. *
  29939. * @type {number}
  29940. * @default 1
  29941. */
  29942. this.gapSize = 1;
  29943. this.setValues( parameters );
  29944. }
  29945. copy( source ) {
  29946. super.copy( source );
  29947. this.scale = source.scale;
  29948. this.dashSize = source.dashSize;
  29949. this.gapSize = source.gapSize;
  29950. return this;
  29951. }
  29952. }
  29953. /**
  29954. * Converts an array to a specific type.
  29955. *
  29956. * @param {TypedArray|Array} array - The array to convert.
  29957. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  29958. * @return {TypedArray} The converted array.
  29959. */
  29960. function convertArray( array, type ) {
  29961. if ( ! array || array.constructor === type ) return array;
  29962. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  29963. return new type( array ); // create typed array
  29964. }
  29965. return Array.prototype.slice.call( array ); // create Array
  29966. }
  29967. /**
  29968. * Returns an array by which times and values can be sorted.
  29969. *
  29970. * @param {Array<number>} times - The keyframe time values.
  29971. * @return {Array<number>} The array.
  29972. */
  29973. function getKeyframeOrder( times ) {
  29974. function compareTime( i, j ) {
  29975. return times[ i ] - times[ j ];
  29976. }
  29977. const n = times.length;
  29978. const result = new Array( n );
  29979. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  29980. result.sort( compareTime );
  29981. return result;
  29982. }
  29983. /**
  29984. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  29985. *
  29986. * @param {Array<number>} values - The values to sort.
  29987. * @param {number} stride - The stride.
  29988. * @param {Array<number>} order - The sort order.
  29989. * @return {Array<number>} The sorted values.
  29990. */
  29991. function sortedArray( values, stride, order ) {
  29992. const nValues = values.length;
  29993. const result = new values.constructor( nValues );
  29994. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  29995. const srcOffset = order[ i ] * stride;
  29996. for ( let j = 0; j !== stride; ++ j ) {
  29997. result[ dstOffset ++ ] = values[ srcOffset + j ];
  29998. }
  29999. }
  30000. return result;
  30001. }
  30002. /**
  30003. * Used for parsing AOS keyframe formats.
  30004. *
  30005. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30006. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30007. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30008. * @param {string} valuePropertyName - The name of the property to use.
  30009. */
  30010. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30011. let i = 1, key = jsonKeys[ 0 ];
  30012. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30013. key = jsonKeys[ i ++ ];
  30014. }
  30015. if ( key === undefined ) return; // no data
  30016. let value = key[ valuePropertyName ];
  30017. if ( value === undefined ) return; // no data
  30018. if ( Array.isArray( value ) ) {
  30019. do {
  30020. value = key[ valuePropertyName ];
  30021. if ( value !== undefined ) {
  30022. times.push( key.time );
  30023. values.push( ...value ); // push all elements
  30024. }
  30025. key = jsonKeys[ i ++ ];
  30026. } while ( key !== undefined );
  30027. } else if ( value.toArray !== undefined ) {
  30028. // ...assume THREE.Math-ish
  30029. do {
  30030. value = key[ valuePropertyName ];
  30031. if ( value !== undefined ) {
  30032. times.push( key.time );
  30033. value.toArray( values, values.length );
  30034. }
  30035. key = jsonKeys[ i ++ ];
  30036. } while ( key !== undefined );
  30037. } else {
  30038. // otherwise push as-is
  30039. do {
  30040. value = key[ valuePropertyName ];
  30041. if ( value !== undefined ) {
  30042. times.push( key.time );
  30043. values.push( value );
  30044. }
  30045. key = jsonKeys[ i ++ ];
  30046. } while ( key !== undefined );
  30047. }
  30048. }
  30049. /**
  30050. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30051. *
  30052. * @param {AnimationClip} sourceClip - The values to sort.
  30053. * @param {string} name - The name of the clip.
  30054. * @param {number} startFrame - The start frame.
  30055. * @param {number} endFrame - The end frame.
  30056. * @param {number} [fps=30] - The FPS.
  30057. * @return {AnimationClip} The new sub clip.
  30058. */
  30059. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30060. const clip = sourceClip.clone();
  30061. clip.name = name;
  30062. const tracks = [];
  30063. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30064. const track = clip.tracks[ i ];
  30065. const valueSize = track.getValueSize();
  30066. const times = [];
  30067. const values = [];
  30068. for ( let j = 0; j < track.times.length; ++ j ) {
  30069. const frame = track.times[ j ] * fps;
  30070. if ( frame < startFrame || frame >= endFrame ) continue;
  30071. times.push( track.times[ j ] );
  30072. for ( let k = 0; k < valueSize; ++ k ) {
  30073. values.push( track.values[ j * valueSize + k ] );
  30074. }
  30075. }
  30076. if ( times.length === 0 ) continue;
  30077. track.times = convertArray( times, track.times.constructor );
  30078. track.values = convertArray( values, track.values.constructor );
  30079. tracks.push( track );
  30080. }
  30081. clip.tracks = tracks;
  30082. // find minimum .times value across all tracks in the trimmed clip
  30083. let minStartTime = Infinity;
  30084. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30085. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30086. minStartTime = clip.tracks[ i ].times[ 0 ];
  30087. }
  30088. }
  30089. // shift all tracks such that clip begins at t=0
  30090. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30091. clip.tracks[ i ].shift( -1 * minStartTime );
  30092. }
  30093. clip.resetDuration();
  30094. return clip;
  30095. }
  30096. /**
  30097. * Converts the keyframes of the given animation clip to an additive format.
  30098. *
  30099. * @param {AnimationClip} targetClip - The clip to make additive.
  30100. * @param {number} [referenceFrame=0] - The reference frame.
  30101. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30102. * @param {number} [fps=30] - The FPS.
  30103. * @return {AnimationClip} The updated clip which is now additive.
  30104. */
  30105. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30106. if ( fps <= 0 ) fps = 30;
  30107. const numTracks = referenceClip.tracks.length;
  30108. const referenceTime = referenceFrame / fps;
  30109. // Make each track's values relative to the values at the reference frame
  30110. for ( let i = 0; i < numTracks; ++ i ) {
  30111. const referenceTrack = referenceClip.tracks[ i ];
  30112. const referenceTrackType = referenceTrack.ValueTypeName;
  30113. // Skip this track if it's non-numeric
  30114. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30115. // Find the track in the target clip whose name and type matches the reference track
  30116. const targetTrack = targetClip.tracks.find( function ( track ) {
  30117. return track.name === referenceTrack.name
  30118. && track.ValueTypeName === referenceTrackType;
  30119. } );
  30120. if ( targetTrack === undefined ) continue;
  30121. let referenceOffset = 0;
  30122. const referenceValueSize = referenceTrack.getValueSize();
  30123. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30124. referenceOffset = referenceValueSize / 3;
  30125. }
  30126. let targetOffset = 0;
  30127. const targetValueSize = targetTrack.getValueSize();
  30128. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30129. targetOffset = targetValueSize / 3;
  30130. }
  30131. const lastIndex = referenceTrack.times.length - 1;
  30132. let referenceValue;
  30133. // Find the value to subtract out of the track
  30134. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30135. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30136. const startIndex = referenceOffset;
  30137. const endIndex = referenceValueSize - referenceOffset;
  30138. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30139. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30140. // Reference frame is after the last keyframe, so just use the last keyframe
  30141. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30142. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30143. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30144. } else {
  30145. // Interpolate to the reference value
  30146. const interpolant = referenceTrack.createInterpolant();
  30147. const startIndex = referenceOffset;
  30148. const endIndex = referenceValueSize - referenceOffset;
  30149. interpolant.evaluate( referenceTime );
  30150. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30151. }
  30152. // Conjugate the quaternion
  30153. if ( referenceTrackType === 'quaternion' ) {
  30154. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30155. referenceQuat.toArray( referenceValue );
  30156. }
  30157. // Subtract the reference value from all of the track values
  30158. const numTimes = targetTrack.times.length;
  30159. for ( let j = 0; j < numTimes; ++ j ) {
  30160. const valueStart = j * targetValueSize + targetOffset;
  30161. if ( referenceTrackType === 'quaternion' ) {
  30162. // Multiply the conjugate for quaternion track types
  30163. Quaternion.multiplyQuaternionsFlat(
  30164. targetTrack.values,
  30165. valueStart,
  30166. referenceValue,
  30167. 0,
  30168. targetTrack.values,
  30169. valueStart
  30170. );
  30171. } else {
  30172. const valueEnd = targetValueSize - targetOffset * 2;
  30173. // Subtract each value for all other numeric track types
  30174. for ( let k = 0; k < valueEnd; ++ k ) {
  30175. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30176. }
  30177. }
  30178. }
  30179. }
  30180. targetClip.blendMode = AdditiveAnimationBlendMode;
  30181. return targetClip;
  30182. }
  30183. /**
  30184. * A class with various methods to assist with animations.
  30185. *
  30186. * @hideconstructor
  30187. */
  30188. class AnimationUtils {
  30189. /**
  30190. * Converts an array to a specific type
  30191. *
  30192. * @static
  30193. * @param {TypedArray|Array} array - The array to convert.
  30194. * @param {TypedArray.constructor} type - The constructor of a type array.
  30195. * @return {TypedArray} The converted array
  30196. */
  30197. static convertArray( array, type ) {
  30198. return convertArray( array, type );
  30199. }
  30200. /**
  30201. * Returns `true` if the given object is a typed array.
  30202. *
  30203. * @static
  30204. * @param {any} object - The object to check.
  30205. * @return {boolean} Whether the given object is a typed array.
  30206. */
  30207. static isTypedArray( object ) {
  30208. return isTypedArray( object );
  30209. }
  30210. /**
  30211. * Returns an array by which times and values can be sorted.
  30212. *
  30213. * @static
  30214. * @param {Array<number>} times - The keyframe time values.
  30215. * @return {Array<number>} The array.
  30216. */
  30217. static getKeyframeOrder( times ) {
  30218. return getKeyframeOrder( times );
  30219. }
  30220. /**
  30221. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30222. *
  30223. * @static
  30224. * @param {Array<number>} values - The values to sort.
  30225. * @param {number} stride - The stride.
  30226. * @param {Array<number>} order - The sort order.
  30227. * @return {Array<number>} The sorted values.
  30228. */
  30229. static sortedArray( values, stride, order ) {
  30230. return sortedArray( values, stride, order );
  30231. }
  30232. /**
  30233. * Used for parsing AOS keyframe formats.
  30234. *
  30235. * @static
  30236. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30237. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30238. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30239. * @param {string} valuePropertyName - The name of the property to use.
  30240. */
  30241. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30242. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30243. }
  30244. /**
  30245. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30246. *
  30247. * @static
  30248. * @param {AnimationClip} sourceClip - The values to sort.
  30249. * @param {string} name - The name of the clip.
  30250. * @param {number} startFrame - The start frame.
  30251. * @param {number} endFrame - The end frame.
  30252. * @param {number} [fps=30] - The FPS.
  30253. * @return {AnimationClip} The new sub clip.
  30254. */
  30255. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30256. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30257. }
  30258. /**
  30259. * Converts the keyframes of the given animation clip to an additive format.
  30260. *
  30261. * @static
  30262. * @param {AnimationClip} targetClip - The clip to make additive.
  30263. * @param {number} [referenceFrame=0] - The reference frame.
  30264. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30265. * @param {number} [fps=30] - The FPS.
  30266. * @return {AnimationClip} The updated clip which is now additive.
  30267. */
  30268. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30269. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30270. }
  30271. }
  30272. /**
  30273. * Abstract base class of interpolants over parametric samples.
  30274. *
  30275. * The parameter domain is one dimensional, typically the time or a path
  30276. * along a curve defined by the data.
  30277. *
  30278. * The sample values can have any dimensionality and derived classes may
  30279. * apply special interpretations to the data.
  30280. *
  30281. * This class provides the interval seek in a Template Method, deferring
  30282. * the actual interpolation to derived classes.
  30283. *
  30284. * Time complexity is O(1) for linear access crossing at most two points
  30285. * and O(log N) for random access, where N is the number of positions.
  30286. *
  30287. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30288. *
  30289. * @abstract
  30290. */
  30291. class Interpolant {
  30292. /**
  30293. * Constructs a new interpolant.
  30294. *
  30295. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30296. * @param {TypedArray} sampleValues - The sample values.
  30297. * @param {number} sampleSize - The sample size
  30298. * @param {TypedArray} [resultBuffer] - The result buffer.
  30299. */
  30300. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30301. /**
  30302. * The parameter positions.
  30303. *
  30304. * @type {TypedArray}
  30305. */
  30306. this.parameterPositions = parameterPositions;
  30307. /**
  30308. * A cache index.
  30309. *
  30310. * @private
  30311. * @type {number}
  30312. * @default 0
  30313. */
  30314. this._cachedIndex = 0;
  30315. /**
  30316. * The result buffer.
  30317. *
  30318. * @type {TypedArray}
  30319. */
  30320. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30321. /**
  30322. * The sample values.
  30323. *
  30324. * @type {TypedArray}
  30325. */
  30326. this.sampleValues = sampleValues;
  30327. /**
  30328. * The value size.
  30329. *
  30330. * @type {TypedArray}
  30331. */
  30332. this.valueSize = sampleSize;
  30333. /**
  30334. * The interpolation settings.
  30335. *
  30336. * @type {?Object}
  30337. * @default null
  30338. */
  30339. this.settings = null;
  30340. /**
  30341. * The default settings object.
  30342. *
  30343. * @type {Object}
  30344. */
  30345. this.DefaultSettings_ = {};
  30346. }
  30347. /**
  30348. * Evaluate the interpolant at position `t`.
  30349. *
  30350. * @param {number} t - The interpolation factor.
  30351. * @return {TypedArray} The result buffer.
  30352. */
  30353. evaluate( t ) {
  30354. const pp = this.parameterPositions;
  30355. let i1 = this._cachedIndex,
  30356. t1 = pp[ i1 ],
  30357. t0 = pp[ i1 - 1 ];
  30358. validate_interval: {
  30359. seek: {
  30360. let right;
  30361. linear_scan: {
  30362. //- See http://jsperf.com/comparison-to-undefined/3
  30363. //- slower code:
  30364. //-
  30365. //- if ( t >= t1 || t1 === undefined ) {
  30366. forward_scan: if ( ! ( t < t1 ) ) {
  30367. for ( let giveUpAt = i1 + 2; ; ) {
  30368. if ( t1 === undefined ) {
  30369. if ( t < t0 ) break forward_scan;
  30370. // after end
  30371. i1 = pp.length;
  30372. this._cachedIndex = i1;
  30373. return this.copySampleValue_( i1 - 1 );
  30374. }
  30375. if ( i1 === giveUpAt ) break; // this loop
  30376. t0 = t1;
  30377. t1 = pp[ ++ i1 ];
  30378. if ( t < t1 ) {
  30379. // we have arrived at the sought interval
  30380. break seek;
  30381. }
  30382. }
  30383. // prepare binary search on the right side of the index
  30384. right = pp.length;
  30385. break linear_scan;
  30386. }
  30387. //- slower code:
  30388. //- if ( t < t0 || t0 === undefined ) {
  30389. if ( ! ( t >= t0 ) ) {
  30390. // looping?
  30391. const t1global = pp[ 1 ];
  30392. if ( t < t1global ) {
  30393. i1 = 2; // + 1, using the scan for the details
  30394. t0 = t1global;
  30395. }
  30396. // linear reverse scan
  30397. for ( let giveUpAt = i1 - 2; ; ) {
  30398. if ( t0 === undefined ) {
  30399. // before start
  30400. this._cachedIndex = 0;
  30401. return this.copySampleValue_( 0 );
  30402. }
  30403. if ( i1 === giveUpAt ) break; // this loop
  30404. t1 = t0;
  30405. t0 = pp[ -- i1 - 1 ];
  30406. if ( t >= t0 ) {
  30407. // we have arrived at the sought interval
  30408. break seek;
  30409. }
  30410. }
  30411. // prepare binary search on the left side of the index
  30412. right = i1;
  30413. i1 = 0;
  30414. break linear_scan;
  30415. }
  30416. // the interval is valid
  30417. break validate_interval;
  30418. } // linear scan
  30419. // binary search
  30420. while ( i1 < right ) {
  30421. const mid = ( i1 + right ) >>> 1;
  30422. if ( t < pp[ mid ] ) {
  30423. right = mid;
  30424. } else {
  30425. i1 = mid + 1;
  30426. }
  30427. }
  30428. t1 = pp[ i1 ];
  30429. t0 = pp[ i1 - 1 ];
  30430. // check boundary cases, again
  30431. if ( t0 === undefined ) {
  30432. this._cachedIndex = 0;
  30433. return this.copySampleValue_( 0 );
  30434. }
  30435. if ( t1 === undefined ) {
  30436. i1 = pp.length;
  30437. this._cachedIndex = i1;
  30438. return this.copySampleValue_( i1 - 1 );
  30439. }
  30440. } // seek
  30441. this._cachedIndex = i1;
  30442. this.intervalChanged_( i1, t0, t1 );
  30443. } // validate_interval
  30444. return this.interpolate_( i1, t0, t, t1 );
  30445. }
  30446. /**
  30447. * Returns the interpolation settings.
  30448. *
  30449. * @return {Object} The interpolation settings.
  30450. */
  30451. getSettings_() {
  30452. return this.settings || this.DefaultSettings_;
  30453. }
  30454. /**
  30455. * Copies a sample value to the result buffer.
  30456. *
  30457. * @param {number} index - An index into the sample value buffer.
  30458. * @return {TypedArray} The result buffer.
  30459. */
  30460. copySampleValue_( index ) {
  30461. // copies a sample value to the result buffer
  30462. const result = this.resultBuffer,
  30463. values = this.sampleValues,
  30464. stride = this.valueSize,
  30465. offset = index * stride;
  30466. for ( let i = 0; i !== stride; ++ i ) {
  30467. result[ i ] = values[ offset + i ];
  30468. }
  30469. return result;
  30470. }
  30471. /**
  30472. * Copies a sample value to the result buffer.
  30473. *
  30474. * @abstract
  30475. * @param {number} i1 - An index into the sample value buffer.
  30476. * @param {number} t0 - The previous interpolation factor.
  30477. * @param {number} t - The current interpolation factor.
  30478. * @param {number} t1 - The next interpolation factor.
  30479. * @return {TypedArray} The result buffer.
  30480. */
  30481. interpolate_( /* i1, t0, t, t1 */ ) {
  30482. throw new Error( 'call to abstract method' );
  30483. // implementations shall return this.resultBuffer
  30484. }
  30485. /**
  30486. * Optional method that is executed when the interval has changed.
  30487. *
  30488. * @param {number} i1 - An index into the sample value buffer.
  30489. * @param {number} t0 - The previous interpolation factor.
  30490. * @param {number} t - The current interpolation factor.
  30491. */
  30492. intervalChanged_( /* i1, t0, t1 */ ) {
  30493. // empty
  30494. }
  30495. }
  30496. /**
  30497. * Fast and simple cubic spline interpolant.
  30498. *
  30499. * It was derived from a Hermitian construction setting the first derivative
  30500. * at each sample position to the linear slope between neighboring positions
  30501. * over their parameter interval.
  30502. *
  30503. * @augments Interpolant
  30504. */
  30505. class CubicInterpolant extends Interpolant {
  30506. /**
  30507. * Constructs a new cubic interpolant.
  30508. *
  30509. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30510. * @param {TypedArray} sampleValues - The sample values.
  30511. * @param {number} sampleSize - The sample size
  30512. * @param {TypedArray} [resultBuffer] - The result buffer.
  30513. */
  30514. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30515. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30516. this._weightPrev = -0;
  30517. this._offsetPrev = -0;
  30518. this._weightNext = -0;
  30519. this._offsetNext = -0;
  30520. this.DefaultSettings_ = {
  30521. endingStart: ZeroCurvatureEnding,
  30522. endingEnd: ZeroCurvatureEnding
  30523. };
  30524. }
  30525. intervalChanged_( i1, t0, t1 ) {
  30526. const pp = this.parameterPositions;
  30527. let iPrev = i1 - 2,
  30528. iNext = i1 + 1,
  30529. tPrev = pp[ iPrev ],
  30530. tNext = pp[ iNext ];
  30531. if ( tPrev === undefined ) {
  30532. switch ( this.getSettings_().endingStart ) {
  30533. case ZeroSlopeEnding:
  30534. // f'(t0) = 0
  30535. iPrev = i1;
  30536. tPrev = 2 * t0 - t1;
  30537. break;
  30538. case WrapAroundEnding:
  30539. // use the other end of the curve
  30540. iPrev = pp.length - 2;
  30541. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30542. break;
  30543. default: // ZeroCurvatureEnding
  30544. // f''(t0) = 0 a.k.a. Natural Spline
  30545. iPrev = i1;
  30546. tPrev = t1;
  30547. }
  30548. }
  30549. if ( tNext === undefined ) {
  30550. switch ( this.getSettings_().endingEnd ) {
  30551. case ZeroSlopeEnding:
  30552. // f'(tN) = 0
  30553. iNext = i1;
  30554. tNext = 2 * t1 - t0;
  30555. break;
  30556. case WrapAroundEnding:
  30557. // use the other end of the curve
  30558. iNext = 1;
  30559. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30560. break;
  30561. default: // ZeroCurvatureEnding
  30562. // f''(tN) = 0, a.k.a. Natural Spline
  30563. iNext = i1 - 1;
  30564. tNext = t0;
  30565. }
  30566. }
  30567. const halfDt = ( t1 - t0 ) * 0.5,
  30568. stride = this.valueSize;
  30569. this._weightPrev = halfDt / ( t0 - tPrev );
  30570. this._weightNext = halfDt / ( tNext - t1 );
  30571. this._offsetPrev = iPrev * stride;
  30572. this._offsetNext = iNext * stride;
  30573. }
  30574. interpolate_( i1, t0, t, t1 ) {
  30575. const result = this.resultBuffer,
  30576. values = this.sampleValues,
  30577. stride = this.valueSize,
  30578. o1 = i1 * stride, o0 = o1 - stride,
  30579. oP = this._offsetPrev, oN = this._offsetNext,
  30580. wP = this._weightPrev, wN = this._weightNext,
  30581. p = ( t - t0 ) / ( t1 - t0 ),
  30582. pp = p * p,
  30583. ppp = pp * p;
  30584. // evaluate polynomials
  30585. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30586. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30587. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30588. const sN = wN * ppp - wN * pp;
  30589. // combine data linearly
  30590. for ( let i = 0; i !== stride; ++ i ) {
  30591. result[ i ] =
  30592. sP * values[ oP + i ] +
  30593. s0 * values[ o0 + i ] +
  30594. s1 * values[ o1 + i ] +
  30595. sN * values[ oN + i ];
  30596. }
  30597. return result;
  30598. }
  30599. }
  30600. /**
  30601. * A basic linear interpolant.
  30602. *
  30603. * @augments Interpolant
  30604. */
  30605. class LinearInterpolant extends Interpolant {
  30606. /**
  30607. * Constructs a new linear interpolant.
  30608. *
  30609. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30610. * @param {TypedArray} sampleValues - The sample values.
  30611. * @param {number} sampleSize - The sample size
  30612. * @param {TypedArray} [resultBuffer] - The result buffer.
  30613. */
  30614. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30615. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30616. }
  30617. interpolate_( i1, t0, t, t1 ) {
  30618. const result = this.resultBuffer,
  30619. values = this.sampleValues,
  30620. stride = this.valueSize,
  30621. offset1 = i1 * stride,
  30622. offset0 = offset1 - stride,
  30623. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30624. weight0 = 1 - weight1;
  30625. for ( let i = 0; i !== stride; ++ i ) {
  30626. result[ i ] =
  30627. values[ offset0 + i ] * weight0 +
  30628. values[ offset1 + i ] * weight1;
  30629. }
  30630. return result;
  30631. }
  30632. }
  30633. /**
  30634. * Interpolant that evaluates to the sample value at the position preceding
  30635. * the parameter.
  30636. *
  30637. * @augments Interpolant
  30638. */
  30639. class DiscreteInterpolant extends Interpolant {
  30640. /**
  30641. * Constructs a new discrete interpolant.
  30642. *
  30643. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30644. * @param {TypedArray} sampleValues - The sample values.
  30645. * @param {number} sampleSize - The sample size
  30646. * @param {TypedArray} [resultBuffer] - The result buffer.
  30647. */
  30648. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30649. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30650. }
  30651. interpolate_( i1 /*, t0, t, t1 */ ) {
  30652. return this.copySampleValue_( i1 - 1 );
  30653. }
  30654. }
  30655. /**
  30656. * A Bezier interpolant using cubic Bezier curves with 2D control points.
  30657. *
  30658. * This interpolant supports the COLLADA/Maya style of Bezier animation where
  30659. * each keyframe has explicit in/out tangent control points specified as
  30660. * 2D coordinates (time, value).
  30661. *
  30662. * The tangent data must be provided via the `settings` object:
  30663. * - `settings.inTangents`: Float32Array with [time, value] pairs per keyframe per component
  30664. * - `settings.outTangents`: Float32Array with [time, value] pairs per keyframe per component
  30665. *
  30666. * For a track with N keyframes and stride S:
  30667. * - Each tangent array has N * S * 2 values
  30668. * - Layout: [k0_c0_time, k0_c0_value, k0_c1_time, k0_c1_value, ..., k0_cS_time, k0_cS_value,
  30669. * k1_c0_time, k1_c0_value, ...]
  30670. *
  30671. * @augments Interpolant
  30672. */
  30673. class BezierInterpolant extends Interpolant {
  30674. interpolate_( i1, t0, t, t1 ) {
  30675. const result = this.resultBuffer;
  30676. const values = this.sampleValues;
  30677. const stride = this.valueSize;
  30678. const offset1 = i1 * stride;
  30679. const offset0 = offset1 - stride;
  30680. const settings = this.settings || this.DefaultSettings_;
  30681. const inTangents = settings.inTangents;
  30682. const outTangents = settings.outTangents;
  30683. // If no tangent data, fall back to linear interpolation
  30684. if ( ! inTangents || ! outTangents ) {
  30685. const weight1 = ( t - t0 ) / ( t1 - t0 );
  30686. const weight0 = 1 - weight1;
  30687. for ( let i = 0; i !== stride; ++ i ) {
  30688. result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1;
  30689. }
  30690. return result;
  30691. }
  30692. const tangentStride = stride * 2;
  30693. const i0 = i1 - 1;
  30694. for ( let i = 0; i !== stride; ++ i ) {
  30695. const v0 = values[ offset0 + i ];
  30696. const v1 = values[ offset1 + i ];
  30697. // outTangent of previous keyframe (C0)
  30698. const outTangentOffset = i0 * tangentStride + i * 2;
  30699. const c0x = outTangents[ outTangentOffset ];
  30700. const c0y = outTangents[ outTangentOffset + 1 ];
  30701. // inTangent of current keyframe (C1)
  30702. const inTangentOffset = i1 * tangentStride + i * 2;
  30703. const c1x = inTangents[ inTangentOffset ];
  30704. const c1y = inTangents[ inTangentOffset + 1 ];
  30705. // Solve for Bezier parameter s where Bx(s) = t using Newton-Raphson
  30706. let s = ( t - t0 ) / ( t1 - t0 );
  30707. let s2, s3, oneMinusS, oneMinusS2, oneMinusS3;
  30708. for ( let iter = 0; iter < 8; iter ++ ) {
  30709. s2 = s * s;
  30710. s3 = s2 * s;
  30711. oneMinusS = 1 - s;
  30712. oneMinusS2 = oneMinusS * oneMinusS;
  30713. oneMinusS3 = oneMinusS2 * oneMinusS;
  30714. // Bezier X(s) = (1-s)³·t0 + 3(1-s)²s·c0x + 3(1-s)s²·c1x + s³·t1
  30715. const bx = oneMinusS3 * t0 + 3 * oneMinusS2 * s * c0x + 3 * oneMinusS * s2 * c1x + s3 * t1;
  30716. const error = bx - t;
  30717. if ( Math.abs( error ) < 1e-10 ) break;
  30718. // Derivative dX/ds
  30719. const dbx = 3 * oneMinusS2 * ( c0x - t0 ) + 6 * oneMinusS * s * ( c1x - c0x ) + 3 * s2 * ( t1 - c1x );
  30720. if ( Math.abs( dbx ) < 1e-10 ) break;
  30721. s = s - error / dbx;
  30722. s = Math.max( 0, Math.min( 1, s ) );
  30723. }
  30724. // Evaluate Bezier Y(s)
  30725. result[ i ] = oneMinusS3 * v0 + 3 * oneMinusS2 * s * c0y + 3 * oneMinusS * s2 * c1y + s3 * v1;
  30726. }
  30727. return result;
  30728. }
  30729. }
  30730. /**
  30731. * Represents a timed sequence of keyframes, which are composed of lists of
  30732. * times and related values, and which are used to animate a specific property
  30733. * of an object.
  30734. */
  30735. class KeyframeTrack {
  30736. /**
  30737. * Constructs a new keyframe track.
  30738. *
  30739. * @param {string} name - The keyframe track's name.
  30740. * @param {Array<number>} times - A list of keyframe times.
  30741. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30742. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} [interpolation] - The interpolation type.
  30743. */
  30744. constructor( name, times, values, interpolation ) {
  30745. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30746. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30747. /**
  30748. * The track's name can refer to morph targets or bones or
  30749. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30750. * for the forms of strings that can be parsed for property binding.
  30751. *
  30752. * @type {string}
  30753. */
  30754. this.name = name;
  30755. /**
  30756. * The keyframe times.
  30757. *
  30758. * @type {Float32Array}
  30759. */
  30760. this.times = convertArray( times, this.TimeBufferType );
  30761. /**
  30762. * The keyframe values.
  30763. *
  30764. * @type {Float32Array}
  30765. */
  30766. this.values = convertArray( values, this.ValueBufferType );
  30767. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30768. }
  30769. /**
  30770. * Converts the keyframe track to JSON.
  30771. *
  30772. * @static
  30773. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30774. * @return {Object} The serialized keyframe track as JSON.
  30775. */
  30776. static toJSON( track ) {
  30777. const trackType = track.constructor;
  30778. let json;
  30779. // derived classes can define a static toJSON method
  30780. if ( trackType.toJSON !== this.toJSON ) {
  30781. json = trackType.toJSON( track );
  30782. } else {
  30783. // by default, we assume the data can be serialized as-is
  30784. json = {
  30785. 'name': track.name,
  30786. 'times': convertArray( track.times, Array ),
  30787. 'values': convertArray( track.values, Array )
  30788. };
  30789. const interpolation = track.getInterpolation();
  30790. if ( interpolation !== track.DefaultInterpolation ) {
  30791. json.interpolation = interpolation;
  30792. }
  30793. }
  30794. json.type = track.ValueTypeName; // mandatory
  30795. return json;
  30796. }
  30797. /**
  30798. * Factory method for creating a new discrete interpolant.
  30799. *
  30800. * @static
  30801. * @param {TypedArray} [result] - The result buffer.
  30802. * @return {DiscreteInterpolant} The new interpolant.
  30803. */
  30804. InterpolantFactoryMethodDiscrete( result ) {
  30805. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30806. }
  30807. /**
  30808. * Factory method for creating a new linear interpolant.
  30809. *
  30810. * @static
  30811. * @param {TypedArray} [result] - The result buffer.
  30812. * @return {LinearInterpolant} The new interpolant.
  30813. */
  30814. InterpolantFactoryMethodLinear( result ) {
  30815. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30816. }
  30817. /**
  30818. * Factory method for creating a new smooth interpolant.
  30819. *
  30820. * @static
  30821. * @param {TypedArray} [result] - The result buffer.
  30822. * @return {CubicInterpolant} The new interpolant.
  30823. */
  30824. InterpolantFactoryMethodSmooth( result ) {
  30825. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30826. }
  30827. /**
  30828. * Factory method for creating a new Bezier interpolant.
  30829. *
  30830. * The Bezier interpolant requires tangent data to be set via the `settings` property
  30831. * on the track before creating the interpolant. The settings should contain:
  30832. * - `inTangents`: Float32Array with [time, value] pairs per keyframe per component
  30833. * - `outTangents`: Float32Array with [time, value] pairs per keyframe per component
  30834. *
  30835. * @static
  30836. * @param {TypedArray} [result] - The result buffer.
  30837. * @return {BezierInterpolant} The new interpolant.
  30838. */
  30839. InterpolantFactoryMethodBezier( result ) {
  30840. const interpolant = new BezierInterpolant( this.times, this.values, this.getValueSize(), result );
  30841. // Pass tangent data from track settings to interpolant
  30842. if ( this.settings ) {
  30843. interpolant.settings = this.settings;
  30844. }
  30845. return interpolant;
  30846. }
  30847. /**
  30848. * Defines the interpolation factor method for this keyframe track.
  30849. *
  30850. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} interpolation - The interpolation type.
  30851. * @return {KeyframeTrack} A reference to this keyframe track.
  30852. */
  30853. setInterpolation( interpolation ) {
  30854. let factoryMethod;
  30855. switch ( interpolation ) {
  30856. case InterpolateDiscrete:
  30857. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30858. break;
  30859. case InterpolateLinear:
  30860. factoryMethod = this.InterpolantFactoryMethodLinear;
  30861. break;
  30862. case InterpolateSmooth:
  30863. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30864. break;
  30865. case InterpolateBezier:
  30866. factoryMethod = this.InterpolantFactoryMethodBezier;
  30867. break;
  30868. }
  30869. if ( factoryMethod === undefined ) {
  30870. const message = 'unsupported interpolation for ' +
  30871. this.ValueTypeName + ' keyframe track named ' + this.name;
  30872. if ( this.createInterpolant === undefined ) {
  30873. // fall back to default, unless the default itself is messed up
  30874. if ( interpolation !== this.DefaultInterpolation ) {
  30875. this.setInterpolation( this.DefaultInterpolation );
  30876. } else {
  30877. throw new Error( message ); // fatal, in this case
  30878. }
  30879. }
  30880. warn( 'KeyframeTrack:', message );
  30881. return this;
  30882. }
  30883. this.createInterpolant = factoryMethod;
  30884. return this;
  30885. }
  30886. /**
  30887. * Returns the current interpolation type.
  30888. *
  30889. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} The interpolation type.
  30890. */
  30891. getInterpolation() {
  30892. switch ( this.createInterpolant ) {
  30893. case this.InterpolantFactoryMethodDiscrete:
  30894. return InterpolateDiscrete;
  30895. case this.InterpolantFactoryMethodLinear:
  30896. return InterpolateLinear;
  30897. case this.InterpolantFactoryMethodSmooth:
  30898. return InterpolateSmooth;
  30899. case this.InterpolantFactoryMethodBezier:
  30900. return InterpolateBezier;
  30901. }
  30902. }
  30903. /**
  30904. * Returns the value size.
  30905. *
  30906. * @return {number} The value size.
  30907. */
  30908. getValueSize() {
  30909. return this.values.length / this.times.length;
  30910. }
  30911. /**
  30912. * Moves all keyframes either forward or backward in time.
  30913. *
  30914. * @param {number} timeOffset - The offset to move the time values.
  30915. * @return {KeyframeTrack} A reference to this keyframe track.
  30916. */
  30917. shift( timeOffset ) {
  30918. if ( timeOffset !== 0.0 ) {
  30919. const times = this.times;
  30920. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30921. times[ i ] += timeOffset;
  30922. }
  30923. }
  30924. return this;
  30925. }
  30926. /**
  30927. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30928. *
  30929. * @param {number} timeScale - The time scale.
  30930. * @return {KeyframeTrack} A reference to this keyframe track.
  30931. */
  30932. scale( timeScale ) {
  30933. if ( timeScale !== 1.0 ) {
  30934. const times = this.times;
  30935. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30936. times[ i ] *= timeScale;
  30937. }
  30938. }
  30939. return this;
  30940. }
  30941. /**
  30942. * Removes keyframes before and after animation without changing any values within the defined time range.
  30943. *
  30944. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30945. * keys this will change their values
  30946. *
  30947. * @param {number} startTime - The start time.
  30948. * @param {number} endTime - The end time.
  30949. * @return {KeyframeTrack} A reference to this keyframe track.
  30950. */
  30951. trim( startTime, endTime ) {
  30952. const times = this.times,
  30953. nKeys = times.length;
  30954. let from = 0,
  30955. to = nKeys - 1;
  30956. while ( from !== nKeys && times[ from ] < startTime ) {
  30957. ++ from;
  30958. }
  30959. while ( to !== -1 && times[ to ] > endTime ) {
  30960. -- to;
  30961. }
  30962. ++ to; // inclusive -> exclusive bound
  30963. if ( from !== 0 || to !== nKeys ) {
  30964. // empty tracks are forbidden, so keep at least one keyframe
  30965. if ( from >= to ) {
  30966. to = Math.max( to, 1 );
  30967. from = to - 1;
  30968. }
  30969. const stride = this.getValueSize();
  30970. this.times = times.slice( from, to );
  30971. this.values = this.values.slice( from * stride, to * stride );
  30972. }
  30973. return this;
  30974. }
  30975. /**
  30976. * Performs minimal validation on the keyframe track. Returns `true` if the values
  30977. * are valid.
  30978. *
  30979. * @return {boolean} Whether the keyframes are valid or not.
  30980. */
  30981. validate() {
  30982. let valid = true;
  30983. const valueSize = this.getValueSize();
  30984. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  30985. error( 'KeyframeTrack: Invalid value size in track.', this );
  30986. valid = false;
  30987. }
  30988. const times = this.times,
  30989. values = this.values,
  30990. nKeys = times.length;
  30991. if ( nKeys === 0 ) {
  30992. error( 'KeyframeTrack: Track is empty.', this );
  30993. valid = false;
  30994. }
  30995. let prevTime = null;
  30996. for ( let i = 0; i !== nKeys; i ++ ) {
  30997. const currTime = times[ i ];
  30998. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  30999. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31000. valid = false;
  31001. break;
  31002. }
  31003. if ( prevTime !== null && prevTime > currTime ) {
  31004. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31005. valid = false;
  31006. break;
  31007. }
  31008. prevTime = currTime;
  31009. }
  31010. if ( values !== undefined ) {
  31011. if ( isTypedArray( values ) ) {
  31012. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31013. const value = values[ i ];
  31014. if ( isNaN( value ) ) {
  31015. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31016. valid = false;
  31017. break;
  31018. }
  31019. }
  31020. }
  31021. }
  31022. return valid;
  31023. }
  31024. /**
  31025. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31026. * common in morph target sequences).
  31027. *
  31028. * @return {KeyframeTrack} A reference to this keyframe track.
  31029. */
  31030. optimize() {
  31031. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31032. // times or values may be shared with other tracks, so overwriting is unsafe
  31033. const times = this.times.slice(),
  31034. values = this.values.slice(),
  31035. stride = this.getValueSize(),
  31036. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31037. lastIndex = times.length - 1;
  31038. let writeIndex = 1;
  31039. for ( let i = 1; i < lastIndex; ++ i ) {
  31040. let keep = false;
  31041. const time = times[ i ];
  31042. const timeNext = times[ i + 1 ];
  31043. // remove adjacent keyframes scheduled at the same time
  31044. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31045. if ( ! smoothInterpolation ) {
  31046. // remove unnecessary keyframes same as their neighbors
  31047. const offset = i * stride,
  31048. offsetP = offset - stride,
  31049. offsetN = offset + stride;
  31050. for ( let j = 0; j !== stride; ++ j ) {
  31051. const value = values[ offset + j ];
  31052. if ( value !== values[ offsetP + j ] ||
  31053. value !== values[ offsetN + j ] ) {
  31054. keep = true;
  31055. break;
  31056. }
  31057. }
  31058. } else {
  31059. keep = true;
  31060. }
  31061. }
  31062. // in-place compaction
  31063. if ( keep ) {
  31064. if ( i !== writeIndex ) {
  31065. times[ writeIndex ] = times[ i ];
  31066. const readOffset = i * stride,
  31067. writeOffset = writeIndex * stride;
  31068. for ( let j = 0; j !== stride; ++ j ) {
  31069. values[ writeOffset + j ] = values[ readOffset + j ];
  31070. }
  31071. }
  31072. ++ writeIndex;
  31073. }
  31074. }
  31075. // flush last keyframe (compaction looks ahead)
  31076. if ( lastIndex > 0 ) {
  31077. times[ writeIndex ] = times[ lastIndex ];
  31078. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31079. values[ writeOffset + j ] = values[ readOffset + j ];
  31080. }
  31081. ++ writeIndex;
  31082. }
  31083. if ( writeIndex !== times.length ) {
  31084. this.times = times.slice( 0, writeIndex );
  31085. this.values = values.slice( 0, writeIndex * stride );
  31086. } else {
  31087. this.times = times;
  31088. this.values = values;
  31089. }
  31090. return this;
  31091. }
  31092. /**
  31093. * Returns a new keyframe track with copied values from this instance.
  31094. *
  31095. * @return {KeyframeTrack} A clone of this instance.
  31096. */
  31097. clone() {
  31098. const times = this.times.slice();
  31099. const values = this.values.slice();
  31100. const TypedKeyframeTrack = this.constructor;
  31101. const track = new TypedKeyframeTrack( this.name, times, values );
  31102. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31103. track.createInterpolant = this.createInterpolant;
  31104. return track;
  31105. }
  31106. }
  31107. /**
  31108. * The value type name.
  31109. *
  31110. * @type {string}
  31111. * @default ''
  31112. */
  31113. KeyframeTrack.prototype.ValueTypeName = '';
  31114. /**
  31115. * The time buffer type of this keyframe track.
  31116. *
  31117. * @type {TypedArray|Array}
  31118. * @default Float32Array.constructor
  31119. */
  31120. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31121. /**
  31122. * The value buffer type of this keyframe track.
  31123. *
  31124. * @type {TypedArray|Array}
  31125. * @default Float32Array.constructor
  31126. */
  31127. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31128. /**
  31129. * The default interpolation type of this keyframe track.
  31130. *
  31131. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)}
  31132. * @default InterpolateLinear
  31133. */
  31134. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31135. /**
  31136. * A track for boolean keyframe values.
  31137. *
  31138. * @augments KeyframeTrack
  31139. */
  31140. class BooleanKeyframeTrack extends KeyframeTrack {
  31141. /**
  31142. * Constructs a new boolean keyframe track.
  31143. *
  31144. * This keyframe track type has no `interpolation` parameter because the
  31145. * interpolation is always discrete.
  31146. *
  31147. * @param {string} name - The keyframe track's name.
  31148. * @param {Array<number>} times - A list of keyframe times.
  31149. * @param {Array<boolean>} values - A list of keyframe values.
  31150. */
  31151. constructor( name, times, values ) {
  31152. super( name, times, values );
  31153. }
  31154. }
  31155. /**
  31156. * The value type name.
  31157. *
  31158. * @type {string}
  31159. * @default 'bool'
  31160. */
  31161. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31162. /**
  31163. * The value buffer type of this keyframe track.
  31164. *
  31165. * @type {TypedArray|Array}
  31166. * @default Array.constructor
  31167. */
  31168. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31169. /**
  31170. * The default interpolation type of this keyframe track.
  31171. *
  31172. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31173. * @default InterpolateDiscrete
  31174. */
  31175. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31176. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31177. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31178. /**
  31179. * A track for color keyframe values.
  31180. *
  31181. * @augments KeyframeTrack
  31182. */
  31183. class ColorKeyframeTrack extends KeyframeTrack {
  31184. /**
  31185. * Constructs a new color keyframe track.
  31186. *
  31187. * @param {string} name - The keyframe track's name.
  31188. * @param {Array<number>} times - A list of keyframe times.
  31189. * @param {Array<number>} values - A list of keyframe values.
  31190. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31191. */
  31192. constructor( name, times, values, interpolation ) {
  31193. super( name, times, values, interpolation );
  31194. }
  31195. }
  31196. /**
  31197. * The value type name.
  31198. *
  31199. * @type {string}
  31200. * @default 'color'
  31201. */
  31202. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31203. /**
  31204. * A track for numeric keyframe values.
  31205. *
  31206. * @augments KeyframeTrack
  31207. */
  31208. class NumberKeyframeTrack extends KeyframeTrack {
  31209. /**
  31210. * Constructs a new number keyframe track.
  31211. *
  31212. * @param {string} name - The keyframe track's name.
  31213. * @param {Array<number>} times - A list of keyframe times.
  31214. * @param {Array<number>} values - A list of keyframe values.
  31215. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31216. */
  31217. constructor( name, times, values, interpolation ) {
  31218. super( name, times, values, interpolation );
  31219. }
  31220. }
  31221. /**
  31222. * The value type name.
  31223. *
  31224. * @type {string}
  31225. * @default 'number'
  31226. */
  31227. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31228. /**
  31229. * Spherical linear unit quaternion interpolant.
  31230. *
  31231. * @augments Interpolant
  31232. */
  31233. class QuaternionLinearInterpolant extends Interpolant {
  31234. /**
  31235. * Constructs a new SLERP interpolant.
  31236. *
  31237. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31238. * @param {TypedArray} sampleValues - The sample values.
  31239. * @param {number} sampleSize - The sample size
  31240. * @param {TypedArray} [resultBuffer] - The result buffer.
  31241. */
  31242. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31243. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31244. }
  31245. interpolate_( i1, t0, t, t1 ) {
  31246. const result = this.resultBuffer,
  31247. values = this.sampleValues,
  31248. stride = this.valueSize,
  31249. alpha = ( t - t0 ) / ( t1 - t0 );
  31250. let offset = i1 * stride;
  31251. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31252. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31253. }
  31254. return result;
  31255. }
  31256. }
  31257. /**
  31258. * A track for Quaternion keyframe values.
  31259. *
  31260. * @augments KeyframeTrack
  31261. */
  31262. class QuaternionKeyframeTrack extends KeyframeTrack {
  31263. /**
  31264. * Constructs a new Quaternion keyframe track.
  31265. *
  31266. * @param {string} name - The keyframe track's name.
  31267. * @param {Array<number>} times - A list of keyframe times.
  31268. * @param {Array<number>} values - A list of keyframe values.
  31269. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31270. */
  31271. constructor( name, times, values, interpolation ) {
  31272. super( name, times, values, interpolation );
  31273. }
  31274. /**
  31275. * Overwritten so the method returns Quaternion based interpolant.
  31276. *
  31277. * @static
  31278. * @param {TypedArray} [result] - The result buffer.
  31279. * @return {QuaternionLinearInterpolant} The new interpolant.
  31280. */
  31281. InterpolantFactoryMethodLinear( result ) {
  31282. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31283. }
  31284. }
  31285. /**
  31286. * The value type name.
  31287. *
  31288. * @type {string}
  31289. * @default 'quaternion'
  31290. */
  31291. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31292. // ValueBufferType is inherited
  31293. // DefaultInterpolation is inherited;
  31294. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31295. /**
  31296. * A track for string keyframe values.
  31297. *
  31298. * @augments KeyframeTrack
  31299. */
  31300. class StringKeyframeTrack extends KeyframeTrack {
  31301. /**
  31302. * Constructs a new string keyframe track.
  31303. *
  31304. * This keyframe track type has no `interpolation` parameter because the
  31305. * interpolation is always discrete.
  31306. *
  31307. * @param {string} name - The keyframe track's name.
  31308. * @param {Array<number>} times - A list of keyframe times.
  31309. * @param {Array<string>} values - A list of keyframe values.
  31310. */
  31311. constructor( name, times, values ) {
  31312. super( name, times, values );
  31313. }
  31314. }
  31315. /**
  31316. * The value type name.
  31317. *
  31318. * @type {string}
  31319. * @default 'string'
  31320. */
  31321. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31322. /**
  31323. * The value buffer type of this keyframe track.
  31324. *
  31325. * @type {TypedArray|Array}
  31326. * @default Array.constructor
  31327. */
  31328. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31329. /**
  31330. * The default interpolation type of this keyframe track.
  31331. *
  31332. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31333. * @default InterpolateDiscrete
  31334. */
  31335. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31336. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31337. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31338. /**
  31339. * A track for vector keyframe values.
  31340. *
  31341. * @augments KeyframeTrack
  31342. */
  31343. class VectorKeyframeTrack extends KeyframeTrack {
  31344. /**
  31345. * Constructs a new vector keyframe track.
  31346. *
  31347. * @param {string} name - The keyframe track's name.
  31348. * @param {Array<number>} times - A list of keyframe times.
  31349. * @param {Array<number>} values - A list of keyframe values.
  31350. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31351. */
  31352. constructor( name, times, values, interpolation ) {
  31353. super( name, times, values, interpolation );
  31354. }
  31355. }
  31356. /**
  31357. * The value type name.
  31358. *
  31359. * @type {string}
  31360. * @default 'vector'
  31361. */
  31362. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31363. /**
  31364. * A reusable set of keyframe tracks which represent an animation.
  31365. */
  31366. class AnimationClip {
  31367. /**
  31368. * Constructs a new animation clip.
  31369. *
  31370. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31371. * use the static interface of this class for creating clips. In most cases though, animation clips
  31372. * will automatically be created by loaders when importing animated 3D assets.
  31373. *
  31374. * @param {string} [name=''] - The clip's name.
  31375. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31376. * the duration will be calculated from the passed keyframes.
  31377. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31378. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31379. * is blended/combined when two or more animations are simultaneously played.
  31380. */
  31381. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31382. /**
  31383. * The clip's name.
  31384. *
  31385. * @type {string}
  31386. */
  31387. this.name = name;
  31388. /**
  31389. * An array of keyframe tracks.
  31390. *
  31391. * @type {Array<KeyframeTrack>}
  31392. */
  31393. this.tracks = tracks;
  31394. /**
  31395. * The clip's duration in seconds.
  31396. *
  31397. * @type {number}
  31398. */
  31399. this.duration = duration;
  31400. /**
  31401. * Defines how the animation is blended/combined when two or more animations
  31402. * are simultaneously played.
  31403. *
  31404. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31405. */
  31406. this.blendMode = blendMode;
  31407. /**
  31408. * The UUID of the animation clip.
  31409. *
  31410. * @type {string}
  31411. * @readonly
  31412. */
  31413. this.uuid = generateUUID();
  31414. /**
  31415. * An object that can be used to store custom data about the animation clip.
  31416. * It should not hold references to functions as these will not be cloned.
  31417. *
  31418. * @type {Object}
  31419. */
  31420. this.userData = {};
  31421. // this means it should figure out its duration by scanning the tracks
  31422. if ( this.duration < 0 ) {
  31423. this.resetDuration();
  31424. }
  31425. }
  31426. /**
  31427. * Factory method for creating an animation clip from the given JSON.
  31428. *
  31429. * @static
  31430. * @param {Object} json - The serialized animation clip.
  31431. * @return {AnimationClip} The new animation clip.
  31432. */
  31433. static parse( json ) {
  31434. const tracks = [],
  31435. jsonTracks = json.tracks,
  31436. frameTime = 1.0 / ( json.fps || 1.0 );
  31437. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31438. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31439. }
  31440. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31441. clip.uuid = json.uuid;
  31442. clip.userData = JSON.parse( json.userData || '{}' );
  31443. return clip;
  31444. }
  31445. /**
  31446. * Serializes the given animation clip into JSON.
  31447. *
  31448. * @static
  31449. * @param {AnimationClip} clip - The animation clip to serialize.
  31450. * @return {Object} The JSON object.
  31451. */
  31452. static toJSON( clip ) {
  31453. const tracks = [],
  31454. clipTracks = clip.tracks;
  31455. const json = {
  31456. 'name': clip.name,
  31457. 'duration': clip.duration,
  31458. 'tracks': tracks,
  31459. 'uuid': clip.uuid,
  31460. 'blendMode': clip.blendMode,
  31461. 'userData': JSON.stringify( clip.userData ),
  31462. };
  31463. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31464. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31465. }
  31466. return json;
  31467. }
  31468. /**
  31469. * Returns a new animation clip from the passed morph targets array of a
  31470. * geometry, taking a name and the number of frames per second.
  31471. *
  31472. * Note: The fps parameter is required, but the animation speed can be
  31473. * overridden via {@link AnimationAction#setDuration}.
  31474. *
  31475. * @static
  31476. * @param {string} name - The name of the animation clip.
  31477. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31478. * @param {number} fps - The Frames-Per-Second value.
  31479. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31480. * @return {AnimationClip} The new animation clip.
  31481. */
  31482. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31483. const numMorphTargets = morphTargetSequence.length;
  31484. const tracks = [];
  31485. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31486. let times = [];
  31487. let values = [];
  31488. times.push(
  31489. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31490. i,
  31491. ( i + 1 ) % numMorphTargets );
  31492. values.push( 0, 1, 0 );
  31493. const order = getKeyframeOrder( times );
  31494. times = sortedArray( times, 1, order );
  31495. values = sortedArray( values, 1, order );
  31496. // if there is a key at the first frame, duplicate it as the
  31497. // last frame as well for perfect loop.
  31498. if ( ! noLoop && times[ 0 ] === 0 ) {
  31499. times.push( numMorphTargets );
  31500. values.push( values[ 0 ] );
  31501. }
  31502. tracks.push(
  31503. new NumberKeyframeTrack(
  31504. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31505. times, values
  31506. ).scale( 1.0 / fps ) );
  31507. }
  31508. return new this( name, -1, tracks );
  31509. }
  31510. /**
  31511. * Searches for an animation clip by name, taking as its first parameter
  31512. * either an array of clips, or a mesh or geometry that contains an
  31513. * array named "animations" property.
  31514. *
  31515. * @static
  31516. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31517. * @param {string} name - The name to search for.
  31518. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31519. */
  31520. static findByName( objectOrClipArray, name ) {
  31521. let clipArray = objectOrClipArray;
  31522. if ( ! Array.isArray( objectOrClipArray ) ) {
  31523. const o = objectOrClipArray;
  31524. clipArray = o.geometry && o.geometry.animations || o.animations;
  31525. }
  31526. for ( let i = 0; i < clipArray.length; i ++ ) {
  31527. if ( clipArray[ i ].name === name ) {
  31528. return clipArray[ i ];
  31529. }
  31530. }
  31531. return null;
  31532. }
  31533. /**
  31534. * Returns an array of new AnimationClips created from the morph target
  31535. * sequences of a geometry, trying to sort morph target names into
  31536. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31537. *
  31538. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31539. *
  31540. * @static
  31541. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31542. * @param {number} fps - The Frames-Per-Second value.
  31543. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31544. * @return {Array<AnimationClip>} An array of new animation clips.
  31545. */
  31546. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31547. const animationToMorphTargets = {};
  31548. // tested with https://regex101.com/ on trick sequences
  31549. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31550. const pattern = /^([\w-]*?)([\d]+)$/;
  31551. // sort morph target names into animation groups based
  31552. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31553. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31554. const morphTarget = morphTargets[ i ];
  31555. const parts = morphTarget.name.match( pattern );
  31556. if ( parts && parts.length > 1 ) {
  31557. const name = parts[ 1 ];
  31558. let animationMorphTargets = animationToMorphTargets[ name ];
  31559. if ( ! animationMorphTargets ) {
  31560. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31561. }
  31562. animationMorphTargets.push( morphTarget );
  31563. }
  31564. }
  31565. const clips = [];
  31566. for ( const name in animationToMorphTargets ) {
  31567. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31568. }
  31569. return clips;
  31570. }
  31571. /**
  31572. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31573. *
  31574. * @static
  31575. * @deprecated since r175.
  31576. * @param {Object} animation - A serialized animation clip as JSON.
  31577. * @param {Array<Bone>} bones - An array of bones.
  31578. * @return {?AnimationClip} The new animation clip.
  31579. */
  31580. static parseAnimation( animation, bones ) {
  31581. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31582. if ( ! animation ) {
  31583. error( 'AnimationClip: No animation in JSONLoader data.' );
  31584. return null;
  31585. }
  31586. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31587. // only return track if there are actually keys.
  31588. if ( animationKeys.length !== 0 ) {
  31589. const times = [];
  31590. const values = [];
  31591. flattenJSON( animationKeys, times, values, propertyName );
  31592. // empty keys are filtered out, so check again
  31593. if ( times.length !== 0 ) {
  31594. destTracks.push( new trackType( trackName, times, values ) );
  31595. }
  31596. }
  31597. };
  31598. const tracks = [];
  31599. const clipName = animation.name || 'default';
  31600. const fps = animation.fps || 30;
  31601. const blendMode = animation.blendMode;
  31602. // automatic length determination in AnimationClip.
  31603. let duration = animation.length || -1;
  31604. const hierarchyTracks = animation.hierarchy || [];
  31605. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31606. const animationKeys = hierarchyTracks[ h ].keys;
  31607. // skip empty tracks
  31608. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31609. // process morph targets
  31610. if ( animationKeys[ 0 ].morphTargets ) {
  31611. // figure out all morph targets used in this track
  31612. const morphTargetNames = {};
  31613. let k;
  31614. for ( k = 0; k < animationKeys.length; k ++ ) {
  31615. if ( animationKeys[ k ].morphTargets ) {
  31616. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31617. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31618. }
  31619. }
  31620. }
  31621. // create a track for each morph target with all zero
  31622. // morphTargetInfluences except for the keys in which
  31623. // the morphTarget is named.
  31624. for ( const morphTargetName in morphTargetNames ) {
  31625. const times = [];
  31626. const values = [];
  31627. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31628. const animationKey = animationKeys[ k ];
  31629. times.push( animationKey.time );
  31630. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31631. }
  31632. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31633. }
  31634. duration = morphTargetNames.length * fps;
  31635. } else {
  31636. // ...assume skeletal animation
  31637. const boneName = '.bones[' + bones[ h ].name + ']';
  31638. addNonemptyTrack(
  31639. VectorKeyframeTrack, boneName + '.position',
  31640. animationKeys, 'pos', tracks );
  31641. addNonemptyTrack(
  31642. QuaternionKeyframeTrack, boneName + '.quaternion',
  31643. animationKeys, 'rot', tracks );
  31644. addNonemptyTrack(
  31645. VectorKeyframeTrack, boneName + '.scale',
  31646. animationKeys, 'scl', tracks );
  31647. }
  31648. }
  31649. if ( tracks.length === 0 ) {
  31650. return null;
  31651. }
  31652. const clip = new this( clipName, duration, tracks, blendMode );
  31653. return clip;
  31654. }
  31655. /**
  31656. * Sets the duration of this clip to the duration of its longest keyframe track.
  31657. *
  31658. * @return {AnimationClip} A reference to this animation clip.
  31659. */
  31660. resetDuration() {
  31661. const tracks = this.tracks;
  31662. let duration = 0;
  31663. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31664. const track = this.tracks[ i ];
  31665. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31666. }
  31667. this.duration = duration;
  31668. return this;
  31669. }
  31670. /**
  31671. * Trims all tracks to the clip's duration.
  31672. *
  31673. * @return {AnimationClip} A reference to this animation clip.
  31674. */
  31675. trim() {
  31676. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31677. this.tracks[ i ].trim( 0, this.duration );
  31678. }
  31679. return this;
  31680. }
  31681. /**
  31682. * Performs minimal validation on each track in the clip. Returns `true` if all
  31683. * tracks are valid.
  31684. *
  31685. * @return {boolean} Whether the clip's keyframes are valid or not.
  31686. */
  31687. validate() {
  31688. let valid = true;
  31689. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31690. valid = valid && this.tracks[ i ].validate();
  31691. }
  31692. return valid;
  31693. }
  31694. /**
  31695. * Optimizes each track by removing equivalent sequential keys (which are
  31696. * common in morph target sequences).
  31697. *
  31698. * @return {AnimationClip} A reference to this animation clip.
  31699. */
  31700. optimize() {
  31701. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31702. this.tracks[ i ].optimize();
  31703. }
  31704. return this;
  31705. }
  31706. /**
  31707. * Returns a new animation clip with copied values from this instance.
  31708. *
  31709. * @return {AnimationClip} A clone of this instance.
  31710. */
  31711. clone() {
  31712. const tracks = [];
  31713. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31714. tracks.push( this.tracks[ i ].clone() );
  31715. }
  31716. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31717. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31718. return clip;
  31719. }
  31720. /**
  31721. * Serializes this animation clip into JSON.
  31722. *
  31723. * @return {Object} The JSON object.
  31724. */
  31725. toJSON() {
  31726. return this.constructor.toJSON( this );
  31727. }
  31728. }
  31729. function getTrackTypeForValueTypeName( typeName ) {
  31730. switch ( typeName.toLowerCase() ) {
  31731. case 'scalar':
  31732. case 'double':
  31733. case 'float':
  31734. case 'number':
  31735. case 'integer':
  31736. return NumberKeyframeTrack;
  31737. case 'vector':
  31738. case 'vector2':
  31739. case 'vector3':
  31740. case 'vector4':
  31741. return VectorKeyframeTrack;
  31742. case 'color':
  31743. return ColorKeyframeTrack;
  31744. case 'quaternion':
  31745. return QuaternionKeyframeTrack;
  31746. case 'bool':
  31747. case 'boolean':
  31748. return BooleanKeyframeTrack;
  31749. case 'string':
  31750. return StringKeyframeTrack;
  31751. }
  31752. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31753. }
  31754. function parseKeyframeTrack( json ) {
  31755. if ( json.type === undefined ) {
  31756. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31757. }
  31758. const trackType = getTrackTypeForValueTypeName( json.type );
  31759. if ( json.times === undefined ) {
  31760. const times = [], values = [];
  31761. flattenJSON( json.keys, times, values, 'value' );
  31762. json.times = times;
  31763. json.values = values;
  31764. }
  31765. // derived classes can define a static parse method
  31766. if ( trackType.parse !== undefined ) {
  31767. return trackType.parse( json );
  31768. } else {
  31769. // by default, we assume a constructor compatible with the base
  31770. return new trackType( json.name, json.times, json.values, json.interpolation );
  31771. }
  31772. }
  31773. /**
  31774. * @class
  31775. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31776. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31777. * @hideconstructor
  31778. */
  31779. const Cache = {
  31780. /**
  31781. * Whether caching is enabled or not.
  31782. *
  31783. * @static
  31784. * @type {boolean}
  31785. * @default false
  31786. */
  31787. enabled: false,
  31788. /**
  31789. * A dictionary that holds cached files.
  31790. *
  31791. * @static
  31792. * @type {Object<string,Object>}
  31793. */
  31794. files: {},
  31795. /**
  31796. * Adds a cache entry with a key to reference the file. If this key already
  31797. * holds a file, it is overwritten.
  31798. *
  31799. * @static
  31800. * @param {string} key - The key to reference the cached file.
  31801. * @param {Object} file - The file to be cached.
  31802. */
  31803. add: function ( key, file ) {
  31804. if ( this.enabled === false ) return;
  31805. if ( isBlobURL( key ) ) return;
  31806. // log( 'Cache', 'Adding key:', key );
  31807. this.files[ key ] = file;
  31808. },
  31809. /**
  31810. * Gets the cached value for the given key.
  31811. *
  31812. * @static
  31813. * @param {string} key - The key to reference the cached file.
  31814. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31815. */
  31816. get: function ( key ) {
  31817. if ( this.enabled === false ) return;
  31818. if ( isBlobURL( key ) ) return;
  31819. // log( 'Cache', 'Checking key:', key );
  31820. return this.files[ key ];
  31821. },
  31822. /**
  31823. * Removes the cached file associated with the given key.
  31824. *
  31825. * @static
  31826. * @param {string} key - The key to reference the cached file.
  31827. */
  31828. remove: function ( key ) {
  31829. delete this.files[ key ];
  31830. },
  31831. /**
  31832. * Remove all values from the cache.
  31833. *
  31834. * @static
  31835. */
  31836. clear: function () {
  31837. this.files = {};
  31838. }
  31839. };
  31840. /**
  31841. * Returns true if the given cache key contains the blob: scheme.
  31842. *
  31843. * @private
  31844. * @param {string} key - The cache key.
  31845. * @return {boolean} Whether the given cache key contains the blob: scheme or not.
  31846. */
  31847. function isBlobURL( key ) {
  31848. try {
  31849. const urlString = key.slice( key.indexOf( ':' ) + 1 ); // remove type identifier
  31850. const url = new URL( urlString );
  31851. return url.protocol === 'blob:';
  31852. } catch ( e ) {
  31853. // If the string is not a valid URL, it throws an error
  31854. return false;
  31855. }
  31856. }
  31857. /**
  31858. * Handles and keeps track of loaded and pending data. A default global
  31859. * instance of this class is created and used by loaders if not supplied
  31860. * manually.
  31861. *
  31862. * In general that should be sufficient, however there are times when it can
  31863. * be useful to have separate loaders - for example if you want to show
  31864. * separate loading bars for objects and textures.
  31865. *
  31866. * ```js
  31867. * const manager = new THREE.LoadingManager();
  31868. * manager.onLoad = () => console.log( 'Loading complete!' );
  31869. *
  31870. * const loader1 = new OBJLoader( manager );
  31871. * const loader2 = new ColladaLoader( manager );
  31872. * ```
  31873. */
  31874. class LoadingManager {
  31875. /**
  31876. * Constructs a new loading manager.
  31877. *
  31878. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31879. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31880. * @param {Function} [onError] - Executes when an error occurs.
  31881. */
  31882. constructor( onLoad, onProgress, onError ) {
  31883. const scope = this;
  31884. let isLoading = false;
  31885. let itemsLoaded = 0;
  31886. let itemsTotal = 0;
  31887. let urlModifier = undefined;
  31888. const handlers = [];
  31889. // Refer to #5689 for the reason why we don't set .onStart
  31890. // in the constructor
  31891. /**
  31892. * Executes when an item starts loading.
  31893. *
  31894. * @type {Function|undefined}
  31895. * @default undefined
  31896. */
  31897. this.onStart = undefined;
  31898. /**
  31899. * Executes when all items have been loaded.
  31900. *
  31901. * @type {Function|undefined}
  31902. * @default undefined
  31903. */
  31904. this.onLoad = onLoad;
  31905. /**
  31906. * Executes when single items have been loaded.
  31907. *
  31908. * @type {Function|undefined}
  31909. * @default undefined
  31910. */
  31911. this.onProgress = onProgress;
  31912. /**
  31913. * Executes when an error occurs.
  31914. *
  31915. * @type {Function|undefined}
  31916. * @default undefined
  31917. */
  31918. this.onError = onError;
  31919. /**
  31920. * Used for aborting ongoing requests in loaders using this manager.
  31921. *
  31922. * @private
  31923. * @type {AbortController | null}
  31924. */
  31925. this._abortController = null;
  31926. /**
  31927. * This should be called by any loader using the manager when the loader
  31928. * starts loading an item.
  31929. *
  31930. * @param {string} url - The URL to load.
  31931. */
  31932. this.itemStart = function ( url ) {
  31933. itemsTotal ++;
  31934. if ( isLoading === false ) {
  31935. if ( scope.onStart !== undefined ) {
  31936. scope.onStart( url, itemsLoaded, itemsTotal );
  31937. }
  31938. }
  31939. isLoading = true;
  31940. };
  31941. /**
  31942. * This should be called by any loader using the manager when the loader
  31943. * ended loading an item.
  31944. *
  31945. * @param {string} url - The URL of the loaded item.
  31946. */
  31947. this.itemEnd = function ( url ) {
  31948. itemsLoaded ++;
  31949. if ( scope.onProgress !== undefined ) {
  31950. scope.onProgress( url, itemsLoaded, itemsTotal );
  31951. }
  31952. if ( itemsLoaded === itemsTotal ) {
  31953. isLoading = false;
  31954. if ( scope.onLoad !== undefined ) {
  31955. scope.onLoad();
  31956. }
  31957. }
  31958. };
  31959. /**
  31960. * This should be called by any loader using the manager when the loader
  31961. * encounters an error when loading an item.
  31962. *
  31963. * @param {string} url - The URL of the item that produces an error.
  31964. */
  31965. this.itemError = function ( url ) {
  31966. if ( scope.onError !== undefined ) {
  31967. scope.onError( url );
  31968. }
  31969. };
  31970. /**
  31971. * Given a URL, uses the URL modifier callback (if any) and returns a
  31972. * resolved URL. If no URL modifier is set, returns the original URL.
  31973. *
  31974. * @param {string} url - The URL to load.
  31975. * @return {string} The resolved URL.
  31976. */
  31977. this.resolveURL = function ( url ) {
  31978. if ( urlModifier ) {
  31979. return urlModifier( url );
  31980. }
  31981. return url;
  31982. };
  31983. /**
  31984. * If provided, the callback will be passed each resource URL before a
  31985. * request is sent. The callback may return the original URL, or a new URL to
  31986. * override loading behavior. This behavior can be used to load assets from
  31987. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31988. *
  31989. * ```js
  31990. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31991. *
  31992. * const manager = new THREE.LoadingManager();
  31993. *
  31994. * // Initialize loading manager with URL callback.
  31995. * const objectURLs = [];
  31996. * manager.setURLModifier( ( url ) => {
  31997. *
  31998. * url = URL.createObjectURL( blobs[ url ] );
  31999. * objectURLs.push( url );
  32000. * return url;
  32001. *
  32002. * } );
  32003. *
  32004. * // Load as usual, then revoke the blob URLs.
  32005. * const loader = new GLTFLoader( manager );
  32006. * loader.load( 'fish.gltf', (gltf) => {
  32007. *
  32008. * scene.add( gltf.scene );
  32009. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32010. *
  32011. * } );
  32012. * ```
  32013. *
  32014. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32015. * @return {LoadingManager} A reference to this loading manager.
  32016. */
  32017. this.setURLModifier = function ( transform ) {
  32018. urlModifier = transform;
  32019. return this;
  32020. };
  32021. /**
  32022. * Registers a loader with the given regular expression. Can be used to
  32023. * define what loader should be used in order to load specific files. A
  32024. * typical use case is to overwrite the default loader for textures.
  32025. *
  32026. * ```js
  32027. * // add handler for TGA textures
  32028. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32029. * ```
  32030. *
  32031. * @param {string} regex - A regular expression.
  32032. * @param {Loader} loader - A loader that should handle matched cases.
  32033. * @return {LoadingManager} A reference to this loading manager.
  32034. */
  32035. this.addHandler = function ( regex, loader ) {
  32036. handlers.push( regex, loader );
  32037. return this;
  32038. };
  32039. /**
  32040. * Removes the loader for the given regular expression.
  32041. *
  32042. * @param {string} regex - A regular expression.
  32043. * @return {LoadingManager} A reference to this loading manager.
  32044. */
  32045. this.removeHandler = function ( regex ) {
  32046. const index = handlers.indexOf( regex );
  32047. if ( index !== -1 ) {
  32048. handlers.splice( index, 2 );
  32049. }
  32050. return this;
  32051. };
  32052. /**
  32053. * Can be used to retrieve the registered loader for the given file path.
  32054. *
  32055. * @param {string} file - The file path.
  32056. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32057. */
  32058. this.getHandler = function ( file ) {
  32059. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32060. const regex = handlers[ i ];
  32061. const loader = handlers[ i + 1 ];
  32062. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32063. if ( regex.test( file ) ) {
  32064. return loader;
  32065. }
  32066. }
  32067. return null;
  32068. };
  32069. /**
  32070. * Can be used to abort ongoing loading requests in loaders using this manager.
  32071. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32072. * is supported in the browser.
  32073. *
  32074. * @return {LoadingManager} A reference to this loading manager.
  32075. */
  32076. this.abort = function () {
  32077. this.abortController.abort();
  32078. this._abortController = null;
  32079. return this;
  32080. };
  32081. }
  32082. // TODO: Revert this back to a single member variable once this issue has been fixed
  32083. // https://github.com/cloudflare/workerd/issues/3657
  32084. /**
  32085. * Used for aborting ongoing requests in loaders using this manager.
  32086. *
  32087. * @type {AbortController}
  32088. */
  32089. get abortController() {
  32090. if ( ! this._abortController ) {
  32091. this._abortController = new AbortController();
  32092. }
  32093. return this._abortController;
  32094. }
  32095. }
  32096. /**
  32097. * The global default loading manager.
  32098. *
  32099. * @constant
  32100. * @type {LoadingManager}
  32101. */
  32102. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32103. /**
  32104. * Abstract base class for loaders.
  32105. *
  32106. * @abstract
  32107. */
  32108. class Loader {
  32109. /**
  32110. * Constructs a new loader.
  32111. *
  32112. * @param {LoadingManager} [manager] - The loading manager.
  32113. */
  32114. constructor( manager ) {
  32115. /**
  32116. * The loading manager.
  32117. *
  32118. * @type {LoadingManager}
  32119. * @default DefaultLoadingManager
  32120. */
  32121. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32122. /**
  32123. * The crossOrigin string to implement CORS for loading the url from a
  32124. * different domain that allows CORS.
  32125. *
  32126. * @type {string}
  32127. * @default 'anonymous'
  32128. */
  32129. this.crossOrigin = 'anonymous';
  32130. /**
  32131. * Whether the XMLHttpRequest uses credentials.
  32132. *
  32133. * @type {boolean}
  32134. * @default false
  32135. */
  32136. this.withCredentials = false;
  32137. /**
  32138. * The base path from which the asset will be loaded.
  32139. *
  32140. * @type {string}
  32141. */
  32142. this.path = '';
  32143. /**
  32144. * The base path from which additional resources like textures will be loaded.
  32145. *
  32146. * @type {string}
  32147. */
  32148. this.resourcePath = '';
  32149. /**
  32150. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32151. * used in HTTP request.
  32152. *
  32153. * @type {Object<string, any>}
  32154. */
  32155. this.requestHeader = {};
  32156. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  32157. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  32158. }
  32159. }
  32160. /**
  32161. * This method needs to be implemented by all concrete loaders. It holds the
  32162. * logic for loading assets from the backend.
  32163. *
  32164. * @abstract
  32165. * @param {string} url - The path/URL of the file to be loaded.
  32166. * @param {Function} onLoad - Executed when the loading process has been finished.
  32167. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32168. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32169. */
  32170. load( /* url, onLoad, onProgress, onError */ ) {}
  32171. /**
  32172. * A async version of {@link Loader#load}.
  32173. *
  32174. * @param {string} url - The path/URL of the file to be loaded.
  32175. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32176. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32177. */
  32178. loadAsync( url, onProgress ) {
  32179. const scope = this;
  32180. return new Promise( function ( resolve, reject ) {
  32181. scope.load( url, resolve, onProgress, reject );
  32182. } );
  32183. }
  32184. /**
  32185. * This method needs to be implemented by all concrete loaders. It holds the
  32186. * logic for parsing the asset into three.js entities.
  32187. *
  32188. * @abstract
  32189. * @param {any} data - The data to parse.
  32190. */
  32191. parse( /* data */ ) {}
  32192. /**
  32193. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32194. * from a different domain that allows CORS.
  32195. *
  32196. * @param {string} crossOrigin - The `crossOrigin` value.
  32197. * @return {Loader} A reference to this instance.
  32198. */
  32199. setCrossOrigin( crossOrigin ) {
  32200. this.crossOrigin = crossOrigin;
  32201. return this;
  32202. }
  32203. /**
  32204. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32205. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32206. *
  32207. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32208. *
  32209. * @param {boolean} value - The `withCredentials` value.
  32210. * @return {Loader} A reference to this instance.
  32211. */
  32212. setWithCredentials( value ) {
  32213. this.withCredentials = value;
  32214. return this;
  32215. }
  32216. /**
  32217. * Sets the base path for the asset.
  32218. *
  32219. * @param {string} path - The base path.
  32220. * @return {Loader} A reference to this instance.
  32221. */
  32222. setPath( path ) {
  32223. this.path = path;
  32224. return this;
  32225. }
  32226. /**
  32227. * Sets the base path for dependent resources like textures.
  32228. *
  32229. * @param {string} resourcePath - The resource path.
  32230. * @return {Loader} A reference to this instance.
  32231. */
  32232. setResourcePath( resourcePath ) {
  32233. this.resourcePath = resourcePath;
  32234. return this;
  32235. }
  32236. /**
  32237. * Sets the given request header.
  32238. *
  32239. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32240. * for configuring the HTTP request.
  32241. * @return {Loader} A reference to this instance.
  32242. */
  32243. setRequestHeader( requestHeader ) {
  32244. this.requestHeader = requestHeader;
  32245. return this;
  32246. }
  32247. /**
  32248. * This method can be implemented in loaders for aborting ongoing requests.
  32249. *
  32250. * @abstract
  32251. * @return {Loader} A reference to this instance.
  32252. */
  32253. abort() {
  32254. return this;
  32255. }
  32256. }
  32257. /**
  32258. * Callback for onProgress in loaders.
  32259. *
  32260. * @callback onProgressCallback
  32261. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32262. */
  32263. /**
  32264. * Callback for onError in loaders.
  32265. *
  32266. * @callback onErrorCallback
  32267. * @param {Error} error - The error which occurred during the loading process.
  32268. */
  32269. /**
  32270. * The default material name that is used by loaders
  32271. * when creating materials for loaded 3D objects.
  32272. *
  32273. * Note: Not all loaders might honor this setting.
  32274. *
  32275. * @static
  32276. * @type {string}
  32277. * @default '__DEFAULT'
  32278. */
  32279. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32280. const loading = {};
  32281. class HttpError extends Error {
  32282. constructor( message, response ) {
  32283. super( message );
  32284. this.response = response;
  32285. }
  32286. }
  32287. /**
  32288. * A low level class for loading resources with the Fetch API, used internally by
  32289. * most loaders. It can also be used directly to load any file type that does
  32290. * not have a loader.
  32291. *
  32292. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32293. * once to your application.
  32294. *
  32295. * ```js
  32296. * const loader = new THREE.FileLoader();
  32297. * const data = await loader.loadAsync( 'example.txt' );
  32298. * ```
  32299. *
  32300. * @augments Loader
  32301. */
  32302. class FileLoader extends Loader {
  32303. /**
  32304. * Constructs a new file loader.
  32305. *
  32306. * @param {LoadingManager} [manager] - The loading manager.
  32307. */
  32308. constructor( manager ) {
  32309. super( manager );
  32310. /**
  32311. * The expected mime type. Valid values can be found
  32312. * [here](https://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32313. *
  32314. * @type {string}
  32315. */
  32316. this.mimeType = '';
  32317. /**
  32318. * The expected response type.
  32319. *
  32320. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32321. * @default ''
  32322. */
  32323. this.responseType = '';
  32324. /**
  32325. * Used for aborting requests.
  32326. *
  32327. * @private
  32328. * @type {AbortController}
  32329. */
  32330. this._abortController = new AbortController();
  32331. }
  32332. /**
  32333. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32334. *
  32335. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32336. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32337. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32338. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32339. */
  32340. load( url, onLoad, onProgress, onError ) {
  32341. if ( url === undefined ) url = '';
  32342. if ( this.path !== undefined ) url = this.path + url;
  32343. url = this.manager.resolveURL( url );
  32344. const cached = Cache.get( `file:${url}` );
  32345. if ( cached !== undefined ) {
  32346. this.manager.itemStart( url );
  32347. setTimeout( () => {
  32348. if ( onLoad ) onLoad( cached );
  32349. this.manager.itemEnd( url );
  32350. }, 0 );
  32351. return;
  32352. }
  32353. // Check if request is duplicate
  32354. if ( loading[ url ] !== undefined ) {
  32355. loading[ url ].push( {
  32356. onLoad: onLoad,
  32357. onProgress: onProgress,
  32358. onError: onError
  32359. } );
  32360. return;
  32361. }
  32362. // Initialise array for duplicate requests
  32363. loading[ url ] = [];
  32364. loading[ url ].push( {
  32365. onLoad: onLoad,
  32366. onProgress: onProgress,
  32367. onError: onError,
  32368. } );
  32369. // create request
  32370. const req = new Request( url, {
  32371. headers: new Headers( this.requestHeader ),
  32372. credentials: this.withCredentials ? 'include' : 'same-origin',
  32373. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32374. } );
  32375. // record states ( avoid data race )
  32376. const mimeType = this.mimeType;
  32377. const responseType = this.responseType;
  32378. // start the fetch
  32379. fetch( req )
  32380. .then( response => {
  32381. if ( response.status === 200 || response.status === 0 ) {
  32382. // Some browsers return HTTP Status 0 when using non-http protocol
  32383. // e.g. 'file://' or 'data://'. Handle as success.
  32384. if ( response.status === 0 ) {
  32385. warn( 'FileLoader: HTTP Status 0 received.' );
  32386. }
  32387. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32388. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32389. return response;
  32390. }
  32391. const callbacks = loading[ url ];
  32392. const reader = response.body.getReader();
  32393. // Nginx needs X-File-Size check
  32394. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32395. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32396. const total = contentLength ? parseInt( contentLength ) : 0;
  32397. const lengthComputable = total !== 0;
  32398. let loaded = 0;
  32399. // periodically read data into the new stream tracking while download progress
  32400. const stream = new ReadableStream( {
  32401. start( controller ) {
  32402. readData();
  32403. function readData() {
  32404. reader.read().then( ( { done, value } ) => {
  32405. if ( done ) {
  32406. controller.close();
  32407. } else {
  32408. loaded += value.byteLength;
  32409. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32410. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32411. const callback = callbacks[ i ];
  32412. if ( callback.onProgress ) callback.onProgress( event );
  32413. }
  32414. controller.enqueue( value );
  32415. readData();
  32416. }
  32417. }, ( e ) => {
  32418. controller.error( e );
  32419. } );
  32420. }
  32421. }
  32422. } );
  32423. return new Response( stream );
  32424. } else {
  32425. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32426. }
  32427. } )
  32428. .then( response => {
  32429. switch ( responseType ) {
  32430. case 'arraybuffer':
  32431. return response.arrayBuffer();
  32432. case 'blob':
  32433. return response.blob();
  32434. case 'document':
  32435. return response.text()
  32436. .then( text => {
  32437. const parser = new DOMParser();
  32438. return parser.parseFromString( text, mimeType );
  32439. } );
  32440. case 'json':
  32441. return response.json();
  32442. default:
  32443. if ( mimeType === '' ) {
  32444. return response.text();
  32445. } else {
  32446. // sniff encoding
  32447. const re = /charset="?([^;"\s]*)"?/i;
  32448. const exec = re.exec( mimeType );
  32449. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32450. const decoder = new TextDecoder( label );
  32451. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32452. }
  32453. }
  32454. } )
  32455. .then( data => {
  32456. // Add to cache only on HTTP success, so that we do not cache
  32457. // error response bodies as proper responses to requests.
  32458. Cache.add( `file:${url}`, data );
  32459. const callbacks = loading[ url ];
  32460. delete loading[ url ];
  32461. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32462. const callback = callbacks[ i ];
  32463. if ( callback.onLoad ) callback.onLoad( data );
  32464. }
  32465. } )
  32466. .catch( err => {
  32467. // Abort errors and other errors are handled the same
  32468. const callbacks = loading[ url ];
  32469. if ( callbacks === undefined ) {
  32470. // When onLoad was called and url was deleted in `loading`
  32471. this.manager.itemError( url );
  32472. throw err;
  32473. }
  32474. delete loading[ url ];
  32475. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32476. const callback = callbacks[ i ];
  32477. if ( callback.onError ) callback.onError( err );
  32478. }
  32479. this.manager.itemError( url );
  32480. } )
  32481. .finally( () => {
  32482. this.manager.itemEnd( url );
  32483. } );
  32484. this.manager.itemStart( url );
  32485. }
  32486. /**
  32487. * Sets the expected response type.
  32488. *
  32489. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32490. * @return {FileLoader} A reference to this file loader.
  32491. */
  32492. setResponseType( value ) {
  32493. this.responseType = value;
  32494. return this;
  32495. }
  32496. /**
  32497. * Sets the expected mime type of the loaded file.
  32498. *
  32499. * @param {string} value - The mime type.
  32500. * @return {FileLoader} A reference to this file loader.
  32501. */
  32502. setMimeType( value ) {
  32503. this.mimeType = value;
  32504. return this;
  32505. }
  32506. /**
  32507. * Aborts ongoing fetch requests.
  32508. *
  32509. * @return {FileLoader} A reference to this instance.
  32510. */
  32511. abort() {
  32512. this._abortController.abort();
  32513. this._abortController = new AbortController();
  32514. return this;
  32515. }
  32516. }
  32517. /**
  32518. * Class for loading animation clips in the JSON format. The files are internally
  32519. * loaded via {@link FileLoader}.
  32520. *
  32521. * ```js
  32522. * const loader = new THREE.AnimationLoader();
  32523. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32524. * ```
  32525. *
  32526. * @augments Loader
  32527. */
  32528. class AnimationLoader extends Loader {
  32529. /**
  32530. * Constructs a new animation loader.
  32531. *
  32532. * @param {LoadingManager} [manager] - The loading manager.
  32533. */
  32534. constructor( manager ) {
  32535. super( manager );
  32536. }
  32537. /**
  32538. * Starts loading from the given URL and pass the loaded animations as an array
  32539. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32540. *
  32541. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32542. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32543. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32544. * @param {onErrorCallback} onError - Executed when errors occur.
  32545. */
  32546. load( url, onLoad, onProgress, onError ) {
  32547. const scope = this;
  32548. const loader = new FileLoader( this.manager );
  32549. loader.setPath( this.path );
  32550. loader.setRequestHeader( this.requestHeader );
  32551. loader.setWithCredentials( this.withCredentials );
  32552. loader.load( url, function ( text ) {
  32553. try {
  32554. onLoad( scope.parse( JSON.parse( text ) ) );
  32555. } catch ( e ) {
  32556. if ( onError ) {
  32557. onError( e );
  32558. } else {
  32559. error( e );
  32560. }
  32561. scope.manager.itemError( url );
  32562. }
  32563. }, onProgress, onError );
  32564. }
  32565. /**
  32566. * Parses the given JSON object and returns an array of animation clips.
  32567. *
  32568. * @param {Object} json - The serialized animation clips.
  32569. * @return {Array<AnimationClip>} The parsed animation clips.
  32570. */
  32571. parse( json ) {
  32572. const animations = [];
  32573. for ( let i = 0; i < json.length; i ++ ) {
  32574. const clip = AnimationClip.parse( json[ i ] );
  32575. animations.push( clip );
  32576. }
  32577. return animations;
  32578. }
  32579. }
  32580. /**
  32581. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32582. * Textures are internally loaded via {@link FileLoader}.
  32583. *
  32584. * Derived classes have to implement the `parse()` method which holds the parsing
  32585. * for the respective format.
  32586. *
  32587. * @abstract
  32588. * @augments Loader
  32589. */
  32590. class CompressedTextureLoader extends Loader {
  32591. /**
  32592. * Constructs a new compressed texture loader.
  32593. *
  32594. * @param {LoadingManager} [manager] - The loading manager.
  32595. */
  32596. constructor( manager ) {
  32597. super( manager );
  32598. }
  32599. /**
  32600. * Starts loading from the given URL and passes the loaded compressed texture
  32601. * to the `onLoad()` callback. The method also returns a new texture object which can
  32602. * directly be used for material creation. If you do it this way, the texture
  32603. * may pop up in your scene once the respective loading process is finished.
  32604. *
  32605. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32606. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32607. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32608. * @param {onErrorCallback} onError - Executed when errors occur.
  32609. * @return {CompressedTexture} The compressed texture.
  32610. */
  32611. load( url, onLoad, onProgress, onError ) {
  32612. const scope = this;
  32613. const images = [];
  32614. const texture = new CompressedTexture();
  32615. const loader = new FileLoader( this.manager );
  32616. loader.setPath( this.path );
  32617. loader.setResponseType( 'arraybuffer' );
  32618. loader.setRequestHeader( this.requestHeader );
  32619. loader.setWithCredentials( scope.withCredentials );
  32620. let loaded = 0;
  32621. function loadTexture( i ) {
  32622. loader.load( url[ i ], function ( buffer ) {
  32623. const texDatas = scope.parse( buffer, true );
  32624. images[ i ] = {
  32625. width: texDatas.width,
  32626. height: texDatas.height,
  32627. format: texDatas.format,
  32628. mipmaps: texDatas.mipmaps
  32629. };
  32630. loaded += 1;
  32631. if ( loaded === 6 ) {
  32632. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32633. texture.image = images;
  32634. texture.format = texDatas.format;
  32635. texture.needsUpdate = true;
  32636. if ( onLoad ) onLoad( texture );
  32637. }
  32638. }, onProgress, onError );
  32639. }
  32640. if ( Array.isArray( url ) ) {
  32641. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32642. loadTexture( i );
  32643. }
  32644. } else {
  32645. // compressed cubemap texture stored in a single DDS file
  32646. loader.load( url, function ( buffer ) {
  32647. const texDatas = scope.parse( buffer, true );
  32648. if ( texDatas.isCubemap ) {
  32649. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32650. for ( let f = 0; f < faces; f ++ ) {
  32651. images[ f ] = { mipmaps: [] };
  32652. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32653. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32654. images[ f ].format = texDatas.format;
  32655. images[ f ].width = texDatas.width;
  32656. images[ f ].height = texDatas.height;
  32657. }
  32658. }
  32659. texture.image = images;
  32660. } else {
  32661. texture.image.width = texDatas.width;
  32662. texture.image.height = texDatas.height;
  32663. texture.mipmaps = texDatas.mipmaps;
  32664. }
  32665. if ( texDatas.mipmapCount === 1 ) {
  32666. texture.minFilter = LinearFilter;
  32667. }
  32668. texture.format = texDatas.format;
  32669. texture.needsUpdate = true;
  32670. if ( onLoad ) onLoad( texture );
  32671. }, onProgress, onError );
  32672. }
  32673. return texture;
  32674. }
  32675. }
  32676. const _loading = new WeakMap();
  32677. /**
  32678. * A loader for loading images. The class loads images with the HTML `Image` API.
  32679. *
  32680. * ```js
  32681. * const loader = new THREE.ImageLoader();
  32682. * const image = await loader.loadAsync( 'image.png' );
  32683. * ```
  32684. * Please note that `ImageLoader` has dropped support for progress
  32685. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32686. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32687. *
  32688. * @augments Loader
  32689. */
  32690. class ImageLoader extends Loader {
  32691. /**
  32692. * Constructs a new image loader.
  32693. *
  32694. * @param {LoadingManager} [manager] - The loading manager.
  32695. */
  32696. constructor( manager ) {
  32697. super( manager );
  32698. }
  32699. /**
  32700. * Starts loading from the given URL and passes the loaded image
  32701. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32702. * directly be used for texture creation. If you do it this way, the texture
  32703. * may pop up in your scene once the respective loading process is finished.
  32704. *
  32705. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32706. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32707. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32708. * @param {onErrorCallback} onError - Executed when errors occur.
  32709. * @return {Image} The image.
  32710. */
  32711. load( url, onLoad, onProgress, onError ) {
  32712. if ( this.path !== undefined ) url = this.path + url;
  32713. url = this.manager.resolveURL( url );
  32714. const scope = this;
  32715. const cached = Cache.get( `image:${url}` );
  32716. if ( cached !== undefined ) {
  32717. if ( cached.complete === true ) {
  32718. scope.manager.itemStart( url );
  32719. setTimeout( function () {
  32720. if ( onLoad ) onLoad( cached );
  32721. scope.manager.itemEnd( url );
  32722. }, 0 );
  32723. } else {
  32724. let arr = _loading.get( cached );
  32725. if ( arr === undefined ) {
  32726. arr = [];
  32727. _loading.set( cached, arr );
  32728. }
  32729. arr.push( { onLoad, onError } );
  32730. }
  32731. return cached;
  32732. }
  32733. const image = createElementNS( 'img' );
  32734. function onImageLoad() {
  32735. removeEventListeners();
  32736. if ( onLoad ) onLoad( this );
  32737. //
  32738. const callbacks = _loading.get( this ) || [];
  32739. for ( let i = 0; i < callbacks.length; i ++ ) {
  32740. const callback = callbacks[ i ];
  32741. if ( callback.onLoad ) callback.onLoad( this );
  32742. }
  32743. _loading.delete( this );
  32744. scope.manager.itemEnd( url );
  32745. }
  32746. function onImageError( event ) {
  32747. removeEventListeners();
  32748. if ( onError ) onError( event );
  32749. Cache.remove( `image:${url}` );
  32750. //
  32751. const callbacks = _loading.get( this ) || [];
  32752. for ( let i = 0; i < callbacks.length; i ++ ) {
  32753. const callback = callbacks[ i ];
  32754. if ( callback.onError ) callback.onError( event );
  32755. }
  32756. _loading.delete( this );
  32757. scope.manager.itemError( url );
  32758. scope.manager.itemEnd( url );
  32759. }
  32760. function removeEventListeners() {
  32761. image.removeEventListener( 'load', onImageLoad, false );
  32762. image.removeEventListener( 'error', onImageError, false );
  32763. }
  32764. image.addEventListener( 'load', onImageLoad, false );
  32765. image.addEventListener( 'error', onImageError, false );
  32766. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32767. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32768. }
  32769. Cache.add( `image:${url}`, image );
  32770. scope.manager.itemStart( url );
  32771. image.src = url;
  32772. return image;
  32773. }
  32774. }
  32775. /**
  32776. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32777. *
  32778. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32779. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32780. * like vertical and horizontal cross, column and row layouts are not supported.
  32781. *
  32782. * Note that, by convention, cube maps are specified in a coordinate system
  32783. * in which positive-x is to the right when looking up the positive-z axis --
  32784. * in other words, using a left-handed coordinate system. Since three.js uses
  32785. * a right-handed coordinate system, environment maps used in three.js will
  32786. * have pos-x and neg-x swapped.
  32787. *
  32788. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32789. * is set to `SRGBColorSpace` by default.
  32790. *
  32791. * ```js
  32792. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32793. * const cubeTexture = await loader.loadAsync( [
  32794. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32795. * ] );
  32796. * scene.background = cubeTexture;
  32797. * ```
  32798. *
  32799. * @augments Loader
  32800. */
  32801. class CubeTextureLoader extends Loader {
  32802. /**
  32803. * Constructs a new cube texture loader.
  32804. *
  32805. * @param {LoadingManager} [manager] - The loading manager.
  32806. */
  32807. constructor( manager ) {
  32808. super( manager );
  32809. }
  32810. /**
  32811. * Starts loading from the given URL and pass the fully loaded cube texture
  32812. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32813. * directly be used for material creation. If you do it this way, the cube texture
  32814. * may pop up in your scene once the respective loading process is finished.
  32815. *
  32816. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32817. * cube texture. The urls should be specified in the following order: pos-x,
  32818. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32819. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32820. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32821. * @param {onErrorCallback} onError - Executed when errors occur.
  32822. * @return {CubeTexture} The cube texture.
  32823. */
  32824. load( urls, onLoad, onProgress, onError ) {
  32825. const texture = new CubeTexture();
  32826. texture.colorSpace = SRGBColorSpace;
  32827. const loader = new ImageLoader( this.manager );
  32828. loader.setCrossOrigin( this.crossOrigin );
  32829. loader.setPath( this.path );
  32830. let loaded = 0;
  32831. function loadTexture( i ) {
  32832. loader.load( urls[ i ], function ( image ) {
  32833. texture.images[ i ] = image;
  32834. loaded ++;
  32835. if ( loaded === 6 ) {
  32836. texture.needsUpdate = true;
  32837. if ( onLoad ) onLoad( texture );
  32838. }
  32839. }, undefined, onError );
  32840. }
  32841. for ( let i = 0; i < urls.length; ++ i ) {
  32842. loadTexture( i );
  32843. }
  32844. return texture;
  32845. }
  32846. }
  32847. /**
  32848. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32849. * Textures are internally loaded via {@link FileLoader}.
  32850. *
  32851. * Derived classes have to implement the `parse()` method which holds the parsing
  32852. * for the respective format.
  32853. *
  32854. * @abstract
  32855. * @augments Loader
  32856. */
  32857. class DataTextureLoader extends Loader {
  32858. /**
  32859. * Constructs a new data texture loader.
  32860. *
  32861. * @param {LoadingManager} [manager] - The loading manager.
  32862. */
  32863. constructor( manager ) {
  32864. super( manager );
  32865. }
  32866. /**
  32867. * Starts loading from the given URL and passes the loaded data texture
  32868. * to the `onLoad()` callback. The method also returns a new texture object which can
  32869. * directly be used for material creation. If you do it this way, the texture
  32870. * may pop up in your scene once the respective loading process is finished.
  32871. *
  32872. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32873. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32874. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32875. * @param {onErrorCallback} onError - Executed when errors occur.
  32876. * @return {DataTexture} The data texture.
  32877. */
  32878. load( url, onLoad, onProgress, onError ) {
  32879. const scope = this;
  32880. const texture = new DataTexture();
  32881. const loader = new FileLoader( this.manager );
  32882. loader.setResponseType( 'arraybuffer' );
  32883. loader.setRequestHeader( this.requestHeader );
  32884. loader.setPath( this.path );
  32885. loader.setWithCredentials( scope.withCredentials );
  32886. loader.load( url, function ( buffer ) {
  32887. let texData;
  32888. try {
  32889. texData = scope.parse( buffer );
  32890. } catch ( e ) {
  32891. if ( onError !== undefined ) {
  32892. onError( e );
  32893. } else {
  32894. error( e );
  32895. }
  32896. return;
  32897. }
  32898. if ( texData.image !== undefined ) {
  32899. texture.image = texData.image;
  32900. } else if ( texData.data !== undefined ) {
  32901. texture.image.width = texData.width;
  32902. texture.image.height = texData.height;
  32903. texture.image.data = texData.data;
  32904. }
  32905. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32906. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32907. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32908. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32909. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32910. if ( texData.colorSpace !== undefined ) {
  32911. texture.colorSpace = texData.colorSpace;
  32912. }
  32913. if ( texData.flipY !== undefined ) {
  32914. texture.flipY = texData.flipY;
  32915. }
  32916. if ( texData.format !== undefined ) {
  32917. texture.format = texData.format;
  32918. }
  32919. if ( texData.type !== undefined ) {
  32920. texture.type = texData.type;
  32921. }
  32922. if ( texData.mipmaps !== undefined ) {
  32923. texture.mipmaps = texData.mipmaps;
  32924. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32925. }
  32926. if ( texData.mipmapCount === 1 ) {
  32927. texture.minFilter = LinearFilter;
  32928. }
  32929. if ( texData.generateMipmaps !== undefined ) {
  32930. texture.generateMipmaps = texData.generateMipmaps;
  32931. }
  32932. texture.needsUpdate = true;
  32933. if ( onLoad ) onLoad( texture, texData );
  32934. }, onProgress, onError );
  32935. return texture;
  32936. }
  32937. }
  32938. /**
  32939. * Class for loading textures. Images are internally
  32940. * loaded via {@link ImageLoader}.
  32941. *
  32942. * ```js
  32943. * const loader = new THREE.TextureLoader();
  32944. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32945. *
  32946. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32947. * ```
  32948. * Please note that `TextureLoader` has dropped support for progress
  32949. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32950. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  32951. *
  32952. * @augments Loader
  32953. */
  32954. class TextureLoader extends Loader {
  32955. /**
  32956. * Constructs a new texture loader.
  32957. *
  32958. * @param {LoadingManager} [manager] - The loading manager.
  32959. */
  32960. constructor( manager ) {
  32961. super( manager );
  32962. }
  32963. /**
  32964. * Starts loading from the given URL and pass the fully loaded texture
  32965. * to the `onLoad()` callback. The method also returns a new texture object which can
  32966. * directly be used for material creation. If you do it this way, the texture
  32967. * may pop up in your scene once the respective loading process is finished.
  32968. *
  32969. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32970. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32971. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32972. * @param {onErrorCallback} onError - Executed when errors occur.
  32973. * @return {Texture} The texture.
  32974. */
  32975. load( url, onLoad, onProgress, onError ) {
  32976. const texture = new Texture();
  32977. const loader = new ImageLoader( this.manager );
  32978. loader.setCrossOrigin( this.crossOrigin );
  32979. loader.setPath( this.path );
  32980. loader.load( url, function ( image ) {
  32981. texture.image = image;
  32982. texture.needsUpdate = true;
  32983. if ( onLoad !== undefined ) {
  32984. onLoad( texture );
  32985. }
  32986. }, onProgress, onError );
  32987. return texture;
  32988. }
  32989. }
  32990. /**
  32991. * Abstract base class for lights - all other light types inherit the
  32992. * properties and methods described here.
  32993. *
  32994. * @abstract
  32995. * @augments Object3D
  32996. */
  32997. class Light extends Object3D {
  32998. /**
  32999. * Constructs a new light.
  33000. *
  33001. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33002. * @param {number} [intensity=1] - The light's strength/intensity.
  33003. */
  33004. constructor( color, intensity = 1 ) {
  33005. super();
  33006. /**
  33007. * This flag can be used for type testing.
  33008. *
  33009. * @type {boolean}
  33010. * @readonly
  33011. * @default true
  33012. */
  33013. this.isLight = true;
  33014. this.type = 'Light';
  33015. /**
  33016. * The light's color.
  33017. *
  33018. * @type {Color}
  33019. */
  33020. this.color = new Color( color );
  33021. /**
  33022. * The light's intensity.
  33023. *
  33024. * @type {number}
  33025. * @default 1
  33026. */
  33027. this.intensity = intensity;
  33028. }
  33029. /**
  33030. * Frees the GPU-related resources allocated by this instance. Call this
  33031. * method whenever this instance is no longer used in your app.
  33032. */
  33033. dispose() {
  33034. this.dispatchEvent( { type: 'dispose' } );
  33035. }
  33036. copy( source, recursive ) {
  33037. super.copy( source, recursive );
  33038. this.color.copy( source.color );
  33039. this.intensity = source.intensity;
  33040. return this;
  33041. }
  33042. toJSON( meta ) {
  33043. const data = super.toJSON( meta );
  33044. data.object.color = this.color.getHex();
  33045. data.object.intensity = this.intensity;
  33046. return data;
  33047. }
  33048. }
  33049. /**
  33050. * A light source positioned directly above the scene, with color fading from
  33051. * the sky color to the ground color.
  33052. *
  33053. * This light cannot be used to cast shadows.
  33054. *
  33055. * ```js
  33056. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33057. * scene.add( light );
  33058. * ```
  33059. *
  33060. * @augments Light
  33061. */
  33062. class HemisphereLight extends Light {
  33063. /**
  33064. * Constructs a new hemisphere light.
  33065. *
  33066. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33067. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33068. * @param {number} [intensity=1] - The light's strength/intensity.
  33069. */
  33070. constructor( skyColor, groundColor, intensity ) {
  33071. super( skyColor, intensity );
  33072. /**
  33073. * This flag can be used for type testing.
  33074. *
  33075. * @type {boolean}
  33076. * @readonly
  33077. * @default true
  33078. */
  33079. this.isHemisphereLight = true;
  33080. this.type = 'HemisphereLight';
  33081. this.position.copy( Object3D.DEFAULT_UP );
  33082. this.updateMatrix();
  33083. /**
  33084. * The light's ground color.
  33085. *
  33086. * @type {Color}
  33087. */
  33088. this.groundColor = new Color( groundColor );
  33089. }
  33090. copy( source, recursive ) {
  33091. super.copy( source, recursive );
  33092. this.groundColor.copy( source.groundColor );
  33093. return this;
  33094. }
  33095. toJSON( meta ) {
  33096. const data = super.toJSON( meta );
  33097. data.object.groundColor = this.groundColor.getHex();
  33098. return data;
  33099. }
  33100. }
  33101. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33102. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33103. const _lookTarget = /*@__PURE__*/ new Vector3();
  33104. /**
  33105. * Abstract base class for light shadow classes. These classes
  33106. * represent the shadow configuration for different light types.
  33107. *
  33108. * @abstract
  33109. */
  33110. class LightShadow {
  33111. /**
  33112. * Constructs a new light shadow.
  33113. *
  33114. * @param {Camera} camera - The light's view of the world.
  33115. */
  33116. constructor( camera ) {
  33117. /**
  33118. * The light's view of the world.
  33119. *
  33120. * @type {Camera}
  33121. */
  33122. this.camera = camera;
  33123. /**
  33124. * The intensity of the shadow. The default is `1`.
  33125. * Valid values are in the range `[0, 1]`.
  33126. *
  33127. * @type {number}
  33128. * @default 1
  33129. */
  33130. this.intensity = 1;
  33131. /**
  33132. * Shadow map bias, how much to add or subtract from the normalized depth
  33133. * when deciding whether a surface is in shadow.
  33134. *
  33135. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33136. * may help reduce artifacts in shadows.
  33137. *
  33138. * @type {number}
  33139. * @default 0
  33140. */
  33141. this.bias = 0;
  33142. /**
  33143. * A node version of `bias`. Only supported with `WebGPURenderer`.
  33144. *
  33145. * If a bias node is defined, `bias` has no effect.
  33146. *
  33147. * @type {?Node<float>}
  33148. * @default null
  33149. */
  33150. this.biasNode = null;
  33151. /**
  33152. * Defines how much the position used to query the shadow map is offset along
  33153. * the object normal. The default is `0`. Increasing this value can be used to
  33154. * reduce shadow acne especially in large scenes where light shines onto
  33155. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33156. *
  33157. * @type {number}
  33158. * @default 0
  33159. */
  33160. this.normalBias = 0;
  33161. /**
  33162. * Setting this to values greater than 1 will blur the edges of the shadow.
  33163. * High values will cause unwanted banding effects in the shadows - a greater
  33164. * map size will allow for a higher value to be used here before these effects
  33165. * become visible.
  33166. *
  33167. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33168. *
  33169. * @type {number}
  33170. * @default 1
  33171. */
  33172. this.radius = 1;
  33173. /**
  33174. * The amount of samples to use when blurring a VSM shadow map.
  33175. *
  33176. * @type {number}
  33177. * @default 8
  33178. */
  33179. this.blurSamples = 8;
  33180. /**
  33181. * Defines the width and height of the shadow map. Higher values give better quality
  33182. * shadows at the cost of computation time. Values must be powers of two.
  33183. *
  33184. * @type {Vector2}
  33185. * @default (512,512)
  33186. */
  33187. this.mapSize = new Vector2( 512, 512 );
  33188. /**
  33189. * The type of shadow texture. The default is `UnsignedByteType`.
  33190. *
  33191. * @type {number}
  33192. * @default UnsignedByteType
  33193. */
  33194. this.mapType = UnsignedByteType;
  33195. /**
  33196. * The depth map generated using the internal camera; a location beyond a
  33197. * pixel's depth is in shadow. Computed internally during rendering.
  33198. *
  33199. * @type {?RenderTarget}
  33200. * @default null
  33201. */
  33202. this.map = null;
  33203. /**
  33204. * The distribution map generated using the internal camera; an occlusion is
  33205. * calculated based on the distribution of depths. Computed internally during
  33206. * rendering.
  33207. *
  33208. * @type {?RenderTarget}
  33209. * @default null
  33210. */
  33211. this.mapPass = null;
  33212. /**
  33213. * Model to shadow camera space, to compute location and depth in shadow map.
  33214. * This is computed internally during rendering.
  33215. *
  33216. * @type {Matrix4}
  33217. */
  33218. this.matrix = new Matrix4();
  33219. /**
  33220. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33221. * lighting / shadows, you may set this to `false`.
  33222. *
  33223. * @type {boolean}
  33224. * @default true
  33225. */
  33226. this.autoUpdate = true;
  33227. /**
  33228. * When set to `true`, shadow maps will be updated in the next `render` call.
  33229. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33230. * set this property to `true` and then make a render call to update the light's shadow.
  33231. *
  33232. * @type {boolean}
  33233. * @default false
  33234. */
  33235. this.needsUpdate = false;
  33236. this._frustum = new Frustum();
  33237. this._frameExtents = new Vector2( 1, 1 );
  33238. this._viewportCount = 1;
  33239. this._viewports = [
  33240. new Vector4( 0, 0, 1, 1 )
  33241. ];
  33242. }
  33243. /**
  33244. * Used internally by the renderer to get the number of viewports that need
  33245. * to be rendered for this shadow.
  33246. *
  33247. * @return {number} The viewport count.
  33248. */
  33249. getViewportCount() {
  33250. return this._viewportCount;
  33251. }
  33252. /**
  33253. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33254. *
  33255. * @return {Frustum} The shadow camera frustum.
  33256. */
  33257. getFrustum() {
  33258. return this._frustum;
  33259. }
  33260. /**
  33261. * Update the matrices for the camera and shadow, used internally by the renderer.
  33262. *
  33263. * @param {Light} light - The light for which the shadow is being rendered.
  33264. */
  33265. updateMatrices( light ) {
  33266. const shadowCamera = this.camera;
  33267. const shadowMatrix = this.matrix;
  33268. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33269. shadowCamera.position.copy( _lightPositionWorld );
  33270. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  33271. shadowCamera.lookAt( _lookTarget );
  33272. shadowCamera.updateMatrixWorld();
  33273. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33274. this._frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33275. if ( shadowCamera.coordinateSystem === WebGPUCoordinateSystem || shadowCamera.reversedDepth ) {
  33276. shadowMatrix.set(
  33277. 0.5, 0.0, 0.0, 0.5,
  33278. 0.0, 0.5, 0.0, 0.5,
  33279. 0.0, 0.0, 1.0, 0.0, // Identity Z (preserving the correct [0, 1] range from the projection matrix)
  33280. 0.0, 0.0, 0.0, 1.0
  33281. );
  33282. } else {
  33283. shadowMatrix.set(
  33284. 0.5, 0.0, 0.0, 0.5,
  33285. 0.0, 0.5, 0.0, 0.5,
  33286. 0.0, 0.0, 0.5, 0.5,
  33287. 0.0, 0.0, 0.0, 1.0
  33288. );
  33289. }
  33290. shadowMatrix.multiply( _projScreenMatrix );
  33291. }
  33292. /**
  33293. * Returns a viewport definition for the given viewport index.
  33294. *
  33295. * @param {number} viewportIndex - The viewport index.
  33296. * @return {Vector4} The viewport.
  33297. */
  33298. getViewport( viewportIndex ) {
  33299. return this._viewports[ viewportIndex ];
  33300. }
  33301. /**
  33302. * Returns the frame extends.
  33303. *
  33304. * @return {Vector2} The frame extends.
  33305. */
  33306. getFrameExtents() {
  33307. return this._frameExtents;
  33308. }
  33309. /**
  33310. * Frees the GPU-related resources allocated by this instance. Call this
  33311. * method whenever this instance is no longer used in your app.
  33312. */
  33313. dispose() {
  33314. if ( this.map ) {
  33315. this.map.dispose();
  33316. }
  33317. if ( this.mapPass ) {
  33318. this.mapPass.dispose();
  33319. }
  33320. }
  33321. /**
  33322. * Copies the values of the given light shadow instance to this instance.
  33323. *
  33324. * @param {LightShadow} source - The light shadow to copy.
  33325. * @return {LightShadow} A reference to this light shadow instance.
  33326. */
  33327. copy( source ) {
  33328. this.camera = source.camera.clone();
  33329. this.intensity = source.intensity;
  33330. this.bias = source.bias;
  33331. this.radius = source.radius;
  33332. this.autoUpdate = source.autoUpdate;
  33333. this.needsUpdate = source.needsUpdate;
  33334. this.normalBias = source.normalBias;
  33335. this.blurSamples = source.blurSamples;
  33336. this.mapSize.copy( source.mapSize );
  33337. this.biasNode = source.biasNode;
  33338. return this;
  33339. }
  33340. /**
  33341. * Returns a new light shadow instance with copied values from this instance.
  33342. *
  33343. * @return {LightShadow} A clone of this instance.
  33344. */
  33345. clone() {
  33346. return new this.constructor().copy( this );
  33347. }
  33348. /**
  33349. * Serializes the light shadow into JSON.
  33350. *
  33351. * @return {Object} A JSON object representing the serialized light shadow.
  33352. * @see {@link ObjectLoader#parse}
  33353. */
  33354. toJSON() {
  33355. const object = {};
  33356. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33357. if ( this.bias !== 0 ) object.bias = this.bias;
  33358. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33359. if ( this.radius !== 1 ) object.radius = this.radius;
  33360. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33361. object.camera = this.camera.toJSON( false ).object;
  33362. delete object.camera.matrix;
  33363. return object;
  33364. }
  33365. }
  33366. const _position$2 = /*@__PURE__*/ new Vector3();
  33367. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  33368. const _scale$2 = /*@__PURE__*/ new Vector3();
  33369. /**
  33370. * Abstract base class for cameras. This class should always be inherited
  33371. * when you build a new camera.
  33372. *
  33373. * @abstract
  33374. * @augments Object3D
  33375. */
  33376. class Camera extends Object3D {
  33377. /**
  33378. * Constructs a new camera.
  33379. */
  33380. constructor() {
  33381. super();
  33382. /**
  33383. * This flag can be used for type testing.
  33384. *
  33385. * @type {boolean}
  33386. * @readonly
  33387. * @default true
  33388. */
  33389. this.isCamera = true;
  33390. this.type = 'Camera';
  33391. /**
  33392. * The inverse of the camera's world matrix.
  33393. *
  33394. * @type {Matrix4}
  33395. */
  33396. this.matrixWorldInverse = new Matrix4();
  33397. /**
  33398. * The camera's projection matrix.
  33399. *
  33400. * @type {Matrix4}
  33401. */
  33402. this.projectionMatrix = new Matrix4();
  33403. /**
  33404. * The inverse of the camera's projection matrix.
  33405. *
  33406. * @type {Matrix4}
  33407. */
  33408. this.projectionMatrixInverse = new Matrix4();
  33409. /**
  33410. * The coordinate system in which the camera is used.
  33411. *
  33412. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  33413. */
  33414. this.coordinateSystem = WebGLCoordinateSystem;
  33415. this._reversedDepth = false;
  33416. }
  33417. /**
  33418. * The flag that indicates whether the camera uses a reversed depth buffer.
  33419. *
  33420. * @type {boolean}
  33421. * @default false
  33422. */
  33423. get reversedDepth() {
  33424. return this._reversedDepth;
  33425. }
  33426. copy( source, recursive ) {
  33427. super.copy( source, recursive );
  33428. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  33429. this.projectionMatrix.copy( source.projectionMatrix );
  33430. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  33431. this.coordinateSystem = source.coordinateSystem;
  33432. return this;
  33433. }
  33434. /**
  33435. * Returns a vector representing the ("look") direction of the 3D object in world space.
  33436. *
  33437. * This method is overwritten since cameras have a different forward vector compared to other
  33438. * 3D objects. A camera looks down its local, negative z-axis by default.
  33439. *
  33440. * @param {Vector3} target - The target vector the result is stored to.
  33441. * @return {Vector3} The 3D object's direction in world space.
  33442. */
  33443. getWorldDirection( target ) {
  33444. return super.getWorldDirection( target ).negate();
  33445. }
  33446. updateMatrixWorld( force ) {
  33447. super.updateMatrixWorld( force );
  33448. // exclude scale from view matrix to be glTF conform
  33449. this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
  33450. if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
  33451. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  33452. } else {
  33453. this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
  33454. }
  33455. }
  33456. updateWorldMatrix( updateParents, updateChildren ) {
  33457. super.updateWorldMatrix( updateParents, updateChildren );
  33458. // exclude scale from view matrix to be glTF conform
  33459. this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
  33460. if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
  33461. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  33462. } else {
  33463. this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
  33464. }
  33465. }
  33466. clone() {
  33467. return new this.constructor().copy( this );
  33468. }
  33469. }
  33470. const _v3$1 = /*@__PURE__*/ new Vector3();
  33471. const _minTarget = /*@__PURE__*/ new Vector2();
  33472. const _maxTarget = /*@__PURE__*/ new Vector2();
  33473. /**
  33474. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  33475. *
  33476. * This projection mode is designed to mimic the way the human eye sees. It
  33477. * is the most common projection mode used for rendering a 3D scene.
  33478. *
  33479. * ```js
  33480. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  33481. * scene.add( camera );
  33482. * ```
  33483. *
  33484. * @augments Camera
  33485. */
  33486. class PerspectiveCamera extends Camera {
  33487. /**
  33488. * Constructs a new perspective camera.
  33489. *
  33490. * @param {number} [fov=50] - The vertical field of view.
  33491. * @param {number} [aspect=1] - The aspect ratio.
  33492. * @param {number} [near=0.1] - The camera's near plane.
  33493. * @param {number} [far=2000] - The camera's far plane.
  33494. */
  33495. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  33496. super();
  33497. /**
  33498. * This flag can be used for type testing.
  33499. *
  33500. * @type {boolean}
  33501. * @readonly
  33502. * @default true
  33503. */
  33504. this.isPerspectiveCamera = true;
  33505. this.type = 'PerspectiveCamera';
  33506. /**
  33507. * The vertical field of view, from bottom to top of view,
  33508. * in degrees.
  33509. *
  33510. * @type {number}
  33511. * @default 50
  33512. */
  33513. this.fov = fov;
  33514. /**
  33515. * The zoom factor of the camera.
  33516. *
  33517. * @type {number}
  33518. * @default 1
  33519. */
  33520. this.zoom = 1;
  33521. /**
  33522. * The camera's near plane. The valid range is greater than `0`
  33523. * and less than the current value of {@link PerspectiveCamera#far}.
  33524. *
  33525. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  33526. * valid value for a perspective camera's near plane.
  33527. *
  33528. * @type {number}
  33529. * @default 0.1
  33530. */
  33531. this.near = near;
  33532. /**
  33533. * The camera's far plane. Must be greater than the
  33534. * current value of {@link PerspectiveCamera#near}.
  33535. *
  33536. * @type {number}
  33537. * @default 2000
  33538. */
  33539. this.far = far;
  33540. /**
  33541. * Object distance used for stereoscopy and depth-of-field effects. This
  33542. * parameter does not influence the projection matrix unless a
  33543. * {@link StereoCamera} is being used.
  33544. *
  33545. * @type {number}
  33546. * @default 10
  33547. */
  33548. this.focus = 10;
  33549. /**
  33550. * The aspect ratio, usually the canvas width / canvas height.
  33551. *
  33552. * @type {number}
  33553. * @default 1
  33554. */
  33555. this.aspect = aspect;
  33556. /**
  33557. * Represents the frustum window specification. This property should not be edited
  33558. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33559. *
  33560. * @type {?Object}
  33561. * @default null
  33562. */
  33563. this.view = null;
  33564. /**
  33565. * Film size used for the larger axis. Default is `35` (millimeters). This
  33566. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  33567. * is set to a nonzero value.
  33568. *
  33569. * @type {number}
  33570. * @default 35
  33571. */
  33572. this.filmGauge = 35;
  33573. /**
  33574. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  33575. *
  33576. * @type {number}
  33577. * @default 0
  33578. */
  33579. this.filmOffset = 0;
  33580. this.updateProjectionMatrix();
  33581. }
  33582. copy( source, recursive ) {
  33583. super.copy( source, recursive );
  33584. this.fov = source.fov;
  33585. this.zoom = source.zoom;
  33586. this.near = source.near;
  33587. this.far = source.far;
  33588. this.focus = source.focus;
  33589. this.aspect = source.aspect;
  33590. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33591. this.filmGauge = source.filmGauge;
  33592. this.filmOffset = source.filmOffset;
  33593. return this;
  33594. }
  33595. /**
  33596. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  33597. *
  33598. * The default film gauge is 35, so that the focal length can be specified for
  33599. * a 35mm (full frame) camera.
  33600. *
  33601. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  33602. */
  33603. setFocalLength( focalLength ) {
  33604. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  33605. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  33606. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  33607. this.updateProjectionMatrix();
  33608. }
  33609. /**
  33610. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  33611. * {@link PerspectiveCamera#filmGauge}.
  33612. *
  33613. * @return {number} The computed focal length.
  33614. */
  33615. getFocalLength() {
  33616. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  33617. return 0.5 * this.getFilmHeight() / vExtentSlope;
  33618. }
  33619. /**
  33620. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  33621. *
  33622. * @return {number} The effective FOV.
  33623. */
  33624. getEffectiveFOV() {
  33625. return RAD2DEG * 2 * Math.atan(
  33626. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  33627. }
  33628. /**
  33629. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  33630. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  33631. *
  33632. * @return {number} The film width.
  33633. */
  33634. getFilmWidth() {
  33635. // film not completely covered in portrait format (aspect < 1)
  33636. return this.filmGauge * Math.min( this.aspect, 1 );
  33637. }
  33638. /**
  33639. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  33640. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  33641. *
  33642. * @return {number} The film width.
  33643. */
  33644. getFilmHeight() {
  33645. // film not completely covered in landscape format (aspect > 1)
  33646. return this.filmGauge / Math.max( this.aspect, 1 );
  33647. }
  33648. /**
  33649. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  33650. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  33651. *
  33652. * @param {number} distance - The viewing distance.
  33653. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  33654. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  33655. */
  33656. getViewBounds( distance, minTarget, maxTarget ) {
  33657. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  33658. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  33659. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  33660. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  33661. }
  33662. /**
  33663. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  33664. *
  33665. * @param {number} distance - The viewing distance.
  33666. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  33667. * @returns {Vector2} The view size.
  33668. */
  33669. getViewSize( distance, target ) {
  33670. this.getViewBounds( distance, _minTarget, _maxTarget );
  33671. return target.subVectors( _maxTarget, _minTarget );
  33672. }
  33673. /**
  33674. * Sets an offset in a larger frustum. This is useful for multi-window or
  33675. * multi-monitor/multi-machine setups.
  33676. *
  33677. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  33678. * the monitors are in grid like this
  33679. *```
  33680. * +---+---+---+
  33681. * | A | B | C |
  33682. * +---+---+---+
  33683. * | D | E | F |
  33684. * +---+---+---+
  33685. *```
  33686. * then for each monitor you would call it like this:
  33687. *```js
  33688. * const w = 1920;
  33689. * const h = 1080;
  33690. * const fullWidth = w * 3;
  33691. * const fullHeight = h * 2;
  33692. *
  33693. * // --A--
  33694. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  33695. * // --B--
  33696. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  33697. * // --C--
  33698. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  33699. * // --D--
  33700. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  33701. * // --E--
  33702. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  33703. * // --F--
  33704. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  33705. * ```
  33706. *
  33707. * Note there is no reason monitors have to be the same size or in a grid.
  33708. *
  33709. * @param {number} fullWidth - The full width of multiview setup.
  33710. * @param {number} fullHeight - The full height of multiview setup.
  33711. * @param {number} x - The horizontal offset of the subcamera.
  33712. * @param {number} y - The vertical offset of the subcamera.
  33713. * @param {number} width - The width of subcamera.
  33714. * @param {number} height - The height of subcamera.
  33715. */
  33716. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33717. this.aspect = fullWidth / fullHeight;
  33718. if ( this.view === null ) {
  33719. this.view = {
  33720. enabled: true,
  33721. fullWidth: 1,
  33722. fullHeight: 1,
  33723. offsetX: 0,
  33724. offsetY: 0,
  33725. width: 1,
  33726. height: 1
  33727. };
  33728. }
  33729. this.view.enabled = true;
  33730. this.view.fullWidth = fullWidth;
  33731. this.view.fullHeight = fullHeight;
  33732. this.view.offsetX = x;
  33733. this.view.offsetY = y;
  33734. this.view.width = width;
  33735. this.view.height = height;
  33736. this.updateProjectionMatrix();
  33737. }
  33738. /**
  33739. * Removes the view offset from the projection matrix.
  33740. */
  33741. clearViewOffset() {
  33742. if ( this.view !== null ) {
  33743. this.view.enabled = false;
  33744. }
  33745. this.updateProjectionMatrix();
  33746. }
  33747. /**
  33748. * Updates the camera's projection matrix. Must be called after any change of
  33749. * camera properties.
  33750. */
  33751. updateProjectionMatrix() {
  33752. const near = this.near;
  33753. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  33754. let height = 2 * top;
  33755. let width = this.aspect * height;
  33756. let left = -0.5 * width;
  33757. const view = this.view;
  33758. if ( this.view !== null && this.view.enabled ) {
  33759. const fullWidth = view.fullWidth,
  33760. fullHeight = view.fullHeight;
  33761. left += view.offsetX * width / fullWidth;
  33762. top -= view.offsetY * height / fullHeight;
  33763. width *= view.width / fullWidth;
  33764. height *= view.height / fullHeight;
  33765. }
  33766. const skew = this.filmOffset;
  33767. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  33768. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  33769. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33770. }
  33771. toJSON( meta ) {
  33772. const data = super.toJSON( meta );
  33773. data.object.fov = this.fov;
  33774. data.object.zoom = this.zoom;
  33775. data.object.near = this.near;
  33776. data.object.far = this.far;
  33777. data.object.focus = this.focus;
  33778. data.object.aspect = this.aspect;
  33779. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33780. data.object.filmGauge = this.filmGauge;
  33781. data.object.filmOffset = this.filmOffset;
  33782. return data;
  33783. }
  33784. }
  33785. /**
  33786. * Represents the shadow configuration of directional lights.
  33787. *
  33788. * @augments LightShadow
  33789. */
  33790. class SpotLightShadow extends LightShadow {
  33791. /**
  33792. * Constructs a new spot light shadow.
  33793. */
  33794. constructor() {
  33795. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33796. /**
  33797. * This flag can be used for type testing.
  33798. *
  33799. * @type {boolean}
  33800. * @readonly
  33801. * @default true
  33802. */
  33803. this.isSpotLightShadow = true;
  33804. /**
  33805. * Used to focus the shadow camera. The camera's field of view is set as a
  33806. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33807. *
  33808. * @type {number}
  33809. * @default 1
  33810. */
  33811. this.focus = 1;
  33812. /**
  33813. * Texture aspect ratio.
  33814. *
  33815. * @type {number}
  33816. * @default 1
  33817. */
  33818. this.aspect = 1;
  33819. }
  33820. updateMatrices( light ) {
  33821. const camera = this.camera;
  33822. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33823. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33824. const far = light.distance || camera.far;
  33825. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33826. camera.fov = fov;
  33827. camera.aspect = aspect;
  33828. camera.far = far;
  33829. camera.updateProjectionMatrix();
  33830. }
  33831. super.updateMatrices( light );
  33832. }
  33833. copy( source ) {
  33834. super.copy( source );
  33835. this.focus = source.focus;
  33836. return this;
  33837. }
  33838. }
  33839. /**
  33840. * This light gets emitted from a single point in one direction, along a cone
  33841. * that increases in size the further from the light it gets.
  33842. *
  33843. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33844. *
  33845. * ```js
  33846. * // white spotlight shining from the side, modulated by a texture
  33847. * const spotLight = new THREE.SpotLight( 0xffffff );
  33848. * spotLight.position.set( 100, 1000, 100 );
  33849. * spotLight.map = new THREE.TextureLoader().load( url );
  33850. *
  33851. * spotLight.castShadow = true;
  33852. * spotLight.shadow.mapSize.width = 1024;
  33853. * spotLight.shadow.mapSize.height = 1024;
  33854. * spotLight.shadow.camera.near = 500;
  33855. * spotLight.shadow.camera.far = 4000;
  33856. * spotLight.shadow.camera.fov = 30;s
  33857. * ```
  33858. *
  33859. * @augments Light
  33860. */
  33861. class SpotLight extends Light {
  33862. /**
  33863. * Constructs a new spot light.
  33864. *
  33865. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33866. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33867. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33868. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33869. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33870. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33871. */
  33872. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33873. super( color, intensity );
  33874. /**
  33875. * This flag can be used for type testing.
  33876. *
  33877. * @type {boolean}
  33878. * @readonly
  33879. * @default true
  33880. */
  33881. this.isSpotLight = true;
  33882. this.type = 'SpotLight';
  33883. this.position.copy( Object3D.DEFAULT_UP );
  33884. this.updateMatrix();
  33885. /**
  33886. * The spot light points from its position to the
  33887. * target's position.
  33888. *
  33889. * For the target's position to be changed to anything other
  33890. * than the default, it must be added to the scene.
  33891. *
  33892. * It is also possible to set the target to be another 3D object
  33893. * in the scene. The light will now track the target object.
  33894. *
  33895. * @type {Object3D}
  33896. */
  33897. this.target = new Object3D();
  33898. /**
  33899. * Maximum range of the light. `0` means no limit.
  33900. *
  33901. * @type {number}
  33902. * @default 0
  33903. */
  33904. this.distance = distance;
  33905. /**
  33906. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33907. *
  33908. * @type {number}
  33909. * @default Math.PI/3
  33910. */
  33911. this.angle = angle;
  33912. /**
  33913. * Percent of the spotlight cone that is attenuated due to penumbra.
  33914. * Value range is `[0,1]`.
  33915. *
  33916. * @type {number}
  33917. * @default 0
  33918. */
  33919. this.penumbra = penumbra;
  33920. /**
  33921. * The amount the light dims along the distance of the light. In context of
  33922. * physically-correct rendering the default value should not be changed.
  33923. *
  33924. * @type {number}
  33925. * @default 2
  33926. */
  33927. this.decay = decay;
  33928. /**
  33929. * A texture used to modulate the color of the light. The spot light
  33930. * color is mixed with the RGB value of this texture, with a ratio
  33931. * corresponding to its alpha value. The cookie-like masking effect is
  33932. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33933. *
  33934. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33935. *
  33936. * @type {?Texture}
  33937. * @default null
  33938. */
  33939. this.map = null;
  33940. /**
  33941. * This property holds the light's shadow configuration.
  33942. *
  33943. * @type {SpotLightShadow}
  33944. */
  33945. this.shadow = new SpotLightShadow();
  33946. }
  33947. /**
  33948. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33949. * Changing the power will also change the light's intensity.
  33950. *
  33951. * @type {number}
  33952. */
  33953. get power() {
  33954. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33955. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33956. return this.intensity * Math.PI;
  33957. }
  33958. set power( power ) {
  33959. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33960. this.intensity = power / Math.PI;
  33961. }
  33962. dispose() {
  33963. super.dispose();
  33964. this.shadow.dispose();
  33965. }
  33966. copy( source, recursive ) {
  33967. super.copy( source, recursive );
  33968. this.distance = source.distance;
  33969. this.angle = source.angle;
  33970. this.penumbra = source.penumbra;
  33971. this.decay = source.decay;
  33972. this.target = source.target.clone();
  33973. this.map = source.map;
  33974. this.shadow = source.shadow.clone();
  33975. return this;
  33976. }
  33977. toJSON( meta ) {
  33978. const data = super.toJSON( meta );
  33979. data.object.distance = this.distance;
  33980. data.object.angle = this.angle;
  33981. data.object.decay = this.decay;
  33982. data.object.penumbra = this.penumbra;
  33983. data.object.target = this.target.uuid;
  33984. if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid;
  33985. data.object.shadow = this.shadow.toJSON();
  33986. return data;
  33987. }
  33988. }
  33989. /**
  33990. * Represents the shadow configuration of point lights.
  33991. *
  33992. * @augments LightShadow
  33993. */
  33994. class PointLightShadow extends LightShadow {
  33995. /**
  33996. * Constructs a new point light shadow.
  33997. */
  33998. constructor() {
  33999. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  34000. /**
  34001. * This flag can be used for type testing.
  34002. *
  34003. * @type {boolean}
  34004. * @readonly
  34005. * @default true
  34006. */
  34007. this.isPointLightShadow = true;
  34008. }
  34009. }
  34010. /**
  34011. * A light that gets emitted from a single point in all directions. A common
  34012. * use case for this is to replicate the light emitted from a bare
  34013. * lightbulb.
  34014. *
  34015. * This light can cast shadows - see the {@link PointLightShadow} for details.
  34016. *
  34017. * ```js
  34018. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  34019. * light.position.set( 50, 50, 50 );
  34020. * scene.add( light );
  34021. * ```
  34022. *
  34023. * @augments Light
  34024. */
  34025. class PointLight extends Light {
  34026. /**
  34027. * Constructs a new point light.
  34028. *
  34029. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34030. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  34031. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  34032. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  34033. */
  34034. constructor( color, intensity, distance = 0, decay = 2 ) {
  34035. super( color, intensity );
  34036. /**
  34037. * This flag can be used for type testing.
  34038. *
  34039. * @type {boolean}
  34040. * @readonly
  34041. * @default true
  34042. */
  34043. this.isPointLight = true;
  34044. this.type = 'PointLight';
  34045. /**
  34046. * When distance is zero, light will attenuate according to inverse-square
  34047. * law to infinite distance. When distance is non-zero, light will attenuate
  34048. * according to inverse-square law until near the distance cutoff, where it
  34049. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  34050. * physically correct.
  34051. *
  34052. * @type {number}
  34053. * @default 0
  34054. */
  34055. this.distance = distance;
  34056. /**
  34057. * The amount the light dims along the distance of the light. In context of
  34058. * physically-correct rendering the default value should not be changed.
  34059. *
  34060. * @type {number}
  34061. * @default 2
  34062. */
  34063. this.decay = decay;
  34064. /**
  34065. * This property holds the light's shadow configuration.
  34066. *
  34067. * @type {PointLightShadow}
  34068. */
  34069. this.shadow = new PointLightShadow();
  34070. }
  34071. /**
  34072. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34073. * Changing the power will also change the light's intensity.
  34074. *
  34075. * @type {number}
  34076. */
  34077. get power() {
  34078. // compute the light's luminous power (in lumens) from its intensity (in candela)
  34079. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  34080. return this.intensity * 4 * Math.PI;
  34081. }
  34082. set power( power ) {
  34083. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  34084. this.intensity = power / ( 4 * Math.PI );
  34085. }
  34086. dispose() {
  34087. super.dispose();
  34088. this.shadow.dispose();
  34089. }
  34090. copy( source, recursive ) {
  34091. super.copy( source, recursive );
  34092. this.distance = source.distance;
  34093. this.decay = source.decay;
  34094. this.shadow = source.shadow.clone();
  34095. return this;
  34096. }
  34097. toJSON( meta ) {
  34098. const data = super.toJSON( meta );
  34099. data.object.distance = this.distance;
  34100. data.object.decay = this.decay;
  34101. data.object.shadow = this.shadow.toJSON();
  34102. return data;
  34103. }
  34104. }
  34105. /**
  34106. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  34107. *
  34108. * In this projection mode, an object's size in the rendered image stays
  34109. * constant regardless of its distance from the camera. This can be useful
  34110. * for rendering 2D scenes and UI elements, amongst other things.
  34111. *
  34112. * ```js
  34113. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  34114. * scene.add( camera );
  34115. * ```
  34116. *
  34117. * @augments Camera
  34118. */
  34119. class OrthographicCamera extends Camera {
  34120. /**
  34121. * Constructs a new orthographic camera.
  34122. *
  34123. * @param {number} [left=-1] - The left plane of the camera's frustum.
  34124. * @param {number} [right=1] - The right plane of the camera's frustum.
  34125. * @param {number} [top=1] - The top plane of the camera's frustum.
  34126. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  34127. * @param {number} [near=0.1] - The camera's near plane.
  34128. * @param {number} [far=2000] - The camera's far plane.
  34129. */
  34130. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  34131. super();
  34132. /**
  34133. * This flag can be used for type testing.
  34134. *
  34135. * @type {boolean}
  34136. * @readonly
  34137. * @default true
  34138. */
  34139. this.isOrthographicCamera = true;
  34140. this.type = 'OrthographicCamera';
  34141. /**
  34142. * The zoom factor of the camera.
  34143. *
  34144. * @type {number}
  34145. * @default 1
  34146. */
  34147. this.zoom = 1;
  34148. /**
  34149. * Represents the frustum window specification. This property should not be edited
  34150. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  34151. *
  34152. * @type {?Object}
  34153. * @default null
  34154. */
  34155. this.view = null;
  34156. /**
  34157. * The left plane of the camera's frustum.
  34158. *
  34159. * @type {number}
  34160. * @default -1
  34161. */
  34162. this.left = left;
  34163. /**
  34164. * The right plane of the camera's frustum.
  34165. *
  34166. * @type {number}
  34167. * @default 1
  34168. */
  34169. this.right = right;
  34170. /**
  34171. * The top plane of the camera's frustum.
  34172. *
  34173. * @type {number}
  34174. * @default 1
  34175. */
  34176. this.top = top;
  34177. /**
  34178. * The bottom plane of the camera's frustum.
  34179. *
  34180. * @type {number}
  34181. * @default -1
  34182. */
  34183. this.bottom = bottom;
  34184. /**
  34185. * The camera's near plane. The valid range is greater than `0`
  34186. * and less than the current value of {@link OrthographicCamera#far}.
  34187. *
  34188. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  34189. * valid value for an orthographic camera's near plane.
  34190. *
  34191. * @type {number}
  34192. * @default 0.1
  34193. */
  34194. this.near = near;
  34195. /**
  34196. * The camera's far plane. Must be greater than the
  34197. * current value of {@link OrthographicCamera#near}.
  34198. *
  34199. * @type {number}
  34200. * @default 2000
  34201. */
  34202. this.far = far;
  34203. this.updateProjectionMatrix();
  34204. }
  34205. copy( source, recursive ) {
  34206. super.copy( source, recursive );
  34207. this.left = source.left;
  34208. this.right = source.right;
  34209. this.top = source.top;
  34210. this.bottom = source.bottom;
  34211. this.near = source.near;
  34212. this.far = source.far;
  34213. this.zoom = source.zoom;
  34214. this.view = source.view === null ? null : Object.assign( {}, source.view );
  34215. return this;
  34216. }
  34217. /**
  34218. * Sets an offset in a larger frustum. This is useful for multi-window or
  34219. * multi-monitor/multi-machine setups.
  34220. *
  34221. * @param {number} fullWidth - The full width of multiview setup.
  34222. * @param {number} fullHeight - The full height of multiview setup.
  34223. * @param {number} x - The horizontal offset of the subcamera.
  34224. * @param {number} y - The vertical offset of the subcamera.
  34225. * @param {number} width - The width of subcamera.
  34226. * @param {number} height - The height of subcamera.
  34227. * @see {@link PerspectiveCamera#setViewOffset}
  34228. */
  34229. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  34230. if ( this.view === null ) {
  34231. this.view = {
  34232. enabled: true,
  34233. fullWidth: 1,
  34234. fullHeight: 1,
  34235. offsetX: 0,
  34236. offsetY: 0,
  34237. width: 1,
  34238. height: 1
  34239. };
  34240. }
  34241. this.view.enabled = true;
  34242. this.view.fullWidth = fullWidth;
  34243. this.view.fullHeight = fullHeight;
  34244. this.view.offsetX = x;
  34245. this.view.offsetY = y;
  34246. this.view.width = width;
  34247. this.view.height = height;
  34248. this.updateProjectionMatrix();
  34249. }
  34250. /**
  34251. * Removes the view offset from the projection matrix.
  34252. */
  34253. clearViewOffset() {
  34254. if ( this.view !== null ) {
  34255. this.view.enabled = false;
  34256. }
  34257. this.updateProjectionMatrix();
  34258. }
  34259. /**
  34260. * Updates the camera's projection matrix. Must be called after any change of
  34261. * camera properties.
  34262. */
  34263. updateProjectionMatrix() {
  34264. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  34265. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  34266. const cx = ( this.right + this.left ) / 2;
  34267. const cy = ( this.top + this.bottom ) / 2;
  34268. let left = cx - dx;
  34269. let right = cx + dx;
  34270. let top = cy + dy;
  34271. let bottom = cy - dy;
  34272. if ( this.view !== null && this.view.enabled ) {
  34273. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  34274. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  34275. left += scaleW * this.view.offsetX;
  34276. right = left + scaleW * this.view.width;
  34277. top -= scaleH * this.view.offsetY;
  34278. bottom = top - scaleH * this.view.height;
  34279. }
  34280. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  34281. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  34282. }
  34283. toJSON( meta ) {
  34284. const data = super.toJSON( meta );
  34285. data.object.zoom = this.zoom;
  34286. data.object.left = this.left;
  34287. data.object.right = this.right;
  34288. data.object.top = this.top;
  34289. data.object.bottom = this.bottom;
  34290. data.object.near = this.near;
  34291. data.object.far = this.far;
  34292. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  34293. return data;
  34294. }
  34295. }
  34296. /**
  34297. * Represents the shadow configuration of directional lights.
  34298. *
  34299. * @augments LightShadow
  34300. */
  34301. class DirectionalLightShadow extends LightShadow {
  34302. /**
  34303. * Constructs a new directional light shadow.
  34304. */
  34305. constructor() {
  34306. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  34307. /**
  34308. * This flag can be used for type testing.
  34309. *
  34310. * @type {boolean}
  34311. * @readonly
  34312. * @default true
  34313. */
  34314. this.isDirectionalLightShadow = true;
  34315. }
  34316. }
  34317. /**
  34318. * A light that gets emitted in a specific direction. This light will behave
  34319. * as though it is infinitely far away and the rays produced from it are all
  34320. * parallel. The common use case for this is to simulate daylight; the sun is
  34321. * far enough away that its position can be considered to be infinite, and
  34322. * all light rays coming from it are parallel.
  34323. *
  34324. * A common point of confusion for directional lights is that setting the
  34325. * rotation has no effect. This is because three.js's DirectionalLight is the
  34326. * equivalent to what is often called a 'Target Direct Light' in other
  34327. * applications.
  34328. *
  34329. * This means that its direction is calculated as pointing from the light's
  34330. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  34331. * (as opposed to a 'Free Direct Light' that just has a rotation
  34332. * component).
  34333. *
  34334. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  34335. *
  34336. * ```js
  34337. * // White directional light at half intensity shining from the top.
  34338. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  34339. * scene.add( directionalLight );
  34340. * ```
  34341. *
  34342. * @augments Light
  34343. */
  34344. class DirectionalLight extends Light {
  34345. /**
  34346. * Constructs a new directional light.
  34347. *
  34348. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34349. * @param {number} [intensity=1] - The light's strength/intensity.
  34350. */
  34351. constructor( color, intensity ) {
  34352. super( color, intensity );
  34353. /**
  34354. * This flag can be used for type testing.
  34355. *
  34356. * @type {boolean}
  34357. * @readonly
  34358. * @default true
  34359. */
  34360. this.isDirectionalLight = true;
  34361. this.type = 'DirectionalLight';
  34362. this.position.copy( Object3D.DEFAULT_UP );
  34363. this.updateMatrix();
  34364. /**
  34365. * The directional light points from its position to the
  34366. * target's position.
  34367. *
  34368. * For the target's position to be changed to anything other
  34369. * than the default, it must be added to the scene.
  34370. *
  34371. * It is also possible to set the target to be another 3D object
  34372. * in the scene. The light will now track the target object.
  34373. *
  34374. * @type {Object3D}
  34375. */
  34376. this.target = new Object3D();
  34377. /**
  34378. * This property holds the light's shadow configuration.
  34379. *
  34380. * @type {DirectionalLightShadow}
  34381. */
  34382. this.shadow = new DirectionalLightShadow();
  34383. }
  34384. dispose() {
  34385. super.dispose();
  34386. this.shadow.dispose();
  34387. }
  34388. copy( source ) {
  34389. super.copy( source );
  34390. this.target = source.target.clone();
  34391. this.shadow = source.shadow.clone();
  34392. return this;
  34393. }
  34394. toJSON( meta ) {
  34395. const data = super.toJSON( meta );
  34396. data.object.shadow = this.shadow.toJSON();
  34397. data.object.target = this.target.uuid;
  34398. return data;
  34399. }
  34400. }
  34401. /**
  34402. * This light globally illuminates all objects in the scene equally.
  34403. *
  34404. * It cannot be used to cast shadows as it does not have a direction.
  34405. *
  34406. * ```js
  34407. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34408. * scene.add( light );
  34409. * ```
  34410. *
  34411. * @augments Light
  34412. */
  34413. class AmbientLight extends Light {
  34414. /**
  34415. * Constructs a new ambient light.
  34416. *
  34417. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34418. * @param {number} [intensity=1] - The light's strength/intensity.
  34419. */
  34420. constructor( color, intensity ) {
  34421. super( color, intensity );
  34422. /**
  34423. * This flag can be used for type testing.
  34424. *
  34425. * @type {boolean}
  34426. * @readonly
  34427. * @default true
  34428. */
  34429. this.isAmbientLight = true;
  34430. this.type = 'AmbientLight';
  34431. }
  34432. }
  34433. /**
  34434. * This class emits light uniformly across the face a rectangular plane.
  34435. * This light type can be used to simulate light sources such as bright
  34436. * windows or strip lighting.
  34437. *
  34438. * Important Notes:
  34439. *
  34440. * - There is no shadow support.
  34441. * - Only PBR materials are supported.
  34442. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34443. * into your app and init the uniforms/textures.
  34444. *
  34445. * ```js
  34446. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34447. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34448. *
  34449. * const intensity = 1; const width = 10; const height = 10;
  34450. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34451. * rectLight.position.set( 5, 5, 0 );
  34452. * rectLight.lookAt( 0, 0, 0 );
  34453. * scene.add( rectLight )
  34454. * ```
  34455. *
  34456. * @augments Light
  34457. */
  34458. class RectAreaLight extends Light {
  34459. /**
  34460. * Constructs a new area light.
  34461. *
  34462. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34463. * @param {number} [intensity=1] - The light's strength/intensity.
  34464. * @param {number} [width=10] - The width of the light.
  34465. * @param {number} [height=10] - The height of the light.
  34466. */
  34467. constructor( color, intensity, width = 10, height = 10 ) {
  34468. super( color, intensity );
  34469. /**
  34470. * This flag can be used for type testing.
  34471. *
  34472. * @type {boolean}
  34473. * @readonly
  34474. * @default true
  34475. */
  34476. this.isRectAreaLight = true;
  34477. this.type = 'RectAreaLight';
  34478. /**
  34479. * The width of the light.
  34480. *
  34481. * @type {number}
  34482. * @default 10
  34483. */
  34484. this.width = width;
  34485. /**
  34486. * The height of the light.
  34487. *
  34488. * @type {number}
  34489. * @default 10
  34490. */
  34491. this.height = height;
  34492. }
  34493. /**
  34494. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34495. * Changing the power will also change the light's intensity.
  34496. *
  34497. * @type {number}
  34498. */
  34499. get power() {
  34500. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34501. return this.intensity * this.width * this.height * Math.PI;
  34502. }
  34503. set power( power ) {
  34504. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34505. this.intensity = power / ( this.width * this.height * Math.PI );
  34506. }
  34507. copy( source ) {
  34508. super.copy( source );
  34509. this.width = source.width;
  34510. this.height = source.height;
  34511. return this;
  34512. }
  34513. toJSON( meta ) {
  34514. const data = super.toJSON( meta );
  34515. data.object.width = this.width;
  34516. data.object.height = this.height;
  34517. return data;
  34518. }
  34519. }
  34520. /**
  34521. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34522. * to encode lighting information.
  34523. *
  34524. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34525. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34526. */
  34527. class SphericalHarmonics3 {
  34528. /**
  34529. * Constructs a new spherical harmonics.
  34530. */
  34531. constructor() {
  34532. /**
  34533. * This flag can be used for type testing.
  34534. *
  34535. * @type {boolean}
  34536. * @readonly
  34537. * @default true
  34538. */
  34539. this.isSphericalHarmonics3 = true;
  34540. /**
  34541. * An array holding the (9) SH coefficients.
  34542. *
  34543. * @type {Array<Vector3>}
  34544. */
  34545. this.coefficients = [];
  34546. for ( let i = 0; i < 9; i ++ ) {
  34547. this.coefficients.push( new Vector3() );
  34548. }
  34549. }
  34550. /**
  34551. * Sets the given SH coefficients to this instance by copying
  34552. * the values.
  34553. *
  34554. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34555. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34556. */
  34557. set( coefficients ) {
  34558. for ( let i = 0; i < 9; i ++ ) {
  34559. this.coefficients[ i ].copy( coefficients[ i ] );
  34560. }
  34561. return this;
  34562. }
  34563. /**
  34564. * Sets all SH coefficients to `0`.
  34565. *
  34566. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34567. */
  34568. zero() {
  34569. for ( let i = 0; i < 9; i ++ ) {
  34570. this.coefficients[ i ].set( 0, 0, 0 );
  34571. }
  34572. return this;
  34573. }
  34574. /**
  34575. * Returns the radiance in the direction of the given normal.
  34576. *
  34577. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34578. * @param {Vector3} target - The target vector that is used to store the method's result.
  34579. * @return {Vector3} The radiance.
  34580. */
  34581. getAt( normal, target ) {
  34582. // normal is assumed to be unit length
  34583. const x = normal.x, y = normal.y, z = normal.z;
  34584. const coeff = this.coefficients;
  34585. // band 0
  34586. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34587. // band 1
  34588. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34589. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34590. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34591. // band 2
  34592. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34593. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34594. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34595. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34596. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34597. return target;
  34598. }
  34599. /**
  34600. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34601. * direction of the given normal.
  34602. *
  34603. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34604. * @param {Vector3} target - The target vector that is used to store the method's result.
  34605. * @return {Vector3} The irradiance.
  34606. */
  34607. getIrradianceAt( normal, target ) {
  34608. // normal is assumed to be unit length
  34609. const x = normal.x, y = normal.y, z = normal.z;
  34610. const coeff = this.coefficients;
  34611. // band 0
  34612. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34613. // band 1
  34614. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34615. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34616. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34617. // band 2
  34618. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34619. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34620. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34621. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34622. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34623. return target;
  34624. }
  34625. /**
  34626. * Adds the given SH to this instance.
  34627. *
  34628. * @param {SphericalHarmonics3} sh - The SH to add.
  34629. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34630. */
  34631. add( sh ) {
  34632. for ( let i = 0; i < 9; i ++ ) {
  34633. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34634. }
  34635. return this;
  34636. }
  34637. /**
  34638. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34639. * {@link SphericalHarmonics3#scale} at once.
  34640. *
  34641. * @param {SphericalHarmonics3} sh - The SH to add.
  34642. * @param {number} s - The scale factor.
  34643. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34644. */
  34645. addScaledSH( sh, s ) {
  34646. for ( let i = 0; i < 9; i ++ ) {
  34647. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34648. }
  34649. return this;
  34650. }
  34651. /**
  34652. * Scales this SH by the given scale factor.
  34653. *
  34654. * @param {number} s - The scale factor.
  34655. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34656. */
  34657. scale( s ) {
  34658. for ( let i = 0; i < 9; i ++ ) {
  34659. this.coefficients[ i ].multiplyScalar( s );
  34660. }
  34661. return this;
  34662. }
  34663. /**
  34664. * Linear interpolates between the given SH and this instance by the given
  34665. * alpha factor.
  34666. *
  34667. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34668. * @param {number} alpha - The alpha factor.
  34669. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34670. */
  34671. lerp( sh, alpha ) {
  34672. for ( let i = 0; i < 9; i ++ ) {
  34673. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34674. }
  34675. return this;
  34676. }
  34677. /**
  34678. * Returns `true` if this spherical harmonics is equal with the given one.
  34679. *
  34680. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34681. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34682. */
  34683. equals( sh ) {
  34684. for ( let i = 0; i < 9; i ++ ) {
  34685. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34686. return false;
  34687. }
  34688. }
  34689. return true;
  34690. }
  34691. /**
  34692. * Copies the values of the given spherical harmonics to this instance.
  34693. *
  34694. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34695. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34696. */
  34697. copy( sh ) {
  34698. return this.set( sh.coefficients );
  34699. }
  34700. /**
  34701. * Returns a new spherical harmonics with copied values from this instance.
  34702. *
  34703. * @return {SphericalHarmonics3} A clone of this instance.
  34704. */
  34705. clone() {
  34706. return new this.constructor().copy( this );
  34707. }
  34708. /**
  34709. * Sets the SH coefficients of this instance from the given array.
  34710. *
  34711. * @param {Array<number>} array - An array holding the SH coefficients.
  34712. * @param {number} [offset=0] - The array offset where to start copying.
  34713. * @return {SphericalHarmonics3} A clone of this instance.
  34714. */
  34715. fromArray( array, offset = 0 ) {
  34716. const coefficients = this.coefficients;
  34717. for ( let i = 0; i < 9; i ++ ) {
  34718. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34719. }
  34720. return this;
  34721. }
  34722. /**
  34723. * Returns an array with the SH coefficients, or copies them into the provided
  34724. * array. The coefficients are represented as numbers.
  34725. *
  34726. * @param {Array<number>} [array=[]] - The target array.
  34727. * @param {number} [offset=0] - The array offset where to start copying.
  34728. * @return {Array<number>} An array with flat SH coefficients.
  34729. */
  34730. toArray( array = [], offset = 0 ) {
  34731. const coefficients = this.coefficients;
  34732. for ( let i = 0; i < 9; i ++ ) {
  34733. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34734. }
  34735. return array;
  34736. }
  34737. /**
  34738. * Computes the SH basis for the given normal vector.
  34739. *
  34740. * @param {Vector3} normal - The normal.
  34741. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34742. */
  34743. static getBasisAt( normal, shBasis ) {
  34744. // normal is assumed to be unit length
  34745. const x = normal.x, y = normal.y, z = normal.z;
  34746. // band 0
  34747. shBasis[ 0 ] = 0.282095;
  34748. // band 1
  34749. shBasis[ 1 ] = 0.488603 * y;
  34750. shBasis[ 2 ] = 0.488603 * z;
  34751. shBasis[ 3 ] = 0.488603 * x;
  34752. // band 2
  34753. shBasis[ 4 ] = 1.092548 * x * y;
  34754. shBasis[ 5 ] = 1.092548 * y * z;
  34755. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34756. shBasis[ 7 ] = 1.092548 * x * z;
  34757. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34758. }
  34759. }
  34760. /**
  34761. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34762. * classical light sources (e.g. directional, point or spot lights), light
  34763. * probes do not emit light. Instead they store information about light
  34764. * passing through 3D space. During rendering, the light that hits a 3D
  34765. * object is approximated by using the data from the light probe.
  34766. *
  34767. * Light probes are usually created from (radiance) environment maps. The
  34768. * class {@link LightProbeGenerator} can be used to create light probes from
  34769. * cube textures or render targets. However, light estimation data could also
  34770. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34771. * augmented reality content that reacts to real world lighting.
  34772. *
  34773. * The current probe implementation in three.js supports so-called diffuse
  34774. * light probes. This type of light probe is functionally equivalent to an
  34775. * irradiance environment map.
  34776. *
  34777. * @augments Light
  34778. */
  34779. class LightProbe extends Light {
  34780. /**
  34781. * Constructs a new light probe.
  34782. *
  34783. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34784. * @param {number} [intensity=1] - The light's strength/intensity.
  34785. */
  34786. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34787. super( undefined, intensity );
  34788. /**
  34789. * This flag can be used for type testing.
  34790. *
  34791. * @type {boolean}
  34792. * @readonly
  34793. * @default true
  34794. */
  34795. this.isLightProbe = true;
  34796. /**
  34797. * A light probe uses spherical harmonics to encode lighting information.
  34798. *
  34799. * @type {SphericalHarmonics3}
  34800. */
  34801. this.sh = sh;
  34802. }
  34803. copy( source ) {
  34804. super.copy( source );
  34805. this.sh.copy( source.sh );
  34806. return this;
  34807. }
  34808. toJSON( meta ) {
  34809. const data = super.toJSON( meta );
  34810. data.object.sh = this.sh.toArray();
  34811. return data;
  34812. }
  34813. }
  34814. /**
  34815. * Class for loading materials. The files are internally
  34816. * loaded via {@link FileLoader}.
  34817. *
  34818. * ```js
  34819. * const loader = new THREE.MaterialLoader();
  34820. * const material = await loader.loadAsync( 'material.json' );
  34821. * ```
  34822. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34823. *
  34824. * @augments Loader
  34825. */
  34826. class MaterialLoader extends Loader {
  34827. /**
  34828. * Constructs a new material loader.
  34829. *
  34830. * @param {LoadingManager} [manager] - The loading manager.
  34831. */
  34832. constructor( manager ) {
  34833. super( manager );
  34834. /**
  34835. * A dictionary holding textures used by the material.
  34836. *
  34837. * @type {Object<string,Texture>}
  34838. */
  34839. this.textures = {};
  34840. }
  34841. /**
  34842. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34843. *
  34844. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34845. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34846. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34847. * @param {onErrorCallback} onError - Executed when errors occur.
  34848. */
  34849. load( url, onLoad, onProgress, onError ) {
  34850. const scope = this;
  34851. const loader = new FileLoader( scope.manager );
  34852. loader.setPath( scope.path );
  34853. loader.setRequestHeader( scope.requestHeader );
  34854. loader.setWithCredentials( scope.withCredentials );
  34855. loader.load( url, function ( text ) {
  34856. try {
  34857. onLoad( scope.parse( JSON.parse( text ) ) );
  34858. } catch ( e ) {
  34859. if ( onError ) {
  34860. onError( e );
  34861. } else {
  34862. error( e );
  34863. }
  34864. scope.manager.itemError( url );
  34865. }
  34866. }, onProgress, onError );
  34867. }
  34868. /**
  34869. * Parses the given JSON object and returns a material.
  34870. *
  34871. * @param {Object} json - The serialized material.
  34872. * @return {Material} The parsed material.
  34873. */
  34874. parse( json ) {
  34875. const textures = this.textures;
  34876. function getTexture( name ) {
  34877. if ( textures[ name ] === undefined ) {
  34878. warn( 'MaterialLoader: Undefined texture', name );
  34879. }
  34880. return textures[ name ];
  34881. }
  34882. const material = this.createMaterialFromType( json.type );
  34883. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34884. if ( json.name !== undefined ) material.name = json.name;
  34885. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34886. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34887. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34888. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34889. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34890. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34891. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34892. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34893. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34894. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34895. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34896. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34897. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34898. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34899. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34900. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34901. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34902. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34903. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34904. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34905. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34906. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34907. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34908. if ( json.fog !== undefined ) material.fog = json.fog;
  34909. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34910. if ( json.blending !== undefined ) material.blending = json.blending;
  34911. if ( json.combine !== undefined ) material.combine = json.combine;
  34912. if ( json.side !== undefined ) material.side = json.side;
  34913. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34914. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34915. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34916. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34917. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34918. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34919. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34920. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34921. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34922. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34923. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34924. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34925. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34926. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34927. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34928. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34929. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34930. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34931. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34932. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34933. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34934. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34935. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34936. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34937. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34938. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34939. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34940. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34941. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34942. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34943. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34944. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34945. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34946. if ( json.scale !== undefined ) material.scale = json.scale;
  34947. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34948. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34949. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34950. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34951. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34952. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34953. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34954. if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride;
  34955. if ( json.visible !== undefined ) material.visible = json.visible;
  34956. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34957. if ( json.userData !== undefined ) material.userData = json.userData;
  34958. if ( json.vertexColors !== undefined ) {
  34959. if ( typeof json.vertexColors === 'number' ) {
  34960. material.vertexColors = json.vertexColors > 0;
  34961. } else {
  34962. material.vertexColors = json.vertexColors;
  34963. }
  34964. }
  34965. // Shader Material
  34966. if ( json.uniforms !== undefined ) {
  34967. for ( const name in json.uniforms ) {
  34968. const uniform = json.uniforms[ name ];
  34969. material.uniforms[ name ] = {};
  34970. switch ( uniform.type ) {
  34971. case 't':
  34972. material.uniforms[ name ].value = getTexture( uniform.value );
  34973. break;
  34974. case 'c':
  34975. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34976. break;
  34977. case 'v2':
  34978. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34979. break;
  34980. case 'v3':
  34981. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34982. break;
  34983. case 'v4':
  34984. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34985. break;
  34986. case 'm3':
  34987. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34988. break;
  34989. case 'm4':
  34990. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34991. break;
  34992. default:
  34993. material.uniforms[ name ].value = uniform.value;
  34994. }
  34995. }
  34996. }
  34997. if ( json.defines !== undefined ) material.defines = json.defines;
  34998. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34999. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  35000. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  35001. if ( json.extensions !== undefined ) {
  35002. for ( const key in json.extensions ) {
  35003. material.extensions[ key ] = json.extensions[ key ];
  35004. }
  35005. }
  35006. if ( json.lights !== undefined ) material.lights = json.lights;
  35007. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  35008. // for PointsMaterial
  35009. if ( json.size !== undefined ) material.size = json.size;
  35010. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  35011. // maps
  35012. if ( json.map !== undefined ) material.map = getTexture( json.map );
  35013. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  35014. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  35015. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  35016. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  35017. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  35018. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  35019. if ( json.normalScale !== undefined ) {
  35020. let normalScale = json.normalScale;
  35021. if ( Array.isArray( normalScale ) === false ) {
  35022. // Blender exporter used to export a scalar. See #7459
  35023. normalScale = [ normalScale, normalScale ];
  35024. }
  35025. material.normalScale = new Vector2().fromArray( normalScale );
  35026. }
  35027. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  35028. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  35029. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  35030. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  35031. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  35032. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  35033. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  35034. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  35035. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  35036. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  35037. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  35038. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  35039. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  35040. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  35041. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  35042. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  35043. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  35044. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  35045. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  35046. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  35047. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  35048. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  35049. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  35050. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  35051. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  35052. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  35053. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  35054. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  35055. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  35056. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  35057. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  35058. return material;
  35059. }
  35060. /**
  35061. * Textures are not embedded in the material JSON so they have
  35062. * to be injected before the loading process starts.
  35063. *
  35064. * @param {Object} value - A dictionary holding textures for material properties.
  35065. * @return {MaterialLoader} A reference to this material loader.
  35066. */
  35067. setTextures( value ) {
  35068. this.textures = value;
  35069. return this;
  35070. }
  35071. /**
  35072. * Creates a material for the given type.
  35073. *
  35074. * @param {string} type - The material type.
  35075. * @return {Material} The new material.
  35076. */
  35077. createMaterialFromType( type ) {
  35078. return MaterialLoader.createMaterialFromType( type );
  35079. }
  35080. /**
  35081. * Creates a material for the given type.
  35082. *
  35083. * @static
  35084. * @param {string} type - The material type.
  35085. * @return {Material} The new material.
  35086. */
  35087. static createMaterialFromType( type ) {
  35088. const materialLib = {
  35089. ShadowMaterial,
  35090. SpriteMaterial,
  35091. RawShaderMaterial,
  35092. ShaderMaterial,
  35093. PointsMaterial,
  35094. MeshPhysicalMaterial,
  35095. MeshStandardMaterial,
  35096. MeshPhongMaterial,
  35097. MeshToonMaterial,
  35098. MeshNormalMaterial,
  35099. MeshLambertMaterial,
  35100. MeshDepthMaterial,
  35101. MeshDistanceMaterial,
  35102. MeshBasicMaterial,
  35103. MeshMatcapMaterial,
  35104. LineDashedMaterial,
  35105. LineBasicMaterial,
  35106. Material
  35107. };
  35108. return new materialLib[ type ]();
  35109. }
  35110. }
  35111. /**
  35112. * A class with loader utility functions.
  35113. */
  35114. class LoaderUtils {
  35115. /**
  35116. * Extracts the base URL from the given URL.
  35117. *
  35118. * @param {string} url -The URL to extract the base URL from.
  35119. * @return {string} The extracted base URL.
  35120. */
  35121. static extractUrlBase( url ) {
  35122. const index = url.lastIndexOf( '/' );
  35123. if ( index === -1 ) return './';
  35124. return url.slice( 0, index + 1 );
  35125. }
  35126. /**
  35127. * Resolves relative URLs against the given path. Absolute paths, data urls,
  35128. * and blob URLs will be returned as is. Invalid URLs will return an empty
  35129. * string.
  35130. *
  35131. * @param {string} url -The URL to resolve.
  35132. * @param {string} path - The base path for relative URLs to be resolved against.
  35133. * @return {string} The resolved URL.
  35134. */
  35135. static resolveURL( url, path ) {
  35136. // Invalid URL
  35137. if ( typeof url !== 'string' || url === '' ) return '';
  35138. // Host Relative URL
  35139. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  35140. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  35141. }
  35142. // Absolute URL http://,https://,//
  35143. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  35144. // Data URI
  35145. if ( /^data:.*,.*$/i.test( url ) ) return url;
  35146. // Blob URL
  35147. if ( /^blob:.*$/i.test( url ) ) return url;
  35148. // Relative URL
  35149. return path + url;
  35150. }
  35151. }
  35152. /**
  35153. * An instanced version of a geometry.
  35154. */
  35155. class InstancedBufferGeometry extends BufferGeometry {
  35156. /**
  35157. * Constructs a new instanced buffer geometry.
  35158. */
  35159. constructor() {
  35160. super();
  35161. /**
  35162. * This flag can be used for type testing.
  35163. *
  35164. * @type {boolean}
  35165. * @readonly
  35166. * @default true
  35167. */
  35168. this.isInstancedBufferGeometry = true;
  35169. this.type = 'InstancedBufferGeometry';
  35170. /**
  35171. * The instance count.
  35172. *
  35173. * @type {number}
  35174. * @default Infinity
  35175. */
  35176. this.instanceCount = Infinity;
  35177. }
  35178. copy( source ) {
  35179. super.copy( source );
  35180. this.instanceCount = source.instanceCount;
  35181. return this;
  35182. }
  35183. toJSON() {
  35184. const data = super.toJSON();
  35185. data.instanceCount = this.instanceCount;
  35186. data.isInstancedBufferGeometry = true;
  35187. return data;
  35188. }
  35189. }
  35190. /**
  35191. * Class for loading geometries. The files are internally
  35192. * loaded via {@link FileLoader}.
  35193. *
  35194. * ```js
  35195. * const loader = new THREE.BufferGeometryLoader();
  35196. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  35197. *
  35198. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  35199. * const object = new THREE.Mesh( geometry, material );
  35200. * scene.add( object );
  35201. * ```
  35202. *
  35203. * @augments Loader
  35204. */
  35205. class BufferGeometryLoader extends Loader {
  35206. /**
  35207. * Constructs a new geometry loader.
  35208. *
  35209. * @param {LoadingManager} [manager] - The loading manager.
  35210. */
  35211. constructor( manager ) {
  35212. super( manager );
  35213. }
  35214. /**
  35215. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  35216. *
  35217. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35218. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  35219. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35220. * @param {onErrorCallback} onError - Executed when errors occur.
  35221. */
  35222. load( url, onLoad, onProgress, onError ) {
  35223. const scope = this;
  35224. const loader = new FileLoader( scope.manager );
  35225. loader.setPath( scope.path );
  35226. loader.setRequestHeader( scope.requestHeader );
  35227. loader.setWithCredentials( scope.withCredentials );
  35228. loader.load( url, function ( text ) {
  35229. try {
  35230. onLoad( scope.parse( JSON.parse( text ) ) );
  35231. } catch ( e ) {
  35232. if ( onError ) {
  35233. onError( e );
  35234. } else {
  35235. error( e );
  35236. }
  35237. scope.manager.itemError( url );
  35238. }
  35239. }, onProgress, onError );
  35240. }
  35241. /**
  35242. * Parses the given JSON object and returns a geometry.
  35243. *
  35244. * @param {Object} json - The serialized geometry.
  35245. * @return {BufferGeometry} The parsed geometry.
  35246. */
  35247. parse( json ) {
  35248. const interleavedBufferMap = {};
  35249. const arrayBufferMap = {};
  35250. function getInterleavedBuffer( json, uuid ) {
  35251. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  35252. const interleavedBuffers = json.interleavedBuffers;
  35253. const interleavedBuffer = interleavedBuffers[ uuid ];
  35254. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  35255. const array = getTypedArray( interleavedBuffer.type, buffer );
  35256. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  35257. ib.uuid = interleavedBuffer.uuid;
  35258. interleavedBufferMap[ uuid ] = ib;
  35259. return ib;
  35260. }
  35261. function getArrayBuffer( json, uuid ) {
  35262. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  35263. const arrayBuffers = json.arrayBuffers;
  35264. const arrayBuffer = arrayBuffers[ uuid ];
  35265. const ab = new Uint32Array( arrayBuffer ).buffer;
  35266. arrayBufferMap[ uuid ] = ab;
  35267. return ab;
  35268. }
  35269. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  35270. const index = json.data.index;
  35271. if ( index !== undefined ) {
  35272. const typedArray = getTypedArray( index.type, index.array );
  35273. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  35274. }
  35275. const attributes = json.data.attributes;
  35276. for ( const key in attributes ) {
  35277. const attribute = attributes[ key ];
  35278. let bufferAttribute;
  35279. if ( attribute.isInterleavedBufferAttribute ) {
  35280. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35281. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35282. } else {
  35283. const typedArray = getTypedArray( attribute.type, attribute.array );
  35284. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  35285. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  35286. }
  35287. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35288. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  35289. geometry.setAttribute( key, bufferAttribute );
  35290. }
  35291. const morphAttributes = json.data.morphAttributes;
  35292. if ( morphAttributes ) {
  35293. for ( const key in morphAttributes ) {
  35294. const attributeArray = morphAttributes[ key ];
  35295. const array = [];
  35296. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  35297. const attribute = attributeArray[ i ];
  35298. let bufferAttribute;
  35299. if ( attribute.isInterleavedBufferAttribute ) {
  35300. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35301. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35302. } else {
  35303. const typedArray = getTypedArray( attribute.type, attribute.array );
  35304. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  35305. }
  35306. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35307. array.push( bufferAttribute );
  35308. }
  35309. geometry.morphAttributes[ key ] = array;
  35310. }
  35311. }
  35312. const morphTargetsRelative = json.data.morphTargetsRelative;
  35313. if ( morphTargetsRelative ) {
  35314. geometry.morphTargetsRelative = true;
  35315. }
  35316. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  35317. if ( groups !== undefined ) {
  35318. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  35319. const group = groups[ i ];
  35320. geometry.addGroup( group.start, group.count, group.materialIndex );
  35321. }
  35322. }
  35323. const boundingSphere = json.data.boundingSphere;
  35324. if ( boundingSphere !== undefined ) {
  35325. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  35326. }
  35327. if ( json.name ) geometry.name = json.name;
  35328. if ( json.userData ) geometry.userData = json.userData;
  35329. return geometry;
  35330. }
  35331. }
  35332. const _customGeometries = {};
  35333. /**
  35334. * A loader for loading a JSON resource in the [JSON Object/Scene format](https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4).
  35335. * The files are internally loaded via {@link FileLoader}.
  35336. *
  35337. * ```js
  35338. * const loader = new THREE.ObjectLoader();
  35339. * const obj = await loader.loadAsync( 'models/json/example.json' );
  35340. * scene.add( obj );
  35341. *
  35342. * // Alternatively, to parse a previously loaded JSON structure
  35343. * const object = await loader.parseAsync( a_json_object );
  35344. * scene.add( object );
  35345. * ```
  35346. *
  35347. * @augments Loader
  35348. */
  35349. class ObjectLoader extends Loader {
  35350. /**
  35351. * Constructs a new object loader.
  35352. *
  35353. * @param {LoadingManager} [manager] - The loading manager.
  35354. */
  35355. constructor( manager ) {
  35356. super( manager );
  35357. }
  35358. /**
  35359. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  35360. *
  35361. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35362. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35363. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35364. * @param {onErrorCallback} onError - Executed when errors occur.
  35365. */
  35366. load( url, onLoad, onProgress, onError ) {
  35367. const scope = this;
  35368. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35369. this.resourcePath = this.resourcePath || path;
  35370. const loader = new FileLoader( this.manager );
  35371. loader.setPath( this.path );
  35372. loader.setRequestHeader( this.requestHeader );
  35373. loader.setWithCredentials( this.withCredentials );
  35374. loader.load( url, function ( text ) {
  35375. let json = null;
  35376. try {
  35377. json = JSON.parse( text );
  35378. } catch ( e ) {
  35379. if ( onError !== undefined ) onError( e );
  35380. error( 'ObjectLoader: Can\'t parse ' + url + '.', e.message );
  35381. return;
  35382. }
  35383. const metadata = json.metadata;
  35384. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35385. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35386. error( 'ObjectLoader: Can\'t load ' + url );
  35387. return;
  35388. }
  35389. scope.parse( json, onLoad );
  35390. }, onProgress, onError );
  35391. }
  35392. /**
  35393. * Async version of {@link ObjectLoader#load}.
  35394. *
  35395. * @async
  35396. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35397. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35398. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35399. */
  35400. async loadAsync( url, onProgress ) {
  35401. const scope = this;
  35402. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35403. this.resourcePath = this.resourcePath || path;
  35404. const loader = new FileLoader( this.manager );
  35405. loader.setPath( this.path );
  35406. loader.setRequestHeader( this.requestHeader );
  35407. loader.setWithCredentials( this.withCredentials );
  35408. const text = await loader.loadAsync( url, onProgress );
  35409. let json;
  35410. try {
  35411. json = JSON.parse( text );
  35412. } catch ( e ) {
  35413. throw new Error( 'ObjectLoader: Can\'t parse ' + url + '. ' + e.message );
  35414. }
  35415. const metadata = json.metadata;
  35416. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35417. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35418. }
  35419. return await scope.parseAsync( json );
  35420. }
  35421. /**
  35422. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35423. * but can also be used directly to parse a previously loaded JSON structure.
  35424. *
  35425. * @param {Object} json - The serialized 3D object.
  35426. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35427. * @return {Object3D} The parsed 3D object.
  35428. */
  35429. parse( json, onLoad ) {
  35430. const animations = this.parseAnimations( json.animations );
  35431. const shapes = this.parseShapes( json.shapes );
  35432. const geometries = this.parseGeometries( json.geometries, shapes );
  35433. const images = this.parseImages( json.images, function () {
  35434. if ( onLoad !== undefined ) onLoad( object );
  35435. } );
  35436. const textures = this.parseTextures( json.textures, images );
  35437. const materials = this.parseMaterials( json.materials, textures );
  35438. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35439. const skeletons = this.parseSkeletons( json.skeletons, object );
  35440. this.bindSkeletons( object, skeletons );
  35441. this.bindLightTargets( object );
  35442. //
  35443. if ( onLoad !== undefined ) {
  35444. let hasImages = false;
  35445. for ( const uuid in images ) {
  35446. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35447. hasImages = true;
  35448. break;
  35449. }
  35450. }
  35451. if ( hasImages === false ) onLoad( object );
  35452. }
  35453. return object;
  35454. }
  35455. /**
  35456. * Async version of {@link ObjectLoader#parse}.
  35457. *
  35458. * @param {Object} json - The serialized 3D object.
  35459. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35460. */
  35461. async parseAsync( json ) {
  35462. const animations = this.parseAnimations( json.animations );
  35463. const shapes = this.parseShapes( json.shapes );
  35464. const geometries = this.parseGeometries( json.geometries, shapes );
  35465. const images = await this.parseImagesAsync( json.images );
  35466. const textures = this.parseTextures( json.textures, images );
  35467. const materials = this.parseMaterials( json.materials, textures );
  35468. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35469. const skeletons = this.parseSkeletons( json.skeletons, object );
  35470. this.bindSkeletons( object, skeletons );
  35471. this.bindLightTargets( object );
  35472. return object;
  35473. }
  35474. /**
  35475. * Registers the given geometry at the internal
  35476. * geometry library.
  35477. *
  35478. * @static
  35479. * @param {string} type - The geometry type.
  35480. * @param {BufferGeometry.constructor} geometryClass - The geometry class.
  35481. */
  35482. static registerGeometry( type, geometryClass ) {
  35483. _customGeometries[ type ] = geometryClass;
  35484. }
  35485. // internals
  35486. parseShapes( json ) {
  35487. const shapes = {};
  35488. if ( json !== undefined ) {
  35489. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35490. const shape = new Shape().fromJSON( json[ i ] );
  35491. shapes[ shape.uuid ] = shape;
  35492. }
  35493. }
  35494. return shapes;
  35495. }
  35496. parseSkeletons( json, object ) {
  35497. const skeletons = {};
  35498. const bones = {};
  35499. // generate bone lookup table
  35500. object.traverse( function ( child ) {
  35501. if ( child.isBone ) bones[ child.uuid ] = child;
  35502. } );
  35503. // create skeletons
  35504. if ( json !== undefined ) {
  35505. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35506. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35507. skeletons[ skeleton.uuid ] = skeleton;
  35508. }
  35509. }
  35510. return skeletons;
  35511. }
  35512. parseGeometries( json, shapes ) {
  35513. const geometries = {};
  35514. if ( json !== undefined ) {
  35515. const bufferGeometryLoader = new BufferGeometryLoader();
  35516. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35517. let geometry;
  35518. const data = json[ i ];
  35519. switch ( data.type ) {
  35520. case 'BufferGeometry':
  35521. case 'InstancedBufferGeometry':
  35522. geometry = bufferGeometryLoader.parse( data );
  35523. break;
  35524. default:
  35525. if ( data.type in Geometries ) {
  35526. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35527. } else if ( data.type in _customGeometries ) {
  35528. geometry = _customGeometries[ data.type ].fromJSON( data, shapes );
  35529. } else {
  35530. warn( `ObjectLoader: Unknown geometry type "${ data.type }". Use .registerGeometry() before starting the deserialization process.` );
  35531. }
  35532. }
  35533. geometry.uuid = data.uuid;
  35534. if ( data.name !== undefined ) geometry.name = data.name;
  35535. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35536. geometries[ data.uuid ] = geometry;
  35537. }
  35538. }
  35539. return geometries;
  35540. }
  35541. parseMaterials( json, textures ) {
  35542. const cache = {}; // MultiMaterial
  35543. const materials = {};
  35544. if ( json !== undefined ) {
  35545. const loader = new MaterialLoader();
  35546. loader.setTextures( textures );
  35547. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35548. const data = json[ i ];
  35549. if ( cache[ data.uuid ] === undefined ) {
  35550. cache[ data.uuid ] = loader.parse( data );
  35551. }
  35552. materials[ data.uuid ] = cache[ data.uuid ];
  35553. }
  35554. }
  35555. return materials;
  35556. }
  35557. parseAnimations( json ) {
  35558. const animations = {};
  35559. if ( json !== undefined ) {
  35560. for ( let i = 0; i < json.length; i ++ ) {
  35561. const data = json[ i ];
  35562. const clip = AnimationClip.parse( data );
  35563. animations[ clip.uuid ] = clip;
  35564. }
  35565. }
  35566. return animations;
  35567. }
  35568. parseImages( json, onLoad ) {
  35569. const scope = this;
  35570. const images = {};
  35571. let loader;
  35572. function loadImage( url ) {
  35573. scope.manager.itemStart( url );
  35574. return loader.load( url, function () {
  35575. scope.manager.itemEnd( url );
  35576. }, undefined, function () {
  35577. scope.manager.itemError( url );
  35578. scope.manager.itemEnd( url );
  35579. } );
  35580. }
  35581. function deserializeImage( image ) {
  35582. if ( typeof image === 'string' ) {
  35583. const url = image;
  35584. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35585. return loadImage( path );
  35586. } else {
  35587. if ( image.data ) {
  35588. return {
  35589. data: getTypedArray( image.type, image.data ),
  35590. width: image.width,
  35591. height: image.height
  35592. };
  35593. } else {
  35594. return null;
  35595. }
  35596. }
  35597. }
  35598. if ( json !== undefined && json.length > 0 ) {
  35599. const manager = new LoadingManager( onLoad );
  35600. loader = new ImageLoader( manager );
  35601. loader.setCrossOrigin( this.crossOrigin );
  35602. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35603. const image = json[ i ];
  35604. const url = image.url;
  35605. if ( Array.isArray( url ) ) {
  35606. // load array of images e.g CubeTexture
  35607. const imageArray = [];
  35608. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35609. const currentUrl = url[ j ];
  35610. const deserializedImage = deserializeImage( currentUrl );
  35611. if ( deserializedImage !== null ) {
  35612. if ( deserializedImage instanceof HTMLImageElement ) {
  35613. imageArray.push( deserializedImage );
  35614. } else {
  35615. // special case: handle array of data textures for cube textures
  35616. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35617. }
  35618. }
  35619. }
  35620. images[ image.uuid ] = new Source( imageArray );
  35621. } else {
  35622. // load single image
  35623. const deserializedImage = deserializeImage( image.url );
  35624. images[ image.uuid ] = new Source( deserializedImage );
  35625. }
  35626. }
  35627. }
  35628. return images;
  35629. }
  35630. async parseImagesAsync( json ) {
  35631. const scope = this;
  35632. const images = {};
  35633. let loader;
  35634. async function deserializeImage( image ) {
  35635. if ( typeof image === 'string' ) {
  35636. const url = image;
  35637. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35638. return await loader.loadAsync( path );
  35639. } else {
  35640. if ( image.data ) {
  35641. return {
  35642. data: getTypedArray( image.type, image.data ),
  35643. width: image.width,
  35644. height: image.height
  35645. };
  35646. } else {
  35647. return null;
  35648. }
  35649. }
  35650. }
  35651. if ( json !== undefined && json.length > 0 ) {
  35652. loader = new ImageLoader( this.manager );
  35653. loader.setCrossOrigin( this.crossOrigin );
  35654. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35655. const image = json[ i ];
  35656. const url = image.url;
  35657. if ( Array.isArray( url ) ) {
  35658. // load array of images e.g CubeTexture
  35659. const imageArray = [];
  35660. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35661. const currentUrl = url[ j ];
  35662. const deserializedImage = await deserializeImage( currentUrl );
  35663. if ( deserializedImage !== null ) {
  35664. if ( deserializedImage instanceof HTMLImageElement ) {
  35665. imageArray.push( deserializedImage );
  35666. } else {
  35667. // special case: handle array of data textures for cube textures
  35668. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35669. }
  35670. }
  35671. }
  35672. images[ image.uuid ] = new Source( imageArray );
  35673. } else {
  35674. // load single image
  35675. const deserializedImage = await deserializeImage( image.url );
  35676. images[ image.uuid ] = new Source( deserializedImage );
  35677. }
  35678. }
  35679. }
  35680. return images;
  35681. }
  35682. parseTextures( json, images ) {
  35683. function parseConstant( value, type ) {
  35684. if ( typeof value === 'number' ) return value;
  35685. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35686. return type[ value ];
  35687. }
  35688. const textures = {};
  35689. if ( json !== undefined ) {
  35690. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35691. const data = json[ i ];
  35692. if ( data.image === undefined ) {
  35693. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35694. }
  35695. if ( images[ data.image ] === undefined ) {
  35696. warn( 'ObjectLoader: Undefined image', data.image );
  35697. }
  35698. const source = images[ data.image ];
  35699. const image = source.data;
  35700. let texture;
  35701. if ( Array.isArray( image ) ) {
  35702. texture = new CubeTexture();
  35703. if ( image.length === 6 ) texture.needsUpdate = true;
  35704. } else {
  35705. if ( image && image.data ) {
  35706. texture = new DataTexture();
  35707. } else {
  35708. texture = new Texture();
  35709. }
  35710. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35711. }
  35712. texture.source = source;
  35713. texture.uuid = data.uuid;
  35714. if ( data.name !== undefined ) texture.name = data.name;
  35715. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35716. if ( data.channel !== undefined ) texture.channel = data.channel;
  35717. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35718. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35719. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35720. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35721. if ( data.wrap !== undefined ) {
  35722. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35723. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35724. }
  35725. if ( data.format !== undefined ) texture.format = data.format;
  35726. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35727. if ( data.type !== undefined ) texture.type = data.type;
  35728. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35729. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35730. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35731. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35732. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35733. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35734. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35735. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35736. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35737. if ( data.normalized !== undefined ) texture.normalized = data.normalized;
  35738. if ( data.userData !== undefined ) texture.userData = data.userData;
  35739. textures[ data.uuid ] = texture;
  35740. }
  35741. }
  35742. return textures;
  35743. }
  35744. parseObject( data, geometries, materials, textures, animations ) {
  35745. let object;
  35746. function getGeometry( name ) {
  35747. if ( geometries[ name ] === undefined ) {
  35748. warn( 'ObjectLoader: Undefined geometry', name );
  35749. }
  35750. return geometries[ name ];
  35751. }
  35752. function getMaterial( name ) {
  35753. if ( name === undefined ) return undefined;
  35754. if ( Array.isArray( name ) ) {
  35755. const array = [];
  35756. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35757. const uuid = name[ i ];
  35758. if ( materials[ uuid ] === undefined ) {
  35759. warn( 'ObjectLoader: Undefined material', uuid );
  35760. }
  35761. array.push( materials[ uuid ] );
  35762. }
  35763. return array;
  35764. }
  35765. if ( materials[ name ] === undefined ) {
  35766. warn( 'ObjectLoader: Undefined material', name );
  35767. }
  35768. return materials[ name ];
  35769. }
  35770. function getTexture( uuid ) {
  35771. if ( textures[ uuid ] === undefined ) {
  35772. warn( 'ObjectLoader: Undefined texture', uuid );
  35773. }
  35774. return textures[ uuid ];
  35775. }
  35776. let geometry, material;
  35777. switch ( data.type ) {
  35778. case 'Scene':
  35779. object = new Scene();
  35780. if ( data.background !== undefined ) {
  35781. if ( Number.isInteger( data.background ) ) {
  35782. object.background = new Color( data.background );
  35783. } else {
  35784. object.background = getTexture( data.background );
  35785. }
  35786. }
  35787. if ( data.environment !== undefined ) {
  35788. object.environment = getTexture( data.environment );
  35789. }
  35790. if ( data.fog !== undefined ) {
  35791. if ( data.fog.type === 'Fog' ) {
  35792. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35793. } else if ( data.fog.type === 'FogExp2' ) {
  35794. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35795. }
  35796. if ( data.fog.name !== '' ) {
  35797. object.fog.name = data.fog.name;
  35798. }
  35799. }
  35800. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35801. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35802. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35803. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35804. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35805. break;
  35806. case 'PerspectiveCamera':
  35807. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35808. if ( data.focus !== undefined ) object.focus = data.focus;
  35809. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35810. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35811. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35812. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35813. break;
  35814. case 'OrthographicCamera':
  35815. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35816. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35817. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35818. break;
  35819. case 'AmbientLight':
  35820. object = new AmbientLight( data.color, data.intensity );
  35821. break;
  35822. case 'DirectionalLight':
  35823. object = new DirectionalLight( data.color, data.intensity );
  35824. object.target = data.target || '';
  35825. break;
  35826. case 'PointLight':
  35827. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35828. break;
  35829. case 'RectAreaLight':
  35830. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35831. break;
  35832. case 'SpotLight':
  35833. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35834. object.target = data.target || '';
  35835. break;
  35836. case 'HemisphereLight':
  35837. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35838. break;
  35839. case 'LightProbe':
  35840. const sh = new SphericalHarmonics3().fromArray( data.sh );
  35841. object = new LightProbe( sh, data.intensity );
  35842. break;
  35843. case 'SkinnedMesh':
  35844. geometry = getGeometry( data.geometry );
  35845. material = getMaterial( data.material );
  35846. object = new SkinnedMesh( geometry, material );
  35847. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35848. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35849. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35850. break;
  35851. case 'Mesh':
  35852. geometry = getGeometry( data.geometry );
  35853. material = getMaterial( data.material );
  35854. object = new Mesh( geometry, material );
  35855. break;
  35856. case 'InstancedMesh':
  35857. geometry = getGeometry( data.geometry );
  35858. material = getMaterial( data.material );
  35859. const count = data.count;
  35860. const instanceMatrix = data.instanceMatrix;
  35861. const instanceColor = data.instanceColor;
  35862. object = new InstancedMesh( geometry, material, count );
  35863. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35864. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35865. break;
  35866. case 'BatchedMesh':
  35867. geometry = getGeometry( data.geometry );
  35868. material = getMaterial( data.material );
  35869. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35870. object.geometry = geometry;
  35871. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35872. object.sortObjects = data.sortObjects;
  35873. object._drawRanges = data.drawRanges;
  35874. object._reservedRanges = data.reservedRanges;
  35875. object._geometryInfo = data.geometryInfo.map( info => {
  35876. let box = null;
  35877. let sphere = null;
  35878. if ( info.boundingBox !== undefined ) {
  35879. box = new Box3().fromJSON( info.boundingBox );
  35880. }
  35881. if ( info.boundingSphere !== undefined ) {
  35882. sphere = new Sphere().fromJSON( info.boundingSphere );
  35883. }
  35884. return {
  35885. ...info,
  35886. boundingBox: box,
  35887. boundingSphere: sphere
  35888. };
  35889. } );
  35890. object._instanceInfo = data.instanceInfo;
  35891. object._availableInstanceIds = data._availableInstanceIds;
  35892. object._availableGeometryIds = data._availableGeometryIds;
  35893. object._nextIndexStart = data.nextIndexStart;
  35894. object._nextVertexStart = data.nextVertexStart;
  35895. object._geometryCount = data.geometryCount;
  35896. object._maxInstanceCount = data.maxInstanceCount;
  35897. object._maxVertexCount = data.maxVertexCount;
  35898. object._maxIndexCount = data.maxIndexCount;
  35899. object._geometryInitialized = data.geometryInitialized;
  35900. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35901. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35902. if ( data.colorsTexture !== undefined ) {
  35903. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35904. }
  35905. if ( data.boundingSphere !== undefined ) {
  35906. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35907. }
  35908. if ( data.boundingBox !== undefined ) {
  35909. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35910. }
  35911. break;
  35912. case 'LOD':
  35913. object = new LOD();
  35914. break;
  35915. case 'Line':
  35916. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35917. break;
  35918. case 'LineLoop':
  35919. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35920. break;
  35921. case 'LineSegments':
  35922. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35923. break;
  35924. case 'PointCloud':
  35925. case 'Points':
  35926. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35927. break;
  35928. case 'Sprite':
  35929. object = new Sprite( getMaterial( data.material ) );
  35930. break;
  35931. case 'Group':
  35932. object = new Group();
  35933. break;
  35934. case 'Bone':
  35935. object = new Bone();
  35936. break;
  35937. default:
  35938. object = new Object3D();
  35939. }
  35940. object.uuid = data.uuid;
  35941. if ( data.name !== undefined ) object.name = data.name;
  35942. if ( data.matrix !== undefined ) {
  35943. object.matrix.fromArray( data.matrix );
  35944. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35945. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35946. } else {
  35947. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35948. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35949. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35950. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35951. }
  35952. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35953. if ( data.pivot !== undefined ) object.pivot = new Vector3().fromArray( data.pivot );
  35954. if ( data.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, data.morphTargetDictionary );
  35955. if ( data.morphTargetInfluences !== undefined ) object.morphTargetInfluences = data.morphTargetInfluences.slice();
  35956. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35957. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35958. if ( data.shadow ) {
  35959. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35960. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35961. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35962. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35963. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35964. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35965. }
  35966. if ( data.visible !== undefined ) object.visible = data.visible;
  35967. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35968. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35969. if ( data.static !== undefined ) object.static = data.static;
  35970. if ( data.userData !== undefined ) object.userData = data.userData;
  35971. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35972. if ( data.children !== undefined ) {
  35973. const children = data.children;
  35974. for ( let i = 0; i < children.length; i ++ ) {
  35975. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35976. }
  35977. }
  35978. if ( data.animations !== undefined ) {
  35979. const objectAnimations = data.animations;
  35980. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35981. const uuid = objectAnimations[ i ];
  35982. object.animations.push( animations[ uuid ] );
  35983. }
  35984. }
  35985. if ( data.type === 'LOD' ) {
  35986. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35987. const levels = data.levels;
  35988. for ( let l = 0; l < levels.length; l ++ ) {
  35989. const level = levels[ l ];
  35990. const child = object.getObjectByProperty( 'uuid', level.object );
  35991. if ( child !== undefined ) {
  35992. object.addLevel( child, level.distance, level.hysteresis );
  35993. }
  35994. }
  35995. }
  35996. return object;
  35997. }
  35998. bindSkeletons( object, skeletons ) {
  35999. if ( Object.keys( skeletons ).length === 0 ) return;
  36000. object.traverse( function ( child ) {
  36001. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  36002. const skeleton = skeletons[ child.skeleton ];
  36003. if ( skeleton === undefined ) {
  36004. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  36005. } else {
  36006. child.bind( skeleton, child.bindMatrix );
  36007. }
  36008. }
  36009. } );
  36010. }
  36011. bindLightTargets( object ) {
  36012. object.traverse( function ( child ) {
  36013. if ( child.isDirectionalLight || child.isSpotLight ) {
  36014. const uuid = child.target;
  36015. const target = object.getObjectByProperty( 'uuid', uuid );
  36016. if ( target !== undefined ) {
  36017. child.target = target;
  36018. } else {
  36019. child.target = new Object3D();
  36020. }
  36021. }
  36022. } );
  36023. }
  36024. }
  36025. const TEXTURE_MAPPING = {
  36026. UVMapping: UVMapping,
  36027. CubeReflectionMapping: CubeReflectionMapping,
  36028. CubeRefractionMapping: CubeRefractionMapping,
  36029. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  36030. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  36031. CubeUVReflectionMapping: CubeUVReflectionMapping
  36032. };
  36033. const TEXTURE_WRAPPING = {
  36034. RepeatWrapping: RepeatWrapping,
  36035. ClampToEdgeWrapping: ClampToEdgeWrapping,
  36036. MirroredRepeatWrapping: MirroredRepeatWrapping
  36037. };
  36038. const TEXTURE_FILTER = {
  36039. NearestFilter: NearestFilter,
  36040. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  36041. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  36042. LinearFilter: LinearFilter,
  36043. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  36044. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  36045. };
  36046. const _errorMap = new WeakMap();
  36047. /**
  36048. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  36049. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  36050. * textures for rendering.
  36051. *
  36052. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  36053. * These options need to be configured via {@link ImageBitmapLoader#setOptions} prior to loading,
  36054. * unlike regular images which can be configured on the Texture to set these options on GPU upload instead.
  36055. *
  36056. * To match the default behaviour of {@link Texture}, the following options are needed:
  36057. *
  36058. * ```js
  36059. * { imageOrientation: 'flipY', premultiplyAlpha: 'none' }
  36060. * ```
  36061. *
  36062. * Also note that unlike {@link FileLoader}, this loader will only avoid multiple concurrent requests to the same URL if {@link Cache} is enabled.
  36063. *
  36064. * ```js
  36065. * const loader = new THREE.ImageBitmapLoader();
  36066. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  36067. * const imageBitmap = await loader.loadAsync( 'image.png' );
  36068. *
  36069. * const texture = new THREE.Texture( imageBitmap );
  36070. * texture.needsUpdate = true;
  36071. * ```
  36072. *
  36073. * @augments Loader
  36074. */
  36075. class ImageBitmapLoader extends Loader {
  36076. /**
  36077. * Constructs a new image bitmap loader.
  36078. *
  36079. * @param {LoadingManager} [manager] - The loading manager.
  36080. */
  36081. constructor( manager ) {
  36082. super( manager );
  36083. /**
  36084. * This flag can be used for type testing.
  36085. *
  36086. * @type {boolean}
  36087. * @readonly
  36088. * @default true
  36089. */
  36090. this.isImageBitmapLoader = true;
  36091. if ( typeof createImageBitmap === 'undefined' ) {
  36092. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  36093. }
  36094. if ( typeof fetch === 'undefined' ) {
  36095. warn( 'ImageBitmapLoader: fetch() not supported.' );
  36096. }
  36097. /**
  36098. * Represents the loader options.
  36099. *
  36100. * @type {Object}
  36101. * @default {premultiplyAlpha:'none'}
  36102. */
  36103. this.options = { premultiplyAlpha: 'none' };
  36104. /**
  36105. * Used for aborting requests.
  36106. *
  36107. * @private
  36108. * @type {AbortController}
  36109. */
  36110. this._abortController = new AbortController();
  36111. }
  36112. /**
  36113. * Sets the given loader options. The structure of the object must match the `options` parameter of
  36114. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  36115. *
  36116. * Note: When caching is enabled, the cache key is based on the URL only. Loading the same URL with
  36117. * different options will return the cached result of the first request.
  36118. *
  36119. * @param {Object} options - The loader options to set.
  36120. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  36121. */
  36122. setOptions( options ) {
  36123. this.options = options;
  36124. return this;
  36125. }
  36126. /**
  36127. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  36128. *
  36129. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  36130. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  36131. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  36132. * @param {onErrorCallback} onError - Executed when errors occur.
  36133. */
  36134. load( url, onLoad, onProgress, onError ) {
  36135. if ( url === undefined ) url = '';
  36136. if ( this.path !== undefined ) url = this.path + url;
  36137. url = this.manager.resolveURL( url );
  36138. const scope = this;
  36139. const cached = Cache.get( `image-bitmap:${url}` );
  36140. if ( cached !== undefined ) {
  36141. scope.manager.itemStart( url );
  36142. // If cached is a promise, wait for it to resolve
  36143. if ( cached.then ) {
  36144. cached.then( imageBitmap => {
  36145. // check if there is an error for the cached promise
  36146. if ( _errorMap.has( cached ) === true ) {
  36147. if ( onError ) onError( _errorMap.get( cached ) );
  36148. scope.manager.itemError( url );
  36149. scope.manager.itemEnd( url );
  36150. } else {
  36151. if ( onLoad ) onLoad( imageBitmap );
  36152. scope.manager.itemEnd( url );
  36153. }
  36154. } );
  36155. return;
  36156. }
  36157. // If cached is not a promise (i.e., it's already an imageBitmap)
  36158. setTimeout( function () {
  36159. if ( onLoad ) onLoad( cached );
  36160. scope.manager.itemEnd( url );
  36161. }, 0 );
  36162. return;
  36163. }
  36164. const fetchOptions = {};
  36165. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  36166. fetchOptions.headers = this.requestHeader;
  36167. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  36168. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  36169. return res.blob();
  36170. } ).then( function ( blob ) {
  36171. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  36172. } ).then( function ( imageBitmap ) {
  36173. Cache.add( `image-bitmap:${url}`, imageBitmap );
  36174. if ( onLoad ) onLoad( imageBitmap );
  36175. scope.manager.itemEnd( url );
  36176. } ).catch( function ( e ) {
  36177. if ( onError ) onError( e );
  36178. _errorMap.set( promise, e );
  36179. Cache.remove( `image-bitmap:${url}` );
  36180. scope.manager.itemError( url );
  36181. scope.manager.itemEnd( url );
  36182. } );
  36183. Cache.add( `image-bitmap:${url}`, promise );
  36184. scope.manager.itemStart( url );
  36185. }
  36186. /**
  36187. * Aborts ongoing fetch requests.
  36188. *
  36189. * @return {ImageBitmapLoader} A reference to this instance.
  36190. */
  36191. abort() {
  36192. this._abortController.abort();
  36193. this._abortController = new AbortController();
  36194. return this;
  36195. }
  36196. }
  36197. let _context;
  36198. /**
  36199. * Manages the global audio context in the engine.
  36200. *
  36201. * @hideconstructor
  36202. */
  36203. class AudioContext {
  36204. /**
  36205. * Returns the global native audio context.
  36206. *
  36207. * @return {Window.AudioContext} The native audio context.
  36208. */
  36209. static getContext() {
  36210. if ( _context === undefined ) {
  36211. _context = new ( window.AudioContext || window.webkitAudioContext )();
  36212. }
  36213. return _context;
  36214. }
  36215. /**
  36216. * Allows to set the global native audio context from outside.
  36217. *
  36218. * @param {Window.AudioContext} value - The native context to set.
  36219. */
  36220. static setContext( value ) {
  36221. _context = value;
  36222. }
  36223. }
  36224. /**
  36225. * Class for loading audio buffers. Audios are internally
  36226. * loaded via {@link FileLoader}.
  36227. *
  36228. * ```js
  36229. * const audioListener = new THREE.AudioListener();
  36230. * const ambientSound = new THREE.Audio( audioListener );
  36231. *
  36232. * const loader = new THREE.AudioLoader();
  36233. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  36234. *
  36235. * ambientSound.setBuffer( audioBuffer );
  36236. * ambientSound.play();
  36237. * ```
  36238. *
  36239. * @augments Loader
  36240. */
  36241. class AudioLoader extends Loader {
  36242. /**
  36243. * Constructs a new audio loader.
  36244. *
  36245. * @param {LoadingManager} [manager] - The loading manager.
  36246. */
  36247. constructor( manager ) {
  36248. super( manager );
  36249. }
  36250. /**
  36251. * Starts loading from the given URL and passes the loaded audio buffer
  36252. * to the `onLoad()` callback.
  36253. *
  36254. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  36255. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  36256. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  36257. * @param {onErrorCallback} onError - Executed when errors occur.
  36258. */
  36259. load( url, onLoad, onProgress, onError ) {
  36260. const scope = this;
  36261. const loader = new FileLoader( this.manager );
  36262. loader.setResponseType( 'arraybuffer' );
  36263. loader.setPath( this.path );
  36264. loader.setRequestHeader( this.requestHeader );
  36265. loader.setWithCredentials( this.withCredentials );
  36266. loader.load( url, function ( buffer ) {
  36267. try {
  36268. // Create a copy of the buffer. The `decodeAudioData` method
  36269. // detaches the buffer when complete, preventing reuse.
  36270. const bufferCopy = buffer.slice( 0 );
  36271. const context = AudioContext.getContext();
  36272. const decodeUrl = url + '#decode';
  36273. scope.manager.itemStart( decodeUrl ); // prevent loading manager from completing too early, see #33378
  36274. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  36275. onLoad( audioBuffer );
  36276. scope.manager.itemEnd( decodeUrl );
  36277. } ).catch( function ( e ) {
  36278. handleError( e );
  36279. scope.manager.itemEnd( decodeUrl );
  36280. } );
  36281. } catch ( e ) {
  36282. handleError( e );
  36283. }
  36284. }, onProgress, onError );
  36285. function handleError( e ) {
  36286. if ( onError ) {
  36287. onError( e );
  36288. } else {
  36289. error( e );
  36290. }
  36291. scope.manager.itemError( url );
  36292. }
  36293. }
  36294. }
  36295. const _eyeRight = /*@__PURE__*/ new Matrix4();
  36296. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  36297. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  36298. /**
  36299. * A special type of camera that uses two perspective cameras with
  36300. * stereoscopic projection. Can be used for rendering stereo effects
  36301. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  36302. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  36303. */
  36304. class StereoCamera {
  36305. /**
  36306. * Constructs a new stereo camera.
  36307. */
  36308. constructor() {
  36309. /**
  36310. * The type property is used for detecting the object type
  36311. * in context of serialization/deserialization.
  36312. *
  36313. * @type {string}
  36314. * @readonly
  36315. */
  36316. this.type = 'StereoCamera';
  36317. /**
  36318. * The aspect.
  36319. *
  36320. * @type {number}
  36321. * @default 1
  36322. */
  36323. this.aspect = 1;
  36324. /**
  36325. * The eye separation which represents the distance
  36326. * between the left and right camera.
  36327. *
  36328. * @type {number}
  36329. * @default 0.064
  36330. */
  36331. this.eyeSep = 0.064;
  36332. /**
  36333. * The camera representing the left eye. This is added to layer `1` so objects to be
  36334. * rendered by the left camera must also be added to this layer.
  36335. *
  36336. * @type {PerspectiveCamera}
  36337. */
  36338. this.cameraL = new PerspectiveCamera();
  36339. this.cameraL.layers.enable( 1 );
  36340. this.cameraL.matrixAutoUpdate = false;
  36341. /**
  36342. * The camera representing the right eye. This is added to layer `2` so objects to be
  36343. * rendered by the right camera must also be added to this layer.
  36344. *
  36345. * @type {PerspectiveCamera}
  36346. */
  36347. this.cameraR = new PerspectiveCamera();
  36348. this.cameraR.layers.enable( 2 );
  36349. this.cameraR.matrixAutoUpdate = false;
  36350. this._cache = {
  36351. focus: null,
  36352. fov: null,
  36353. aspect: null,
  36354. near: null,
  36355. far: null,
  36356. zoom: null,
  36357. eyeSep: null
  36358. };
  36359. }
  36360. /**
  36361. * Updates the stereo camera based on the given perspective camera.
  36362. *
  36363. * @param {PerspectiveCamera} camera - The perspective camera.
  36364. */
  36365. update( camera ) {
  36366. const cache = this._cache;
  36367. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  36368. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  36369. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  36370. if ( needsUpdate ) {
  36371. cache.focus = camera.focus;
  36372. cache.fov = camera.fov;
  36373. cache.aspect = camera.aspect * this.aspect;
  36374. cache.near = camera.near;
  36375. cache.far = camera.far;
  36376. cache.zoom = camera.zoom;
  36377. cache.eyeSep = this.eyeSep;
  36378. // Off-axis stereoscopic effect based on
  36379. // http://paulbourke.net/stereographics/stereorender/
  36380. _projectionMatrix.copy( camera.projectionMatrix );
  36381. const eyeSepHalf = cache.eyeSep / 2;
  36382. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  36383. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  36384. let xmin, xmax;
  36385. // translate xOffset
  36386. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  36387. _eyeRight.elements[ 12 ] = eyeSepHalf;
  36388. // for left eye
  36389. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  36390. xmax = ymax * cache.aspect + eyeSepOnProjection;
  36391. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36392. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36393. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  36394. // for right eye
  36395. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36396. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36397. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36398. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36399. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36400. }
  36401. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36402. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  36403. }
  36404. }
  36405. const fov = -90; // negative fov is not an error
  36406. const aspect = 1;
  36407. /**
  36408. * A special type of camera that is positioned in 3D space to render its surroundings into a
  36409. * cube render target. The render target can then be used as an environment map for rendering
  36410. * realtime reflections in your scene.
  36411. *
  36412. * ```js
  36413. * // Create cube render target
  36414. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  36415. *
  36416. * // Create cube camera
  36417. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  36418. * scene.add( cubeCamera );
  36419. *
  36420. * // Create car
  36421. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  36422. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  36423. * scene.add( car );
  36424. *
  36425. * // Update the render target cube
  36426. * car.visible = false;
  36427. * cubeCamera.position.copy( car.position );
  36428. * cubeCamera.update( renderer, scene );
  36429. *
  36430. * // Render the scene
  36431. * car.visible = true;
  36432. * renderer.render( scene, camera );
  36433. * ```
  36434. *
  36435. * @augments Object3D
  36436. */
  36437. class CubeCamera extends Object3D {
  36438. /**
  36439. * Constructs a new cube camera.
  36440. *
  36441. * @param {number} near - The camera's near plane.
  36442. * @param {number} far - The camera's far plane.
  36443. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  36444. */
  36445. constructor( near, far, renderTarget ) {
  36446. super();
  36447. this.type = 'CubeCamera';
  36448. /**
  36449. * A reference to the cube render target.
  36450. *
  36451. * @type {WebGLCubeRenderTarget}
  36452. */
  36453. this.renderTarget = renderTarget;
  36454. /**
  36455. * The current active coordinate system.
  36456. *
  36457. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  36458. * @default null
  36459. */
  36460. this.coordinateSystem = null;
  36461. /**
  36462. * The current active mipmap level
  36463. *
  36464. * @type {number}
  36465. * @default 0
  36466. */
  36467. this.activeMipmapLevel = 0;
  36468. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  36469. cameraPX.layers = this.layers;
  36470. this.add( cameraPX );
  36471. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  36472. cameraNX.layers = this.layers;
  36473. this.add( cameraNX );
  36474. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  36475. cameraPY.layers = this.layers;
  36476. this.add( cameraPY );
  36477. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  36478. cameraNY.layers = this.layers;
  36479. this.add( cameraNY );
  36480. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  36481. cameraPZ.layers = this.layers;
  36482. this.add( cameraPZ );
  36483. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  36484. cameraNZ.layers = this.layers;
  36485. this.add( cameraNZ );
  36486. }
  36487. /**
  36488. * Must be called when the coordinate system of the cube camera is changed.
  36489. */
  36490. updateCoordinateSystem() {
  36491. const coordinateSystem = this.coordinateSystem;
  36492. const cameras = this.children.concat();
  36493. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  36494. for ( const camera of cameras ) this.remove( camera );
  36495. if ( coordinateSystem === WebGLCoordinateSystem ) {
  36496. cameraPX.up.set( 0, 1, 0 );
  36497. cameraPX.lookAt( 1, 0, 0 );
  36498. cameraNX.up.set( 0, 1, 0 );
  36499. cameraNX.lookAt( -1, 0, 0 );
  36500. cameraPY.up.set( 0, 0, -1 );
  36501. cameraPY.lookAt( 0, 1, 0 );
  36502. cameraNY.up.set( 0, 0, 1 );
  36503. cameraNY.lookAt( 0, -1, 0 );
  36504. cameraPZ.up.set( 0, 1, 0 );
  36505. cameraPZ.lookAt( 0, 0, 1 );
  36506. cameraNZ.up.set( 0, 1, 0 );
  36507. cameraNZ.lookAt( 0, 0, -1 );
  36508. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  36509. cameraPX.up.set( 0, -1, 0 );
  36510. cameraPX.lookAt( -1, 0, 0 );
  36511. cameraNX.up.set( 0, -1, 0 );
  36512. cameraNX.lookAt( 1, 0, 0 );
  36513. cameraPY.up.set( 0, 0, 1 );
  36514. cameraPY.lookAt( 0, 1, 0 );
  36515. cameraNY.up.set( 0, 0, -1 );
  36516. cameraNY.lookAt( 0, -1, 0 );
  36517. cameraPZ.up.set( 0, -1, 0 );
  36518. cameraPZ.lookAt( 0, 0, 1 );
  36519. cameraNZ.up.set( 0, -1, 0 );
  36520. cameraNZ.lookAt( 0, 0, -1 );
  36521. } else {
  36522. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  36523. }
  36524. for ( const camera of cameras ) {
  36525. this.add( camera );
  36526. camera.updateMatrixWorld();
  36527. }
  36528. }
  36529. /**
  36530. * Calling this method will render the given scene with the given renderer
  36531. * into the cube render target of the camera.
  36532. *
  36533. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  36534. * @param {Scene} scene - The scene to render.
  36535. */
  36536. update( renderer, scene ) {
  36537. if ( this.parent === null ) this.updateMatrixWorld();
  36538. const { renderTarget, activeMipmapLevel } = this;
  36539. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  36540. this.coordinateSystem = renderer.coordinateSystem;
  36541. this.updateCoordinateSystem();
  36542. }
  36543. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  36544. const currentRenderTarget = renderer.getRenderTarget();
  36545. const currentActiveCubeFace = renderer.getActiveCubeFace();
  36546. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  36547. const currentXrEnabled = renderer.xr.enabled;
  36548. renderer.xr.enabled = false;
  36549. const generateMipmaps = renderTarget.texture.generateMipmaps;
  36550. renderTarget.texture.generateMipmaps = false;
  36551. // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812
  36552. let reversedDepthBuffer = false;
  36553. if ( renderer.isWebGLRenderer === true ) {
  36554. reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
  36555. } else {
  36556. reversedDepthBuffer = renderer.reversedDepthBuffer;
  36557. }
  36558. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  36559. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36560. renderer.render( scene, cameraPX );
  36561. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  36562. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36563. renderer.render( scene, cameraNX );
  36564. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  36565. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36566. renderer.render( scene, cameraPY );
  36567. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  36568. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36569. renderer.render( scene, cameraNY );
  36570. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  36571. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36572. renderer.render( scene, cameraPZ );
  36573. // mipmaps are generated during the last call of render()
  36574. // at this point, all sides of the cube render target are defined
  36575. renderTarget.texture.generateMipmaps = generateMipmaps;
  36576. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  36577. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36578. renderer.render( scene, cameraNZ );
  36579. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  36580. renderer.xr.enabled = currentXrEnabled;
  36581. renderTarget.texture.needsPMREMUpdate = true;
  36582. }
  36583. }
  36584. /**
  36585. * This type of camera can be used in order to efficiently render a scene with a
  36586. * predefined set of cameras. This is an important performance aspect for
  36587. * rendering VR scenes.
  36588. *
  36589. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36590. * to define for each sub camera the `viewport` property which determines the
  36591. * part of the viewport that is rendered with this camera.
  36592. *
  36593. * @augments PerspectiveCamera
  36594. */
  36595. class ArrayCamera extends PerspectiveCamera {
  36596. /**
  36597. * Constructs a new array camera.
  36598. *
  36599. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36600. */
  36601. constructor( array = [] ) {
  36602. super();
  36603. /**
  36604. * This flag can be used for type testing.
  36605. *
  36606. * @type {boolean}
  36607. * @readonly
  36608. * @default true
  36609. */
  36610. this.isArrayCamera = true;
  36611. /**
  36612. * Whether this camera is used with multiview rendering or not.
  36613. *
  36614. * @type {boolean}
  36615. * @readonly
  36616. * @default false
  36617. */
  36618. this.isMultiViewCamera = false;
  36619. /**
  36620. * An array of perspective sub cameras.
  36621. *
  36622. * @type {Array<PerspectiveCamera>}
  36623. */
  36624. this.cameras = array;
  36625. }
  36626. }
  36627. /**
  36628. * This class is an alternative to {@link Clock} with a different API design and behavior.
  36629. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  36630. *
  36631. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  36632. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  36633. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  36634. * is inactive (e.g. tab switched or browser hidden).
  36635. *
  36636. * ```js
  36637. * const timer = new Timer();
  36638. * timer.connect( document ); // use Page Visibility API
  36639. * ```
  36640. */
  36641. class Timer {
  36642. /**
  36643. * Constructs a new timer.
  36644. */
  36645. constructor() {
  36646. this._previousTime = 0;
  36647. this._currentTime = 0;
  36648. this._startTime = performance.now();
  36649. this._delta = 0;
  36650. this._elapsed = 0;
  36651. this._timescale = 1;
  36652. this._document = null;
  36653. this._pageVisibilityHandler = null;
  36654. }
  36655. /**
  36656. * Connect the timer to the given document.Calling this method is not mandatory to
  36657. * use the timer but enables the usage of the Page Visibility API to avoid large time
  36658. * delta values.
  36659. *
  36660. * @param {Document} document - The document.
  36661. */
  36662. connect( document ) {
  36663. this._document = document;
  36664. // use Page Visibility API to avoid large time delta values
  36665. if ( document.hidden !== undefined ) {
  36666. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  36667. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  36668. }
  36669. }
  36670. /**
  36671. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  36672. */
  36673. disconnect() {
  36674. if ( this._pageVisibilityHandler !== null ) {
  36675. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  36676. this._pageVisibilityHandler = null;
  36677. }
  36678. this._document = null;
  36679. }
  36680. /**
  36681. * Returns the time delta in seconds.
  36682. *
  36683. * @return {number} The time delta in second.
  36684. */
  36685. getDelta() {
  36686. return this._delta / 1000;
  36687. }
  36688. /**
  36689. * Returns the elapsed time in seconds.
  36690. *
  36691. * @return {number} The elapsed time in second.
  36692. */
  36693. getElapsed() {
  36694. return this._elapsed / 1000;
  36695. }
  36696. /**
  36697. * Returns the timescale.
  36698. *
  36699. * @return {number} The timescale.
  36700. */
  36701. getTimescale() {
  36702. return this._timescale;
  36703. }
  36704. /**
  36705. * Sets the given timescale which scale the time delta computation
  36706. * in `update()`.
  36707. *
  36708. * @param {number} timescale - The timescale to set.
  36709. * @return {Timer} A reference to this timer.
  36710. */
  36711. setTimescale( timescale ) {
  36712. this._timescale = timescale;
  36713. return this;
  36714. }
  36715. /**
  36716. * Resets the time computation for the current simulation step.
  36717. *
  36718. * @return {Timer} A reference to this timer.
  36719. */
  36720. reset() {
  36721. this._currentTime = performance.now() - this._startTime;
  36722. return this;
  36723. }
  36724. /**
  36725. * Can be used to free all internal resources. Usually called when
  36726. * the timer instance isn't required anymore.
  36727. */
  36728. dispose() {
  36729. this.disconnect();
  36730. }
  36731. /**
  36732. * Updates the internal state of the timer. This method should be called
  36733. * once per simulation step and before you perform queries against the timer
  36734. * (e.g. via `getDelta()`).
  36735. *
  36736. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  36737. * from the `requestAnimationFrame` callback argument. If not provided, the current
  36738. * time will be determined with `performance.now`.
  36739. * @return {Timer} A reference to this timer.
  36740. */
  36741. update( timestamp ) {
  36742. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  36743. this._delta = 0;
  36744. } else {
  36745. this._previousTime = this._currentTime;
  36746. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  36747. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  36748. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  36749. }
  36750. return this;
  36751. }
  36752. }
  36753. function handleVisibilityChange() {
  36754. if ( this._document.hidden === false ) this.reset();
  36755. }
  36756. const _position$1 = /*@__PURE__*/ new Vector3();
  36757. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36758. const _scale$1 = /*@__PURE__*/ new Vector3();
  36759. const _forward = /*@__PURE__*/ new Vector3();
  36760. const _up = /*@__PURE__*/ new Vector3();
  36761. /**
  36762. * The class represents a virtual listener of the all positional and non-positional audio effects
  36763. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36764. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36765. *
  36766. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36767. * camera represents the 3D transformation of the listener.
  36768. *
  36769. * @augments Object3D
  36770. */
  36771. class AudioListener extends Object3D {
  36772. /**
  36773. * Constructs a new audio listener.
  36774. */
  36775. constructor() {
  36776. super();
  36777. this.type = 'AudioListener';
  36778. /**
  36779. * The native audio context.
  36780. *
  36781. * @type {AudioContext}
  36782. * @readonly
  36783. */
  36784. this.context = AudioContext.getContext();
  36785. /**
  36786. * The gain node used for volume control.
  36787. *
  36788. * @type {GainNode}
  36789. * @readonly
  36790. */
  36791. this.gain = this.context.createGain();
  36792. this.gain.connect( this.context.destination );
  36793. /**
  36794. * An optional filter.
  36795. *
  36796. * Defined via {@link AudioListener#setFilter}.
  36797. *
  36798. * @type {?AudioNode}
  36799. * @default null
  36800. * @readonly
  36801. */
  36802. this.filter = null;
  36803. /**
  36804. * Time delta values required for `linearRampToValueAtTime()` usage.
  36805. *
  36806. * @type {number}
  36807. * @default 0
  36808. * @readonly
  36809. */
  36810. this.timeDelta = 0;
  36811. // private
  36812. this._timer = new Timer();
  36813. }
  36814. /**
  36815. * Returns the listener's input node.
  36816. *
  36817. * This method is used by other audio nodes to connect to this listener.
  36818. *
  36819. * @return {GainNode} The input node.
  36820. */
  36821. getInput() {
  36822. return this.gain;
  36823. }
  36824. /**
  36825. * Removes the current filter from this listener.
  36826. *
  36827. * @return {AudioListener} A reference to this listener.
  36828. */
  36829. removeFilter() {
  36830. if ( this.filter !== null ) {
  36831. this.gain.disconnect( this.filter );
  36832. this.filter.disconnect( this.context.destination );
  36833. this.gain.connect( this.context.destination );
  36834. this.filter = null;
  36835. }
  36836. return this;
  36837. }
  36838. /**
  36839. * Returns the current set filter.
  36840. *
  36841. * @return {?AudioNode} The filter.
  36842. */
  36843. getFilter() {
  36844. return this.filter;
  36845. }
  36846. /**
  36847. * Sets the given filter to this listener.
  36848. *
  36849. * @param {AudioNode} value - The filter to set.
  36850. * @return {AudioListener} A reference to this listener.
  36851. */
  36852. setFilter( value ) {
  36853. if ( this.filter !== null ) {
  36854. this.gain.disconnect( this.filter );
  36855. this.filter.disconnect( this.context.destination );
  36856. } else {
  36857. this.gain.disconnect( this.context.destination );
  36858. }
  36859. this.filter = value;
  36860. this.gain.connect( this.filter );
  36861. this.filter.connect( this.context.destination );
  36862. return this;
  36863. }
  36864. /**
  36865. * Returns the applications master volume.
  36866. *
  36867. * @return {number} The master volume.
  36868. */
  36869. getMasterVolume() {
  36870. return this.gain.gain.value;
  36871. }
  36872. /**
  36873. * Sets the applications master volume. This volume setting affects
  36874. * all audio nodes in the scene.
  36875. *
  36876. * @param {number} value - The master volume to set.
  36877. * @return {AudioListener} A reference to this listener.
  36878. */
  36879. setMasterVolume( value ) {
  36880. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36881. return this;
  36882. }
  36883. updateMatrixWorld( force ) {
  36884. super.updateMatrixWorld( force );
  36885. this._timer.update();
  36886. const listener = this.context.listener;
  36887. this.timeDelta = this._timer.getDelta();
  36888. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36889. // the initial forward and up directions must be orthogonal
  36890. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36891. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36892. if ( listener.positionX ) {
  36893. // code path for Chrome (see #14393)
  36894. const endTime = this.context.currentTime + this.timeDelta;
  36895. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36896. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36897. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36898. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36899. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36900. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36901. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36902. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36903. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36904. } else {
  36905. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36906. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36907. }
  36908. }
  36909. }
  36910. /**
  36911. * Represents a non-positional ( global ) audio object.
  36912. *
  36913. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  36914. *
  36915. * ```js
  36916. * // create an AudioListener and add it to the camera
  36917. * const listener = new THREE.AudioListener();
  36918. * camera.add( listener );
  36919. *
  36920. * // create a global audio source
  36921. * const sound = new THREE.Audio( listener );
  36922. *
  36923. * // load a sound and set it as the Audio object's buffer
  36924. * const audioLoader = new THREE.AudioLoader();
  36925. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36926. * sound.setBuffer( buffer );
  36927. * sound.setLoop( true );
  36928. * sound.setVolume( 0.5 );
  36929. * sound.play();
  36930. * });
  36931. * ```
  36932. *
  36933. * @augments Object3D
  36934. */
  36935. class Audio extends Object3D {
  36936. /**
  36937. * Constructs a new audio.
  36938. *
  36939. * @param {AudioListener} listener - The global audio listener.
  36940. */
  36941. constructor( listener ) {
  36942. super();
  36943. this.type = 'Audio';
  36944. /**
  36945. * The global audio listener.
  36946. *
  36947. * @type {AudioListener}
  36948. * @readonly
  36949. */
  36950. this.listener = listener;
  36951. /**
  36952. * The audio context.
  36953. *
  36954. * @type {AudioContext}
  36955. * @readonly
  36956. */
  36957. this.context = listener.context;
  36958. /**
  36959. * The gain node used for volume control.
  36960. *
  36961. * @type {GainNode}
  36962. * @readonly
  36963. */
  36964. this.gain = this.context.createGain();
  36965. this.gain.connect( listener.getInput() );
  36966. /**
  36967. * Whether to start playback automatically or not.
  36968. *
  36969. * @type {boolean}
  36970. * @default false
  36971. */
  36972. this.autoplay = false;
  36973. /**
  36974. * A reference to an audio buffer.
  36975. *
  36976. * Defined via {@link Audio#setBuffer}.
  36977. *
  36978. * @type {?AudioBuffer}
  36979. * @default null
  36980. * @readonly
  36981. */
  36982. this.buffer = null;
  36983. /**
  36984. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36985. * +/- 1200 is an octave.
  36986. *
  36987. * Defined via {@link Audio#setDetune}.
  36988. *
  36989. * @type {number}
  36990. * @default 0
  36991. * @readonly
  36992. */
  36993. this.detune = 0;
  36994. /**
  36995. * Whether the audio should loop or not.
  36996. *
  36997. * Defined via {@link Audio#setLoop}.
  36998. *
  36999. * @type {boolean}
  37000. * @default false
  37001. * @readonly
  37002. */
  37003. this.loop = false;
  37004. /**
  37005. * Defines where in the audio buffer the replay should
  37006. * start, in seconds.
  37007. *
  37008. * @type {number}
  37009. * @default 0
  37010. */
  37011. this.loopStart = 0;
  37012. /**
  37013. * Defines where in the audio buffer the replay should
  37014. * stop, in seconds.
  37015. *
  37016. * @type {number}
  37017. * @default 0
  37018. */
  37019. this.loopEnd = 0;
  37020. /**
  37021. * An offset to the time within the audio buffer the playback
  37022. * should begin, in seconds.
  37023. *
  37024. * @type {number}
  37025. * @default 0
  37026. */
  37027. this.offset = 0;
  37028. /**
  37029. * Overrides the default duration of the audio.
  37030. *
  37031. * @type {undefined|number}
  37032. * @default undefined
  37033. */
  37034. this.duration = undefined;
  37035. /**
  37036. * The playback speed.
  37037. *
  37038. * Defined via {@link Audio#setPlaybackRate}.
  37039. *
  37040. * @type {number}
  37041. * @readonly
  37042. * @default 1
  37043. */
  37044. this.playbackRate = 1;
  37045. /**
  37046. * Indicates whether the audio is playing or not.
  37047. *
  37048. * This flag will be automatically set when using {@link Audio#play},
  37049. * {@link Audio#pause}, {@link Audio#stop}.
  37050. *
  37051. * @type {boolean}
  37052. * @readonly
  37053. * @default false
  37054. */
  37055. this.isPlaying = false;
  37056. /**
  37057. * Indicates whether the audio playback can be controlled
  37058. * with method like {@link Audio#play} or {@link Audio#pause}.
  37059. *
  37060. * This flag will be automatically set when audio sources are
  37061. * defined.
  37062. *
  37063. * @type {boolean}
  37064. * @readonly
  37065. * @default true
  37066. */
  37067. this.hasPlaybackControl = true;
  37068. /**
  37069. * Holds a reference to the current audio source.
  37070. *
  37071. * The property is automatically by one of the `set*()` methods.
  37072. *
  37073. * @type {?AudioNode}
  37074. * @readonly
  37075. * @default null
  37076. */
  37077. this.source = null;
  37078. /**
  37079. * Defines the source type.
  37080. *
  37081. * The property is automatically set by one of the `set*()` methods.
  37082. *
  37083. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  37084. * @readonly
  37085. * @default 'empty'
  37086. */
  37087. this.sourceType = 'empty';
  37088. this._startedAt = 0;
  37089. this._progress = 0;
  37090. this._connected = false;
  37091. /**
  37092. * Can be used to apply a variety of low-order filters to create
  37093. * more complex sound effects e.g. via `BiquadFilterNode`.
  37094. *
  37095. * The property is automatically set by {@link Audio#setFilters}.
  37096. *
  37097. * @type {Array<AudioNode>}
  37098. * @readonly
  37099. */
  37100. this.filters = [];
  37101. }
  37102. /**
  37103. * Returns the output audio node.
  37104. *
  37105. * @return {GainNode} The output node.
  37106. */
  37107. getOutput() {
  37108. return this.gain;
  37109. }
  37110. /**
  37111. * Sets the given audio node as the source of this instance.
  37112. *
  37113. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  37114. *
  37115. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  37116. * @return {Audio} A reference to this instance.
  37117. */
  37118. setNodeSource( audioNode ) {
  37119. this.hasPlaybackControl = false;
  37120. this.sourceType = 'audioNode';
  37121. this.source = audioNode;
  37122. this.connect();
  37123. return this;
  37124. }
  37125. /**
  37126. * Sets the given media element as the source of this instance.
  37127. *
  37128. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  37129. *
  37130. * @param {HTMLMediaElement} mediaElement - The media element.
  37131. * @return {Audio} A reference to this instance.
  37132. */
  37133. setMediaElementSource( mediaElement ) {
  37134. this.hasPlaybackControl = false;
  37135. this.sourceType = 'mediaNode';
  37136. this.source = this.context.createMediaElementSource( mediaElement );
  37137. this.connect();
  37138. return this;
  37139. }
  37140. /**
  37141. * Sets the given media stream as the source of this instance.
  37142. *
  37143. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  37144. *
  37145. * @param {MediaStream} mediaStream - The media stream.
  37146. * @return {Audio} A reference to this instance.
  37147. */
  37148. setMediaStreamSource( mediaStream ) {
  37149. this.hasPlaybackControl = false;
  37150. this.sourceType = 'mediaStreamNode';
  37151. this.source = this.context.createMediaStreamSource( mediaStream );
  37152. this.connect();
  37153. return this;
  37154. }
  37155. /**
  37156. * Sets the given audio buffer as the source of this instance.
  37157. *
  37158. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  37159. *
  37160. * @param {AudioBuffer} audioBuffer - The audio buffer.
  37161. * @return {Audio} A reference to this instance.
  37162. */
  37163. setBuffer( audioBuffer ) {
  37164. this.buffer = audioBuffer;
  37165. this.sourceType = 'buffer';
  37166. if ( this.autoplay ) this.play();
  37167. return this;
  37168. }
  37169. /**
  37170. * Starts the playback of the audio.
  37171. *
  37172. * Can only be used with compatible audio sources that allow playback control.
  37173. *
  37174. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  37175. * @return {Audio|undefined} A reference to this instance.
  37176. */
  37177. play( delay = 0 ) {
  37178. if ( this.isPlaying === true ) {
  37179. warn( 'Audio: Audio is already playing.' );
  37180. return;
  37181. }
  37182. if ( this.hasPlaybackControl === false ) {
  37183. warn( 'Audio: this Audio has no playback control.' );
  37184. return;
  37185. }
  37186. this._startedAt = this.context.currentTime + delay;
  37187. const source = this.context.createBufferSource();
  37188. source.buffer = this.buffer;
  37189. source.loop = this.loop;
  37190. source.loopStart = this.loopStart;
  37191. source.loopEnd = this.loopEnd;
  37192. source.onended = this.onEnded.bind( this );
  37193. source.start( this._startedAt, this._progress + this.offset, this.duration );
  37194. this.isPlaying = true;
  37195. this.source = source;
  37196. this.setDetune( this.detune );
  37197. this.setPlaybackRate( this.playbackRate );
  37198. return this.connect();
  37199. }
  37200. /**
  37201. * Pauses the playback of the audio.
  37202. *
  37203. * Can only be used with compatible audio sources that allow playback control.
  37204. *
  37205. * @return {Audio|undefined} A reference to this instance.
  37206. */
  37207. pause() {
  37208. if ( this.hasPlaybackControl === false ) {
  37209. warn( 'Audio: this Audio has no playback control.' );
  37210. return;
  37211. }
  37212. if ( this.isPlaying === true ) {
  37213. // update current progress
  37214. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  37215. if ( this.loop === true ) {
  37216. // ensure _progress does not exceed duration with looped audios
  37217. this._progress = this._progress % ( this.duration || this.buffer.duration );
  37218. }
  37219. this.source.stop();
  37220. this.source.onended = null;
  37221. this.isPlaying = false;
  37222. }
  37223. return this;
  37224. }
  37225. /**
  37226. * Stops the playback of the audio.
  37227. *
  37228. * Can only be used with compatible audio sources that allow playback control.
  37229. *
  37230. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  37231. * @return {Audio|undefined} A reference to this instance.
  37232. */
  37233. stop( delay = 0 ) {
  37234. if ( this.hasPlaybackControl === false ) {
  37235. warn( 'Audio: this Audio has no playback control.' );
  37236. return;
  37237. }
  37238. this._progress = 0;
  37239. if ( this.source !== null ) {
  37240. this.source.stop( this.context.currentTime + delay );
  37241. this.source.onended = null;
  37242. }
  37243. this.isPlaying = false;
  37244. return this;
  37245. }
  37246. /**
  37247. * Connects to the audio source. This is used internally on
  37248. * initialisation and when setting / removing filters.
  37249. *
  37250. * @return {Audio} A reference to this instance.
  37251. */
  37252. connect() {
  37253. if ( this.filters.length > 0 ) {
  37254. this.source.connect( this.filters[ 0 ] );
  37255. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  37256. this.filters[ i - 1 ].connect( this.filters[ i ] );
  37257. }
  37258. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  37259. } else {
  37260. this.source.connect( this.getOutput() );
  37261. }
  37262. this._connected = true;
  37263. return this;
  37264. }
  37265. /**
  37266. * Disconnects to the audio source. This is used internally on
  37267. * initialisation and when setting / removing filters.
  37268. *
  37269. * @return {Audio|undefined} A reference to this instance.
  37270. */
  37271. disconnect() {
  37272. if ( this._connected === false ) {
  37273. return;
  37274. }
  37275. if ( this.filters.length > 0 ) {
  37276. this.source.disconnect( this.filters[ 0 ] );
  37277. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  37278. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  37279. }
  37280. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  37281. } else {
  37282. this.source.disconnect( this.getOutput() );
  37283. }
  37284. this._connected = false;
  37285. return this;
  37286. }
  37287. /**
  37288. * Returns the current set filters.
  37289. *
  37290. * @return {Array<AudioNode>} The list of filters.
  37291. */
  37292. getFilters() {
  37293. return this.filters;
  37294. }
  37295. /**
  37296. * Sets an array of filters and connects them with the audio source.
  37297. *
  37298. * @param {Array<AudioNode>} [value] - A list of filters.
  37299. * @return {Audio} A reference to this instance.
  37300. */
  37301. setFilters( value ) {
  37302. if ( ! value ) value = [];
  37303. if ( this._connected === true ) {
  37304. this.disconnect();
  37305. this.filters = value.slice();
  37306. this.connect();
  37307. } else {
  37308. this.filters = value.slice();
  37309. }
  37310. return this;
  37311. }
  37312. /**
  37313. * Defines the detuning of oscillation in cents.
  37314. *
  37315. * @param {number} value - The detuning of oscillation in cents.
  37316. * @return {Audio} A reference to this instance.
  37317. */
  37318. setDetune( value ) {
  37319. this.detune = value;
  37320. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  37321. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  37322. }
  37323. return this;
  37324. }
  37325. /**
  37326. * Returns the detuning of oscillation in cents.
  37327. *
  37328. * @return {number} The detuning of oscillation in cents.
  37329. */
  37330. getDetune() {
  37331. return this.detune;
  37332. }
  37333. /**
  37334. * Returns the first filter in the list of filters.
  37335. *
  37336. * @return {AudioNode|undefined} The first filter in the list of filters.
  37337. */
  37338. getFilter() {
  37339. return this.getFilters()[ 0 ];
  37340. }
  37341. /**
  37342. * Applies a single filter node to the audio.
  37343. *
  37344. * @param {AudioNode} [filter] - The filter to set.
  37345. * @return {Audio} A reference to this instance.
  37346. */
  37347. setFilter( filter ) {
  37348. return this.setFilters( filter ? [ filter ] : [] );
  37349. }
  37350. /**
  37351. * Sets the playback rate.
  37352. *
  37353. * Can only be used with compatible audio sources that allow playback control.
  37354. *
  37355. * @param {number} [value] - The playback rate to set.
  37356. * @return {Audio|undefined} A reference to this instance.
  37357. */
  37358. setPlaybackRate( value ) {
  37359. if ( this.hasPlaybackControl === false ) {
  37360. warn( 'Audio: this Audio has no playback control.' );
  37361. return;
  37362. }
  37363. this.playbackRate = value;
  37364. if ( this.isPlaying === true ) {
  37365. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  37366. }
  37367. return this;
  37368. }
  37369. /**
  37370. * Returns the current playback rate.
  37371. * @return {number} The playback rate.
  37372. */
  37373. getPlaybackRate() {
  37374. return this.playbackRate;
  37375. }
  37376. /**
  37377. * Automatically called when playback finished.
  37378. */
  37379. onEnded() {
  37380. this.isPlaying = false;
  37381. this._progress = 0;
  37382. }
  37383. /**
  37384. * Returns the loop flag.
  37385. *
  37386. * Can only be used with compatible audio sources that allow playback control.
  37387. *
  37388. * @return {boolean} Whether the audio should loop or not.
  37389. */
  37390. getLoop() {
  37391. if ( this.hasPlaybackControl === false ) {
  37392. warn( 'Audio: this Audio has no playback control.' );
  37393. return false;
  37394. }
  37395. return this.loop;
  37396. }
  37397. /**
  37398. * Sets the loop flag.
  37399. *
  37400. * Can only be used with compatible audio sources that allow playback control.
  37401. *
  37402. * @param {boolean} value - Whether the audio should loop or not.
  37403. * @return {Audio|undefined} A reference to this instance.
  37404. */
  37405. setLoop( value ) {
  37406. if ( this.hasPlaybackControl === false ) {
  37407. warn( 'Audio: this Audio has no playback control.' );
  37408. return;
  37409. }
  37410. this.loop = value;
  37411. if ( this.isPlaying === true ) {
  37412. this.source.loop = this.loop;
  37413. }
  37414. return this;
  37415. }
  37416. /**
  37417. * Sets the loop start value which defines where in the audio buffer the replay should
  37418. * start, in seconds.
  37419. *
  37420. * @param {number} value - The loop start value.
  37421. * @return {Audio} A reference to this instance.
  37422. */
  37423. setLoopStart( value ) {
  37424. this.loopStart = value;
  37425. return this;
  37426. }
  37427. /**
  37428. * Sets the loop end value which defines where in the audio buffer the replay should
  37429. * stop, in seconds.
  37430. *
  37431. * @param {number} value - The loop end value.
  37432. * @return {Audio} A reference to this instance.
  37433. */
  37434. setLoopEnd( value ) {
  37435. this.loopEnd = value;
  37436. return this;
  37437. }
  37438. /**
  37439. * Returns the volume.
  37440. *
  37441. * @return {number} The volume.
  37442. */
  37443. getVolume() {
  37444. return this.gain.gain.value;
  37445. }
  37446. /**
  37447. * Sets the volume.
  37448. *
  37449. * @param {number} value - The volume to set.
  37450. * @return {Audio} A reference to this instance.
  37451. */
  37452. setVolume( value ) {
  37453. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  37454. return this;
  37455. }
  37456. copy( source, recursive ) {
  37457. super.copy( source, recursive );
  37458. if ( source.sourceType !== 'buffer' ) {
  37459. warn( 'Audio: Audio source type cannot be copied.' );
  37460. return this;
  37461. }
  37462. this.autoplay = source.autoplay;
  37463. this.buffer = source.buffer;
  37464. this.detune = source.detune;
  37465. this.loop = source.loop;
  37466. this.loopStart = source.loopStart;
  37467. this.loopEnd = source.loopEnd;
  37468. this.offset = source.offset;
  37469. this.duration = source.duration;
  37470. this.playbackRate = source.playbackRate;
  37471. this.hasPlaybackControl = source.hasPlaybackControl;
  37472. this.sourceType = source.sourceType;
  37473. this.filters = source.filters.slice();
  37474. return this;
  37475. }
  37476. clone( recursive ) {
  37477. return new this.constructor( this.listener ).copy( this, recursive );
  37478. }
  37479. }
  37480. const _position = /*@__PURE__*/ new Vector3();
  37481. const _quaternion = /*@__PURE__*/ new Quaternion();
  37482. const _scale = /*@__PURE__*/ new Vector3();
  37483. const _orientation = /*@__PURE__*/ new Vector3();
  37484. /**
  37485. * Represents a positional audio object.
  37486. *
  37487. * ```js
  37488. * // create an AudioListener and add it to the camera
  37489. * const listener = new THREE.AudioListener();
  37490. * camera.add( listener );
  37491. *
  37492. * // create the PositionalAudio object (passing in the listener)
  37493. * const sound = new THREE.PositionalAudio( listener );
  37494. *
  37495. * // load a sound and set it as the PositionalAudio object's buffer
  37496. * const audioLoader = new THREE.AudioLoader();
  37497. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  37498. * sound.setBuffer( buffer );
  37499. * sound.setRefDistance( 20 );
  37500. * sound.play();
  37501. * });
  37502. *
  37503. * // create an object for the sound to play from
  37504. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  37505. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  37506. * const mesh = new THREE.Mesh( sphere, material );
  37507. * scene.add( mesh );
  37508. *
  37509. * // finally add the sound to the mesh
  37510. * mesh.add( sound );
  37511. *
  37512. * @augments Audio
  37513. */
  37514. class PositionalAudio extends Audio {
  37515. /**
  37516. * Constructs a positional audio.
  37517. *
  37518. * @param {AudioListener} listener - The global audio listener.
  37519. */
  37520. constructor( listener ) {
  37521. super( listener );
  37522. /**
  37523. * The panner node represents the location, direction, and behavior of an audio
  37524. * source in 3D space.
  37525. *
  37526. * @type {PannerNode}
  37527. * @readonly
  37528. */
  37529. this.panner = this.context.createPanner();
  37530. this.panner.panningModel = 'HRTF';
  37531. this.panner.connect( this.gain );
  37532. }
  37533. connect() {
  37534. super.connect();
  37535. this.panner.connect( this.gain );
  37536. return this;
  37537. }
  37538. disconnect() {
  37539. super.disconnect();
  37540. this.panner.disconnect( this.gain );
  37541. return this;
  37542. }
  37543. getOutput() {
  37544. return this.panner;
  37545. }
  37546. /**
  37547. * Returns the current reference distance.
  37548. *
  37549. * @return {number} The reference distance.
  37550. */
  37551. getRefDistance() {
  37552. return this.panner.refDistance;
  37553. }
  37554. /**
  37555. * Defines the reference distance for reducing volume as the audio source moves
  37556. * further from the listener – i.e. the distance at which the volume reduction
  37557. * starts taking effect.
  37558. *
  37559. * @param {number} value - The reference distance to set.
  37560. * @return {PositionalAudio} A reference to this instance.
  37561. */
  37562. setRefDistance( value ) {
  37563. this.panner.refDistance = value;
  37564. return this;
  37565. }
  37566. /**
  37567. * Returns the current rolloff factor.
  37568. *
  37569. * @return {number} The rolloff factor.
  37570. */
  37571. getRolloffFactor() {
  37572. return this.panner.rolloffFactor;
  37573. }
  37574. /**
  37575. * Defines how quickly the volume is reduced as the source moves away from the listener.
  37576. *
  37577. * @param {number} value - The rolloff factor.
  37578. * @return {PositionalAudio} A reference to this instance.
  37579. */
  37580. setRolloffFactor( value ) {
  37581. this.panner.rolloffFactor = value;
  37582. return this;
  37583. }
  37584. /**
  37585. * Returns the current distance model.
  37586. *
  37587. * @return {('linear'|'inverse'|'exponential')} The distance model.
  37588. */
  37589. getDistanceModel() {
  37590. return this.panner.distanceModel;
  37591. }
  37592. /**
  37593. * Defines which algorithm to use to reduce the volume of the audio source
  37594. * as it moves away from the listener.
  37595. *
  37596. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  37597. * for more details.
  37598. *
  37599. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  37600. * @return {PositionalAudio} A reference to this instance.
  37601. */
  37602. setDistanceModel( value ) {
  37603. this.panner.distanceModel = value;
  37604. return this;
  37605. }
  37606. /**
  37607. * Returns the current max distance.
  37608. *
  37609. * @return {number} The max distance.
  37610. */
  37611. getMaxDistance() {
  37612. return this.panner.maxDistance;
  37613. }
  37614. /**
  37615. * Defines the maximum distance between the audio source and the listener,
  37616. * after which the volume is not reduced any further.
  37617. *
  37618. * This value is used only by the `linear` distance model.
  37619. *
  37620. * @param {number} value - The max distance.
  37621. * @return {PositionalAudio} A reference to this instance.
  37622. */
  37623. setMaxDistance( value ) {
  37624. this.panner.maxDistance = value;
  37625. return this;
  37626. }
  37627. /**
  37628. * Sets the directional cone in which the audio can be listened.
  37629. *
  37630. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37631. * @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.
  37632. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37633. * @return {PositionalAudio} A reference to this instance.
  37634. */
  37635. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37636. this.panner.coneInnerAngle = coneInnerAngle;
  37637. this.panner.coneOuterAngle = coneOuterAngle;
  37638. this.panner.coneOuterGain = coneOuterGain;
  37639. return this;
  37640. }
  37641. updateMatrixWorld( force ) {
  37642. super.updateMatrixWorld( force );
  37643. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37644. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37645. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37646. const panner = this.panner;
  37647. if ( panner.positionX ) {
  37648. // code path for Chrome and Firefox (see #14393)
  37649. const endTime = this.context.currentTime + this.listener.timeDelta;
  37650. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37651. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37652. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37653. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37654. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37655. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37656. } else {
  37657. panner.setPosition( _position.x, _position.y, _position.z );
  37658. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37659. }
  37660. }
  37661. }
  37662. /**
  37663. * This class can be used to analyse audio data.
  37664. *
  37665. * ```js
  37666. * // create an AudioListener and add it to the camera
  37667. * const listener = new THREE.AudioListener();
  37668. * camera.add( listener );
  37669. *
  37670. * // create an Audio source
  37671. * const sound = new THREE.Audio( listener );
  37672. *
  37673. * // load a sound and set it as the Audio object's buffer
  37674. * const audioLoader = new THREE.AudioLoader();
  37675. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37676. * sound.setBuffer( buffer );
  37677. * sound.setLoop(true);
  37678. * sound.setVolume(0.5);
  37679. * sound.play();
  37680. * });
  37681. *
  37682. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37683. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37684. *
  37685. * // get the average frequency of the sound
  37686. * const data = analyser.getAverageFrequency();
  37687. * ```
  37688. */
  37689. class AudioAnalyser {
  37690. /**
  37691. * Constructs a new audio analyzer.
  37692. *
  37693. * @param {Audio} audio - The audio to analyze.
  37694. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37695. */
  37696. constructor( audio, fftSize = 2048 ) {
  37697. /**
  37698. * The global audio listener.
  37699. *
  37700. * @type {AnalyserNode}
  37701. */
  37702. this.analyser = audio.context.createAnalyser();
  37703. this.analyser.fftSize = fftSize;
  37704. /**
  37705. * Holds the analyzed data.
  37706. *
  37707. * @type {Uint8Array}
  37708. */
  37709. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37710. audio.getOutput().connect( this.analyser );
  37711. }
  37712. /**
  37713. * Returns an array with frequency data of the audio.
  37714. *
  37715. * Each item in the array represents the decibel value for a specific frequency.
  37716. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37717. * For example, for 48000 sample rate, the last item of the array will represent
  37718. * the decibel value for 24000 Hz.
  37719. *
  37720. * @return {Uint8Array} The frequency data.
  37721. */
  37722. getFrequencyData() {
  37723. this.analyser.getByteFrequencyData( this.data );
  37724. return this.data;
  37725. }
  37726. /**
  37727. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37728. *
  37729. * @return {number} The average frequency.
  37730. */
  37731. getAverageFrequency() {
  37732. let value = 0;
  37733. const data = this.getFrequencyData();
  37734. for ( let i = 0; i < data.length; i ++ ) {
  37735. value += data[ i ];
  37736. }
  37737. return value / data.length;
  37738. }
  37739. }
  37740. /**
  37741. * Buffered scene graph property that allows weighted accumulation; used internally.
  37742. */
  37743. class PropertyMixer {
  37744. /**
  37745. * Constructs a new property mixer.
  37746. *
  37747. * @param {PropertyBinding} binding - The property binding.
  37748. * @param {string} typeName - The keyframe track type name.
  37749. * @param {number} valueSize - The keyframe track value size.
  37750. */
  37751. constructor( binding, typeName, valueSize ) {
  37752. /**
  37753. * The property binding.
  37754. *
  37755. * @type {PropertyBinding}
  37756. */
  37757. this.binding = binding;
  37758. /**
  37759. * The keyframe track value size.
  37760. *
  37761. * @type {number}
  37762. */
  37763. this.valueSize = valueSize;
  37764. let mixFunction,
  37765. mixFunctionAdditive,
  37766. setIdentity;
  37767. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37768. //
  37769. // interpolators can use .buffer as their .result
  37770. // the data then goes to 'incoming'
  37771. //
  37772. // 'accu0' and 'accu1' are used frame-interleaved for
  37773. // the cumulative result and are compared to detect
  37774. // changes
  37775. //
  37776. // 'orig' stores the original state of the property
  37777. //
  37778. // 'add' is used for additive cumulative results
  37779. //
  37780. // 'work' is optional and is only present for quaternion types. It is used
  37781. // to store intermediate quaternion multiplication results
  37782. switch ( typeName ) {
  37783. case 'quaternion':
  37784. mixFunction = this._slerp;
  37785. mixFunctionAdditive = this._slerpAdditive;
  37786. setIdentity = this._setAdditiveIdentityQuaternion;
  37787. this.buffer = new Float64Array( valueSize * 6 );
  37788. this._workIndex = 5;
  37789. break;
  37790. case 'string':
  37791. case 'bool':
  37792. mixFunction = this._select;
  37793. // Use the regular mix function and for additive on these types,
  37794. // additive is not relevant for non-numeric types
  37795. mixFunctionAdditive = this._select;
  37796. setIdentity = this._setAdditiveIdentityOther;
  37797. this.buffer = new Array( valueSize * 5 );
  37798. break;
  37799. default:
  37800. mixFunction = this._lerp;
  37801. mixFunctionAdditive = this._lerpAdditive;
  37802. setIdentity = this._setAdditiveIdentityNumeric;
  37803. this.buffer = new Float64Array( valueSize * 5 );
  37804. }
  37805. this._mixBufferRegion = mixFunction;
  37806. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37807. this._setIdentity = setIdentity;
  37808. this._origIndex = 3;
  37809. this._addIndex = 4;
  37810. /**
  37811. * Accumulated weight of the property binding.
  37812. *
  37813. * @type {number}
  37814. * @default 0
  37815. */
  37816. this.cumulativeWeight = 0;
  37817. /**
  37818. * Accumulated additive weight of the property binding.
  37819. *
  37820. * @type {number}
  37821. * @default 0
  37822. */
  37823. this.cumulativeWeightAdditive = 0;
  37824. /**
  37825. * Number of active keyframe tracks currently using this property binding.
  37826. *
  37827. * @type {number}
  37828. * @default 0
  37829. */
  37830. this.useCount = 0;
  37831. /**
  37832. * Number of keyframe tracks referencing this property binding.
  37833. *
  37834. * @type {number}
  37835. * @default 0
  37836. */
  37837. this.referenceCount = 0;
  37838. }
  37839. /**
  37840. * Accumulates data in the `incoming` region into `accu<i>`.
  37841. *
  37842. * @param {number} accuIndex - The accumulation index.
  37843. * @param {number} weight - The weight.
  37844. */
  37845. accumulate( accuIndex, weight ) {
  37846. // note: happily accumulating nothing when weight = 0, the caller knows
  37847. // the weight and shouldn't have made the call in the first place
  37848. const buffer = this.buffer,
  37849. stride = this.valueSize,
  37850. offset = accuIndex * stride + stride;
  37851. let currentWeight = this.cumulativeWeight;
  37852. if ( currentWeight === 0 ) {
  37853. // accuN := incoming * weight
  37854. for ( let i = 0; i !== stride; ++ i ) {
  37855. buffer[ offset + i ] = buffer[ i ];
  37856. }
  37857. currentWeight = weight;
  37858. } else {
  37859. // accuN := accuN + incoming * weight
  37860. currentWeight += weight;
  37861. const mix = weight / currentWeight;
  37862. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37863. }
  37864. this.cumulativeWeight = currentWeight;
  37865. }
  37866. /**
  37867. * Accumulates data in the `incoming` region into `add`.
  37868. *
  37869. * @param {number} weight - The weight.
  37870. */
  37871. accumulateAdditive( weight ) {
  37872. const buffer = this.buffer,
  37873. stride = this.valueSize,
  37874. offset = stride * this._addIndex;
  37875. if ( this.cumulativeWeightAdditive === 0 ) {
  37876. // add = identity
  37877. this._setIdentity();
  37878. }
  37879. // add := add + incoming * weight
  37880. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37881. this.cumulativeWeightAdditive += weight;
  37882. }
  37883. /**
  37884. * Applies the state of `accu<i>` to the binding when accus differ.
  37885. *
  37886. * @param {number} accuIndex - The accumulation index.
  37887. */
  37888. apply( accuIndex ) {
  37889. const stride = this.valueSize,
  37890. buffer = this.buffer,
  37891. offset = accuIndex * stride + stride,
  37892. weight = this.cumulativeWeight,
  37893. weightAdditive = this.cumulativeWeightAdditive,
  37894. binding = this.binding;
  37895. this.cumulativeWeight = 0;
  37896. this.cumulativeWeightAdditive = 0;
  37897. if ( weight < 1 ) {
  37898. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37899. const originalValueOffset = stride * this._origIndex;
  37900. this._mixBufferRegion(
  37901. buffer, offset, originalValueOffset, 1 - weight, stride );
  37902. }
  37903. if ( weightAdditive > 0 ) {
  37904. // accuN := accuN + additive accuN
  37905. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37906. }
  37907. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37908. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37909. // value has changed -> update scene graph
  37910. binding.setValue( buffer, offset );
  37911. break;
  37912. }
  37913. }
  37914. }
  37915. /**
  37916. * Remembers the state of the bound property and copy it to both accus.
  37917. */
  37918. saveOriginalState() {
  37919. const binding = this.binding;
  37920. const buffer = this.buffer,
  37921. stride = this.valueSize,
  37922. originalValueOffset = stride * this._origIndex;
  37923. binding.getValue( buffer, originalValueOffset );
  37924. // accu[0..1] := orig -- initially detect changes against the original
  37925. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37926. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37927. }
  37928. // Add to identity for additive
  37929. this._setIdentity();
  37930. this.cumulativeWeight = 0;
  37931. this.cumulativeWeightAdditive = 0;
  37932. }
  37933. /**
  37934. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37935. */
  37936. restoreOriginalState() {
  37937. const originalValueOffset = this.valueSize * 3;
  37938. this.binding.setValue( this.buffer, originalValueOffset );
  37939. }
  37940. // internals
  37941. _setAdditiveIdentityNumeric() {
  37942. const startIndex = this._addIndex * this.valueSize;
  37943. const endIndex = startIndex + this.valueSize;
  37944. for ( let i = startIndex; i < endIndex; i ++ ) {
  37945. this.buffer[ i ] = 0;
  37946. }
  37947. }
  37948. _setAdditiveIdentityQuaternion() {
  37949. this._setAdditiveIdentityNumeric();
  37950. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37951. }
  37952. _setAdditiveIdentityOther() {
  37953. const startIndex = this._origIndex * this.valueSize;
  37954. const targetIndex = this._addIndex * this.valueSize;
  37955. for ( let i = 0; i < this.valueSize; i ++ ) {
  37956. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37957. }
  37958. }
  37959. // mix functions
  37960. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37961. if ( t >= 0.5 ) {
  37962. for ( let i = 0; i !== stride; ++ i ) {
  37963. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37964. }
  37965. }
  37966. }
  37967. _slerp( buffer, dstOffset, srcOffset, t ) {
  37968. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37969. }
  37970. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37971. const workOffset = this._workIndex * stride;
  37972. // Store result in intermediate buffer offset
  37973. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37974. // Slerp to the intermediate result
  37975. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37976. }
  37977. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37978. const s = 1 - t;
  37979. for ( let i = 0; i !== stride; ++ i ) {
  37980. const j = dstOffset + i;
  37981. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37982. }
  37983. }
  37984. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37985. for ( let i = 0; i !== stride; ++ i ) {
  37986. const j = dstOffset + i;
  37987. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37988. }
  37989. }
  37990. }
  37991. // Characters [].:/ are reserved for track binding syntax.
  37992. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37993. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37994. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37995. // only latin characters, and the unicode \p{L} is not yet supported. So
  37996. // instead, we exclude reserved characters and match everything else.
  37997. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37998. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37999. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  38000. // be matched to parse the rest of the track name.
  38001. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  38002. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  38003. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  38004. // Object on target node, and accessor. May not contain reserved
  38005. // characters. Accessor may contain any character except closing bracket.
  38006. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  38007. // Property and accessor. May not contain reserved characters. Accessor may
  38008. // contain any non-bracket characters.
  38009. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  38010. const _trackRe = new RegExp( ''
  38011. + '^'
  38012. + _directoryRe
  38013. + _nodeRe
  38014. + _objectRe
  38015. + _propertyRe
  38016. + '$'
  38017. );
  38018. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  38019. class Composite {
  38020. constructor( targetGroup, path, optionalParsedPath ) {
  38021. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  38022. this._targetGroup = targetGroup;
  38023. this._bindings = targetGroup.subscribe_( path, parsedPath );
  38024. }
  38025. getValue( array, offset ) {
  38026. this.bind(); // bind all binding
  38027. const firstValidIndex = this._targetGroup.nCachedObjects_,
  38028. binding = this._bindings[ firstValidIndex ];
  38029. // and only call .getValue on the first
  38030. if ( binding !== undefined ) binding.getValue( array, offset );
  38031. }
  38032. setValue( array, offset ) {
  38033. const bindings = this._bindings;
  38034. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  38035. bindings[ i ].setValue( array, offset );
  38036. }
  38037. }
  38038. bind() {
  38039. const bindings = this._bindings;
  38040. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  38041. bindings[ i ].bind();
  38042. }
  38043. }
  38044. unbind() {
  38045. const bindings = this._bindings;
  38046. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  38047. bindings[ i ].unbind();
  38048. }
  38049. }
  38050. }
  38051. // Note: This class uses a State pattern on a per-method basis:
  38052. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  38053. // prototype version of these methods with one that represents
  38054. // the bound state. When the property is not found, the methods
  38055. // become no-ops.
  38056. /**
  38057. * This holds a reference to a real property in the scene graph; used internally.
  38058. */
  38059. class PropertyBinding {
  38060. /**
  38061. * Constructs a new property binding.
  38062. *
  38063. * @param {Object} rootNode - The root node.
  38064. * @param {string} path - The path.
  38065. * @param {?Object} [parsedPath] - The parsed path.
  38066. */
  38067. constructor( rootNode, path, parsedPath ) {
  38068. /**
  38069. * The object path to the animated property.
  38070. *
  38071. * @type {string}
  38072. */
  38073. this.path = path;
  38074. /**
  38075. * An object holding information about the path.
  38076. *
  38077. * @type {Object}
  38078. */
  38079. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  38080. /**
  38081. * The object owns the animated property.
  38082. *
  38083. * @type {?Object}
  38084. */
  38085. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  38086. /**
  38087. * The root node.
  38088. *
  38089. * @type {Object3D|Skeleton}
  38090. */
  38091. this.rootNode = rootNode;
  38092. // initial state of these methods that calls 'bind'
  38093. this.getValue = this._getValue_unbound;
  38094. this.setValue = this._setValue_unbound;
  38095. }
  38096. /**
  38097. * Factory method for creating a property binding from the given parameters.
  38098. *
  38099. * @static
  38100. * @param {Object} root - The root node.
  38101. * @param {string} path - The path.
  38102. * @param {?Object} [parsedPath] - The parsed path.
  38103. * @return {PropertyBinding|Composite} The created property binding or composite.
  38104. */
  38105. static create( root, path, parsedPath ) {
  38106. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  38107. return new PropertyBinding( root, path, parsedPath );
  38108. } else {
  38109. return new PropertyBinding.Composite( root, path, parsedPath );
  38110. }
  38111. }
  38112. /**
  38113. * Replaces spaces with underscores and removes unsupported characters from
  38114. * node names, to ensure compatibility with parseTrackName().
  38115. *
  38116. * @param {string} name - Node name to be sanitized.
  38117. * @return {string} The sanitized node name.
  38118. */
  38119. static sanitizeNodeName( name ) {
  38120. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  38121. }
  38122. /**
  38123. * Parses the given track name (an object path to an animated property) and
  38124. * returns an object with information about the path. Matches strings in the following forms:
  38125. *
  38126. * - nodeName.property
  38127. * - nodeName.property[accessor]
  38128. * - nodeName.material.property[accessor]
  38129. * - uuid.property[accessor]
  38130. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  38131. * - parentName/nodeName.property
  38132. * - parentName/parentName/nodeName.property[index]
  38133. * - .bone[Armature.DEF_cog].position
  38134. * - scene:helium_balloon_model:helium_balloon_model.position
  38135. *
  38136. * @static
  38137. * @param {string} trackName - The track name to parse.
  38138. * @return {Object} The parsed track name as an object.
  38139. */
  38140. static parseTrackName( trackName ) {
  38141. const matches = _trackRe.exec( trackName );
  38142. if ( matches === null ) {
  38143. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  38144. }
  38145. const results = {
  38146. // directoryName: matches[ 1 ], // (tschw) currently unused
  38147. nodeName: matches[ 2 ],
  38148. objectName: matches[ 3 ],
  38149. objectIndex: matches[ 4 ],
  38150. propertyName: matches[ 5 ], // required
  38151. propertyIndex: matches[ 6 ]
  38152. };
  38153. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  38154. if ( lastDot !== undefined && lastDot !== -1 ) {
  38155. const objectName = results.nodeName.substring( lastDot + 1 );
  38156. // Object names must be checked against an allowlist. Otherwise, there
  38157. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  38158. // 'bar' could be the objectName, or part of a nodeName (which can
  38159. // include '.' characters).
  38160. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  38161. results.nodeName = results.nodeName.substring( 0, lastDot );
  38162. results.objectName = objectName;
  38163. }
  38164. }
  38165. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  38166. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  38167. }
  38168. return results;
  38169. }
  38170. /**
  38171. * Searches for a node in the hierarchy of the given root object by the given
  38172. * node name.
  38173. *
  38174. * @static
  38175. * @param {Object} root - The root object.
  38176. * @param {string|number} nodeName - The name of the node.
  38177. * @return {?Object} The found node. Returns `null` if no object was found.
  38178. */
  38179. static findNode( root, nodeName ) {
  38180. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  38181. return root;
  38182. }
  38183. // search into skeleton bones.
  38184. if ( root.skeleton ) {
  38185. const bone = root.skeleton.getBoneByName( nodeName );
  38186. if ( bone !== undefined ) {
  38187. return bone;
  38188. }
  38189. }
  38190. // search into node subtree.
  38191. if ( root.children ) {
  38192. const searchNodeSubtree = function ( children ) {
  38193. for ( let i = 0; i < children.length; i ++ ) {
  38194. const childNode = children[ i ];
  38195. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  38196. return childNode;
  38197. }
  38198. const result = searchNodeSubtree( childNode.children );
  38199. if ( result ) return result;
  38200. }
  38201. return null;
  38202. };
  38203. const subTreeNode = searchNodeSubtree( root.children );
  38204. if ( subTreeNode ) {
  38205. return subTreeNode;
  38206. }
  38207. }
  38208. return null;
  38209. }
  38210. // these are used to "bind" a nonexistent property
  38211. _getValue_unavailable() {}
  38212. _setValue_unavailable() {}
  38213. // Getters
  38214. _getValue_direct( buffer, offset ) {
  38215. buffer[ offset ] = this.targetObject[ this.propertyName ];
  38216. }
  38217. _getValue_array( buffer, offset ) {
  38218. const source = this.resolvedProperty;
  38219. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  38220. buffer[ offset ++ ] = source[ i ];
  38221. }
  38222. }
  38223. _getValue_arrayElement( buffer, offset ) {
  38224. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  38225. }
  38226. _getValue_toArray( buffer, offset ) {
  38227. this.resolvedProperty.toArray( buffer, offset );
  38228. }
  38229. // Direct
  38230. _setValue_direct( buffer, offset ) {
  38231. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38232. }
  38233. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  38234. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38235. this.targetObject.needsUpdate = true;
  38236. }
  38237. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38238. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38239. this.targetObject.matrixWorldNeedsUpdate = true;
  38240. }
  38241. // EntireArray
  38242. _setValue_array( buffer, offset ) {
  38243. const dest = this.resolvedProperty;
  38244. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38245. dest[ i ] = buffer[ offset ++ ];
  38246. }
  38247. }
  38248. _setValue_array_setNeedsUpdate( buffer, offset ) {
  38249. const dest = this.resolvedProperty;
  38250. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38251. dest[ i ] = buffer[ offset ++ ];
  38252. }
  38253. this.targetObject.needsUpdate = true;
  38254. }
  38255. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38256. const dest = this.resolvedProperty;
  38257. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38258. dest[ i ] = buffer[ offset ++ ];
  38259. }
  38260. this.targetObject.matrixWorldNeedsUpdate = true;
  38261. }
  38262. // ArrayElement
  38263. _setValue_arrayElement( buffer, offset ) {
  38264. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38265. }
  38266. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  38267. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38268. this.targetObject.needsUpdate = true;
  38269. }
  38270. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38271. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38272. this.targetObject.matrixWorldNeedsUpdate = true;
  38273. }
  38274. // HasToFromArray
  38275. _setValue_fromArray( buffer, offset ) {
  38276. this.resolvedProperty.fromArray( buffer, offset );
  38277. }
  38278. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  38279. this.resolvedProperty.fromArray( buffer, offset );
  38280. this.targetObject.needsUpdate = true;
  38281. }
  38282. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38283. this.resolvedProperty.fromArray( buffer, offset );
  38284. this.targetObject.matrixWorldNeedsUpdate = true;
  38285. }
  38286. _getValue_unbound( targetArray, offset ) {
  38287. this.bind();
  38288. this.getValue( targetArray, offset );
  38289. }
  38290. _setValue_unbound( sourceArray, offset ) {
  38291. this.bind();
  38292. this.setValue( sourceArray, offset );
  38293. }
  38294. /**
  38295. * Creates a getter / setter pair for the property tracked by this binding.
  38296. */
  38297. bind() {
  38298. let targetObject = this.node;
  38299. const parsedPath = this.parsedPath;
  38300. const objectName = parsedPath.objectName;
  38301. const propertyName = parsedPath.propertyName;
  38302. let propertyIndex = parsedPath.propertyIndex;
  38303. if ( ! targetObject ) {
  38304. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  38305. this.node = targetObject;
  38306. }
  38307. // set fail state so we can just 'return' on error
  38308. this.getValue = this._getValue_unavailable;
  38309. this.setValue = this._setValue_unavailable;
  38310. // ensure there is a value node
  38311. if ( ! targetObject ) {
  38312. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  38313. return;
  38314. }
  38315. if ( objectName ) {
  38316. let objectIndex = parsedPath.objectIndex;
  38317. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  38318. switch ( objectName ) {
  38319. case 'materials':
  38320. if ( ! targetObject.material ) {
  38321. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  38322. return;
  38323. }
  38324. if ( ! targetObject.material.materials ) {
  38325. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  38326. return;
  38327. }
  38328. targetObject = targetObject.material.materials;
  38329. break;
  38330. case 'bones':
  38331. if ( ! targetObject.skeleton ) {
  38332. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  38333. return;
  38334. }
  38335. // potential future optimization: skip this if propertyIndex is already an integer
  38336. // and convert the integer string to a true integer.
  38337. targetObject = targetObject.skeleton.bones;
  38338. // support resolving morphTarget names into indices.
  38339. for ( let i = 0; i < targetObject.length; i ++ ) {
  38340. if ( targetObject[ i ].name === objectIndex ) {
  38341. objectIndex = i;
  38342. break;
  38343. }
  38344. }
  38345. break;
  38346. case 'map':
  38347. if ( 'map' in targetObject ) {
  38348. targetObject = targetObject.map;
  38349. break;
  38350. }
  38351. if ( ! targetObject.material ) {
  38352. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  38353. return;
  38354. }
  38355. if ( ! targetObject.material.map ) {
  38356. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  38357. return;
  38358. }
  38359. targetObject = targetObject.material.map;
  38360. break;
  38361. default:
  38362. if ( targetObject[ objectName ] === undefined ) {
  38363. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  38364. return;
  38365. }
  38366. targetObject = targetObject[ objectName ];
  38367. }
  38368. if ( objectIndex !== undefined ) {
  38369. if ( targetObject[ objectIndex ] === undefined ) {
  38370. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  38371. return;
  38372. }
  38373. targetObject = targetObject[ objectIndex ];
  38374. }
  38375. }
  38376. // resolve property
  38377. const nodeProperty = targetObject[ propertyName ];
  38378. if ( nodeProperty === undefined ) {
  38379. const nodeName = parsedPath.nodeName;
  38380. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  38381. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  38382. return;
  38383. }
  38384. // determine versioning scheme
  38385. let versioning = this.Versioning.None;
  38386. this.targetObject = targetObject;
  38387. if ( targetObject.isMaterial === true ) {
  38388. versioning = this.Versioning.NeedsUpdate;
  38389. } else if ( targetObject.isObject3D === true ) {
  38390. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  38391. }
  38392. // determine how the property gets bound
  38393. let bindingType = this.BindingType.Direct;
  38394. if ( propertyIndex !== undefined ) {
  38395. // access a sub element of the property array (only primitives are supported right now)
  38396. if ( propertyName === 'morphTargetInfluences' ) {
  38397. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  38398. // support resolving morphTarget names into indices.
  38399. if ( ! targetObject.geometry ) {
  38400. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  38401. return;
  38402. }
  38403. if ( ! targetObject.geometry.morphAttributes ) {
  38404. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  38405. return;
  38406. }
  38407. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  38408. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  38409. }
  38410. }
  38411. bindingType = this.BindingType.ArrayElement;
  38412. this.resolvedProperty = nodeProperty;
  38413. this.propertyIndex = propertyIndex;
  38414. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  38415. // must use copy for Object3D.Euler/Quaternion
  38416. bindingType = this.BindingType.HasFromToArray;
  38417. this.resolvedProperty = nodeProperty;
  38418. } else if ( Array.isArray( nodeProperty ) ) {
  38419. bindingType = this.BindingType.EntireArray;
  38420. this.resolvedProperty = nodeProperty;
  38421. } else {
  38422. this.propertyName = propertyName;
  38423. }
  38424. // select getter / setter
  38425. this.getValue = this.GetterByBindingType[ bindingType ];
  38426. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  38427. }
  38428. /**
  38429. * Unbinds the property.
  38430. */
  38431. unbind() {
  38432. this.node = null;
  38433. // back to the prototype version of getValue / setValue
  38434. // note: avoiding to mutate the shape of 'this' via 'delete'
  38435. this.getValue = this._getValue_unbound;
  38436. this.setValue = this._setValue_unbound;
  38437. }
  38438. }
  38439. PropertyBinding.Composite = Composite;
  38440. PropertyBinding.prototype.BindingType = {
  38441. Direct: 0,
  38442. EntireArray: 1,
  38443. ArrayElement: 2,
  38444. HasFromToArray: 3
  38445. };
  38446. PropertyBinding.prototype.Versioning = {
  38447. None: 0,
  38448. NeedsUpdate: 1,
  38449. MatrixWorldNeedsUpdate: 2
  38450. };
  38451. PropertyBinding.prototype.GetterByBindingType = [
  38452. PropertyBinding.prototype._getValue_direct,
  38453. PropertyBinding.prototype._getValue_array,
  38454. PropertyBinding.prototype._getValue_arrayElement,
  38455. PropertyBinding.prototype._getValue_toArray,
  38456. ];
  38457. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  38458. [
  38459. // Direct
  38460. PropertyBinding.prototype._setValue_direct,
  38461. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  38462. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  38463. ], [
  38464. // EntireArray
  38465. PropertyBinding.prototype._setValue_array,
  38466. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  38467. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  38468. ], [
  38469. // ArrayElement
  38470. PropertyBinding.prototype._setValue_arrayElement,
  38471. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  38472. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  38473. ], [
  38474. // HasToFromArray
  38475. PropertyBinding.prototype._setValue_fromArray,
  38476. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  38477. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  38478. ]
  38479. ];
  38480. /**
  38481. * A group of objects that receives a shared animation state.
  38482. *
  38483. * Usage:
  38484. *
  38485. * - Add objects you would otherwise pass as 'root' to the
  38486. * constructor or the .clipAction method of AnimationMixer.
  38487. * - Instead pass this object as 'root'.
  38488. * - You can also add and remove objects later when the mixer is running.
  38489. *
  38490. * Note:
  38491. *
  38492. * - Objects of this class appear as one object to the mixer,
  38493. * so cache control of the individual objects must be done on the group.
  38494. *
  38495. * Limitation:
  38496. *
  38497. * - The animated properties must be compatible among the all objects in the group.
  38498. * - A single property can either be controlled through a target group or directly, but not both.
  38499. */
  38500. class AnimationObjectGroup {
  38501. /**
  38502. * Constructs a new animation group.
  38503. *
  38504. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  38505. */
  38506. constructor() {
  38507. /**
  38508. * This flag can be used for type testing.
  38509. *
  38510. * @type {boolean}
  38511. * @readonly
  38512. * @default true
  38513. */
  38514. this.isAnimationObjectGroup = true;
  38515. /**
  38516. * The UUID of the 3D object.
  38517. *
  38518. * @type {string}
  38519. * @readonly
  38520. */
  38521. this.uuid = generateUUID();
  38522. // cached objects followed by the active ones
  38523. this._objects = Array.prototype.slice.call( arguments );
  38524. this.nCachedObjects_ = 0; // threshold
  38525. // note: read by PropertyBinding.Composite
  38526. const indices = {};
  38527. this._indicesByUUID = indices; // for bookkeeping
  38528. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38529. indices[ arguments[ i ].uuid ] = i;
  38530. }
  38531. this._paths = []; // inside: string
  38532. this._parsedPaths = []; // inside: { we don't care, here }
  38533. this._bindings = []; // inside: Array< PropertyBinding >
  38534. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  38535. const scope = this;
  38536. this.stats = {
  38537. objects: {
  38538. get total() {
  38539. return scope._objects.length;
  38540. },
  38541. get inUse() {
  38542. return this.total - scope.nCachedObjects_;
  38543. }
  38544. },
  38545. get bindingsPerObject() {
  38546. return scope._bindings.length;
  38547. }
  38548. };
  38549. }
  38550. /**
  38551. * Adds an arbitrary number of objects to this animation group.
  38552. *
  38553. * @param {...Object3D} arguments - The 3D objects to add.
  38554. */
  38555. add() {
  38556. const objects = this._objects,
  38557. indicesByUUID = this._indicesByUUID,
  38558. paths = this._paths,
  38559. parsedPaths = this._parsedPaths,
  38560. bindings = this._bindings,
  38561. nBindings = bindings.length;
  38562. let knownObject = undefined,
  38563. nObjects = objects.length,
  38564. nCachedObjects = this.nCachedObjects_;
  38565. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38566. const object = arguments[ i ],
  38567. uuid = object.uuid;
  38568. let index = indicesByUUID[ uuid ];
  38569. if ( index === undefined ) {
  38570. // unknown object -> add it to the ACTIVE region
  38571. index = nObjects ++;
  38572. indicesByUUID[ uuid ] = index;
  38573. objects.push( object );
  38574. // accounting is done, now do the same for all bindings
  38575. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38576. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  38577. }
  38578. } else if ( index < nCachedObjects ) {
  38579. knownObject = objects[ index ];
  38580. // move existing object to the ACTIVE region
  38581. const firstActiveIndex = -- nCachedObjects,
  38582. lastCachedObject = objects[ firstActiveIndex ];
  38583. indicesByUUID[ lastCachedObject.uuid ] = index;
  38584. objects[ index ] = lastCachedObject;
  38585. indicesByUUID[ uuid ] = firstActiveIndex;
  38586. objects[ firstActiveIndex ] = object;
  38587. // accounting is done, now do the same for all bindings
  38588. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38589. const bindingsForPath = bindings[ j ],
  38590. lastCached = bindingsForPath[ firstActiveIndex ];
  38591. let binding = bindingsForPath[ index ];
  38592. bindingsForPath[ index ] = lastCached;
  38593. if ( binding === undefined ) {
  38594. // since we do not bother to create new bindings
  38595. // for objects that are cached, the binding may
  38596. // or may not exist
  38597. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  38598. }
  38599. bindingsForPath[ firstActiveIndex ] = binding;
  38600. }
  38601. } else if ( objects[ index ] !== knownObject ) {
  38602. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  38603. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  38604. } // else the object is already where we want it to be
  38605. } // for arguments
  38606. this.nCachedObjects_ = nCachedObjects;
  38607. }
  38608. /**
  38609. * Removes an arbitrary number of objects to this animation group
  38610. *
  38611. * @param {...Object3D} arguments - The 3D objects to remove.
  38612. */
  38613. remove() {
  38614. const objects = this._objects,
  38615. indicesByUUID = this._indicesByUUID,
  38616. bindings = this._bindings,
  38617. nBindings = bindings.length;
  38618. let nCachedObjects = this.nCachedObjects_;
  38619. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38620. const object = arguments[ i ],
  38621. uuid = object.uuid,
  38622. index = indicesByUUID[ uuid ];
  38623. if ( index !== undefined && index >= nCachedObjects ) {
  38624. // move existing object into the CACHED region
  38625. const lastCachedIndex = nCachedObjects ++,
  38626. firstActiveObject = objects[ lastCachedIndex ];
  38627. indicesByUUID[ firstActiveObject.uuid ] = index;
  38628. objects[ index ] = firstActiveObject;
  38629. indicesByUUID[ uuid ] = lastCachedIndex;
  38630. objects[ lastCachedIndex ] = object;
  38631. // accounting is done, now do the same for all bindings
  38632. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38633. const bindingsForPath = bindings[ j ],
  38634. firstActive = bindingsForPath[ lastCachedIndex ],
  38635. binding = bindingsForPath[ index ];
  38636. bindingsForPath[ index ] = firstActive;
  38637. bindingsForPath[ lastCachedIndex ] = binding;
  38638. }
  38639. }
  38640. } // for arguments
  38641. this.nCachedObjects_ = nCachedObjects;
  38642. }
  38643. /**
  38644. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38645. *
  38646. * @param {...Object3D} arguments - The 3D objects to uncache.
  38647. */
  38648. uncache() {
  38649. const objects = this._objects,
  38650. indicesByUUID = this._indicesByUUID,
  38651. bindings = this._bindings,
  38652. nBindings = bindings.length;
  38653. let nCachedObjects = this.nCachedObjects_,
  38654. nObjects = objects.length;
  38655. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38656. const object = arguments[ i ],
  38657. uuid = object.uuid,
  38658. index = indicesByUUID[ uuid ];
  38659. if ( index !== undefined ) {
  38660. delete indicesByUUID[ uuid ];
  38661. if ( index < nCachedObjects ) {
  38662. // object is cached, shrink the CACHED region
  38663. const firstActiveIndex = -- nCachedObjects,
  38664. lastCachedObject = objects[ firstActiveIndex ],
  38665. lastIndex = -- nObjects,
  38666. lastObject = objects[ lastIndex ];
  38667. // last cached object takes this object's place
  38668. indicesByUUID[ lastCachedObject.uuid ] = index;
  38669. objects[ index ] = lastCachedObject;
  38670. // last object goes to the activated slot and pop
  38671. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38672. objects[ firstActiveIndex ] = lastObject;
  38673. objects.pop();
  38674. // accounting is done, now do the same for all bindings
  38675. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38676. const bindingsForPath = bindings[ j ],
  38677. lastCached = bindingsForPath[ firstActiveIndex ],
  38678. last = bindingsForPath[ lastIndex ];
  38679. bindingsForPath[ index ] = lastCached;
  38680. bindingsForPath[ firstActiveIndex ] = last;
  38681. bindingsForPath.pop();
  38682. }
  38683. } else {
  38684. // object is active, just swap with the last and pop
  38685. const lastIndex = -- nObjects,
  38686. lastObject = objects[ lastIndex ];
  38687. if ( lastIndex > 0 ) {
  38688. indicesByUUID[ lastObject.uuid ] = index;
  38689. }
  38690. objects[ index ] = lastObject;
  38691. objects.pop();
  38692. // accounting is done, now do the same for all bindings
  38693. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38694. const bindingsForPath = bindings[ j ];
  38695. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38696. bindingsForPath.pop();
  38697. }
  38698. } // cached or active
  38699. } // if object is known
  38700. } // for arguments
  38701. this.nCachedObjects_ = nCachedObjects;
  38702. }
  38703. // Internal interface used by befriended PropertyBinding.Composite:
  38704. subscribe_( path, parsedPath ) {
  38705. // returns an array of bindings for the given path that is changed
  38706. // according to the contained objects in the group
  38707. const indicesByPath = this._bindingsIndicesByPath;
  38708. let index = indicesByPath[ path ];
  38709. const bindings = this._bindings;
  38710. if ( index !== undefined ) return bindings[ index ];
  38711. const paths = this._paths,
  38712. parsedPaths = this._parsedPaths,
  38713. objects = this._objects,
  38714. nObjects = objects.length,
  38715. nCachedObjects = this.nCachedObjects_,
  38716. bindingsForPath = new Array( nObjects );
  38717. index = bindings.length;
  38718. indicesByPath[ path ] = index;
  38719. paths.push( path );
  38720. parsedPaths.push( parsedPath );
  38721. bindings.push( bindingsForPath );
  38722. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38723. const object = objects[ i ];
  38724. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38725. }
  38726. return bindingsForPath;
  38727. }
  38728. unsubscribe_( path ) {
  38729. // tells the group to forget about a property path and no longer
  38730. // update the array previously obtained with 'subscribe_'
  38731. const indicesByPath = this._bindingsIndicesByPath,
  38732. index = indicesByPath[ path ];
  38733. if ( index !== undefined ) {
  38734. const paths = this._paths,
  38735. parsedPaths = this._parsedPaths,
  38736. bindings = this._bindings,
  38737. lastBindingsIndex = bindings.length - 1,
  38738. lastBindings = bindings[ lastBindingsIndex ],
  38739. lastBindingsPath = path[ lastBindingsIndex ];
  38740. indicesByPath[ lastBindingsPath ] = index;
  38741. bindings[ index ] = lastBindings;
  38742. bindings.pop();
  38743. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38744. parsedPaths.pop();
  38745. paths[ index ] = paths[ lastBindingsIndex ];
  38746. paths.pop();
  38747. }
  38748. }
  38749. }
  38750. /**
  38751. * An instance of `AnimationAction` schedules the playback of an animation which is
  38752. * stored in {@link AnimationClip}.
  38753. */
  38754. class AnimationAction {
  38755. /**
  38756. * Constructs a new animation action.
  38757. *
  38758. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38759. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38760. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38761. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38762. */
  38763. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38764. this._mixer = mixer;
  38765. this._clip = clip;
  38766. this._localRoot = localRoot;
  38767. /**
  38768. * Defines how the animation is blended/combined when two or more animations
  38769. * are simultaneously played.
  38770. *
  38771. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38772. */
  38773. this.blendMode = blendMode;
  38774. const tracks = clip.tracks,
  38775. nTracks = tracks.length,
  38776. interpolants = new Array( nTracks );
  38777. const interpolantSettings = {
  38778. endingStart: ZeroCurvatureEnding,
  38779. endingEnd: ZeroCurvatureEnding
  38780. };
  38781. for ( let i = 0; i !== nTracks; ++ i ) {
  38782. const interpolant = tracks[ i ].createInterpolant( null );
  38783. interpolants[ i ] = interpolant;
  38784. // preserve interpolant settings (like tangent data from BezierInterpolant)
  38785. if ( interpolant.settings ) {
  38786. Object.assign( interpolantSettings, interpolant.settings );
  38787. }
  38788. interpolant.settings = interpolantSettings;
  38789. }
  38790. this._interpolantSettings = interpolantSettings;
  38791. this._interpolants = interpolants; // bound by the mixer
  38792. // inside: PropertyMixer (managed by the mixer)
  38793. this._propertyBindings = new Array( nTracks );
  38794. this._cacheIndex = null; // for the memory manager
  38795. this._byClipCacheIndex = null; // for the memory manager
  38796. this._timeScaleInterpolant = null;
  38797. this._weightInterpolant = null;
  38798. /**
  38799. * The loop mode, set via {@link AnimationAction#setLoop}.
  38800. *
  38801. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38802. * @default LoopRepeat
  38803. */
  38804. this.loop = LoopRepeat;
  38805. this._loopCount = -1;
  38806. // global mixer time when the action is to be started
  38807. // it's set back to 'null' upon start of the action
  38808. this._startTime = null;
  38809. /**
  38810. * The local time of this action (in seconds, starting with `0`).
  38811. *
  38812. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38813. * loop state).
  38814. *
  38815. * @type {number}
  38816. * @default Infinity
  38817. */
  38818. this.time = 0;
  38819. /**
  38820. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38821. * animation to pause. Negative values cause the animation to play backwards.
  38822. *
  38823. * @type {number}
  38824. * @default 1
  38825. */
  38826. this.timeScale = 1;
  38827. this._effectiveTimeScale = 1;
  38828. /**
  38829. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38830. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38831. * several actions.
  38832. *
  38833. * @type {number}
  38834. * @default 1
  38835. */
  38836. this.weight = 1;
  38837. this._effectiveWeight = 1;
  38838. /**
  38839. * The number of repetitions of the performed clip over the course of this action.
  38840. * Can be set via {@link AnimationAction#setLoop}.
  38841. *
  38842. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38843. * `THREE:LoopOnce`.
  38844. *
  38845. * @type {number}
  38846. * @default Infinity
  38847. */
  38848. this.repetitions = Infinity;
  38849. /**
  38850. * If set to `true`, the playback of the action is paused.
  38851. *
  38852. * @type {boolean}
  38853. * @default false
  38854. */
  38855. this.paused = false;
  38856. /**
  38857. * If set to `false`, the action is disabled so it has no impact.
  38858. *
  38859. * When the action is re-enabled, the animation continues from its current
  38860. * time (setting `enabled` to `false` doesn't reset the action).
  38861. *
  38862. * @type {boolean}
  38863. * @default true
  38864. */
  38865. this.enabled = true;
  38866. /**
  38867. * If set to true the animation will automatically be paused on its last frame.
  38868. *
  38869. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38870. * to `false` when the last loop of the action has finished, so that this action has
  38871. * no further impact.
  38872. *
  38873. * Note: This member has no impact if the action is interrupted (it
  38874. * has only an effect if its last loop has really finished).
  38875. *
  38876. * @type {boolean}
  38877. * @default false
  38878. */
  38879. this.clampWhenFinished = false;
  38880. /**
  38881. * Enables smooth interpolation without separate clips for start, loop and end.
  38882. *
  38883. * @type {boolean}
  38884. * @default true
  38885. */
  38886. this.zeroSlopeAtStart = true;
  38887. /**
  38888. * Enables smooth interpolation without separate clips for start, loop and end.
  38889. *
  38890. * @type {boolean}
  38891. * @default true
  38892. */
  38893. this.zeroSlopeAtEnd = true;
  38894. }
  38895. /**
  38896. * Starts the playback of the animation.
  38897. *
  38898. * @return {AnimationAction} A reference to this animation action.
  38899. */
  38900. play() {
  38901. this._mixer._activateAction( this );
  38902. return this;
  38903. }
  38904. /**
  38905. * Stops the playback of the animation.
  38906. *
  38907. * @return {AnimationAction} A reference to this animation action.
  38908. */
  38909. stop() {
  38910. this._mixer._deactivateAction( this );
  38911. return this.reset();
  38912. }
  38913. /**
  38914. * Resets the playback of the animation.
  38915. *
  38916. * @return {AnimationAction} A reference to this animation action.
  38917. */
  38918. reset() {
  38919. this.paused = false;
  38920. this.enabled = true;
  38921. this.time = 0; // restart clip
  38922. this._loopCount = -1;// forget previous loops
  38923. this._startTime = null;// forget scheduling
  38924. return this.stopFading().stopWarping();
  38925. }
  38926. /**
  38927. * Returns `true` if the animation is running.
  38928. *
  38929. * @return {boolean} Whether the animation is running or not.
  38930. */
  38931. isRunning() {
  38932. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38933. this._startTime === null && this._mixer._isActiveAction( this );
  38934. }
  38935. /**
  38936. * Returns `true` when {@link AnimationAction#play} has been called.
  38937. *
  38938. * @return {boolean} Whether the animation is scheduled or not.
  38939. */
  38940. isScheduled() {
  38941. return this._mixer._isActiveAction( this );
  38942. }
  38943. /**
  38944. * Defines the time when the animation should start.
  38945. *
  38946. * @param {number} time - The start time in seconds.
  38947. * @return {AnimationAction} A reference to this animation action.
  38948. */
  38949. startAt( time ) {
  38950. this._startTime = time;
  38951. return this;
  38952. }
  38953. /**
  38954. * Configures the loop settings for this action.
  38955. *
  38956. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38957. * @param {number} repetitions - The number of repetitions.
  38958. * @return {AnimationAction} A reference to this animation action.
  38959. */
  38960. setLoop( mode, repetitions ) {
  38961. this.loop = mode;
  38962. this.repetitions = repetitions;
  38963. return this;
  38964. }
  38965. /**
  38966. * Sets the effective weight of this action.
  38967. *
  38968. * An action has no effect and thus an effective weight of zero when the
  38969. * action is disabled.
  38970. *
  38971. * @param {number} weight - The weight to set.
  38972. * @return {AnimationAction} A reference to this animation action.
  38973. */
  38974. setEffectiveWeight( weight ) {
  38975. this.weight = weight;
  38976. // note: same logic as when updated at runtime
  38977. this._effectiveWeight = this.enabled ? weight : 0;
  38978. return this.stopFading();
  38979. }
  38980. /**
  38981. * Returns the effective weight of this action.
  38982. *
  38983. * @return {number} The effective weight.
  38984. */
  38985. getEffectiveWeight() {
  38986. return this._effectiveWeight;
  38987. }
  38988. /**
  38989. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38990. * within the passed time interval.
  38991. *
  38992. * @param {number} duration - The duration of the fade.
  38993. * @return {AnimationAction} A reference to this animation action.
  38994. */
  38995. fadeIn( duration ) {
  38996. return this._scheduleFading( duration, 0, 1 );
  38997. }
  38998. /**
  38999. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  39000. * within the passed time interval.
  39001. *
  39002. * @param {number} duration - The duration of the fade.
  39003. * @return {AnimationAction} A reference to this animation action.
  39004. */
  39005. fadeOut( duration ) {
  39006. return this._scheduleFading( duration, 1, 0 );
  39007. }
  39008. /**
  39009. * Causes this action to fade in and the given action to fade out,
  39010. * within the passed time interval.
  39011. *
  39012. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  39013. * @param {number} duration - The duration of the fade.
  39014. * @param {boolean} [warp=false] - Whether warping should be used or not.
  39015. * @return {AnimationAction} A reference to this animation action.
  39016. */
  39017. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  39018. fadeOutAction.fadeOut( duration );
  39019. this.fadeIn( duration );
  39020. if ( warp === true ) {
  39021. const fadeInDuration = this._clip.duration,
  39022. fadeOutDuration = fadeOutAction._clip.duration,
  39023. startEndRatio = fadeOutDuration / fadeInDuration,
  39024. endStartRatio = fadeInDuration / fadeOutDuration;
  39025. fadeOutAction.warp( 1.0, startEndRatio, duration );
  39026. this.warp( endStartRatio, 1.0, duration );
  39027. }
  39028. return this;
  39029. }
  39030. /**
  39031. * Causes this action to fade out and the given action to fade in,
  39032. * within the passed time interval.
  39033. *
  39034. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  39035. * @param {number} duration - The duration of the fade.
  39036. * @param {boolean} [warp=false] - Whether warping should be used or not.
  39037. * @return {AnimationAction} A reference to this animation action.
  39038. */
  39039. crossFadeTo( fadeInAction, duration, warp = false ) {
  39040. return fadeInAction.crossFadeFrom( this, duration, warp );
  39041. }
  39042. /**
  39043. * Stops any fading which is applied to this action.
  39044. *
  39045. * @return {AnimationAction} A reference to this animation action.
  39046. */
  39047. stopFading() {
  39048. const weightInterpolant = this._weightInterpolant;
  39049. if ( weightInterpolant !== null ) {
  39050. this._weightInterpolant = null;
  39051. this._mixer._takeBackControlInterpolant( weightInterpolant );
  39052. }
  39053. return this;
  39054. }
  39055. /**
  39056. * Sets the effective time scale of this action.
  39057. *
  39058. * An action has no effect and thus an effective time scale of zero when the
  39059. * action is paused.
  39060. *
  39061. * @param {number} timeScale - The time scale to set.
  39062. * @return {AnimationAction} A reference to this animation action.
  39063. */
  39064. setEffectiveTimeScale( timeScale ) {
  39065. this.timeScale = timeScale;
  39066. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  39067. return this.stopWarping();
  39068. }
  39069. /**
  39070. * Returns the effective time scale of this action.
  39071. *
  39072. * @return {number} The effective time scale.
  39073. */
  39074. getEffectiveTimeScale() {
  39075. return this._effectiveTimeScale;
  39076. }
  39077. /**
  39078. * Sets the duration for a single loop of this action.
  39079. *
  39080. * @param {number} duration - The duration to set.
  39081. * @return {AnimationAction} A reference to this animation action.
  39082. */
  39083. setDuration( duration ) {
  39084. this.timeScale = this._clip.duration / duration;
  39085. return this.stopWarping();
  39086. }
  39087. /**
  39088. * Synchronizes this action with the passed other action.
  39089. *
  39090. * @param {AnimationAction} action - The action to sync with.
  39091. * @return {AnimationAction} A reference to this animation action.
  39092. */
  39093. syncWith( action ) {
  39094. this.time = action.time;
  39095. this.timeScale = action.timeScale;
  39096. return this.stopWarping();
  39097. }
  39098. /**
  39099. * Decelerates this animation's speed to `0` within the passed time interval.
  39100. *
  39101. * @param {number} duration - The duration.
  39102. * @return {AnimationAction} A reference to this animation action.
  39103. */
  39104. halt( duration ) {
  39105. return this.warp( this._effectiveTimeScale, 0, duration );
  39106. }
  39107. /**
  39108. * Changes the playback speed, within the passed time interval, by modifying
  39109. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  39110. * `endTimeScale`.
  39111. *
  39112. * @param {number} startTimeScale - The start time scale.
  39113. * @param {number} endTimeScale - The end time scale.
  39114. * @param {number} duration - The duration.
  39115. * @return {AnimationAction} A reference to this animation action.
  39116. */
  39117. warp( startTimeScale, endTimeScale, duration ) {
  39118. const mixer = this._mixer,
  39119. now = mixer.time,
  39120. timeScale = this.timeScale;
  39121. let interpolant = this._timeScaleInterpolant;
  39122. if ( interpolant === null ) {
  39123. interpolant = mixer._lendControlInterpolant();
  39124. this._timeScaleInterpolant = interpolant;
  39125. }
  39126. const times = interpolant.parameterPositions,
  39127. values = interpolant.sampleValues;
  39128. times[ 0 ] = now;
  39129. times[ 1 ] = now + duration;
  39130. values[ 0 ] = startTimeScale / timeScale;
  39131. values[ 1 ] = endTimeScale / timeScale;
  39132. return this;
  39133. }
  39134. /**
  39135. * Stops any scheduled warping which is applied to this action.
  39136. *
  39137. * @return {AnimationAction} A reference to this animation action.
  39138. */
  39139. stopWarping() {
  39140. const timeScaleInterpolant = this._timeScaleInterpolant;
  39141. if ( timeScaleInterpolant !== null ) {
  39142. this._timeScaleInterpolant = null;
  39143. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  39144. }
  39145. return this;
  39146. }
  39147. /**
  39148. * Returns the animation mixer of this animation action.
  39149. *
  39150. * @return {AnimationMixer} The animation mixer.
  39151. */
  39152. getMixer() {
  39153. return this._mixer;
  39154. }
  39155. /**
  39156. * Returns the animation clip of this animation action.
  39157. *
  39158. * @return {AnimationClip} The animation clip.
  39159. */
  39160. getClip() {
  39161. return this._clip;
  39162. }
  39163. /**
  39164. * Returns the root object of this animation action.
  39165. *
  39166. * @return {Object3D} The root object.
  39167. */
  39168. getRoot() {
  39169. return this._localRoot || this._mixer._root;
  39170. }
  39171. // Internal
  39172. _update( time, deltaTime, timeDirection, accuIndex ) {
  39173. // called by the mixer
  39174. if ( ! this.enabled ) {
  39175. // call ._updateWeight() to update ._effectiveWeight
  39176. this._updateWeight( time );
  39177. return;
  39178. }
  39179. const startTime = this._startTime;
  39180. if ( startTime !== null ) {
  39181. // check for scheduled start of action
  39182. const timeRunning = ( time - startTime ) * timeDirection;
  39183. if ( timeRunning < 0 || timeDirection === 0 ) {
  39184. deltaTime = 0;
  39185. } else {
  39186. this._startTime = null; // unschedule
  39187. deltaTime = timeDirection * timeRunning;
  39188. }
  39189. }
  39190. // apply time scale and advance time
  39191. deltaTime *= this._updateTimeScale( time );
  39192. const clipTime = this._updateTime( deltaTime );
  39193. // note: _updateTime may disable the action resulting in
  39194. // an effective weight of 0
  39195. const weight = this._updateWeight( time );
  39196. if ( weight > 0 ) {
  39197. const interpolants = this._interpolants;
  39198. const propertyMixers = this._propertyBindings;
  39199. switch ( this.blendMode ) {
  39200. case AdditiveAnimationBlendMode:
  39201. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  39202. interpolants[ j ].evaluate( clipTime );
  39203. propertyMixers[ j ].accumulateAdditive( weight );
  39204. }
  39205. break;
  39206. case NormalAnimationBlendMode:
  39207. default:
  39208. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  39209. interpolants[ j ].evaluate( clipTime );
  39210. propertyMixers[ j ].accumulate( accuIndex, weight );
  39211. }
  39212. }
  39213. }
  39214. }
  39215. _updateWeight( time ) {
  39216. let weight = 0;
  39217. if ( this.enabled ) {
  39218. weight = this.weight;
  39219. const interpolant = this._weightInterpolant;
  39220. if ( interpolant !== null ) {
  39221. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  39222. weight *= interpolantValue;
  39223. if ( time > interpolant.parameterPositions[ 1 ] ) {
  39224. this.stopFading();
  39225. if ( interpolantValue === 0 ) {
  39226. // faded out, disable
  39227. this.enabled = false;
  39228. }
  39229. }
  39230. }
  39231. }
  39232. this._effectiveWeight = weight;
  39233. return weight;
  39234. }
  39235. _updateTimeScale( time ) {
  39236. let timeScale = 0;
  39237. if ( ! this.paused ) {
  39238. timeScale = this.timeScale;
  39239. const interpolant = this._timeScaleInterpolant;
  39240. if ( interpolant !== null ) {
  39241. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  39242. timeScale *= interpolantValue;
  39243. if ( time > interpolant.parameterPositions[ 1 ] ) {
  39244. this.stopWarping();
  39245. if ( timeScale === 0 ) {
  39246. // motion has halted, pause
  39247. this.paused = true;
  39248. } else {
  39249. // warp done - apply final time scale
  39250. this.timeScale = timeScale;
  39251. }
  39252. }
  39253. }
  39254. }
  39255. this._effectiveTimeScale = timeScale;
  39256. return timeScale;
  39257. }
  39258. _updateTime( deltaTime ) {
  39259. const duration = this._clip.duration;
  39260. const loop = this.loop;
  39261. let time = this.time + deltaTime;
  39262. let loopCount = this._loopCount;
  39263. const pingPong = ( loop === LoopPingPong );
  39264. if ( deltaTime === 0 ) {
  39265. if ( loopCount === -1 ) return time;
  39266. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  39267. }
  39268. if ( loop === LoopOnce ) {
  39269. if ( loopCount === -1 ) {
  39270. // just started
  39271. this._loopCount = 0;
  39272. this._setEndings( true, true, false );
  39273. }
  39274. handle_stop: {
  39275. if ( time >= duration ) {
  39276. time = duration;
  39277. } else if ( time < 0 ) {
  39278. time = 0;
  39279. } else {
  39280. this.time = time;
  39281. break handle_stop;
  39282. }
  39283. if ( this.clampWhenFinished ) this.paused = true;
  39284. else this.enabled = false;
  39285. this.time = time;
  39286. this._mixer.dispatchEvent( {
  39287. type: 'finished', action: this,
  39288. direction: deltaTime < 0 ? -1 : 1
  39289. } );
  39290. }
  39291. } else { // repetitive Repeat or PingPong
  39292. if ( loopCount === -1 ) {
  39293. // just started
  39294. if ( deltaTime >= 0 ) {
  39295. loopCount = 0;
  39296. this._setEndings( true, this.repetitions === 0, pingPong );
  39297. } else {
  39298. // when looping in reverse direction, the initial
  39299. // transition through zero counts as a repetition,
  39300. // so leave loopCount at -1
  39301. this._setEndings( this.repetitions === 0, true, pingPong );
  39302. }
  39303. }
  39304. if ( time >= duration || time < 0 ) {
  39305. // wrap around
  39306. const loopDelta = Math.floor( time / duration ); // signed
  39307. time -= duration * loopDelta;
  39308. loopCount += Math.abs( loopDelta );
  39309. const pending = this.repetitions - loopCount;
  39310. if ( pending <= 0 ) {
  39311. // have to stop (switch state, clamp time, fire event)
  39312. if ( this.clampWhenFinished ) this.paused = true;
  39313. else this.enabled = false;
  39314. time = deltaTime > 0 ? duration : 0;
  39315. this.time = time;
  39316. this._mixer.dispatchEvent( {
  39317. type: 'finished', action: this,
  39318. direction: deltaTime > 0 ? 1 : -1
  39319. } );
  39320. } else {
  39321. // keep running
  39322. if ( pending === 1 ) {
  39323. // entering the last round
  39324. const atStart = deltaTime < 0;
  39325. this._setEndings( atStart, ! atStart, pingPong );
  39326. } else {
  39327. this._setEndings( false, false, pingPong );
  39328. }
  39329. this._loopCount = loopCount;
  39330. this.time = time;
  39331. this._mixer.dispatchEvent( {
  39332. type: 'loop', action: this, loopDelta: loopDelta
  39333. } );
  39334. }
  39335. } else {
  39336. this._loopCount = loopCount;
  39337. this.time = time;
  39338. }
  39339. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  39340. // invert time for the "pong round"
  39341. return duration - time;
  39342. }
  39343. }
  39344. return time;
  39345. }
  39346. _setEndings( atStart, atEnd, pingPong ) {
  39347. const settings = this._interpolantSettings;
  39348. if ( pingPong ) {
  39349. settings.endingStart = ZeroSlopeEnding;
  39350. settings.endingEnd = ZeroSlopeEnding;
  39351. } else {
  39352. // assuming for LoopOnce atStart == atEnd == true
  39353. if ( atStart ) {
  39354. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  39355. } else {
  39356. settings.endingStart = WrapAroundEnding;
  39357. }
  39358. if ( atEnd ) {
  39359. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  39360. } else {
  39361. settings.endingEnd = WrapAroundEnding;
  39362. }
  39363. }
  39364. }
  39365. _scheduleFading( duration, weightNow, weightThen ) {
  39366. const mixer = this._mixer, now = mixer.time;
  39367. let interpolant = this._weightInterpolant;
  39368. if ( interpolant === null ) {
  39369. interpolant = mixer._lendControlInterpolant();
  39370. this._weightInterpolant = interpolant;
  39371. }
  39372. const times = interpolant.parameterPositions,
  39373. values = interpolant.sampleValues;
  39374. times[ 0 ] = now;
  39375. values[ 0 ] = weightNow;
  39376. times[ 1 ] = now + duration;
  39377. values[ 1 ] = weightThen;
  39378. return this;
  39379. }
  39380. }
  39381. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  39382. /**
  39383. * `AnimationMixer` is a player for animations on a particular object in
  39384. * the scene. When multiple objects in the scene are animated independently,
  39385. * one `AnimationMixer` may be used for each object.
  39386. */
  39387. class AnimationMixer extends EventDispatcher {
  39388. /**
  39389. * Constructs a new animation mixer.
  39390. *
  39391. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  39392. */
  39393. constructor( root ) {
  39394. super();
  39395. this._root = root;
  39396. this._initMemoryManager();
  39397. this._accuIndex = 0;
  39398. /**
  39399. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  39400. *
  39401. * @type {number}
  39402. * @default 0
  39403. */
  39404. this.time = 0;
  39405. /**
  39406. * A scaling factor for the global time.
  39407. *
  39408. * Note: Setting this member to `0` and later back to `1` is a
  39409. * possibility to pause/unpause all actions that are controlled by this
  39410. * mixer.
  39411. *
  39412. * @type {number}
  39413. * @default 1
  39414. */
  39415. this.timeScale = 1.0;
  39416. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  39417. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  39418. }
  39419. }
  39420. _bindAction( action, prototypeAction ) {
  39421. const root = action._localRoot || this._root,
  39422. tracks = action._clip.tracks,
  39423. nTracks = tracks.length,
  39424. bindings = action._propertyBindings,
  39425. interpolants = action._interpolants,
  39426. rootUuid = root.uuid,
  39427. bindingsByRoot = this._bindingsByRootAndName;
  39428. let bindingsByName = bindingsByRoot[ rootUuid ];
  39429. if ( bindingsByName === undefined ) {
  39430. bindingsByName = {};
  39431. bindingsByRoot[ rootUuid ] = bindingsByName;
  39432. }
  39433. for ( let i = 0; i !== nTracks; ++ i ) {
  39434. const track = tracks[ i ],
  39435. trackName = track.name;
  39436. let binding = bindingsByName[ trackName ];
  39437. if ( binding !== undefined ) {
  39438. ++ binding.referenceCount;
  39439. bindings[ i ] = binding;
  39440. } else {
  39441. binding = bindings[ i ];
  39442. if ( binding !== undefined ) {
  39443. // existing binding, make sure the cache knows
  39444. if ( binding._cacheIndex === null ) {
  39445. ++ binding.referenceCount;
  39446. this._addInactiveBinding( binding, rootUuid, trackName );
  39447. }
  39448. continue;
  39449. }
  39450. const path = prototypeAction && prototypeAction.
  39451. _propertyBindings[ i ].binding.parsedPath;
  39452. binding = new PropertyMixer(
  39453. PropertyBinding.create( root, trackName, path ),
  39454. track.ValueTypeName, track.getValueSize() );
  39455. ++ binding.referenceCount;
  39456. this._addInactiveBinding( binding, rootUuid, trackName );
  39457. bindings[ i ] = binding;
  39458. }
  39459. interpolants[ i ].resultBuffer = binding.buffer;
  39460. }
  39461. }
  39462. _activateAction( action ) {
  39463. if ( ! this._isActiveAction( action ) ) {
  39464. if ( action._cacheIndex === null ) {
  39465. // this action has been forgotten by the cache, but the user
  39466. // appears to be still using it -> rebind
  39467. const rootUuid = ( action._localRoot || this._root ).uuid,
  39468. clipUuid = action._clip.uuid,
  39469. actionsForClip = this._actionsByClip[ clipUuid ];
  39470. this._bindAction( action,
  39471. actionsForClip && actionsForClip.knownActions[ 0 ] );
  39472. this._addInactiveAction( action, clipUuid, rootUuid );
  39473. }
  39474. const bindings = action._propertyBindings;
  39475. // increment reference counts / sort out state
  39476. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39477. const binding = bindings[ i ];
  39478. if ( binding.useCount ++ === 0 ) {
  39479. this._lendBinding( binding );
  39480. binding.saveOriginalState();
  39481. }
  39482. }
  39483. this._lendAction( action );
  39484. }
  39485. }
  39486. _deactivateAction( action ) {
  39487. if ( this._isActiveAction( action ) ) {
  39488. const bindings = action._propertyBindings;
  39489. // decrement reference counts / sort out state
  39490. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39491. const binding = bindings[ i ];
  39492. if ( -- binding.useCount === 0 ) {
  39493. binding.restoreOriginalState();
  39494. this._takeBackBinding( binding );
  39495. }
  39496. }
  39497. this._takeBackAction( action );
  39498. }
  39499. }
  39500. // Memory manager
  39501. _initMemoryManager() {
  39502. this._actions = []; // 'nActiveActions' followed by inactive ones
  39503. this._nActiveActions = 0;
  39504. this._actionsByClip = {};
  39505. // inside:
  39506. // {
  39507. // knownActions: Array< AnimationAction > - used as prototypes
  39508. // actionByRoot: AnimationAction - lookup
  39509. // }
  39510. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  39511. this._nActiveBindings = 0;
  39512. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  39513. this._controlInterpolants = []; // same game as above
  39514. this._nActiveControlInterpolants = 0;
  39515. const scope = this;
  39516. this.stats = {
  39517. actions: {
  39518. get total() {
  39519. return scope._actions.length;
  39520. },
  39521. get inUse() {
  39522. return scope._nActiveActions;
  39523. }
  39524. },
  39525. bindings: {
  39526. get total() {
  39527. return scope._bindings.length;
  39528. },
  39529. get inUse() {
  39530. return scope._nActiveBindings;
  39531. }
  39532. },
  39533. controlInterpolants: {
  39534. get total() {
  39535. return scope._controlInterpolants.length;
  39536. },
  39537. get inUse() {
  39538. return scope._nActiveControlInterpolants;
  39539. }
  39540. }
  39541. };
  39542. }
  39543. // Memory management for AnimationAction objects
  39544. _isActiveAction( action ) {
  39545. const index = action._cacheIndex;
  39546. return index !== null && index < this._nActiveActions;
  39547. }
  39548. _addInactiveAction( action, clipUuid, rootUuid ) {
  39549. const actions = this._actions,
  39550. actionsByClip = this._actionsByClip;
  39551. let actionsForClip = actionsByClip[ clipUuid ];
  39552. if ( actionsForClip === undefined ) {
  39553. actionsForClip = {
  39554. knownActions: [ action ],
  39555. actionByRoot: {}
  39556. };
  39557. action._byClipCacheIndex = 0;
  39558. actionsByClip[ clipUuid ] = actionsForClip;
  39559. } else {
  39560. const knownActions = actionsForClip.knownActions;
  39561. action._byClipCacheIndex = knownActions.length;
  39562. knownActions.push( action );
  39563. }
  39564. action._cacheIndex = actions.length;
  39565. actions.push( action );
  39566. actionsForClip.actionByRoot[ rootUuid ] = action;
  39567. }
  39568. _removeInactiveAction( action ) {
  39569. const actions = this._actions,
  39570. lastInactiveAction = actions[ actions.length - 1 ],
  39571. cacheIndex = action._cacheIndex;
  39572. lastInactiveAction._cacheIndex = cacheIndex;
  39573. actions[ cacheIndex ] = lastInactiveAction;
  39574. actions.pop();
  39575. action._cacheIndex = null;
  39576. const clipUuid = action._clip.uuid,
  39577. actionsByClip = this._actionsByClip,
  39578. actionsForClip = actionsByClip[ clipUuid ],
  39579. knownActionsForClip = actionsForClip.knownActions,
  39580. lastKnownAction =
  39581. knownActionsForClip[ knownActionsForClip.length - 1 ],
  39582. byClipCacheIndex = action._byClipCacheIndex;
  39583. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  39584. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  39585. knownActionsForClip.pop();
  39586. action._byClipCacheIndex = null;
  39587. const actionByRoot = actionsForClip.actionByRoot,
  39588. rootUuid = ( action._localRoot || this._root ).uuid;
  39589. delete actionByRoot[ rootUuid ];
  39590. if ( knownActionsForClip.length === 0 ) {
  39591. delete actionsByClip[ clipUuid ];
  39592. }
  39593. this._removeInactiveBindingsForAction( action );
  39594. }
  39595. _removeInactiveBindingsForAction( action ) {
  39596. const bindings = action._propertyBindings;
  39597. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39598. const binding = bindings[ i ];
  39599. if ( -- binding.referenceCount === 0 ) {
  39600. this._removeInactiveBinding( binding );
  39601. }
  39602. }
  39603. }
  39604. _lendAction( action ) {
  39605. // [ active actions | inactive actions ]
  39606. // [ active actions >| inactive actions ]
  39607. // s a
  39608. // <-swap->
  39609. // a s
  39610. const actions = this._actions,
  39611. prevIndex = action._cacheIndex,
  39612. lastActiveIndex = this._nActiveActions ++,
  39613. firstInactiveAction = actions[ lastActiveIndex ];
  39614. action._cacheIndex = lastActiveIndex;
  39615. actions[ lastActiveIndex ] = action;
  39616. firstInactiveAction._cacheIndex = prevIndex;
  39617. actions[ prevIndex ] = firstInactiveAction;
  39618. }
  39619. _takeBackAction( action ) {
  39620. // [ active actions | inactive actions ]
  39621. // [ active actions |< inactive actions ]
  39622. // a s
  39623. // <-swap->
  39624. // s a
  39625. const actions = this._actions,
  39626. prevIndex = action._cacheIndex,
  39627. firstInactiveIndex = -- this._nActiveActions,
  39628. lastActiveAction = actions[ firstInactiveIndex ];
  39629. action._cacheIndex = firstInactiveIndex;
  39630. actions[ firstInactiveIndex ] = action;
  39631. lastActiveAction._cacheIndex = prevIndex;
  39632. actions[ prevIndex ] = lastActiveAction;
  39633. }
  39634. // Memory management for PropertyMixer objects
  39635. _addInactiveBinding( binding, rootUuid, trackName ) {
  39636. const bindingsByRoot = this._bindingsByRootAndName,
  39637. bindings = this._bindings;
  39638. let bindingByName = bindingsByRoot[ rootUuid ];
  39639. if ( bindingByName === undefined ) {
  39640. bindingByName = {};
  39641. bindingsByRoot[ rootUuid ] = bindingByName;
  39642. }
  39643. bindingByName[ trackName ] = binding;
  39644. binding._cacheIndex = bindings.length;
  39645. bindings.push( binding );
  39646. }
  39647. _removeInactiveBinding( binding ) {
  39648. const bindings = this._bindings,
  39649. propBinding = binding.binding,
  39650. rootUuid = propBinding.rootNode.uuid,
  39651. trackName = propBinding.path,
  39652. bindingsByRoot = this._bindingsByRootAndName,
  39653. bindingByName = bindingsByRoot[ rootUuid ],
  39654. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39655. cacheIndex = binding._cacheIndex;
  39656. lastInactiveBinding._cacheIndex = cacheIndex;
  39657. bindings[ cacheIndex ] = lastInactiveBinding;
  39658. bindings.pop();
  39659. delete bindingByName[ trackName ];
  39660. if ( Object.keys( bindingByName ).length === 0 ) {
  39661. delete bindingsByRoot[ rootUuid ];
  39662. }
  39663. }
  39664. _lendBinding( binding ) {
  39665. const bindings = this._bindings,
  39666. prevIndex = binding._cacheIndex,
  39667. lastActiveIndex = this._nActiveBindings ++,
  39668. firstInactiveBinding = bindings[ lastActiveIndex ];
  39669. binding._cacheIndex = lastActiveIndex;
  39670. bindings[ lastActiveIndex ] = binding;
  39671. firstInactiveBinding._cacheIndex = prevIndex;
  39672. bindings[ prevIndex ] = firstInactiveBinding;
  39673. }
  39674. _takeBackBinding( binding ) {
  39675. const bindings = this._bindings,
  39676. prevIndex = binding._cacheIndex,
  39677. firstInactiveIndex = -- this._nActiveBindings,
  39678. lastActiveBinding = bindings[ firstInactiveIndex ];
  39679. binding._cacheIndex = firstInactiveIndex;
  39680. bindings[ firstInactiveIndex ] = binding;
  39681. lastActiveBinding._cacheIndex = prevIndex;
  39682. bindings[ prevIndex ] = lastActiveBinding;
  39683. }
  39684. // Memory management of Interpolants for weight and time scale
  39685. _lendControlInterpolant() {
  39686. const interpolants = this._controlInterpolants,
  39687. lastActiveIndex = this._nActiveControlInterpolants ++;
  39688. let interpolant = interpolants[ lastActiveIndex ];
  39689. if ( interpolant === undefined ) {
  39690. interpolant = new LinearInterpolant(
  39691. new Float32Array( 2 ), new Float32Array( 2 ),
  39692. 1, _controlInterpolantsResultBuffer );
  39693. interpolant.__cacheIndex = lastActiveIndex;
  39694. interpolants[ lastActiveIndex ] = interpolant;
  39695. }
  39696. return interpolant;
  39697. }
  39698. _takeBackControlInterpolant( interpolant ) {
  39699. const interpolants = this._controlInterpolants,
  39700. prevIndex = interpolant.__cacheIndex,
  39701. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39702. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39703. interpolant.__cacheIndex = firstInactiveIndex;
  39704. interpolants[ firstInactiveIndex ] = interpolant;
  39705. lastActiveInterpolant.__cacheIndex = prevIndex;
  39706. interpolants[ prevIndex ] = lastActiveInterpolant;
  39707. }
  39708. /**
  39709. * Returns an instance of {@link AnimationAction} for the passed clip.
  39710. *
  39711. * If an action fitting the clip and root parameters doesn't yet exist, it
  39712. * will be created by this method. Calling this method several times with the
  39713. * same clip and root parameters always returns the same action.
  39714. *
  39715. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39716. * @param {Object3D} [optionalRoot] - An alternative root object.
  39717. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39718. * @return {?AnimationAction} The animation action.
  39719. */
  39720. clipAction( clip, optionalRoot, blendMode ) {
  39721. const root = optionalRoot || this._root,
  39722. rootUuid = root.uuid;
  39723. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39724. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39725. const actionsForClip = this._actionsByClip[ clipUuid ];
  39726. let prototypeAction = null;
  39727. if ( blendMode === undefined ) {
  39728. if ( clipObject !== null ) {
  39729. blendMode = clipObject.blendMode;
  39730. } else {
  39731. blendMode = NormalAnimationBlendMode;
  39732. }
  39733. }
  39734. if ( actionsForClip !== undefined ) {
  39735. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39736. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39737. return existingAction;
  39738. }
  39739. // we know the clip, so we don't have to parse all
  39740. // the bindings again but can just copy
  39741. prototypeAction = actionsForClip.knownActions[ 0 ];
  39742. // also, take the clip from the prototype action
  39743. if ( clipObject === null )
  39744. clipObject = prototypeAction._clip;
  39745. }
  39746. // clip must be known when specified via string
  39747. if ( clipObject === null ) return null;
  39748. // allocate all resources required to run it
  39749. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39750. this._bindAction( newAction, prototypeAction );
  39751. // and make the action known to the memory manager
  39752. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39753. return newAction;
  39754. }
  39755. /**
  39756. * Returns an existing animation action for the passed clip.
  39757. *
  39758. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39759. * @param {Object3D} [optionalRoot] - An alternative root object.
  39760. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39761. */
  39762. existingAction( clip, optionalRoot ) {
  39763. const root = optionalRoot || this._root,
  39764. rootUuid = root.uuid,
  39765. clipObject = typeof clip === 'string' ?
  39766. AnimationClip.findByName( root, clip ) : clip,
  39767. clipUuid = clipObject ? clipObject.uuid : clip,
  39768. actionsForClip = this._actionsByClip[ clipUuid ];
  39769. if ( actionsForClip !== undefined ) {
  39770. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39771. }
  39772. return null;
  39773. }
  39774. /**
  39775. * Deactivates all previously scheduled actions on this mixer.
  39776. *
  39777. * @return {AnimationMixer} A reference to this animation mixer.
  39778. */
  39779. stopAllAction() {
  39780. const actions = this._actions,
  39781. nActions = this._nActiveActions;
  39782. for ( let i = nActions - 1; i >= 0; -- i ) {
  39783. actions[ i ].stop();
  39784. }
  39785. return this;
  39786. }
  39787. /**
  39788. * Advances the global mixer time and updates the animation.
  39789. *
  39790. * This is usually done in the render loop by passing the delta
  39791. * time from {@link Clock} or {@link Timer}.
  39792. *
  39793. * @param {number} deltaTime - The delta time in seconds.
  39794. * @return {AnimationMixer} A reference to this animation mixer.
  39795. */
  39796. update( deltaTime ) {
  39797. deltaTime *= this.timeScale;
  39798. const actions = this._actions,
  39799. nActions = this._nActiveActions,
  39800. time = this.time += deltaTime,
  39801. timeDirection = Math.sign( deltaTime ),
  39802. accuIndex = this._accuIndex ^= 1;
  39803. // run active actions
  39804. for ( let i = 0; i !== nActions; ++ i ) {
  39805. const action = actions[ i ];
  39806. action._update( time, deltaTime, timeDirection, accuIndex );
  39807. }
  39808. // update scene graph
  39809. const bindings = this._bindings,
  39810. nBindings = this._nActiveBindings;
  39811. for ( let i = 0; i !== nBindings; ++ i ) {
  39812. bindings[ i ].apply( accuIndex );
  39813. }
  39814. return this;
  39815. }
  39816. /**
  39817. * Sets the global mixer to a specific time and updates the animation accordingly.
  39818. *
  39819. * This is useful when you need to jump to an exact time in an animation. The
  39820. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39821. *
  39822. * @param {number} time - The time to set in seconds.
  39823. * @return {AnimationMixer} A reference to this animation mixer.
  39824. */
  39825. setTime( time ) {
  39826. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39827. for ( let i = 0; i < this._actions.length; i ++ ) {
  39828. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39829. }
  39830. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39831. }
  39832. /**
  39833. * Returns this mixer's root object.
  39834. *
  39835. * @return {Object3D} The mixer's root object.
  39836. */
  39837. getRoot() {
  39838. return this._root;
  39839. }
  39840. /**
  39841. * Deallocates all memory resources for a clip. Before using this method make
  39842. * sure to call {@link AnimationAction#stop} for all related actions.
  39843. *
  39844. * @param {AnimationClip} clip - The clip to uncache.
  39845. */
  39846. uncacheClip( clip ) {
  39847. const actions = this._actions,
  39848. clipUuid = clip.uuid,
  39849. actionsByClip = this._actionsByClip,
  39850. actionsForClip = actionsByClip[ clipUuid ];
  39851. if ( actionsForClip !== undefined ) {
  39852. // note: just calling _removeInactiveAction would mess up the
  39853. // iteration state and also require updating the state we can
  39854. // just throw away
  39855. const actionsToRemove = actionsForClip.knownActions;
  39856. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39857. const action = actionsToRemove[ i ];
  39858. this._deactivateAction( action );
  39859. const cacheIndex = action._cacheIndex,
  39860. lastInactiveAction = actions[ actions.length - 1 ];
  39861. action._cacheIndex = null;
  39862. action._byClipCacheIndex = null;
  39863. lastInactiveAction._cacheIndex = cacheIndex;
  39864. actions[ cacheIndex ] = lastInactiveAction;
  39865. actions.pop();
  39866. this._removeInactiveBindingsForAction( action );
  39867. }
  39868. delete actionsByClip[ clipUuid ];
  39869. }
  39870. }
  39871. /**
  39872. * Deallocates all memory resources for a root object. Before using this
  39873. * method make sure to call {@link AnimationAction#stop} for all related
  39874. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39875. * mixer operates on a single root.
  39876. *
  39877. * @param {Object3D} root - The root object to uncache.
  39878. */
  39879. uncacheRoot( root ) {
  39880. const rootUuid = root.uuid,
  39881. actionsByClip = this._actionsByClip;
  39882. for ( const clipUuid in actionsByClip ) {
  39883. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39884. action = actionByRoot[ rootUuid ];
  39885. if ( action !== undefined ) {
  39886. this._deactivateAction( action );
  39887. this._removeInactiveAction( action );
  39888. }
  39889. }
  39890. const bindingsByRoot = this._bindingsByRootAndName,
  39891. bindingByName = bindingsByRoot[ rootUuid ];
  39892. if ( bindingByName !== undefined ) {
  39893. for ( const trackName in bindingByName ) {
  39894. const binding = bindingByName[ trackName ];
  39895. binding.restoreOriginalState();
  39896. this._removeInactiveBinding( binding );
  39897. }
  39898. }
  39899. }
  39900. /**
  39901. * Deallocates all memory resources for an action. The action is identified by the
  39902. * given clip and an optional root object. Before using this method make
  39903. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39904. *
  39905. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39906. * @param {Object3D} [optionalRoot] - An alternative root object.
  39907. */
  39908. uncacheAction( clip, optionalRoot ) {
  39909. const action = this.existingAction( clip, optionalRoot );
  39910. if ( action !== null ) {
  39911. this._deactivateAction( action );
  39912. this._removeInactiveAction( action );
  39913. }
  39914. }
  39915. }
  39916. /**
  39917. * Represents a 3D render target.
  39918. *
  39919. * @augments RenderTarget
  39920. */
  39921. class RenderTarget3D extends RenderTarget {
  39922. /**
  39923. * Constructs a new 3D render target.
  39924. *
  39925. * @param {number} [width=1] - The width of the render target.
  39926. * @param {number} [height=1] - The height of the render target.
  39927. * @param {number} [depth=1] - The height of the render target.
  39928. * @param {RenderTarget~Options} [options] - The configuration object.
  39929. */
  39930. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39931. super( width, height, options );
  39932. /**
  39933. * This flag can be used for type testing.
  39934. *
  39935. * @type {boolean}
  39936. * @readonly
  39937. * @default true
  39938. */
  39939. this.isRenderTarget3D = true;
  39940. this.depth = depth;
  39941. /**
  39942. * Overwritten with a different texture type.
  39943. *
  39944. * @type {Data3DTexture}
  39945. */
  39946. this.texture = new Data3DTexture( null, width, height, depth );
  39947. this._setTextureOptions( options );
  39948. this.texture.isRenderTargetTexture = true;
  39949. }
  39950. }
  39951. /**
  39952. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39953. *
  39954. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39955. * ```js
  39956. * uniforms: {
  39957. * time: { value: 1.0 },
  39958. * resolution: new Uniform( new Vector2() )
  39959. * };
  39960. * ```
  39961. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39962. * in {@link WebGLRenderer}.
  39963. */
  39964. class Uniform {
  39965. /**
  39966. * Constructs a new uniform.
  39967. *
  39968. * @param {any} value - The uniform value.
  39969. */
  39970. constructor( value ) {
  39971. /**
  39972. * The uniform value.
  39973. *
  39974. * @type {any}
  39975. */
  39976. this.value = value;
  39977. }
  39978. /**
  39979. * Returns a new uniform with copied values from this instance.
  39980. * If the value has a `clone()` method, the value is cloned as well.
  39981. *
  39982. * @return {Uniform} A clone of this instance.
  39983. */
  39984. clone() {
  39985. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39986. }
  39987. }
  39988. let _id = 0;
  39989. /**
  39990. * A class for managing multiple uniforms in a single group. The renderer will process
  39991. * such a definition as a single UBO.
  39992. *
  39993. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39994. * in {@link WebGLRenderer}.
  39995. *
  39996. * @augments EventDispatcher
  39997. */
  39998. class UniformsGroup extends EventDispatcher {
  39999. /**
  40000. * Constructs a new uniforms group.
  40001. */
  40002. constructor() {
  40003. super();
  40004. /**
  40005. * This flag can be used for type testing.
  40006. *
  40007. * @type {boolean}
  40008. * @readonly
  40009. * @default true
  40010. */
  40011. this.isUniformsGroup = true;
  40012. /**
  40013. * The ID of the 3D object.
  40014. *
  40015. * @name UniformsGroup#id
  40016. * @type {number}
  40017. * @readonly
  40018. */
  40019. Object.defineProperty( this, 'id', { value: _id ++ } );
  40020. /**
  40021. * The name of the uniforms group.
  40022. *
  40023. * @type {string}
  40024. */
  40025. this.name = '';
  40026. /**
  40027. * The buffer usage.
  40028. *
  40029. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  40030. * @default StaticDrawUsage
  40031. */
  40032. this.usage = StaticDrawUsage;
  40033. /**
  40034. * An array holding the uniforms.
  40035. *
  40036. * @type {Array<Uniform>}
  40037. */
  40038. this.uniforms = [];
  40039. }
  40040. /**
  40041. * Adds the given uniform to this uniforms group.
  40042. *
  40043. * @param {Uniform} uniform - The uniform to add.
  40044. * @return {UniformsGroup} A reference to this uniforms group.
  40045. */
  40046. add( uniform ) {
  40047. this.uniforms.push( uniform );
  40048. return this;
  40049. }
  40050. /**
  40051. * Removes the given uniform from this uniforms group.
  40052. *
  40053. * @param {Uniform} uniform - The uniform to remove.
  40054. * @return {UniformsGroup} A reference to this uniforms group.
  40055. */
  40056. remove( uniform ) {
  40057. const index = this.uniforms.indexOf( uniform );
  40058. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  40059. return this;
  40060. }
  40061. /**
  40062. * Sets the name of this uniforms group.
  40063. *
  40064. * @param {string} name - The name to set.
  40065. * @return {UniformsGroup} A reference to this uniforms group.
  40066. */
  40067. setName( name ) {
  40068. this.name = name;
  40069. return this;
  40070. }
  40071. /**
  40072. * Sets the usage of this uniforms group.
  40073. *
  40074. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  40075. * @return {UniformsGroup} A reference to this uniforms group.
  40076. */
  40077. setUsage( value ) {
  40078. this.usage = value;
  40079. return this;
  40080. }
  40081. /**
  40082. * Frees the GPU-related resources allocated by this instance. Call this
  40083. * method whenever this instance is no longer used in your app.
  40084. *
  40085. * @fires Texture#dispose
  40086. */
  40087. dispose() {
  40088. this.dispatchEvent( { type: 'dispose' } );
  40089. }
  40090. /**
  40091. * Copies the values of the given uniforms group to this instance.
  40092. *
  40093. * @param {UniformsGroup} source - The uniforms group to copy.
  40094. * @return {UniformsGroup} A reference to this uniforms group.
  40095. */
  40096. copy( source ) {
  40097. this.name = source.name;
  40098. this.usage = source.usage;
  40099. const uniformsSource = source.uniforms;
  40100. this.uniforms.length = 0;
  40101. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  40102. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  40103. for ( let j = 0; j < uniforms.length; j ++ ) {
  40104. this.uniforms.push( uniforms[ j ].clone() );
  40105. }
  40106. }
  40107. return this;
  40108. }
  40109. /**
  40110. * Returns a new uniforms group with copied values from this instance.
  40111. *
  40112. * @return {UniformsGroup} A clone of this instance.
  40113. */
  40114. clone() {
  40115. return new this.constructor().copy( this );
  40116. }
  40117. }
  40118. /**
  40119. * An instanced version of an interleaved buffer.
  40120. *
  40121. * @augments InterleavedBuffer
  40122. */
  40123. class InstancedInterleavedBuffer extends InterleavedBuffer {
  40124. /**
  40125. * Constructs a new instanced interleaved buffer.
  40126. *
  40127. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  40128. * @param {number} stride - The number of typed-array elements per vertex.
  40129. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  40130. */
  40131. constructor( array, stride, meshPerAttribute = 1 ) {
  40132. super( array, stride );
  40133. /**
  40134. * This flag can be used for type testing.
  40135. *
  40136. * @type {boolean}
  40137. * @readonly
  40138. * @default true
  40139. */
  40140. this.isInstancedInterleavedBuffer = true;
  40141. /**
  40142. * Defines how often a value of this buffer attribute should be repeated,
  40143. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  40144. *
  40145. * @type {number}
  40146. * @default 1
  40147. */
  40148. this.meshPerAttribute = meshPerAttribute;
  40149. }
  40150. copy( source ) {
  40151. super.copy( source );
  40152. this.meshPerAttribute = source.meshPerAttribute;
  40153. return this;
  40154. }
  40155. clone( data ) {
  40156. const ib = super.clone( data );
  40157. ib.meshPerAttribute = this.meshPerAttribute;
  40158. return ib;
  40159. }
  40160. toJSON( data ) {
  40161. const json = super.toJSON( data );
  40162. json.isInstancedInterleavedBuffer = true;
  40163. json.meshPerAttribute = this.meshPerAttribute;
  40164. return json;
  40165. }
  40166. }
  40167. /**
  40168. * An alternative version of a buffer attribute with more control over the VBO.
  40169. *
  40170. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  40171. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  40172. *
  40173. * The most common use case for this class is when some kind of GPGPU calculation interferes
  40174. * or even produces the VBOs in question.
  40175. *
  40176. * Notice that this class can only be used with {@link WebGLRenderer}.
  40177. */
  40178. class GLBufferAttribute {
  40179. /**
  40180. * Constructs a new GL buffer attribute.
  40181. *
  40182. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  40183. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  40184. * @param {number} itemSize - The item size.
  40185. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  40186. * @param {number} count - The expected number of vertices in VBO.
  40187. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  40188. */
  40189. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  40190. /**
  40191. * This flag can be used for type testing.
  40192. *
  40193. * @type {boolean}
  40194. * @readonly
  40195. * @default true
  40196. */
  40197. this.isGLBufferAttribute = true;
  40198. /**
  40199. * The name of the buffer attribute.
  40200. *
  40201. * @type {string}
  40202. */
  40203. this.name = '';
  40204. /**
  40205. * The native WebGL buffer.
  40206. *
  40207. * @type {WebGLBuffer}
  40208. */
  40209. this.buffer = buffer;
  40210. /**
  40211. * The native data type.
  40212. *
  40213. * @type {number}
  40214. */
  40215. this.type = type;
  40216. /**
  40217. * The item size, see {@link BufferAttribute#itemSize}.
  40218. *
  40219. * @type {number}
  40220. */
  40221. this.itemSize = itemSize;
  40222. /**
  40223. * The corresponding size (in bytes) for the given `type` parameter.
  40224. *
  40225. * @type {number}
  40226. */
  40227. this.elementSize = elementSize;
  40228. /**
  40229. * The expected number of vertices in VBO.
  40230. *
  40231. * @type {number}
  40232. */
  40233. this.count = count;
  40234. /**
  40235. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  40236. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  40237. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  40238. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  40239. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  40240. *
  40241. * @type {boolean}
  40242. */
  40243. this.normalized = normalized;
  40244. /**
  40245. * A version number, incremented every time the `needsUpdate` is set to `true`.
  40246. *
  40247. * @type {number}
  40248. */
  40249. this.version = 0;
  40250. }
  40251. /**
  40252. * Flag to indicate that this attribute has changed and should be re-sent to
  40253. * the GPU. Set this to `true` when you modify the value of the array.
  40254. *
  40255. * @type {number}
  40256. * @default false
  40257. * @param {boolean} value
  40258. */
  40259. set needsUpdate( value ) {
  40260. if ( value === true ) this.version ++;
  40261. }
  40262. /**
  40263. * Sets the given native WebGL buffer.
  40264. *
  40265. * @param {WebGLBuffer} buffer - The buffer to set.
  40266. * @return {BufferAttribute} A reference to this instance.
  40267. */
  40268. setBuffer( buffer ) {
  40269. this.buffer = buffer;
  40270. return this;
  40271. }
  40272. /**
  40273. * Sets the given native data type and element size.
  40274. *
  40275. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  40276. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  40277. * @return {BufferAttribute} A reference to this instance.
  40278. */
  40279. setType( type, elementSize ) {
  40280. this.type = type;
  40281. this.elementSize = elementSize;
  40282. return this;
  40283. }
  40284. /**
  40285. * Sets the item size.
  40286. *
  40287. * @param {number} itemSize - The item size.
  40288. * @return {BufferAttribute} A reference to this instance.
  40289. */
  40290. setItemSize( itemSize ) {
  40291. this.itemSize = itemSize;
  40292. return this;
  40293. }
  40294. /**
  40295. * Sets the count (the expected number of vertices in VBO).
  40296. *
  40297. * @param {number} count - The count.
  40298. * @return {BufferAttribute} A reference to this instance.
  40299. */
  40300. setCount( count ) {
  40301. this.count = count;
  40302. return this;
  40303. }
  40304. }
  40305. const _matrix = /*@__PURE__*/ new Matrix4();
  40306. /**
  40307. * This class is designed to assist with raycasting. Raycasting is used for
  40308. * mouse picking (working out what objects in the 3d space the mouse is over)
  40309. * amongst other things.
  40310. */
  40311. class Raycaster {
  40312. /**
  40313. * Constructs a new raycaster.
  40314. *
  40315. * @param {Vector3} origin - The origin vector where the ray casts from.
  40316. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  40317. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  40318. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  40319. */
  40320. constructor( origin, direction, near = 0, far = Infinity ) {
  40321. /**
  40322. * The ray used for raycasting.
  40323. *
  40324. * @type {Ray}
  40325. */
  40326. this.ray = new Ray( origin, direction );
  40327. /**
  40328. * All results returned are further away than near. Near can't be negative.
  40329. *
  40330. * @type {number}
  40331. * @default 0
  40332. */
  40333. this.near = near;
  40334. /**
  40335. * All results returned are closer than far. Far can't be lower than near.
  40336. *
  40337. * @type {number}
  40338. * @default Infinity
  40339. */
  40340. this.far = far;
  40341. /**
  40342. * The camera to use when raycasting against view-dependent objects such as
  40343. * billboarded objects like sprites. This field can be set manually or
  40344. * is set when calling `setFromCamera()`.
  40345. *
  40346. * @type {?Camera}
  40347. * @default null
  40348. */
  40349. this.camera = null;
  40350. /**
  40351. * Allows to selectively ignore 3D objects when performing intersection tests.
  40352. * The following code example ensures that only 3D objects on layer `1` will be
  40353. * honored by raycaster.
  40354. * ```js
  40355. * raycaster.layers.set( 1 );
  40356. * object.layers.enable( 1 );
  40357. * ```
  40358. *
  40359. * @type {Layers}
  40360. */
  40361. this.layers = new Layers();
  40362. /**
  40363. * A parameter object that configures the raycasting. It has the structure:
  40364. *
  40365. * ```
  40366. * {
  40367. * Mesh: {},
  40368. * Line: { threshold: 1 },
  40369. * LOD: {},
  40370. * Points: { threshold: 1 },
  40371. * Sprite: {}
  40372. * }
  40373. * ```
  40374. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  40375. *
  40376. * @type {Object}
  40377. */
  40378. this.params = {
  40379. Mesh: {},
  40380. Line: { threshold: 1 },
  40381. LOD: {},
  40382. Points: { threshold: 1 },
  40383. Sprite: {}
  40384. };
  40385. }
  40386. /**
  40387. * Updates the ray with a new origin and direction by copying the values from the arguments.
  40388. *
  40389. * @param {Vector3} origin - The origin vector where the ray casts from.
  40390. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  40391. */
  40392. set( origin, direction ) {
  40393. // direction is assumed to be normalized (for accurate distance calculations)
  40394. this.ray.set( origin, direction );
  40395. }
  40396. /**
  40397. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  40398. *
  40399. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  40400. * X and Y components should be between `-1` and `1`.
  40401. * @param {Camera} camera - The camera from which the ray should originate.
  40402. */
  40403. setFromCamera( coords, camera ) {
  40404. if ( camera.isPerspectiveCamera ) {
  40405. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  40406. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  40407. this.camera = camera;
  40408. } else if ( camera.isOrthographicCamera ) {
  40409. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  40410. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  40411. this.camera = camera;
  40412. } else {
  40413. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  40414. }
  40415. }
  40416. /**
  40417. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  40418. *
  40419. * @param {WebXRController} controller - The controller to copy the position and direction from.
  40420. * @return {Raycaster} A reference to this raycaster.
  40421. */
  40422. setFromXRController( controller ) {
  40423. _matrix.identity().extractRotation( controller.matrixWorld );
  40424. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  40425. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  40426. return this;
  40427. }
  40428. /**
  40429. * The intersection point of a raycaster intersection test.
  40430. * @typedef {Object} Raycaster~Intersection
  40431. * @property {number} distance - The distance from the ray's origin to the intersection point.
  40432. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  40433. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  40434. * @property {Vector3} point - The intersection point, in world coordinates.
  40435. * @property {Object} face - The face that has been intersected.
  40436. * @property {number} faceIndex - The face index.
  40437. * @property {Object3D} object - The 3D object that has been intersected.
  40438. * @property {Vector2} uv - U,V coordinates at point of intersection.
  40439. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  40440. * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  40441. * @property {number} instanceId - The index number of the instance where the ray
  40442. * intersects the {@link InstancedMesh}.
  40443. */
  40444. /**
  40445. * Checks all intersection between the ray and the object with or without the
  40446. * descendants. Intersections are returned sorted by distance, closest first.
  40447. *
  40448. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  40449. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  40450. * differently to ray casting than lines or points.
  40451. *
  40452. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  40453. * to be detected; intersections of the ray passing through the back of a face will not
  40454. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  40455. * to `THREE.DoubleSide`.
  40456. *
  40457. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  40458. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  40459. * Otherwise it only checks intersection with the object.
  40460. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  40461. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  40462. */
  40463. intersectObject( object, recursive = true, intersects = [] ) {
  40464. intersect( object, this, intersects, recursive );
  40465. intersects.sort( ascSort );
  40466. return intersects;
  40467. }
  40468. /**
  40469. * Checks all intersection between the ray and the objects with or without
  40470. * the descendants. Intersections are returned sorted by distance, closest first.
  40471. *
  40472. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  40473. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  40474. * Otherwise it only checks intersection with the object.
  40475. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  40476. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  40477. */
  40478. intersectObjects( objects, recursive = true, intersects = [] ) {
  40479. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  40480. intersect( objects[ i ], this, intersects, recursive );
  40481. }
  40482. intersects.sort( ascSort );
  40483. return intersects;
  40484. }
  40485. }
  40486. function ascSort( a, b ) {
  40487. return a.distance - b.distance;
  40488. }
  40489. function intersect( object, raycaster, intersects, recursive ) {
  40490. let propagate = true;
  40491. if ( object.layers.test( raycaster.layers ) ) {
  40492. const result = object.raycast( raycaster, intersects );
  40493. if ( result === false ) propagate = false;
  40494. }
  40495. if ( propagate === true && recursive === true ) {
  40496. const children = object.children;
  40497. for ( let i = 0, l = children.length; i < l; i ++ ) {
  40498. intersect( children[ i ], raycaster, intersects, true );
  40499. }
  40500. }
  40501. }
  40502. /**
  40503. * Class for keeping track of time.
  40504. *
  40505. * @deprecated since r183.
  40506. */
  40507. class Clock {
  40508. /**
  40509. * Constructs a new clock.
  40510. *
  40511. * @deprecated since 183.
  40512. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  40513. * `getDelta()` is called for the first time.
  40514. */
  40515. constructor( autoStart = true ) {
  40516. /**
  40517. * If set to `true`, the clock starts automatically when `getDelta()` is called
  40518. * for the first time.
  40519. *
  40520. * @type {boolean}
  40521. * @default true
  40522. */
  40523. this.autoStart = autoStart;
  40524. /**
  40525. * Holds the time at which the clock's `start()` method was last called.
  40526. *
  40527. * @type {number}
  40528. * @default 0
  40529. */
  40530. this.startTime = 0;
  40531. /**
  40532. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  40533. * `getDelta()` methods were last called.
  40534. *
  40535. * @type {number}
  40536. * @default 0
  40537. */
  40538. this.oldTime = 0;
  40539. /**
  40540. * Keeps track of the total time that the clock has been running.
  40541. *
  40542. * @type {number}
  40543. * @default 0
  40544. */
  40545. this.elapsedTime = 0;
  40546. /**
  40547. * Whether the clock is running or not.
  40548. *
  40549. * @type {boolean}
  40550. * @default true
  40551. */
  40552. this.running = false;
  40553. warn( 'Clock: This module has been deprecated. Please use THREE.Timer instead.' ); // @deprecated, r183
  40554. }
  40555. /**
  40556. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  40557. * called by the class.
  40558. */
  40559. start() {
  40560. this.startTime = performance.now();
  40561. this.oldTime = this.startTime;
  40562. this.elapsedTime = 0;
  40563. this.running = true;
  40564. }
  40565. /**
  40566. * Stops the clock.
  40567. */
  40568. stop() {
  40569. this.getElapsedTime();
  40570. this.running = false;
  40571. this.autoStart = false;
  40572. }
  40573. /**
  40574. * Returns the elapsed time in seconds.
  40575. *
  40576. * @return {number} The elapsed time.
  40577. */
  40578. getElapsedTime() {
  40579. this.getDelta();
  40580. return this.elapsedTime;
  40581. }
  40582. /**
  40583. * Returns the delta time in seconds.
  40584. *
  40585. * @return {number} The delta time.
  40586. */
  40587. getDelta() {
  40588. let diff = 0;
  40589. if ( this.autoStart && ! this.running ) {
  40590. this.start();
  40591. return 0;
  40592. }
  40593. if ( this.running ) {
  40594. const newTime = performance.now();
  40595. diff = ( newTime - this.oldTime ) / 1000;
  40596. this.oldTime = newTime;
  40597. this.elapsedTime += diff;
  40598. }
  40599. return diff;
  40600. }
  40601. }
  40602. /**
  40603. * This class can be used to represent points in 3D space as
  40604. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40605. */
  40606. class Spherical {
  40607. /**
  40608. * Constructs a new spherical.
  40609. *
  40610. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40611. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40612. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40613. */
  40614. constructor( radius = 1, phi = 0, theta = 0 ) {
  40615. /**
  40616. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40617. *
  40618. * @type {number}
  40619. * @default 1
  40620. */
  40621. this.radius = radius;
  40622. /**
  40623. * The polar angle in radians from the y (up) axis.
  40624. *
  40625. * @type {number}
  40626. * @default 0
  40627. */
  40628. this.phi = phi;
  40629. /**
  40630. * The equator/azimuthal angle in radians around the y (up) axis.
  40631. *
  40632. * @type {number}
  40633. * @default 0
  40634. */
  40635. this.theta = theta;
  40636. }
  40637. /**
  40638. * Sets the spherical components by copying the given values.
  40639. *
  40640. * @param {number} radius - The radius.
  40641. * @param {number} phi - The polar angle.
  40642. * @param {number} theta - The azimuthal angle.
  40643. * @return {Spherical} A reference to this spherical.
  40644. */
  40645. set( radius, phi, theta ) {
  40646. this.radius = radius;
  40647. this.phi = phi;
  40648. this.theta = theta;
  40649. return this;
  40650. }
  40651. /**
  40652. * Copies the values of the given spherical to this instance.
  40653. *
  40654. * @param {Spherical} other - The spherical to copy.
  40655. * @return {Spherical} A reference to this spherical.
  40656. */
  40657. copy( other ) {
  40658. this.radius = other.radius;
  40659. this.phi = other.phi;
  40660. this.theta = other.theta;
  40661. return this;
  40662. }
  40663. /**
  40664. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40665. * `0.000001`.
  40666. *
  40667. * @return {Spherical} A reference to this spherical.
  40668. */
  40669. makeSafe() {
  40670. const EPS = 0.000001;
  40671. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40672. return this;
  40673. }
  40674. /**
  40675. * Sets the spherical components from the given vector which is assumed to hold
  40676. * Cartesian coordinates.
  40677. *
  40678. * @param {Vector3} v - The vector to set.
  40679. * @return {Spherical} A reference to this spherical.
  40680. */
  40681. setFromVector3( v ) {
  40682. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40683. }
  40684. /**
  40685. * Sets the spherical components from the given Cartesian coordinates.
  40686. *
  40687. * @param {number} x - The x value.
  40688. * @param {number} y - The y value.
  40689. * @param {number} z - The z value.
  40690. * @return {Spherical} A reference to this spherical.
  40691. */
  40692. setFromCartesianCoords( x, y, z ) {
  40693. this.radius = Math.sqrt( x * x + y * y + z * z );
  40694. if ( this.radius === 0 ) {
  40695. this.theta = 0;
  40696. this.phi = 0;
  40697. } else {
  40698. this.theta = Math.atan2( x, z );
  40699. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40700. }
  40701. return this;
  40702. }
  40703. /**
  40704. * Returns a new spherical with copied values from this instance.
  40705. *
  40706. * @return {Spherical} A clone of this instance.
  40707. */
  40708. clone() {
  40709. return new this.constructor().copy( this );
  40710. }
  40711. }
  40712. /**
  40713. * This class can be used to represent points in 3D space as
  40714. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40715. */
  40716. class Cylindrical {
  40717. /**
  40718. * Constructs a new cylindrical.
  40719. *
  40720. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40721. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40722. * @param {number} [y=0] - The height above the x-z plane.
  40723. */
  40724. constructor( radius = 1, theta = 0, y = 0 ) {
  40725. /**
  40726. * The distance from the origin to a point in the x-z plane.
  40727. *
  40728. * @type {number}
  40729. * @default 1
  40730. */
  40731. this.radius = radius;
  40732. /**
  40733. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40734. *
  40735. * @type {number}
  40736. * @default 0
  40737. */
  40738. this.theta = theta;
  40739. /**
  40740. * The height above the x-z plane.
  40741. *
  40742. * @type {number}
  40743. * @default 0
  40744. */
  40745. this.y = y;
  40746. }
  40747. /**
  40748. * Sets the cylindrical components by copying the given values.
  40749. *
  40750. * @param {number} radius - The radius.
  40751. * @param {number} theta - The theta angle.
  40752. * @param {number} y - The height value.
  40753. * @return {Cylindrical} A reference to this cylindrical.
  40754. */
  40755. set( radius, theta, y ) {
  40756. this.radius = radius;
  40757. this.theta = theta;
  40758. this.y = y;
  40759. return this;
  40760. }
  40761. /**
  40762. * Copies the values of the given cylindrical to this instance.
  40763. *
  40764. * @param {Cylindrical} other - The cylindrical to copy.
  40765. * @return {Cylindrical} A reference to this cylindrical.
  40766. */
  40767. copy( other ) {
  40768. this.radius = other.radius;
  40769. this.theta = other.theta;
  40770. this.y = other.y;
  40771. return this;
  40772. }
  40773. /**
  40774. * Sets the cylindrical components from the given vector which is assumed to hold
  40775. * Cartesian coordinates.
  40776. *
  40777. * @param {Vector3} v - The vector to set.
  40778. * @return {Cylindrical} A reference to this cylindrical.
  40779. */
  40780. setFromVector3( v ) {
  40781. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40782. }
  40783. /**
  40784. * Sets the cylindrical components from the given Cartesian coordinates.
  40785. *
  40786. * @param {number} x - The x value.
  40787. * @param {number} y - The x value.
  40788. * @param {number} z - The x value.
  40789. * @return {Cylindrical} A reference to this cylindrical.
  40790. */
  40791. setFromCartesianCoords( x, y, z ) {
  40792. this.radius = Math.sqrt( x * x + z * z );
  40793. this.theta = Math.atan2( x, z );
  40794. this.y = y;
  40795. return this;
  40796. }
  40797. /**
  40798. * Returns a new cylindrical with copied values from this instance.
  40799. *
  40800. * @return {Cylindrical} A clone of this instance.
  40801. */
  40802. clone() {
  40803. return new this.constructor().copy( this );
  40804. }
  40805. }
  40806. /**
  40807. * Represents a 2x2 matrix.
  40808. *
  40809. * A Note on Row-Major and Column-Major Ordering:
  40810. *
  40811. * The constructor and {@link Matrix2#set} method take arguments in
  40812. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  40813. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40814. * This means that calling:
  40815. * ```js
  40816. * const m = new THREE.Matrix2();
  40817. * m.set( 11, 12,
  40818. * 21, 22 );
  40819. * ```
  40820. * will result in the elements array containing:
  40821. * ```js
  40822. * m.elements = [ 11, 21,
  40823. * 12, 22 ];
  40824. * ```
  40825. * and internally all calculations are performed using column-major ordering.
  40826. * However, as the actual ordering makes no difference mathematically and
  40827. * most people are used to thinking about matrices in row-major order, the
  40828. * three.js documentation shows matrices in row-major order. Just bear in
  40829. * mind that if you are reading the source code, you'll have to take the
  40830. * transpose of any matrices outlined here to make sense of the calculations.
  40831. */
  40832. class Matrix2 {
  40833. static {
  40834. /**
  40835. * This flag can be used for type testing.
  40836. *
  40837. * @type {boolean}
  40838. * @readonly
  40839. * @default true
  40840. */
  40841. Matrix2.prototype.isMatrix2 = true;
  40842. }
  40843. /**
  40844. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40845. * in row-major order. If no arguments are provided, the constructor
  40846. * initializes the matrix as an identity matrix.
  40847. *
  40848. * @param {number} [n11] - 1-1 matrix element.
  40849. * @param {number} [n12] - 1-2 matrix element.
  40850. * @param {number} [n21] - 2-1 matrix element.
  40851. * @param {number} [n22] - 2-2 matrix element.
  40852. */
  40853. constructor( n11, n12, n21, n22 ) {
  40854. /**
  40855. * A column-major list of matrix values.
  40856. *
  40857. * @type {Array<number>}
  40858. */
  40859. this.elements = [
  40860. 1, 0,
  40861. 0, 1,
  40862. ];
  40863. if ( n11 !== undefined ) {
  40864. this.set( n11, n12, n21, n22 );
  40865. }
  40866. }
  40867. /**
  40868. * Sets this matrix to the 2x2 identity matrix.
  40869. *
  40870. * @return {Matrix2} A reference to this matrix.
  40871. */
  40872. identity() {
  40873. this.set(
  40874. 1, 0,
  40875. 0, 1,
  40876. );
  40877. return this;
  40878. }
  40879. /**
  40880. * Sets the elements of the matrix from the given array.
  40881. *
  40882. * @param {Array<number>} array - The matrix elements in column-major order.
  40883. * @param {number} [offset=0] - Index of the first element in the array.
  40884. * @return {Matrix2} A reference to this matrix.
  40885. */
  40886. fromArray( array, offset = 0 ) {
  40887. for ( let i = 0; i < 4; i ++ ) {
  40888. this.elements[ i ] = array[ i + offset ];
  40889. }
  40890. return this;
  40891. }
  40892. /**
  40893. * Sets the elements of the matrix.The arguments are supposed to be
  40894. * in row-major order.
  40895. *
  40896. * @param {number} n11 - 1-1 matrix element.
  40897. * @param {number} n12 - 1-2 matrix element.
  40898. * @param {number} n21 - 2-1 matrix element.
  40899. * @param {number} n22 - 2-2 matrix element.
  40900. * @return {Matrix2} A reference to this matrix.
  40901. */
  40902. set( n11, n12, n21, n22 ) {
  40903. const te = this.elements;
  40904. te[ 0 ] = n11; te[ 2 ] = n12;
  40905. te[ 1 ] = n21; te[ 3 ] = n22;
  40906. return this;
  40907. }
  40908. }
  40909. const _vector$4 = /*@__PURE__*/ new Vector2();
  40910. /**
  40911. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40912. */
  40913. class Box2 {
  40914. /**
  40915. * Constructs a new bounding box.
  40916. *
  40917. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40918. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40919. */
  40920. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40921. /**
  40922. * This flag can be used for type testing.
  40923. *
  40924. * @type {boolean}
  40925. * @readonly
  40926. * @default true
  40927. */
  40928. this.isBox2 = true;
  40929. /**
  40930. * The lower boundary of the box.
  40931. *
  40932. * @type {Vector2}
  40933. */
  40934. this.min = min;
  40935. /**
  40936. * The upper boundary of the box.
  40937. *
  40938. * @type {Vector2}
  40939. */
  40940. this.max = max;
  40941. }
  40942. /**
  40943. * Sets the lower and upper boundaries of this box.
  40944. * Please note that this method only copies the values from the given objects.
  40945. *
  40946. * @param {Vector2} min - The lower boundary of the box.
  40947. * @param {Vector2} max - The upper boundary of the box.
  40948. * @return {Box2} A reference to this bounding box.
  40949. */
  40950. set( min, max ) {
  40951. this.min.copy( min );
  40952. this.max.copy( max );
  40953. return this;
  40954. }
  40955. /**
  40956. * Sets the upper and lower bounds of this box so it encloses the position data
  40957. * in the given array.
  40958. *
  40959. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40960. * @return {Box2} A reference to this bounding box.
  40961. */
  40962. setFromPoints( points ) {
  40963. this.makeEmpty();
  40964. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40965. this.expandByPoint( points[ i ] );
  40966. }
  40967. return this;
  40968. }
  40969. /**
  40970. * Centers this box on the given center vector and sets this box's width, height and
  40971. * depth to the given size values.
  40972. *
  40973. * @param {Vector2} center - The center of the box.
  40974. * @param {Vector2} size - The x and y dimensions of the box.
  40975. * @return {Box2} A reference to this bounding box.
  40976. */
  40977. setFromCenterAndSize( center, size ) {
  40978. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40979. this.min.copy( center ).sub( halfSize );
  40980. this.max.copy( center ).add( halfSize );
  40981. return this;
  40982. }
  40983. /**
  40984. * Returns a new box with copied values from this instance.
  40985. *
  40986. * @return {Box2} A clone of this instance.
  40987. */
  40988. clone() {
  40989. return new this.constructor().copy( this );
  40990. }
  40991. /**
  40992. * Copies the values of the given box to this instance.
  40993. *
  40994. * @param {Box2} box - The box to copy.
  40995. * @return {Box2} A reference to this bounding box.
  40996. */
  40997. copy( box ) {
  40998. this.min.copy( box.min );
  40999. this.max.copy( box.max );
  41000. return this;
  41001. }
  41002. /**
  41003. * Makes this box empty which means in encloses a zero space in 2D.
  41004. *
  41005. * @return {Box2} A reference to this bounding box.
  41006. */
  41007. makeEmpty() {
  41008. this.min.x = this.min.y = + Infinity;
  41009. this.max.x = this.max.y = - Infinity;
  41010. return this;
  41011. }
  41012. /**
  41013. * Returns true if this box includes zero points within its bounds.
  41014. * Note that a box with equal lower and upper bounds still includes one
  41015. * point, the one both bounds share.
  41016. *
  41017. * @return {boolean} Whether this box is empty or not.
  41018. */
  41019. isEmpty() {
  41020. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  41021. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  41022. }
  41023. /**
  41024. * Returns the center point of this box.
  41025. *
  41026. * @param {Vector2} target - The target vector that is used to store the method's result.
  41027. * @return {Vector2} The center point.
  41028. */
  41029. getCenter( target ) {
  41030. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  41031. }
  41032. /**
  41033. * Returns the dimensions of this box.
  41034. *
  41035. * @param {Vector2} target - The target vector that is used to store the method's result.
  41036. * @return {Vector2} The size.
  41037. */
  41038. getSize( target ) {
  41039. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  41040. }
  41041. /**
  41042. * Expands the boundaries of this box to include the given point.
  41043. *
  41044. * @param {Vector2} point - The point that should be included by the bounding box.
  41045. * @return {Box2} A reference to this bounding box.
  41046. */
  41047. expandByPoint( point ) {
  41048. this.min.min( point );
  41049. this.max.max( point );
  41050. return this;
  41051. }
  41052. /**
  41053. * Expands this box equilaterally by the given vector. The width of this
  41054. * box will be expanded by the x component of the vector in both
  41055. * directions. The height of this box will be expanded by the y component of
  41056. * the vector in both directions.
  41057. *
  41058. * @param {Vector2} vector - The vector that should expand the bounding box.
  41059. * @return {Box2} A reference to this bounding box.
  41060. */
  41061. expandByVector( vector ) {
  41062. this.min.sub( vector );
  41063. this.max.add( vector );
  41064. return this;
  41065. }
  41066. /**
  41067. * Expands each dimension of the box by the given scalar. If negative, the
  41068. * dimensions of the box will be contracted.
  41069. *
  41070. * @param {number} scalar - The scalar value that should expand the bounding box.
  41071. * @return {Box2} A reference to this bounding box.
  41072. */
  41073. expandByScalar( scalar ) {
  41074. this.min.addScalar( - scalar );
  41075. this.max.addScalar( scalar );
  41076. return this;
  41077. }
  41078. /**
  41079. * Returns `true` if the given point lies within or on the boundaries of this box.
  41080. *
  41081. * @param {Vector2} point - The point to test.
  41082. * @return {boolean} Whether the bounding box contains the given point or not.
  41083. */
  41084. containsPoint( point ) {
  41085. return point.x >= this.min.x && point.x <= this.max.x &&
  41086. point.y >= this.min.y && point.y <= this.max.y;
  41087. }
  41088. /**
  41089. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  41090. * If this box and the given one are identical, this function also returns `true`.
  41091. *
  41092. * @param {Box2} box - The bounding box to test.
  41093. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  41094. */
  41095. containsBox( box ) {
  41096. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  41097. this.min.y <= box.min.y && box.max.y <= this.max.y;
  41098. }
  41099. /**
  41100. * Returns a point as a proportion of this box's width and height.
  41101. *
  41102. * @param {Vector2} point - A point in 2D space.
  41103. * @param {Vector2} target - The target vector that is used to store the method's result.
  41104. * @return {Vector2} A point as a proportion of this box's width and height.
  41105. */
  41106. getParameter( point, target ) {
  41107. // This can potentially have a divide by zero if the box
  41108. // has a size dimension of 0.
  41109. return target.set(
  41110. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  41111. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  41112. );
  41113. }
  41114. /**
  41115. * Returns `true` if the given bounding box intersects with this bounding box.
  41116. *
  41117. * @param {Box2} box - The bounding box to test.
  41118. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  41119. */
  41120. intersectsBox( box ) {
  41121. // using 4 splitting planes to rule out intersections
  41122. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  41123. box.max.y >= this.min.y && box.min.y <= this.max.y;
  41124. }
  41125. /**
  41126. * Clamps the given point within the bounds of this box.
  41127. *
  41128. * @param {Vector2} point - The point to clamp.
  41129. * @param {Vector2} target - The target vector that is used to store the method's result.
  41130. * @return {Vector2} The clamped point.
  41131. */
  41132. clampPoint( point, target ) {
  41133. return target.copy( point ).clamp( this.min, this.max );
  41134. }
  41135. /**
  41136. * Returns the euclidean distance from any edge of this box to the specified point. If
  41137. * the given point lies inside of this box, the distance will be `0`.
  41138. *
  41139. * @param {Vector2} point - The point to compute the distance to.
  41140. * @return {number} The euclidean distance.
  41141. */
  41142. distanceToPoint( point ) {
  41143. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  41144. }
  41145. /**
  41146. * Computes the intersection of this bounding box and the given one, setting the upper
  41147. * bound of this box to the lesser of the two boxes' upper bounds and the
  41148. * lower bound of this box to the greater of the two boxes' lower bounds. If
  41149. * there's no overlap, makes this box empty.
  41150. *
  41151. * @param {Box2} box - The bounding box to intersect with.
  41152. * @return {Box2} A reference to this bounding box.
  41153. */
  41154. intersect( box ) {
  41155. this.min.max( box.min );
  41156. this.max.min( box.max );
  41157. if ( this.isEmpty() ) this.makeEmpty();
  41158. return this;
  41159. }
  41160. /**
  41161. * Computes the union of this box and another and the given one, setting the upper
  41162. * bound of this box to the greater of the two boxes' upper bounds and the
  41163. * lower bound of this box to the lesser of the two boxes' lower bounds.
  41164. *
  41165. * @param {Box2} box - The bounding box that will be unioned with this instance.
  41166. * @return {Box2} A reference to this bounding box.
  41167. */
  41168. union( box ) {
  41169. this.min.min( box.min );
  41170. this.max.max( box.max );
  41171. return this;
  41172. }
  41173. /**
  41174. * Adds the given offset to both the upper and lower bounds of this bounding box,
  41175. * effectively moving it in 2D space.
  41176. *
  41177. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  41178. * @return {Box2} A reference to this bounding box.
  41179. */
  41180. translate( offset ) {
  41181. this.min.add( offset );
  41182. this.max.add( offset );
  41183. return this;
  41184. }
  41185. /**
  41186. * Returns `true` if this bounding box is equal with the given one.
  41187. *
  41188. * @param {Box2} box - The box to test for equality.
  41189. * @return {boolean} Whether this bounding box is equal with the given one.
  41190. */
  41191. equals( box ) {
  41192. return box.min.equals( this.min ) && box.max.equals( this.max );
  41193. }
  41194. }
  41195. const _startP = /*@__PURE__*/ new Vector3();
  41196. const _startEnd = /*@__PURE__*/ new Vector3();
  41197. const _d1 = /*@__PURE__*/ new Vector3();
  41198. const _d2 = /*@__PURE__*/ new Vector3();
  41199. const _r = /*@__PURE__*/ new Vector3();
  41200. const _c1 = /*@__PURE__*/ new Vector3();
  41201. const _c2 = /*@__PURE__*/ new Vector3();
  41202. /**
  41203. * An analytical line segment in 3D space represented by a start and end point.
  41204. */
  41205. class Line3 {
  41206. /**
  41207. * Constructs a new line segment.
  41208. *
  41209. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  41210. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  41211. */
  41212. constructor( start = new Vector3(), end = new Vector3() ) {
  41213. /**
  41214. * Start of the line segment.
  41215. *
  41216. * @type {Vector3}
  41217. */
  41218. this.start = start;
  41219. /**
  41220. * End of the line segment.
  41221. *
  41222. * @type {Vector3}
  41223. */
  41224. this.end = end;
  41225. }
  41226. /**
  41227. * Sets the start and end values by copying the given vectors.
  41228. *
  41229. * @param {Vector3} start - The start point.
  41230. * @param {Vector3} end - The end point.
  41231. * @return {Line3} A reference to this line segment.
  41232. */
  41233. set( start, end ) {
  41234. this.start.copy( start );
  41235. this.end.copy( end );
  41236. return this;
  41237. }
  41238. /**
  41239. * Copies the values of the given line segment to this instance.
  41240. *
  41241. * @param {Line3} line - The line segment to copy.
  41242. * @return {Line3} A reference to this line segment.
  41243. */
  41244. copy( line ) {
  41245. this.start.copy( line.start );
  41246. this.end.copy( line.end );
  41247. return this;
  41248. }
  41249. /**
  41250. * Returns the center of the line segment.
  41251. *
  41252. * @param {Vector3} target - The target vector that is used to store the method's result.
  41253. * @return {Vector3} The center point.
  41254. */
  41255. getCenter( target ) {
  41256. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  41257. }
  41258. /**
  41259. * Returns the delta vector of the line segment's start and end point.
  41260. *
  41261. * @param {Vector3} target - The target vector that is used to store the method's result.
  41262. * @return {Vector3} The delta vector.
  41263. */
  41264. delta( target ) {
  41265. return target.subVectors( this.end, this.start );
  41266. }
  41267. /**
  41268. * Returns the squared Euclidean distance between the line' start and end point.
  41269. *
  41270. * @return {number} The squared Euclidean distance.
  41271. */
  41272. distanceSq() {
  41273. return this.start.distanceToSquared( this.end );
  41274. }
  41275. /**
  41276. * Returns the Euclidean distance between the line' start and end point.
  41277. *
  41278. * @return {number} The Euclidean distance.
  41279. */
  41280. distance() {
  41281. return this.start.distanceTo( this.end );
  41282. }
  41283. /**
  41284. * Returns a vector at a certain position along the line segment.
  41285. *
  41286. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  41287. * @param {Vector3} target - The target vector that is used to store the method's result.
  41288. * @return {Vector3} The delta vector.
  41289. */
  41290. at( t, target ) {
  41291. return this.delta( target ).multiplyScalar( t ).add( this.start );
  41292. }
  41293. /**
  41294. * Returns a point parameter based on the closest point as projected on the line segment.
  41295. *
  41296. * @param {Vector3} point - The point for which to return a point parameter.
  41297. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  41298. * @return {number} The point parameter.
  41299. */
  41300. closestPointToPointParameter( point, clampToLine ) {
  41301. _startP.subVectors( point, this.start );
  41302. _startEnd.subVectors( this.end, this.start );
  41303. const startEnd2 = _startEnd.dot( _startEnd );
  41304. if ( startEnd2 === 0 ) return 0;
  41305. const startEnd_startP = _startEnd.dot( _startP );
  41306. let t = startEnd_startP / startEnd2;
  41307. if ( clampToLine ) {
  41308. t = clamp( t, 0, 1 );
  41309. }
  41310. return t;
  41311. }
  41312. /**
  41313. * Returns the closest point on the line for a given point.
  41314. *
  41315. * @param {Vector3} point - The point to compute the closest point on the line for.
  41316. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  41317. * @param {Vector3} target - The target vector that is used to store the method's result.
  41318. * @return {Vector3} The closest point on the line.
  41319. */
  41320. closestPointToPoint( point, clampToLine, target ) {
  41321. const t = this.closestPointToPointParameter( point, clampToLine );
  41322. return this.delta( target ).multiplyScalar( t ).add( this.start );
  41323. }
  41324. /**
  41325. * Returns the closest squared distance between this line segment and the given one.
  41326. *
  41327. * @param {Line3} line - The line segment to compute the closest squared distance to.
  41328. * @param {Vector3} [c1] - The closest point on this line segment.
  41329. * @param {Vector3} [c2] - The closest point on the given line segment.
  41330. * @return {number} The squared distance between this line segment and the given one.
  41331. */
  41332. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  41333. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  41334. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  41335. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  41336. // distance between between S1(s) and S2(t)
  41337. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  41338. let s, t;
  41339. const p1 = this.start;
  41340. const p2 = line.start;
  41341. const q1 = this.end;
  41342. const q2 = line.end;
  41343. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  41344. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  41345. _r.subVectors( p1, p2 );
  41346. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  41347. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  41348. const f = _d2.dot( _r );
  41349. // Check if either or both segments degenerate into points
  41350. if ( a <= EPSILON && e <= EPSILON ) {
  41351. // Both segments degenerate into points
  41352. c1.copy( p1 );
  41353. c2.copy( p2 );
  41354. c1.sub( c2 );
  41355. return c1.dot( c1 );
  41356. }
  41357. if ( a <= EPSILON ) {
  41358. // First segment degenerates into a point
  41359. s = 0;
  41360. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  41361. t = clamp( t, 0, 1 );
  41362. } else {
  41363. const c = _d1.dot( _r );
  41364. if ( e <= EPSILON ) {
  41365. // Second segment degenerates into a point
  41366. t = 0;
  41367. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  41368. } else {
  41369. // The general nondegenerate case starts here
  41370. const b = _d1.dot( _d2 );
  41371. const denom = a * e - b * b; // Always nonnegative
  41372. // If segments not parallel, compute closest point on L1 to L2 and
  41373. // clamp to segment S1. Else pick arbitrary s (here 0)
  41374. if ( denom !== 0 ) {
  41375. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  41376. } else {
  41377. s = 0;
  41378. }
  41379. // Compute point on L2 closest to S1(s) using
  41380. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  41381. t = ( b * s + f ) / e;
  41382. // If t in [0,1] done. Else clamp t, recompute s for the new value
  41383. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  41384. // and clamp s to [0, 1]
  41385. if ( t < 0 ) {
  41386. t = 0.;
  41387. s = clamp( - c / a, 0, 1 );
  41388. } else if ( t > 1 ) {
  41389. t = 1;
  41390. s = clamp( ( b - c ) / a, 0, 1 );
  41391. }
  41392. }
  41393. }
  41394. c1.copy( p1 ).addScaledVector( _d1, s );
  41395. c2.copy( p2 ).addScaledVector( _d2, t );
  41396. return c1.distanceToSquared( c2 );
  41397. }
  41398. /**
  41399. * Applies a 4x4 transformation matrix to this line segment.
  41400. *
  41401. * @param {Matrix4} matrix - The transformation matrix.
  41402. * @return {Line3} A reference to this line segment.
  41403. */
  41404. applyMatrix4( matrix ) {
  41405. this.start.applyMatrix4( matrix );
  41406. this.end.applyMatrix4( matrix );
  41407. return this;
  41408. }
  41409. /**
  41410. * Returns `true` if this line segment is equal with the given one.
  41411. *
  41412. * @param {Line3} line - The line segment to test for equality.
  41413. * @return {boolean} Whether this line segment is equal with the given one.
  41414. */
  41415. equals( line ) {
  41416. return line.start.equals( this.start ) && line.end.equals( this.end );
  41417. }
  41418. /**
  41419. * Returns a new line segment with copied values from this instance.
  41420. *
  41421. * @return {Line3} A clone of this instance.
  41422. */
  41423. clone() {
  41424. return new this.constructor().copy( this );
  41425. }
  41426. }
  41427. const _vector$3 = /*@__PURE__*/ new Vector3();
  41428. /**
  41429. * This displays a cone shaped helper object for a {@link SpotLight}.
  41430. *
  41431. * When the spot light or its target are transformed or light properties are
  41432. * changed, it's necessary to call the `update()` method of the respective helper.
  41433. *
  41434. * ```js
  41435. * const spotLight = new THREE.SpotLight( 0xffffff );
  41436. * spotLight.position.set( 10, 10, 10 );
  41437. * scene.add( spotLight );
  41438. *
  41439. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  41440. * scene.add( spotLightHelper );
  41441. * ```
  41442. *
  41443. * @augments Object3D
  41444. */
  41445. class SpotLightHelper extends Object3D {
  41446. /**
  41447. * Constructs a new spot light helper.
  41448. *
  41449. * @param {HemisphereLight} light - The light to be visualized.
  41450. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41451. * the color of the light.
  41452. */
  41453. constructor( light, color ) {
  41454. super();
  41455. /**
  41456. * The light being visualized.
  41457. *
  41458. * @type {SpotLight}
  41459. */
  41460. this.light = light;
  41461. this.matrixAutoUpdate = false;
  41462. /**
  41463. * The color parameter passed in the constructor.
  41464. * If not set, the helper will take the color of the light.
  41465. *
  41466. * @type {number|Color|string}
  41467. */
  41468. this.color = color;
  41469. this.type = 'SpotLightHelper';
  41470. const geometry = new BufferGeometry();
  41471. const positions = [
  41472. 0, 0, 0, 0, 0, 1,
  41473. 0, 0, 0, 1, 0, 1,
  41474. 0, 0, 0, -1, 0, 1,
  41475. 0, 0, 0, 0, 1, 1,
  41476. 0, 0, 0, 0, -1, 1
  41477. ];
  41478. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  41479. const p1 = ( i / l ) * Math.PI * 2;
  41480. const p2 = ( j / l ) * Math.PI * 2;
  41481. positions.push(
  41482. Math.cos( p1 ), Math.sin( p1 ), 1,
  41483. Math.cos( p2 ), Math.sin( p2 ), 1
  41484. );
  41485. }
  41486. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41487. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41488. this.cone = new LineSegments( geometry, material );
  41489. this.add( this.cone );
  41490. this.update();
  41491. }
  41492. /**
  41493. * Frees the GPU-related resources allocated by this instance. Call this
  41494. * method whenever this instance is no longer used in your app.
  41495. */
  41496. dispose() {
  41497. this.cone.geometry.dispose();
  41498. this.cone.material.dispose();
  41499. }
  41500. /**
  41501. * Updates the helper to match the position and direction of the
  41502. * light being visualized.
  41503. */
  41504. update() {
  41505. this.light.updateWorldMatrix( true, false );
  41506. this.light.target.updateWorldMatrix( true, false );
  41507. // update the local matrix based on the parent and light target transforms
  41508. if ( this.parent ) {
  41509. this.parent.updateWorldMatrix( true );
  41510. this.matrix
  41511. .copy( this.parent.matrixWorld )
  41512. .invert()
  41513. .multiply( this.light.matrixWorld );
  41514. } else {
  41515. this.matrix.copy( this.light.matrixWorld );
  41516. }
  41517. this.matrixWorld.copy( this.light.matrixWorld );
  41518. const coneLength = this.light.distance ? this.light.distance : 1000;
  41519. const coneWidth = coneLength * Math.tan( this.light.angle );
  41520. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  41521. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  41522. this.cone.lookAt( _vector$3 );
  41523. if ( this.color !== undefined ) {
  41524. this.cone.material.color.set( this.color );
  41525. } else {
  41526. this.cone.material.color.copy( this.light.color );
  41527. }
  41528. }
  41529. }
  41530. const _vector$2 = /*@__PURE__*/ new Vector3();
  41531. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  41532. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  41533. /**
  41534. * A helper object to assist with visualizing a {@link Skeleton}.
  41535. *
  41536. * ```js
  41537. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  41538. * scene.add( helper );
  41539. * ```
  41540. *
  41541. * @augments LineSegments
  41542. */
  41543. class SkeletonHelper extends LineSegments {
  41544. /**
  41545. * Constructs a new skeleton helper.
  41546. *
  41547. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  41548. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  41549. */
  41550. constructor( object ) {
  41551. const bones = getBoneList( object );
  41552. const geometry = new BufferGeometry();
  41553. const vertices = [];
  41554. const colors = [];
  41555. for ( let i = 0; i < bones.length; i ++ ) {
  41556. const bone = bones[ i ];
  41557. if ( bone.parent && bone.parent.isBone ) {
  41558. vertices.push( 0, 0, 0 );
  41559. vertices.push( 0, 0, 0 );
  41560. colors.push( 0, 0, 0 );
  41561. colors.push( 0, 0, 0 );
  41562. }
  41563. }
  41564. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41565. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41566. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  41567. super( geometry, material );
  41568. /**
  41569. * This flag can be used for type testing.
  41570. *
  41571. * @type {boolean}
  41572. * @readonly
  41573. * @default true
  41574. */
  41575. this.isSkeletonHelper = true;
  41576. this.type = 'SkeletonHelper';
  41577. /**
  41578. * The object being visualized.
  41579. *
  41580. * @type {Object3D}
  41581. */
  41582. this.root = object;
  41583. /**
  41584. * The list of bones that the helper visualizes.
  41585. *
  41586. * @type {Array<Bone>}
  41587. */
  41588. this.bones = bones;
  41589. this.matrix = object.matrixWorld;
  41590. this.matrixAutoUpdate = false;
  41591. // colors
  41592. const color1 = new Color( 0x0000ff );
  41593. const color2 = new Color( 0x00ff00 );
  41594. this.setColors( color1, color2 );
  41595. }
  41596. updateMatrixWorld( force ) {
  41597. const bones = this.bones;
  41598. const geometry = this.geometry;
  41599. const position = geometry.getAttribute( 'position' );
  41600. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41601. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41602. const bone = bones[ i ];
  41603. if ( bone.parent && bone.parent.isBone ) {
  41604. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41605. _vector$2.setFromMatrixPosition( _boneMatrix );
  41606. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41607. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41608. _vector$2.setFromMatrixPosition( _boneMatrix );
  41609. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41610. j += 2;
  41611. }
  41612. }
  41613. geometry.getAttribute( 'position' ).needsUpdate = true;
  41614. super.updateMatrixWorld( force );
  41615. }
  41616. /**
  41617. * Defines the colors of the helper.
  41618. *
  41619. * @param {Color} color1 - The first line color for each bone.
  41620. * @param {Color} color2 - The second line color for each bone.
  41621. * @return {SkeletonHelper} A reference to this helper.
  41622. */
  41623. setColors( color1, color2 ) {
  41624. const geometry = this.geometry;
  41625. const colorAttribute = geometry.getAttribute( 'color' );
  41626. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41627. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41628. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41629. }
  41630. colorAttribute.needsUpdate = true;
  41631. return this;
  41632. }
  41633. /**
  41634. * Frees the GPU-related resources allocated by this instance. Call this
  41635. * method whenever this instance is no longer used in your app.
  41636. */
  41637. dispose() {
  41638. this.geometry.dispose();
  41639. this.material.dispose();
  41640. }
  41641. }
  41642. function getBoneList( object ) {
  41643. const boneList = [];
  41644. if ( object.isBone === true ) {
  41645. boneList.push( object );
  41646. }
  41647. for ( let i = 0; i < object.children.length; i ++ ) {
  41648. boneList.push( ...getBoneList( object.children[ i ] ) );
  41649. }
  41650. return boneList;
  41651. }
  41652. /**
  41653. * This displays a helper object consisting of a spherical mesh for
  41654. * visualizing an instance of {@link PointLight}.
  41655. *
  41656. * ```js
  41657. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41658. * pointLight.position.set( 10, 10, 10 );
  41659. * scene.add( pointLight );
  41660. *
  41661. * const sphereSize = 1;
  41662. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41663. * scene.add( pointLightHelper );
  41664. * ```
  41665. *
  41666. * @augments Mesh
  41667. */
  41668. class PointLightHelper extends Mesh {
  41669. /**
  41670. * Constructs a new point light helper.
  41671. *
  41672. * @param {PointLight} light - The light to be visualized.
  41673. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41674. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41675. * the color of the light.
  41676. */
  41677. constructor( light, sphereSize, color ) {
  41678. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41679. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41680. super( geometry, material );
  41681. /**
  41682. * The light being visualized.
  41683. *
  41684. * @type {PointLight}
  41685. */
  41686. this.light = light;
  41687. /**
  41688. * The color parameter passed in the constructor.
  41689. * If not set, the helper will take the color of the light.
  41690. *
  41691. * @type {number|Color|string}
  41692. */
  41693. this.color = color;
  41694. this.type = 'PointLightHelper';
  41695. this.matrix = this.light.matrixWorld;
  41696. this.matrixAutoUpdate = false;
  41697. this.update();
  41698. }
  41699. /**
  41700. * Frees the GPU-related resources allocated by this instance. Call this
  41701. * method whenever this instance is no longer used in your app.
  41702. */
  41703. dispose() {
  41704. this.geometry.dispose();
  41705. this.material.dispose();
  41706. }
  41707. /**
  41708. * Updates the helper to match the position of the
  41709. * light being visualized.
  41710. */
  41711. update() {
  41712. this.light.updateWorldMatrix( true, false );
  41713. if ( this.color !== undefined ) {
  41714. this.material.color.set( this.color );
  41715. } else {
  41716. this.material.color.copy( this.light.color );
  41717. }
  41718. /*
  41719. const d = this.light.distance;
  41720. if ( d === 0.0 ) {
  41721. this.lightDistance.visible = false;
  41722. } else {
  41723. this.lightDistance.visible = true;
  41724. this.lightDistance.scale.set( d, d, d );
  41725. }
  41726. */
  41727. }
  41728. }
  41729. const _vector$1 = /*@__PURE__*/ new Vector3();
  41730. const _color1 = /*@__PURE__*/ new Color();
  41731. const _color2 = /*@__PURE__*/ new Color();
  41732. /**
  41733. * Creates a visual aid consisting of a spherical mesh for a
  41734. * given {@link HemisphereLight}.
  41735. *
  41736. * When the hemisphere light is transformed or its light properties are changed,
  41737. * it's necessary to call the `update()` method of the respective helper.
  41738. *
  41739. * ```js
  41740. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41741. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41742. * scene.add( helper );
  41743. * ```
  41744. *
  41745. * @augments Object3D
  41746. */
  41747. class HemisphereLightHelper extends Object3D {
  41748. /**
  41749. * Constructs a new hemisphere light helper.
  41750. *
  41751. * @param {HemisphereLight} light - The light to be visualized.
  41752. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41753. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41754. * the color of the light.
  41755. */
  41756. constructor( light, size, color ) {
  41757. super();
  41758. /**
  41759. * The light being visualized.
  41760. *
  41761. * @type {HemisphereLight}
  41762. */
  41763. this.light = light;
  41764. this.matrix = light.matrixWorld;
  41765. this.matrixAutoUpdate = false;
  41766. /**
  41767. * The color parameter passed in the constructor.
  41768. * If not set, the helper will take the color of the light.
  41769. *
  41770. * @type {number|Color|string}
  41771. */
  41772. this.color = color;
  41773. this.type = 'HemisphereLightHelper';
  41774. const geometry = new OctahedronGeometry( size );
  41775. geometry.rotateY( Math.PI * 0.5 );
  41776. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41777. if ( this.color === undefined ) this.material.vertexColors = true;
  41778. const position = geometry.getAttribute( 'position' );
  41779. const colors = new Float32Array( position.count * 3 );
  41780. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41781. this.add( new Mesh( geometry, this.material ) );
  41782. this.update();
  41783. }
  41784. /**
  41785. * Frees the GPU-related resources allocated by this instance. Call this
  41786. * method whenever this instance is no longer used in your app.
  41787. */
  41788. dispose() {
  41789. this.children[ 0 ].geometry.dispose();
  41790. this.children[ 0 ].material.dispose();
  41791. }
  41792. /**
  41793. * Updates the helper to match the position and direction of the
  41794. * light being visualized.
  41795. */
  41796. update() {
  41797. const mesh = this.children[ 0 ];
  41798. if ( this.color !== undefined ) {
  41799. this.material.color.set( this.color );
  41800. } else {
  41801. const colors = mesh.geometry.getAttribute( 'color' );
  41802. _color1.copy( this.light.color );
  41803. _color2.copy( this.light.groundColor );
  41804. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41805. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41806. colors.setXYZ( i, color.r, color.g, color.b );
  41807. }
  41808. colors.needsUpdate = true;
  41809. }
  41810. this.light.updateWorldMatrix( true, false );
  41811. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41812. }
  41813. }
  41814. /**
  41815. * The helper is an object to define grids. Grids are two-dimensional
  41816. * arrays of lines.
  41817. *
  41818. * ```js
  41819. * const size = 10;
  41820. * const divisions = 10;
  41821. *
  41822. * const gridHelper = new THREE.GridHelper( size, divisions );
  41823. * scene.add( gridHelper );
  41824. * ```
  41825. *
  41826. * @augments LineSegments
  41827. */
  41828. class GridHelper extends LineSegments {
  41829. /**
  41830. * Constructs a new grid helper.
  41831. *
  41832. * @param {number} [size=10] - The size of the grid.
  41833. * @param {number} [divisions=10] - The number of divisions across the grid.
  41834. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41835. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41836. */
  41837. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41838. color1 = new Color( color1 );
  41839. color2 = new Color( color2 );
  41840. const center = divisions / 2;
  41841. const step = size / divisions;
  41842. const halfSize = size / 2;
  41843. const vertices = [], colors = [];
  41844. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41845. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41846. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41847. const color = i === center ? color1 : color2;
  41848. color.toArray( colors, j ); j += 3;
  41849. color.toArray( colors, j ); j += 3;
  41850. color.toArray( colors, j ); j += 3;
  41851. color.toArray( colors, j ); j += 3;
  41852. }
  41853. const geometry = new BufferGeometry();
  41854. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41855. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41856. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41857. super( geometry, material );
  41858. this.type = 'GridHelper';
  41859. }
  41860. /**
  41861. * Frees the GPU-related resources allocated by this instance. Call this
  41862. * method whenever this instance is no longer used in your app.
  41863. */
  41864. dispose() {
  41865. this.geometry.dispose();
  41866. this.material.dispose();
  41867. }
  41868. }
  41869. /**
  41870. * This helper is an object to define polar grids. Grids are
  41871. * two-dimensional arrays of lines.
  41872. *
  41873. * ```js
  41874. * const radius = 10;
  41875. * const sectors = 16;
  41876. * const rings = 8;
  41877. * const divisions = 64;
  41878. *
  41879. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41880. * scene.add( helper );
  41881. * ```
  41882. *
  41883. * @augments LineSegments
  41884. */
  41885. class PolarGridHelper extends LineSegments {
  41886. /**
  41887. * Constructs a new polar grid helper.
  41888. *
  41889. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41890. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41891. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41892. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41893. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41894. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41895. */
  41896. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41897. color1 = new Color( color1 );
  41898. color2 = new Color( color2 );
  41899. const vertices = [];
  41900. const colors = [];
  41901. // create the sectors
  41902. if ( sectors > 1 ) {
  41903. for ( let i = 0; i < sectors; i ++ ) {
  41904. const v = ( i / sectors ) * ( Math.PI * 2 );
  41905. const x = Math.sin( v ) * radius;
  41906. const z = Math.cos( v ) * radius;
  41907. vertices.push( 0, 0, 0 );
  41908. vertices.push( x, 0, z );
  41909. const color = ( i & 1 ) ? color1 : color2;
  41910. colors.push( color.r, color.g, color.b );
  41911. colors.push( color.r, color.g, color.b );
  41912. }
  41913. }
  41914. // create the rings
  41915. for ( let i = 0; i < rings; i ++ ) {
  41916. const color = ( i & 1 ) ? color1 : color2;
  41917. const r = radius - ( radius / rings * i );
  41918. for ( let j = 0; j < divisions; j ++ ) {
  41919. // first vertex
  41920. let v = ( j / divisions ) * ( Math.PI * 2 );
  41921. let x = Math.sin( v ) * r;
  41922. let z = Math.cos( v ) * r;
  41923. vertices.push( x, 0, z );
  41924. colors.push( color.r, color.g, color.b );
  41925. // second vertex
  41926. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41927. x = Math.sin( v ) * r;
  41928. z = Math.cos( v ) * r;
  41929. vertices.push( x, 0, z );
  41930. colors.push( color.r, color.g, color.b );
  41931. }
  41932. }
  41933. const geometry = new BufferGeometry();
  41934. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41935. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41936. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41937. super( geometry, material );
  41938. this.type = 'PolarGridHelper';
  41939. }
  41940. /**
  41941. * Frees the GPU-related resources allocated by this instance. Call this
  41942. * method whenever this instance is no longer used in your app.
  41943. */
  41944. dispose() {
  41945. this.geometry.dispose();
  41946. this.material.dispose();
  41947. }
  41948. }
  41949. const _v1 = /*@__PURE__*/ new Vector3();
  41950. const _v2 = /*@__PURE__*/ new Vector3();
  41951. const _v3 = /*@__PURE__*/ new Vector3();
  41952. /**
  41953. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41954. * effect on the scene. This consists of a plane and a line representing the
  41955. * light's position and direction.
  41956. *
  41957. * When the directional light or its target are transformed or light properties
  41958. * are changed, it's necessary to call the `update()` method of the respective helper.
  41959. *
  41960. * ```js
  41961. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41962. * scene.add( light );
  41963. *
  41964. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41965. * scene.add( helper );
  41966. * ```
  41967. *
  41968. * @augments Object3D
  41969. */
  41970. class DirectionalLightHelper extends Object3D {
  41971. /**
  41972. * Constructs a new directional light helper.
  41973. *
  41974. * @param {DirectionalLight} light - The light to be visualized.
  41975. * @param {number} [size=1] - The dimensions of the plane.
  41976. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41977. * the color of the light.
  41978. */
  41979. constructor( light, size, color ) {
  41980. super();
  41981. /**
  41982. * The light being visualized.
  41983. *
  41984. * @type {DirectionalLight}
  41985. */
  41986. this.light = light;
  41987. this.matrix = light.matrixWorld;
  41988. this.matrixAutoUpdate = false;
  41989. /**
  41990. * The color parameter passed in the constructor.
  41991. * If not set, the helper will take the color of the light.
  41992. *
  41993. * @type {number|Color|string}
  41994. */
  41995. this.color = color;
  41996. this.type = 'DirectionalLightHelper';
  41997. if ( size === undefined ) size = 1;
  41998. let geometry = new BufferGeometry();
  41999. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  42000. - size, size, 0,
  42001. size, size, 0,
  42002. size, - size, 0,
  42003. - size, - size, 0,
  42004. - size, size, 0
  42005. ], 3 ) );
  42006. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  42007. /**
  42008. * Contains the line showing the location of the directional light.
  42009. *
  42010. * @type {Line}
  42011. */
  42012. this.lightPlane = new Line( geometry, material );
  42013. this.add( this.lightPlane );
  42014. geometry = new BufferGeometry();
  42015. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  42016. /**
  42017. * Represents the target line of the directional light.
  42018. *
  42019. * @type {Line}
  42020. */
  42021. this.targetLine = new Line( geometry, material );
  42022. this.add( this.targetLine );
  42023. this.update();
  42024. }
  42025. /**
  42026. * Frees the GPU-related resources allocated by this instance. Call this
  42027. * method whenever this instance is no longer used in your app.
  42028. */
  42029. dispose() {
  42030. this.lightPlane.geometry.dispose();
  42031. this.lightPlane.material.dispose();
  42032. this.targetLine.geometry.dispose();
  42033. this.targetLine.material.dispose();
  42034. }
  42035. /**
  42036. * Updates the helper to match the position and direction of the
  42037. * light being visualized.
  42038. */
  42039. update() {
  42040. this.light.updateWorldMatrix( true, false );
  42041. this.light.target.updateWorldMatrix( true, false );
  42042. _v1.setFromMatrixPosition( this.light.matrixWorld );
  42043. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  42044. _v3.subVectors( _v2, _v1 );
  42045. this.lightPlane.lookAt( _v2 );
  42046. if ( this.color !== undefined ) {
  42047. this.lightPlane.material.color.set( this.color );
  42048. this.targetLine.material.color.set( this.color );
  42049. } else {
  42050. this.lightPlane.material.color.copy( this.light.color );
  42051. this.targetLine.material.color.copy( this.light.color );
  42052. }
  42053. this.targetLine.lookAt( _v2 );
  42054. this.targetLine.scale.z = _v3.length();
  42055. }
  42056. }
  42057. const _vector = /*@__PURE__*/ new Vector3();
  42058. const _camera = /*@__PURE__*/ new Camera();
  42059. /**
  42060. * This helps with visualizing what a camera contains in its frustum. It
  42061. * visualizes the frustum of a camera using a line segments.
  42062. *
  42063. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  42064. *
  42065. * `CameraHelper` must be a child of the scene.
  42066. *
  42067. * When the camera is transformed or its projection matrix is changed, it's necessary
  42068. * to call the `update()` method of the respective helper.
  42069. *
  42070. * ```js
  42071. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  42072. * const helper = new THREE.CameraHelper( camera );
  42073. * scene.add( helper );
  42074. * ```
  42075. *
  42076. * @augments LineSegments
  42077. */
  42078. class CameraHelper extends LineSegments {
  42079. /**
  42080. * Constructs a new arrow helper.
  42081. *
  42082. * @param {Camera} camera - The camera to visualize.
  42083. */
  42084. constructor( camera ) {
  42085. const geometry = new BufferGeometry();
  42086. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  42087. const vertices = [];
  42088. const colors = [];
  42089. const pointMap = {};
  42090. // near
  42091. addLine( 'n1', 'n2' );
  42092. addLine( 'n2', 'n4' );
  42093. addLine( 'n4', 'n3' );
  42094. addLine( 'n3', 'n1' );
  42095. // far
  42096. addLine( 'f1', 'f2' );
  42097. addLine( 'f2', 'f4' );
  42098. addLine( 'f4', 'f3' );
  42099. addLine( 'f3', 'f1' );
  42100. // sides
  42101. addLine( 'n1', 'f1' );
  42102. addLine( 'n2', 'f2' );
  42103. addLine( 'n3', 'f3' );
  42104. addLine( 'n4', 'f4' );
  42105. // cone
  42106. addLine( 'p', 'n1' );
  42107. addLine( 'p', 'n2' );
  42108. addLine( 'p', 'n3' );
  42109. addLine( 'p', 'n4' );
  42110. // up
  42111. addLine( 'u1', 'u2' );
  42112. addLine( 'u2', 'u3' );
  42113. addLine( 'u3', 'u1' );
  42114. // target
  42115. addLine( 'c', 't' );
  42116. addLine( 'p', 'c' );
  42117. // cross
  42118. addLine( 'cn1', 'cn2' );
  42119. addLine( 'cn3', 'cn4' );
  42120. addLine( 'cf1', 'cf2' );
  42121. addLine( 'cf3', 'cf4' );
  42122. function addLine( a, b ) {
  42123. addPoint( a );
  42124. addPoint( b );
  42125. }
  42126. function addPoint( id ) {
  42127. vertices.push( 0, 0, 0 );
  42128. colors.push( 0, 0, 0 );
  42129. if ( pointMap[ id ] === undefined ) {
  42130. pointMap[ id ] = [];
  42131. }
  42132. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  42133. }
  42134. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42135. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42136. super( geometry, material );
  42137. this.type = 'CameraHelper';
  42138. /**
  42139. * The camera being visualized.
  42140. *
  42141. * @type {Camera}
  42142. */
  42143. this.camera = camera;
  42144. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  42145. this.matrix = camera.matrixWorld;
  42146. this.matrixAutoUpdate = false;
  42147. /**
  42148. * This contains the points used to visualize the camera.
  42149. *
  42150. * @type {Object<string,Array<number>>}
  42151. */
  42152. this.pointMap = pointMap;
  42153. this.update();
  42154. // colors
  42155. const colorFrustum = new Color( 0xffaa00 );
  42156. const colorCone = new Color( 0xff0000 );
  42157. const colorUp = new Color( 0x00aaff );
  42158. const colorTarget = new Color( 0xffffff );
  42159. const colorCross = new Color( 0x333333 );
  42160. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  42161. }
  42162. /**
  42163. * Defines the colors of the helper.
  42164. *
  42165. * @param {Color} frustum - The frustum line color.
  42166. * @param {Color} cone - The cone line color.
  42167. * @param {Color} up - The up line color.
  42168. * @param {Color} target - The target line color.
  42169. * @param {Color} cross - The cross line color.
  42170. * @return {CameraHelper} A reference to this helper.
  42171. */
  42172. setColors( frustum, cone, up, target, cross ) {
  42173. const geometry = this.geometry;
  42174. const colorAttribute = geometry.getAttribute( 'color' );
  42175. // near
  42176. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  42177. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  42178. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  42179. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  42180. // far
  42181. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  42182. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  42183. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  42184. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  42185. // sides
  42186. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  42187. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  42188. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  42189. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  42190. // cone
  42191. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  42192. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  42193. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  42194. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  42195. // up
  42196. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  42197. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  42198. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  42199. // target
  42200. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  42201. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  42202. // cross
  42203. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  42204. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  42205. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  42206. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  42207. colorAttribute.needsUpdate = true;
  42208. return this;
  42209. }
  42210. /**
  42211. * Updates the helper based on the projection matrix of the camera.
  42212. */
  42213. update() {
  42214. const geometry = this.geometry;
  42215. const pointMap = this.pointMap;
  42216. const w = 1, h = 1;
  42217. let nearZ, farZ;
  42218. // we need just camera projection matrix inverse
  42219. // world matrix must be identity
  42220. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  42221. // Adjust z values based on coordinate system
  42222. if ( this.camera.reversedDepth === true ) {
  42223. nearZ = 1;
  42224. farZ = 0;
  42225. } else {
  42226. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  42227. nearZ = -1;
  42228. farZ = 1;
  42229. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  42230. nearZ = 0;
  42231. farZ = 1;
  42232. } else {
  42233. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  42234. }
  42235. }
  42236. // center / target
  42237. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  42238. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  42239. // near
  42240. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  42241. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  42242. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  42243. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  42244. // far
  42245. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  42246. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  42247. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  42248. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  42249. // up
  42250. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  42251. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  42252. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  42253. // cross
  42254. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  42255. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  42256. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  42257. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  42258. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  42259. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  42260. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  42261. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  42262. geometry.getAttribute( 'position' ).needsUpdate = true;
  42263. }
  42264. /**
  42265. * Frees the GPU-related resources allocated by this instance. Call this
  42266. * method whenever this instance is no longer used in your app.
  42267. */
  42268. dispose() {
  42269. this.geometry.dispose();
  42270. this.material.dispose();
  42271. }
  42272. }
  42273. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  42274. _vector.set( x, y, z ).unproject( camera );
  42275. const points = pointMap[ point ];
  42276. if ( points !== undefined ) {
  42277. const position = geometry.getAttribute( 'position' );
  42278. for ( let i = 0, l = points.length; i < l; i ++ ) {
  42279. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  42280. }
  42281. }
  42282. }
  42283. const _box = /*@__PURE__*/ new Box3();
  42284. /**
  42285. * Helper object to graphically show the world-axis-aligned bounding box
  42286. * around an object. The actual bounding box is handled with {@link Box3},
  42287. * this is just a visual helper for debugging. It can be automatically
  42288. * resized with {@link BoxHelper#update} when the object it's created from
  42289. * is transformed. Note that the object must have a geometry for this to work,
  42290. * so it won't work with sprites.
  42291. *
  42292. * ```js
  42293. * const sphere = new THREE.SphereGeometry();
  42294. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  42295. * const box = new THREE.BoxHelper( object, 0xffff00 );
  42296. * scene.add( box );
  42297. * ```
  42298. *
  42299. * @augments LineSegments
  42300. */
  42301. class BoxHelper extends LineSegments {
  42302. /**
  42303. * Constructs a new box helper.
  42304. *
  42305. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  42306. * @param {number|Color|string} [color=0xffff00] - The box's color.
  42307. */
  42308. constructor( object, color = 0xffff00 ) {
  42309. 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 ] );
  42310. const positions = new Float32Array( 8 * 3 );
  42311. const geometry = new BufferGeometry();
  42312. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  42313. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  42314. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42315. /**
  42316. * The 3D object being visualized.
  42317. *
  42318. * @type {Object3D}
  42319. */
  42320. this.object = object;
  42321. this.type = 'BoxHelper';
  42322. this.matrixAutoUpdate = false;
  42323. this.update();
  42324. }
  42325. /**
  42326. * Updates the helper's geometry to match the dimensions of the object,
  42327. * including any children.
  42328. */
  42329. update() {
  42330. if ( this.object !== undefined ) {
  42331. _box.setFromObject( this.object );
  42332. }
  42333. if ( _box.isEmpty() ) return;
  42334. const min = _box.min;
  42335. const max = _box.max;
  42336. /*
  42337. 5____4
  42338. 1/___0/|
  42339. | 6__|_7
  42340. 2/___3/
  42341. 0: max.x, max.y, max.z
  42342. 1: min.x, max.y, max.z
  42343. 2: min.x, min.y, max.z
  42344. 3: max.x, min.y, max.z
  42345. 4: max.x, max.y, min.z
  42346. 5: min.x, max.y, min.z
  42347. 6: min.x, min.y, min.z
  42348. 7: max.x, min.y, min.z
  42349. */
  42350. const position = this.geometry.attributes.position;
  42351. const array = position.array;
  42352. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  42353. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  42354. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  42355. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  42356. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  42357. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  42358. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  42359. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  42360. position.needsUpdate = true;
  42361. this.geometry.computeBoundingSphere();
  42362. }
  42363. /**
  42364. * Updates the wireframe box for the passed object.
  42365. *
  42366. * @param {Object3D} object - The 3D object to create the helper for.
  42367. * @return {BoxHelper} A reference to this instance.
  42368. */
  42369. setFromObject( object ) {
  42370. this.object = object;
  42371. this.update();
  42372. return this;
  42373. }
  42374. copy( source, recursive ) {
  42375. super.copy( source, recursive );
  42376. this.object = source.object;
  42377. return this;
  42378. }
  42379. /**
  42380. * Frees the GPU-related resources allocated by this instance. Call this
  42381. * method whenever this instance is no longer used in your app.
  42382. */
  42383. dispose() {
  42384. this.geometry.dispose();
  42385. this.material.dispose();
  42386. }
  42387. }
  42388. /**
  42389. * A helper object to visualize an instance of {@link Box3}.
  42390. *
  42391. * ```js
  42392. * const box = new THREE.Box3();
  42393. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  42394. *
  42395. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  42396. * scene.add( helper )
  42397. * ```
  42398. *
  42399. * @augments LineSegments
  42400. */
  42401. class Box3Helper extends LineSegments {
  42402. /**
  42403. * Constructs a new box3 helper.
  42404. *
  42405. * @param {Box3} box - The box to visualize.
  42406. * @param {number|Color|string} [color=0xffff00] - The box's color.
  42407. */
  42408. constructor( box, color = 0xffff00 ) {
  42409. 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 ] );
  42410. 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 ];
  42411. const geometry = new BufferGeometry();
  42412. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  42413. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  42414. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42415. /**
  42416. * The box being visualized.
  42417. *
  42418. * @type {Box3}
  42419. */
  42420. this.box = box;
  42421. this.type = 'Box3Helper';
  42422. this.geometry.computeBoundingSphere();
  42423. }
  42424. updateMatrixWorld( force ) {
  42425. const box = this.box;
  42426. if ( box.isEmpty() ) return;
  42427. box.getCenter( this.position );
  42428. box.getSize( this.scale );
  42429. this.scale.multiplyScalar( 0.5 );
  42430. super.updateMatrixWorld( force );
  42431. }
  42432. /**
  42433. * Frees the GPU-related resources allocated by this instance. Call this
  42434. * method whenever this instance is no longer used in your app.
  42435. */
  42436. dispose() {
  42437. this.geometry.dispose();
  42438. this.material.dispose();
  42439. }
  42440. }
  42441. /**
  42442. * A helper object to visualize an instance of {@link Plane}.
  42443. *
  42444. * ```js
  42445. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  42446. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  42447. * scene.add( helper );
  42448. * ```
  42449. *
  42450. * @augments Line
  42451. */
  42452. class PlaneHelper extends Line {
  42453. /**
  42454. * Constructs a new plane helper.
  42455. *
  42456. * @param {Plane} plane - The plane to be visualized.
  42457. * @param {number} [size=1] - The side length of plane helper.
  42458. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  42459. */
  42460. constructor( plane, size = 1, hex = 0xffff00 ) {
  42461. const color = hex;
  42462. 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 ];
  42463. const geometry = new BufferGeometry();
  42464. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  42465. geometry.computeBoundingSphere();
  42466. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42467. this.type = 'PlaneHelper';
  42468. /**
  42469. * The plane being visualized.
  42470. *
  42471. * @type {Plane}
  42472. */
  42473. this.plane = plane;
  42474. /**
  42475. * The side length of plane helper.
  42476. *
  42477. * @type {number}
  42478. * @default 1
  42479. */
  42480. this.size = size;
  42481. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  42482. const geometry2 = new BufferGeometry();
  42483. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  42484. geometry2.computeBoundingSphere();
  42485. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  42486. }
  42487. updateMatrixWorld( force ) {
  42488. this.position.set( 0, 0, 0 );
  42489. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  42490. this.lookAt( this.plane.normal );
  42491. this.translateZ( - this.plane.constant );
  42492. super.updateMatrixWorld( force );
  42493. }
  42494. /**
  42495. * Updates the helper to match the position and direction of the
  42496. * light being visualized.
  42497. */
  42498. dispose() {
  42499. this.geometry.dispose();
  42500. this.material.dispose();
  42501. this.children[ 0 ].geometry.dispose();
  42502. this.children[ 0 ].material.dispose();
  42503. }
  42504. }
  42505. const _axis = /*@__PURE__*/ new Vector3();
  42506. let _lineGeometry, _coneGeometry;
  42507. /**
  42508. * An 3D arrow object for visualizing directions.
  42509. *
  42510. * ```js
  42511. * const dir = new THREE.Vector3( 1, 2, 0 );
  42512. *
  42513. * //normalize the direction vector (convert to vector of length 1)
  42514. * dir.normalize();
  42515. *
  42516. * const origin = new THREE.Vector3( 0, 0, 0 );
  42517. * const length = 1;
  42518. * const hex = 0xffff00;
  42519. *
  42520. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  42521. * scene.add( arrowHelper );
  42522. * ```
  42523. *
  42524. * @augments Object3D
  42525. */
  42526. class ArrowHelper extends Object3D {
  42527. /**
  42528. * Constructs a new arrow helper.
  42529. *
  42530. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  42531. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  42532. * @param {number} [length=1] - Length of the arrow in world units.
  42533. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  42534. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42535. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42536. */
  42537. 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 ) {
  42538. super();
  42539. this.type = 'ArrowHelper';
  42540. if ( _lineGeometry === undefined ) {
  42541. _lineGeometry = new BufferGeometry();
  42542. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  42543. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  42544. _coneGeometry.translate( 0, -0.5, 0 );
  42545. }
  42546. this.position.copy( origin );
  42547. /**
  42548. * The line part of the arrow helper.
  42549. *
  42550. * @type {Line}
  42551. */
  42552. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42553. this.line.matrixAutoUpdate = false;
  42554. this.add( this.line );
  42555. /**
  42556. * The cone part of the arrow helper.
  42557. *
  42558. * @type {Mesh}
  42559. */
  42560. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  42561. this.cone.matrixAutoUpdate = false;
  42562. this.add( this.cone );
  42563. this.setDirection( dir );
  42564. this.setLength( length, headLength, headWidth );
  42565. }
  42566. /**
  42567. * Sets the direction of the helper.
  42568. *
  42569. * @param {Vector3} dir - The normalized direction vector.
  42570. */
  42571. setDirection( dir ) {
  42572. // dir is assumed to be normalized
  42573. if ( dir.y > 0.99999 ) {
  42574. this.quaternion.set( 0, 0, 0, 1 );
  42575. } else if ( dir.y < -0.99999 ) {
  42576. this.quaternion.set( 1, 0, 0, 0 );
  42577. } else {
  42578. _axis.set( dir.z, 0, - dir.x ).normalize();
  42579. const radians = Math.acos( dir.y );
  42580. this.quaternion.setFromAxisAngle( _axis, radians );
  42581. }
  42582. }
  42583. /**
  42584. * Sets the length of the helper.
  42585. *
  42586. * @param {number} length - Length of the arrow in world units.
  42587. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42588. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42589. */
  42590. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42591. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42592. this.line.updateMatrix();
  42593. this.cone.scale.set( headWidth, headLength, headWidth );
  42594. this.cone.position.y = length;
  42595. this.cone.updateMatrix();
  42596. }
  42597. /**
  42598. * Sets the color of the helper.
  42599. *
  42600. * @param {number|Color|string} color - The color to set.
  42601. */
  42602. setColor( color ) {
  42603. this.line.material.color.set( color );
  42604. this.cone.material.color.set( color );
  42605. }
  42606. copy( source ) {
  42607. super.copy( source, false );
  42608. this.line.copy( source.line );
  42609. this.cone.copy( source.cone );
  42610. return this;
  42611. }
  42612. /**
  42613. * Frees the GPU-related resources allocated by this instance. Call this
  42614. * method whenever this instance is no longer used in your app.
  42615. */
  42616. dispose() {
  42617. this.line.geometry.dispose();
  42618. this.line.material.dispose();
  42619. this.cone.geometry.dispose();
  42620. this.cone.material.dispose();
  42621. }
  42622. }
  42623. /**
  42624. * An axis object to visualize the 3 axes in a simple way.
  42625. * The X axis is red. The Y axis is green. The Z axis is blue.
  42626. *
  42627. * ```js
  42628. * const axesHelper = new THREE.AxesHelper( 5 );
  42629. * scene.add( axesHelper );
  42630. * ```
  42631. *
  42632. * @augments LineSegments
  42633. */
  42634. class AxesHelper extends LineSegments {
  42635. /**
  42636. * Constructs a new axes helper.
  42637. *
  42638. * @param {number} [size=1] - Size of the lines representing the axes.
  42639. */
  42640. constructor( size = 1 ) {
  42641. const vertices = [
  42642. 0, 0, 0, size, 0, 0,
  42643. 0, 0, 0, 0, size, 0,
  42644. 0, 0, 0, 0, 0, size
  42645. ];
  42646. const colors = [
  42647. 1, 0, 0, 1, 0.6, 0,
  42648. 0, 1, 0, 0.6, 1, 0,
  42649. 0, 0, 1, 0, 0.6, 1
  42650. ];
  42651. const geometry = new BufferGeometry();
  42652. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42653. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42654. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42655. super( geometry, material );
  42656. this.type = 'AxesHelper';
  42657. }
  42658. /**
  42659. * Defines the colors of the axes helper.
  42660. *
  42661. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42662. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42663. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42664. * @return {AxesHelper} A reference to this axes helper.
  42665. */
  42666. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42667. const color = new Color();
  42668. const array = this.geometry.attributes.color.array;
  42669. color.set( xAxisColor );
  42670. color.toArray( array, 0 );
  42671. color.toArray( array, 3 );
  42672. color.set( yAxisColor );
  42673. color.toArray( array, 6 );
  42674. color.toArray( array, 9 );
  42675. color.set( zAxisColor );
  42676. color.toArray( array, 12 );
  42677. color.toArray( array, 15 );
  42678. this.geometry.attributes.color.needsUpdate = true;
  42679. return this;
  42680. }
  42681. /**
  42682. * Frees the GPU-related resources allocated by this instance. Call this
  42683. * method whenever this instance is no longer used in your app.
  42684. */
  42685. dispose() {
  42686. this.geometry.dispose();
  42687. this.material.dispose();
  42688. }
  42689. }
  42690. /**
  42691. * This class is used to convert a series of paths to an array of
  42692. * shapes. It is specifically used in context of fonts and SVG.
  42693. */
  42694. class ShapePath {
  42695. /**
  42696. * Constructs a new shape path.
  42697. */
  42698. constructor() {
  42699. this.type = 'ShapePath';
  42700. /**
  42701. * The color of the shape.
  42702. *
  42703. * @type {Color}
  42704. */
  42705. this.color = new Color();
  42706. /**
  42707. * The paths that have been generated for this shape.
  42708. *
  42709. * @type {Array<Path>}
  42710. * @default null
  42711. */
  42712. this.subPaths = [];
  42713. /**
  42714. * The current path that is being generated.
  42715. *
  42716. * @type {?Path}
  42717. * @default null
  42718. */
  42719. this.currentPath = null;
  42720. }
  42721. /**
  42722. * Creates a new path and moves it current point to the given one.
  42723. *
  42724. * @param {number} x - The x coordinate.
  42725. * @param {number} y - The y coordinate.
  42726. * @return {ShapePath} A reference to this shape path.
  42727. */
  42728. moveTo( x, y ) {
  42729. this.currentPath = new Path();
  42730. this.subPaths.push( this.currentPath );
  42731. this.currentPath.moveTo( x, y );
  42732. return this;
  42733. }
  42734. /**
  42735. * Adds an instance of {@link LineCurve} to the path by connecting
  42736. * the current point with the given one.
  42737. *
  42738. * @param {number} x - The x coordinate of the end point.
  42739. * @param {number} y - The y coordinate of the end point.
  42740. * @return {ShapePath} A reference to this shape path.
  42741. */
  42742. lineTo( x, y ) {
  42743. this.currentPath.lineTo( x, y );
  42744. return this;
  42745. }
  42746. /**
  42747. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42748. * the current point with the given one.
  42749. *
  42750. * @param {number} aCPx - The x coordinate of the control point.
  42751. * @param {number} aCPy - The y coordinate of the control point.
  42752. * @param {number} aX - The x coordinate of the end point.
  42753. * @param {number} aY - The y coordinate of the end point.
  42754. * @return {ShapePath} A reference to this shape path.
  42755. */
  42756. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42757. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42758. return this;
  42759. }
  42760. /**
  42761. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42762. * the current point with the given one.
  42763. *
  42764. * @param {number} aCP1x - The x coordinate of the first control point.
  42765. * @param {number} aCP1y - The y coordinate of the first control point.
  42766. * @param {number} aCP2x - The x coordinate of the second control point.
  42767. * @param {number} aCP2y - The y coordinate of the second control point.
  42768. * @param {number} aX - The x coordinate of the end point.
  42769. * @param {number} aY - The y coordinate of the end point.
  42770. * @return {ShapePath} A reference to this shape path.
  42771. */
  42772. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42773. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42774. return this;
  42775. }
  42776. /**
  42777. * Adds an instance of {@link SplineCurve} to the path by connecting
  42778. * the current point with the given list of points.
  42779. *
  42780. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42781. * @return {ShapePath} A reference to this shape path.
  42782. */
  42783. splineThru( pts ) {
  42784. this.currentPath.splineThru( pts );
  42785. return this;
  42786. }
  42787. /**
  42788. * Converts the paths into an array of shapes.
  42789. *
  42790. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42791. * If this flag is set to `true`, then those are flipped.
  42792. * @return {Array<Shape>} An array of shapes.
  42793. */
  42794. toShapes( isCCW ) {
  42795. function toShapesNoHoles( inSubpaths ) {
  42796. const shapes = [];
  42797. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42798. const tmpPath = inSubpaths[ i ];
  42799. const tmpShape = new Shape();
  42800. tmpShape.curves = tmpPath.curves;
  42801. shapes.push( tmpShape );
  42802. }
  42803. return shapes;
  42804. }
  42805. function isPointInsidePolygon( inPt, inPolygon ) {
  42806. const polyLen = inPolygon.length;
  42807. // inPt on polygon contour => immediate success or
  42808. // toggling of inside/outside at every single! intersection point of an edge
  42809. // with the horizontal line through inPt, left of inPt
  42810. // not counting lowerY endpoints of edges and whole edges on that line
  42811. let inside = false;
  42812. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42813. let edgeLowPt = inPolygon[ p ];
  42814. let edgeHighPt = inPolygon[ q ];
  42815. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42816. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42817. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42818. // not parallel
  42819. if ( edgeDy < 0 ) {
  42820. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42821. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42822. }
  42823. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42824. if ( inPt.y === edgeLowPt.y ) {
  42825. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42826. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42827. } else {
  42828. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42829. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42830. if ( perpEdge < 0 ) continue;
  42831. inside = ! inside; // true intersection left of inPt
  42832. }
  42833. } else {
  42834. // parallel or collinear
  42835. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42836. // edge lies on the same horizontal line as inPt
  42837. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42838. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42839. // continue;
  42840. }
  42841. }
  42842. return inside;
  42843. }
  42844. const isClockWise = ShapeUtils.isClockWise;
  42845. const subPaths = this.subPaths;
  42846. if ( subPaths.length === 0 ) return [];
  42847. let solid, tmpPath, tmpShape;
  42848. const shapes = [];
  42849. if ( subPaths.length === 1 ) {
  42850. tmpPath = subPaths[ 0 ];
  42851. tmpShape = new Shape();
  42852. tmpShape.curves = tmpPath.curves;
  42853. shapes.push( tmpShape );
  42854. return shapes;
  42855. }
  42856. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42857. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42858. // log("Holes first", holesFirst);
  42859. const betterShapeHoles = [];
  42860. const newShapes = [];
  42861. let newShapeHoles = [];
  42862. let mainIdx = 0;
  42863. let tmpPoints;
  42864. newShapes[ mainIdx ] = undefined;
  42865. newShapeHoles[ mainIdx ] = [];
  42866. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42867. tmpPath = subPaths[ i ];
  42868. tmpPoints = tmpPath.getPoints();
  42869. solid = isClockWise( tmpPoints );
  42870. solid = isCCW ? ! solid : solid;
  42871. if ( solid ) {
  42872. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42873. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42874. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42875. if ( holesFirst ) mainIdx ++;
  42876. newShapeHoles[ mainIdx ] = [];
  42877. //log('cw', i);
  42878. } else {
  42879. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42880. //log('ccw', i);
  42881. }
  42882. }
  42883. // only Holes? -> probably all Shapes with wrong orientation
  42884. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42885. if ( newShapes.length > 1 ) {
  42886. let ambiguous = false;
  42887. let toChange = 0;
  42888. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42889. betterShapeHoles[ sIdx ] = [];
  42890. }
  42891. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42892. const sho = newShapeHoles[ sIdx ];
  42893. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42894. const ho = sho[ hIdx ];
  42895. let hole_unassigned = true;
  42896. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42897. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42898. if ( sIdx !== s2Idx ) toChange ++;
  42899. if ( hole_unassigned ) {
  42900. hole_unassigned = false;
  42901. betterShapeHoles[ s2Idx ].push( ho );
  42902. } else {
  42903. ambiguous = true;
  42904. }
  42905. }
  42906. }
  42907. if ( hole_unassigned ) {
  42908. betterShapeHoles[ sIdx ].push( ho );
  42909. }
  42910. }
  42911. }
  42912. if ( toChange > 0 && ambiguous === false ) {
  42913. newShapeHoles = betterShapeHoles;
  42914. }
  42915. }
  42916. let tmpHoles;
  42917. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42918. tmpShape = newShapes[ i ].s;
  42919. shapes.push( tmpShape );
  42920. tmpHoles = newShapeHoles[ i ];
  42921. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42922. tmpShape.holes.push( tmpHoles[ j ].h );
  42923. }
  42924. }
  42925. //log("shape", shapes);
  42926. return shapes;
  42927. }
  42928. }
  42929. /**
  42930. * Abstract base class for controls.
  42931. *
  42932. * @abstract
  42933. * @augments EventDispatcher
  42934. */
  42935. class Controls extends EventDispatcher {
  42936. /**
  42937. * Constructs a new controls instance.
  42938. *
  42939. * @param {Object3D} object - The object that is managed by the controls.
  42940. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42941. */
  42942. constructor( object, domElement = null ) {
  42943. super();
  42944. /**
  42945. * The object that is managed by the controls.
  42946. *
  42947. * @type {Object3D}
  42948. */
  42949. this.object = object;
  42950. /**
  42951. * The HTML element used for event listeners.
  42952. *
  42953. * @type {?HTMLElement}
  42954. * @default null
  42955. */
  42956. this.domElement = domElement;
  42957. /**
  42958. * Whether the controls responds to user input or not.
  42959. *
  42960. * @type {boolean}
  42961. * @default true
  42962. */
  42963. this.enabled = true;
  42964. /**
  42965. * The internal state of the controls.
  42966. *
  42967. * @type {number}
  42968. * @default -1
  42969. */
  42970. this.state = -1;
  42971. /**
  42972. * This object defines the keyboard input of the controls.
  42973. *
  42974. * @type {Object}
  42975. */
  42976. this.keys = {};
  42977. /**
  42978. * This object defines what type of actions are assigned to the available mouse buttons.
  42979. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42980. *
  42981. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42982. */
  42983. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42984. /**
  42985. * This object defines what type of actions are assigned to what kind of touch interaction.
  42986. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42987. *
  42988. * @type {{ONE: ?number, TWO: ?number}}
  42989. */
  42990. this.touches = { ONE: null, TWO: null };
  42991. }
  42992. /**
  42993. * Connects the controls to the DOM. This method has so called "side effects" since
  42994. * it adds the module's event listeners to the DOM.
  42995. *
  42996. * @param {HTMLElement} element - The DOM element to connect to.
  42997. */
  42998. connect( element ) {
  42999. if ( element === undefined ) {
  43000. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  43001. return;
  43002. }
  43003. if ( this.domElement !== null ) this.disconnect();
  43004. this.domElement = element;
  43005. }
  43006. /**
  43007. * Disconnects the controls from the DOM.
  43008. */
  43009. disconnect() {}
  43010. /**
  43011. * Call this method if you no longer want use to the controls. It frees all internal
  43012. * resources and removes all event listeners.
  43013. */
  43014. dispose() {}
  43015. /**
  43016. * Controls should implement this method if they have to update their internal state
  43017. * per simulation step.
  43018. *
  43019. * @param {number} [delta] - The time delta in seconds.
  43020. */
  43021. update( /* delta */ ) {}
  43022. }
  43023. /**
  43024. * Scales the texture as large as possible within its surface without cropping
  43025. * or stretching the texture. The method preserves the original aspect ratio of
  43026. * the texture. Akin to CSS `object-fit: contain`
  43027. *
  43028. * @param {Texture} texture - The texture.
  43029. * @param {number} aspect - The texture's aspect ratio.
  43030. * @return {Texture} The updated texture.
  43031. */
  43032. function contain( texture, aspect ) {
  43033. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  43034. if ( imageAspect > aspect ) {
  43035. texture.repeat.x = 1;
  43036. texture.repeat.y = imageAspect / aspect;
  43037. texture.offset.x = 0;
  43038. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  43039. } else {
  43040. texture.repeat.x = aspect / imageAspect;
  43041. texture.repeat.y = 1;
  43042. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  43043. texture.offset.y = 0;
  43044. }
  43045. return texture;
  43046. }
  43047. /**
  43048. * Scales the texture to the smallest possible size to fill the surface, leaving
  43049. * no empty space. The method preserves the original aspect ratio of the texture.
  43050. * Akin to CSS `object-fit: cover`.
  43051. *
  43052. * @param {Texture} texture - The texture.
  43053. * @param {number} aspect - The texture's aspect ratio.
  43054. * @return {Texture} The updated texture.
  43055. */
  43056. function cover( texture, aspect ) {
  43057. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  43058. if ( imageAspect > aspect ) {
  43059. texture.repeat.x = aspect / imageAspect;
  43060. texture.repeat.y = 1;
  43061. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  43062. texture.offset.y = 0;
  43063. } else {
  43064. texture.repeat.x = 1;
  43065. texture.repeat.y = imageAspect / aspect;
  43066. texture.offset.x = 0;
  43067. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  43068. }
  43069. return texture;
  43070. }
  43071. /**
  43072. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  43073. *
  43074. * @param {Texture} texture - The texture.
  43075. * @return {Texture} The updated texture.
  43076. */
  43077. function fill( texture ) {
  43078. texture.repeat.x = 1;
  43079. texture.repeat.y = 1;
  43080. texture.offset.x = 0;
  43081. texture.offset.y = 0;
  43082. return texture;
  43083. }
  43084. /**
  43085. * Determines how many bytes must be used to represent the texture.
  43086. *
  43087. * @param {number} width - The width of the texture.
  43088. * @param {number} height - The height of the texture.
  43089. * @param {number} format - The texture's format.
  43090. * @param {number} type - The texture's type.
  43091. * @return {number} The byte length.
  43092. */
  43093. function getByteLength( width, height, format, type ) {
  43094. const typeByteLength = getTextureTypeByteLength( type );
  43095. switch ( format ) {
  43096. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  43097. case AlphaFormat:
  43098. return width * height;
  43099. case RedFormat:
  43100. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  43101. case RedIntegerFormat:
  43102. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  43103. case RGFormat:
  43104. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43105. case RGIntegerFormat:
  43106. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43107. case RGBFormat:
  43108. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43109. case RGBAFormat:
  43110. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43111. case RGBAIntegerFormat:
  43112. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43113. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  43114. case RGB_S3TC_DXT1_Format:
  43115. case RGBA_S3TC_DXT1_Format:
  43116. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  43117. case RGBA_S3TC_DXT3_Format:
  43118. case RGBA_S3TC_DXT5_Format:
  43119. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43120. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  43121. case RGB_PVRTC_2BPPV1_Format:
  43122. case RGBA_PVRTC_2BPPV1_Format:
  43123. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  43124. case RGB_PVRTC_4BPPV1_Format:
  43125. case RGBA_PVRTC_4BPPV1_Format:
  43126. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  43127. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  43128. case RGB_ETC1_Format:
  43129. case RGB_ETC2_Format:
  43130. case R11_EAC_Format:
  43131. case SIGNED_R11_EAC_Format:
  43132. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  43133. case RGBA_ETC2_EAC_Format:
  43134. case RG11_EAC_Format:
  43135. case SIGNED_RG11_EAC_Format:
  43136. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43137. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  43138. case RGBA_ASTC_4x4_Format:
  43139. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43140. case RGBA_ASTC_5x4_Format:
  43141. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43142. case RGBA_ASTC_5x5_Format:
  43143. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43144. case RGBA_ASTC_6x5_Format:
  43145. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43146. case RGBA_ASTC_6x6_Format:
  43147. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  43148. case RGBA_ASTC_8x5_Format:
  43149. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43150. case RGBA_ASTC_8x6_Format:
  43151. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  43152. case RGBA_ASTC_8x8_Format:
  43153. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  43154. case RGBA_ASTC_10x5_Format:
  43155. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43156. case RGBA_ASTC_10x6_Format:
  43157. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  43158. case RGBA_ASTC_10x8_Format:
  43159. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  43160. case RGBA_ASTC_10x10_Format:
  43161. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  43162. case RGBA_ASTC_12x10_Format:
  43163. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  43164. case RGBA_ASTC_12x12_Format:
  43165. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  43166. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  43167. case RGBA_BPTC_Format:
  43168. case RGB_BPTC_SIGNED_Format:
  43169. case RGB_BPTC_UNSIGNED_Format:
  43170. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  43171. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  43172. case RED_RGTC1_Format:
  43173. case SIGNED_RED_RGTC1_Format:
  43174. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  43175. case RED_GREEN_RGTC2_Format:
  43176. case SIGNED_RED_GREEN_RGTC2_Format:
  43177. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  43178. }
  43179. throw new Error(
  43180. `Unable to determine texture byte length for ${format} format.`,
  43181. );
  43182. }
  43183. function getTextureTypeByteLength( type ) {
  43184. switch ( type ) {
  43185. case UnsignedByteType:
  43186. case ByteType:
  43187. return { byteLength: 1, components: 1 };
  43188. case UnsignedShortType:
  43189. case ShortType:
  43190. case HalfFloatType:
  43191. return { byteLength: 2, components: 1 };
  43192. case UnsignedShort4444Type:
  43193. case UnsignedShort5551Type:
  43194. return { byteLength: 2, components: 4 };
  43195. case UnsignedIntType:
  43196. case IntType:
  43197. case FloatType:
  43198. return { byteLength: 4, components: 1 };
  43199. case UnsignedInt5999Type:
  43200. case UnsignedInt101111Type:
  43201. return { byteLength: 4, components: 3 };
  43202. }
  43203. throw new Error( `Unknown texture type ${type}.` );
  43204. }
  43205. /**
  43206. * A class containing utility functions for textures.
  43207. *
  43208. * @hideconstructor
  43209. */
  43210. class TextureUtils {
  43211. /**
  43212. * Scales the texture as large as possible within its surface without cropping
  43213. * or stretching the texture. The method preserves the original aspect ratio of
  43214. * the texture. Akin to CSS `object-fit: contain`
  43215. *
  43216. * @param {Texture} texture - The texture.
  43217. * @param {number} aspect - The texture's aspect ratio.
  43218. * @return {Texture} The updated texture.
  43219. */
  43220. static contain( texture, aspect ) {
  43221. return contain( texture, aspect );
  43222. }
  43223. /**
  43224. * Scales the texture to the smallest possible size to fill the surface, leaving
  43225. * no empty space. The method preserves the original aspect ratio of the texture.
  43226. * Akin to CSS `object-fit: cover`.
  43227. *
  43228. * @param {Texture} texture - The texture.
  43229. * @param {number} aspect - The texture's aspect ratio.
  43230. * @return {Texture} The updated texture.
  43231. */
  43232. static cover( texture, aspect ) {
  43233. return cover( texture, aspect );
  43234. }
  43235. /**
  43236. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  43237. *
  43238. * @param {Texture} texture - The texture.
  43239. * @return {Texture} The updated texture.
  43240. */
  43241. static fill( texture ) {
  43242. return fill( texture );
  43243. }
  43244. /**
  43245. * Determines how many bytes must be used to represent the texture.
  43246. *
  43247. * @param {number} width - The width of the texture.
  43248. * @param {number} height - The height of the texture.
  43249. * @param {number} format - The texture's format.
  43250. * @param {number} type - The texture's type.
  43251. * @return {number} The byte length.
  43252. */
  43253. static getByteLength( width, height, format, type ) {
  43254. return getByteLength( width, height, format, type );
  43255. }
  43256. }
  43257. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  43258. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  43259. revision: REVISION,
  43260. } } ) );
  43261. }
  43262. if ( typeof window !== 'undefined' ) {
  43263. if ( window.__THREE__ ) {
  43264. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  43265. } else {
  43266. window.__THREE__ = REVISION;
  43267. }
  43268. }
  43269. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HTMLTexture, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, ReversedDepthFuncs, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce, yieldToMain };
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