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 = '185dev';
  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( 'THREE.MathUtils: 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( 'THREE.MathUtils: 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( 'THREE.Vector2: 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( 'THREE.Vector2: 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( 'THREE.Vector3: 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( 'THREE.Vector3: 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( 'THREE.Vector4: 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( 'THREE.Vector4: 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 (WebGL OVR_multiview2 extension).
  7036. * @property {boolean} [useArrayDepthTexture=false] - Whether to create the depth texture as an array texture for per-layer depth testing. This is separate from multiview so layered render targets can use array depth without the multiview extension.
  7037. */
  7038. /**
  7039. * Constructs a new render target.
  7040. *
  7041. * @param {number} [width=1] - The width of the render target.
  7042. * @param {number} [height=1] - The height of the render target.
  7043. * @param {RenderTarget~Options} [options] - The configuration object.
  7044. */
  7045. constructor( width = 1, height = 1, options = {} ) {
  7046. super();
  7047. options = Object.assign( {
  7048. generateMipmaps: false,
  7049. internalFormat: null,
  7050. minFilter: LinearFilter,
  7051. depthBuffer: true,
  7052. stencilBuffer: false,
  7053. resolveDepthBuffer: true,
  7054. resolveStencilBuffer: true,
  7055. depthTexture: null,
  7056. samples: 0,
  7057. count: 1,
  7058. depth: 1,
  7059. multiview: false,
  7060. useArrayDepthTexture: false
  7061. }, options );
  7062. /**
  7063. * This flag can be used for type testing.
  7064. *
  7065. * @type {boolean}
  7066. * @readonly
  7067. * @default true
  7068. */
  7069. this.isRenderTarget = true;
  7070. /**
  7071. * The width of the render target.
  7072. *
  7073. * @type {number}
  7074. * @default 1
  7075. */
  7076. this.width = width;
  7077. /**
  7078. * The height of the render target.
  7079. *
  7080. * @type {number}
  7081. * @default 1
  7082. */
  7083. this.height = height;
  7084. /**
  7085. * The depth of the render target.
  7086. *
  7087. * @type {number}
  7088. * @default 1
  7089. */
  7090. this.depth = options.depth;
  7091. /**
  7092. * A rectangular area inside the render target's viewport. Fragments that are
  7093. * outside the area will be discarded.
  7094. *
  7095. * @type {Vector4}
  7096. * @default (0,0,width,height)
  7097. */
  7098. this.scissor = new Vector4( 0, 0, width, height );
  7099. /**
  7100. * Indicates whether the scissor test should be enabled when rendering into
  7101. * this render target or not.
  7102. *
  7103. * @type {boolean}
  7104. * @default false
  7105. */
  7106. this.scissorTest = false;
  7107. /**
  7108. * A rectangular area representing the render target's viewport.
  7109. *
  7110. * @type {Vector4}
  7111. * @default (0,0,width,height)
  7112. */
  7113. this.viewport = new Vector4( 0, 0, width, height );
  7114. /**
  7115. * An array of textures. Each color attachment is represented as a separate texture.
  7116. * Has at least a single entry for the default color attachment.
  7117. *
  7118. * @type {Array<Texture>}
  7119. */
  7120. this.textures = [];
  7121. const image = { width: width, height: height, depth: options.depth };
  7122. const texture = new Texture( image );
  7123. const count = options.count;
  7124. for ( let i = 0; i < count; i ++ ) {
  7125. this.textures[ i ] = texture.clone();
  7126. this.textures[ i ].isRenderTargetTexture = true;
  7127. this.textures[ i ].renderTarget = this;
  7128. }
  7129. this._setTextureOptions( options );
  7130. /**
  7131. * Whether to allocate a depth buffer or not.
  7132. *
  7133. * @type {boolean}
  7134. * @default true
  7135. */
  7136. this.depthBuffer = options.depthBuffer;
  7137. /**
  7138. * Whether to allocate a stencil buffer or not.
  7139. *
  7140. * @type {boolean}
  7141. * @default false
  7142. */
  7143. this.stencilBuffer = options.stencilBuffer;
  7144. /**
  7145. * Whether to resolve the depth buffer or not.
  7146. *
  7147. * @type {boolean}
  7148. * @default true
  7149. */
  7150. this.resolveDepthBuffer = options.resolveDepthBuffer;
  7151. /**
  7152. * Whether to resolve the stencil buffer or not.
  7153. *
  7154. * @type {boolean}
  7155. * @default true
  7156. */
  7157. this.resolveStencilBuffer = options.resolveStencilBuffer;
  7158. this._depthTexture = null;
  7159. this.depthTexture = options.depthTexture;
  7160. /**
  7161. * The number of MSAA samples.
  7162. *
  7163. * A value of `0` disables MSAA.
  7164. *
  7165. * @type {number}
  7166. * @default 0
  7167. */
  7168. this.samples = options.samples;
  7169. /**
  7170. * Whether to this target is used in multiview rendering.
  7171. *
  7172. * @type {boolean}
  7173. * @default false
  7174. */
  7175. this.multiview = options.multiview;
  7176. /**
  7177. * Whether to create the depth texture as an array texture for per-layer depth testing.
  7178. * This is separate from multiview so layered render targets can use array depth without
  7179. * the multiview extension.
  7180. *
  7181. * @type {boolean}
  7182. * @default false
  7183. */
  7184. this.useArrayDepthTexture = options.useArrayDepthTexture;
  7185. }
  7186. _setTextureOptions( options = {} ) {
  7187. const values = {
  7188. minFilter: LinearFilter,
  7189. generateMipmaps: false,
  7190. flipY: false,
  7191. internalFormat: null
  7192. };
  7193. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  7194. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  7195. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  7196. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  7197. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  7198. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  7199. if ( options.format !== undefined ) values.format = options.format;
  7200. if ( options.type !== undefined ) values.type = options.type;
  7201. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  7202. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  7203. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  7204. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  7205. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  7206. for ( let i = 0; i < this.textures.length; i ++ ) {
  7207. const texture = this.textures[ i ];
  7208. texture.setValues( values );
  7209. }
  7210. }
  7211. /**
  7212. * The texture representing the default color attachment.
  7213. *
  7214. * @type {Texture}
  7215. */
  7216. get texture() {
  7217. return this.textures[ 0 ];
  7218. }
  7219. set texture( value ) {
  7220. this.textures[ 0 ] = value;
  7221. }
  7222. set depthTexture( current ) {
  7223. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  7224. if ( current !== null ) current.renderTarget = this;
  7225. this._depthTexture = current;
  7226. }
  7227. /**
  7228. * Instead of saving the depth in a renderbuffer, a texture
  7229. * can be used instead which is useful for further processing
  7230. * e.g. in context of post-processing.
  7231. *
  7232. * @type {?DepthTexture}
  7233. * @default null
  7234. */
  7235. get depthTexture() {
  7236. return this._depthTexture;
  7237. }
  7238. /**
  7239. * Sets the size of this render target.
  7240. *
  7241. * @param {number} width - The width.
  7242. * @param {number} height - The height.
  7243. * @param {number} [depth=1] - The depth.
  7244. */
  7245. setSize( width, height, depth = 1 ) {
  7246. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  7247. this.width = width;
  7248. this.height = height;
  7249. this.depth = depth;
  7250. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  7251. this.textures[ i ].image.width = width;
  7252. this.textures[ i ].image.height = height;
  7253. this.textures[ i ].image.depth = depth;
  7254. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  7255. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  7256. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  7257. // both are evaluated on each call?
  7258. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  7259. }
  7260. }
  7261. this.dispose();
  7262. }
  7263. this.viewport.set( 0, 0, width, height );
  7264. this.scissor.set( 0, 0, width, height );
  7265. }
  7266. /**
  7267. * Returns a new render target with copied values from this instance.
  7268. *
  7269. * @return {RenderTarget} A clone of this instance.
  7270. */
  7271. clone() {
  7272. return new this.constructor().copy( this );
  7273. }
  7274. /**
  7275. * Copies the settings of the given render target. This is a structural copy so
  7276. * no resources are shared between render targets after the copy. That includes
  7277. * all MRT textures and the depth texture.
  7278. *
  7279. * @param {RenderTarget} source - The render target to copy.
  7280. * @return {RenderTarget} A reference to this instance.
  7281. */
  7282. copy( source ) {
  7283. this.width = source.width;
  7284. this.height = source.height;
  7285. this.depth = source.depth;
  7286. this.scissor.copy( source.scissor );
  7287. this.scissorTest = source.scissorTest;
  7288. this.viewport.copy( source.viewport );
  7289. this.textures.length = 0;
  7290. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7291. this.textures[ i ] = source.textures[ i ].clone();
  7292. this.textures[ i ].isRenderTargetTexture = true;
  7293. this.textures[ i ].renderTarget = this;
  7294. // ensure image object is not shared, see #20328
  7295. const image = Object.assign( {}, source.textures[ i ].image );
  7296. this.textures[ i ].source = new Source( image );
  7297. }
  7298. this.depthBuffer = source.depthBuffer;
  7299. this.stencilBuffer = source.stencilBuffer;
  7300. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7301. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7302. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7303. this.samples = source.samples;
  7304. this.multiview = source.multiview;
  7305. this.useArrayDepthTexture = source.useArrayDepthTexture;
  7306. return this;
  7307. }
  7308. /**
  7309. * Frees the GPU-related resources allocated by this instance. Call this
  7310. * method whenever this instance is no longer used in your app.
  7311. *
  7312. * @fires RenderTarget#dispose
  7313. */
  7314. dispose() {
  7315. this.dispatchEvent( { type: 'dispose' } );
  7316. }
  7317. }
  7318. /**
  7319. * A render target used in context of {@link WebGLRenderer}.
  7320. *
  7321. * @augments RenderTarget
  7322. */
  7323. class WebGLRenderTarget extends RenderTarget {
  7324. /**
  7325. * Constructs a new 3D render target.
  7326. *
  7327. * @param {number} [width=1] - The width of the render target.
  7328. * @param {number} [height=1] - The height of the render target.
  7329. * @param {RenderTarget~Options} [options] - The configuration object.
  7330. */
  7331. constructor( width = 1, height = 1, options = {} ) {
  7332. super( width, height, options );
  7333. /**
  7334. * This flag can be used for type testing.
  7335. *
  7336. * @type {boolean}
  7337. * @readonly
  7338. * @default true
  7339. */
  7340. this.isWebGLRenderTarget = true;
  7341. }
  7342. }
  7343. /**
  7344. * Creates an array of textures directly from raw buffer data.
  7345. *
  7346. * @augments Texture
  7347. */
  7348. class DataArrayTexture extends Texture {
  7349. /**
  7350. * Constructs a new data array texture.
  7351. *
  7352. * @param {?TypedArray} [data=null] - The buffer data.
  7353. * @param {number} [width=1] - The width of the texture.
  7354. * @param {number} [height=1] - The height of the texture.
  7355. * @param {number} [depth=1] - The depth of the texture.
  7356. */
  7357. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7358. super( null );
  7359. /**
  7360. * This flag can be used for type testing.
  7361. *
  7362. * @type {boolean}
  7363. * @readonly
  7364. * @default true
  7365. */
  7366. this.isDataArrayTexture = true;
  7367. /**
  7368. * The image definition of a data texture.
  7369. *
  7370. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7371. */
  7372. this.image = { data, width, height, depth };
  7373. /**
  7374. * How the texture is sampled when a texel covers more than one pixel.
  7375. *
  7376. * Overwritten and set to `NearestFilter` by default.
  7377. *
  7378. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7379. * @default NearestFilter
  7380. */
  7381. this.magFilter = NearestFilter;
  7382. /**
  7383. * How the texture is sampled when a texel covers less than one pixel.
  7384. *
  7385. * Overwritten and set to `NearestFilter` by default.
  7386. *
  7387. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7388. * @default NearestFilter
  7389. */
  7390. this.minFilter = NearestFilter;
  7391. /**
  7392. * This defines how the texture is wrapped in the depth and corresponds to
  7393. * *W* in UVW mapping.
  7394. *
  7395. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7396. * @default ClampToEdgeWrapping
  7397. */
  7398. this.wrapR = ClampToEdgeWrapping;
  7399. /**
  7400. * Whether to generate mipmaps (if possible) for a texture.
  7401. *
  7402. * Overwritten and set to `false` by default.
  7403. *
  7404. * @type {boolean}
  7405. * @default false
  7406. */
  7407. this.generateMipmaps = false;
  7408. /**
  7409. * If set to `true`, the texture is flipped along the vertical axis when
  7410. * uploaded to the GPU.
  7411. *
  7412. * Overwritten and set to `false` by default.
  7413. *
  7414. * @type {boolean}
  7415. * @default false
  7416. */
  7417. this.flipY = false;
  7418. /**
  7419. * Specifies the alignment requirements for the start of each pixel row in memory.
  7420. *
  7421. * Overwritten and set to `1` by default.
  7422. *
  7423. * @type {boolean}
  7424. * @default 1
  7425. */
  7426. this.unpackAlignment = 1;
  7427. /**
  7428. * A set of all layers which need to be updated in the texture.
  7429. *
  7430. * @type {Set<number>}
  7431. */
  7432. this.layerUpdates = new Set();
  7433. }
  7434. /**
  7435. * Describes that a specific layer of the texture needs to be updated.
  7436. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7437. * entire data texture array is sent to the GPU. Marking specific
  7438. * layers will only transmit subsets of all mipmaps associated with a
  7439. * specific depth in the array which is often much more performant.
  7440. *
  7441. * @param {number} layerIndex - The layer index that should be updated.
  7442. */
  7443. addLayerUpdate( layerIndex ) {
  7444. this.layerUpdates.add( layerIndex );
  7445. }
  7446. /**
  7447. * Resets the layer updates registry.
  7448. */
  7449. clearLayerUpdates() {
  7450. this.layerUpdates.clear();
  7451. }
  7452. }
  7453. /**
  7454. * An array render target used in context of {@link WebGLRenderer}.
  7455. *
  7456. * @augments WebGLRenderTarget
  7457. */
  7458. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7459. /**
  7460. * Constructs a new array render target.
  7461. *
  7462. * @param {number} [width=1] - The width of the render target.
  7463. * @param {number} [height=1] - The height of the render target.
  7464. * @param {number} [depth=1] - The height of the render target.
  7465. * @param {RenderTarget~Options} [options] - The configuration object.
  7466. */
  7467. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7468. super( width, height, options );
  7469. /**
  7470. * This flag can be used for type testing.
  7471. *
  7472. * @type {boolean}
  7473. * @readonly
  7474. * @default true
  7475. */
  7476. this.isWebGLArrayRenderTarget = true;
  7477. this.depth = depth;
  7478. /**
  7479. * Overwritten with a different texture type.
  7480. *
  7481. * @type {DataArrayTexture}
  7482. */
  7483. this.texture = new DataArrayTexture( null, width, height, depth );
  7484. this._setTextureOptions( options );
  7485. this.texture.isRenderTargetTexture = true;
  7486. }
  7487. }
  7488. /**
  7489. * Creates a three-dimensional texture from raw data, with parameters to
  7490. * divide it into width, height, and depth.
  7491. *
  7492. * @augments Texture
  7493. */
  7494. class Data3DTexture extends Texture {
  7495. /**
  7496. * Constructs a new data array texture.
  7497. *
  7498. * @param {?TypedArray} [data=null] - The buffer data.
  7499. * @param {number} [width=1] - The width of the texture.
  7500. * @param {number} [height=1] - The height of the texture.
  7501. * @param {number} [depth=1] - The depth of the texture.
  7502. */
  7503. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7504. // We're going to add .setXXX() methods for setting properties later.
  7505. // Users can still set in Data3DTexture directly.
  7506. //
  7507. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7508. // texture.anisotropy = 16;
  7509. //
  7510. // See #14839
  7511. super( null );
  7512. /**
  7513. * This flag can be used for type testing.
  7514. *
  7515. * @type {boolean}
  7516. * @readonly
  7517. * @default true
  7518. */
  7519. this.isData3DTexture = true;
  7520. /**
  7521. * The image definition of a data texture.
  7522. *
  7523. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7524. */
  7525. this.image = { data, width, height, depth };
  7526. /**
  7527. * How the texture is sampled when a texel covers more than one pixel.
  7528. *
  7529. * Overwritten and set to `NearestFilter` by default.
  7530. *
  7531. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7532. * @default NearestFilter
  7533. */
  7534. this.magFilter = NearestFilter;
  7535. /**
  7536. * How the texture is sampled when a texel covers less than one pixel.
  7537. *
  7538. * Overwritten and set to `NearestFilter` by default.
  7539. *
  7540. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7541. * @default NearestFilter
  7542. */
  7543. this.minFilter = NearestFilter;
  7544. /**
  7545. * This defines how the texture is wrapped in the depth and corresponds to
  7546. * *W* in UVW mapping.
  7547. *
  7548. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7549. * @default ClampToEdgeWrapping
  7550. */
  7551. this.wrapR = ClampToEdgeWrapping;
  7552. /**
  7553. * Whether to generate mipmaps (if possible) for a texture.
  7554. *
  7555. * Overwritten and set to `false` by default.
  7556. *
  7557. * @type {boolean}
  7558. * @default false
  7559. */
  7560. this.generateMipmaps = false;
  7561. /**
  7562. * If set to `true`, the texture is flipped along the vertical axis when
  7563. * uploaded to the GPU.
  7564. *
  7565. * Overwritten and set to `false` by default.
  7566. *
  7567. * @type {boolean}
  7568. * @default false
  7569. */
  7570. this.flipY = false;
  7571. /**
  7572. * Specifies the alignment requirements for the start of each pixel row in memory.
  7573. *
  7574. * Overwritten and set to `1` by default.
  7575. *
  7576. * @type {boolean}
  7577. * @default 1
  7578. */
  7579. this.unpackAlignment = 1;
  7580. }
  7581. }
  7582. /**
  7583. * A 3D render target used in context of {@link WebGLRenderer}.
  7584. *
  7585. * @augments WebGLRenderTarget
  7586. */
  7587. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7588. /**
  7589. * Constructs a new 3D render target.
  7590. *
  7591. * @param {number} [width=1] - The width of the render target.
  7592. * @param {number} [height=1] - The height of the render target.
  7593. * @param {number} [depth=1] - The height of the render target.
  7594. * @param {RenderTarget~Options} [options] - The configuration object.
  7595. */
  7596. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7597. super( width, height, options );
  7598. /**
  7599. * This flag can be used for type testing.
  7600. *
  7601. * @type {boolean}
  7602. * @readonly
  7603. * @default true
  7604. */
  7605. this.isWebGL3DRenderTarget = true;
  7606. this.depth = depth;
  7607. /**
  7608. * Overwritten with a different texture type.
  7609. *
  7610. * @type {Data3DTexture}
  7611. */
  7612. this.texture = new Data3DTexture( null, width, height, depth );
  7613. this._setTextureOptions( options );
  7614. this.texture.isRenderTargetTexture = true;
  7615. }
  7616. }
  7617. /**
  7618. * Represents a 4x4 matrix.
  7619. *
  7620. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  7621. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  7622. *
  7623. * This allows a 3D vector representing a point in 3D space to undergo
  7624. * transformations such as translation, rotation, shear, scale, reflection,
  7625. * orthogonal or perspective projection and so on, by being multiplied by the
  7626. * matrix. This is known as `applying` the matrix to the vector.
  7627. *
  7628. * A Note on Row-Major and Column-Major Ordering:
  7629. *
  7630. * The constructor and {@link Matrix3#set} method take arguments in
  7631. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  7632. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  7633. * This means that calling:
  7634. * ```js
  7635. * const m = new THREE.Matrix4();
  7636. * m.set( 11, 12, 13, 14,
  7637. * 21, 22, 23, 24,
  7638. * 31, 32, 33, 34,
  7639. * 41, 42, 43, 44 );
  7640. * ```
  7641. * will result in the elements array containing:
  7642. * ```js
  7643. * m.elements = [ 11, 21, 31, 41,
  7644. * 12, 22, 32, 42,
  7645. * 13, 23, 33, 43,
  7646. * 14, 24, 34, 44 ];
  7647. * ```
  7648. * and internally all calculations are performed using column-major ordering.
  7649. * However, as the actual ordering makes no difference mathematically and
  7650. * most people are used to thinking about matrices in row-major order, the
  7651. * three.js documentation shows matrices in row-major order. Just bear in
  7652. * mind that if you are reading the source code, you'll have to take the
  7653. * transpose of any matrices outlined here to make sense of the calculations.
  7654. */
  7655. class Matrix4 {
  7656. static {
  7657. /**
  7658. * This flag can be used for type testing.
  7659. *
  7660. * @type {boolean}
  7661. * @readonly
  7662. * @default true
  7663. */
  7664. Matrix4.prototype.isMatrix4 = true;
  7665. }
  7666. /**
  7667. * Constructs a new 4x4 matrix. The arguments are supposed to be
  7668. * in row-major order. If no arguments are provided, the constructor
  7669. * initializes the matrix as an identity matrix.
  7670. *
  7671. * @param {number} [n11] - 1-1 matrix element.
  7672. * @param {number} [n12] - 1-2 matrix element.
  7673. * @param {number} [n13] - 1-3 matrix element.
  7674. * @param {number} [n14] - 1-4 matrix element.
  7675. * @param {number} [n21] - 2-1 matrix element.
  7676. * @param {number} [n22] - 2-2 matrix element.
  7677. * @param {number} [n23] - 2-3 matrix element.
  7678. * @param {number} [n24] - 2-4 matrix element.
  7679. * @param {number} [n31] - 3-1 matrix element.
  7680. * @param {number} [n32] - 3-2 matrix element.
  7681. * @param {number} [n33] - 3-3 matrix element.
  7682. * @param {number} [n34] - 3-4 matrix element.
  7683. * @param {number} [n41] - 4-1 matrix element.
  7684. * @param {number} [n42] - 4-2 matrix element.
  7685. * @param {number} [n43] - 4-3 matrix element.
  7686. * @param {number} [n44] - 4-4 matrix element.
  7687. */
  7688. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  7689. /**
  7690. * A column-major list of matrix values.
  7691. *
  7692. * @type {Array<number>}
  7693. */
  7694. this.elements = [
  7695. 1, 0, 0, 0,
  7696. 0, 1, 0, 0,
  7697. 0, 0, 1, 0,
  7698. 0, 0, 0, 1
  7699. ];
  7700. if ( n11 !== undefined ) {
  7701. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  7702. }
  7703. }
  7704. /**
  7705. * Sets the elements of the matrix.The arguments are supposed to be
  7706. * in row-major order.
  7707. *
  7708. * @param {number} [n11] - 1-1 matrix element.
  7709. * @param {number} [n12] - 1-2 matrix element.
  7710. * @param {number} [n13] - 1-3 matrix element.
  7711. * @param {number} [n14] - 1-4 matrix element.
  7712. * @param {number} [n21] - 2-1 matrix element.
  7713. * @param {number} [n22] - 2-2 matrix element.
  7714. * @param {number} [n23] - 2-3 matrix element.
  7715. * @param {number} [n24] - 2-4 matrix element.
  7716. * @param {number} [n31] - 3-1 matrix element.
  7717. * @param {number} [n32] - 3-2 matrix element.
  7718. * @param {number} [n33] - 3-3 matrix element.
  7719. * @param {number} [n34] - 3-4 matrix element.
  7720. * @param {number} [n41] - 4-1 matrix element.
  7721. * @param {number} [n42] - 4-2 matrix element.
  7722. * @param {number} [n43] - 4-3 matrix element.
  7723. * @param {number} [n44] - 4-4 matrix element.
  7724. * @return {Matrix4} A reference to this matrix.
  7725. */
  7726. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  7727. const te = this.elements;
  7728. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  7729. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  7730. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  7731. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  7732. return this;
  7733. }
  7734. /**
  7735. * Sets this matrix to the 4x4 identity matrix.
  7736. *
  7737. * @return {Matrix4} A reference to this matrix.
  7738. */
  7739. identity() {
  7740. this.set(
  7741. 1, 0, 0, 0,
  7742. 0, 1, 0, 0,
  7743. 0, 0, 1, 0,
  7744. 0, 0, 0, 1
  7745. );
  7746. return this;
  7747. }
  7748. /**
  7749. * Returns a matrix with copied values from this instance.
  7750. *
  7751. * @return {Matrix4} A clone of this instance.
  7752. */
  7753. clone() {
  7754. return new Matrix4().fromArray( this.elements );
  7755. }
  7756. /**
  7757. * Copies the values of the given matrix to this instance.
  7758. *
  7759. * @param {Matrix4} m - The matrix to copy.
  7760. * @return {Matrix4} A reference to this matrix.
  7761. */
  7762. copy( m ) {
  7763. const te = this.elements;
  7764. const me = m.elements;
  7765. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  7766. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  7767. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  7768. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  7769. return this;
  7770. }
  7771. /**
  7772. * Copies the translation component of the given matrix
  7773. * into this matrix's translation component.
  7774. *
  7775. * @param {Matrix4} m - The matrix to copy the translation component.
  7776. * @return {Matrix4} A reference to this matrix.
  7777. */
  7778. copyPosition( m ) {
  7779. const te = this.elements, me = m.elements;
  7780. te[ 12 ] = me[ 12 ];
  7781. te[ 13 ] = me[ 13 ];
  7782. te[ 14 ] = me[ 14 ];
  7783. return this;
  7784. }
  7785. /**
  7786. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  7787. *
  7788. * @param {Matrix3} m - The 3x3 matrix.
  7789. * @return {Matrix4} A reference to this matrix.
  7790. */
  7791. setFromMatrix3( m ) {
  7792. const me = m.elements;
  7793. this.set(
  7794. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  7795. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  7796. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  7797. 0, 0, 0, 1
  7798. );
  7799. return this;
  7800. }
  7801. /**
  7802. * Extracts the basis of this matrix into the three axis vectors provided.
  7803. *
  7804. * @param {Vector3} xAxis - The basis's x axis.
  7805. * @param {Vector3} yAxis - The basis's y axis.
  7806. * @param {Vector3} zAxis - The basis's z axis.
  7807. * @return {Matrix4} A reference to this matrix.
  7808. */
  7809. extractBasis( xAxis, yAxis, zAxis ) {
  7810. if ( this.determinant() === 0 ) {
  7811. xAxis.set( 1, 0, 0 );
  7812. yAxis.set( 0, 1, 0 );
  7813. zAxis.set( 0, 0, 1 );
  7814. return this;
  7815. }
  7816. xAxis.setFromMatrixColumn( this, 0 );
  7817. yAxis.setFromMatrixColumn( this, 1 );
  7818. zAxis.setFromMatrixColumn( this, 2 );
  7819. return this;
  7820. }
  7821. /**
  7822. * Sets the given basis vectors to this matrix.
  7823. *
  7824. * @param {Vector3} xAxis - The basis's x axis.
  7825. * @param {Vector3} yAxis - The basis's y axis.
  7826. * @param {Vector3} zAxis - The basis's z axis.
  7827. * @return {Matrix4} A reference to this matrix.
  7828. */
  7829. makeBasis( xAxis, yAxis, zAxis ) {
  7830. this.set(
  7831. xAxis.x, yAxis.x, zAxis.x, 0,
  7832. xAxis.y, yAxis.y, zAxis.y, 0,
  7833. xAxis.z, yAxis.z, zAxis.z, 0,
  7834. 0, 0, 0, 1
  7835. );
  7836. return this;
  7837. }
  7838. /**
  7839. * Extracts the rotation component of the given matrix
  7840. * into this matrix's rotation component.
  7841. *
  7842. * Note: This method does not support reflection matrices.
  7843. *
  7844. * @param {Matrix4} m - The matrix.
  7845. * @return {Matrix4} A reference to this matrix.
  7846. */
  7847. extractRotation( m ) {
  7848. if ( m.determinant() === 0 ) {
  7849. return this.identity();
  7850. }
  7851. const te = this.elements;
  7852. const me = m.elements;
  7853. const scaleX = 1 / _v1$7.setFromMatrixColumn( m, 0 ).length();
  7854. const scaleY = 1 / _v1$7.setFromMatrixColumn( m, 1 ).length();
  7855. const scaleZ = 1 / _v1$7.setFromMatrixColumn( m, 2 ).length();
  7856. te[ 0 ] = me[ 0 ] * scaleX;
  7857. te[ 1 ] = me[ 1 ] * scaleX;
  7858. te[ 2 ] = me[ 2 ] * scaleX;
  7859. te[ 3 ] = 0;
  7860. te[ 4 ] = me[ 4 ] * scaleY;
  7861. te[ 5 ] = me[ 5 ] * scaleY;
  7862. te[ 6 ] = me[ 6 ] * scaleY;
  7863. te[ 7 ] = 0;
  7864. te[ 8 ] = me[ 8 ] * scaleZ;
  7865. te[ 9 ] = me[ 9 ] * scaleZ;
  7866. te[ 10 ] = me[ 10 ] * scaleZ;
  7867. te[ 11 ] = 0;
  7868. te[ 12 ] = 0;
  7869. te[ 13 ] = 0;
  7870. te[ 14 ] = 0;
  7871. te[ 15 ] = 1;
  7872. return this;
  7873. }
  7874. /**
  7875. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  7876. * the rotation specified by the given Euler angles. The rest of
  7877. * the matrix is set to the identity. Depending on the {@link Euler#order},
  7878. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  7879. * for a complete list.
  7880. *
  7881. * @param {Euler} euler - The Euler angles.
  7882. * @return {Matrix4} A reference to this matrix.
  7883. */
  7884. makeRotationFromEuler( euler ) {
  7885. const te = this.elements;
  7886. const x = euler.x, y = euler.y, z = euler.z;
  7887. const a = Math.cos( x ), b = Math.sin( x );
  7888. const c = Math.cos( y ), d = Math.sin( y );
  7889. const e = Math.cos( z ), f = Math.sin( z );
  7890. if ( euler.order === 'XYZ' ) {
  7891. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  7892. te[ 0 ] = c * e;
  7893. te[ 4 ] = - c * f;
  7894. te[ 8 ] = d;
  7895. te[ 1 ] = af + be * d;
  7896. te[ 5 ] = ae - bf * d;
  7897. te[ 9 ] = - b * c;
  7898. te[ 2 ] = bf - ae * d;
  7899. te[ 6 ] = be + af * d;
  7900. te[ 10 ] = a * c;
  7901. } else if ( euler.order === 'YXZ' ) {
  7902. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  7903. te[ 0 ] = ce + df * b;
  7904. te[ 4 ] = de * b - cf;
  7905. te[ 8 ] = a * d;
  7906. te[ 1 ] = a * f;
  7907. te[ 5 ] = a * e;
  7908. te[ 9 ] = - b;
  7909. te[ 2 ] = cf * b - de;
  7910. te[ 6 ] = df + ce * b;
  7911. te[ 10 ] = a * c;
  7912. } else if ( euler.order === 'ZXY' ) {
  7913. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  7914. te[ 0 ] = ce - df * b;
  7915. te[ 4 ] = - a * f;
  7916. te[ 8 ] = de + cf * b;
  7917. te[ 1 ] = cf + de * b;
  7918. te[ 5 ] = a * e;
  7919. te[ 9 ] = df - ce * b;
  7920. te[ 2 ] = - a * d;
  7921. te[ 6 ] = b;
  7922. te[ 10 ] = a * c;
  7923. } else if ( euler.order === 'ZYX' ) {
  7924. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  7925. te[ 0 ] = c * e;
  7926. te[ 4 ] = be * d - af;
  7927. te[ 8 ] = ae * d + bf;
  7928. te[ 1 ] = c * f;
  7929. te[ 5 ] = bf * d + ae;
  7930. te[ 9 ] = af * d - be;
  7931. te[ 2 ] = - d;
  7932. te[ 6 ] = b * c;
  7933. te[ 10 ] = a * c;
  7934. } else if ( euler.order === 'YZX' ) {
  7935. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  7936. te[ 0 ] = c * e;
  7937. te[ 4 ] = bd - ac * f;
  7938. te[ 8 ] = bc * f + ad;
  7939. te[ 1 ] = f;
  7940. te[ 5 ] = a * e;
  7941. te[ 9 ] = - b * e;
  7942. te[ 2 ] = - d * e;
  7943. te[ 6 ] = ad * f + bc;
  7944. te[ 10 ] = ac - bd * f;
  7945. } else if ( euler.order === 'XZY' ) {
  7946. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  7947. te[ 0 ] = c * e;
  7948. te[ 4 ] = - f;
  7949. te[ 8 ] = d * e;
  7950. te[ 1 ] = ac * f + bd;
  7951. te[ 5 ] = a * e;
  7952. te[ 9 ] = ad * f - bc;
  7953. te[ 2 ] = bc * f - ad;
  7954. te[ 6 ] = b * e;
  7955. te[ 10 ] = bd * f + ac;
  7956. }
  7957. // bottom row
  7958. te[ 3 ] = 0;
  7959. te[ 7 ] = 0;
  7960. te[ 11 ] = 0;
  7961. // last column
  7962. te[ 12 ] = 0;
  7963. te[ 13 ] = 0;
  7964. te[ 14 ] = 0;
  7965. te[ 15 ] = 1;
  7966. return this;
  7967. }
  7968. /**
  7969. * Sets the rotation component of this matrix to the rotation specified by
  7970. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  7971. * The rest of the matrix is set to the identity.
  7972. *
  7973. * @param {Quaternion} q - The Quaternion.
  7974. * @return {Matrix4} A reference to this matrix.
  7975. */
  7976. makeRotationFromQuaternion( q ) {
  7977. return this.compose( _zero, q, _one );
  7978. }
  7979. /**
  7980. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  7981. * `target`, and oriented by the up-direction.
  7982. *
  7983. * @param {Vector3} eye - The eye vector.
  7984. * @param {Vector3} target - The target vector.
  7985. * @param {Vector3} up - The up vector.
  7986. * @return {Matrix4} A reference to this matrix.
  7987. */
  7988. lookAt( eye, target, up ) {
  7989. const te = this.elements;
  7990. _z.subVectors( eye, target );
  7991. if ( _z.lengthSq() === 0 ) {
  7992. // eye and target are in the same position
  7993. _z.z = 1;
  7994. }
  7995. _z.normalize();
  7996. _x.crossVectors( up, _z );
  7997. if ( _x.lengthSq() === 0 ) {
  7998. // up and z are parallel
  7999. if ( Math.abs( up.z ) === 1 ) {
  8000. _z.x += 0.0001;
  8001. } else {
  8002. _z.z += 0.0001;
  8003. }
  8004. _z.normalize();
  8005. _x.crossVectors( up, _z );
  8006. }
  8007. _x.normalize();
  8008. _y.crossVectors( _z, _x );
  8009. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  8010. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  8011. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  8012. return this;
  8013. }
  8014. /**
  8015. * Post-multiplies this matrix by the given 4x4 matrix.
  8016. *
  8017. * @param {Matrix4} m - The matrix to multiply with.
  8018. * @return {Matrix4} A reference to this matrix.
  8019. */
  8020. multiply( m ) {
  8021. return this.multiplyMatrices( this, m );
  8022. }
  8023. /**
  8024. * Pre-multiplies this matrix by the given 4x4 matrix.
  8025. *
  8026. * @param {Matrix4} m - The matrix to multiply with.
  8027. * @return {Matrix4} A reference to this matrix.
  8028. */
  8029. premultiply( m ) {
  8030. return this.multiplyMatrices( m, this );
  8031. }
  8032. /**
  8033. * Multiples the given 4x4 matrices and stores the result
  8034. * in this matrix.
  8035. *
  8036. * @param {Matrix4} a - The first matrix.
  8037. * @param {Matrix4} b - The second matrix.
  8038. * @return {Matrix4} A reference to this matrix.
  8039. */
  8040. multiplyMatrices( a, b ) {
  8041. const ae = a.elements;
  8042. const be = b.elements;
  8043. const te = this.elements;
  8044. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  8045. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  8046. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  8047. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  8048. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  8049. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  8050. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  8051. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  8052. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  8053. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  8054. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  8055. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  8056. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  8057. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  8058. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  8059. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  8060. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  8061. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  8062. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  8063. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  8064. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  8065. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  8066. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  8067. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  8068. return this;
  8069. }
  8070. /**
  8071. * Multiplies every component of the matrix by the given scalar.
  8072. *
  8073. * @param {number} s - The scalar.
  8074. * @return {Matrix4} A reference to this matrix.
  8075. */
  8076. multiplyScalar( s ) {
  8077. const te = this.elements;
  8078. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  8079. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  8080. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  8081. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  8082. return this;
  8083. }
  8084. /**
  8085. * Computes and returns the determinant of this matrix.
  8086. *
  8087. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  8088. *
  8089. * @return {number} The determinant.
  8090. */
  8091. determinant() {
  8092. const te = this.elements;
  8093. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  8094. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  8095. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  8096. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  8097. const t11 = n23 * n34 - n24 * n33;
  8098. const t12 = n22 * n34 - n24 * n32;
  8099. const t13 = n22 * n33 - n23 * n32;
  8100. const t21 = n21 * n34 - n24 * n31;
  8101. const t22 = n21 * n33 - n23 * n31;
  8102. const t23 = n21 * n32 - n22 * n31;
  8103. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  8104. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  8105. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  8106. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  8107. }
  8108. /**
  8109. * Transposes this matrix in place.
  8110. *
  8111. * @return {Matrix4} A reference to this matrix.
  8112. */
  8113. transpose() {
  8114. const te = this.elements;
  8115. let tmp;
  8116. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  8117. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  8118. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  8119. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  8120. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  8121. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  8122. return this;
  8123. }
  8124. /**
  8125. * Sets the position component for this matrix from the given vector,
  8126. * without affecting the rest of the matrix.
  8127. *
  8128. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  8129. * @param {number} y - The y component of the vector.
  8130. * @param {number} z - The z component of the vector.
  8131. * @return {Matrix4} A reference to this matrix.
  8132. */
  8133. setPosition( x, y, z ) {
  8134. const te = this.elements;
  8135. if ( x.isVector3 ) {
  8136. te[ 12 ] = x.x;
  8137. te[ 13 ] = x.y;
  8138. te[ 14 ] = x.z;
  8139. } else {
  8140. te[ 12 ] = x;
  8141. te[ 13 ] = y;
  8142. te[ 14 ] = z;
  8143. }
  8144. return this;
  8145. }
  8146. /**
  8147. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  8148. * You can not invert with a determinant of zero. If you attempt this, the method produces
  8149. * a zero matrix instead.
  8150. *
  8151. * @return {Matrix4} A reference to this matrix.
  8152. */
  8153. invert() {
  8154. // based on https://github.com/toji/gl-matrix
  8155. const te = this.elements,
  8156. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  8157. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  8158. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  8159. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  8160. t1 = n11 * n22 - n21 * n12,
  8161. t2 = n11 * n32 - n31 * n12,
  8162. t3 = n11 * n42 - n41 * n12,
  8163. t4 = n21 * n32 - n31 * n22,
  8164. t5 = n21 * n42 - n41 * n22,
  8165. t6 = n31 * n42 - n41 * n32,
  8166. t7 = n13 * n24 - n23 * n14,
  8167. t8 = n13 * n34 - n33 * n14,
  8168. t9 = n13 * n44 - n43 * n14,
  8169. t10 = n23 * n34 - n33 * n24,
  8170. t11 = n23 * n44 - n43 * n24,
  8171. t12 = n33 * n44 - n43 * n34;
  8172. const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7;
  8173. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  8174. const detInv = 1 / det;
  8175. te[ 0 ] = ( n22 * t12 - n32 * t11 + n42 * t10 ) * detInv;
  8176. te[ 1 ] = ( n31 * t11 - n21 * t12 - n41 * t10 ) * detInv;
  8177. te[ 2 ] = ( n24 * t6 - n34 * t5 + n44 * t4 ) * detInv;
  8178. te[ 3 ] = ( n33 * t5 - n23 * t6 - n43 * t4 ) * detInv;
  8179. te[ 4 ] = ( n32 * t9 - n12 * t12 - n42 * t8 ) * detInv;
  8180. te[ 5 ] = ( n11 * t12 - n31 * t9 + n41 * t8 ) * detInv;
  8181. te[ 6 ] = ( n34 * t3 - n14 * t6 - n44 * t2 ) * detInv;
  8182. te[ 7 ] = ( n13 * t6 - n33 * t3 + n43 * t2 ) * detInv;
  8183. te[ 8 ] = ( n12 * t11 - n22 * t9 + n42 * t7 ) * detInv;
  8184. te[ 9 ] = ( n21 * t9 - n11 * t11 - n41 * t7 ) * detInv;
  8185. te[ 10 ] = ( n14 * t5 - n24 * t3 + n44 * t1 ) * detInv;
  8186. te[ 11 ] = ( n23 * t3 - n13 * t5 - n43 * t1 ) * detInv;
  8187. te[ 12 ] = ( n22 * t8 - n12 * t10 - n32 * t7 ) * detInv;
  8188. te[ 13 ] = ( n11 * t10 - n21 * t8 + n31 * t7 ) * detInv;
  8189. te[ 14 ] = ( n24 * t2 - n14 * t4 - n34 * t1 ) * detInv;
  8190. te[ 15 ] = ( n13 * t4 - n23 * t2 + n33 * t1 ) * detInv;
  8191. return this;
  8192. }
  8193. /**
  8194. * Multiplies the columns of this matrix by the given vector.
  8195. *
  8196. * @param {Vector3} v - The scale vector.
  8197. * @return {Matrix4} A reference to this matrix.
  8198. */
  8199. scale( v ) {
  8200. const te = this.elements;
  8201. const x = v.x, y = v.y, z = v.z;
  8202. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  8203. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  8204. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  8205. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  8206. return this;
  8207. }
  8208. /**
  8209. * Gets the maximum scale value of the three axes.
  8210. *
  8211. * @return {number} The maximum scale.
  8212. */
  8213. getMaxScaleOnAxis() {
  8214. const te = this.elements;
  8215. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  8216. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  8217. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  8218. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  8219. }
  8220. /**
  8221. * Sets this matrix as a translation transform from the given vector.
  8222. *
  8223. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  8224. * @param {number} y - The amount to translate in the Y axis.
  8225. * @param {number} z - The amount to translate in the z axis.
  8226. * @return {Matrix4} A reference to this matrix.
  8227. */
  8228. makeTranslation( x, y, z ) {
  8229. if ( x.isVector3 ) {
  8230. this.set(
  8231. 1, 0, 0, x.x,
  8232. 0, 1, 0, x.y,
  8233. 0, 0, 1, x.z,
  8234. 0, 0, 0, 1
  8235. );
  8236. } else {
  8237. this.set(
  8238. 1, 0, 0, x,
  8239. 0, 1, 0, y,
  8240. 0, 0, 1, z,
  8241. 0, 0, 0, 1
  8242. );
  8243. }
  8244. return this;
  8245. }
  8246. /**
  8247. * Sets this matrix as a rotational transformation around the X axis by
  8248. * the given angle.
  8249. *
  8250. * @param {number} theta - The rotation in radians.
  8251. * @return {Matrix4} A reference to this matrix.
  8252. */
  8253. makeRotationX( theta ) {
  8254. const c = Math.cos( theta ), s = Math.sin( theta );
  8255. this.set(
  8256. 1, 0, 0, 0,
  8257. 0, c, - s, 0,
  8258. 0, s, c, 0,
  8259. 0, 0, 0, 1
  8260. );
  8261. return this;
  8262. }
  8263. /**
  8264. * Sets this matrix as a rotational transformation around the Y axis by
  8265. * the given angle.
  8266. *
  8267. * @param {number} theta - The rotation in radians.
  8268. * @return {Matrix4} A reference to this matrix.
  8269. */
  8270. makeRotationY( theta ) {
  8271. const c = Math.cos( theta ), s = Math.sin( theta );
  8272. this.set(
  8273. c, 0, s, 0,
  8274. 0, 1, 0, 0,
  8275. - s, 0, c, 0,
  8276. 0, 0, 0, 1
  8277. );
  8278. return this;
  8279. }
  8280. /**
  8281. * Sets this matrix as a rotational transformation around the Z axis by
  8282. * the given angle.
  8283. *
  8284. * @param {number} theta - The rotation in radians.
  8285. * @return {Matrix4} A reference to this matrix.
  8286. */
  8287. makeRotationZ( theta ) {
  8288. const c = Math.cos( theta ), s = Math.sin( theta );
  8289. this.set(
  8290. c, - s, 0, 0,
  8291. s, c, 0, 0,
  8292. 0, 0, 1, 0,
  8293. 0, 0, 0, 1
  8294. );
  8295. return this;
  8296. }
  8297. /**
  8298. * Sets this matrix as a rotational transformation around the given axis by
  8299. * the given angle.
  8300. *
  8301. * This is a somewhat controversial but mathematically sound alternative to
  8302. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  8303. *
  8304. * @param {Vector3} axis - The normalized rotation axis.
  8305. * @param {number} angle - The rotation in radians.
  8306. * @return {Matrix4} A reference to this matrix.
  8307. */
  8308. makeRotationAxis( axis, angle ) {
  8309. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  8310. const c = Math.cos( angle );
  8311. const s = Math.sin( angle );
  8312. const t = 1 - c;
  8313. const x = axis.x, y = axis.y, z = axis.z;
  8314. const tx = t * x, ty = t * y;
  8315. this.set(
  8316. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  8317. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  8318. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  8319. 0, 0, 0, 1
  8320. );
  8321. return this;
  8322. }
  8323. /**
  8324. * Sets this matrix as a scale transformation.
  8325. *
  8326. * @param {number} x - The amount to scale in the X axis.
  8327. * @param {number} y - The amount to scale in the Y axis.
  8328. * @param {number} z - The amount to scale in the Z axis.
  8329. * @return {Matrix4} A reference to this matrix.
  8330. */
  8331. makeScale( x, y, z ) {
  8332. this.set(
  8333. x, 0, 0, 0,
  8334. 0, y, 0, 0,
  8335. 0, 0, z, 0,
  8336. 0, 0, 0, 1
  8337. );
  8338. return this;
  8339. }
  8340. /**
  8341. * Sets this matrix as a shear transformation.
  8342. *
  8343. * @param {number} xy - The amount to shear X by Y.
  8344. * @param {number} xz - The amount to shear X by Z.
  8345. * @param {number} yx - The amount to shear Y by X.
  8346. * @param {number} yz - The amount to shear Y by Z.
  8347. * @param {number} zx - The amount to shear Z by X.
  8348. * @param {number} zy - The amount to shear Z by Y.
  8349. * @return {Matrix4} A reference to this matrix.
  8350. */
  8351. makeShear( xy, xz, yx, yz, zx, zy ) {
  8352. this.set(
  8353. 1, yx, zx, 0,
  8354. xy, 1, zy, 0,
  8355. xz, yz, 1, 0,
  8356. 0, 0, 0, 1
  8357. );
  8358. return this;
  8359. }
  8360. /**
  8361. * Sets this matrix to the transformation composed of the given position,
  8362. * rotation (Quaternion) and scale.
  8363. *
  8364. * @param {Vector3} position - The position vector.
  8365. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  8366. * @param {Vector3} scale - The scale vector.
  8367. * @return {Matrix4} A reference to this matrix.
  8368. */
  8369. compose( position, quaternion, scale ) {
  8370. const te = this.elements;
  8371. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  8372. const x2 = x + x, y2 = y + y, z2 = z + z;
  8373. const xx = x * x2, xy = x * y2, xz = x * z2;
  8374. const yy = y * y2, yz = y * z2, zz = z * z2;
  8375. const wx = w * x2, wy = w * y2, wz = w * z2;
  8376. const sx = scale.x, sy = scale.y, sz = scale.z;
  8377. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  8378. te[ 1 ] = ( xy + wz ) * sx;
  8379. te[ 2 ] = ( xz - wy ) * sx;
  8380. te[ 3 ] = 0;
  8381. te[ 4 ] = ( xy - wz ) * sy;
  8382. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  8383. te[ 6 ] = ( yz + wx ) * sy;
  8384. te[ 7 ] = 0;
  8385. te[ 8 ] = ( xz + wy ) * sz;
  8386. te[ 9 ] = ( yz - wx ) * sz;
  8387. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  8388. te[ 11 ] = 0;
  8389. te[ 12 ] = position.x;
  8390. te[ 13 ] = position.y;
  8391. te[ 14 ] = position.z;
  8392. te[ 15 ] = 1;
  8393. return this;
  8394. }
  8395. /**
  8396. * Decomposes this matrix into its position, rotation and scale components
  8397. * and provides the result in the given objects.
  8398. *
  8399. * Note: Not all matrices are decomposable in this way. For example, if an
  8400. * object has a non-uniformly scaled parent, then the object's world matrix
  8401. * may not be decomposable, and this method may not be appropriate.
  8402. *
  8403. * @param {Vector3} position - The position vector.
  8404. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  8405. * @param {Vector3} scale - The scale vector.
  8406. * @return {Matrix4} A reference to this matrix.
  8407. */
  8408. decompose( position, quaternion, scale ) {
  8409. const te = this.elements;
  8410. position.x = te[ 12 ];
  8411. position.y = te[ 13 ];
  8412. position.z = te[ 14 ];
  8413. const det = this.determinant();
  8414. if ( det === 0 ) {
  8415. scale.set( 1, 1, 1 );
  8416. quaternion.identity();
  8417. return this;
  8418. }
  8419. let sx = _v1$7.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  8420. const sy = _v1$7.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  8421. const sz = _v1$7.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  8422. // if determinant is negative, we need to invert one scale
  8423. if ( det < 0 ) sx = - sx;
  8424. // scale the rotation part
  8425. _m1$2.copy( this );
  8426. const invSX = 1 / sx;
  8427. const invSY = 1 / sy;
  8428. const invSZ = 1 / sz;
  8429. _m1$2.elements[ 0 ] *= invSX;
  8430. _m1$2.elements[ 1 ] *= invSX;
  8431. _m1$2.elements[ 2 ] *= invSX;
  8432. _m1$2.elements[ 4 ] *= invSY;
  8433. _m1$2.elements[ 5 ] *= invSY;
  8434. _m1$2.elements[ 6 ] *= invSY;
  8435. _m1$2.elements[ 8 ] *= invSZ;
  8436. _m1$2.elements[ 9 ] *= invSZ;
  8437. _m1$2.elements[ 10 ] *= invSZ;
  8438. quaternion.setFromRotationMatrix( _m1$2 );
  8439. scale.x = sx;
  8440. scale.y = sy;
  8441. scale.z = sz;
  8442. return this;
  8443. }
  8444. /**
  8445. * Creates a perspective projection matrix. This is used internally by
  8446. * {@link PerspectiveCamera#updateProjectionMatrix}.
  8447. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  8448. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  8449. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  8450. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  8451. * @param {number} near - The distance from the camera to the near plane.
  8452. * @param {number} far - The distance from the camera to the far plane.
  8453. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  8454. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  8455. * @return {Matrix4} A reference to this matrix.
  8456. */
  8457. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  8458. const te = this.elements;
  8459. const x = 2 * near / ( right - left );
  8460. const y = 2 * near / ( top - bottom );
  8461. const a = ( right + left ) / ( right - left );
  8462. const b = ( top + bottom ) / ( top - bottom );
  8463. let c, d;
  8464. if ( reversedDepth ) {
  8465. c = near / ( far - near );
  8466. d = ( far * near ) / ( far - near );
  8467. } else {
  8468. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8469. c = - ( far + near ) / ( far - near );
  8470. d = ( -2 * far * near ) / ( far - near );
  8471. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8472. c = - far / ( far - near );
  8473. d = ( - far * near ) / ( far - near );
  8474. } else {
  8475. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  8476. }
  8477. }
  8478. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  8479. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  8480. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  8481. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  8482. return this;
  8483. }
  8484. /**
  8485. * Creates a orthographic projection matrix. This is used internally by
  8486. * {@link OrthographicCamera#updateProjectionMatrix}.
  8487. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  8488. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  8489. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  8490. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  8491. * @param {number} near - The distance from the camera to the near plane.
  8492. * @param {number} far - The distance from the camera to the far plane.
  8493. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  8494. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  8495. * @return {Matrix4} A reference to this matrix.
  8496. */
  8497. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  8498. const te = this.elements;
  8499. const x = 2 / ( right - left );
  8500. const y = 2 / ( top - bottom );
  8501. const a = - ( right + left ) / ( right - left );
  8502. const b = - ( top + bottom ) / ( top - bottom );
  8503. let c, d;
  8504. if ( reversedDepth ) {
  8505. c = 1 / ( far - near );
  8506. d = far / ( far - near );
  8507. } else {
  8508. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8509. c = -2 / ( far - near );
  8510. d = - ( far + near ) / ( far - near );
  8511. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8512. c = -1 / ( far - near );
  8513. d = - near / ( far - near );
  8514. } else {
  8515. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  8516. }
  8517. }
  8518. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  8519. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  8520. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  8521. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  8522. return this;
  8523. }
  8524. /**
  8525. * Returns `true` if this matrix is equal with the given one.
  8526. *
  8527. * @param {Matrix4} matrix - The matrix to test for equality.
  8528. * @return {boolean} Whether this matrix is equal with the given one.
  8529. */
  8530. equals( matrix ) {
  8531. const te = this.elements;
  8532. const me = matrix.elements;
  8533. for ( let i = 0; i < 16; i ++ ) {
  8534. if ( te[ i ] !== me[ i ] ) return false;
  8535. }
  8536. return true;
  8537. }
  8538. /**
  8539. * Sets the elements of the matrix from the given array.
  8540. *
  8541. * @param {Array<number>} array - The matrix elements in column-major order.
  8542. * @param {number} [offset=0] - Index of the first element in the array.
  8543. * @return {Matrix4} A reference to this matrix.
  8544. */
  8545. fromArray( array, offset = 0 ) {
  8546. for ( let i = 0; i < 16; i ++ ) {
  8547. this.elements[ i ] = array[ i + offset ];
  8548. }
  8549. return this;
  8550. }
  8551. /**
  8552. * Writes the elements of this matrix to the given array. If no array is provided,
  8553. * the method returns a new instance.
  8554. *
  8555. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  8556. * @param {number} [offset=0] - Index of the first element in the array.
  8557. * @return {Array<number>} The matrix elements in column-major order.
  8558. */
  8559. toArray( array = [], offset = 0 ) {
  8560. const te = this.elements;
  8561. array[ offset ] = te[ 0 ];
  8562. array[ offset + 1 ] = te[ 1 ];
  8563. array[ offset + 2 ] = te[ 2 ];
  8564. array[ offset + 3 ] = te[ 3 ];
  8565. array[ offset + 4 ] = te[ 4 ];
  8566. array[ offset + 5 ] = te[ 5 ];
  8567. array[ offset + 6 ] = te[ 6 ];
  8568. array[ offset + 7 ] = te[ 7 ];
  8569. array[ offset + 8 ] = te[ 8 ];
  8570. array[ offset + 9 ] = te[ 9 ];
  8571. array[ offset + 10 ] = te[ 10 ];
  8572. array[ offset + 11 ] = te[ 11 ];
  8573. array[ offset + 12 ] = te[ 12 ];
  8574. array[ offset + 13 ] = te[ 13 ];
  8575. array[ offset + 14 ] = te[ 14 ];
  8576. array[ offset + 15 ] = te[ 15 ];
  8577. return array;
  8578. }
  8579. }
  8580. const _v1$7 = /*@__PURE__*/ new Vector3();
  8581. const _m1$2 = /*@__PURE__*/ new Matrix4();
  8582. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  8583. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  8584. const _x = /*@__PURE__*/ new Vector3();
  8585. const _y = /*@__PURE__*/ new Vector3();
  8586. const _z = /*@__PURE__*/ new Vector3();
  8587. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  8588. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  8589. /**
  8590. * A class representing Euler angles.
  8591. *
  8592. * Euler angles describe a rotational transformation by rotating an object on
  8593. * its various axes in specified amounts per axis, and a specified axis
  8594. * order.
  8595. *
  8596. * Iterating through an instance will yield its components (x, y, z,
  8597. * order) in the corresponding order.
  8598. *
  8599. * ```js
  8600. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  8601. * const b = new THREE.Vector3( 1, 0, 1 );
  8602. * b.applyEuler(a);
  8603. * ```
  8604. */
  8605. class Euler {
  8606. /**
  8607. * Constructs a new euler instance.
  8608. *
  8609. * @param {number} [x=0] - The angle of the x axis in radians.
  8610. * @param {number} [y=0] - The angle of the y axis in radians.
  8611. * @param {number} [z=0] - The angle of the z axis in radians.
  8612. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  8613. */
  8614. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  8615. /**
  8616. * This flag can be used for type testing.
  8617. *
  8618. * @type {boolean}
  8619. * @readonly
  8620. * @default true
  8621. */
  8622. this.isEuler = true;
  8623. this._x = x;
  8624. this._y = y;
  8625. this._z = z;
  8626. this._order = order;
  8627. }
  8628. /**
  8629. * The angle of the x axis in radians.
  8630. *
  8631. * @type {number}
  8632. * @default 0
  8633. */
  8634. get x() {
  8635. return this._x;
  8636. }
  8637. set x( value ) {
  8638. this._x = value;
  8639. this._onChangeCallback();
  8640. }
  8641. /**
  8642. * The angle of the y axis in radians.
  8643. *
  8644. * @type {number}
  8645. * @default 0
  8646. */
  8647. get y() {
  8648. return this._y;
  8649. }
  8650. set y( value ) {
  8651. this._y = value;
  8652. this._onChangeCallback();
  8653. }
  8654. /**
  8655. * The angle of the z axis in radians.
  8656. *
  8657. * @type {number}
  8658. * @default 0
  8659. */
  8660. get z() {
  8661. return this._z;
  8662. }
  8663. set z( value ) {
  8664. this._z = value;
  8665. this._onChangeCallback();
  8666. }
  8667. /**
  8668. * A string representing the order that the rotations are applied.
  8669. *
  8670. * @type {string}
  8671. * @default 'XYZ'
  8672. */
  8673. get order() {
  8674. return this._order;
  8675. }
  8676. set order( value ) {
  8677. this._order = value;
  8678. this._onChangeCallback();
  8679. }
  8680. /**
  8681. * Sets the Euler components.
  8682. *
  8683. * @param {number} x - The angle of the x axis in radians.
  8684. * @param {number} y - The angle of the y axis in radians.
  8685. * @param {number} z - The angle of the z axis in radians.
  8686. * @param {string} [order] - A string representing the order that the rotations are applied.
  8687. * @return {Euler} A reference to this Euler instance.
  8688. */
  8689. set( x, y, z, order = this._order ) {
  8690. this._x = x;
  8691. this._y = y;
  8692. this._z = z;
  8693. this._order = order;
  8694. this._onChangeCallback();
  8695. return this;
  8696. }
  8697. /**
  8698. * Returns a new Euler instance with copied values from this instance.
  8699. *
  8700. * @return {Euler} A clone of this instance.
  8701. */
  8702. clone() {
  8703. return new this.constructor( this._x, this._y, this._z, this._order );
  8704. }
  8705. /**
  8706. * Copies the values of the given Euler instance to this instance.
  8707. *
  8708. * @param {Euler} euler - The Euler instance to copy.
  8709. * @return {Euler} A reference to this Euler instance.
  8710. */
  8711. copy( euler ) {
  8712. this._x = euler._x;
  8713. this._y = euler._y;
  8714. this._z = euler._z;
  8715. this._order = euler._order;
  8716. this._onChangeCallback();
  8717. return this;
  8718. }
  8719. /**
  8720. * Sets the angles of this Euler instance from a pure rotation matrix.
  8721. *
  8722. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  8723. * @param {string} [order] - A string representing the order that the rotations are applied.
  8724. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  8725. * @return {Euler} A reference to this Euler instance.
  8726. */
  8727. setFromRotationMatrix( m, order = this._order, update = true ) {
  8728. const te = m.elements;
  8729. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  8730. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  8731. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  8732. switch ( order ) {
  8733. case 'XYZ':
  8734. this._y = Math.asin( clamp( m13, -1, 1 ) );
  8735. if ( Math.abs( m13 ) < 0.9999999 ) {
  8736. this._x = Math.atan2( - m23, m33 );
  8737. this._z = Math.atan2( - m12, m11 );
  8738. } else {
  8739. this._x = Math.atan2( m32, m22 );
  8740. this._z = 0;
  8741. }
  8742. break;
  8743. case 'YXZ':
  8744. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  8745. if ( Math.abs( m23 ) < 0.9999999 ) {
  8746. this._y = Math.atan2( m13, m33 );
  8747. this._z = Math.atan2( m21, m22 );
  8748. } else {
  8749. this._y = Math.atan2( - m31, m11 );
  8750. this._z = 0;
  8751. }
  8752. break;
  8753. case 'ZXY':
  8754. this._x = Math.asin( clamp( m32, -1, 1 ) );
  8755. if ( Math.abs( m32 ) < 0.9999999 ) {
  8756. this._y = Math.atan2( - m31, m33 );
  8757. this._z = Math.atan2( - m12, m22 );
  8758. } else {
  8759. this._y = 0;
  8760. this._z = Math.atan2( m21, m11 );
  8761. }
  8762. break;
  8763. case 'ZYX':
  8764. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  8765. if ( Math.abs( m31 ) < 0.9999999 ) {
  8766. this._x = Math.atan2( m32, m33 );
  8767. this._z = Math.atan2( m21, m11 );
  8768. } else {
  8769. this._x = 0;
  8770. this._z = Math.atan2( - m12, m22 );
  8771. }
  8772. break;
  8773. case 'YZX':
  8774. this._z = Math.asin( clamp( m21, -1, 1 ) );
  8775. if ( Math.abs( m21 ) < 0.9999999 ) {
  8776. this._x = Math.atan2( - m23, m22 );
  8777. this._y = Math.atan2( - m31, m11 );
  8778. } else {
  8779. this._x = 0;
  8780. this._y = Math.atan2( m13, m33 );
  8781. }
  8782. break;
  8783. case 'XZY':
  8784. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  8785. if ( Math.abs( m12 ) < 0.9999999 ) {
  8786. this._x = Math.atan2( m32, m22 );
  8787. this._y = Math.atan2( m13, m11 );
  8788. } else {
  8789. this._x = Math.atan2( - m23, m33 );
  8790. this._y = 0;
  8791. }
  8792. break;
  8793. default:
  8794. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  8795. }
  8796. this._order = order;
  8797. if ( update === true ) this._onChangeCallback();
  8798. return this;
  8799. }
  8800. /**
  8801. * Sets the angles of this Euler instance from a normalized quaternion.
  8802. *
  8803. * @param {Quaternion} q - A normalized Quaternion.
  8804. * @param {string} [order] - A string representing the order that the rotations are applied.
  8805. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  8806. * @return {Euler} A reference to this Euler instance.
  8807. */
  8808. setFromQuaternion( q, order, update ) {
  8809. _matrix$2.makeRotationFromQuaternion( q );
  8810. return this.setFromRotationMatrix( _matrix$2, order, update );
  8811. }
  8812. /**
  8813. * Sets the angles of this Euler instance from the given vector.
  8814. *
  8815. * @param {Vector3} v - The vector.
  8816. * @param {string} [order] - A string representing the order that the rotations are applied.
  8817. * @return {Euler} A reference to this Euler instance.
  8818. */
  8819. setFromVector3( v, order = this._order ) {
  8820. return this.set( v.x, v.y, v.z, order );
  8821. }
  8822. /**
  8823. * Resets the euler angle with a new order by creating a quaternion from this
  8824. * euler angle and then setting this euler angle with the quaternion and the
  8825. * new order.
  8826. *
  8827. * Warning: This discards revolution information.
  8828. *
  8829. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  8830. * @return {Euler} A reference to this Euler instance.
  8831. */
  8832. reorder( newOrder ) {
  8833. _quaternion$4.setFromEuler( this );
  8834. return this.setFromQuaternion( _quaternion$4, newOrder );
  8835. }
  8836. /**
  8837. * Returns `true` if this Euler instance is equal with the given one.
  8838. *
  8839. * @param {Euler} euler - The Euler instance to test for equality.
  8840. * @return {boolean} Whether this Euler instance is equal with the given one.
  8841. */
  8842. equals( euler ) {
  8843. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  8844. }
  8845. /**
  8846. * Sets this Euler instance's components to values from the given array. The first three
  8847. * entries of the array are assign to the x,y and z components. An optional fourth entry
  8848. * defines the Euler order.
  8849. *
  8850. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  8851. * @return {Euler} A reference to this Euler instance.
  8852. */
  8853. fromArray( array ) {
  8854. this._x = array[ 0 ];
  8855. this._y = array[ 1 ];
  8856. this._z = array[ 2 ];
  8857. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  8858. this._onChangeCallback();
  8859. return this;
  8860. }
  8861. /**
  8862. * Writes the components of this Euler instance to the given array. If no array is provided,
  8863. * the method returns a new instance.
  8864. *
  8865. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  8866. * @param {number} [offset=0] - Index of the first element in the array.
  8867. * @return {Array<number,number,number,string>} The Euler components.
  8868. */
  8869. toArray( array = [], offset = 0 ) {
  8870. array[ offset ] = this._x;
  8871. array[ offset + 1 ] = this._y;
  8872. array[ offset + 2 ] = this._z;
  8873. array[ offset + 3 ] = this._order;
  8874. return array;
  8875. }
  8876. _onChange( callback ) {
  8877. this._onChangeCallback = callback;
  8878. return this;
  8879. }
  8880. _onChangeCallback() {}
  8881. *[ Symbol.iterator ]() {
  8882. yield this._x;
  8883. yield this._y;
  8884. yield this._z;
  8885. yield this._order;
  8886. }
  8887. }
  8888. /**
  8889. * The default Euler angle order.
  8890. *
  8891. * @static
  8892. * @type {string}
  8893. * @default 'XYZ'
  8894. */
  8895. Euler.DEFAULT_ORDER = 'XYZ';
  8896. /**
  8897. * A layers object assigns an 3D object to 1 or more of 32
  8898. * layers numbered `0` to `31` - internally the layers are stored as a
  8899. * bit mask], and by default all 3D objects are a member of layer `0`.
  8900. *
  8901. * This can be used to control visibility - an object must share a layer with
  8902. * a camera to be visible when that camera's view is
  8903. * rendered.
  8904. *
  8905. * All classes that inherit from {@link Object3D} have an `layers` property which
  8906. * is an instance of this class.
  8907. */
  8908. class Layers {
  8909. /**
  8910. * Constructs a new layers instance, with membership
  8911. * initially set to layer `0`.
  8912. */
  8913. constructor() {
  8914. /**
  8915. * A bit mask storing which of the 32 layers this layers object is currently
  8916. * a member of.
  8917. *
  8918. * @type {number}
  8919. */
  8920. this.mask = 1 | 0;
  8921. }
  8922. /**
  8923. * Sets membership to the given layer, and remove membership all other layers.
  8924. *
  8925. * @param {number} layer - The layer to set.
  8926. */
  8927. set( layer ) {
  8928. this.mask = ( 1 << layer | 0 ) >>> 0;
  8929. }
  8930. /**
  8931. * Adds membership of the given layer.
  8932. *
  8933. * @param {number} layer - The layer to enable.
  8934. */
  8935. enable( layer ) {
  8936. this.mask |= 1 << layer | 0;
  8937. }
  8938. /**
  8939. * Adds membership to all layers.
  8940. */
  8941. enableAll() {
  8942. this.mask = 0xffffffff | 0;
  8943. }
  8944. /**
  8945. * Toggles the membership of the given layer.
  8946. *
  8947. * @param {number} layer - The layer to toggle.
  8948. */
  8949. toggle( layer ) {
  8950. this.mask ^= 1 << layer | 0;
  8951. }
  8952. /**
  8953. * Removes membership of the given layer.
  8954. *
  8955. * @param {number} layer - The layer to enable.
  8956. */
  8957. disable( layer ) {
  8958. this.mask &= ~ ( 1 << layer | 0 );
  8959. }
  8960. /**
  8961. * Removes the membership from all layers.
  8962. */
  8963. disableAll() {
  8964. this.mask = 0;
  8965. }
  8966. /**
  8967. * Returns `true` if this and the given layers object have at least one
  8968. * layer in common.
  8969. *
  8970. * @param {Layers} layers - The layers to test.
  8971. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  8972. */
  8973. test( layers ) {
  8974. return ( this.mask & layers.mask ) !== 0;
  8975. }
  8976. /**
  8977. * Returns `true` if the given layer is enabled.
  8978. *
  8979. * @param {number} layer - The layer to test.
  8980. * @return {boolean } Whether the given layer is enabled or not.
  8981. */
  8982. isEnabled( layer ) {
  8983. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  8984. }
  8985. }
  8986. let _object3DId = 0;
  8987. const _v1$6 = /*@__PURE__*/ new Vector3();
  8988. const _q1 = /*@__PURE__*/ new Quaternion();
  8989. const _m1$1 = /*@__PURE__*/ new Matrix4();
  8990. const _target = /*@__PURE__*/ new Vector3();
  8991. const _position$4 = /*@__PURE__*/ new Vector3();
  8992. const _scale$3 = /*@__PURE__*/ new Vector3();
  8993. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  8994. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  8995. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  8996. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  8997. /**
  8998. * Fires when the object has been added to its parent object.
  8999. *
  9000. * @event Object3D#added
  9001. * @type {Object}
  9002. */
  9003. const _addedEvent = { type: 'added' };
  9004. /**
  9005. * Fires when the object has been removed from its parent object.
  9006. *
  9007. * @event Object3D#removed
  9008. * @type {Object}
  9009. */
  9010. const _removedEvent = { type: 'removed' };
  9011. /**
  9012. * Fires when a new child object has been added.
  9013. *
  9014. * @event Object3D#childadded
  9015. * @type {Object}
  9016. */
  9017. const _childaddedEvent = { type: 'childadded', child: null };
  9018. /**
  9019. * Fires when a child object has been removed.
  9020. *
  9021. * @event Object3D#childremoved
  9022. * @type {Object}
  9023. */
  9024. const _childremovedEvent = { type: 'childremoved', child: null };
  9025. /**
  9026. * This is the base class for most objects in three.js and provides a set of
  9027. * properties and methods for manipulating objects in 3D space.
  9028. *
  9029. * @augments EventDispatcher
  9030. */
  9031. class Object3D extends EventDispatcher {
  9032. /**
  9033. * Constructs a new 3D object.
  9034. */
  9035. constructor() {
  9036. super();
  9037. /**
  9038. * This flag can be used for type testing.
  9039. *
  9040. * @type {boolean}
  9041. * @readonly
  9042. * @default true
  9043. */
  9044. this.isObject3D = true;
  9045. /**
  9046. * The ID of the 3D object.
  9047. *
  9048. * @name Object3D#id
  9049. * @type {number}
  9050. * @readonly
  9051. */
  9052. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  9053. /**
  9054. * The UUID of the 3D object.
  9055. *
  9056. * @type {string}
  9057. * @readonly
  9058. */
  9059. this.uuid = generateUUID();
  9060. /**
  9061. * The name of the 3D object.
  9062. *
  9063. * @type {string}
  9064. */
  9065. this.name = '';
  9066. /**
  9067. * The type property is used for detecting the object type
  9068. * in context of serialization/deserialization.
  9069. *
  9070. * @type {string}
  9071. * @readonly
  9072. */
  9073. this.type = 'Object3D';
  9074. /**
  9075. * A reference to the parent object.
  9076. *
  9077. * @type {?Object3D}
  9078. * @default null
  9079. */
  9080. this.parent = null;
  9081. /**
  9082. * An array holding the child 3D objects of this instance.
  9083. *
  9084. * @type {Array<Object3D>}
  9085. */
  9086. this.children = [];
  9087. /**
  9088. * Defines the `up` direction of the 3D object which influences
  9089. * the orientation via methods like {@link Object3D#lookAt}.
  9090. *
  9091. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  9092. *
  9093. * @type {Vector3}
  9094. */
  9095. this.up = Object3D.DEFAULT_UP.clone();
  9096. const position = new Vector3();
  9097. const rotation = new Euler();
  9098. const quaternion = new Quaternion();
  9099. const scale = new Vector3( 1, 1, 1 );
  9100. function onRotationChange() {
  9101. quaternion.setFromEuler( rotation, false );
  9102. }
  9103. function onQuaternionChange() {
  9104. rotation.setFromQuaternion( quaternion, undefined, false );
  9105. }
  9106. rotation._onChange( onRotationChange );
  9107. quaternion._onChange( onQuaternionChange );
  9108. Object.defineProperties( this, {
  9109. /**
  9110. * Represents the object's local position.
  9111. *
  9112. * @name Object3D#position
  9113. * @type {Vector3}
  9114. * @default (0,0,0)
  9115. */
  9116. position: {
  9117. configurable: true,
  9118. enumerable: true,
  9119. value: position
  9120. },
  9121. /**
  9122. * Represents the object's local rotation as Euler angles, in radians.
  9123. *
  9124. * @name Object3D#rotation
  9125. * @type {Euler}
  9126. * @default (0,0,0)
  9127. */
  9128. rotation: {
  9129. configurable: true,
  9130. enumerable: true,
  9131. value: rotation
  9132. },
  9133. /**
  9134. * Represents the object's local rotation as Quaternions.
  9135. *
  9136. * @name Object3D#quaternion
  9137. * @type {Quaternion}
  9138. */
  9139. quaternion: {
  9140. configurable: true,
  9141. enumerable: true,
  9142. value: quaternion
  9143. },
  9144. /**
  9145. * Represents the object's local scale.
  9146. *
  9147. * @name Object3D#scale
  9148. * @type {Vector3}
  9149. * @default (1,1,1)
  9150. */
  9151. scale: {
  9152. configurable: true,
  9153. enumerable: true,
  9154. value: scale
  9155. },
  9156. /**
  9157. * Represents the object's model-view matrix.
  9158. *
  9159. * @name Object3D#modelViewMatrix
  9160. * @type {Matrix4}
  9161. */
  9162. modelViewMatrix: {
  9163. value: new Matrix4()
  9164. },
  9165. /**
  9166. * Represents the object's normal matrix.
  9167. *
  9168. * @name Object3D#normalMatrix
  9169. * @type {Matrix3}
  9170. */
  9171. normalMatrix: {
  9172. value: new Matrix3()
  9173. }
  9174. } );
  9175. /**
  9176. * Represents the object's transformation matrix in local space.
  9177. *
  9178. * @type {Matrix4}
  9179. */
  9180. this.matrix = new Matrix4();
  9181. /**
  9182. * Represents the object's transformation matrix in world space.
  9183. * If the 3D object has no parent, then it's identical to the local transformation matrix
  9184. *
  9185. * @type {Matrix4}
  9186. */
  9187. this.matrixWorld = new Matrix4();
  9188. /**
  9189. * When set to `true`, the engine automatically computes the local matrix from position,
  9190. * rotation and scale every frame. If set to `false`, the app is responsible for recomputing
  9191. * the local matrix by calling `updateMatrix()`.
  9192. *
  9193. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  9194. *
  9195. * @type {boolean}
  9196. * @default true
  9197. */
  9198. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  9199. /**
  9200. * When set to `true`, the engine automatically computes the world matrix from the current local
  9201. * matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for
  9202. * recomputing the world matrix by directly updating the `matrixWorld` property.
  9203. *
  9204. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  9205. *
  9206. * @type {boolean}
  9207. * @default true
  9208. */
  9209. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  9210. /**
  9211. * When set to `true`, it calculates the world matrix in that frame and resets this property
  9212. * to `false`.
  9213. *
  9214. * @type {boolean}
  9215. * @default false
  9216. */
  9217. this.matrixWorldNeedsUpdate = false;
  9218. /**
  9219. * The layer membership of the 3D object. The 3D object is only visible if it has
  9220. * at least one layer in common with the camera in use. This property can also be
  9221. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  9222. *
  9223. * @type {Layers}
  9224. */
  9225. this.layers = new Layers();
  9226. /**
  9227. * When set to `true`, the 3D object gets rendered.
  9228. *
  9229. * @type {boolean}
  9230. * @default true
  9231. */
  9232. this.visible = true;
  9233. /**
  9234. * When set to `true`, the 3D object gets rendered into shadow maps.
  9235. *
  9236. * @type {boolean}
  9237. * @default false
  9238. */
  9239. this.castShadow = false;
  9240. /**
  9241. * When set to `true`, the 3D object is affected by shadows in the scene.
  9242. *
  9243. * @type {boolean}
  9244. * @default false
  9245. */
  9246. this.receiveShadow = false;
  9247. /**
  9248. * When set to `true`, the 3D object is honored by view frustum culling.
  9249. *
  9250. * @type {boolean}
  9251. * @default true
  9252. */
  9253. this.frustumCulled = true;
  9254. /**
  9255. * This value allows the default rendering order of scene graph objects to be
  9256. * overridden although opaque and transparent objects remain sorted independently.
  9257. * When this property is set for an instance of {@link Group},all descendants
  9258. * objects will be sorted and rendered together. Sorting is from lowest to highest
  9259. * render order.
  9260. *
  9261. * @type {number}
  9262. * @default 0
  9263. */
  9264. this.renderOrder = 0;
  9265. /**
  9266. * An array holding the animation clips of the 3D object.
  9267. *
  9268. * @type {Array<AnimationClip>}
  9269. */
  9270. this.animations = [];
  9271. /**
  9272. * Custom depth material to be used when rendering to the depth map. Can only be used
  9273. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  9274. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  9275. * material for proper shadows.
  9276. *
  9277. * Only relevant in context of {@link WebGLRenderer}.
  9278. *
  9279. * @type {(Material|undefined)}
  9280. * @default undefined
  9281. */
  9282. this.customDepthMaterial = undefined;
  9283. /**
  9284. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  9285. *
  9286. * Only relevant in context of {@link WebGLRenderer}.
  9287. *
  9288. * @type {(Material|undefined)}
  9289. * @default undefined
  9290. */
  9291. this.customDistanceMaterial = undefined;
  9292. /**
  9293. * Whether the 3D object is supposed to be static or not. If set to `true`, it means
  9294. * the 3D object is not going to be changed after the initial renderer. This includes
  9295. * geometry and material settings. A static 3D object can be processed by the renderer
  9296. * slightly faster since certain state checks can be bypassed.
  9297. *
  9298. * Only relevant in context of {@link WebGPURenderer}.
  9299. *
  9300. * @type {boolean}
  9301. * @default false
  9302. */
  9303. this.static = false;
  9304. /**
  9305. * An object that can be used to store custom data about the 3D object. It
  9306. * should not hold references to functions as these will not be cloned.
  9307. *
  9308. * @type {Object}
  9309. */
  9310. this.userData = {};
  9311. /**
  9312. * The pivot point for rotation and scale transformations.
  9313. * When set, rotation and scale are applied around this point
  9314. * instead of the object's origin.
  9315. *
  9316. * @type {?Vector3}
  9317. * @default null
  9318. */
  9319. this.pivot = null;
  9320. }
  9321. /**
  9322. * A callback that is executed immediately before 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. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  9333. /**
  9334. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  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 {Camera} shadowCamera - The shadow camera.
  9340. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9341. * @param {Material} depthMaterial - The depth material.
  9342. * @param {Object} group - The geometry group data.
  9343. */
  9344. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  9345. /**
  9346. * A callback that is executed immediately before a 3D object is rendered.
  9347. *
  9348. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9349. * @param {Object3D} object - The 3D object.
  9350. * @param {Camera} camera - The camera that is used to render the scene.
  9351. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9352. * @param {Material} material - The 3D object's material.
  9353. * @param {Object} group - The geometry group data.
  9354. */
  9355. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  9356. /**
  9357. * A callback that is executed immediately after a 3D object is rendered.
  9358. *
  9359. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9360. * @param {Object3D} object - The 3D object.
  9361. * @param {Camera} camera - The camera that is used to render the scene.
  9362. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9363. * @param {Material} material - The 3D object's material.
  9364. * @param {Object} group - The geometry group data.
  9365. */
  9366. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  9367. /**
  9368. * Applies the given transformation matrix to the object and updates the object's position,
  9369. * rotation and scale.
  9370. *
  9371. * @param {Matrix4} matrix - The transformation matrix.
  9372. */
  9373. applyMatrix4( matrix ) {
  9374. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9375. this.matrix.premultiply( matrix );
  9376. this.matrix.decompose( this.position, this.quaternion, this.scale );
  9377. }
  9378. /**
  9379. * Applies a rotation represented by given the quaternion to the 3D object.
  9380. *
  9381. * @param {Quaternion} q - The quaternion.
  9382. * @return {Object3D} A reference to this instance.
  9383. */
  9384. applyQuaternion( q ) {
  9385. this.quaternion.premultiply( q );
  9386. return this;
  9387. }
  9388. /**
  9389. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  9390. *
  9391. * @param {Vector3} axis - The (normalized) axis vector.
  9392. * @param {number} angle - The angle in radians.
  9393. */
  9394. setRotationFromAxisAngle( axis, angle ) {
  9395. // assumes axis is normalized
  9396. this.quaternion.setFromAxisAngle( axis, angle );
  9397. }
  9398. /**
  9399. * Sets the given rotation represented as Euler angles to the 3D object.
  9400. *
  9401. * @param {Euler} euler - The Euler angles.
  9402. */
  9403. setRotationFromEuler( euler ) {
  9404. this.quaternion.setFromEuler( euler, true );
  9405. }
  9406. /**
  9407. * Sets the given rotation represented as rotation matrix to the 3D object.
  9408. *
  9409. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  9410. * a pure rotation matrix (i.e, unscaled).
  9411. */
  9412. setRotationFromMatrix( m ) {
  9413. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  9414. this.quaternion.setFromRotationMatrix( m );
  9415. }
  9416. /**
  9417. * Sets the given rotation represented as a Quaternion to the 3D object.
  9418. *
  9419. * @param {Quaternion} q - The Quaternion
  9420. */
  9421. setRotationFromQuaternion( q ) {
  9422. // assumes q is normalized
  9423. this.quaternion.copy( q );
  9424. }
  9425. /**
  9426. * Rotates the 3D object along an axis in local space.
  9427. *
  9428. * @param {Vector3} axis - The (normalized) axis vector.
  9429. * @param {number} angle - The angle in radians.
  9430. * @return {Object3D} A reference to this instance.
  9431. */
  9432. rotateOnAxis( axis, angle ) {
  9433. // rotate object on axis in object space
  9434. // axis is assumed to be normalized
  9435. _q1.setFromAxisAngle( axis, angle );
  9436. this.quaternion.multiply( _q1 );
  9437. return this;
  9438. }
  9439. /**
  9440. * Rotates the 3D object along an axis in world space.
  9441. *
  9442. * @param {Vector3} axis - The (normalized) axis vector.
  9443. * @param {number} angle - The angle in radians.
  9444. * @return {Object3D} A reference to this instance.
  9445. */
  9446. rotateOnWorldAxis( axis, angle ) {
  9447. // rotate object on axis in world space
  9448. // axis is assumed to be normalized
  9449. // method assumes no rotated parent
  9450. _q1.setFromAxisAngle( axis, angle );
  9451. this.quaternion.premultiply( _q1 );
  9452. return this;
  9453. }
  9454. /**
  9455. * Rotates the 3D object around its X axis in local space.
  9456. *
  9457. * @param {number} angle - The angle in radians.
  9458. * @return {Object3D} A reference to this instance.
  9459. */
  9460. rotateX( angle ) {
  9461. return this.rotateOnAxis( _xAxis, angle );
  9462. }
  9463. /**
  9464. * Rotates the 3D object around its Y axis in local space.
  9465. *
  9466. * @param {number} angle - The angle in radians.
  9467. * @return {Object3D} A reference to this instance.
  9468. */
  9469. rotateY( angle ) {
  9470. return this.rotateOnAxis( _yAxis, angle );
  9471. }
  9472. /**
  9473. * Rotates the 3D object around its Z axis in local space.
  9474. *
  9475. * @param {number} angle - The angle in radians.
  9476. * @return {Object3D} A reference to this instance.
  9477. */
  9478. rotateZ( angle ) {
  9479. return this.rotateOnAxis( _zAxis, angle );
  9480. }
  9481. /**
  9482. * Translate the 3D object by a distance along the given axis in local space.
  9483. *
  9484. * @param {Vector3} axis - The (normalized) axis vector.
  9485. * @param {number} distance - The distance in world units.
  9486. * @return {Object3D} A reference to this instance.
  9487. */
  9488. translateOnAxis( axis, distance ) {
  9489. // translate object by distance along axis in object space
  9490. // axis is assumed to be normalized
  9491. _v1$6.copy( axis ).applyQuaternion( this.quaternion );
  9492. this.position.add( _v1$6.multiplyScalar( distance ) );
  9493. return this;
  9494. }
  9495. /**
  9496. * Translate the 3D object by a distance along its X-axis in local space.
  9497. *
  9498. * @param {number} distance - The distance in world units.
  9499. * @return {Object3D} A reference to this instance.
  9500. */
  9501. translateX( distance ) {
  9502. return this.translateOnAxis( _xAxis, distance );
  9503. }
  9504. /**
  9505. * Translate the 3D object by a distance along its Y-axis in local space.
  9506. *
  9507. * @param {number} distance - The distance in world units.
  9508. * @return {Object3D} A reference to this instance.
  9509. */
  9510. translateY( distance ) {
  9511. return this.translateOnAxis( _yAxis, distance );
  9512. }
  9513. /**
  9514. * Translate the 3D object by a distance along its Z-axis in local space.
  9515. *
  9516. * @param {number} distance - The distance in world units.
  9517. * @return {Object3D} A reference to this instance.
  9518. */
  9519. translateZ( distance ) {
  9520. return this.translateOnAxis( _zAxis, distance );
  9521. }
  9522. /**
  9523. * Converts the given vector from this 3D object's local space to world space.
  9524. *
  9525. * @param {Vector3} vector - The vector to convert.
  9526. * @return {Vector3} The converted vector.
  9527. */
  9528. localToWorld( vector ) {
  9529. this.updateWorldMatrix( true, false );
  9530. return vector.applyMatrix4( this.matrixWorld );
  9531. }
  9532. /**
  9533. * Converts the given vector from this 3D object's world space to local space.
  9534. *
  9535. * @param {Vector3} vector - The vector to convert.
  9536. * @return {Vector3} The converted vector.
  9537. */
  9538. worldToLocal( vector ) {
  9539. this.updateWorldMatrix( true, false );
  9540. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  9541. }
  9542. /**
  9543. * Rotates the object to face a point in world space.
  9544. *
  9545. * This method does not support objects having non-uniformly-scaled parent(s).
  9546. *
  9547. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  9548. * @param {number} [y] - The y coordinate in world space.
  9549. * @param {number} [z] - The z coordinate in world space.
  9550. */
  9551. lookAt( x, y, z ) {
  9552. // This method does not support objects having non-uniformly-scaled parent(s)
  9553. if ( x.isVector3 ) {
  9554. _target.copy( x );
  9555. } else {
  9556. _target.set( x, y, z );
  9557. }
  9558. const parent = this.parent;
  9559. this.updateWorldMatrix( true, false );
  9560. _position$4.setFromMatrixPosition( this.matrixWorld );
  9561. if ( this.isCamera || this.isLight ) {
  9562. _m1$1.lookAt( _position$4, _target, this.up );
  9563. } else {
  9564. _m1$1.lookAt( _target, _position$4, this.up );
  9565. }
  9566. this.quaternion.setFromRotationMatrix( _m1$1 );
  9567. if ( parent ) {
  9568. _m1$1.extractRotation( parent.matrixWorld );
  9569. _q1.setFromRotationMatrix( _m1$1 );
  9570. this.quaternion.premultiply( _q1.invert() );
  9571. }
  9572. }
  9573. /**
  9574. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  9575. * objects may be added. Any current parent on an object passed in here will be
  9576. * removed, since an object can have at most one parent.
  9577. *
  9578. * @fires Object3D#added
  9579. * @fires Object3D#childadded
  9580. * @param {Object3D} object - The 3D object to add.
  9581. * @return {Object3D} A reference to this instance.
  9582. */
  9583. add( object ) {
  9584. if ( arguments.length > 1 ) {
  9585. for ( let i = 0; i < arguments.length; i ++ ) {
  9586. this.add( arguments[ i ] );
  9587. }
  9588. return this;
  9589. }
  9590. if ( object === this ) {
  9591. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  9592. return this;
  9593. }
  9594. if ( object && object.isObject3D ) {
  9595. object.removeFromParent();
  9596. object.parent = this;
  9597. this.children.push( object );
  9598. object.dispatchEvent( _addedEvent );
  9599. _childaddedEvent.child = object;
  9600. this.dispatchEvent( _childaddedEvent );
  9601. _childaddedEvent.child = null;
  9602. } else {
  9603. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  9604. }
  9605. return this;
  9606. }
  9607. /**
  9608. * Removes the given 3D object as child from this 3D object.
  9609. * An arbitrary number of objects may be removed.
  9610. *
  9611. * @fires Object3D#removed
  9612. * @fires Object3D#childremoved
  9613. * @param {Object3D} object - The 3D object to remove.
  9614. * @return {Object3D} A reference to this instance.
  9615. */
  9616. remove( object ) {
  9617. if ( arguments.length > 1 ) {
  9618. for ( let i = 0; i < arguments.length; i ++ ) {
  9619. this.remove( arguments[ i ] );
  9620. }
  9621. return this;
  9622. }
  9623. const index = this.children.indexOf( object );
  9624. if ( index !== -1 ) {
  9625. object.parent = null;
  9626. this.children.splice( index, 1 );
  9627. object.dispatchEvent( _removedEvent );
  9628. _childremovedEvent.child = object;
  9629. this.dispatchEvent( _childremovedEvent );
  9630. _childremovedEvent.child = null;
  9631. }
  9632. return this;
  9633. }
  9634. /**
  9635. * Removes this 3D object from its current parent.
  9636. *
  9637. * @fires Object3D#removed
  9638. * @fires Object3D#childremoved
  9639. * @return {Object3D} A reference to this instance.
  9640. */
  9641. removeFromParent() {
  9642. const parent = this.parent;
  9643. if ( parent !== null ) {
  9644. parent.remove( this );
  9645. }
  9646. return this;
  9647. }
  9648. /**
  9649. * Removes all child objects.
  9650. *
  9651. * @fires Object3D#removed
  9652. * @fires Object3D#childremoved
  9653. * @return {Object3D} A reference to this instance.
  9654. */
  9655. clear() {
  9656. return this.remove( ... this.children );
  9657. }
  9658. /**
  9659. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  9660. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  9661. *
  9662. * @fires Object3D#added
  9663. * @fires Object3D#childadded
  9664. * @param {Object3D} object - The 3D object to attach.
  9665. * @return {Object3D} A reference to this instance.
  9666. */
  9667. attach( object ) {
  9668. // adds object as a child of this, while maintaining the object's world transform
  9669. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  9670. this.updateWorldMatrix( true, false );
  9671. _m1$1.copy( this.matrixWorld ).invert();
  9672. if ( object.parent !== null ) {
  9673. object.parent.updateWorldMatrix( true, false );
  9674. _m1$1.multiply( object.parent.matrixWorld );
  9675. }
  9676. object.applyMatrix4( _m1$1 );
  9677. object.removeFromParent();
  9678. object.parent = this;
  9679. this.children.push( object );
  9680. object.updateWorldMatrix( false, true );
  9681. object.dispatchEvent( _addedEvent );
  9682. _childaddedEvent.child = object;
  9683. this.dispatchEvent( _childaddedEvent );
  9684. _childaddedEvent.child = null;
  9685. return this;
  9686. }
  9687. /**
  9688. * Searches through the 3D object and its children, starting with the 3D object
  9689. * itself, and returns the first with a matching ID.
  9690. *
  9691. * @param {number} id - The id.
  9692. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9693. */
  9694. getObjectById( id ) {
  9695. return this.getObjectByProperty( 'id', id );
  9696. }
  9697. /**
  9698. * Searches through the 3D object and its children, starting with the 3D object
  9699. * itself, and returns the first with a matching name.
  9700. *
  9701. * @param {string} name - The name.
  9702. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9703. */
  9704. getObjectByName( name ) {
  9705. return this.getObjectByProperty( 'name', name );
  9706. }
  9707. /**
  9708. * Searches through the 3D object and its children, starting with the 3D object
  9709. * itself, and returns the first with a matching property value.
  9710. *
  9711. * @param {string} name - The name of the property.
  9712. * @param {any} value - The value.
  9713. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9714. */
  9715. getObjectByProperty( name, value ) {
  9716. if ( this[ name ] === value ) return this;
  9717. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  9718. const child = this.children[ i ];
  9719. const object = child.getObjectByProperty( name, value );
  9720. if ( object !== undefined ) {
  9721. return object;
  9722. }
  9723. }
  9724. return undefined;
  9725. }
  9726. /**
  9727. * Searches through the 3D object and its children, starting with the 3D object
  9728. * itself, and returns all 3D objects with a matching property value.
  9729. *
  9730. * @param {string} name - The name of the property.
  9731. * @param {any} value - The value.
  9732. * @param {Array<Object3D>} result - The method stores the result in this array.
  9733. * @return {Array<Object3D>} The found 3D objects.
  9734. */
  9735. getObjectsByProperty( name, value, result = [] ) {
  9736. if ( this[ name ] === value ) result.push( this );
  9737. const children = this.children;
  9738. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9739. children[ i ].getObjectsByProperty( name, value, result );
  9740. }
  9741. return result;
  9742. }
  9743. /**
  9744. * Returns a vector representing the position of the 3D object in world space.
  9745. *
  9746. * @param {Vector3} target - The target vector the result is stored to.
  9747. * @return {Vector3} The 3D object's position in world space.
  9748. */
  9749. getWorldPosition( target ) {
  9750. this.updateWorldMatrix( true, false );
  9751. return target.setFromMatrixPosition( this.matrixWorld );
  9752. }
  9753. /**
  9754. * Returns a Quaternion representing the position of the 3D object in world space.
  9755. *
  9756. * @param {Quaternion} target - The target Quaternion the result is stored to.
  9757. * @return {Quaternion} The 3D object's rotation in world space.
  9758. */
  9759. getWorldQuaternion( target ) {
  9760. this.updateWorldMatrix( true, false );
  9761. this.matrixWorld.decompose( _position$4, target, _scale$3 );
  9762. return target;
  9763. }
  9764. /**
  9765. * Returns a vector representing the scale of the 3D object in world space.
  9766. *
  9767. * @param {Vector3} target - The target vector the result is stored to.
  9768. * @return {Vector3} The 3D object's scale in world space.
  9769. */
  9770. getWorldScale( target ) {
  9771. this.updateWorldMatrix( true, false );
  9772. this.matrixWorld.decompose( _position$4, _quaternion$3, target );
  9773. return target;
  9774. }
  9775. /**
  9776. * Returns a vector representing the ("look") direction of the 3D object in world space.
  9777. *
  9778. * @param {Vector3} target - The target vector the result is stored to.
  9779. * @return {Vector3} The 3D object's direction in world space.
  9780. */
  9781. getWorldDirection( target ) {
  9782. this.updateWorldMatrix( true, false );
  9783. const e = this.matrixWorld.elements;
  9784. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  9785. }
  9786. /**
  9787. * Abstract method to get intersections between a casted ray and this
  9788. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  9789. * implement this method in order to use raycasting.
  9790. *
  9791. * @abstract
  9792. * @param {Raycaster} raycaster - The raycaster.
  9793. * @param {Array<Object>} intersects - An array holding the result of the method.
  9794. */
  9795. raycast( /* raycaster, intersects */ ) {}
  9796. /**
  9797. * Executes the callback on this 3D object and all descendants.
  9798. *
  9799. * Note: Modifying the scene graph inside the callback is discouraged.
  9800. *
  9801. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9802. */
  9803. traverse( callback ) {
  9804. callback( this );
  9805. const children = this.children;
  9806. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9807. children[ i ].traverse( callback );
  9808. }
  9809. }
  9810. /**
  9811. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  9812. * Descendants of invisible 3D objects are not traversed.
  9813. *
  9814. * Note: Modifying the scene graph inside the callback is discouraged.
  9815. *
  9816. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9817. */
  9818. traverseVisible( callback ) {
  9819. if ( this.visible === false ) return;
  9820. callback( this );
  9821. const children = this.children;
  9822. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9823. children[ i ].traverseVisible( callback );
  9824. }
  9825. }
  9826. /**
  9827. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  9828. *
  9829. * Note: Modifying the scene graph inside the callback is discouraged.
  9830. *
  9831. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9832. */
  9833. traverseAncestors( callback ) {
  9834. const parent = this.parent;
  9835. if ( parent !== null ) {
  9836. callback( parent );
  9837. parent.traverseAncestors( callback );
  9838. }
  9839. }
  9840. /**
  9841. * Updates the transformation matrix in local space by computing it from the current
  9842. * position, rotation and scale values.
  9843. */
  9844. updateMatrix() {
  9845. this.matrix.compose( this.position, this.quaternion, this.scale );
  9846. const pivot = this.pivot;
  9847. if ( pivot !== null ) {
  9848. const px = pivot.x, py = pivot.y, pz = pivot.z;
  9849. const te = this.matrix.elements;
  9850. te[ 12 ] += px - te[ 0 ] * px - te[ 4 ] * py - te[ 8 ] * pz;
  9851. te[ 13 ] += py - te[ 1 ] * px - te[ 5 ] * py - te[ 9 ] * pz;
  9852. te[ 14 ] += pz - te[ 2 ] * px - te[ 6 ] * py - te[ 10 ] * pz;
  9853. }
  9854. this.matrixWorldNeedsUpdate = true;
  9855. }
  9856. /**
  9857. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  9858. *
  9859. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  9860. * local space. The computation of the local and world matrix can be controlled with the
  9861. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  9862. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  9863. *
  9864. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  9865. * when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
  9866. */
  9867. updateMatrixWorld( force ) {
  9868. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9869. if ( this.matrixWorldNeedsUpdate || force ) {
  9870. if ( this.matrixWorldAutoUpdate === true ) {
  9871. if ( this.parent === null ) {
  9872. this.matrixWorld.copy( this.matrix );
  9873. } else {
  9874. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9875. }
  9876. }
  9877. this.matrixWorldNeedsUpdate = false;
  9878. force = true;
  9879. }
  9880. // make sure descendants are updated if required
  9881. const children = this.children;
  9882. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9883. const child = children[ i ];
  9884. child.updateMatrixWorld( force );
  9885. }
  9886. }
  9887. /**
  9888. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  9889. * update of ancestor and descendant nodes.
  9890. *
  9891. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  9892. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  9893. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  9894. * when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
  9895. */
  9896. updateWorldMatrix( updateParents, updateChildren, force = false ) {
  9897. const parent = this.parent;
  9898. if ( updateParents === true && parent !== null ) {
  9899. parent.updateWorldMatrix( true, false );
  9900. }
  9901. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9902. if ( this.matrixWorldNeedsUpdate || force ) {
  9903. if ( this.matrixWorldAutoUpdate === true ) {
  9904. if ( this.parent === null ) {
  9905. this.matrixWorld.copy( this.matrix );
  9906. } else {
  9907. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9908. }
  9909. }
  9910. this.matrixWorldNeedsUpdate = false;
  9911. force = true;
  9912. }
  9913. // make sure descendants are updated
  9914. if ( updateChildren === true ) {
  9915. const children = this.children;
  9916. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9917. const child = children[ i ];
  9918. child.updateWorldMatrix( false, true, force );
  9919. }
  9920. }
  9921. }
  9922. /**
  9923. * Serializes the 3D object into JSON.
  9924. *
  9925. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  9926. * @return {Object} A JSON object representing the serialized 3D object.
  9927. * @see {@link ObjectLoader#parse}
  9928. */
  9929. toJSON( meta ) {
  9930. // meta is a string when called from JSON.stringify
  9931. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  9932. const output = {};
  9933. // meta is a hash used to collect geometries, materials.
  9934. // not providing it implies that this is the root object
  9935. // being serialized.
  9936. if ( isRootObject ) {
  9937. // initialize meta obj
  9938. meta = {
  9939. geometries: {},
  9940. materials: {},
  9941. textures: {},
  9942. images: {},
  9943. shapes: {},
  9944. skeletons: {},
  9945. animations: {},
  9946. nodes: {}
  9947. };
  9948. output.metadata = {
  9949. version: 4.7,
  9950. type: 'Object',
  9951. generator: 'Object3D.toJSON'
  9952. };
  9953. }
  9954. // standard Object3D serialization
  9955. const object = {};
  9956. object.uuid = this.uuid;
  9957. object.type = this.type;
  9958. if ( this.name !== '' ) object.name = this.name;
  9959. if ( this.castShadow === true ) object.castShadow = true;
  9960. if ( this.receiveShadow === true ) object.receiveShadow = true;
  9961. if ( this.visible === false ) object.visible = false;
  9962. if ( this.frustumCulled === false ) object.frustumCulled = false;
  9963. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  9964. if ( this.static !== false ) object.static = this.static;
  9965. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  9966. object.layers = this.layers.mask;
  9967. object.matrix = this.matrix.toArray();
  9968. object.up = this.up.toArray();
  9969. if ( this.pivot !== null ) object.pivot = this.pivot.toArray();
  9970. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  9971. if ( this.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, this.morphTargetDictionary );
  9972. if ( this.morphTargetInfluences !== undefined ) object.morphTargetInfluences = this.morphTargetInfluences.slice();
  9973. // object specific properties
  9974. if ( this.isInstancedMesh ) {
  9975. object.type = 'InstancedMesh';
  9976. object.count = this.count;
  9977. object.instanceMatrix = this.instanceMatrix.toJSON();
  9978. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  9979. }
  9980. if ( this.isBatchedMesh ) {
  9981. object.type = 'BatchedMesh';
  9982. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  9983. object.sortObjects = this.sortObjects;
  9984. object.drawRanges = this._drawRanges;
  9985. object.reservedRanges = this._reservedRanges;
  9986. object.geometryInfo = this._geometryInfo.map( info => ( {
  9987. ...info,
  9988. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  9989. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  9990. } ) );
  9991. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  9992. object.availableInstanceIds = this._availableInstanceIds.slice();
  9993. object.availableGeometryIds = this._availableGeometryIds.slice();
  9994. object.nextIndexStart = this._nextIndexStart;
  9995. object.nextVertexStart = this._nextVertexStart;
  9996. object.geometryCount = this._geometryCount;
  9997. object.maxInstanceCount = this._maxInstanceCount;
  9998. object.maxVertexCount = this._maxVertexCount;
  9999. object.maxIndexCount = this._maxIndexCount;
  10000. object.geometryInitialized = this._geometryInitialized;
  10001. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10002. object.indirectTexture = this._indirectTexture.toJSON( meta );
  10003. if ( this._colorsTexture !== null ) {
  10004. object.colorsTexture = this._colorsTexture.toJSON( meta );
  10005. }
  10006. if ( this.boundingSphere !== null ) {
  10007. object.boundingSphere = this.boundingSphere.toJSON();
  10008. }
  10009. if ( this.boundingBox !== null ) {
  10010. object.boundingBox = this.boundingBox.toJSON();
  10011. }
  10012. }
  10013. //
  10014. function serialize( library, element ) {
  10015. if ( library[ element.uuid ] === undefined ) {
  10016. library[ element.uuid ] = element.toJSON( meta );
  10017. }
  10018. return element.uuid;
  10019. }
  10020. if ( this.isScene ) {
  10021. if ( this.background ) {
  10022. if ( this.background.isColor ) {
  10023. object.background = this.background.toJSON();
  10024. } else if ( this.background.isTexture ) {
  10025. object.background = this.background.toJSON( meta ).uuid;
  10026. }
  10027. }
  10028. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  10029. object.environment = this.environment.toJSON( meta ).uuid;
  10030. }
  10031. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  10032. object.geometry = serialize( meta.geometries, this.geometry );
  10033. const parameters = this.geometry.parameters;
  10034. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  10035. const shapes = parameters.shapes;
  10036. if ( Array.isArray( shapes ) ) {
  10037. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  10038. const shape = shapes[ i ];
  10039. serialize( meta.shapes, shape );
  10040. }
  10041. } else {
  10042. serialize( meta.shapes, shapes );
  10043. }
  10044. }
  10045. }
  10046. if ( this.isSkinnedMesh ) {
  10047. object.bindMode = this.bindMode;
  10048. object.bindMatrix = this.bindMatrix.toArray();
  10049. if ( this.skeleton !== undefined ) {
  10050. serialize( meta.skeletons, this.skeleton );
  10051. object.skeleton = this.skeleton.uuid;
  10052. }
  10053. }
  10054. if ( this.material !== undefined ) {
  10055. if ( Array.isArray( this.material ) ) {
  10056. const uuids = [];
  10057. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  10058. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  10059. }
  10060. object.material = uuids;
  10061. } else {
  10062. object.material = serialize( meta.materials, this.material );
  10063. }
  10064. }
  10065. //
  10066. if ( this.children.length > 0 ) {
  10067. object.children = [];
  10068. for ( let i = 0; i < this.children.length; i ++ ) {
  10069. object.children.push( this.children[ i ].toJSON( meta ).object );
  10070. }
  10071. }
  10072. //
  10073. if ( this.animations.length > 0 ) {
  10074. object.animations = [];
  10075. for ( let i = 0; i < this.animations.length; i ++ ) {
  10076. const animation = this.animations[ i ];
  10077. object.animations.push( serialize( meta.animations, animation ) );
  10078. }
  10079. }
  10080. if ( isRootObject ) {
  10081. const geometries = extractFromCache( meta.geometries );
  10082. const materials = extractFromCache( meta.materials );
  10083. const textures = extractFromCache( meta.textures );
  10084. const images = extractFromCache( meta.images );
  10085. const shapes = extractFromCache( meta.shapes );
  10086. const skeletons = extractFromCache( meta.skeletons );
  10087. const animations = extractFromCache( meta.animations );
  10088. const nodes = extractFromCache( meta.nodes );
  10089. if ( geometries.length > 0 ) output.geometries = geometries;
  10090. if ( materials.length > 0 ) output.materials = materials;
  10091. if ( textures.length > 0 ) output.textures = textures;
  10092. if ( images.length > 0 ) output.images = images;
  10093. if ( shapes.length > 0 ) output.shapes = shapes;
  10094. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  10095. if ( animations.length > 0 ) output.animations = animations;
  10096. if ( nodes.length > 0 ) output.nodes = nodes;
  10097. }
  10098. output.object = object;
  10099. return output;
  10100. // extract data from the cache hash
  10101. // remove metadata on each item
  10102. // and return as array
  10103. function extractFromCache( cache ) {
  10104. const values = [];
  10105. for ( const key in cache ) {
  10106. const data = cache[ key ];
  10107. delete data.metadata;
  10108. values.push( data );
  10109. }
  10110. return values;
  10111. }
  10112. }
  10113. /**
  10114. * Returns a new 3D object with copied values from this instance.
  10115. *
  10116. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  10117. * @return {Object3D} A clone of this instance.
  10118. */
  10119. clone( recursive ) {
  10120. return new this.constructor().copy( this, recursive );
  10121. }
  10122. /**
  10123. * Copies the values of the given 3D object to this instance.
  10124. *
  10125. * @param {Object3D} source - The 3D object to copy.
  10126. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  10127. * @return {Object3D} A reference to this instance.
  10128. */
  10129. copy( source, recursive = true ) {
  10130. this.name = source.name;
  10131. this.up.copy( source.up );
  10132. this.position.copy( source.position );
  10133. this.rotation.order = source.rotation.order;
  10134. this.quaternion.copy( source.quaternion );
  10135. this.scale.copy( source.scale );
  10136. this.pivot = ( source.pivot !== null ) ? source.pivot.clone() : null;
  10137. this.matrix.copy( source.matrix );
  10138. this.matrixWorld.copy( source.matrixWorld );
  10139. this.matrixAutoUpdate = source.matrixAutoUpdate;
  10140. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  10141. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  10142. this.layers.mask = source.layers.mask;
  10143. this.visible = source.visible;
  10144. this.castShadow = source.castShadow;
  10145. this.receiveShadow = source.receiveShadow;
  10146. this.frustumCulled = source.frustumCulled;
  10147. this.renderOrder = source.renderOrder;
  10148. this.static = source.static;
  10149. this.animations = source.animations.slice();
  10150. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  10151. if ( recursive === true ) {
  10152. for ( let i = 0; i < source.children.length; i ++ ) {
  10153. const child = source.children[ i ];
  10154. this.add( child.clone() );
  10155. }
  10156. }
  10157. return this;
  10158. }
  10159. }
  10160. /**
  10161. * The default up direction for objects, also used as the default
  10162. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  10163. *
  10164. * @static
  10165. * @type {Vector3}
  10166. * @default (0,1,0)
  10167. */
  10168. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10169. /**
  10170. * The default setting for {@link Object3D#matrixAutoUpdate} for
  10171. * newly created 3D objects.
  10172. *
  10173. * @static
  10174. * @type {boolean}
  10175. * @default true
  10176. */
  10177. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  10178. /**
  10179. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  10180. * newly created 3D objects.
  10181. *
  10182. * @static
  10183. * @type {boolean}
  10184. * @default true
  10185. */
  10186. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  10187. /**
  10188. * This is almost identical to an {@link Object3D}. Its purpose is to
  10189. * make working with groups of objects syntactically clearer.
  10190. *
  10191. * ```js
  10192. * // Create a group and add the two cubes.
  10193. * // These cubes can now be rotated / scaled etc as a group.
  10194. * const group = new THREE.Group();
  10195. *
  10196. * group.add( meshA );
  10197. * group.add( meshB );
  10198. *
  10199. * scene.add( group );
  10200. * ```
  10201. *
  10202. * @augments Object3D
  10203. */
  10204. class Group extends Object3D {
  10205. constructor() {
  10206. super();
  10207. /**
  10208. * This flag can be used for type testing.
  10209. *
  10210. * @type {boolean}
  10211. * @readonly
  10212. * @default true
  10213. */
  10214. this.isGroup = true;
  10215. this.type = 'Group';
  10216. }
  10217. }
  10218. const _moveEvent = { type: 'move' };
  10219. /**
  10220. * Class for representing a XR controller with its
  10221. * different coordinate systems.
  10222. *
  10223. * @private
  10224. */
  10225. class WebXRController {
  10226. /**
  10227. * Constructs a new XR controller.
  10228. */
  10229. constructor() {
  10230. /**
  10231. * A group representing the target ray space
  10232. * of the XR controller.
  10233. *
  10234. * @private
  10235. * @type {?Group}
  10236. * @default null
  10237. */
  10238. this._targetRay = null;
  10239. /**
  10240. * A group representing the grip space
  10241. * of the XR controller.
  10242. *
  10243. * @private
  10244. * @type {?Group}
  10245. * @default null
  10246. */
  10247. this._grip = null;
  10248. /**
  10249. * A group representing the hand space
  10250. * of the XR controller.
  10251. *
  10252. * @private
  10253. * @type {?Group}
  10254. * @default null
  10255. */
  10256. this._hand = null;
  10257. }
  10258. /**
  10259. * Returns a group representing the hand space of the XR controller.
  10260. *
  10261. * @return {Group} A group representing the hand space of the XR controller.
  10262. */
  10263. getHandSpace() {
  10264. if ( this._hand === null ) {
  10265. this._hand = new Group();
  10266. this._hand.matrixAutoUpdate = false;
  10267. this._hand.visible = false;
  10268. this._hand.joints = {};
  10269. this._hand.inputState = { pinching: false };
  10270. }
  10271. return this._hand;
  10272. }
  10273. /**
  10274. * Returns a group representing the target ray space of the XR controller.
  10275. *
  10276. * @return {Group} A group representing the target ray space of the XR controller.
  10277. */
  10278. getTargetRaySpace() {
  10279. if ( this._targetRay === null ) {
  10280. this._targetRay = new Group();
  10281. this._targetRay.matrixAutoUpdate = false;
  10282. this._targetRay.visible = false;
  10283. this._targetRay.hasLinearVelocity = false;
  10284. this._targetRay.linearVelocity = new Vector3();
  10285. this._targetRay.hasAngularVelocity = false;
  10286. this._targetRay.angularVelocity = new Vector3();
  10287. }
  10288. return this._targetRay;
  10289. }
  10290. /**
  10291. * Returns a group representing the grip space of the XR controller.
  10292. *
  10293. * @return {Group} A group representing the grip space of the XR controller.
  10294. */
  10295. getGripSpace() {
  10296. if ( this._grip === null ) {
  10297. this._grip = new Group();
  10298. this._grip.matrixAutoUpdate = false;
  10299. this._grip.visible = false;
  10300. this._grip.hasLinearVelocity = false;
  10301. this._grip.linearVelocity = new Vector3();
  10302. this._grip.hasAngularVelocity = false;
  10303. this._grip.angularVelocity = new Vector3();
  10304. this._grip.eventsEnabled = false;
  10305. }
  10306. return this._grip;
  10307. }
  10308. /**
  10309. * Dispatches the given event to the groups representing
  10310. * the different coordinate spaces of the XR controller.
  10311. *
  10312. * @param {Object} event - The event to dispatch.
  10313. * @return {WebXRController} A reference to this instance.
  10314. */
  10315. dispatchEvent( event ) {
  10316. if ( this._targetRay !== null ) {
  10317. this._targetRay.dispatchEvent( event );
  10318. }
  10319. if ( this._grip !== null ) {
  10320. this._grip.dispatchEvent( event );
  10321. }
  10322. if ( this._hand !== null ) {
  10323. this._hand.dispatchEvent( event );
  10324. }
  10325. return this;
  10326. }
  10327. /**
  10328. * Connects the controller with the given XR input source.
  10329. *
  10330. * @param {XRInputSource} inputSource - The input source.
  10331. * @return {WebXRController} A reference to this instance.
  10332. */
  10333. connect( inputSource ) {
  10334. if ( inputSource && inputSource.hand ) {
  10335. const hand = this._hand;
  10336. if ( hand ) {
  10337. for ( const inputjoint of inputSource.hand.values() ) {
  10338. // Initialize hand with joints when connected
  10339. this._getHandJoint( hand, inputjoint );
  10340. }
  10341. }
  10342. }
  10343. this.dispatchEvent( { type: 'connected', data: inputSource } );
  10344. return this;
  10345. }
  10346. /**
  10347. * Disconnects the controller from the given XR input source.
  10348. *
  10349. * @param {XRInputSource} inputSource - The input source.
  10350. * @return {WebXRController} A reference to this instance.
  10351. */
  10352. disconnect( inputSource ) {
  10353. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  10354. if ( this._targetRay !== null ) {
  10355. this._targetRay.visible = false;
  10356. }
  10357. if ( this._grip !== null ) {
  10358. this._grip.visible = false;
  10359. }
  10360. if ( this._hand !== null ) {
  10361. this._hand.visible = false;
  10362. }
  10363. return this;
  10364. }
  10365. /**
  10366. * Updates the controller with the given input source, XR frame and reference space.
  10367. * This updates the transformations of the groups that represent the different
  10368. * coordinate systems of the controller.
  10369. *
  10370. * @param {XRInputSource} inputSource - The input source.
  10371. * @param {XRFrame} frame - The XR frame.
  10372. * @param {XRReferenceSpace} referenceSpace - The reference space.
  10373. * @return {WebXRController} A reference to this instance.
  10374. */
  10375. update( inputSource, frame, referenceSpace ) {
  10376. let inputPose = null;
  10377. let gripPose = null;
  10378. let handPose = null;
  10379. const targetRay = this._targetRay;
  10380. const grip = this._grip;
  10381. const hand = this._hand;
  10382. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  10383. if ( hand && inputSource.hand ) {
  10384. handPose = true;
  10385. for ( const inputjoint of inputSource.hand.values() ) {
  10386. // Update the joints groups with the XRJoint poses
  10387. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  10388. // The transform of this joint will be updated with the joint pose on each frame
  10389. const joint = this._getHandJoint( hand, inputjoint );
  10390. if ( jointPose !== null ) {
  10391. joint.matrix.fromArray( jointPose.transform.matrix );
  10392. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  10393. joint.matrixWorldNeedsUpdate = true;
  10394. joint.jointRadius = jointPose.radius;
  10395. }
  10396. joint.visible = jointPose !== null;
  10397. }
  10398. // Custom events
  10399. // Check pinchz
  10400. const indexTip = hand.joints[ 'index-finger-tip' ];
  10401. const thumbTip = hand.joints[ 'thumb-tip' ];
  10402. const distance = indexTip.position.distanceTo( thumbTip.position );
  10403. const distanceToPinch = 0.02;
  10404. const threshold = 0.005;
  10405. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  10406. hand.inputState.pinching = false;
  10407. this.dispatchEvent( {
  10408. type: 'pinchend',
  10409. handedness: inputSource.handedness,
  10410. target: this
  10411. } );
  10412. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  10413. hand.inputState.pinching = true;
  10414. this.dispatchEvent( {
  10415. type: 'pinchstart',
  10416. handedness: inputSource.handedness,
  10417. target: this
  10418. } );
  10419. }
  10420. } else {
  10421. if ( grip !== null && inputSource.gripSpace ) {
  10422. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  10423. if ( gripPose !== null ) {
  10424. grip.matrix.fromArray( gripPose.transform.matrix );
  10425. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  10426. grip.matrixWorldNeedsUpdate = true;
  10427. if ( gripPose.linearVelocity ) {
  10428. grip.hasLinearVelocity = true;
  10429. grip.linearVelocity.copy( gripPose.linearVelocity );
  10430. } else {
  10431. grip.hasLinearVelocity = false;
  10432. }
  10433. if ( gripPose.angularVelocity ) {
  10434. grip.hasAngularVelocity = true;
  10435. grip.angularVelocity.copy( gripPose.angularVelocity );
  10436. } else {
  10437. grip.hasAngularVelocity = false;
  10438. }
  10439. // grip update event if enabled
  10440. if ( grip.eventsEnabled ) {
  10441. grip.dispatchEvent( {
  10442. type: 'gripUpdated',
  10443. data: inputSource,
  10444. target: this
  10445. } );
  10446. }
  10447. }
  10448. }
  10449. }
  10450. if ( targetRay !== null ) {
  10451. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  10452. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  10453. if ( inputPose === null && gripPose !== null ) {
  10454. inputPose = gripPose;
  10455. }
  10456. if ( inputPose !== null ) {
  10457. targetRay.matrix.fromArray( inputPose.transform.matrix );
  10458. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  10459. targetRay.matrixWorldNeedsUpdate = true;
  10460. if ( inputPose.linearVelocity ) {
  10461. targetRay.hasLinearVelocity = true;
  10462. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  10463. } else {
  10464. targetRay.hasLinearVelocity = false;
  10465. }
  10466. if ( inputPose.angularVelocity ) {
  10467. targetRay.hasAngularVelocity = true;
  10468. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  10469. } else {
  10470. targetRay.hasAngularVelocity = false;
  10471. }
  10472. this.dispatchEvent( _moveEvent );
  10473. }
  10474. }
  10475. }
  10476. if ( targetRay !== null ) {
  10477. targetRay.visible = ( inputPose !== null );
  10478. }
  10479. if ( grip !== null ) {
  10480. grip.visible = ( gripPose !== null );
  10481. }
  10482. if ( hand !== null ) {
  10483. hand.visible = ( handPose !== null );
  10484. }
  10485. return this;
  10486. }
  10487. /**
  10488. * Returns a group representing the hand joint for the given input joint.
  10489. *
  10490. * @private
  10491. * @param {Group} hand - The group representing the hand space.
  10492. * @param {XRJointSpace} inputjoint - The hand joint data.
  10493. * @return {Group} A group representing the hand joint for the given input joint.
  10494. */
  10495. _getHandJoint( hand, inputjoint ) {
  10496. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  10497. const joint = new Group();
  10498. joint.matrixAutoUpdate = false;
  10499. joint.visible = false;
  10500. hand.joints[ inputjoint.jointName ] = joint;
  10501. hand.add( joint );
  10502. }
  10503. return hand.joints[ inputjoint.jointName ];
  10504. }
  10505. }
  10506. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  10507. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  10508. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  10509. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  10510. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  10511. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  10512. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  10513. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  10514. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  10515. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  10516. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  10517. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  10518. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  10519. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  10520. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  10521. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  10522. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  10523. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  10524. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  10525. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  10526. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  10527. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  10528. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  10529. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  10530. const _hslA = { h: 0, s: 0, l: 0 };
  10531. const _hslB = { h: 0, s: 0, l: 0 };
  10532. function hue2rgb( p, q, t ) {
  10533. if ( t < 0 ) t += 1;
  10534. if ( t > 1 ) t -= 1;
  10535. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  10536. if ( t < 1 / 2 ) return q;
  10537. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  10538. return p;
  10539. }
  10540. /**
  10541. * A Color instance is represented by RGB components in the linear <i>working
  10542. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  10543. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  10544. * strings) are converted to the working color space automatically.
  10545. *
  10546. * ```js
  10547. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  10548. * const color = new THREE.Color().setHex( 0x112233 );
  10549. * ```
  10550. * Source color spaces may be specified explicitly, to ensure correct conversions.
  10551. * ```js
  10552. * // assumed already LinearSRGBColorSpace; no conversion
  10553. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  10554. *
  10555. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  10556. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  10557. * ```
  10558. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  10559. * see <i>Color management</i>. Iterating through a Color instance will yield
  10560. * its components (r, g, b) in the corresponding order. A Color can be initialised
  10561. * in any of the following ways:
  10562. * ```js
  10563. * //empty constructor - will default white
  10564. * const color1 = new THREE.Color();
  10565. *
  10566. * //Hexadecimal color (recommended)
  10567. * const color2 = new THREE.Color( 0xff0000 );
  10568. *
  10569. * //RGB string
  10570. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  10571. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  10572. *
  10573. * //X11 color name - all 140 color names are supported.
  10574. * //Note the lack of CamelCase in the name
  10575. * const color5 = new THREE.Color( 'skyblue' );
  10576. * //HSL string
  10577. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  10578. *
  10579. * //Separate RGB values between 0 and 1
  10580. * const color7 = new THREE.Color( 1, 0, 0 );
  10581. * ```
  10582. */
  10583. class Color {
  10584. /**
  10585. * Constructs a new color.
  10586. *
  10587. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  10588. * and that method is used throughout the rest of the documentation.
  10589. *
  10590. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  10591. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  10592. * @param {number} [g] - The green component.
  10593. * @param {number} [b] - The blue component.
  10594. */
  10595. constructor( r, g, b ) {
  10596. /**
  10597. * This flag can be used for type testing.
  10598. *
  10599. * @type {boolean}
  10600. * @readonly
  10601. * @default true
  10602. */
  10603. this.isColor = true;
  10604. /**
  10605. * The red component.
  10606. *
  10607. * @type {number}
  10608. * @default 1
  10609. */
  10610. this.r = 1;
  10611. /**
  10612. * The green component.
  10613. *
  10614. * @type {number}
  10615. * @default 1
  10616. */
  10617. this.g = 1;
  10618. /**
  10619. * The blue component.
  10620. *
  10621. * @type {number}
  10622. * @default 1
  10623. */
  10624. this.b = 1;
  10625. return this.set( r, g, b );
  10626. }
  10627. /**
  10628. * Sets the colors's components from the given values.
  10629. *
  10630. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  10631. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  10632. * @param {number} [g] - The green component.
  10633. * @param {number} [b] - The blue component.
  10634. * @return {Color} A reference to this color.
  10635. */
  10636. set( r, g, b ) {
  10637. if ( g === undefined && b === undefined ) {
  10638. // r is THREE.Color, hex or string
  10639. const value = r;
  10640. if ( value && value.isColor ) {
  10641. this.copy( value );
  10642. } else if ( typeof value === 'number' ) {
  10643. this.setHex( value );
  10644. } else if ( typeof value === 'string' ) {
  10645. this.setStyle( value );
  10646. }
  10647. } else {
  10648. this.setRGB( r, g, b );
  10649. }
  10650. return this;
  10651. }
  10652. /**
  10653. * Sets the colors's components to the given scalar value.
  10654. *
  10655. * @param {number} scalar - The scalar value.
  10656. * @return {Color} A reference to this color.
  10657. */
  10658. setScalar( scalar ) {
  10659. this.r = scalar;
  10660. this.g = scalar;
  10661. this.b = scalar;
  10662. return this;
  10663. }
  10664. /**
  10665. * Sets this color from a hexadecimal value.
  10666. *
  10667. * @param {number} hex - The hexadecimal value.
  10668. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10669. * @return {Color} A reference to this color.
  10670. */
  10671. setHex( hex, colorSpace = SRGBColorSpace ) {
  10672. hex = Math.floor( hex );
  10673. this.r = ( hex >> 16 & 255 ) / 255;
  10674. this.g = ( hex >> 8 & 255 ) / 255;
  10675. this.b = ( hex & 255 ) / 255;
  10676. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10677. return this;
  10678. }
  10679. /**
  10680. * Sets this color from RGB values.
  10681. *
  10682. * @param {number} r - Red channel value between `0.0` and `1.0`.
  10683. * @param {number} g - Green channel value between `0.0` and `1.0`.
  10684. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  10685. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10686. * @return {Color} A reference to this color.
  10687. */
  10688. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  10689. this.r = r;
  10690. this.g = g;
  10691. this.b = b;
  10692. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10693. return this;
  10694. }
  10695. /**
  10696. * Sets this color from RGB values.
  10697. *
  10698. * @param {number} h - Hue value between `0.0` and `1.0`.
  10699. * @param {number} s - Saturation value between `0.0` and `1.0`.
  10700. * @param {number} l - Lightness value between `0.0` and `1.0`.
  10701. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10702. * @return {Color} A reference to this color.
  10703. */
  10704. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  10705. // h,s,l ranges are in 0.0 - 1.0
  10706. h = euclideanModulo( h, 1 );
  10707. s = clamp( s, 0, 1 );
  10708. l = clamp( l, 0, 1 );
  10709. if ( s === 0 ) {
  10710. this.r = this.g = this.b = l;
  10711. } else {
  10712. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  10713. const q = ( 2 * l ) - p;
  10714. this.r = hue2rgb( q, p, h + 1 / 3 );
  10715. this.g = hue2rgb( q, p, h );
  10716. this.b = hue2rgb( q, p, h - 1 / 3 );
  10717. }
  10718. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10719. return this;
  10720. }
  10721. /**
  10722. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  10723. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  10724. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  10725. * all 140 color names are supported).
  10726. *
  10727. * @param {string} style - Color as a CSS-style string.
  10728. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10729. * @return {Color} A reference to this color.
  10730. */
  10731. setStyle( style, colorSpace = SRGBColorSpace ) {
  10732. function handleAlpha( string ) {
  10733. if ( string === undefined ) return;
  10734. if ( parseFloat( string ) < 1 ) {
  10735. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  10736. }
  10737. }
  10738. let m;
  10739. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  10740. // rgb / hsl
  10741. let color;
  10742. const name = m[ 1 ];
  10743. const components = m[ 2 ];
  10744. switch ( name ) {
  10745. case 'rgb':
  10746. case 'rgba':
  10747. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10748. // rgb(255,0,0) rgba(255,0,0,0.5)
  10749. handleAlpha( color[ 4 ] );
  10750. return this.setRGB(
  10751. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  10752. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  10753. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  10754. colorSpace
  10755. );
  10756. }
  10757. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10758. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  10759. handleAlpha( color[ 4 ] );
  10760. return this.setRGB(
  10761. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  10762. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  10763. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  10764. colorSpace
  10765. );
  10766. }
  10767. break;
  10768. case 'hsl':
  10769. case 'hsla':
  10770. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10771. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  10772. handleAlpha( color[ 4 ] );
  10773. return this.setHSL(
  10774. parseFloat( color[ 1 ] ) / 360,
  10775. parseFloat( color[ 2 ] ) / 100,
  10776. parseFloat( color[ 3 ] ) / 100,
  10777. colorSpace
  10778. );
  10779. }
  10780. break;
  10781. default:
  10782. warn( 'Color: Unknown color model ' + style );
  10783. }
  10784. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  10785. // hex color
  10786. const hex = m[ 1 ];
  10787. const size = hex.length;
  10788. if ( size === 3 ) {
  10789. // #ff0
  10790. return this.setRGB(
  10791. parseInt( hex.charAt( 0 ), 16 ) / 15,
  10792. parseInt( hex.charAt( 1 ), 16 ) / 15,
  10793. parseInt( hex.charAt( 2 ), 16 ) / 15,
  10794. colorSpace
  10795. );
  10796. } else if ( size === 6 ) {
  10797. // #ff0000
  10798. return this.setHex( parseInt( hex, 16 ), colorSpace );
  10799. } else {
  10800. warn( 'Color: Invalid hex color ' + style );
  10801. }
  10802. } else if ( style && style.length > 0 ) {
  10803. return this.setColorName( style, colorSpace );
  10804. }
  10805. return this;
  10806. }
  10807. /**
  10808. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  10809. * you don't need the other CSS-style formats.
  10810. *
  10811. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  10812. * ```js
  10813. * Color.NAMES.aliceblue // returns 0xF0F8FF
  10814. * ```
  10815. *
  10816. * @param {string} style - The color name.
  10817. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10818. * @return {Color} A reference to this color.
  10819. */
  10820. setColorName( style, colorSpace = SRGBColorSpace ) {
  10821. // color keywords
  10822. const hex = _colorKeywords[ style.toLowerCase() ];
  10823. if ( hex !== undefined ) {
  10824. // red
  10825. this.setHex( hex, colorSpace );
  10826. } else {
  10827. // unknown color
  10828. warn( 'Color: Unknown color ' + style );
  10829. }
  10830. return this;
  10831. }
  10832. /**
  10833. * Returns a new color with copied values from this instance.
  10834. *
  10835. * @return {Color} A clone of this instance.
  10836. */
  10837. clone() {
  10838. return new this.constructor( this.r, this.g, this.b );
  10839. }
  10840. /**
  10841. * Copies the values of the given color to this instance.
  10842. *
  10843. * @param {Color} color - The color to copy.
  10844. * @return {Color} A reference to this color.
  10845. */
  10846. copy( color ) {
  10847. this.r = color.r;
  10848. this.g = color.g;
  10849. this.b = color.b;
  10850. return this;
  10851. }
  10852. /**
  10853. * Copies the given color into this color, and then converts this color from
  10854. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  10855. *
  10856. * @param {Color} color - The color to copy/convert.
  10857. * @return {Color} A reference to this color.
  10858. */
  10859. copySRGBToLinear( color ) {
  10860. this.r = SRGBToLinear( color.r );
  10861. this.g = SRGBToLinear( color.g );
  10862. this.b = SRGBToLinear( color.b );
  10863. return this;
  10864. }
  10865. /**
  10866. * Copies the given color into this color, and then converts this color from
  10867. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  10868. *
  10869. * @param {Color} color - The color to copy/convert.
  10870. * @return {Color} A reference to this color.
  10871. */
  10872. copyLinearToSRGB( color ) {
  10873. this.r = LinearToSRGB( color.r );
  10874. this.g = LinearToSRGB( color.g );
  10875. this.b = LinearToSRGB( color.b );
  10876. return this;
  10877. }
  10878. /**
  10879. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  10880. *
  10881. * @return {Color} A reference to this color.
  10882. */
  10883. convertSRGBToLinear() {
  10884. this.copySRGBToLinear( this );
  10885. return this;
  10886. }
  10887. /**
  10888. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  10889. *
  10890. * @return {Color} A reference to this color.
  10891. */
  10892. convertLinearToSRGB() {
  10893. this.copyLinearToSRGB( this );
  10894. return this;
  10895. }
  10896. /**
  10897. * Returns the hexadecimal value of this color.
  10898. *
  10899. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10900. * @return {number} The hexadecimal value.
  10901. */
  10902. getHex( colorSpace = SRGBColorSpace ) {
  10903. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10904. 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 ) );
  10905. }
  10906. /**
  10907. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  10908. *
  10909. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10910. * @return {string} The hexadecimal value as a string.
  10911. */
  10912. getHexString( colorSpace = SRGBColorSpace ) {
  10913. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  10914. }
  10915. /**
  10916. * Converts the colors RGB values into the HSL format and stores them into the
  10917. * given target object.
  10918. *
  10919. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  10920. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10921. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  10922. */
  10923. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  10924. // h,s,l ranges are in 0.0 - 1.0
  10925. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10926. const r = _color.r, g = _color.g, b = _color.b;
  10927. const max = Math.max( r, g, b );
  10928. const min = Math.min( r, g, b );
  10929. let hue, saturation;
  10930. const lightness = ( min + max ) / 2.0;
  10931. if ( min === max ) {
  10932. hue = 0;
  10933. saturation = 0;
  10934. } else {
  10935. const delta = max - min;
  10936. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  10937. switch ( max ) {
  10938. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  10939. case g: hue = ( b - r ) / delta + 2; break;
  10940. case b: hue = ( r - g ) / delta + 4; break;
  10941. }
  10942. hue /= 6;
  10943. }
  10944. target.h = hue;
  10945. target.s = saturation;
  10946. target.l = lightness;
  10947. return target;
  10948. }
  10949. /**
  10950. * Returns the RGB values of this color and stores them into the given target object.
  10951. *
  10952. * @param {Color} target - The target color that is used to store the method's result.
  10953. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10954. * @return {Color} The RGB representation of this color.
  10955. */
  10956. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  10957. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10958. target.r = _color.r;
  10959. target.g = _color.g;
  10960. target.b = _color.b;
  10961. return target;
  10962. }
  10963. /**
  10964. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  10965. *
  10966. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10967. * @return {string} The CSS representation of this color.
  10968. */
  10969. getStyle( colorSpace = SRGBColorSpace ) {
  10970. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10971. const r = _color.r, g = _color.g, b = _color.b;
  10972. if ( colorSpace !== SRGBColorSpace ) {
  10973. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  10974. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  10975. }
  10976. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  10977. }
  10978. /**
  10979. * Adds the given HSL values to this color's values.
  10980. * Internally, this converts the color's RGB values to HSL, adds HSL
  10981. * and then converts the color back to RGB.
  10982. *
  10983. * @param {number} h - Hue value between `0.0` and `1.0`.
  10984. * @param {number} s - Saturation value between `0.0` and `1.0`.
  10985. * @param {number} l - Lightness value between `0.0` and `1.0`.
  10986. * @return {Color} A reference to this color.
  10987. */
  10988. offsetHSL( h, s, l ) {
  10989. this.getHSL( _hslA );
  10990. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  10991. }
  10992. /**
  10993. * Adds the RGB values of the given color to the RGB values of this color.
  10994. *
  10995. * @param {Color} color - The color to add.
  10996. * @return {Color} A reference to this color.
  10997. */
  10998. add( color ) {
  10999. this.r += color.r;
  11000. this.g += color.g;
  11001. this.b += color.b;
  11002. return this;
  11003. }
  11004. /**
  11005. * Adds the RGB values of the given colors and stores the result in this instance.
  11006. *
  11007. * @param {Color} color1 - The first color.
  11008. * @param {Color} color2 - The second color.
  11009. * @return {Color} A reference to this color.
  11010. */
  11011. addColors( color1, color2 ) {
  11012. this.r = color1.r + color2.r;
  11013. this.g = color1.g + color2.g;
  11014. this.b = color1.b + color2.b;
  11015. return this;
  11016. }
  11017. /**
  11018. * Adds the given scalar value to the RGB values of this color.
  11019. *
  11020. * @param {number} s - The scalar to add.
  11021. * @return {Color} A reference to this color.
  11022. */
  11023. addScalar( s ) {
  11024. this.r += s;
  11025. this.g += s;
  11026. this.b += s;
  11027. return this;
  11028. }
  11029. /**
  11030. * Subtracts the RGB values of the given color from the RGB values of this color.
  11031. *
  11032. * @param {Color} color - The color to subtract.
  11033. * @return {Color} A reference to this color.
  11034. */
  11035. sub( color ) {
  11036. this.r = Math.max( 0, this.r - color.r );
  11037. this.g = Math.max( 0, this.g - color.g );
  11038. this.b = Math.max( 0, this.b - color.b );
  11039. return this;
  11040. }
  11041. /**
  11042. * Multiplies the RGB values of the given color with the RGB values of this color.
  11043. *
  11044. * @param {Color} color - The color to multiply.
  11045. * @return {Color} A reference to this color.
  11046. */
  11047. multiply( color ) {
  11048. this.r *= color.r;
  11049. this.g *= color.g;
  11050. this.b *= color.b;
  11051. return this;
  11052. }
  11053. /**
  11054. * Multiplies the given scalar value with the RGB values of this color.
  11055. *
  11056. * @param {number} s - The scalar to multiply.
  11057. * @return {Color} A reference to this color.
  11058. */
  11059. multiplyScalar( s ) {
  11060. this.r *= s;
  11061. this.g *= s;
  11062. this.b *= s;
  11063. return this;
  11064. }
  11065. /**
  11066. * Linearly interpolates this color's RGB values toward the RGB values of the
  11067. * given color. The alpha argument can be thought of as the ratio between
  11068. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  11069. *
  11070. * @param {Color} color - The color to converge on.
  11071. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11072. * @return {Color} A reference to this color.
  11073. */
  11074. lerp( color, alpha ) {
  11075. this.r += ( color.r - this.r ) * alpha;
  11076. this.g += ( color.g - this.g ) * alpha;
  11077. this.b += ( color.b - this.b ) * alpha;
  11078. return this;
  11079. }
  11080. /**
  11081. * Linearly interpolates between the given colors and stores the result in this instance.
  11082. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  11083. * is the first and `1.0` is the second color.
  11084. *
  11085. * @param {Color} color1 - The first color.
  11086. * @param {Color} color2 - The second color.
  11087. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11088. * @return {Color} A reference to this color.
  11089. */
  11090. lerpColors( color1, color2, alpha ) {
  11091. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  11092. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  11093. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  11094. return this;
  11095. }
  11096. /**
  11097. * Linearly interpolates this color's HSL values toward the HSL values of the
  11098. * given color. It differs from {@link Color#lerp} by not interpolating straight
  11099. * from one color to the other, but instead going through all the hues in between
  11100. * those two colors. The alpha argument can be thought of as the ratio between
  11101. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  11102. *
  11103. * @param {Color} color - The color to converge on.
  11104. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11105. * @return {Color} A reference to this color.
  11106. */
  11107. lerpHSL( color, alpha ) {
  11108. this.getHSL( _hslA );
  11109. color.getHSL( _hslB );
  11110. const h = lerp( _hslA.h, _hslB.h, alpha );
  11111. const s = lerp( _hslA.s, _hslB.s, alpha );
  11112. const l = lerp( _hslA.l, _hslB.l, alpha );
  11113. this.setHSL( h, s, l );
  11114. return this;
  11115. }
  11116. /**
  11117. * Sets the color's RGB components from the given 3D vector.
  11118. *
  11119. * @param {Vector3} v - The vector to set.
  11120. * @return {Color} A reference to this color.
  11121. */
  11122. setFromVector3( v ) {
  11123. this.r = v.x;
  11124. this.g = v.y;
  11125. this.b = v.z;
  11126. return this;
  11127. }
  11128. /**
  11129. * Transforms this color with the given 3x3 matrix.
  11130. *
  11131. * @param {Matrix3} m - The matrix.
  11132. * @return {Color} A reference to this color.
  11133. */
  11134. applyMatrix3( m ) {
  11135. const r = this.r, g = this.g, b = this.b;
  11136. const e = m.elements;
  11137. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  11138. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  11139. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  11140. return this;
  11141. }
  11142. /**
  11143. * Returns `true` if this color is equal with the given one.
  11144. *
  11145. * @param {Color} c - The color to test for equality.
  11146. * @return {boolean} Whether this bounding color is equal with the given one.
  11147. */
  11148. equals( c ) {
  11149. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  11150. }
  11151. /**
  11152. * Sets this color's RGB components from the given array.
  11153. *
  11154. * @param {Array<number>} array - An array holding the RGB values.
  11155. * @param {number} [offset=0] - The offset into the array.
  11156. * @return {Color} A reference to this color.
  11157. */
  11158. fromArray( array, offset = 0 ) {
  11159. this.r = array[ offset ];
  11160. this.g = array[ offset + 1 ];
  11161. this.b = array[ offset + 2 ];
  11162. return this;
  11163. }
  11164. /**
  11165. * Writes the RGB components of this color to the given array. If no array is provided,
  11166. * the method returns a new instance.
  11167. *
  11168. * @param {Array<number>} [array=[]] - The target array holding the color components.
  11169. * @param {number} [offset=0] - Index of the first element in the array.
  11170. * @return {Array<number>} The color components.
  11171. */
  11172. toArray( array = [], offset = 0 ) {
  11173. array[ offset ] = this.r;
  11174. array[ offset + 1 ] = this.g;
  11175. array[ offset + 2 ] = this.b;
  11176. return array;
  11177. }
  11178. /**
  11179. * Sets the components of this color from the given buffer attribute.
  11180. *
  11181. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  11182. * @param {number} index - The index into the attribute.
  11183. * @return {Color} A reference to this color.
  11184. */
  11185. fromBufferAttribute( attribute, index ) {
  11186. this.r = attribute.getX( index );
  11187. this.g = attribute.getY( index );
  11188. this.b = attribute.getZ( index );
  11189. return this;
  11190. }
  11191. /**
  11192. * This methods defines the serialization result of this class. Returns the color
  11193. * as a hexadecimal value.
  11194. *
  11195. * @return {number} The hexadecimal value.
  11196. */
  11197. toJSON() {
  11198. return this.getHex();
  11199. }
  11200. *[ Symbol.iterator ]() {
  11201. yield this.r;
  11202. yield this.g;
  11203. yield this.b;
  11204. }
  11205. }
  11206. const _color = /*@__PURE__*/ new Color();
  11207. /**
  11208. * A dictionary with X11 color names.
  11209. *
  11210. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  11211. *
  11212. * @static
  11213. * @type {Object}
  11214. */
  11215. Color.NAMES = _colorKeywords;
  11216. /**
  11217. * This class can be used to define an exponential squared fog,
  11218. * which gives a clear view near the camera and a faster than exponentially
  11219. * densening fog farther from the camera.
  11220. *
  11221. * ```js
  11222. * const scene = new THREE.Scene();
  11223. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  11224. * ```
  11225. */
  11226. class FogExp2 {
  11227. /**
  11228. * Constructs a new fog.
  11229. *
  11230. * @param {number|Color} color - The fog's color.
  11231. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  11232. */
  11233. constructor( color, density = 0.00025 ) {
  11234. /**
  11235. * This flag can be used for type testing.
  11236. *
  11237. * @type {boolean}
  11238. * @readonly
  11239. * @default true
  11240. */
  11241. this.isFogExp2 = true;
  11242. /**
  11243. * The name of the fog.
  11244. *
  11245. * @type {string}
  11246. */
  11247. this.name = '';
  11248. /**
  11249. * The fog's color.
  11250. *
  11251. * @type {Color}
  11252. */
  11253. this.color = new Color( color );
  11254. /**
  11255. * Defines how fast the fog will grow dense.
  11256. *
  11257. * @type {number}
  11258. * @default 0.00025
  11259. */
  11260. this.density = density;
  11261. }
  11262. /**
  11263. * Returns a new fog with copied values from this instance.
  11264. *
  11265. * @return {FogExp2} A clone of this instance.
  11266. */
  11267. clone() {
  11268. return new FogExp2( this.color, this.density );
  11269. }
  11270. /**
  11271. * Serializes the fog into JSON.
  11272. *
  11273. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  11274. * @return {Object} A JSON object representing the serialized fog
  11275. */
  11276. toJSON( /* meta */ ) {
  11277. return {
  11278. type: 'FogExp2',
  11279. name: this.name,
  11280. color: this.color.getHex(),
  11281. density: this.density
  11282. };
  11283. }
  11284. }
  11285. /**
  11286. * This class can be used to define a linear fog that grows linearly denser
  11287. * with the distance.
  11288. *
  11289. * ```js
  11290. * const scene = new THREE.Scene();
  11291. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  11292. * ```
  11293. */
  11294. class Fog {
  11295. /**
  11296. * Constructs a new fog.
  11297. *
  11298. * @param {number|Color} color - The fog's color.
  11299. * @param {number} [near=1] - The minimum distance to start applying fog.
  11300. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  11301. */
  11302. constructor( color, near = 1, far = 1000 ) {
  11303. /**
  11304. * This flag can be used for type testing.
  11305. *
  11306. * @type {boolean}
  11307. * @readonly
  11308. * @default true
  11309. */
  11310. this.isFog = true;
  11311. /**
  11312. * The name of the fog.
  11313. *
  11314. * @type {string}
  11315. */
  11316. this.name = '';
  11317. /**
  11318. * The fog's color.
  11319. *
  11320. * @type {Color}
  11321. */
  11322. this.color = new Color( color );
  11323. /**
  11324. * The minimum distance to start applying fog. Objects that are less than
  11325. * `near` units from the active camera won't be affected by fog.
  11326. *
  11327. * @type {number}
  11328. * @default 1
  11329. */
  11330. this.near = near;
  11331. /**
  11332. * The maximum distance at which fog stops being calculated and applied.
  11333. * Objects that are more than `far` units away from the active camera won't
  11334. * be affected by fog.
  11335. *
  11336. * @type {number}
  11337. * @default 1000
  11338. */
  11339. this.far = far;
  11340. }
  11341. /**
  11342. * Returns a new fog with copied values from this instance.
  11343. *
  11344. * @return {Fog} A clone of this instance.
  11345. */
  11346. clone() {
  11347. return new Fog( this.color, this.near, this.far );
  11348. }
  11349. /**
  11350. * Serializes the fog into JSON.
  11351. *
  11352. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  11353. * @return {Object} A JSON object representing the serialized fog
  11354. */
  11355. toJSON( /* meta */ ) {
  11356. return {
  11357. type: 'Fog',
  11358. name: this.name,
  11359. color: this.color.getHex(),
  11360. near: this.near,
  11361. far: this.far
  11362. };
  11363. }
  11364. }
  11365. /**
  11366. * Scenes allow you to set up what is to be rendered and where by three.js.
  11367. * This is where you place 3D objects like meshes, lines or lights.
  11368. *
  11369. * @augments Object3D
  11370. */
  11371. class Scene extends Object3D {
  11372. /**
  11373. * Constructs a new scene.
  11374. */
  11375. constructor() {
  11376. super();
  11377. /**
  11378. * This flag can be used for type testing.
  11379. *
  11380. * @type {boolean}
  11381. * @readonly
  11382. * @default true
  11383. */
  11384. this.isScene = true;
  11385. this.type = 'Scene';
  11386. /**
  11387. * Defines the background of the scene. Valid inputs are:
  11388. *
  11389. * - A color for defining a uniform colored background.
  11390. * - A texture for defining a (flat) textured background.
  11391. * - Cube textures or equirectangular textures for defining a skybox.
  11392. *
  11393. * @type {?(Color|Texture)}
  11394. * @default null
  11395. */
  11396. this.background = null;
  11397. /**
  11398. * Sets the environment map for all physical materials in the scene. However,
  11399. * it's not possible to overwrite an existing texture assigned to the `envMap`
  11400. * material property.
  11401. *
  11402. * @type {?Texture}
  11403. * @default null
  11404. */
  11405. this.environment = null;
  11406. /**
  11407. * A fog instance defining the type of fog that affects everything
  11408. * rendered in the scene.
  11409. *
  11410. * @type {?(Fog|FogExp2)}
  11411. * @default null
  11412. */
  11413. this.fog = null;
  11414. /**
  11415. * Sets the blurriness of the background. Only influences environment maps
  11416. * assigned to {@link Scene#background}. Valid input is a float between `0`
  11417. * and `1`.
  11418. *
  11419. * @type {number}
  11420. * @default 0
  11421. */
  11422. this.backgroundBlurriness = 0;
  11423. /**
  11424. * Attenuates the color of the background. Only applies to background textures.
  11425. *
  11426. * @type {number}
  11427. * @default 1
  11428. */
  11429. this.backgroundIntensity = 1;
  11430. /**
  11431. * The rotation of the background in radians. Only influences environment maps
  11432. * assigned to {@link Scene#background}.
  11433. *
  11434. * @type {Euler}
  11435. * @default (0,0,0)
  11436. */
  11437. this.backgroundRotation = new Euler();
  11438. /**
  11439. * Attenuates the color of the environment. Only influences environment maps
  11440. * assigned to {@link Scene#environment}.
  11441. *
  11442. * @type {number}
  11443. * @default 1
  11444. */
  11445. this.environmentIntensity = 1;
  11446. /**
  11447. * The rotation of the environment map in radians. Only influences physical materials
  11448. * in the scene when {@link Scene#environment} is used.
  11449. *
  11450. * @type {Euler}
  11451. * @default (0,0,0)
  11452. */
  11453. this.environmentRotation = new Euler();
  11454. /**
  11455. * Forces everything in the scene to be rendered with the defined material. It is possible
  11456. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  11457. *
  11458. * @type {?Material}
  11459. * @default null
  11460. */
  11461. this.overrideMaterial = null;
  11462. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  11463. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  11464. }
  11465. }
  11466. copy( source, recursive ) {
  11467. super.copy( source, recursive );
  11468. if ( source.background !== null ) this.background = source.background.clone();
  11469. if ( source.environment !== null ) this.environment = source.environment.clone();
  11470. if ( source.fog !== null ) this.fog = source.fog.clone();
  11471. this.backgroundBlurriness = source.backgroundBlurriness;
  11472. this.backgroundIntensity = source.backgroundIntensity;
  11473. this.backgroundRotation.copy( source.backgroundRotation );
  11474. this.environmentIntensity = source.environmentIntensity;
  11475. this.environmentRotation.copy( source.environmentRotation );
  11476. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  11477. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11478. return this;
  11479. }
  11480. toJSON( meta ) {
  11481. const data = super.toJSON( meta );
  11482. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  11483. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  11484. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  11485. data.object.backgroundRotation = this.backgroundRotation.toArray();
  11486. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  11487. data.object.environmentRotation = this.environmentRotation.toArray();
  11488. return data;
  11489. }
  11490. }
  11491. const _v0$2 = /*@__PURE__*/ new Vector3();
  11492. const _v1$5 = /*@__PURE__*/ new Vector3();
  11493. const _v2$4 = /*@__PURE__*/ new Vector3();
  11494. const _v3$2 = /*@__PURE__*/ new Vector3();
  11495. const _vab = /*@__PURE__*/ new Vector3();
  11496. const _vac = /*@__PURE__*/ new Vector3();
  11497. const _vbc = /*@__PURE__*/ new Vector3();
  11498. const _vap = /*@__PURE__*/ new Vector3();
  11499. const _vbp = /*@__PURE__*/ new Vector3();
  11500. const _vcp = /*@__PURE__*/ new Vector3();
  11501. const _v40 = /*@__PURE__*/ new Vector4();
  11502. const _v41 = /*@__PURE__*/ new Vector4();
  11503. const _v42 = /*@__PURE__*/ new Vector4();
  11504. /**
  11505. * A geometric triangle as defined by three vectors representing its three corners.
  11506. */
  11507. class Triangle {
  11508. /**
  11509. * Constructs a new triangle.
  11510. *
  11511. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11512. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11513. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11514. */
  11515. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11516. /**
  11517. * The first corner of the triangle.
  11518. *
  11519. * @type {Vector3}
  11520. */
  11521. this.a = a;
  11522. /**
  11523. * The second corner of the triangle.
  11524. *
  11525. * @type {Vector3}
  11526. */
  11527. this.b = b;
  11528. /**
  11529. * The third corner of the triangle.
  11530. *
  11531. * @type {Vector3}
  11532. */
  11533. this.c = c;
  11534. }
  11535. /**
  11536. * Computes the normal vector of a triangle.
  11537. *
  11538. * @param {Vector3} a - The first corner of the triangle.
  11539. * @param {Vector3} b - The second corner of the triangle.
  11540. * @param {Vector3} c - The third corner of the triangle.
  11541. * @param {Vector3} target - The target vector that is used to store the method's result.
  11542. * @return {Vector3} The triangle's normal.
  11543. */
  11544. static getNormal( a, b, c, target ) {
  11545. target.subVectors( c, b );
  11546. _v0$2.subVectors( a, b );
  11547. target.cross( _v0$2 );
  11548. const targetLengthSq = target.lengthSq();
  11549. if ( targetLengthSq > 0 ) {
  11550. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11551. }
  11552. return target.set( 0, 0, 0 );
  11553. }
  11554. /**
  11555. * Computes a barycentric coordinates from the given vector.
  11556. * Returns `null` if the triangle is degenerate.
  11557. *
  11558. * @param {Vector3} point - A point in 3D space.
  11559. * @param {Vector3} a - The first corner of the triangle.
  11560. * @param {Vector3} b - The second corner of the triangle.
  11561. * @param {Vector3} c - The third corner of the triangle.
  11562. * @param {Vector3} target - The target vector that is used to store the method's result.
  11563. * @return {?Vector3} The barycentric coordinates for the given point
  11564. */
  11565. static getBarycoord( point, a, b, c, target ) {
  11566. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11567. _v0$2.subVectors( c, a );
  11568. _v1$5.subVectors( b, a );
  11569. _v2$4.subVectors( point, a );
  11570. const dot00 = _v0$2.dot( _v0$2 );
  11571. const dot01 = _v0$2.dot( _v1$5 );
  11572. const dot02 = _v0$2.dot( _v2$4 );
  11573. const dot11 = _v1$5.dot( _v1$5 );
  11574. const dot12 = _v1$5.dot( _v2$4 );
  11575. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11576. // collinear or singular triangle
  11577. if ( denom === 0 ) {
  11578. target.set( 0, 0, 0 );
  11579. return null;
  11580. }
  11581. const invDenom = 1 / denom;
  11582. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11583. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11584. // barycentric coordinates must always sum to 1
  11585. return target.set( 1 - u - v, v, u );
  11586. }
  11587. /**
  11588. * Returns `true` if the given point, when projected onto the plane of the
  11589. * triangle, lies within the triangle.
  11590. *
  11591. * @param {Vector3} point - The point in 3D space to test.
  11592. * @param {Vector3} a - The first corner of the triangle.
  11593. * @param {Vector3} b - The second corner of the triangle.
  11594. * @param {Vector3} c - The third corner of the triangle.
  11595. * @return {boolean} Whether the given point, when projected onto the plane of the
  11596. * triangle, lies within the triangle or not.
  11597. */
  11598. static containsPoint( point, a, b, c ) {
  11599. // if the triangle is degenerate then we can't contain a point
  11600. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11601. return false;
  11602. }
  11603. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11604. }
  11605. /**
  11606. * Computes the value barycentrically interpolated for the given point on the
  11607. * triangle. Returns `null` if the triangle is degenerate.
  11608. *
  11609. * @param {Vector3} point - Position of interpolated point.
  11610. * @param {Vector3} p1 - The first corner of the triangle.
  11611. * @param {Vector3} p2 - The second corner of the triangle.
  11612. * @param {Vector3} p3 - The third corner of the triangle.
  11613. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11614. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11615. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11616. * @param {Vector3} target - The target vector that is used to store the method's result.
  11617. * @return {?Vector3} The interpolated value.
  11618. */
  11619. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11620. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11621. target.x = 0;
  11622. target.y = 0;
  11623. if ( 'z' in target ) target.z = 0;
  11624. if ( 'w' in target ) target.w = 0;
  11625. return null;
  11626. }
  11627. target.setScalar( 0 );
  11628. target.addScaledVector( v1, _v3$2.x );
  11629. target.addScaledVector( v2, _v3$2.y );
  11630. target.addScaledVector( v3, _v3$2.z );
  11631. return target;
  11632. }
  11633. /**
  11634. * Computes the value barycentrically interpolated for the given attribute and indices.
  11635. *
  11636. * @param {BufferAttribute} attr - The attribute to interpolate.
  11637. * @param {number} i1 - Index of first vertex.
  11638. * @param {number} i2 - Index of second vertex.
  11639. * @param {number} i3 - Index of third vertex.
  11640. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11641. * @param {Vector3} target - The target vector that is used to store the method's result.
  11642. * @return {Vector3} The interpolated attribute value.
  11643. */
  11644. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11645. _v40.setScalar( 0 );
  11646. _v41.setScalar( 0 );
  11647. _v42.setScalar( 0 );
  11648. _v40.fromBufferAttribute( attr, i1 );
  11649. _v41.fromBufferAttribute( attr, i2 );
  11650. _v42.fromBufferAttribute( attr, i3 );
  11651. target.setScalar( 0 );
  11652. target.addScaledVector( _v40, barycoord.x );
  11653. target.addScaledVector( _v41, barycoord.y );
  11654. target.addScaledVector( _v42, barycoord.z );
  11655. return target;
  11656. }
  11657. /**
  11658. * Returns `true` if the triangle is oriented towards the given direction.
  11659. *
  11660. * @param {Vector3} a - The first corner of the triangle.
  11661. * @param {Vector3} b - The second corner of the triangle.
  11662. * @param {Vector3} c - The third corner of the triangle.
  11663. * @param {Vector3} direction - The (normalized) direction vector.
  11664. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11665. */
  11666. static isFrontFacing( a, b, c, direction ) {
  11667. _v0$2.subVectors( c, b );
  11668. _v1$5.subVectors( a, b );
  11669. // strictly front facing
  11670. return _v0$2.cross( _v1$5 ).dot( direction ) < 0;
  11671. }
  11672. /**
  11673. * Sets the triangle's vertices by copying the given values.
  11674. *
  11675. * @param {Vector3} a - The first corner of the triangle.
  11676. * @param {Vector3} b - The second corner of the triangle.
  11677. * @param {Vector3} c - The third corner of the triangle.
  11678. * @return {Triangle} A reference to this triangle.
  11679. */
  11680. set( a, b, c ) {
  11681. this.a.copy( a );
  11682. this.b.copy( b );
  11683. this.c.copy( c );
  11684. return this;
  11685. }
  11686. /**
  11687. * Sets the triangle's vertices by copying the given array values.
  11688. *
  11689. * @param {Array<Vector3>} points - An array with 3D points.
  11690. * @param {number} i0 - The array index representing the first corner of the triangle.
  11691. * @param {number} i1 - The array index representing the second corner of the triangle.
  11692. * @param {number} i2 - The array index representing the third corner of the triangle.
  11693. * @return {Triangle} A reference to this triangle.
  11694. */
  11695. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11696. this.a.copy( points[ i0 ] );
  11697. this.b.copy( points[ i1 ] );
  11698. this.c.copy( points[ i2 ] );
  11699. return this;
  11700. }
  11701. /**
  11702. * Sets the triangle's vertices by copying the given attribute values.
  11703. *
  11704. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11705. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11706. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11707. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11708. * @return {Triangle} A reference to this triangle.
  11709. */
  11710. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11711. this.a.fromBufferAttribute( attribute, i0 );
  11712. this.b.fromBufferAttribute( attribute, i1 );
  11713. this.c.fromBufferAttribute( attribute, i2 );
  11714. return this;
  11715. }
  11716. /**
  11717. * Returns a new triangle with copied values from this instance.
  11718. *
  11719. * @return {Triangle} A clone of this instance.
  11720. */
  11721. clone() {
  11722. return new this.constructor().copy( this );
  11723. }
  11724. /**
  11725. * Copies the values of the given triangle to this instance.
  11726. *
  11727. * @param {Triangle} triangle - The triangle to copy.
  11728. * @return {Triangle} A reference to this triangle.
  11729. */
  11730. copy( triangle ) {
  11731. this.a.copy( triangle.a );
  11732. this.b.copy( triangle.b );
  11733. this.c.copy( triangle.c );
  11734. return this;
  11735. }
  11736. /**
  11737. * Computes the area of the triangle.
  11738. *
  11739. * @return {number} The triangle's area.
  11740. */
  11741. getArea() {
  11742. _v0$2.subVectors( this.c, this.b );
  11743. _v1$5.subVectors( this.a, this.b );
  11744. return _v0$2.cross( _v1$5 ).length() * 0.5;
  11745. }
  11746. /**
  11747. * Computes the midpoint of the triangle.
  11748. *
  11749. * @param {Vector3} target - The target vector that is used to store the method's result.
  11750. * @return {Vector3} The triangle's midpoint.
  11751. */
  11752. getMidpoint( target ) {
  11753. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11754. }
  11755. /**
  11756. * Computes the normal of the triangle.
  11757. *
  11758. * @param {Vector3} target - The target vector that is used to store the method's result.
  11759. * @return {Vector3} The triangle's normal.
  11760. */
  11761. getNormal( target ) {
  11762. return Triangle.getNormal( this.a, this.b, this.c, target );
  11763. }
  11764. /**
  11765. * Computes a plane the triangle lies within.
  11766. *
  11767. * @param {Plane} target - The target vector that is used to store the method's result.
  11768. * @return {Plane} The plane the triangle lies within.
  11769. */
  11770. getPlane( target ) {
  11771. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11772. }
  11773. /**
  11774. * Computes a barycentric coordinates from the given vector.
  11775. * Returns `null` if the triangle is degenerate.
  11776. *
  11777. * @param {Vector3} point - A point in 3D space.
  11778. * @param {Vector3} target - The target vector that is used to store the method's result.
  11779. * @return {?Vector3} The barycentric coordinates for the given point
  11780. */
  11781. getBarycoord( point, target ) {
  11782. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11783. }
  11784. /**
  11785. * Computes the value barycentrically interpolated for the given point on the
  11786. * triangle. Returns `null` if the triangle is degenerate.
  11787. *
  11788. * @param {Vector3} point - Position of interpolated point.
  11789. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11790. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11791. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11792. * @param {Vector3} target - The target vector that is used to store the method's result.
  11793. * @return {?Vector3} The interpolated value.
  11794. */
  11795. getInterpolation( point, v1, v2, v3, target ) {
  11796. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11797. }
  11798. /**
  11799. * Returns `true` if the given point, when projected onto the plane of the
  11800. * triangle, lies within the triangle.
  11801. *
  11802. * @param {Vector3} point - The point in 3D space to test.
  11803. * @return {boolean} Whether the given point, when projected onto the plane of the
  11804. * triangle, lies within the triangle or not.
  11805. */
  11806. containsPoint( point ) {
  11807. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11808. }
  11809. /**
  11810. * Returns `true` if the triangle is oriented towards the given direction.
  11811. *
  11812. * @param {Vector3} direction - The (normalized) direction vector.
  11813. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11814. */
  11815. isFrontFacing( direction ) {
  11816. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11817. }
  11818. /**
  11819. * Returns `true` if this triangle intersects with the given box.
  11820. *
  11821. * @param {Box3} box - The box to intersect.
  11822. * @return {boolean} Whether this triangle intersects with the given box or not.
  11823. */
  11824. intersectsBox( box ) {
  11825. return box.intersectsTriangle( this );
  11826. }
  11827. /**
  11828. * Returns the closest point on the triangle to the given point.
  11829. *
  11830. * @param {Vector3} p - The point to compute the closest point for.
  11831. * @param {Vector3} target - The target vector that is used to store the method's result.
  11832. * @return {Vector3} The closest point on the triangle.
  11833. */
  11834. closestPointToPoint( p, target ) {
  11835. const a = this.a, b = this.b, c = this.c;
  11836. let v, w;
  11837. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11838. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11839. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11840. // basically, we're distinguishing which of the voronoi regions of the triangle
  11841. // the point lies in with the minimum amount of redundant computation.
  11842. _vab.subVectors( b, a );
  11843. _vac.subVectors( c, a );
  11844. _vap.subVectors( p, a );
  11845. const d1 = _vab.dot( _vap );
  11846. const d2 = _vac.dot( _vap );
  11847. if ( d1 <= 0 && d2 <= 0 ) {
  11848. // vertex region of A; barycentric coords (1, 0, 0)
  11849. return target.copy( a );
  11850. }
  11851. _vbp.subVectors( p, b );
  11852. const d3 = _vab.dot( _vbp );
  11853. const d4 = _vac.dot( _vbp );
  11854. if ( d3 >= 0 && d4 <= d3 ) {
  11855. // vertex region of B; barycentric coords (0, 1, 0)
  11856. return target.copy( b );
  11857. }
  11858. const vc = d1 * d4 - d3 * d2;
  11859. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11860. v = d1 / ( d1 - d3 );
  11861. // edge region of AB; barycentric coords (1-v, v, 0)
  11862. return target.copy( a ).addScaledVector( _vab, v );
  11863. }
  11864. _vcp.subVectors( p, c );
  11865. const d5 = _vab.dot( _vcp );
  11866. const d6 = _vac.dot( _vcp );
  11867. if ( d6 >= 0 && d5 <= d6 ) {
  11868. // vertex region of C; barycentric coords (0, 0, 1)
  11869. return target.copy( c );
  11870. }
  11871. const vb = d5 * d2 - d1 * d6;
  11872. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11873. w = d2 / ( d2 - d6 );
  11874. // edge region of AC; barycentric coords (1-w, 0, w)
  11875. return target.copy( a ).addScaledVector( _vac, w );
  11876. }
  11877. const va = d3 * d6 - d5 * d4;
  11878. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11879. _vbc.subVectors( c, b );
  11880. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11881. // edge region of BC; barycentric coords (0, 1-w, w)
  11882. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11883. }
  11884. // face region
  11885. const denom = 1 / ( va + vb + vc );
  11886. // u = va * denom
  11887. v = vb * denom;
  11888. w = vc * denom;
  11889. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11890. }
  11891. /**
  11892. * Returns `true` if this triangle is equal with the given one.
  11893. *
  11894. * @param {Triangle} triangle - The triangle to test for equality.
  11895. * @return {boolean} Whether this triangle is equal with the given one.
  11896. */
  11897. equals( triangle ) {
  11898. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11899. }
  11900. }
  11901. /**
  11902. * Represents an axis-aligned bounding box (AABB) in 3D space.
  11903. */
  11904. class Box3 {
  11905. /**
  11906. * Constructs a new bounding box.
  11907. *
  11908. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  11909. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  11910. */
  11911. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  11912. /**
  11913. * This flag can be used for type testing.
  11914. *
  11915. * @type {boolean}
  11916. * @readonly
  11917. * @default true
  11918. */
  11919. this.isBox3 = true;
  11920. /**
  11921. * The lower boundary of the box.
  11922. *
  11923. * @type {Vector3}
  11924. */
  11925. this.min = min;
  11926. /**
  11927. * The upper boundary of the box.
  11928. *
  11929. * @type {Vector3}
  11930. */
  11931. this.max = max;
  11932. }
  11933. /**
  11934. * Sets the lower and upper boundaries of this box.
  11935. * Please note that this method only copies the values from the given objects.
  11936. *
  11937. * @param {Vector3} min - The lower boundary of the box.
  11938. * @param {Vector3} max - The upper boundary of the box.
  11939. * @return {Box3} A reference to this bounding box.
  11940. */
  11941. set( min, max ) {
  11942. this.min.copy( min );
  11943. this.max.copy( max );
  11944. return this;
  11945. }
  11946. /**
  11947. * Sets the upper and lower bounds of this box so it encloses the position data
  11948. * in the given array.
  11949. *
  11950. * @param {Array<number>} array - An array holding 3D position data.
  11951. * @return {Box3} A reference to this bounding box.
  11952. */
  11953. setFromArray( array ) {
  11954. this.makeEmpty();
  11955. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  11956. this.expandByPoint( _vector$b.fromArray( array, i ) );
  11957. }
  11958. return this;
  11959. }
  11960. /**
  11961. * Sets the upper and lower bounds of this box so it encloses the position data
  11962. * in the given buffer attribute.
  11963. *
  11964. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  11965. * @return {Box3} A reference to this bounding box.
  11966. */
  11967. setFromBufferAttribute( attribute ) {
  11968. this.makeEmpty();
  11969. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  11970. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  11971. }
  11972. return this;
  11973. }
  11974. /**
  11975. * Sets the upper and lower bounds of this box so it encloses the position data
  11976. * in the given array.
  11977. *
  11978. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  11979. * @return {Box3} A reference to this bounding box.
  11980. */
  11981. setFromPoints( points ) {
  11982. this.makeEmpty();
  11983. for ( let i = 0, il = points.length; i < il; i ++ ) {
  11984. this.expandByPoint( points[ i ] );
  11985. }
  11986. return this;
  11987. }
  11988. /**
  11989. * Centers this box on the given center vector and sets this box's width, height and
  11990. * depth to the given size values.
  11991. *
  11992. * @param {Vector3} center - The center of the box.
  11993. * @param {Vector3} size - The x, y and z dimensions of the box.
  11994. * @return {Box3} A reference to this bounding box.
  11995. */
  11996. setFromCenterAndSize( center, size ) {
  11997. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  11998. this.min.copy( center ).sub( halfSize );
  11999. this.max.copy( center ).add( halfSize );
  12000. return this;
  12001. }
  12002. /**
  12003. * Computes the world-axis-aligned bounding box for the given 3D object
  12004. * (including its children), accounting for the object's, and children's,
  12005. * world transforms. The function may result in a larger box than strictly necessary.
  12006. *
  12007. * Note: To compute the correct bounding box, make sure the given 3D object
  12008. * has an up-to-date world matrix that reflects the current transformation of its
  12009. * ancestor nodes. Call `object.updateWorldMatrix( true, false )` beforehand if
  12010. * you're unsure.
  12011. *
  12012. * @param {Object3D} object - The 3D object to compute the bounding box for.
  12013. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  12014. * world-axis-aligned bounding box at the expense of more computation.
  12015. * @return {Box3} A reference to this bounding box.
  12016. */
  12017. setFromObject( object, precise = false ) {
  12018. this.makeEmpty();
  12019. return this.expandByObject( object, precise );
  12020. }
  12021. /**
  12022. * Returns a new box with copied values from this instance.
  12023. *
  12024. * @return {Box3} A clone of this instance.
  12025. */
  12026. clone() {
  12027. return new this.constructor().copy( this );
  12028. }
  12029. /**
  12030. * Copies the values of the given box to this instance.
  12031. *
  12032. * @param {Box3} box - The box to copy.
  12033. * @return {Box3} A reference to this bounding box.
  12034. */
  12035. copy( box ) {
  12036. this.min.copy( box.min );
  12037. this.max.copy( box.max );
  12038. return this;
  12039. }
  12040. /**
  12041. * Makes this box empty which means in encloses a zero space in 3D.
  12042. *
  12043. * @return {Box3} A reference to this bounding box.
  12044. */
  12045. makeEmpty() {
  12046. this.min.x = this.min.y = this.min.z = + Infinity;
  12047. this.max.x = this.max.y = this.max.z = - Infinity;
  12048. return this;
  12049. }
  12050. /**
  12051. * Returns true if this box includes zero points within its bounds.
  12052. * Note that a box with equal lower and upper bounds still includes one
  12053. * point, the one both bounds share.
  12054. *
  12055. * @return {boolean} Whether this box is empty or not.
  12056. */
  12057. isEmpty() {
  12058. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  12059. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  12060. }
  12061. /**
  12062. * Returns the center point of this box.
  12063. *
  12064. * @param {Vector3} target - The target vector that is used to store the method's result.
  12065. * @return {Vector3} The center point.
  12066. */
  12067. getCenter( target ) {
  12068. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  12069. }
  12070. /**
  12071. * Returns the dimensions of this box.
  12072. *
  12073. * @param {Vector3} target - The target vector that is used to store the method's result.
  12074. * @return {Vector3} The size.
  12075. */
  12076. getSize( target ) {
  12077. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  12078. }
  12079. /**
  12080. * Expands the boundaries of this box to include the given point.
  12081. *
  12082. * @param {Vector3} point - The point that should be included by the bounding box.
  12083. * @return {Box3} A reference to this bounding box.
  12084. */
  12085. expandByPoint( point ) {
  12086. this.min.min( point );
  12087. this.max.max( point );
  12088. return this;
  12089. }
  12090. /**
  12091. * Expands this box equilaterally by the given vector. The width of this
  12092. * box will be expanded by the x component of the vector in both
  12093. * directions. The height of this box will be expanded by the y component of
  12094. * the vector in both directions. The depth of this box will be
  12095. * expanded by the z component of the vector in both directions.
  12096. *
  12097. * @param {Vector3} vector - The vector that should expand the bounding box.
  12098. * @return {Box3} A reference to this bounding box.
  12099. */
  12100. expandByVector( vector ) {
  12101. this.min.sub( vector );
  12102. this.max.add( vector );
  12103. return this;
  12104. }
  12105. /**
  12106. * Expands each dimension of the box by the given scalar. If negative, the
  12107. * dimensions of the box will be contracted.
  12108. *
  12109. * @param {number} scalar - The scalar value that should expand the bounding box.
  12110. * @return {Box3} A reference to this bounding box.
  12111. */
  12112. expandByScalar( scalar ) {
  12113. this.min.addScalar( - scalar );
  12114. this.max.addScalar( scalar );
  12115. return this;
  12116. }
  12117. /**
  12118. * Expands the boundaries of this box to include the given 3D object and
  12119. * its children, accounting for the object's, and children's, world
  12120. * transforms. The function may result in a larger box than strictly
  12121. * necessary (unless the precise parameter is set to true).
  12122. *
  12123. * @param {Object3D} object - The 3D object that should expand the bounding box.
  12124. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  12125. * as little as necessary at the expense of more computation.
  12126. * @return {Box3} A reference to this bounding box.
  12127. */
  12128. expandByObject( object, precise = false ) {
  12129. // Computes the world-axis-aligned bounding box of an object (including its children),
  12130. // accounting for both the object's, and children's, world transforms
  12131. object.updateWorldMatrix( false, false );
  12132. const geometry = object.geometry;
  12133. if ( geometry !== undefined ) {
  12134. const positionAttribute = geometry.getAttribute( 'position' );
  12135. // precise AABB computation based on vertex data requires at least a position attribute.
  12136. // instancing isn't supported so far and uses the normal (conservative) code path.
  12137. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  12138. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  12139. if ( object.isMesh === true ) {
  12140. object.getVertexPosition( i, _vector$b );
  12141. } else {
  12142. _vector$b.fromBufferAttribute( positionAttribute, i );
  12143. }
  12144. _vector$b.applyMatrix4( object.matrixWorld );
  12145. this.expandByPoint( _vector$b );
  12146. }
  12147. } else {
  12148. if ( object.boundingBox !== undefined ) {
  12149. // object-level bounding box
  12150. if ( object.boundingBox === null ) {
  12151. object.computeBoundingBox();
  12152. }
  12153. _box$4.copy( object.boundingBox );
  12154. } else {
  12155. // geometry-level bounding box
  12156. if ( geometry.boundingBox === null ) {
  12157. geometry.computeBoundingBox();
  12158. }
  12159. _box$4.copy( geometry.boundingBox );
  12160. }
  12161. _box$4.applyMatrix4( object.matrixWorld );
  12162. this.union( _box$4 );
  12163. }
  12164. }
  12165. const children = object.children;
  12166. for ( let i = 0, l = children.length; i < l; i ++ ) {
  12167. this.expandByObject( children[ i ], precise );
  12168. }
  12169. return this;
  12170. }
  12171. /**
  12172. * Returns `true` if the given point lies within or on the boundaries of this box.
  12173. *
  12174. * @param {Vector3} point - The point to test.
  12175. * @return {boolean} Whether the bounding box contains the given point or not.
  12176. */
  12177. containsPoint( point ) {
  12178. return point.x >= this.min.x && point.x <= this.max.x &&
  12179. point.y >= this.min.y && point.y <= this.max.y &&
  12180. point.z >= this.min.z && point.z <= this.max.z;
  12181. }
  12182. /**
  12183. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  12184. * If this box and the given one are identical, this function also returns `true`.
  12185. *
  12186. * @param {Box3} box - The bounding box to test.
  12187. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  12188. */
  12189. containsBox( box ) {
  12190. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  12191. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  12192. this.min.z <= box.min.z && box.max.z <= this.max.z;
  12193. }
  12194. /**
  12195. * Returns a point as a proportion of this box's width, height and depth.
  12196. *
  12197. * @param {Vector3} point - A point in 3D space.
  12198. * @param {Vector3} target - The target vector that is used to store the method's result.
  12199. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  12200. */
  12201. getParameter( point, target ) {
  12202. // This can potentially have a divide by zero if the box
  12203. // has a size dimension of 0.
  12204. return target.set(
  12205. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  12206. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  12207. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  12208. );
  12209. }
  12210. /**
  12211. * Returns `true` if the given bounding box intersects with this bounding box.
  12212. *
  12213. * @param {Box3} box - The bounding box to test.
  12214. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  12215. */
  12216. intersectsBox( box ) {
  12217. // using 6 splitting planes to rule out intersections.
  12218. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  12219. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  12220. box.max.z >= this.min.z && box.min.z <= this.max.z;
  12221. }
  12222. /**
  12223. * Returns `true` if the given bounding sphere intersects with this bounding box.
  12224. *
  12225. * @param {Sphere} sphere - The bounding sphere to test.
  12226. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  12227. */
  12228. intersectsSphere( sphere ) {
  12229. // Find the point on the AABB closest to the sphere center.
  12230. this.clampPoint( sphere.center, _vector$b );
  12231. // If that point is inside the sphere, the AABB and sphere intersect.
  12232. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  12233. }
  12234. /**
  12235. * Returns `true` if the given plane intersects with this bounding box.
  12236. *
  12237. * @param {Plane} plane - The plane to test.
  12238. * @return {boolean} Whether the given plane intersects with this bounding box.
  12239. */
  12240. intersectsPlane( plane ) {
  12241. // We compute the minimum and maximum dot product values. If those values
  12242. // are on the same side (back or front) of the plane, then there is no intersection.
  12243. let min, max;
  12244. if ( plane.normal.x > 0 ) {
  12245. min = plane.normal.x * this.min.x;
  12246. max = plane.normal.x * this.max.x;
  12247. } else {
  12248. min = plane.normal.x * this.max.x;
  12249. max = plane.normal.x * this.min.x;
  12250. }
  12251. if ( plane.normal.y > 0 ) {
  12252. min += plane.normal.y * this.min.y;
  12253. max += plane.normal.y * this.max.y;
  12254. } else {
  12255. min += plane.normal.y * this.max.y;
  12256. max += plane.normal.y * this.min.y;
  12257. }
  12258. if ( plane.normal.z > 0 ) {
  12259. min += plane.normal.z * this.min.z;
  12260. max += plane.normal.z * this.max.z;
  12261. } else {
  12262. min += plane.normal.z * this.max.z;
  12263. max += plane.normal.z * this.min.z;
  12264. }
  12265. return ( min <= - plane.constant && max >= - plane.constant );
  12266. }
  12267. /**
  12268. * Returns `true` if the given triangle intersects with this bounding box.
  12269. *
  12270. * @param {Triangle} triangle - The triangle to test.
  12271. * @return {boolean} Whether the given triangle intersects with this bounding box.
  12272. */
  12273. intersectsTriangle( triangle ) {
  12274. if ( this.isEmpty() ) {
  12275. return false;
  12276. }
  12277. // compute box center and extents
  12278. this.getCenter( _center );
  12279. _extents.subVectors( this.max, _center );
  12280. // translate triangle to aabb origin
  12281. _v0$1.subVectors( triangle.a, _center );
  12282. _v1$4.subVectors( triangle.b, _center );
  12283. _v2$3.subVectors( triangle.c, _center );
  12284. // compute edge vectors for triangle
  12285. _f0.subVectors( _v1$4, _v0$1 );
  12286. _f1.subVectors( _v2$3, _v1$4 );
  12287. _f2.subVectors( _v0$1, _v2$3 );
  12288. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  12289. // 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
  12290. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  12291. let axes = [
  12292. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  12293. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  12294. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  12295. ];
  12296. if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
  12297. return false;
  12298. }
  12299. // test 3 face normals from the aabb
  12300. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  12301. if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
  12302. return false;
  12303. }
  12304. // finally testing the face normal of the triangle
  12305. // use already existing triangle edge vectors here
  12306. _triangleNormal.crossVectors( _f0, _f1 );
  12307. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  12308. return satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents );
  12309. }
  12310. /**
  12311. * Clamps the given point within the bounds of this box.
  12312. *
  12313. * @param {Vector3} point - The point to clamp.
  12314. * @param {Vector3} target - The target vector that is used to store the method's result.
  12315. * @return {Vector3} The clamped point.
  12316. */
  12317. clampPoint( point, target ) {
  12318. return target.copy( point ).clamp( this.min, this.max );
  12319. }
  12320. /**
  12321. * Returns the euclidean distance from any edge of this box to the specified point. If
  12322. * the given point lies inside of this box, the distance will be `0`.
  12323. *
  12324. * @param {Vector3} point - The point to compute the distance to.
  12325. * @return {number} The euclidean distance.
  12326. */
  12327. distanceToPoint( point ) {
  12328. return this.clampPoint( point, _vector$b ).distanceTo( point );
  12329. }
  12330. /**
  12331. * Returns a bounding sphere that encloses this bounding box.
  12332. *
  12333. * @param {Sphere} target - The target sphere that is used to store the method's result.
  12334. * @return {Sphere} The bounding sphere that encloses this bounding box.
  12335. */
  12336. getBoundingSphere( target ) {
  12337. if ( this.isEmpty() ) {
  12338. target.makeEmpty();
  12339. } else {
  12340. this.getCenter( target.center );
  12341. target.radius = this.getSize( _vector$b ).length() * 0.5;
  12342. }
  12343. return target;
  12344. }
  12345. /**
  12346. * Computes the intersection of this bounding box and the given one, setting the upper
  12347. * bound of this box to the lesser of the two boxes' upper bounds and the
  12348. * lower bound of this box to the greater of the two boxes' lower bounds. If
  12349. * there's no overlap, makes this box empty.
  12350. *
  12351. * @param {Box3} box - The bounding box to intersect with.
  12352. * @return {Box3} A reference to this bounding box.
  12353. */
  12354. intersect( box ) {
  12355. this.min.max( box.min );
  12356. this.max.min( box.max );
  12357. // 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.
  12358. if ( this.isEmpty() ) this.makeEmpty();
  12359. return this;
  12360. }
  12361. /**
  12362. * Computes the union of this box and another and the given one, setting the upper
  12363. * bound of this box to the greater of the two boxes' upper bounds and the
  12364. * lower bound of this box to the lesser of the two boxes' lower bounds.
  12365. *
  12366. * @param {Box3} box - The bounding box that will be unioned with this instance.
  12367. * @return {Box3} A reference to this bounding box.
  12368. */
  12369. union( box ) {
  12370. this.min.min( box.min );
  12371. this.max.max( box.max );
  12372. return this;
  12373. }
  12374. /**
  12375. * Transforms this bounding box by the given 4x4 transformation matrix.
  12376. *
  12377. * @param {Matrix4} matrix - The transformation matrix.
  12378. * @return {Box3} A reference to this bounding box.
  12379. */
  12380. applyMatrix4( matrix ) {
  12381. // transform of empty box is an empty box.
  12382. if ( this.isEmpty() ) return this;
  12383. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  12384. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  12385. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  12386. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  12387. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  12388. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  12389. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  12390. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  12391. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  12392. this.setFromPoints( _points );
  12393. return this;
  12394. }
  12395. /**
  12396. * Adds the given offset to both the upper and lower bounds of this bounding box,
  12397. * effectively moving it in 3D space.
  12398. *
  12399. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  12400. * @return {Box3} A reference to this bounding box.
  12401. */
  12402. translate( offset ) {
  12403. this.min.add( offset );
  12404. this.max.add( offset );
  12405. return this;
  12406. }
  12407. /**
  12408. * Returns `true` if this bounding box is equal with the given one.
  12409. *
  12410. * @param {Box3} box - The box to test for equality.
  12411. * @return {boolean} Whether this bounding box is equal with the given one.
  12412. */
  12413. equals( box ) {
  12414. return box.min.equals( this.min ) && box.max.equals( this.max );
  12415. }
  12416. /**
  12417. * Returns a serialized structure of the bounding box.
  12418. *
  12419. * @return {Object} Serialized structure with fields representing the object state.
  12420. */
  12421. toJSON() {
  12422. return {
  12423. min: this.min.toArray(),
  12424. max: this.max.toArray()
  12425. };
  12426. }
  12427. /**
  12428. * Returns a serialized structure of the bounding box.
  12429. *
  12430. * @param {Object} json - The serialized json to set the box from.
  12431. * @return {Box3} A reference to this bounding box.
  12432. */
  12433. fromJSON( json ) {
  12434. this.min.fromArray( json.min );
  12435. this.max.fromArray( json.max );
  12436. return this;
  12437. }
  12438. }
  12439. const _points = [
  12440. /*@__PURE__*/ new Vector3(),
  12441. /*@__PURE__*/ new Vector3(),
  12442. /*@__PURE__*/ new Vector3(),
  12443. /*@__PURE__*/ new Vector3(),
  12444. /*@__PURE__*/ new Vector3(),
  12445. /*@__PURE__*/ new Vector3(),
  12446. /*@__PURE__*/ new Vector3(),
  12447. /*@__PURE__*/ new Vector3()
  12448. ];
  12449. const _vector$b = /*@__PURE__*/ new Vector3();
  12450. const _box$4 = /*@__PURE__*/ new Box3();
  12451. // triangle centered vertices
  12452. const _v0$1 = /*@__PURE__*/ new Vector3();
  12453. const _v1$4 = /*@__PURE__*/ new Vector3();
  12454. const _v2$3 = /*@__PURE__*/ new Vector3();
  12455. // triangle edge vectors
  12456. const _f0 = /*@__PURE__*/ new Vector3();
  12457. const _f1 = /*@__PURE__*/ new Vector3();
  12458. const _f2 = /*@__PURE__*/ new Vector3();
  12459. const _center = /*@__PURE__*/ new Vector3();
  12460. const _extents = /*@__PURE__*/ new Vector3();
  12461. const _triangleNormal = /*@__PURE__*/ new Vector3();
  12462. const _testAxis = /*@__PURE__*/ new Vector3();
  12463. function satForAxes( axes, v0, v1, v2, extents ) {
  12464. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  12465. _testAxis.fromArray( axes, i );
  12466. // project the aabb onto the separating axis
  12467. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  12468. // project all 3 vertices of the triangle onto the separating axis
  12469. const p0 = v0.dot( _testAxis );
  12470. const p1 = v1.dot( _testAxis );
  12471. const p2 = v2.dot( _testAxis );
  12472. // actual test, basically see if either of the most extreme of the triangle points intersects r
  12473. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  12474. // points of the projected triangle are outside the projected half-length of the aabb
  12475. // the axis is separating and we can exit
  12476. return false;
  12477. }
  12478. }
  12479. return true;
  12480. }
  12481. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  12482. const _tables = /*@__PURE__*/ _generateTables();
  12483. function _generateTables() {
  12484. // float32 to float16 helpers
  12485. const buffer = new ArrayBuffer( 4 );
  12486. const floatView = new Float32Array( buffer );
  12487. const uint32View = new Uint32Array( buffer );
  12488. const baseTable = new Uint32Array( 512 );
  12489. const shiftTable = new Uint32Array( 512 );
  12490. for ( let i = 0; i < 256; ++ i ) {
  12491. const e = i - 127;
  12492. // very small number (0, -0)
  12493. if ( e < -27 ) {
  12494. baseTable[ i ] = 0x0000;
  12495. baseTable[ i | 0x100 ] = 0x8000;
  12496. shiftTable[ i ] = 24;
  12497. shiftTable[ i | 0x100 ] = 24;
  12498. // small number (denorm)
  12499. } else if ( e < -14 ) {
  12500. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  12501. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  12502. shiftTable[ i ] = - e - 1;
  12503. shiftTable[ i | 0x100 ] = - e - 1;
  12504. // normal number
  12505. } else if ( e <= 15 ) {
  12506. baseTable[ i ] = ( e + 15 ) << 10;
  12507. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  12508. shiftTable[ i ] = 13;
  12509. shiftTable[ i | 0x100 ] = 13;
  12510. // large number (Infinity, -Infinity)
  12511. } else if ( e < 128 ) {
  12512. baseTable[ i ] = 0x7c00;
  12513. baseTable[ i | 0x100 ] = 0xfc00;
  12514. shiftTable[ i ] = 24;
  12515. shiftTable[ i | 0x100 ] = 24;
  12516. // stay (NaN, Infinity, -Infinity)
  12517. } else {
  12518. baseTable[ i ] = 0x7c00;
  12519. baseTable[ i | 0x100 ] = 0xfc00;
  12520. shiftTable[ i ] = 13;
  12521. shiftTable[ i | 0x100 ] = 13;
  12522. }
  12523. }
  12524. // float16 to float32 helpers
  12525. const mantissaTable = new Uint32Array( 2048 );
  12526. const exponentTable = new Uint32Array( 64 );
  12527. const offsetTable = new Uint32Array( 64 );
  12528. for ( let i = 1; i < 1024; ++ i ) {
  12529. let m = i << 13; // zero pad mantissa bits
  12530. let e = 0; // zero exponent
  12531. // normalized
  12532. while ( ( m & 0x00800000 ) === 0 ) {
  12533. m <<= 1;
  12534. e -= 0x00800000; // decrement exponent
  12535. }
  12536. m &= -8388609; // clear leading 1 bit
  12537. e += 0x38800000; // adjust bias
  12538. mantissaTable[ i ] = m | e;
  12539. }
  12540. for ( let i = 1024; i < 2048; ++ i ) {
  12541. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  12542. }
  12543. for ( let i = 1; i < 31; ++ i ) {
  12544. exponentTable[ i ] = i << 23;
  12545. }
  12546. exponentTable[ 31 ] = 0x47800000;
  12547. exponentTable[ 32 ] = 0x80000000;
  12548. for ( let i = 33; i < 63; ++ i ) {
  12549. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  12550. }
  12551. exponentTable[ 63 ] = 0xc7800000;
  12552. for ( let i = 1; i < 64; ++ i ) {
  12553. if ( i !== 32 ) {
  12554. offsetTable[ i ] = 1024;
  12555. }
  12556. }
  12557. return {
  12558. floatView: floatView,
  12559. uint32View: uint32View,
  12560. baseTable: baseTable,
  12561. shiftTable: shiftTable,
  12562. mantissaTable: mantissaTable,
  12563. exponentTable: exponentTable,
  12564. offsetTable: offsetTable
  12565. };
  12566. }
  12567. /**
  12568. * Returns a half precision floating point value (FP16) from the given single
  12569. * precision floating point value (FP32).
  12570. *
  12571. * @param {number} val - A single precision floating point value.
  12572. * @return {number} The FP16 value.
  12573. */
  12574. function toHalfFloat( val ) {
  12575. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  12576. val = clamp( val, -65504, 65504 );
  12577. _tables.floatView[ 0 ] = val;
  12578. const f = _tables.uint32View[ 0 ];
  12579. const e = ( f >> 23 ) & 0x1ff;
  12580. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  12581. }
  12582. /**
  12583. * Returns a single precision floating point value (FP32) from the given half
  12584. * precision floating point value (FP16).
  12585. *
  12586. * @param {number} val - A half precision floating point value.
  12587. * @return {number} The FP32 value.
  12588. */
  12589. function fromHalfFloat( val ) {
  12590. const m = val >> 10;
  12591. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  12592. return _tables.floatView[ 0 ];
  12593. }
  12594. /**
  12595. * A class containing utility functions for data.
  12596. *
  12597. * @hideconstructor
  12598. */
  12599. class DataUtils {
  12600. /**
  12601. * Returns a half precision floating point value (FP16) from the given single
  12602. * precision floating point value (FP32).
  12603. *
  12604. * @param {number} val - A single precision floating point value.
  12605. * @return {number} The FP16 value.
  12606. */
  12607. static toHalfFloat( val ) {
  12608. return toHalfFloat( val );
  12609. }
  12610. /**
  12611. * Returns a single precision floating point value (FP32) from the given half
  12612. * precision floating point value (FP16).
  12613. *
  12614. * @param {number} val - A half precision floating point value.
  12615. * @return {number} The FP32 value.
  12616. */
  12617. static fromHalfFloat( val ) {
  12618. return fromHalfFloat( val );
  12619. }
  12620. }
  12621. const _vector$a = /*@__PURE__*/ new Vector3();
  12622. const _vector2$1 = /*@__PURE__*/ new Vector2();
  12623. let _id$2 = 0;
  12624. /**
  12625. * This class stores data for an attribute (such as vertex positions, face
  12626. * indices, normals, colors, UVs, and any custom attributes ) associated with
  12627. * a geometry, which allows for more efficient passing of data to the GPU.
  12628. *
  12629. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  12630. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  12631. */
  12632. class BufferAttribute extends EventDispatcher {
  12633. /**
  12634. * Constructs a new buffer attribute.
  12635. *
  12636. * @param {TypedArray} array - The array holding the attribute data.
  12637. * @param {number} itemSize - The item size.
  12638. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  12639. */
  12640. constructor( array, itemSize, normalized = false ) {
  12641. super();
  12642. if ( Array.isArray( array ) ) {
  12643. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  12644. }
  12645. /**
  12646. * This flag can be used for type testing.
  12647. *
  12648. * @type {boolean}
  12649. * @readonly
  12650. * @default true
  12651. */
  12652. this.isBufferAttribute = true;
  12653. /**
  12654. * The ID of the buffer attribute.
  12655. *
  12656. * @name BufferAttribute#id
  12657. * @type {number}
  12658. * @readonly
  12659. */
  12660. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  12661. /**
  12662. * The name of the buffer attribute.
  12663. *
  12664. * @type {string}
  12665. */
  12666. this.name = '';
  12667. /**
  12668. * The array holding the attribute data. It should have `itemSize * numVertices`
  12669. * elements, where `numVertices` is the number of vertices in the associated geometry.
  12670. *
  12671. * @type {TypedArray}
  12672. */
  12673. this.array = array;
  12674. /**
  12675. * The number of values of the array that should be associated with a particular vertex.
  12676. * For instance, if this attribute is storing a 3-component vector (such as a position,
  12677. * normal, or color), then the value should be `3`.
  12678. *
  12679. * @type {number}
  12680. */
  12681. this.itemSize = itemSize;
  12682. /**
  12683. * Represents the number of items this buffer attribute stores. It is internally computed
  12684. * by dividing the `array` length by the `itemSize`.
  12685. *
  12686. * @type {number}
  12687. * @readonly
  12688. */
  12689. this.count = array !== undefined ? array.length / itemSize : 0;
  12690. /**
  12691. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  12692. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  12693. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  12694. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  12695. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  12696. *
  12697. * @type {boolean}
  12698. */
  12699. this.normalized = normalized;
  12700. /**
  12701. * Defines the intended usage pattern of the data store for optimization purposes.
  12702. *
  12703. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  12704. * instantiate a new one and set the desired usage before the next render.
  12705. *
  12706. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  12707. * @default StaticDrawUsage
  12708. */
  12709. this.usage = StaticDrawUsage;
  12710. /**
  12711. * This can be used to only update some components of stored vectors (for example, just the
  12712. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  12713. *
  12714. * @type {Array<Object>}
  12715. */
  12716. this.updateRanges = [];
  12717. /**
  12718. * Configures the bound GPU type for use in shaders.
  12719. *
  12720. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  12721. * For lower precision float types, use `Float16BufferAttribute`.
  12722. *
  12723. * @type {(FloatType|IntType)}
  12724. * @default FloatType
  12725. */
  12726. this.gpuType = FloatType;
  12727. /**
  12728. * A version number, incremented every time the `needsUpdate` is set to `true`.
  12729. *
  12730. * @type {number}
  12731. */
  12732. this.version = 0;
  12733. }
  12734. /**
  12735. * A callback function that is executed after the renderer has transferred the attribute
  12736. * array data to the GPU.
  12737. */
  12738. onUploadCallback() {}
  12739. /**
  12740. * Flag to indicate that this attribute has changed and should be re-sent to
  12741. * the GPU. Set this to `true` when you modify the value of the array.
  12742. *
  12743. * @type {number}
  12744. * @default false
  12745. * @param {boolean} value
  12746. */
  12747. set needsUpdate( value ) {
  12748. if ( value === true ) this.version ++;
  12749. }
  12750. /**
  12751. * Sets the usage of this buffer attribute.
  12752. *
  12753. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  12754. * @return {BufferAttribute} A reference to this buffer attribute.
  12755. */
  12756. setUsage( value ) {
  12757. this.usage = value;
  12758. return this;
  12759. }
  12760. /**
  12761. * Adds a range of data in the data array to be updated on the GPU.
  12762. *
  12763. * @param {number} start - Position at which to start update.
  12764. * @param {number} count - The number of components to update.
  12765. */
  12766. addUpdateRange( start, count ) {
  12767. this.updateRanges.push( { start, count } );
  12768. }
  12769. /**
  12770. * Clears the update ranges.
  12771. */
  12772. clearUpdateRanges() {
  12773. this.updateRanges.length = 0;
  12774. }
  12775. /**
  12776. * Copies the values of the given buffer attribute to this instance.
  12777. *
  12778. * @param {BufferAttribute} source - The buffer attribute to copy.
  12779. * @return {BufferAttribute} A reference to this instance.
  12780. */
  12781. copy( source ) {
  12782. this.name = source.name;
  12783. this.array = new source.array.constructor( source.array );
  12784. this.itemSize = source.itemSize;
  12785. this.count = source.count;
  12786. this.normalized = source.normalized;
  12787. this.usage = source.usage;
  12788. this.gpuType = source.gpuType;
  12789. return this;
  12790. }
  12791. /**
  12792. * Copies a vector from the given buffer attribute to this one. The start
  12793. * and destination position in the attribute buffers are represented by the
  12794. * given indices.
  12795. *
  12796. * @param {number} index1 - The destination index into this buffer attribute.
  12797. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  12798. * @param {number} index2 - The source index into the given buffer attribute.
  12799. * @return {BufferAttribute} A reference to this instance.
  12800. */
  12801. copyAt( index1, attribute, index2 ) {
  12802. index1 *= this.itemSize;
  12803. index2 *= attribute.itemSize;
  12804. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  12805. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  12806. }
  12807. return this;
  12808. }
  12809. /**
  12810. * Copies the given array data into this buffer attribute.
  12811. *
  12812. * @param {(TypedArray|Array)} array - The array to copy.
  12813. * @return {BufferAttribute} A reference to this instance.
  12814. */
  12815. copyArray( array ) {
  12816. this.array.set( array );
  12817. return this;
  12818. }
  12819. /**
  12820. * Applies the given 3x3 matrix to the given attribute. Works with
  12821. * item size `2` and `3`.
  12822. *
  12823. * @param {Matrix3} m - The matrix to apply.
  12824. * @return {BufferAttribute} A reference to this instance.
  12825. */
  12826. applyMatrix3( m ) {
  12827. if ( this.itemSize === 2 ) {
  12828. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12829. _vector2$1.fromBufferAttribute( this, i );
  12830. _vector2$1.applyMatrix3( m );
  12831. this.setXY( i, _vector2$1.x, _vector2$1.y );
  12832. }
  12833. } else if ( this.itemSize === 3 ) {
  12834. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12835. _vector$a.fromBufferAttribute( this, i );
  12836. _vector$a.applyMatrix3( m );
  12837. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12838. }
  12839. }
  12840. return this;
  12841. }
  12842. /**
  12843. * Applies the given 4x4 matrix to the given attribute. Only works with
  12844. * item size `3`.
  12845. *
  12846. * @param {Matrix4} m - The matrix to apply.
  12847. * @return {BufferAttribute} A reference to this instance.
  12848. */
  12849. applyMatrix4( m ) {
  12850. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12851. _vector$a.fromBufferAttribute( this, i );
  12852. _vector$a.applyMatrix4( m );
  12853. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12854. }
  12855. return this;
  12856. }
  12857. /**
  12858. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  12859. * item size `3`.
  12860. *
  12861. * @param {Matrix3} m - The normal matrix to apply.
  12862. * @return {BufferAttribute} A reference to this instance.
  12863. */
  12864. applyNormalMatrix( m ) {
  12865. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12866. _vector$a.fromBufferAttribute( this, i );
  12867. _vector$a.applyNormalMatrix( m );
  12868. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12869. }
  12870. return this;
  12871. }
  12872. /**
  12873. * Applies the given 4x4 matrix to the given attribute. Only works with
  12874. * item size `3` and with direction vectors.
  12875. *
  12876. * @param {Matrix4} m - The matrix to apply.
  12877. * @return {BufferAttribute} A reference to this instance.
  12878. */
  12879. transformDirection( m ) {
  12880. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12881. _vector$a.fromBufferAttribute( this, i );
  12882. _vector$a.transformDirection( m );
  12883. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12884. }
  12885. return this;
  12886. }
  12887. /**
  12888. * Sets the given array data in the buffer attribute.
  12889. *
  12890. * @param {(TypedArray|Array)} value - The array data to set.
  12891. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  12892. * @return {BufferAttribute} A reference to this instance.
  12893. */
  12894. set( value, offset = 0 ) {
  12895. // Matching BufferAttribute constructor, do not normalize the array.
  12896. this.array.set( value, offset );
  12897. return this;
  12898. }
  12899. /**
  12900. * Returns the given component of the vector at the given index.
  12901. *
  12902. * @param {number} index - The index into the buffer attribute.
  12903. * @param {number} component - The component index.
  12904. * @return {number} The returned value.
  12905. */
  12906. getComponent( index, component ) {
  12907. let value = this.array[ index * this.itemSize + component ];
  12908. if ( this.normalized ) value = denormalize( value, this.array );
  12909. return value;
  12910. }
  12911. /**
  12912. * Sets the given value to the given component of the vector at the given index.
  12913. *
  12914. * @param {number} index - The index into the buffer attribute.
  12915. * @param {number} component - The component index.
  12916. * @param {number} value - The value to set.
  12917. * @return {BufferAttribute} A reference to this instance.
  12918. */
  12919. setComponent( index, component, value ) {
  12920. if ( this.normalized ) value = normalize( value, this.array );
  12921. this.array[ index * this.itemSize + component ] = value;
  12922. return this;
  12923. }
  12924. /**
  12925. * Returns the x component of the vector at the given index.
  12926. *
  12927. * @param {number} index - The index into the buffer attribute.
  12928. * @return {number} The x component.
  12929. */
  12930. getX( index ) {
  12931. let x = this.array[ index * this.itemSize ];
  12932. if ( this.normalized ) x = denormalize( x, this.array );
  12933. return x;
  12934. }
  12935. /**
  12936. * Sets the x component of the vector at the given index.
  12937. *
  12938. * @param {number} index - The index into the buffer attribute.
  12939. * @param {number} x - The value to set.
  12940. * @return {BufferAttribute} A reference to this instance.
  12941. */
  12942. setX( index, x ) {
  12943. if ( this.normalized ) x = normalize( x, this.array );
  12944. this.array[ index * this.itemSize ] = x;
  12945. return this;
  12946. }
  12947. /**
  12948. * Returns the y component of the vector at the given index.
  12949. *
  12950. * @param {number} index - The index into the buffer attribute.
  12951. * @return {number} The y component.
  12952. */
  12953. getY( index ) {
  12954. let y = this.array[ index * this.itemSize + 1 ];
  12955. if ( this.normalized ) y = denormalize( y, this.array );
  12956. return y;
  12957. }
  12958. /**
  12959. * Sets the y component of the vector at the given index.
  12960. *
  12961. * @param {number} index - The index into the buffer attribute.
  12962. * @param {number} y - The value to set.
  12963. * @return {BufferAttribute} A reference to this instance.
  12964. */
  12965. setY( index, y ) {
  12966. if ( this.normalized ) y = normalize( y, this.array );
  12967. this.array[ index * this.itemSize + 1 ] = y;
  12968. return this;
  12969. }
  12970. /**
  12971. * Returns the z component of the vector at the given index.
  12972. *
  12973. * @param {number} index - The index into the buffer attribute.
  12974. * @return {number} The z component.
  12975. */
  12976. getZ( index ) {
  12977. let z = this.array[ index * this.itemSize + 2 ];
  12978. if ( this.normalized ) z = denormalize( z, this.array );
  12979. return z;
  12980. }
  12981. /**
  12982. * Sets the z component of the vector at the given index.
  12983. *
  12984. * @param {number} index - The index into the buffer attribute.
  12985. * @param {number} z - The value to set.
  12986. * @return {BufferAttribute} A reference to this instance.
  12987. */
  12988. setZ( index, z ) {
  12989. if ( this.normalized ) z = normalize( z, this.array );
  12990. this.array[ index * this.itemSize + 2 ] = z;
  12991. return this;
  12992. }
  12993. /**
  12994. * Returns the w component of the vector at the given index.
  12995. *
  12996. * @param {number} index - The index into the buffer attribute.
  12997. * @return {number} The w component.
  12998. */
  12999. getW( index ) {
  13000. let w = this.array[ index * this.itemSize + 3 ];
  13001. if ( this.normalized ) w = denormalize( w, this.array );
  13002. return w;
  13003. }
  13004. /**
  13005. * Sets the w component of the vector at the given index.
  13006. *
  13007. * @param {number} index - The index into the buffer attribute.
  13008. * @param {number} w - The value to set.
  13009. * @return {BufferAttribute} A reference to this instance.
  13010. */
  13011. setW( index, w ) {
  13012. if ( this.normalized ) w = normalize( w, this.array );
  13013. this.array[ index * this.itemSize + 3 ] = w;
  13014. return this;
  13015. }
  13016. /**
  13017. * Sets the x and y component of the vector at the given index.
  13018. *
  13019. * @param {number} index - The index into the buffer attribute.
  13020. * @param {number} x - The value for the x component to set.
  13021. * @param {number} y - The value for the y component to set.
  13022. * @return {BufferAttribute} A reference to this instance.
  13023. */
  13024. setXY( index, x, y ) {
  13025. index *= this.itemSize;
  13026. if ( this.normalized ) {
  13027. x = normalize( x, this.array );
  13028. y = normalize( y, this.array );
  13029. }
  13030. this.array[ index + 0 ] = x;
  13031. this.array[ index + 1 ] = y;
  13032. return this;
  13033. }
  13034. /**
  13035. * Sets the x, y and z component of the vector at the given index.
  13036. *
  13037. * @param {number} index - The index into the buffer attribute.
  13038. * @param {number} x - The value for the x component to set.
  13039. * @param {number} y - The value for the y component to set.
  13040. * @param {number} z - The value for the z component to set.
  13041. * @return {BufferAttribute} A reference to this instance.
  13042. */
  13043. setXYZ( index, x, y, z ) {
  13044. index *= this.itemSize;
  13045. if ( this.normalized ) {
  13046. x = normalize( x, this.array );
  13047. y = normalize( y, this.array );
  13048. z = normalize( z, this.array );
  13049. }
  13050. this.array[ index + 0 ] = x;
  13051. this.array[ index + 1 ] = y;
  13052. this.array[ index + 2 ] = z;
  13053. return this;
  13054. }
  13055. /**
  13056. * Sets the x, y, z and w component of the vector at the given index.
  13057. *
  13058. * @param {number} index - The index into the buffer attribute.
  13059. * @param {number} x - The value for the x component to set.
  13060. * @param {number} y - The value for the y component to set.
  13061. * @param {number} z - The value for the z component to set.
  13062. * @param {number} w - The value for the w component to set.
  13063. * @return {BufferAttribute} A reference to this instance.
  13064. */
  13065. setXYZW( index, x, y, z, w ) {
  13066. index *= this.itemSize;
  13067. if ( this.normalized ) {
  13068. x = normalize( x, this.array );
  13069. y = normalize( y, this.array );
  13070. z = normalize( z, this.array );
  13071. w = normalize( w, this.array );
  13072. }
  13073. this.array[ index + 0 ] = x;
  13074. this.array[ index + 1 ] = y;
  13075. this.array[ index + 2 ] = z;
  13076. this.array[ index + 3 ] = w;
  13077. return this;
  13078. }
  13079. /**
  13080. * Sets the given callback function that is executed after the Renderer has transferred
  13081. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13082. * the upload when attribute data are not needed anymore on the CPU side.
  13083. *
  13084. * @param {Function} callback - The `onUpload()` callback.
  13085. * @return {BufferAttribute} A reference to this instance.
  13086. */
  13087. onUpload( callback ) {
  13088. this.onUploadCallback = callback;
  13089. return this;
  13090. }
  13091. /**
  13092. * Returns a new buffer attribute with copied values from this instance.
  13093. *
  13094. * @return {BufferAttribute} A clone of this instance.
  13095. */
  13096. clone() {
  13097. return new this.constructor( this.array, this.itemSize ).copy( this );
  13098. }
  13099. /**
  13100. * Serializes the buffer attribute into JSON.
  13101. *
  13102. * @return {Object} A JSON object representing the serialized buffer attribute.
  13103. */
  13104. toJSON() {
  13105. const data = {
  13106. itemSize: this.itemSize,
  13107. type: this.array.constructor.name,
  13108. array: Array.from( this.array ),
  13109. normalized: this.normalized
  13110. };
  13111. if ( this.name !== '' ) data.name = this.name;
  13112. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13113. return data;
  13114. }
  13115. /**
  13116. * Disposes of the buffer attribute. Available only in {@link WebGPURenderer}.
  13117. */
  13118. dispose() {
  13119. this.dispatchEvent( { type: 'dispose' } );
  13120. }
  13121. }
  13122. /**
  13123. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13124. * a plain `Array` instance.
  13125. *
  13126. * @augments BufferAttribute
  13127. */
  13128. class Int8BufferAttribute extends BufferAttribute {
  13129. /**
  13130. * Constructs a new buffer attribute.
  13131. *
  13132. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13133. * @param {number} itemSize - The item size.
  13134. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13135. */
  13136. constructor( array, itemSize, normalized ) {
  13137. super( new Int8Array( array ), itemSize, normalized );
  13138. }
  13139. }
  13140. /**
  13141. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13142. * a plain `Array` instance.
  13143. *
  13144. * @augments BufferAttribute
  13145. */
  13146. class Uint8BufferAttribute extends BufferAttribute {
  13147. /**
  13148. * Constructs a new buffer attribute.
  13149. *
  13150. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13151. * @param {number} itemSize - The item size.
  13152. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13153. */
  13154. constructor( array, itemSize, normalized ) {
  13155. super( new Uint8Array( array ), itemSize, normalized );
  13156. }
  13157. }
  13158. /**
  13159. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13160. * a plain `Array` instance.
  13161. *
  13162. * @augments BufferAttribute
  13163. */
  13164. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13165. /**
  13166. * Constructs a new buffer attribute.
  13167. *
  13168. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13169. * @param {number} itemSize - The item size.
  13170. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13171. */
  13172. constructor( array, itemSize, normalized ) {
  13173. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13174. }
  13175. }
  13176. /**
  13177. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13178. * a plain `Array` instance.
  13179. *
  13180. * @augments BufferAttribute
  13181. */
  13182. class Int16BufferAttribute extends BufferAttribute {
  13183. /**
  13184. * Constructs a new buffer attribute.
  13185. *
  13186. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13187. * @param {number} itemSize - The item size.
  13188. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13189. */
  13190. constructor( array, itemSize, normalized ) {
  13191. super( new Int16Array( array ), itemSize, normalized );
  13192. }
  13193. }
  13194. /**
  13195. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13196. * a plain `Array` instance.
  13197. *
  13198. * @augments BufferAttribute
  13199. */
  13200. class Uint16BufferAttribute extends BufferAttribute {
  13201. /**
  13202. * Constructs a new buffer attribute.
  13203. *
  13204. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13205. * @param {number} itemSize - The item size.
  13206. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13207. */
  13208. constructor( array, itemSize, normalized ) {
  13209. super( new Uint16Array( array ), itemSize, normalized );
  13210. }
  13211. }
  13212. /**
  13213. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13214. * a plain `Array` instance.
  13215. *
  13216. * @augments BufferAttribute
  13217. */
  13218. class Int32BufferAttribute extends BufferAttribute {
  13219. /**
  13220. * Constructs a new buffer attribute.
  13221. *
  13222. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13223. * @param {number} itemSize - The item size.
  13224. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13225. */
  13226. constructor( array, itemSize, normalized ) {
  13227. super( new Int32Array( array ), itemSize, normalized );
  13228. }
  13229. }
  13230. /**
  13231. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  13232. * a plain `Array` instance.
  13233. *
  13234. * @augments BufferAttribute
  13235. */
  13236. class Uint32BufferAttribute extends BufferAttribute {
  13237. /**
  13238. * Constructs a new buffer attribute.
  13239. *
  13240. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  13241. * @param {number} itemSize - The item size.
  13242. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13243. */
  13244. constructor( array, itemSize, normalized ) {
  13245. super( new Uint32Array( array ), itemSize, normalized );
  13246. }
  13247. }
  13248. /**
  13249. * Convenient class that can be used when creating a `Float16` buffer attribute with
  13250. * a plain `Array` instance.
  13251. *
  13252. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  13253. * browser support is still problematic.
  13254. *
  13255. * @augments BufferAttribute
  13256. */
  13257. class Float16BufferAttribute extends BufferAttribute {
  13258. /**
  13259. * Constructs a new buffer attribute.
  13260. *
  13261. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13262. * @param {number} itemSize - The item size.
  13263. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13264. */
  13265. constructor( array, itemSize, normalized ) {
  13266. super( new Uint16Array( array ), itemSize, normalized );
  13267. this.isFloat16BufferAttribute = true;
  13268. }
  13269. getX( index ) {
  13270. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  13271. if ( this.normalized ) x = denormalize( x, this.array );
  13272. return x;
  13273. }
  13274. setX( index, x ) {
  13275. if ( this.normalized ) x = normalize( x, this.array );
  13276. this.array[ index * this.itemSize ] = toHalfFloat( x );
  13277. return this;
  13278. }
  13279. getY( index ) {
  13280. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  13281. if ( this.normalized ) y = denormalize( y, this.array );
  13282. return y;
  13283. }
  13284. setY( index, y ) {
  13285. if ( this.normalized ) y = normalize( y, this.array );
  13286. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  13287. return this;
  13288. }
  13289. getZ( index ) {
  13290. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  13291. if ( this.normalized ) z = denormalize( z, this.array );
  13292. return z;
  13293. }
  13294. setZ( index, z ) {
  13295. if ( this.normalized ) z = normalize( z, this.array );
  13296. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  13297. return this;
  13298. }
  13299. getW( index ) {
  13300. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  13301. if ( this.normalized ) w = denormalize( w, this.array );
  13302. return w;
  13303. }
  13304. setW( index, w ) {
  13305. if ( this.normalized ) w = normalize( w, this.array );
  13306. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  13307. return this;
  13308. }
  13309. setXY( index, x, y ) {
  13310. index *= this.itemSize;
  13311. if ( this.normalized ) {
  13312. x = normalize( x, this.array );
  13313. y = normalize( y, this.array );
  13314. }
  13315. this.array[ index + 0 ] = toHalfFloat( x );
  13316. this.array[ index + 1 ] = toHalfFloat( y );
  13317. return this;
  13318. }
  13319. setXYZ( index, x, y, z ) {
  13320. index *= this.itemSize;
  13321. if ( this.normalized ) {
  13322. x = normalize( x, this.array );
  13323. y = normalize( y, this.array );
  13324. z = normalize( z, this.array );
  13325. }
  13326. this.array[ index + 0 ] = toHalfFloat( x );
  13327. this.array[ index + 1 ] = toHalfFloat( y );
  13328. this.array[ index + 2 ] = toHalfFloat( z );
  13329. return this;
  13330. }
  13331. setXYZW( index, x, y, z, w ) {
  13332. index *= this.itemSize;
  13333. if ( this.normalized ) {
  13334. x = normalize( x, this.array );
  13335. y = normalize( y, this.array );
  13336. z = normalize( z, this.array );
  13337. w = normalize( w, this.array );
  13338. }
  13339. this.array[ index + 0 ] = toHalfFloat( x );
  13340. this.array[ index + 1 ] = toHalfFloat( y );
  13341. this.array[ index + 2 ] = toHalfFloat( z );
  13342. this.array[ index + 3 ] = toHalfFloat( w );
  13343. return this;
  13344. }
  13345. }
  13346. /**
  13347. * Convenient class that can be used when creating a `Float32` buffer attribute with
  13348. * a plain `Array` instance.
  13349. *
  13350. * @augments BufferAttribute
  13351. */
  13352. class Float32BufferAttribute extends BufferAttribute {
  13353. /**
  13354. * Constructs a new buffer attribute.
  13355. *
  13356. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  13357. * @param {number} itemSize - The item size.
  13358. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13359. */
  13360. constructor( array, itemSize, normalized ) {
  13361. super( new Float32Array( array ), itemSize, normalized );
  13362. }
  13363. }
  13364. const _box$3 = /*@__PURE__*/ new Box3();
  13365. const _v1$3 = /*@__PURE__*/ new Vector3();
  13366. const _v2$2 = /*@__PURE__*/ new Vector3();
  13367. /**
  13368. * An analytical 3D sphere defined by a center and radius. This class is mainly
  13369. * used as a Bounding Sphere for 3D objects.
  13370. */
  13371. class Sphere {
  13372. /**
  13373. * Constructs a new sphere.
  13374. *
  13375. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  13376. * @param {number} [radius=-1] - The radius of the sphere.
  13377. */
  13378. constructor( center = new Vector3(), radius = -1 ) {
  13379. /**
  13380. * This flag can be used for type testing.
  13381. *
  13382. * @type {boolean}
  13383. * @readonly
  13384. * @default true
  13385. */
  13386. this.isSphere = true;
  13387. /**
  13388. * The center of the sphere
  13389. *
  13390. * @type {Vector3}
  13391. */
  13392. this.center = center;
  13393. /**
  13394. * The radius of the sphere.
  13395. *
  13396. * @type {number}
  13397. */
  13398. this.radius = radius;
  13399. }
  13400. /**
  13401. * Sets the sphere's components by copying the given values.
  13402. *
  13403. * @param {Vector3} center - The center.
  13404. * @param {number} radius - The radius.
  13405. * @return {Sphere} A reference to this sphere.
  13406. */
  13407. set( center, radius ) {
  13408. this.center.copy( center );
  13409. this.radius = radius;
  13410. return this;
  13411. }
  13412. /**
  13413. * Computes the minimum bounding sphere for list of points.
  13414. * If the optional center point is given, it is used as the sphere's
  13415. * center. Otherwise, the center of the axis-aligned bounding box
  13416. * encompassing the points is calculated.
  13417. *
  13418. * @param {Array<Vector3>} points - A list of points in 3D space.
  13419. * @param {Vector3} [optionalCenter] - The center of the sphere.
  13420. * @return {Sphere} A reference to this sphere.
  13421. */
  13422. setFromPoints( points, optionalCenter ) {
  13423. const center = this.center;
  13424. if ( optionalCenter !== undefined ) {
  13425. center.copy( optionalCenter );
  13426. } else {
  13427. _box$3.setFromPoints( points ).getCenter( center );
  13428. }
  13429. let maxRadiusSq = 0;
  13430. for ( let i = 0, il = points.length; i < il; i ++ ) {
  13431. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  13432. }
  13433. this.radius = Math.sqrt( maxRadiusSq );
  13434. return this;
  13435. }
  13436. /**
  13437. * Copies the values of the given sphere to this instance.
  13438. *
  13439. * @param {Sphere} sphere - The sphere to copy.
  13440. * @return {Sphere} A reference to this sphere.
  13441. */
  13442. copy( sphere ) {
  13443. this.center.copy( sphere.center );
  13444. this.radius = sphere.radius;
  13445. return this;
  13446. }
  13447. /**
  13448. * Returns `true` if the sphere is empty (the radius set to a negative number).
  13449. *
  13450. * Spheres with a radius of `0` contain only their center point and are not
  13451. * considered to be empty.
  13452. *
  13453. * @return {boolean} Whether this sphere is empty or not.
  13454. */
  13455. isEmpty() {
  13456. return ( this.radius < 0 );
  13457. }
  13458. /**
  13459. * Makes this sphere empty which means in encloses a zero space in 3D.
  13460. *
  13461. * @return {Sphere} A reference to this sphere.
  13462. */
  13463. makeEmpty() {
  13464. this.center.set( 0, 0, 0 );
  13465. this.radius = -1;
  13466. return this;
  13467. }
  13468. /**
  13469. * Returns `true` if this sphere contains the given point inclusive of
  13470. * the surface of the sphere.
  13471. *
  13472. * @param {Vector3} point - The point to check.
  13473. * @return {boolean} Whether this sphere contains the given point or not.
  13474. */
  13475. containsPoint( point ) {
  13476. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  13477. }
  13478. /**
  13479. * Returns the closest distance from the boundary of the sphere to the
  13480. * given point. If the sphere contains the point, the distance will
  13481. * be negative.
  13482. *
  13483. * @param {Vector3} point - The point to compute the distance to.
  13484. * @return {number} The distance to the point.
  13485. */
  13486. distanceToPoint( point ) {
  13487. return ( point.distanceTo( this.center ) - this.radius );
  13488. }
  13489. /**
  13490. * Returns `true` if this sphere intersects with the given one.
  13491. *
  13492. * @param {Sphere} sphere - The sphere to test.
  13493. * @return {boolean} Whether this sphere intersects with the given one or not.
  13494. */
  13495. intersectsSphere( sphere ) {
  13496. const radiusSum = this.radius + sphere.radius;
  13497. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  13498. }
  13499. /**
  13500. * Returns `true` if this sphere intersects with the given box.
  13501. *
  13502. * @param {Box3} box - The box to test.
  13503. * @return {boolean} Whether this sphere intersects with the given box or not.
  13504. */
  13505. intersectsBox( box ) {
  13506. return box.intersectsSphere( this );
  13507. }
  13508. /**
  13509. * Returns `true` if this sphere intersects with the given plane.
  13510. *
  13511. * @param {Plane} plane - The plane to test.
  13512. * @return {boolean} Whether this sphere intersects with the given plane or not.
  13513. */
  13514. intersectsPlane( plane ) {
  13515. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  13516. }
  13517. /**
  13518. * Clamps a point within the sphere. If the point is outside the sphere, it
  13519. * will clamp it to the closest point on the edge of the sphere. Points
  13520. * already inside the sphere will not be affected.
  13521. *
  13522. * @param {Vector3} point - The plane to clamp.
  13523. * @param {Vector3} target - The target vector that is used to store the method's result.
  13524. * @return {Vector3} The clamped point.
  13525. */
  13526. clampPoint( point, target ) {
  13527. const deltaLengthSq = this.center.distanceToSquared( point );
  13528. target.copy( point );
  13529. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  13530. target.sub( this.center ).normalize();
  13531. target.multiplyScalar( this.radius ).add( this.center );
  13532. }
  13533. return target;
  13534. }
  13535. /**
  13536. * Returns a bounding box that encloses this sphere.
  13537. *
  13538. * @param {Box3} target - The target box that is used to store the method's result.
  13539. * @return {Box3} The bounding box that encloses this sphere.
  13540. */
  13541. getBoundingBox( target ) {
  13542. if ( this.isEmpty() ) {
  13543. // Empty sphere produces empty bounding box
  13544. target.makeEmpty();
  13545. return target;
  13546. }
  13547. target.set( this.center, this.center );
  13548. target.expandByScalar( this.radius );
  13549. return target;
  13550. }
  13551. /**
  13552. * Transforms this sphere with the given 4x4 transformation matrix.
  13553. *
  13554. * @param {Matrix4} matrix - The transformation matrix.
  13555. * @return {Sphere} A reference to this sphere.
  13556. */
  13557. applyMatrix4( matrix ) {
  13558. this.center.applyMatrix4( matrix );
  13559. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  13560. return this;
  13561. }
  13562. /**
  13563. * Translates the sphere's center by the given offset.
  13564. *
  13565. * @param {Vector3} offset - The offset.
  13566. * @return {Sphere} A reference to this sphere.
  13567. */
  13568. translate( offset ) {
  13569. this.center.add( offset );
  13570. return this;
  13571. }
  13572. /**
  13573. * Expands the boundaries of this sphere to include the given point.
  13574. *
  13575. * @param {Vector3} point - The point to include.
  13576. * @return {Sphere} A reference to this sphere.
  13577. */
  13578. expandByPoint( point ) {
  13579. if ( this.isEmpty() ) {
  13580. this.center.copy( point );
  13581. this.radius = 0;
  13582. return this;
  13583. }
  13584. _v1$3.subVectors( point, this.center );
  13585. const lengthSq = _v1$3.lengthSq();
  13586. if ( lengthSq > ( this.radius * this.radius ) ) {
  13587. // calculate the minimal sphere
  13588. const length = Math.sqrt( lengthSq );
  13589. const delta = ( length - this.radius ) * 0.5;
  13590. this.center.addScaledVector( _v1$3, delta / length );
  13591. this.radius += delta;
  13592. }
  13593. return this;
  13594. }
  13595. /**
  13596. * Expands this sphere to enclose both the original sphere and the given sphere.
  13597. *
  13598. * @param {Sphere} sphere - The sphere to include.
  13599. * @return {Sphere} A reference to this sphere.
  13600. */
  13601. union( sphere ) {
  13602. if ( sphere.isEmpty() ) {
  13603. return this;
  13604. }
  13605. if ( this.isEmpty() ) {
  13606. this.copy( sphere );
  13607. return this;
  13608. }
  13609. if ( this.center.equals( sphere.center ) === true ) {
  13610. this.radius = Math.max( this.radius, sphere.radius );
  13611. } else {
  13612. _v2$2.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  13613. this.expandByPoint( _v1$3.copy( sphere.center ).add( _v2$2 ) );
  13614. this.expandByPoint( _v1$3.copy( sphere.center ).sub( _v2$2 ) );
  13615. }
  13616. return this;
  13617. }
  13618. /**
  13619. * Returns `true` if this sphere is equal with the given one.
  13620. *
  13621. * @param {Sphere} sphere - The sphere to test for equality.
  13622. * @return {boolean} Whether this bounding sphere is equal with the given one.
  13623. */
  13624. equals( sphere ) {
  13625. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  13626. }
  13627. /**
  13628. * Returns a new sphere with copied values from this instance.
  13629. *
  13630. * @return {Sphere} A clone of this instance.
  13631. */
  13632. clone() {
  13633. return new this.constructor().copy( this );
  13634. }
  13635. /**
  13636. * Returns a serialized structure of the bounding sphere.
  13637. *
  13638. * @return {Object} Serialized structure with fields representing the object state.
  13639. */
  13640. toJSON() {
  13641. return {
  13642. radius: this.radius,
  13643. center: this.center.toArray()
  13644. };
  13645. }
  13646. /**
  13647. * Returns a serialized structure of the bounding sphere.
  13648. *
  13649. * @param {Object} json - The serialized json to set the sphere from.
  13650. * @return {Sphere} A reference to this bounding sphere.
  13651. */
  13652. fromJSON( json ) {
  13653. this.radius = json.radius;
  13654. this.center.fromArray( json.center );
  13655. return this;
  13656. }
  13657. }
  13658. let _id$1 = 0;
  13659. const _m1 = /*@__PURE__*/ new Matrix4();
  13660. const _obj = /*@__PURE__*/ new Object3D();
  13661. const _offset = /*@__PURE__*/ new Vector3();
  13662. const _box$2 = /*@__PURE__*/ new Box3();
  13663. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  13664. const _vector$9 = /*@__PURE__*/ new Vector3();
  13665. /**
  13666. * A representation of mesh, line, or point geometry. Includes vertex
  13667. * positions, face indices, normals, colors, UVs, and custom attributes
  13668. * within buffers, reducing the cost of passing all this data to the GPU.
  13669. *
  13670. * ```js
  13671. * const geometry = new THREE.BufferGeometry();
  13672. * // create a simple square shape. We duplicate the top left and bottom right
  13673. * // vertices because each vertex needs to appear once per triangle.
  13674. * const vertices = new Float32Array( [
  13675. * -1.0, -1.0, 1.0, // v0
  13676. * 1.0, -1.0, 1.0, // v1
  13677. * 1.0, 1.0, 1.0, // v2
  13678. *
  13679. * 1.0, 1.0, 1.0, // v3
  13680. * -1.0, 1.0, 1.0, // v4
  13681. * -1.0, -1.0, 1.0 // v5
  13682. * ] );
  13683. * // itemSize = 3 because there are 3 values (components) per vertex
  13684. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  13685. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  13686. * const mesh = new THREE.Mesh( geometry, material );
  13687. * ```
  13688. *
  13689. * @augments EventDispatcher
  13690. */
  13691. class BufferGeometry extends EventDispatcher {
  13692. /**
  13693. * Constructs a new geometry.
  13694. */
  13695. constructor() {
  13696. super();
  13697. /**
  13698. * This flag can be used for type testing.
  13699. *
  13700. * @type {boolean}
  13701. * @readonly
  13702. * @default true
  13703. */
  13704. this.isBufferGeometry = true;
  13705. /**
  13706. * The ID of the geometry.
  13707. *
  13708. * @name BufferGeometry#id
  13709. * @type {number}
  13710. * @readonly
  13711. */
  13712. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  13713. /**
  13714. * The UUID of the geometry.
  13715. *
  13716. * @type {string}
  13717. * @readonly
  13718. */
  13719. this.uuid = generateUUID();
  13720. /**
  13721. * The name of the geometry.
  13722. *
  13723. * @type {string}
  13724. */
  13725. this.name = '';
  13726. this.type = 'BufferGeometry';
  13727. /**
  13728. * Allows for vertices to be re-used across multiple triangles; this is
  13729. * called using "indexed triangles". Each triangle is associated with the
  13730. * indices of three vertices. This attribute therefore stores the index of
  13731. * each vertex for each triangular face. If this attribute is not set, the
  13732. * renderer assumes that each three contiguous positions represent a single triangle.
  13733. *
  13734. * @type {?BufferAttribute}
  13735. * @default null
  13736. */
  13737. this.index = null;
  13738. /**
  13739. * A (storage) buffer attribute which was generated with a compute shader and
  13740. * now defines indirect draw calls.
  13741. *
  13742. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13743. *
  13744. * @type {?BufferAttribute}
  13745. * @default null
  13746. */
  13747. this.indirect = null;
  13748. /**
  13749. * 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.
  13750. *
  13751. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13752. *
  13753. * @type {number|Array<number>}
  13754. * @default 0
  13755. */
  13756. this.indirectOffset = 0;
  13757. /**
  13758. * This dictionary has as id the name of the attribute to be set and as value
  13759. * the buffer attribute to set it to. Rather than accessing this property directly,
  13760. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  13761. *
  13762. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  13763. */
  13764. this.attributes = {};
  13765. /**
  13766. * This dictionary holds the morph targets of the geometry.
  13767. *
  13768. * Note: Once the geometry has been rendered, the morph attribute data cannot
  13769. * be changed. You will have to call `dispose()`, and create a new geometry instance.
  13770. *
  13771. * @type {Object}
  13772. */
  13773. this.morphAttributes = {};
  13774. /**
  13775. * Used to control the morph target behavior; when set to `true`, the morph
  13776. * target data is treated as relative offsets, rather than as absolute
  13777. * positions/normals.
  13778. *
  13779. * @type {boolean}
  13780. * @default false
  13781. */
  13782. this.morphTargetsRelative = false;
  13783. /**
  13784. * Split the geometry into groups, each of which will be rendered in a
  13785. * separate draw call. This allows an array of materials to be used with the geometry.
  13786. *
  13787. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  13788. *
  13789. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  13790. * indices, and must not leave vertices or indices unused.
  13791. *
  13792. * @type {Array<Object>}
  13793. */
  13794. this.groups = [];
  13795. /**
  13796. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  13797. *
  13798. * @type {?Box3}
  13799. * @default null
  13800. */
  13801. this.boundingBox = null;
  13802. /**
  13803. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  13804. *
  13805. * @type {?Sphere}
  13806. * @default null
  13807. */
  13808. this.boundingSphere = null;
  13809. /**
  13810. * Determines the part of the geometry to render. This should not be set directly,
  13811. * instead use `setDrawRange()`.
  13812. *
  13813. * @type {{start:number,count:number}}
  13814. */
  13815. this.drawRange = { start: 0, count: Infinity };
  13816. /**
  13817. * An object that can be used to store custom data about the geometry.
  13818. * It should not hold references to functions as these will not be cloned.
  13819. *
  13820. * @type {Object}
  13821. */
  13822. this.userData = {};
  13823. /**
  13824. * `true` when the geometry has been transformed since construction
  13825. * (e.g. via {@link BufferGeometry#applyMatrix4}). Only relevant for
  13826. * geometry generators (subclasses that populate `parameters`): when set,
  13827. * {@link BufferGeometry#toJSON} omits `parameters` since they no longer
  13828. * describe the geometry.
  13829. *
  13830. * @private
  13831. * @type {boolean}
  13832. * @default false
  13833. */
  13834. this._transformed = false;
  13835. }
  13836. /**
  13837. * Returns the index of this geometry.
  13838. *
  13839. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  13840. */
  13841. getIndex() {
  13842. return this.index;
  13843. }
  13844. /**
  13845. * Sets the given index to this geometry.
  13846. *
  13847. * @param {Array<number>|BufferAttribute} index - The index to set.
  13848. * @return {BufferGeometry} A reference to this instance.
  13849. */
  13850. setIndex( index ) {
  13851. if ( Array.isArray( index ) ) {
  13852. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  13853. } else {
  13854. this.index = index;
  13855. }
  13856. return this;
  13857. }
  13858. /**
  13859. * Sets the given indirect attribute to this geometry.
  13860. *
  13861. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  13862. * @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.
  13863. * @return {BufferGeometry} A reference to this instance.
  13864. */
  13865. setIndirect( indirect, indirectOffset = 0 ) {
  13866. this.indirect = indirect;
  13867. this.indirectOffset = indirectOffset;
  13868. return this;
  13869. }
  13870. /**
  13871. * Returns the indirect attribute of this geometry.
  13872. *
  13873. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  13874. */
  13875. getIndirect() {
  13876. return this.indirect;
  13877. }
  13878. /**
  13879. * Returns the buffer attribute for the given name.
  13880. *
  13881. * @param {string} name - The attribute name.
  13882. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  13883. * Returns `undefined` if not attribute has been found.
  13884. */
  13885. getAttribute( name ) {
  13886. return this.attributes[ name ];
  13887. }
  13888. /**
  13889. * Sets the given attribute for the given name.
  13890. *
  13891. * @param {string} name - The attribute name.
  13892. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  13893. * @return {BufferGeometry} A reference to this instance.
  13894. */
  13895. setAttribute( name, attribute ) {
  13896. this.attributes[ name ] = attribute;
  13897. return this;
  13898. }
  13899. /**
  13900. * Deletes the attribute for the given name.
  13901. *
  13902. * @param {string} name - The attribute name to delete.
  13903. * @return {BufferGeometry} A reference to this instance.
  13904. */
  13905. deleteAttribute( name ) {
  13906. delete this.attributes[ name ];
  13907. return this;
  13908. }
  13909. /**
  13910. * Returns `true` if this geometry has an attribute for the given name.
  13911. *
  13912. * @param {string} name - The attribute name.
  13913. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  13914. */
  13915. hasAttribute( name ) {
  13916. return this.attributes[ name ] !== undefined;
  13917. }
  13918. /**
  13919. * Adds a group to this geometry.
  13920. *
  13921. * @param {number} start - The first element in this draw call. That is the first
  13922. * vertex for non-indexed geometry, otherwise the first triangle index.
  13923. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  13924. * @param {number} [materialIndex=0] - The material array index to use.
  13925. */
  13926. addGroup( start, count, materialIndex = 0 ) {
  13927. this.groups.push( {
  13928. start: start,
  13929. count: count,
  13930. materialIndex: materialIndex
  13931. } );
  13932. }
  13933. /**
  13934. * Clears all groups.
  13935. */
  13936. clearGroups() {
  13937. this.groups = [];
  13938. }
  13939. /**
  13940. * Sets the draw range for this geometry.
  13941. *
  13942. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  13943. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  13944. * For indexed BufferGeometry, `count` is the number of indices to render.
  13945. */
  13946. setDrawRange( start, count ) {
  13947. this.drawRange.start = start;
  13948. this.drawRange.count = count;
  13949. }
  13950. /**
  13951. * Applies the given 4x4 transformation matrix to the geometry.
  13952. *
  13953. * @param {Matrix4} matrix - The matrix to apply.
  13954. * @return {BufferGeometry} A reference to this instance.
  13955. */
  13956. applyMatrix4( matrix ) {
  13957. const position = this.attributes.position;
  13958. if ( position !== undefined ) {
  13959. position.applyMatrix4( matrix );
  13960. position.needsUpdate = true;
  13961. }
  13962. const normal = this.attributes.normal;
  13963. if ( normal !== undefined ) {
  13964. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  13965. normal.applyNormalMatrix( normalMatrix );
  13966. normal.needsUpdate = true;
  13967. }
  13968. const tangent = this.attributes.tangent;
  13969. if ( tangent !== undefined ) {
  13970. tangent.transformDirection( matrix );
  13971. tangent.needsUpdate = true;
  13972. }
  13973. if ( this.boundingBox !== null ) {
  13974. this.computeBoundingBox();
  13975. }
  13976. if ( this.boundingSphere !== null ) {
  13977. this.computeBoundingSphere();
  13978. }
  13979. this._transformed = true;
  13980. return this;
  13981. }
  13982. /**
  13983. * Applies the rotation represented by the Quaternion to the geometry.
  13984. *
  13985. * @param {Quaternion} q - The Quaternion to apply.
  13986. * @return {BufferGeometry} A reference to this instance.
  13987. */
  13988. applyQuaternion( q ) {
  13989. _m1.makeRotationFromQuaternion( q );
  13990. this.applyMatrix4( _m1 );
  13991. return this;
  13992. }
  13993. /**
  13994. * Rotates the geometry about the X axis. This is typically done as a one time
  13995. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13996. * real-time mesh rotation.
  13997. *
  13998. * @param {number} angle - The angle in radians.
  13999. * @return {BufferGeometry} A reference to this instance.
  14000. */
  14001. rotateX( angle ) {
  14002. // rotate geometry around world x-axis
  14003. _m1.makeRotationX( angle );
  14004. this.applyMatrix4( _m1 );
  14005. return this;
  14006. }
  14007. /**
  14008. * Rotates the geometry about the Y axis. This is typically done as a one time
  14009. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14010. * real-time mesh rotation.
  14011. *
  14012. * @param {number} angle - The angle in radians.
  14013. * @return {BufferGeometry} A reference to this instance.
  14014. */
  14015. rotateY( angle ) {
  14016. // rotate geometry around world y-axis
  14017. _m1.makeRotationY( angle );
  14018. this.applyMatrix4( _m1 );
  14019. return this;
  14020. }
  14021. /**
  14022. * Rotates the geometry about the Z axis. This is typically done as a one time
  14023. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14024. * real-time mesh rotation.
  14025. *
  14026. * @param {number} angle - The angle in radians.
  14027. * @return {BufferGeometry} A reference to this instance.
  14028. */
  14029. rotateZ( angle ) {
  14030. // rotate geometry around world z-axis
  14031. _m1.makeRotationZ( angle );
  14032. this.applyMatrix4( _m1 );
  14033. return this;
  14034. }
  14035. /**
  14036. * Translates the geometry. This is typically done as a one time
  14037. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14038. * real-time mesh rotation.
  14039. *
  14040. * @param {number} x - The x offset.
  14041. * @param {number} y - The y offset.
  14042. * @param {number} z - The z offset.
  14043. * @return {BufferGeometry} A reference to this instance.
  14044. */
  14045. translate( x, y, z ) {
  14046. // translate geometry
  14047. _m1.makeTranslation( x, y, z );
  14048. this.applyMatrix4( _m1 );
  14049. return this;
  14050. }
  14051. /**
  14052. * Scales the geometry. This is typically done as a one time
  14053. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14054. * real-time mesh rotation.
  14055. *
  14056. * @param {number} x - The x scale.
  14057. * @param {number} y - The y scale.
  14058. * @param {number} z - The z scale.
  14059. * @return {BufferGeometry} A reference to this instance.
  14060. */
  14061. scale( x, y, z ) {
  14062. // scale geometry
  14063. _m1.makeScale( x, y, z );
  14064. this.applyMatrix4( _m1 );
  14065. return this;
  14066. }
  14067. /**
  14068. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14069. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14070. * real-time mesh rotation.
  14071. *
  14072. * @param {Vector3} vector - The target point.
  14073. * @return {BufferGeometry} A reference to this instance.
  14074. */
  14075. lookAt( vector ) {
  14076. _obj.lookAt( vector );
  14077. _obj.updateMatrix();
  14078. this.applyMatrix4( _obj.matrix );
  14079. return this;
  14080. }
  14081. /**
  14082. * Center the geometry based on its bounding box.
  14083. *
  14084. * @return {BufferGeometry} A reference to this instance.
  14085. */
  14086. center() {
  14087. this.computeBoundingBox();
  14088. this.boundingBox.getCenter( _offset ).negate();
  14089. this.translate( _offset.x, _offset.y, _offset.z );
  14090. return this;
  14091. }
  14092. /**
  14093. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14094. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14095. * set to `0`.
  14096. *
  14097. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14098. * data from the array. The length of the array must match the vertex count.
  14099. *
  14100. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14101. * @return {BufferGeometry} A reference to this instance.
  14102. */
  14103. setFromPoints( points ) {
  14104. const positionAttribute = this.getAttribute( 'position' );
  14105. if ( positionAttribute === undefined ) {
  14106. const position = [];
  14107. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14108. const point = points[ i ];
  14109. position.push( point.x, point.y, point.z || 0 );
  14110. }
  14111. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14112. } else {
  14113. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14114. for ( let i = 0; i < l; i ++ ) {
  14115. const point = points[ i ];
  14116. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14117. }
  14118. if ( points.length > positionAttribute.count ) {
  14119. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14120. }
  14121. positionAttribute.needsUpdate = true;
  14122. }
  14123. return this;
  14124. }
  14125. /**
  14126. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14127. * The bounding box is not computed by the engine; it must be computed by your app.
  14128. * You may need to recompute the bounding box if the geometry vertices are modified.
  14129. */
  14130. computeBoundingBox() {
  14131. if ( this.boundingBox === null ) {
  14132. this.boundingBox = new Box3();
  14133. }
  14134. const position = this.attributes.position;
  14135. const morphAttributesPosition = this.morphAttributes.position;
  14136. if ( position && position.isGLBufferAttribute ) {
  14137. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14138. this.boundingBox.set(
  14139. new Vector3( - Infinity, - Infinity, - Infinity ),
  14140. new Vector3( + Infinity, + Infinity, + Infinity )
  14141. );
  14142. return;
  14143. }
  14144. if ( position !== undefined ) {
  14145. this.boundingBox.setFromBufferAttribute( position );
  14146. // process morph attributes if present
  14147. if ( morphAttributesPosition ) {
  14148. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14149. const morphAttribute = morphAttributesPosition[ i ];
  14150. _box$2.setFromBufferAttribute( morphAttribute );
  14151. if ( this.morphTargetsRelative ) {
  14152. _vector$9.addVectors( this.boundingBox.min, _box$2.min );
  14153. this.boundingBox.expandByPoint( _vector$9 );
  14154. _vector$9.addVectors( this.boundingBox.max, _box$2.max );
  14155. this.boundingBox.expandByPoint( _vector$9 );
  14156. } else {
  14157. this.boundingBox.expandByPoint( _box$2.min );
  14158. this.boundingBox.expandByPoint( _box$2.max );
  14159. }
  14160. }
  14161. }
  14162. } else {
  14163. this.boundingBox.makeEmpty();
  14164. }
  14165. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14166. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14167. }
  14168. }
  14169. /**
  14170. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14171. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14172. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14173. */
  14174. computeBoundingSphere() {
  14175. if ( this.boundingSphere === null ) {
  14176. this.boundingSphere = new Sphere();
  14177. }
  14178. const position = this.attributes.position;
  14179. const morphAttributesPosition = this.morphAttributes.position;
  14180. if ( position && position.isGLBufferAttribute ) {
  14181. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14182. this.boundingSphere.set( new Vector3(), Infinity );
  14183. return;
  14184. }
  14185. if ( position ) {
  14186. // first, find the center of the bounding sphere
  14187. const center = this.boundingSphere.center;
  14188. _box$2.setFromBufferAttribute( position );
  14189. // process morph attributes if present
  14190. if ( morphAttributesPosition ) {
  14191. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14192. const morphAttribute = morphAttributesPosition[ i ];
  14193. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14194. if ( this.morphTargetsRelative ) {
  14195. _vector$9.addVectors( _box$2.min, _boxMorphTargets.min );
  14196. _box$2.expandByPoint( _vector$9 );
  14197. _vector$9.addVectors( _box$2.max, _boxMorphTargets.max );
  14198. _box$2.expandByPoint( _vector$9 );
  14199. } else {
  14200. _box$2.expandByPoint( _boxMorphTargets.min );
  14201. _box$2.expandByPoint( _boxMorphTargets.max );
  14202. }
  14203. }
  14204. }
  14205. _box$2.getCenter( center );
  14206. // second, try to find a boundingSphere with a radius smaller than the
  14207. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14208. let maxRadiusSq = 0;
  14209. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14210. _vector$9.fromBufferAttribute( position, i );
  14211. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
  14212. }
  14213. // process morph attributes if present
  14214. if ( morphAttributesPosition ) {
  14215. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14216. const morphAttribute = morphAttributesPosition[ i ];
  14217. const morphTargetsRelative = this.morphTargetsRelative;
  14218. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14219. _vector$9.fromBufferAttribute( morphAttribute, j );
  14220. if ( morphTargetsRelative ) {
  14221. _offset.fromBufferAttribute( position, j );
  14222. _vector$9.add( _offset );
  14223. }
  14224. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
  14225. }
  14226. }
  14227. }
  14228. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14229. if ( isNaN( this.boundingSphere.radius ) ) {
  14230. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14231. }
  14232. }
  14233. }
  14234. /**
  14235. * Calculates and adds a tangent attribute to this geometry.
  14236. *
  14237. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14238. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14239. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14240. */
  14241. computeTangents() {
  14242. const index = this.index;
  14243. const attributes = this.attributes;
  14244. // based on http://www.terathon.com/code/tangent.html
  14245. // (per vertex tangents)
  14246. if ( index === null ||
  14247. attributes.position === undefined ||
  14248. attributes.normal === undefined ||
  14249. attributes.uv === undefined ) {
  14250. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14251. return;
  14252. }
  14253. const positionAttribute = attributes.position;
  14254. const normalAttribute = attributes.normal;
  14255. const uvAttribute = attributes.uv;
  14256. let tangentAttribute = this.getAttribute( 'tangent' );
  14257. if ( tangentAttribute === undefined || tangentAttribute.count !== positionAttribute.count ) {
  14258. tangentAttribute = new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 );
  14259. this.setAttribute( 'tangent', tangentAttribute );
  14260. }
  14261. const tan1 = [], tan2 = [];
  14262. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14263. tan1[ i ] = new Vector3();
  14264. tan2[ i ] = new Vector3();
  14265. }
  14266. const vA = new Vector3(),
  14267. vB = new Vector3(),
  14268. vC = new Vector3(),
  14269. uvA = new Vector2(),
  14270. uvB = new Vector2(),
  14271. uvC = new Vector2(),
  14272. sdir = new Vector3(),
  14273. tdir = new Vector3();
  14274. function handleTriangle( a, b, c ) {
  14275. vA.fromBufferAttribute( positionAttribute, a );
  14276. vB.fromBufferAttribute( positionAttribute, b );
  14277. vC.fromBufferAttribute( positionAttribute, c );
  14278. uvA.fromBufferAttribute( uvAttribute, a );
  14279. uvB.fromBufferAttribute( uvAttribute, b );
  14280. uvC.fromBufferAttribute( uvAttribute, c );
  14281. vB.sub( vA );
  14282. vC.sub( vA );
  14283. uvB.sub( uvA );
  14284. uvC.sub( uvA );
  14285. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14286. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14287. if ( ! isFinite( r ) ) return;
  14288. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14289. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14290. tan1[ a ].add( sdir );
  14291. tan1[ b ].add( sdir );
  14292. tan1[ c ].add( sdir );
  14293. tan2[ a ].add( tdir );
  14294. tan2[ b ].add( tdir );
  14295. tan2[ c ].add( tdir );
  14296. }
  14297. let groups = this.groups;
  14298. if ( groups.length === 0 ) {
  14299. groups = [ {
  14300. start: 0,
  14301. count: index.count
  14302. } ];
  14303. }
  14304. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14305. const group = groups[ i ];
  14306. const start = group.start;
  14307. const count = group.count;
  14308. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14309. handleTriangle(
  14310. index.getX( j + 0 ),
  14311. index.getX( j + 1 ),
  14312. index.getX( j + 2 )
  14313. );
  14314. }
  14315. }
  14316. const tmp = new Vector3(), tmp2 = new Vector3();
  14317. const n = new Vector3(), n2 = new Vector3();
  14318. function handleVertex( v ) {
  14319. n.fromBufferAttribute( normalAttribute, v );
  14320. n2.copy( n );
  14321. const t = tan1[ v ];
  14322. // Gram-Schmidt orthogonalize
  14323. tmp.copy( t );
  14324. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14325. // Calculate handedness
  14326. tmp2.crossVectors( n2, t );
  14327. const test = tmp2.dot( tan2[ v ] );
  14328. const w = ( test < 0.0 ) ? -1 : 1.0;
  14329. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14330. }
  14331. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14332. const group = groups[ i ];
  14333. const start = group.start;
  14334. const count = group.count;
  14335. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14336. handleVertex( index.getX( j + 0 ) );
  14337. handleVertex( index.getX( j + 1 ) );
  14338. handleVertex( index.getX( j + 2 ) );
  14339. }
  14340. }
  14341. this._transformed = true;
  14342. }
  14343. /**
  14344. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14345. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14346. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14347. * to be the same as the face normal.
  14348. */
  14349. computeVertexNormals() {
  14350. const index = this.index;
  14351. const positionAttribute = this.getAttribute( 'position' );
  14352. if ( positionAttribute !== undefined ) {
  14353. let normalAttribute = this.getAttribute( 'normal' );
  14354. if ( normalAttribute === undefined || normalAttribute.count !== positionAttribute.count ) {
  14355. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14356. this.setAttribute( 'normal', normalAttribute );
  14357. } else {
  14358. // reset existing normals to zero
  14359. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14360. normalAttribute.setXYZ( i, 0, 0, 0 );
  14361. }
  14362. }
  14363. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14364. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14365. const cb = new Vector3(), ab = new Vector3();
  14366. // indexed elements
  14367. if ( index ) {
  14368. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14369. const vA = index.getX( i + 0 );
  14370. const vB = index.getX( i + 1 );
  14371. const vC = index.getX( i + 2 );
  14372. pA.fromBufferAttribute( positionAttribute, vA );
  14373. pB.fromBufferAttribute( positionAttribute, vB );
  14374. pC.fromBufferAttribute( positionAttribute, vC );
  14375. cb.subVectors( pC, pB );
  14376. ab.subVectors( pA, pB );
  14377. cb.cross( ab );
  14378. nA.fromBufferAttribute( normalAttribute, vA );
  14379. nB.fromBufferAttribute( normalAttribute, vB );
  14380. nC.fromBufferAttribute( normalAttribute, vC );
  14381. nA.add( cb );
  14382. nB.add( cb );
  14383. nC.add( cb );
  14384. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14385. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14386. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14387. }
  14388. } else {
  14389. // non-indexed elements (unconnected triangle soup)
  14390. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14391. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14392. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14393. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14394. cb.subVectors( pC, pB );
  14395. ab.subVectors( pA, pB );
  14396. cb.cross( ab );
  14397. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14398. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14399. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14400. }
  14401. }
  14402. this.normalizeNormals();
  14403. normalAttribute.needsUpdate = true;
  14404. }
  14405. }
  14406. /**
  14407. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14408. * correct lighting on the geometry surfaces.
  14409. */
  14410. normalizeNormals() {
  14411. const normals = this.attributes.normal;
  14412. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14413. _vector$9.fromBufferAttribute( normals, i );
  14414. _vector$9.normalize();
  14415. normals.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  14416. }
  14417. }
  14418. /**
  14419. * Return a new non-index version of this indexed geometry. If the geometry
  14420. * is already non-indexed, the method is a NOOP.
  14421. *
  14422. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14423. */
  14424. toNonIndexed() {
  14425. function convertBufferAttribute( attribute, indices ) {
  14426. const array = attribute.array;
  14427. const itemSize = attribute.itemSize;
  14428. const normalized = attribute.normalized;
  14429. const array2 = new array.constructor( indices.length * itemSize );
  14430. let index = 0, index2 = 0;
  14431. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14432. if ( attribute.isInterleavedBufferAttribute ) {
  14433. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14434. } else {
  14435. index = indices[ i ] * itemSize;
  14436. }
  14437. for ( let j = 0; j < itemSize; j ++ ) {
  14438. array2[ index2 ++ ] = array[ index ++ ];
  14439. }
  14440. }
  14441. return new BufferAttribute( array2, itemSize, normalized );
  14442. }
  14443. //
  14444. if ( this.index === null ) {
  14445. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14446. return this;
  14447. }
  14448. const geometry2 = new BufferGeometry();
  14449. const indices = this.index.array;
  14450. const attributes = this.attributes;
  14451. // attributes
  14452. for ( const name in attributes ) {
  14453. const attribute = attributes[ name ];
  14454. const newAttribute = convertBufferAttribute( attribute, indices );
  14455. geometry2.setAttribute( name, newAttribute );
  14456. }
  14457. // morph attributes
  14458. const morphAttributes = this.morphAttributes;
  14459. for ( const name in morphAttributes ) {
  14460. const morphArray = [];
  14461. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14462. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14463. const attribute = morphAttribute[ i ];
  14464. const newAttribute = convertBufferAttribute( attribute, indices );
  14465. morphArray.push( newAttribute );
  14466. }
  14467. geometry2.morphAttributes[ name ] = morphArray;
  14468. }
  14469. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14470. // groups
  14471. const groups = this.groups;
  14472. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14473. const group = groups[ i ];
  14474. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14475. }
  14476. return geometry2;
  14477. }
  14478. /**
  14479. * Serializes the geometry into JSON.
  14480. *
  14481. * @return {Object} A JSON object representing the serialized geometry.
  14482. */
  14483. toJSON() {
  14484. const data = {
  14485. metadata: {
  14486. version: 4.7,
  14487. type: 'BufferGeometry',
  14488. generator: 'BufferGeometry.toJSON'
  14489. }
  14490. };
  14491. // standard BufferGeometry serialization
  14492. data.uuid = this.uuid;
  14493. data.type = ( this.parameters !== undefined && this._transformed === true ) ? 'BufferGeometry' : this.type;
  14494. if ( this.name !== '' ) data.name = this.name;
  14495. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14496. if ( this.parameters !== undefined && this._transformed !== true ) {
  14497. const parameters = this.parameters;
  14498. for ( const key in parameters ) {
  14499. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14500. }
  14501. return data;
  14502. }
  14503. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14504. data.data = { attributes: {} };
  14505. const index = this.index;
  14506. if ( index !== null ) {
  14507. data.data.index = {
  14508. type: index.array.constructor.name,
  14509. array: Array.prototype.slice.call( index.array )
  14510. };
  14511. }
  14512. const attributes = this.attributes;
  14513. for ( const key in attributes ) {
  14514. const attribute = attributes[ key ];
  14515. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14516. }
  14517. const morphAttributes = {};
  14518. let hasMorphAttributes = false;
  14519. for ( const key in this.morphAttributes ) {
  14520. const attributeArray = this.morphAttributes[ key ];
  14521. const array = [];
  14522. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14523. const attribute = attributeArray[ i ];
  14524. array.push( attribute.toJSON( data.data ) );
  14525. }
  14526. if ( array.length > 0 ) {
  14527. morphAttributes[ key ] = array;
  14528. hasMorphAttributes = true;
  14529. }
  14530. }
  14531. if ( hasMorphAttributes ) {
  14532. data.data.morphAttributes = morphAttributes;
  14533. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14534. }
  14535. const groups = this.groups;
  14536. if ( groups.length > 0 ) {
  14537. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14538. }
  14539. const boundingSphere = this.boundingSphere;
  14540. if ( boundingSphere !== null ) {
  14541. data.data.boundingSphere = boundingSphere.toJSON();
  14542. }
  14543. return data;
  14544. }
  14545. /**
  14546. * Returns a new geometry with copied values from this instance.
  14547. *
  14548. * @return {BufferGeometry} A clone of this instance.
  14549. */
  14550. clone() {
  14551. return new this.constructor().copy( this );
  14552. }
  14553. /**
  14554. * Copies the values of the given geometry to this instance.
  14555. *
  14556. * @param {BufferGeometry} source - The geometry to copy.
  14557. * @return {BufferGeometry} A reference to this instance.
  14558. */
  14559. copy( source ) {
  14560. // reset
  14561. this.index = null;
  14562. this.attributes = {};
  14563. this.morphAttributes = {};
  14564. this.groups = [];
  14565. this.boundingBox = null;
  14566. this.boundingSphere = null;
  14567. // used for storing cloned, shared data
  14568. const data = {};
  14569. // name
  14570. this.name = source.name;
  14571. // index
  14572. const index = source.index;
  14573. if ( index !== null ) {
  14574. this.setIndex( index.clone() );
  14575. }
  14576. // attributes
  14577. const attributes = source.attributes;
  14578. for ( const name in attributes ) {
  14579. const attribute = attributes[ name ];
  14580. this.setAttribute( name, attribute.clone( data ) );
  14581. }
  14582. // morph attributes
  14583. const morphAttributes = source.morphAttributes;
  14584. for ( const name in morphAttributes ) {
  14585. const array = [];
  14586. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14587. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  14588. array.push( morphAttribute[ i ].clone( data ) );
  14589. }
  14590. this.morphAttributes[ name ] = array;
  14591. }
  14592. this.morphTargetsRelative = source.morphTargetsRelative;
  14593. // groups
  14594. const groups = source.groups;
  14595. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14596. const group = groups[ i ];
  14597. this.addGroup( group.start, group.count, group.materialIndex );
  14598. }
  14599. // bounding box
  14600. const boundingBox = source.boundingBox;
  14601. if ( boundingBox !== null ) {
  14602. this.boundingBox = boundingBox.clone();
  14603. }
  14604. // bounding sphere
  14605. const boundingSphere = source.boundingSphere;
  14606. if ( boundingSphere !== null ) {
  14607. this.boundingSphere = boundingSphere.clone();
  14608. }
  14609. // draw range
  14610. this.drawRange.start = source.drawRange.start;
  14611. this.drawRange.count = source.drawRange.count;
  14612. // user data
  14613. this.userData = source.userData;
  14614. // transformed flag
  14615. this._transformed = source._transformed;
  14616. return this;
  14617. }
  14618. /**
  14619. * Frees the GPU-related resources allocated by this instance. Call this
  14620. * method whenever this instance is no longer used in your app.
  14621. *
  14622. * @fires BufferGeometry#dispose
  14623. */
  14624. dispose() {
  14625. this.dispatchEvent( { type: 'dispose' } );
  14626. }
  14627. }
  14628. /**
  14629. * "Interleaved" means that multiple attributes, possibly of different types,
  14630. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  14631. *
  14632. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  14633. */
  14634. class InterleavedBuffer {
  14635. /**
  14636. * Constructs a new interleaved buffer.
  14637. *
  14638. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  14639. * @param {number} stride - The number of typed-array elements per vertex.
  14640. */
  14641. constructor( array, stride ) {
  14642. /**
  14643. * This flag can be used for type testing.
  14644. *
  14645. * @type {boolean}
  14646. * @readonly
  14647. * @default true
  14648. */
  14649. this.isInterleavedBuffer = true;
  14650. /**
  14651. * A typed array with a shared buffer storing attribute data.
  14652. *
  14653. * @type {TypedArray}
  14654. */
  14655. this.array = array;
  14656. /**
  14657. * The number of typed-array elements per vertex.
  14658. *
  14659. * @type {number}
  14660. */
  14661. this.stride = stride;
  14662. /**
  14663. * The total number of elements in the array
  14664. *
  14665. * @type {number}
  14666. * @readonly
  14667. */
  14668. this.count = array !== undefined ? array.length / stride : 0;
  14669. /**
  14670. * Defines the intended usage pattern of the data store for optimization purposes.
  14671. *
  14672. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  14673. * instantiate a new one and set the desired usage before the next render.
  14674. *
  14675. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  14676. * @default StaticDrawUsage
  14677. */
  14678. this.usage = StaticDrawUsage;
  14679. /**
  14680. * This can be used to only update some components of stored vectors (for example, just the
  14681. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  14682. *
  14683. * @type {Array<Object>}
  14684. */
  14685. this.updateRanges = [];
  14686. /**
  14687. * A version number, incremented every time the `needsUpdate` is set to `true`.
  14688. *
  14689. * @type {number}
  14690. */
  14691. this.version = 0;
  14692. /**
  14693. * The UUID of the interleaved buffer.
  14694. *
  14695. * @type {string}
  14696. * @readonly
  14697. */
  14698. this.uuid = generateUUID();
  14699. }
  14700. /**
  14701. * A callback function that is executed after the renderer has transferred the attribute array
  14702. * data to the GPU.
  14703. */
  14704. onUploadCallback() {}
  14705. /**
  14706. * Flag to indicate that this attribute has changed and should be re-sent to
  14707. * the GPU. Set this to `true` when you modify the value of the array.
  14708. *
  14709. * @type {number}
  14710. * @default false
  14711. * @param {boolean} value
  14712. */
  14713. set needsUpdate( value ) {
  14714. if ( value === true ) this.version ++;
  14715. }
  14716. /**
  14717. * Sets the usage of this interleaved buffer.
  14718. *
  14719. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  14720. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  14721. */
  14722. setUsage( value ) {
  14723. this.usage = value;
  14724. return this;
  14725. }
  14726. /**
  14727. * Adds a range of data in the data array to be updated on the GPU.
  14728. *
  14729. * @param {number} start - Position at which to start update.
  14730. * @param {number} count - The number of components to update.
  14731. */
  14732. addUpdateRange( start, count ) {
  14733. this.updateRanges.push( { start, count } );
  14734. }
  14735. /**
  14736. * Clears the update ranges.
  14737. */
  14738. clearUpdateRanges() {
  14739. this.updateRanges.length = 0;
  14740. }
  14741. /**
  14742. * Copies the values of the given interleaved buffer to this instance.
  14743. *
  14744. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  14745. * @return {InterleavedBuffer} A reference to this instance.
  14746. */
  14747. copy( source ) {
  14748. this.array = new source.array.constructor( source.array );
  14749. this.count = source.count;
  14750. this.stride = source.stride;
  14751. this.usage = source.usage;
  14752. return this;
  14753. }
  14754. /**
  14755. * Copies a vector from the given interleaved buffer to this one. The start
  14756. * and destination position in the attribute buffers are represented by the
  14757. * given indices.
  14758. *
  14759. * @param {number} index1 - The destination index into this interleaved buffer.
  14760. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  14761. * @param {number} index2 - The source index into the given interleaved buffer.
  14762. * @return {InterleavedBuffer} A reference to this instance.
  14763. */
  14764. copyAt( index1, interleavedBuffer, index2 ) {
  14765. index1 *= this.stride;
  14766. index2 *= interleavedBuffer.stride;
  14767. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  14768. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  14769. }
  14770. return this;
  14771. }
  14772. /**
  14773. * Sets the given array data in the interleaved buffer.
  14774. *
  14775. * @param {(TypedArray|Array)} value - The array data to set.
  14776. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  14777. * @return {InterleavedBuffer} A reference to this instance.
  14778. */
  14779. set( value, offset = 0 ) {
  14780. this.array.set( value, offset );
  14781. return this;
  14782. }
  14783. /**
  14784. * Returns a new interleaved buffer with copied values from this instance.
  14785. *
  14786. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  14787. * @return {InterleavedBuffer} A clone of this instance.
  14788. */
  14789. clone( data ) {
  14790. if ( data.arrayBuffers === undefined ) {
  14791. data.arrayBuffers = {};
  14792. }
  14793. if ( this.array.buffer._uuid === undefined ) {
  14794. this.array.buffer._uuid = generateUUID();
  14795. }
  14796. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  14797. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  14798. }
  14799. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  14800. const ib = new this.constructor( array, this.stride );
  14801. ib.setUsage( this.usage );
  14802. return ib;
  14803. }
  14804. /**
  14805. * Sets the given callback function that is executed after the Renderer has transferred
  14806. * the array data to the GPU. Can be used to perform clean-up operations after
  14807. * the upload when data are not needed anymore on the CPU side.
  14808. *
  14809. * @param {Function} callback - The `onUpload()` callback.
  14810. * @return {InterleavedBuffer} A reference to this instance.
  14811. */
  14812. onUpload( callback ) {
  14813. this.onUploadCallback = callback;
  14814. return this;
  14815. }
  14816. /**
  14817. * Serializes the interleaved buffer into JSON.
  14818. *
  14819. * @param {Object} [data] - An optional value holding meta information about the serialization.
  14820. * @return {Object} A JSON object representing the serialized interleaved buffer.
  14821. */
  14822. toJSON( data ) {
  14823. if ( data.arrayBuffers === undefined ) {
  14824. data.arrayBuffers = {};
  14825. }
  14826. // generate UUID for array buffer if necessary
  14827. if ( this.array.buffer._uuid === undefined ) {
  14828. this.array.buffer._uuid = generateUUID();
  14829. }
  14830. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  14831. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  14832. }
  14833. //
  14834. return {
  14835. uuid: this.uuid,
  14836. buffer: this.array.buffer._uuid,
  14837. type: this.array.constructor.name,
  14838. stride: this.stride
  14839. };
  14840. }
  14841. }
  14842. const _vector$8 = /*@__PURE__*/ new Vector3();
  14843. /**
  14844. * An alternative version of a buffer attribute with interleaved data. Interleaved
  14845. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  14846. * different offsets into the buffer.
  14847. */
  14848. class InterleavedBufferAttribute {
  14849. /**
  14850. * Constructs a new interleaved buffer attribute.
  14851. *
  14852. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  14853. * @param {number} itemSize - The item size.
  14854. * @param {number} offset - The attribute offset into the buffer.
  14855. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14856. */
  14857. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  14858. /**
  14859. * This flag can be used for type testing.
  14860. *
  14861. * @type {boolean}
  14862. * @readonly
  14863. * @default true
  14864. */
  14865. this.isInterleavedBufferAttribute = true;
  14866. /**
  14867. * The name of the buffer attribute.
  14868. *
  14869. * @type {string}
  14870. */
  14871. this.name = '';
  14872. /**
  14873. * The buffer holding the interleaved data.
  14874. *
  14875. * @type {InterleavedBuffer}
  14876. */
  14877. this.data = interleavedBuffer;
  14878. /**
  14879. * The item size, see {@link BufferAttribute#itemSize}.
  14880. *
  14881. * @type {number}
  14882. */
  14883. this.itemSize = itemSize;
  14884. /**
  14885. * The attribute offset into the buffer.
  14886. *
  14887. * @type {number}
  14888. */
  14889. this.offset = offset;
  14890. /**
  14891. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  14892. *
  14893. * @type {InterleavedBuffer}
  14894. */
  14895. this.normalized = normalized;
  14896. }
  14897. /**
  14898. * The item count of this buffer attribute.
  14899. *
  14900. * @type {number}
  14901. * @readonly
  14902. */
  14903. get count() {
  14904. return this.data.count;
  14905. }
  14906. /**
  14907. * The array holding the interleaved buffer attribute data.
  14908. *
  14909. * @type {TypedArray}
  14910. */
  14911. get array() {
  14912. return this.data.array;
  14913. }
  14914. /**
  14915. * Flag to indicate that this attribute has changed and should be re-sent to
  14916. * the GPU. Set this to `true` when you modify the value of the array.
  14917. *
  14918. * @type {number}
  14919. * @default false
  14920. * @param {boolean} value
  14921. */
  14922. set needsUpdate( value ) {
  14923. this.data.needsUpdate = value;
  14924. }
  14925. /**
  14926. * Applies the given 4x4 matrix to the given attribute. Only works with
  14927. * item size `3`.
  14928. *
  14929. * @param {Matrix4} m - The matrix to apply.
  14930. * @return {InterleavedBufferAttribute} A reference to this instance.
  14931. */
  14932. applyMatrix4( m ) {
  14933. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  14934. _vector$8.fromBufferAttribute( this, i );
  14935. _vector$8.applyMatrix4( m );
  14936. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14937. }
  14938. return this;
  14939. }
  14940. /**
  14941. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  14942. * item size `3`.
  14943. *
  14944. * @param {Matrix3} m - The normal matrix to apply.
  14945. * @return {InterleavedBufferAttribute} A reference to this instance.
  14946. */
  14947. applyNormalMatrix( m ) {
  14948. for ( let i = 0, l = this.count; i < l; i ++ ) {
  14949. _vector$8.fromBufferAttribute( this, i );
  14950. _vector$8.applyNormalMatrix( m );
  14951. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14952. }
  14953. return this;
  14954. }
  14955. /**
  14956. * Applies the given 4x4 matrix to the given attribute. Only works with
  14957. * item size `3` and with direction vectors.
  14958. *
  14959. * @param {Matrix4} m - The matrix to apply.
  14960. * @return {InterleavedBufferAttribute} A reference to this instance.
  14961. */
  14962. transformDirection( m ) {
  14963. for ( let i = 0, l = this.count; i < l; i ++ ) {
  14964. _vector$8.fromBufferAttribute( this, i );
  14965. _vector$8.transformDirection( m );
  14966. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14967. }
  14968. return this;
  14969. }
  14970. /**
  14971. * Returns the given component of the vector at the given index.
  14972. *
  14973. * @param {number} index - The index into the buffer attribute.
  14974. * @param {number} component - The component index.
  14975. * @return {number} The returned value.
  14976. */
  14977. getComponent( index, component ) {
  14978. let value = this.array[ index * this.data.stride + this.offset + component ];
  14979. if ( this.normalized ) value = denormalize( value, this.array );
  14980. return value;
  14981. }
  14982. /**
  14983. * Sets the given value to the given component of the vector at the given index.
  14984. *
  14985. * @param {number} index - The index into the buffer attribute.
  14986. * @param {number} component - The component index.
  14987. * @param {number} value - The value to set.
  14988. * @return {InterleavedBufferAttribute} A reference to this instance.
  14989. */
  14990. setComponent( index, component, value ) {
  14991. if ( this.normalized ) value = normalize( value, this.array );
  14992. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  14993. return this;
  14994. }
  14995. /**
  14996. * Sets the x component of the vector at the given index.
  14997. *
  14998. * @param {number} index - The index into the buffer attribute.
  14999. * @param {number} x - The value to set.
  15000. * @return {InterleavedBufferAttribute} A reference to this instance.
  15001. */
  15002. setX( index, x ) {
  15003. if ( this.normalized ) x = normalize( x, this.array );
  15004. this.data.array[ index * this.data.stride + this.offset ] = x;
  15005. return this;
  15006. }
  15007. /**
  15008. * Sets the y component of the vector at the given index.
  15009. *
  15010. * @param {number} index - The index into the buffer attribute.
  15011. * @param {number} y - The value to set.
  15012. * @return {InterleavedBufferAttribute} A reference to this instance.
  15013. */
  15014. setY( index, y ) {
  15015. if ( this.normalized ) y = normalize( y, this.array );
  15016. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15017. return this;
  15018. }
  15019. /**
  15020. * Sets the z component of the vector at the given index.
  15021. *
  15022. * @param {number} index - The index into the buffer attribute.
  15023. * @param {number} z - The value to set.
  15024. * @return {InterleavedBufferAttribute} A reference to this instance.
  15025. */
  15026. setZ( index, z ) {
  15027. if ( this.normalized ) z = normalize( z, this.array );
  15028. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15029. return this;
  15030. }
  15031. /**
  15032. * Sets the w component of the vector at the given index.
  15033. *
  15034. * @param {number} index - The index into the buffer attribute.
  15035. * @param {number} w - The value to set.
  15036. * @return {InterleavedBufferAttribute} A reference to this instance.
  15037. */
  15038. setW( index, w ) {
  15039. if ( this.normalized ) w = normalize( w, this.array );
  15040. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15041. return this;
  15042. }
  15043. /**
  15044. * Returns the x component of the vector at the given index.
  15045. *
  15046. * @param {number} index - The index into the buffer attribute.
  15047. * @return {number} The x component.
  15048. */
  15049. getX( index ) {
  15050. let x = this.data.array[ index * this.data.stride + this.offset ];
  15051. if ( this.normalized ) x = denormalize( x, this.array );
  15052. return x;
  15053. }
  15054. /**
  15055. * Returns the y component of the vector at the given index.
  15056. *
  15057. * @param {number} index - The index into the buffer attribute.
  15058. * @return {number} The y component.
  15059. */
  15060. getY( index ) {
  15061. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  15062. if ( this.normalized ) y = denormalize( y, this.array );
  15063. return y;
  15064. }
  15065. /**
  15066. * Returns the z component of the vector at the given index.
  15067. *
  15068. * @param {number} index - The index into the buffer attribute.
  15069. * @return {number} The z component.
  15070. */
  15071. getZ( index ) {
  15072. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  15073. if ( this.normalized ) z = denormalize( z, this.array );
  15074. return z;
  15075. }
  15076. /**
  15077. * Returns the w component of the vector at the given index.
  15078. *
  15079. * @param {number} index - The index into the buffer attribute.
  15080. * @return {number} The w component.
  15081. */
  15082. getW( index ) {
  15083. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  15084. if ( this.normalized ) w = denormalize( w, this.array );
  15085. return w;
  15086. }
  15087. /**
  15088. * Sets the x and y component of the vector at the given index.
  15089. *
  15090. * @param {number} index - The index into the buffer attribute.
  15091. * @param {number} x - The value for the x component to set.
  15092. * @param {number} y - The value for the y component to set.
  15093. * @return {InterleavedBufferAttribute} A reference to this instance.
  15094. */
  15095. setXY( index, x, y ) {
  15096. index = index * this.data.stride + this.offset;
  15097. if ( this.normalized ) {
  15098. x = normalize( x, this.array );
  15099. y = normalize( y, this.array );
  15100. }
  15101. this.data.array[ index + 0 ] = x;
  15102. this.data.array[ index + 1 ] = y;
  15103. return this;
  15104. }
  15105. /**
  15106. * Sets the x, y and z component of the vector at the given index.
  15107. *
  15108. * @param {number} index - The index into the buffer attribute.
  15109. * @param {number} x - The value for the x component to set.
  15110. * @param {number} y - The value for the y component to set.
  15111. * @param {number} z - The value for the z component to set.
  15112. * @return {InterleavedBufferAttribute} A reference to this instance.
  15113. */
  15114. setXYZ( index, x, y, z ) {
  15115. index = index * this.data.stride + this.offset;
  15116. if ( this.normalized ) {
  15117. x = normalize( x, this.array );
  15118. y = normalize( y, this.array );
  15119. z = normalize( z, this.array );
  15120. }
  15121. this.data.array[ index + 0 ] = x;
  15122. this.data.array[ index + 1 ] = y;
  15123. this.data.array[ index + 2 ] = z;
  15124. return this;
  15125. }
  15126. /**
  15127. * Sets the x, y, z and w component of the vector at the given index.
  15128. *
  15129. * @param {number} index - The index into the buffer attribute.
  15130. * @param {number} x - The value for the x component to set.
  15131. * @param {number} y - The value for the y component to set.
  15132. * @param {number} z - The value for the z component to set.
  15133. * @param {number} w - The value for the w component to set.
  15134. * @return {InterleavedBufferAttribute} A reference to this instance.
  15135. */
  15136. setXYZW( index, x, y, z, w ) {
  15137. index = index * this.data.stride + this.offset;
  15138. if ( this.normalized ) {
  15139. x = normalize( x, this.array );
  15140. y = normalize( y, this.array );
  15141. z = normalize( z, this.array );
  15142. w = normalize( w, this.array );
  15143. }
  15144. this.data.array[ index + 0 ] = x;
  15145. this.data.array[ index + 1 ] = y;
  15146. this.data.array[ index + 2 ] = z;
  15147. this.data.array[ index + 3 ] = w;
  15148. return this;
  15149. }
  15150. /**
  15151. * Returns a new buffer attribute with copied values from this instance.
  15152. *
  15153. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  15154. *
  15155. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  15156. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  15157. */
  15158. clone( data ) {
  15159. if ( data === undefined ) {
  15160. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  15161. const array = [];
  15162. for ( let i = 0; i < this.count; i ++ ) {
  15163. const index = i * this.data.stride + this.offset;
  15164. for ( let j = 0; j < this.itemSize; j ++ ) {
  15165. array.push( this.data.array[ index + j ] );
  15166. }
  15167. }
  15168. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15169. } else {
  15170. if ( data.interleavedBuffers === undefined ) {
  15171. data.interleavedBuffers = {};
  15172. }
  15173. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15174. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15175. }
  15176. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15177. }
  15178. }
  15179. /**
  15180. * Serializes the buffer attribute into JSON.
  15181. *
  15182. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  15183. *
  15184. * @param {Object} [data] - An optional value holding meta information about the serialization.
  15185. * @return {Object} A JSON object representing the serialized buffer attribute.
  15186. */
  15187. toJSON( data ) {
  15188. if ( data === undefined ) {
  15189. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  15190. const array = [];
  15191. for ( let i = 0; i < this.count; i ++ ) {
  15192. const index = i * this.data.stride + this.offset;
  15193. for ( let j = 0; j < this.itemSize; j ++ ) {
  15194. array.push( this.data.array[ index + j ] );
  15195. }
  15196. }
  15197. // de-interleave data and save it as an ordinary buffer attribute for now
  15198. return {
  15199. itemSize: this.itemSize,
  15200. type: this.array.constructor.name,
  15201. array: array,
  15202. normalized: this.normalized
  15203. };
  15204. } else {
  15205. // save as true interleaved attribute
  15206. if ( data.interleavedBuffers === undefined ) {
  15207. data.interleavedBuffers = {};
  15208. }
  15209. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15210. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  15211. }
  15212. return {
  15213. isInterleavedBufferAttribute: true,
  15214. itemSize: this.itemSize,
  15215. data: this.data.uuid,
  15216. offset: this.offset,
  15217. normalized: this.normalized
  15218. };
  15219. }
  15220. }
  15221. }
  15222. let _materialId = 0;
  15223. /**
  15224. * Abstract base class for materials.
  15225. *
  15226. * Materials define the appearance of renderable 3D objects.
  15227. *
  15228. * @abstract
  15229. * @augments EventDispatcher
  15230. */
  15231. class Material extends EventDispatcher {
  15232. /**
  15233. * Constructs a new material.
  15234. */
  15235. constructor() {
  15236. super();
  15237. /**
  15238. * This flag can be used for type testing.
  15239. *
  15240. * @type {boolean}
  15241. * @readonly
  15242. * @default true
  15243. */
  15244. this.isMaterial = true;
  15245. /**
  15246. * The ID of the material.
  15247. *
  15248. * @name Material#id
  15249. * @type {number}
  15250. * @readonly
  15251. */
  15252. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  15253. /**
  15254. * The UUID of the material.
  15255. *
  15256. * @type {string}
  15257. * @readonly
  15258. */
  15259. this.uuid = generateUUID();
  15260. /**
  15261. * The name of the material.
  15262. *
  15263. * @type {string}
  15264. */
  15265. this.name = '';
  15266. /**
  15267. * The type property is used for detecting the object type
  15268. * in context of serialization/deserialization.
  15269. *
  15270. * @type {string}
  15271. * @readonly
  15272. */
  15273. this.type = 'Material';
  15274. /**
  15275. * Defines the blending type of the material.
  15276. *
  15277. * It must be set to `CustomBlending` if custom blending properties like
  15278. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  15279. * should have any effect.
  15280. *
  15281. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  15282. * @default NormalBlending
  15283. */
  15284. this.blending = NormalBlending;
  15285. /**
  15286. * Defines which side of faces will be rendered - front, back or both.
  15287. *
  15288. * @type {(FrontSide|BackSide|DoubleSide)}
  15289. * @default FrontSide
  15290. */
  15291. this.side = FrontSide;
  15292. /**
  15293. * If set to `true`, vertex colors should be used.
  15294. *
  15295. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  15296. * four (RGBA) component color buffer attribute is used.
  15297. *
  15298. * @type {boolean}
  15299. * @default false
  15300. */
  15301. this.vertexColors = false;
  15302. /**
  15303. * Defines how transparent the material is.
  15304. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  15305. *
  15306. * If the {@link Material#transparent} is not set to `true`,
  15307. * the material will remain fully opaque and this value will only affect its color.
  15308. *
  15309. * @type {number}
  15310. * @default 1
  15311. */
  15312. this.opacity = 1;
  15313. /**
  15314. * Defines whether this material is transparent. This has an effect on
  15315. * rendering as transparent objects need special treatment and are rendered
  15316. * after non-transparent objects.
  15317. *
  15318. * When set to true, the extent to which the material is transparent is
  15319. * controlled by {@link Material#opacity}.
  15320. *
  15321. * @type {boolean}
  15322. * @default false
  15323. */
  15324. this.transparent = false;
  15325. /**
  15326. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  15327. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  15328. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  15329. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  15330. *
  15331. * @type {boolean}
  15332. * @default false
  15333. */
  15334. this.alphaHash = false;
  15335. /**
  15336. * Defines the blending source factor.
  15337. *
  15338. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15339. * @default SrcAlphaFactor
  15340. */
  15341. this.blendSrc = SrcAlphaFactor;
  15342. /**
  15343. * Defines the blending destination factor.
  15344. *
  15345. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15346. * @default OneMinusSrcAlphaFactor
  15347. */
  15348. this.blendDst = OneMinusSrcAlphaFactor;
  15349. /**
  15350. * Defines the blending equation.
  15351. *
  15352. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  15353. * @default AddEquation
  15354. */
  15355. this.blendEquation = AddEquation;
  15356. /**
  15357. * Defines the blending source alpha factor.
  15358. *
  15359. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15360. * @default null
  15361. */
  15362. this.blendSrcAlpha = null;
  15363. /**
  15364. * Defines the blending destination alpha factor.
  15365. *
  15366. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15367. * @default null
  15368. */
  15369. this.blendDstAlpha = null;
  15370. /**
  15371. * Defines the blending equation of the alpha channel.
  15372. *
  15373. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  15374. * @default null
  15375. */
  15376. this.blendEquationAlpha = null;
  15377. /**
  15378. * Represents the RGB values of the constant blend color.
  15379. *
  15380. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  15381. *
  15382. * @type {Color}
  15383. * @default (0,0,0)
  15384. */
  15385. this.blendColor = new Color( 0, 0, 0 );
  15386. /**
  15387. * Represents the alpha value of the constant blend color.
  15388. *
  15389. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  15390. *
  15391. * @type {number}
  15392. * @default 0
  15393. */
  15394. this.blendAlpha = 0;
  15395. /**
  15396. * Defines the depth function.
  15397. *
  15398. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  15399. * @default LessEqualDepth
  15400. */
  15401. this.depthFunc = LessEqualDepth;
  15402. /**
  15403. * Whether to have depth test enabled when rendering this material.
  15404. * When the depth test is disabled, the depth write will also be implicitly disabled.
  15405. *
  15406. * @type {boolean}
  15407. * @default true
  15408. */
  15409. this.depthTest = true;
  15410. /**
  15411. * Whether rendering this material has any effect on the depth buffer.
  15412. *
  15413. * When drawing 2D overlays it can be useful to disable the depth writing in
  15414. * order to layer several things together without creating z-index artifacts.
  15415. *
  15416. * @type {boolean}
  15417. * @default true
  15418. */
  15419. this.depthWrite = true;
  15420. /**
  15421. * The bit mask to use when writing to the stencil buffer.
  15422. *
  15423. * @type {number}
  15424. * @default 0xff
  15425. */
  15426. this.stencilWriteMask = 0xff;
  15427. /**
  15428. * The stencil comparison function to use.
  15429. *
  15430. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  15431. * @default AlwaysStencilFunc
  15432. */
  15433. this.stencilFunc = AlwaysStencilFunc;
  15434. /**
  15435. * The value to use when performing stencil comparisons or stencil operations.
  15436. *
  15437. * @type {number}
  15438. * @default 0
  15439. */
  15440. this.stencilRef = 0;
  15441. /**
  15442. * The bit mask to use when comparing against the stencil buffer.
  15443. *
  15444. * @type {number}
  15445. * @default 0xff
  15446. */
  15447. this.stencilFuncMask = 0xff;
  15448. /**
  15449. * Which stencil operation to perform when the comparison function returns `false`.
  15450. *
  15451. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15452. * @default KeepStencilOp
  15453. */
  15454. this.stencilFail = KeepStencilOp;
  15455. /**
  15456. * Which stencil operation to perform when the comparison function returns
  15457. * `true` but the depth test fails.
  15458. *
  15459. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15460. * @default KeepStencilOp
  15461. */
  15462. this.stencilZFail = KeepStencilOp;
  15463. /**
  15464. * Which stencil operation to perform when the comparison function returns
  15465. * `true` and the depth test passes.
  15466. *
  15467. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15468. * @default KeepStencilOp
  15469. */
  15470. this.stencilZPass = KeepStencilOp;
  15471. /**
  15472. * Whether stencil operations are performed against the stencil buffer. In
  15473. * order to perform writes or comparisons against the stencil buffer this
  15474. * value must be `true`.
  15475. *
  15476. * @type {boolean}
  15477. * @default false
  15478. */
  15479. this.stencilWrite = false;
  15480. /**
  15481. * User-defined clipping planes specified as THREE.Plane objects in world
  15482. * space. These planes apply to the objects this material is attached to.
  15483. * Points in space whose signed distance to the plane is negative are clipped
  15484. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  15485. * be `true`.
  15486. *
  15487. * @type {?Array<Plane>}
  15488. * @default null
  15489. */
  15490. this.clippingPlanes = null;
  15491. /**
  15492. * Changes the behavior of clipping planes so that only their intersection is
  15493. * clipped, rather than their union.
  15494. *
  15495. * @type {boolean}
  15496. * @default false
  15497. */
  15498. this.clipIntersection = false;
  15499. /**
  15500. * Defines whether to clip shadows according to the clipping planes specified
  15501. * on this material.
  15502. *
  15503. * @type {boolean}
  15504. * @default false
  15505. */
  15506. this.clipShadows = false;
  15507. /**
  15508. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  15509. * is determined as follows:
  15510. *
  15511. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  15512. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  15513. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  15514. *
  15515. * @type {?(FrontSide|BackSide|DoubleSide)}
  15516. * @default null
  15517. */
  15518. this.shadowSide = null;
  15519. /**
  15520. * Whether to render the material's color.
  15521. *
  15522. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  15523. * objects that occlude other objects.
  15524. *
  15525. * @type {boolean}
  15526. * @default true
  15527. */
  15528. this.colorWrite = true;
  15529. /**
  15530. * Override the renderer's default precision for this material.
  15531. *
  15532. * @type {?('highp'|'mediump'|'lowp')}
  15533. * @default null
  15534. */
  15535. this.precision = null;
  15536. /**
  15537. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  15538. * be offset after it is interpolated from the depth values of the appropriate vertices.
  15539. * The offset is added before the depth test is performed and before the value is written
  15540. * into the depth buffer.
  15541. *
  15542. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  15543. * rendering solids with highlighted edges.
  15544. *
  15545. * @type {boolean}
  15546. * @default false
  15547. */
  15548. this.polygonOffset = false;
  15549. /**
  15550. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  15551. *
  15552. * @type {number}
  15553. * @default 0
  15554. */
  15555. this.polygonOffsetFactor = 0;
  15556. /**
  15557. * Is multiplied by an implementation-specific value to create a constant depth offset.
  15558. *
  15559. * @type {number}
  15560. * @default 0
  15561. */
  15562. this.polygonOffsetUnits = 0;
  15563. /**
  15564. * Whether to apply dithering to the color to remove the appearance of banding.
  15565. *
  15566. * @type {boolean}
  15567. * @default false
  15568. */
  15569. this.dithering = false;
  15570. /**
  15571. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  15572. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  15573. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  15574. *
  15575. * @type {boolean}
  15576. * @default false
  15577. */
  15578. this.alphaToCoverage = false;
  15579. /**
  15580. * Whether to premultiply the alpha (transparency) value.
  15581. *
  15582. * @type {boolean}
  15583. * @default false
  15584. */
  15585. this.premultipliedAlpha = false;
  15586. /**
  15587. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  15588. *
  15589. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  15590. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  15591. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  15592. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  15593. * disable the two pass rendering to avoid performance issues.
  15594. *
  15595. * @type {boolean}
  15596. * @default false
  15597. */
  15598. this.forceSinglePass = false;
  15599. /**
  15600. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  15601. *
  15602. * @type {boolean}
  15603. * @default true
  15604. */
  15605. this.allowOverride = true;
  15606. /**
  15607. * Defines whether 3D objects using this material are visible.
  15608. *
  15609. * @type {boolean}
  15610. * @default true
  15611. */
  15612. this.visible = true;
  15613. /**
  15614. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  15615. *
  15616. * It is ignored when rendering to a render target or using post processing or when using
  15617. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  15618. *
  15619. * @type {boolean}
  15620. * @default true
  15621. */
  15622. this.toneMapped = true;
  15623. /**
  15624. * An object that can be used to store custom data about the Material. It
  15625. * should not hold references to functions as these will not be cloned.
  15626. *
  15627. * @type {Object}
  15628. */
  15629. this.userData = {};
  15630. /**
  15631. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  15632. *
  15633. * @type {number}
  15634. * @readonly
  15635. * @default 0
  15636. */
  15637. this.version = 0;
  15638. this._alphaTest = 0;
  15639. }
  15640. /**
  15641. * Sets the alpha value to be used when running an alpha test. The material
  15642. * will not be rendered if the opacity is lower than this value.
  15643. *
  15644. * @type {number}
  15645. * @readonly
  15646. * @default 0
  15647. */
  15648. get alphaTest() {
  15649. return this._alphaTest;
  15650. }
  15651. set alphaTest( value ) {
  15652. if ( this._alphaTest > 0 !== value > 0 ) {
  15653. this.version ++;
  15654. }
  15655. this._alphaTest = value;
  15656. }
  15657. /**
  15658. * An optional callback that is executed immediately before the material is used to render a 3D object.
  15659. *
  15660. * This method can only be used when rendering with {@link WebGLRenderer}.
  15661. *
  15662. * @param {WebGLRenderer} renderer - The renderer.
  15663. * @param {Scene} scene - The scene.
  15664. * @param {Camera} camera - The camera that is used to render the scene.
  15665. * @param {BufferGeometry} geometry - The 3D object's geometry.
  15666. * @param {Object3D} object - The 3D object.
  15667. * @param {Object} group - The geometry group data.
  15668. */
  15669. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  15670. /**
  15671. * An optional callback that is executed immediately before the shader
  15672. * program is compiled. This function is called with the shader source code
  15673. * as a parameter. Useful for the modification of built-in materials.
  15674. *
  15675. * This method can only be used when rendering with {@link WebGLRenderer}. The
  15676. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  15677. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  15678. *
  15679. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  15680. * @param {WebGLRenderer} renderer - A reference to the renderer.
  15681. */
  15682. onBeforeCompile( /* shaderobject, renderer */ ) {}
  15683. /**
  15684. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  15685. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  15686. * shader or recompile the shader for this material as needed.
  15687. *
  15688. * This method can only be used when rendering with {@link WebGLRenderer}.
  15689. *
  15690. * @return {string} The custom program cache key.
  15691. */
  15692. customProgramCacheKey() {
  15693. return this.onBeforeCompile.toString();
  15694. }
  15695. /**
  15696. * This method can be used to set default values from parameter objects.
  15697. * It is a generic implementation so it can be used with different types
  15698. * of materials.
  15699. *
  15700. * @param {Object} [values] - The material values to set.
  15701. */
  15702. setValues( values ) {
  15703. if ( values === undefined ) return;
  15704. for ( const key in values ) {
  15705. const newValue = values[ key ];
  15706. if ( newValue === undefined ) {
  15707. warn( `Material: parameter '${ key }' has value of undefined.` );
  15708. continue;
  15709. }
  15710. const currentValue = this[ key ];
  15711. if ( currentValue === undefined ) {
  15712. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  15713. continue;
  15714. }
  15715. if ( currentValue && currentValue.isColor ) {
  15716. currentValue.set( newValue );
  15717. } else if (
  15718. ( ( currentValue && currentValue.isVector2 ) && ( newValue && newValue.isVector2 ) ) ||
  15719. ( ( currentValue && currentValue.isEuler ) && ( newValue && newValue.isEuler ) ) ||
  15720. ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) )
  15721. ) {
  15722. currentValue.copy( newValue );
  15723. } else {
  15724. this[ key ] = newValue;
  15725. }
  15726. }
  15727. }
  15728. /**
  15729. * Serializes the material into JSON.
  15730. *
  15731. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  15732. * @return {Object} A JSON object representing the serialized material.
  15733. * @see {@link ObjectLoader#parse}
  15734. */
  15735. toJSON( meta ) {
  15736. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  15737. if ( isRootObject ) {
  15738. meta = {
  15739. textures: {},
  15740. images: {}
  15741. };
  15742. }
  15743. const data = {
  15744. metadata: {
  15745. version: 4.7,
  15746. type: 'Material',
  15747. generator: 'Material.toJSON'
  15748. }
  15749. };
  15750. // standard Material serialization
  15751. data.uuid = this.uuid;
  15752. data.type = this.type;
  15753. if ( this.name !== '' ) data.name = this.name;
  15754. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  15755. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  15756. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  15757. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  15758. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  15759. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  15760. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  15761. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  15762. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  15763. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  15764. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  15765. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  15766. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  15767. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  15768. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  15769. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  15770. }
  15771. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  15772. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  15773. }
  15774. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  15775. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  15776. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  15777. }
  15778. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  15779. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  15780. }
  15781. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  15782. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  15783. }
  15784. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  15785. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  15786. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  15787. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  15788. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  15789. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  15790. }
  15791. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  15792. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  15793. }
  15794. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  15795. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  15796. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  15797. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  15798. }
  15799. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  15800. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  15801. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  15802. if ( this.lightMap && this.lightMap.isTexture ) {
  15803. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  15804. data.lightMapIntensity = this.lightMapIntensity;
  15805. }
  15806. if ( this.aoMap && this.aoMap.isTexture ) {
  15807. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  15808. data.aoMapIntensity = this.aoMapIntensity;
  15809. }
  15810. if ( this.bumpMap && this.bumpMap.isTexture ) {
  15811. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  15812. data.bumpScale = this.bumpScale;
  15813. }
  15814. if ( this.normalMap && this.normalMap.isTexture ) {
  15815. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  15816. data.normalMapType = this.normalMapType;
  15817. data.normalScale = this.normalScale.toArray();
  15818. }
  15819. if ( this.displacementMap && this.displacementMap.isTexture ) {
  15820. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  15821. data.displacementScale = this.displacementScale;
  15822. data.displacementBias = this.displacementBias;
  15823. }
  15824. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  15825. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  15826. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  15827. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  15828. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  15829. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  15830. if ( this.envMap && this.envMap.isTexture ) {
  15831. data.envMap = this.envMap.toJSON( meta ).uuid;
  15832. if ( this.combine !== undefined ) data.combine = this.combine;
  15833. }
  15834. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  15835. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  15836. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  15837. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  15838. if ( this.gradientMap && this.gradientMap.isTexture ) {
  15839. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  15840. }
  15841. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  15842. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  15843. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  15844. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  15845. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  15846. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  15847. if ( this.size !== undefined ) data.size = this.size;
  15848. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  15849. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  15850. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  15851. if ( this.side !== FrontSide ) data.side = this.side;
  15852. if ( this.vertexColors === true ) data.vertexColors = true;
  15853. if ( this.opacity < 1 ) data.opacity = this.opacity;
  15854. if ( this.transparent === true ) data.transparent = true;
  15855. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  15856. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  15857. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  15858. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  15859. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  15860. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  15861. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  15862. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  15863. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  15864. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  15865. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  15866. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  15867. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  15868. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  15869. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  15870. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  15871. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  15872. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  15873. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  15874. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  15875. // rotation (SpriteMaterial)
  15876. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  15877. if ( this.polygonOffset === true ) data.polygonOffset = true;
  15878. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  15879. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  15880. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  15881. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  15882. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  15883. if ( this.scale !== undefined ) data.scale = this.scale;
  15884. if ( this.dithering === true ) data.dithering = true;
  15885. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  15886. if ( this.alphaHash === true ) data.alphaHash = true;
  15887. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  15888. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  15889. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  15890. if ( this.allowOverride === false ) data.allowOverride = false;
  15891. if ( this.wireframe === true ) data.wireframe = true;
  15892. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  15893. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  15894. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  15895. if ( this.flatShading === true ) data.flatShading = true;
  15896. if ( this.visible === false ) data.visible = false;
  15897. if ( this.toneMapped === false ) data.toneMapped = false;
  15898. if ( this.fog === false ) data.fog = false;
  15899. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  15900. // TODO: Copied from Object3D.toJSON
  15901. function extractFromCache( cache ) {
  15902. const values = [];
  15903. for ( const key in cache ) {
  15904. const data = cache[ key ];
  15905. delete data.metadata;
  15906. values.push( data );
  15907. }
  15908. return values;
  15909. }
  15910. if ( isRootObject ) {
  15911. const textures = extractFromCache( meta.textures );
  15912. const images = extractFromCache( meta.images );
  15913. if ( textures.length > 0 ) data.textures = textures;
  15914. if ( images.length > 0 ) data.images = images;
  15915. }
  15916. return data;
  15917. }
  15918. /**
  15919. * Deserializes the material from the given JSON.
  15920. *
  15921. * @param {Object} json - The JSON holding the serialized material.
  15922. * @param {Object<string,Texture>} textures - A dictionary holding textures referenced by the material.
  15923. * @return {Material} A reference to this material.
  15924. */
  15925. fromJSON( json, textures ) {
  15926. if ( json.uuid !== undefined ) this.uuid = json.uuid;
  15927. if ( json.name !== undefined ) this.name = json.name;
  15928. if ( json.color !== undefined && this.color !== undefined ) this.color.setHex( json.color );
  15929. if ( json.roughness !== undefined ) this.roughness = json.roughness;
  15930. if ( json.metalness !== undefined ) this.metalness = json.metalness;
  15931. if ( json.sheen !== undefined ) this.sheen = json.sheen;
  15932. if ( json.sheenColor !== undefined ) this.sheenColor = new Color().setHex( json.sheenColor );
  15933. if ( json.sheenRoughness !== undefined ) this.sheenRoughness = json.sheenRoughness;
  15934. if ( json.emissive !== undefined && this.emissive !== undefined ) this.emissive.setHex( json.emissive );
  15935. if ( json.specular !== undefined && this.specular !== undefined ) this.specular.setHex( json.specular );
  15936. if ( json.specularIntensity !== undefined ) this.specularIntensity = json.specularIntensity;
  15937. if ( json.specularColor !== undefined && this.specularColor !== undefined ) this.specularColor.setHex( json.specularColor );
  15938. if ( json.shininess !== undefined ) this.shininess = json.shininess;
  15939. if ( json.clearcoat !== undefined ) this.clearcoat = json.clearcoat;
  15940. if ( json.clearcoatRoughness !== undefined ) this.clearcoatRoughness = json.clearcoatRoughness;
  15941. if ( json.dispersion !== undefined ) this.dispersion = json.dispersion;
  15942. if ( json.iridescence !== undefined ) this.iridescence = json.iridescence;
  15943. if ( json.iridescenceIOR !== undefined ) this.iridescenceIOR = json.iridescenceIOR;
  15944. if ( json.iridescenceThicknessRange !== undefined ) this.iridescenceThicknessRange = json.iridescenceThicknessRange;
  15945. if ( json.transmission !== undefined ) this.transmission = json.transmission;
  15946. if ( json.thickness !== undefined ) this.thickness = json.thickness;
  15947. if ( json.attenuationDistance !== undefined ) this.attenuationDistance = json.attenuationDistance;
  15948. if ( json.attenuationColor !== undefined && this.attenuationColor !== undefined ) this.attenuationColor.setHex( json.attenuationColor );
  15949. if ( json.anisotropy !== undefined ) this.anisotropy = json.anisotropy;
  15950. if ( json.anisotropyRotation !== undefined ) this.anisotropyRotation = json.anisotropyRotation;
  15951. if ( json.fog !== undefined ) this.fog = json.fog;
  15952. if ( json.flatShading !== undefined ) this.flatShading = json.flatShading;
  15953. if ( json.blending !== undefined ) this.blending = json.blending;
  15954. if ( json.combine !== undefined ) this.combine = json.combine;
  15955. if ( json.side !== undefined ) this.side = json.side;
  15956. if ( json.shadowSide !== undefined ) this.shadowSide = json.shadowSide;
  15957. if ( json.opacity !== undefined ) this.opacity = json.opacity;
  15958. if ( json.transparent !== undefined ) this.transparent = json.transparent;
  15959. if ( json.alphaTest !== undefined ) this.alphaTest = json.alphaTest;
  15960. if ( json.alphaHash !== undefined ) this.alphaHash = json.alphaHash;
  15961. if ( json.depthFunc !== undefined ) this.depthFunc = json.depthFunc;
  15962. if ( json.depthTest !== undefined ) this.depthTest = json.depthTest;
  15963. if ( json.depthWrite !== undefined ) this.depthWrite = json.depthWrite;
  15964. if ( json.colorWrite !== undefined ) this.colorWrite = json.colorWrite;
  15965. if ( json.blendSrc !== undefined ) this.blendSrc = json.blendSrc;
  15966. if ( json.blendDst !== undefined ) this.blendDst = json.blendDst;
  15967. if ( json.blendEquation !== undefined ) this.blendEquation = json.blendEquation;
  15968. if ( json.blendSrcAlpha !== undefined ) this.blendSrcAlpha = json.blendSrcAlpha;
  15969. if ( json.blendDstAlpha !== undefined ) this.blendDstAlpha = json.blendDstAlpha;
  15970. if ( json.blendEquationAlpha !== undefined ) this.blendEquationAlpha = json.blendEquationAlpha;
  15971. if ( json.blendColor !== undefined && this.blendColor !== undefined ) this.blendColor.setHex( json.blendColor );
  15972. if ( json.blendAlpha !== undefined ) this.blendAlpha = json.blendAlpha;
  15973. if ( json.stencilWriteMask !== undefined ) this.stencilWriteMask = json.stencilWriteMask;
  15974. if ( json.stencilFunc !== undefined ) this.stencilFunc = json.stencilFunc;
  15975. if ( json.stencilRef !== undefined ) this.stencilRef = json.stencilRef;
  15976. if ( json.stencilFuncMask !== undefined ) this.stencilFuncMask = json.stencilFuncMask;
  15977. if ( json.stencilFail !== undefined ) this.stencilFail = json.stencilFail;
  15978. if ( json.stencilZFail !== undefined ) this.stencilZFail = json.stencilZFail;
  15979. if ( json.stencilZPass !== undefined ) this.stencilZPass = json.stencilZPass;
  15980. if ( json.stencilWrite !== undefined ) this.stencilWrite = json.stencilWrite;
  15981. if ( json.wireframe !== undefined ) this.wireframe = json.wireframe;
  15982. if ( json.wireframeLinewidth !== undefined ) this.wireframeLinewidth = json.wireframeLinewidth;
  15983. if ( json.wireframeLinecap !== undefined ) this.wireframeLinecap = json.wireframeLinecap;
  15984. if ( json.wireframeLinejoin !== undefined ) this.wireframeLinejoin = json.wireframeLinejoin;
  15985. if ( json.rotation !== undefined ) this.rotation = json.rotation;
  15986. if ( json.linewidth !== undefined ) this.linewidth = json.linewidth;
  15987. if ( json.dashSize !== undefined ) this.dashSize = json.dashSize;
  15988. if ( json.gapSize !== undefined ) this.gapSize = json.gapSize;
  15989. if ( json.scale !== undefined ) this.scale = json.scale;
  15990. if ( json.polygonOffset !== undefined ) this.polygonOffset = json.polygonOffset;
  15991. if ( json.polygonOffsetFactor !== undefined ) this.polygonOffsetFactor = json.polygonOffsetFactor;
  15992. if ( json.polygonOffsetUnits !== undefined ) this.polygonOffsetUnits = json.polygonOffsetUnits;
  15993. if ( json.dithering !== undefined ) this.dithering = json.dithering;
  15994. if ( json.alphaToCoverage !== undefined ) this.alphaToCoverage = json.alphaToCoverage;
  15995. if ( json.premultipliedAlpha !== undefined ) this.premultipliedAlpha = json.premultipliedAlpha;
  15996. if ( json.forceSinglePass !== undefined ) this.forceSinglePass = json.forceSinglePass;
  15997. if ( json.allowOverride !== undefined ) this.allowOverride = json.allowOverride;
  15998. if ( json.visible !== undefined ) this.visible = json.visible;
  15999. if ( json.toneMapped !== undefined ) this.toneMapped = json.toneMapped;
  16000. if ( json.userData !== undefined ) this.userData = json.userData;
  16001. if ( json.vertexColors !== undefined ) {
  16002. if ( typeof json.vertexColors === 'number' ) {
  16003. this.vertexColors = json.vertexColors > 0;
  16004. } else {
  16005. this.vertexColors = json.vertexColors;
  16006. }
  16007. }
  16008. // for PointsMaterial
  16009. if ( json.size !== undefined ) this.size = json.size;
  16010. if ( json.sizeAttenuation !== undefined ) this.sizeAttenuation = json.sizeAttenuation;
  16011. // maps
  16012. if ( json.map !== undefined ) this.map = textures[ json.map ] || null;
  16013. if ( json.matcap !== undefined ) this.matcap = textures[ json.matcap ] || null;
  16014. if ( json.alphaMap !== undefined ) this.alphaMap = textures[ json.alphaMap ] || null;
  16015. if ( json.bumpMap !== undefined ) this.bumpMap = textures[ json.bumpMap ] || null;
  16016. if ( json.bumpScale !== undefined ) this.bumpScale = json.bumpScale;
  16017. if ( json.normalMap !== undefined ) this.normalMap = textures[ json.normalMap ] || null;
  16018. if ( json.normalMapType !== undefined ) this.normalMapType = json.normalMapType;
  16019. if ( json.normalScale !== undefined ) {
  16020. let normalScale = json.normalScale;
  16021. if ( Array.isArray( normalScale ) === false ) {
  16022. // Blender exporter used to export a scalar. See #7459
  16023. normalScale = [ normalScale, normalScale ];
  16024. }
  16025. this.normalScale = new Vector2().fromArray( normalScale );
  16026. }
  16027. if ( json.displacementMap !== undefined ) this.displacementMap = textures[ json.displacementMap ] || null;
  16028. if ( json.displacementScale !== undefined ) this.displacementScale = json.displacementScale;
  16029. if ( json.displacementBias !== undefined ) this.displacementBias = json.displacementBias;
  16030. if ( json.roughnessMap !== undefined ) this.roughnessMap = textures[ json.roughnessMap ] || null;
  16031. if ( json.metalnessMap !== undefined ) this.metalnessMap = textures[ json.metalnessMap ] || null;
  16032. if ( json.emissiveMap !== undefined ) this.emissiveMap = textures[ json.emissiveMap ] || null;
  16033. if ( json.emissiveIntensity !== undefined ) this.emissiveIntensity = json.emissiveIntensity;
  16034. if ( json.specularMap !== undefined ) this.specularMap = textures[ json.specularMap ] || null;
  16035. if ( json.specularIntensityMap !== undefined ) this.specularIntensityMap = textures[ json.specularIntensityMap ] || null;
  16036. if ( json.specularColorMap !== undefined ) this.specularColorMap = textures[ json.specularColorMap ] || null;
  16037. if ( json.envMap !== undefined ) this.envMap = textures[ json.envMap ] || null;
  16038. if ( json.envMapRotation !== undefined ) this.envMapRotation.fromArray( json.envMapRotation );
  16039. if ( json.envMapIntensity !== undefined ) this.envMapIntensity = json.envMapIntensity;
  16040. if ( json.reflectivity !== undefined ) this.reflectivity = json.reflectivity;
  16041. if ( json.refractionRatio !== undefined ) this.refractionRatio = json.refractionRatio;
  16042. if ( json.lightMap !== undefined ) this.lightMap = textures[ json.lightMap ] || null;
  16043. if ( json.lightMapIntensity !== undefined ) this.lightMapIntensity = json.lightMapIntensity;
  16044. if ( json.aoMap !== undefined ) this.aoMap = textures[ json.aoMap ] || null;
  16045. if ( json.aoMapIntensity !== undefined ) this.aoMapIntensity = json.aoMapIntensity;
  16046. if ( json.gradientMap !== undefined ) this.gradientMap = textures[ json.gradientMap ] || null;
  16047. if ( json.clearcoatMap !== undefined ) this.clearcoatMap = textures[ json.clearcoatMap ] || null;
  16048. if ( json.clearcoatRoughnessMap !== undefined ) this.clearcoatRoughnessMap = textures[ json.clearcoatRoughnessMap ] || null;
  16049. if ( json.clearcoatNormalMap !== undefined ) this.clearcoatNormalMap = textures[ json.clearcoatNormalMap ] || null;
  16050. if ( json.clearcoatNormalScale !== undefined ) this.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  16051. if ( json.iridescenceMap !== undefined ) this.iridescenceMap = textures[ json.iridescenceMap ] || null;
  16052. if ( json.iridescenceThicknessMap !== undefined ) this.iridescenceThicknessMap = textures[ json.iridescenceThicknessMap ] || null;
  16053. if ( json.transmissionMap !== undefined ) this.transmissionMap = textures[ json.transmissionMap ] || null;
  16054. if ( json.thicknessMap !== undefined ) this.thicknessMap = textures[ json.thicknessMap ] || null;
  16055. if ( json.anisotropyMap !== undefined ) this.anisotropyMap = textures[ json.anisotropyMap ] || null;
  16056. if ( json.sheenColorMap !== undefined ) this.sheenColorMap = textures[ json.sheenColorMap ] || null;
  16057. if ( json.sheenRoughnessMap !== undefined ) this.sheenRoughnessMap = textures[ json.sheenRoughnessMap ] || null;
  16058. return this;
  16059. }
  16060. /**
  16061. * Returns a new material with copied values from this instance.
  16062. *
  16063. * @return {Material} A clone of this instance.
  16064. */
  16065. clone() {
  16066. return new this.constructor().copy( this );
  16067. }
  16068. /**
  16069. * Copies the values of the given material to this instance.
  16070. *
  16071. * @param {Material} source - The material to copy.
  16072. * @return {Material} A reference to this instance.
  16073. */
  16074. copy( source ) {
  16075. this.name = source.name;
  16076. this.blending = source.blending;
  16077. this.side = source.side;
  16078. this.vertexColors = source.vertexColors;
  16079. this.opacity = source.opacity;
  16080. this.transparent = source.transparent;
  16081. this.blendSrc = source.blendSrc;
  16082. this.blendDst = source.blendDst;
  16083. this.blendEquation = source.blendEquation;
  16084. this.blendSrcAlpha = source.blendSrcAlpha;
  16085. this.blendDstAlpha = source.blendDstAlpha;
  16086. this.blendEquationAlpha = source.blendEquationAlpha;
  16087. this.blendColor.copy( source.blendColor );
  16088. this.blendAlpha = source.blendAlpha;
  16089. this.depthFunc = source.depthFunc;
  16090. this.depthTest = source.depthTest;
  16091. this.depthWrite = source.depthWrite;
  16092. this.stencilWriteMask = source.stencilWriteMask;
  16093. this.stencilFunc = source.stencilFunc;
  16094. this.stencilRef = source.stencilRef;
  16095. this.stencilFuncMask = source.stencilFuncMask;
  16096. this.stencilFail = source.stencilFail;
  16097. this.stencilZFail = source.stencilZFail;
  16098. this.stencilZPass = source.stencilZPass;
  16099. this.stencilWrite = source.stencilWrite;
  16100. const srcPlanes = source.clippingPlanes;
  16101. let dstPlanes = null;
  16102. if ( srcPlanes !== null ) {
  16103. const n = srcPlanes.length;
  16104. dstPlanes = new Array( n );
  16105. for ( let i = 0; i !== n; ++ i ) {
  16106. dstPlanes[ i ] = srcPlanes[ i ].clone();
  16107. }
  16108. }
  16109. this.clippingPlanes = dstPlanes;
  16110. this.clipIntersection = source.clipIntersection;
  16111. this.clipShadows = source.clipShadows;
  16112. this.shadowSide = source.shadowSide;
  16113. this.colorWrite = source.colorWrite;
  16114. this.precision = source.precision;
  16115. this.polygonOffset = source.polygonOffset;
  16116. this.polygonOffsetFactor = source.polygonOffsetFactor;
  16117. this.polygonOffsetUnits = source.polygonOffsetUnits;
  16118. this.dithering = source.dithering;
  16119. this.alphaTest = source.alphaTest;
  16120. this.alphaHash = source.alphaHash;
  16121. this.alphaToCoverage = source.alphaToCoverage;
  16122. this.premultipliedAlpha = source.premultipliedAlpha;
  16123. this.forceSinglePass = source.forceSinglePass;
  16124. this.allowOverride = source.allowOverride;
  16125. this.visible = source.visible;
  16126. this.toneMapped = source.toneMapped;
  16127. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  16128. return this;
  16129. }
  16130. /**
  16131. * Frees the GPU-related resources allocated by this instance. Call this
  16132. * method whenever this instance is no longer used in your app.
  16133. *
  16134. * @fires Material#dispose
  16135. */
  16136. dispose() {
  16137. /**
  16138. * Fires when the material has been disposed of.
  16139. *
  16140. * @event Material#dispose
  16141. * @type {Object}
  16142. */
  16143. this.dispatchEvent( { type: 'dispose' } );
  16144. }
  16145. /**
  16146. * Setting this property to `true` indicates the engine the material
  16147. * needs to be recompiled.
  16148. *
  16149. * @type {boolean}
  16150. * @default false
  16151. * @param {boolean} value
  16152. */
  16153. set needsUpdate( value ) {
  16154. if ( value === true ) this.version ++;
  16155. }
  16156. }
  16157. /**
  16158. * A material for rendering instances of {@link Sprite}.
  16159. *
  16160. * ```js
  16161. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  16162. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  16163. *
  16164. * const sprite = new THREE.Sprite( material );
  16165. * sprite.scale.set(200, 200, 1)
  16166. * scene.add( sprite );
  16167. * ```
  16168. *
  16169. * @augments Material
  16170. */
  16171. class SpriteMaterial extends Material {
  16172. /**
  16173. * Constructs a new sprite material.
  16174. *
  16175. * @param {Object} [parameters] - An object with one or more properties
  16176. * defining the material's appearance. Any property of the material
  16177. * (including any property from inherited materials) can be passed
  16178. * in here. Color values can be passed any type of value accepted
  16179. * by {@link Color#set}.
  16180. */
  16181. constructor( parameters ) {
  16182. super();
  16183. /**
  16184. * This flag can be used for type testing.
  16185. *
  16186. * @type {boolean}
  16187. * @readonly
  16188. * @default true
  16189. */
  16190. this.isSpriteMaterial = true;
  16191. this.type = 'SpriteMaterial';
  16192. /**
  16193. * Color of the material.
  16194. *
  16195. * @type {Color}
  16196. * @default (1,1,1)
  16197. */
  16198. this.color = new Color( 0xffffff );
  16199. /**
  16200. * The color map. May optionally include an alpha channel, typically combined
  16201. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  16202. * color is modulated by the diffuse `color`.
  16203. *
  16204. * `map` represents color data, and the texture must be assigned a
  16205. * {@link Texture#colorSpace}. Most `map` textures set
  16206. * `texture.colorSpace = SRGBColorSpace`.
  16207. *
  16208. * @type {?Texture}
  16209. * @default null
  16210. */
  16211. this.map = null;
  16212. /**
  16213. * The alpha map is a grayscale texture that controls the opacity across the
  16214. * surface (black: fully transparent; white: fully opaque).
  16215. *
  16216. * Only the color of the texture is used, ignoring the alpha channel if one
  16217. * exists. For RGB and RGBA textures, the renderer will use the green channel
  16218. * when sampling this texture due to the extra bit of precision provided for
  16219. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  16220. * luminance/alpha textures will also still work as expected.
  16221. *
  16222. * `alphaMap` represents non-color data. Any texture assigned must have
  16223. * `texture.colorSpace = NoColorSpace` (default).
  16224. *
  16225. * @type {?Texture}
  16226. * @default null
  16227. */
  16228. this.alphaMap = null;
  16229. /**
  16230. * The rotation of the sprite in radians.
  16231. *
  16232. * @type {number}
  16233. * @default 0
  16234. */
  16235. this.rotation = 0;
  16236. /**
  16237. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  16238. *
  16239. * @type {boolean}
  16240. * @default true
  16241. */
  16242. this.sizeAttenuation = true;
  16243. /**
  16244. * Overwritten since sprite materials are transparent
  16245. * by default.
  16246. *
  16247. * @type {boolean}
  16248. * @default true
  16249. */
  16250. this.transparent = true;
  16251. /**
  16252. * Whether the material is affected by fog or not.
  16253. *
  16254. * @type {boolean}
  16255. * @default true
  16256. */
  16257. this.fog = true;
  16258. this.setValues( parameters );
  16259. }
  16260. copy( source ) {
  16261. super.copy( source );
  16262. this.color.copy( source.color );
  16263. this.map = source.map;
  16264. this.alphaMap = source.alphaMap;
  16265. this.rotation = source.rotation;
  16266. this.sizeAttenuation = source.sizeAttenuation;
  16267. this.fog = source.fog;
  16268. return this;
  16269. }
  16270. }
  16271. let _geometry;
  16272. const _intersectPoint = /*@__PURE__*/ new Vector3();
  16273. const _worldScale = /*@__PURE__*/ new Vector3();
  16274. const _mvPosition = /*@__PURE__*/ new Vector3();
  16275. const _alignedPosition = /*@__PURE__*/ new Vector2();
  16276. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  16277. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  16278. const _vA$1 = /*@__PURE__*/ new Vector3();
  16279. const _vB$1 = /*@__PURE__*/ new Vector3();
  16280. const _vC$1 = /*@__PURE__*/ new Vector3();
  16281. const _uvA = /*@__PURE__*/ new Vector2();
  16282. const _uvB = /*@__PURE__*/ new Vector2();
  16283. const _uvC = /*@__PURE__*/ new Vector2();
  16284. /**
  16285. * A sprite is a plane that always faces towards the camera, generally with a
  16286. * partially transparent texture applied.
  16287. *
  16288. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  16289. * have no effect.
  16290. *
  16291. * ```js
  16292. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  16293. * const material = new THREE.SpriteMaterial( { map: map } );
  16294. *
  16295. * const sprite = new THREE.Sprite( material );
  16296. * scene.add( sprite );
  16297. * ```
  16298. *
  16299. * @augments Object3D
  16300. */
  16301. class Sprite extends Object3D {
  16302. /**
  16303. * Constructs a new sprite.
  16304. *
  16305. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  16306. */
  16307. constructor( material = new SpriteMaterial() ) {
  16308. super();
  16309. /**
  16310. * This flag can be used for type testing.
  16311. *
  16312. * @type {boolean}
  16313. * @readonly
  16314. * @default true
  16315. */
  16316. this.isSprite = true;
  16317. this.type = 'Sprite';
  16318. if ( _geometry === undefined ) {
  16319. _geometry = new BufferGeometry();
  16320. const float32Array = new Float32Array( [
  16321. -0.5, -0.5, 0, 0, 0,
  16322. 0.5, -0.5, 0, 1, 0,
  16323. 0.5, 0.5, 0, 1, 1,
  16324. -0.5, 0.5, 0, 0, 1
  16325. ] );
  16326. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16327. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16328. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16329. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16330. }
  16331. /**
  16332. * The sprite geometry.
  16333. *
  16334. * @type {BufferGeometry}
  16335. */
  16336. this.geometry = _geometry;
  16337. /**
  16338. * The sprite material.
  16339. *
  16340. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  16341. */
  16342. this.material = material;
  16343. /**
  16344. * The sprite's anchor point, and the point around which the sprite rotates.
  16345. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  16346. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  16347. *
  16348. * @type {Vector2}
  16349. * @default (0.5,0.5)
  16350. */
  16351. this.center = new Vector2( 0.5, 0.5 );
  16352. /**
  16353. * The number of instances of this sprite.
  16354. * Can only be used with {@link WebGPURenderer}.
  16355. *
  16356. * @type {number}
  16357. * @default 1
  16358. */
  16359. this.count = 1;
  16360. }
  16361. /**
  16362. * Computes intersection points between a casted ray and this sprite.
  16363. *
  16364. * @param {Raycaster} raycaster - The raycaster.
  16365. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  16366. */
  16367. raycast( raycaster, intersects ) {
  16368. if ( raycaster.camera === null ) {
  16369. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16370. }
  16371. _worldScale.setFromMatrixScale( this.matrixWorld );
  16372. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16373. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16374. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16375. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16376. _worldScale.multiplyScalar( - _mvPosition.z );
  16377. }
  16378. const rotation = this.material.rotation;
  16379. let sin, cos;
  16380. if ( rotation !== 0 ) {
  16381. cos = Math.cos( rotation );
  16382. sin = Math.sin( rotation );
  16383. }
  16384. const center = this.center;
  16385. transformVertex( _vA$1.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16386. transformVertex( _vB$1.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16387. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16388. _uvA.set( 0, 0 );
  16389. _uvB.set( 1, 0 );
  16390. _uvC.set( 1, 1 );
  16391. // check first triangle
  16392. let intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16393. if ( intersect === null ) {
  16394. // check second triangle
  16395. transformVertex( _vB$1.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16396. _uvB.set( 0, 1 );
  16397. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16398. if ( intersect === null ) {
  16399. return;
  16400. }
  16401. }
  16402. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16403. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16404. intersects.push( {
  16405. distance: distance,
  16406. point: _intersectPoint.clone(),
  16407. uv: Triangle.getInterpolation( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA, _uvB, _uvC, new Vector2() ),
  16408. face: null,
  16409. object: this
  16410. } );
  16411. }
  16412. copy( source, recursive ) {
  16413. super.copy( source, recursive );
  16414. if ( source.center !== undefined ) this.center.copy( source.center );
  16415. this.material = source.material;
  16416. return this;
  16417. }
  16418. }
  16419. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16420. // compute position in camera space
  16421. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16422. // to check if rotation is not zero
  16423. if ( sin !== undefined ) {
  16424. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16425. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16426. } else {
  16427. _rotatedPosition.copy( _alignedPosition );
  16428. }
  16429. vertexPosition.copy( mvPosition );
  16430. vertexPosition.x += _rotatedPosition.x;
  16431. vertexPosition.y += _rotatedPosition.y;
  16432. // transform to world space
  16433. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16434. }
  16435. const _v1$2 = /*@__PURE__*/ new Vector3();
  16436. const _v2$1 = /*@__PURE__*/ new Vector3();
  16437. /**
  16438. * A component for providing a basic Level of Detail (LOD) mechanism.
  16439. *
  16440. * Every LOD level is associated with an object, and rendering can be switched
  16441. * between them at the distances specified. Typically you would create, say,
  16442. * three meshes, one for far away (low detail), one for mid range (medium
  16443. * detail) and one for close up (high detail).
  16444. *
  16445. * ```js
  16446. * const lod = new THREE.LOD();
  16447. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  16448. *
  16449. * //Create spheres with 3 levels of detail and create new LOD levels for them
  16450. * for( let i = 0; i < 3; i++ ) {
  16451. *
  16452. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  16453. * const mesh = new THREE.Mesh( geometry, material );
  16454. * lod.addLevel( mesh, i * 75 );
  16455. *
  16456. * }
  16457. *
  16458. * scene.add( lod );
  16459. * ```
  16460. *
  16461. * @augments Object3D
  16462. */
  16463. class LOD extends Object3D {
  16464. /**
  16465. * Constructs a new LOD.
  16466. */
  16467. constructor() {
  16468. super();
  16469. /**
  16470. * This flag can be used for type testing.
  16471. *
  16472. * @type {boolean}
  16473. * @readonly
  16474. * @default true
  16475. */
  16476. this.isLOD = true;
  16477. /**
  16478. * The current LOD index.
  16479. *
  16480. * @private
  16481. * @type {number}
  16482. * @default 0
  16483. */
  16484. this._currentLevel = 0;
  16485. this.type = 'LOD';
  16486. Object.defineProperties( this, {
  16487. /**
  16488. * This array holds the LOD levels.
  16489. *
  16490. * @name LOD#levels
  16491. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  16492. */
  16493. levels: {
  16494. enumerable: true,
  16495. value: []
  16496. }
  16497. } );
  16498. /**
  16499. * Whether the LOD object is updated automatically by the renderer per frame
  16500. * or not. If set to `false`, you have to call {@link LOD#update} in the
  16501. * render loop by yourself.
  16502. *
  16503. * @type {boolean}
  16504. * @default true
  16505. */
  16506. this.autoUpdate = true;
  16507. }
  16508. copy( source ) {
  16509. super.copy( source, false );
  16510. const levels = source.levels;
  16511. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16512. const level = levels[ i ];
  16513. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  16514. }
  16515. this.autoUpdate = source.autoUpdate;
  16516. return this;
  16517. }
  16518. /**
  16519. * Adds a mesh that will display at a certain distance and greater. Typically
  16520. * the further away the distance, the lower the detail on the mesh.
  16521. *
  16522. * @param {Object3D} object - The 3D object to display at this level.
  16523. * @param {number} [distance=0] - The distance at which to display this level of detail.
  16524. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  16525. * @return {LOD} A reference to this instance.
  16526. */
  16527. addLevel( object, distance = 0, hysteresis = 0 ) {
  16528. distance = Math.abs( distance );
  16529. const levels = this.levels;
  16530. let l;
  16531. for ( l = 0; l < levels.length; l ++ ) {
  16532. if ( distance < levels[ l ].distance ) {
  16533. break;
  16534. }
  16535. }
  16536. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  16537. this.add( object );
  16538. return this;
  16539. }
  16540. /**
  16541. * Removes an existing level, based on the distance from the camera.
  16542. * Returns `true` when the level has been removed. Otherwise `false`.
  16543. *
  16544. * @param {number} distance - Distance of the level to remove.
  16545. * @return {boolean} Whether the level has been removed or not.
  16546. */
  16547. removeLevel( distance ) {
  16548. const levels = this.levels;
  16549. for ( let i = 0; i < levels.length; i ++ ) {
  16550. if ( levels[ i ].distance === distance ) {
  16551. const removedElements = levels.splice( i, 1 );
  16552. this.remove( removedElements[ 0 ].object );
  16553. return true;
  16554. }
  16555. }
  16556. return false;
  16557. }
  16558. /**
  16559. * Returns the currently active LOD level index.
  16560. *
  16561. * @return {number} The current active LOD level index.
  16562. */
  16563. getCurrentLevel() {
  16564. return this._currentLevel;
  16565. }
  16566. /**
  16567. * Returns a reference to the first 3D object that is greater than
  16568. * the given distance.
  16569. *
  16570. * @param {number} distance - The LOD distance.
  16571. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  16572. */
  16573. getObjectForDistance( distance ) {
  16574. const levels = this.levels;
  16575. if ( levels.length > 0 ) {
  16576. let i, l;
  16577. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16578. let levelDistance = levels[ i ].distance;
  16579. if ( levels[ i ].object.visible ) {
  16580. levelDistance -= levelDistance * levels[ i ].hysteresis;
  16581. }
  16582. if ( distance < levelDistance ) {
  16583. break;
  16584. }
  16585. }
  16586. return levels[ i - 1 ].object;
  16587. }
  16588. return null;
  16589. }
  16590. /**
  16591. * Computes intersection points between a casted ray and this LOD.
  16592. *
  16593. * @param {Raycaster} raycaster - The raycaster.
  16594. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  16595. */
  16596. raycast( raycaster, intersects ) {
  16597. const levels = this.levels;
  16598. if ( levels.length > 0 ) {
  16599. _v1$2.setFromMatrixPosition( this.matrixWorld );
  16600. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  16601. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16602. }
  16603. }
  16604. /**
  16605. * Updates the LOD by computing which LOD level should be visible according
  16606. * to the current distance of the given camera.
  16607. *
  16608. * @param {Camera} camera - The camera the scene is rendered with.
  16609. */
  16610. update( camera ) {
  16611. const levels = this.levels;
  16612. if ( levels.length > 1 ) {
  16613. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  16614. _v2$1.setFromMatrixPosition( this.matrixWorld );
  16615. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  16616. levels[ 0 ].object.visible = true;
  16617. let i, l;
  16618. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16619. let levelDistance = levels[ i ].distance;
  16620. if ( levels[ i ].object.visible ) {
  16621. levelDistance -= levelDistance * levels[ i ].hysteresis;
  16622. }
  16623. if ( distance >= levelDistance ) {
  16624. levels[ i - 1 ].object.visible = false;
  16625. levels[ i ].object.visible = true;
  16626. } else {
  16627. break;
  16628. }
  16629. }
  16630. this._currentLevel = i - 1;
  16631. for ( ; i < l; i ++ ) {
  16632. levels[ i ].object.visible = false;
  16633. }
  16634. }
  16635. }
  16636. toJSON( meta ) {
  16637. const data = super.toJSON( meta );
  16638. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  16639. data.object.levels = [];
  16640. const levels = this.levels;
  16641. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16642. const level = levels[ i ];
  16643. data.object.levels.push( {
  16644. object: level.object.uuid,
  16645. distance: level.distance,
  16646. hysteresis: level.hysteresis
  16647. } );
  16648. }
  16649. return data;
  16650. }
  16651. }
  16652. const _vector$7 = /*@__PURE__*/ new Vector3();
  16653. const _segCenter = /*@__PURE__*/ new Vector3();
  16654. const _segDir = /*@__PURE__*/ new Vector3();
  16655. const _diff = /*@__PURE__*/ new Vector3();
  16656. const _edge1 = /*@__PURE__*/ new Vector3();
  16657. const _edge2 = /*@__PURE__*/ new Vector3();
  16658. const _normal$1 = /*@__PURE__*/ new Vector3();
  16659. /**
  16660. * A ray that emits from an origin in a certain direction. The class is used by
  16661. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  16662. * mouse picking (working out what objects in the 3D space the mouse is over)
  16663. * amongst other things.
  16664. */
  16665. class Ray {
  16666. /**
  16667. * Constructs a new ray.
  16668. *
  16669. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  16670. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  16671. */
  16672. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  16673. /**
  16674. * The origin of the ray.
  16675. *
  16676. * @type {Vector3}
  16677. */
  16678. this.origin = origin;
  16679. /**
  16680. * The (normalized) direction of the ray.
  16681. *
  16682. * @type {Vector3}
  16683. */
  16684. this.direction = direction;
  16685. }
  16686. /**
  16687. * Sets the ray's components by copying the given values.
  16688. *
  16689. * @param {Vector3} origin - The origin.
  16690. * @param {Vector3} direction - The direction.
  16691. * @return {Ray} A reference to this ray.
  16692. */
  16693. set( origin, direction ) {
  16694. this.origin.copy( origin );
  16695. this.direction.copy( direction );
  16696. return this;
  16697. }
  16698. /**
  16699. * Copies the values of the given ray to this instance.
  16700. *
  16701. * @param {Ray} ray - The ray to copy.
  16702. * @return {Ray} A reference to this ray.
  16703. */
  16704. copy( ray ) {
  16705. this.origin.copy( ray.origin );
  16706. this.direction.copy( ray.direction );
  16707. return this;
  16708. }
  16709. /**
  16710. * Returns a vector that is located at a given distance along this ray.
  16711. *
  16712. * @param {number} t - The distance along the ray to retrieve a position for.
  16713. * @param {Vector3} target - The target vector that is used to store the method's result.
  16714. * @return {Vector3} A position on the ray.
  16715. */
  16716. at( t, target ) {
  16717. return target.copy( this.origin ).addScaledVector( this.direction, t );
  16718. }
  16719. /**
  16720. * Adjusts the direction of the ray to point at the given vector in world space.
  16721. *
  16722. * @param {Vector3} v - The target position.
  16723. * @return {Ray} A reference to this ray.
  16724. */
  16725. lookAt( v ) {
  16726. this.direction.copy( v ).sub( this.origin ).normalize();
  16727. return this;
  16728. }
  16729. /**
  16730. * Shift the origin of this ray along its direction by the given distance.
  16731. *
  16732. * @param {number} t - The distance along the ray to interpolate.
  16733. * @return {Ray} A reference to this ray.
  16734. */
  16735. recast( t ) {
  16736. this.origin.copy( this.at( t, _vector$7 ) );
  16737. return this;
  16738. }
  16739. /**
  16740. * Returns the point along this ray that is closest to the given point.
  16741. *
  16742. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  16743. * @param {Vector3} target - The target vector that is used to store the method's result.
  16744. * @return {Vector3} The closest point on this ray.
  16745. */
  16746. closestPointToPoint( point, target ) {
  16747. target.subVectors( point, this.origin );
  16748. const directionDistance = target.dot( this.direction );
  16749. if ( directionDistance < 0 ) {
  16750. return target.copy( this.origin );
  16751. }
  16752. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  16753. }
  16754. /**
  16755. * Returns the distance of the closest approach between this ray and the given point.
  16756. *
  16757. * @param {Vector3} point - A point in 3D space to compute the distance to.
  16758. * @return {number} The distance.
  16759. */
  16760. distanceToPoint( point ) {
  16761. return Math.sqrt( this.distanceSqToPoint( point ) );
  16762. }
  16763. /**
  16764. * Returns the squared distance of the closest approach between this ray and the given point.
  16765. *
  16766. * @param {Vector3} point - A point in 3D space to compute the distance to.
  16767. * @return {number} The squared distance.
  16768. */
  16769. distanceSqToPoint( point ) {
  16770. const directionDistance = _vector$7.subVectors( point, this.origin ).dot( this.direction );
  16771. // point behind the ray
  16772. if ( directionDistance < 0 ) {
  16773. return this.origin.distanceToSquared( point );
  16774. }
  16775. _vector$7.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  16776. return _vector$7.distanceToSquared( point );
  16777. }
  16778. /**
  16779. * Returns the squared distance between this ray and the given line segment.
  16780. *
  16781. * @param {Vector3} v0 - The start point of the line segment.
  16782. * @param {Vector3} v1 - The end point of the line segment.
  16783. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  16784. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  16785. * @return {number} The squared distance.
  16786. */
  16787. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  16788. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  16789. // It returns the min distance between the ray and the segment
  16790. // defined by v0 and v1
  16791. // It can also set two optional targets :
  16792. // - The closest point on the ray
  16793. // - The closest point on the segment
  16794. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  16795. _segDir.copy( v1 ).sub( v0 ).normalize();
  16796. _diff.copy( this.origin ).sub( _segCenter );
  16797. const segExtent = v0.distanceTo( v1 ) * 0.5;
  16798. const a01 = - this.direction.dot( _segDir );
  16799. const b0 = _diff.dot( this.direction );
  16800. const b1 = - _diff.dot( _segDir );
  16801. const c = _diff.lengthSq();
  16802. const det = Math.abs( 1 - a01 * a01 );
  16803. let s0, s1, sqrDist, extDet;
  16804. if ( det > 0 ) {
  16805. // The ray and segment are not parallel.
  16806. s0 = a01 * b1 - b0;
  16807. s1 = a01 * b0 - b1;
  16808. extDet = segExtent * det;
  16809. if ( s0 >= 0 ) {
  16810. if ( s1 >= - extDet ) {
  16811. if ( s1 <= extDet ) {
  16812. // region 0
  16813. // Minimum at interior points of ray and segment.
  16814. const invDet = 1 / det;
  16815. s0 *= invDet;
  16816. s1 *= invDet;
  16817. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  16818. } else {
  16819. // region 1
  16820. s1 = segExtent;
  16821. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16822. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16823. }
  16824. } else {
  16825. // region 5
  16826. s1 = - segExtent;
  16827. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16828. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16829. }
  16830. } else {
  16831. if ( s1 <= - extDet ) {
  16832. // region 4
  16833. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  16834. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16835. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16836. } else if ( s1 <= extDet ) {
  16837. // region 3
  16838. s0 = 0;
  16839. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16840. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  16841. } else {
  16842. // region 2
  16843. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  16844. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16845. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16846. }
  16847. }
  16848. } else {
  16849. // Ray and segment are parallel.
  16850. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  16851. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16852. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16853. }
  16854. if ( optionalPointOnRay ) {
  16855. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  16856. }
  16857. if ( optionalPointOnSegment ) {
  16858. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  16859. }
  16860. return sqrDist;
  16861. }
  16862. /**
  16863. * Intersects this ray with the given sphere, returning the intersection
  16864. * point or `null` if there is no intersection.
  16865. *
  16866. * @param {Sphere} sphere - The sphere to intersect.
  16867. * @param {Vector3} target - The target vector that is used to store the method's result.
  16868. * @return {?Vector3} The intersection point.
  16869. */
  16870. intersectSphere( sphere, target ) {
  16871. _vector$7.subVectors( sphere.center, this.origin );
  16872. const tca = _vector$7.dot( this.direction );
  16873. const d2 = _vector$7.dot( _vector$7 ) - tca * tca;
  16874. const radius2 = sphere.radius * sphere.radius;
  16875. if ( d2 > radius2 ) return null;
  16876. const thc = Math.sqrt( radius2 - d2 );
  16877. // t0 = first intersect point - entrance on front of sphere
  16878. const t0 = tca - thc;
  16879. // t1 = second intersect point - exit point on back of sphere
  16880. const t1 = tca + thc;
  16881. // test to see if t1 is behind the ray - if so, return null
  16882. if ( t1 < 0 ) return null;
  16883. // test to see if t0 is behind the ray:
  16884. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  16885. // in order to always return an intersect point that is in front of the ray.
  16886. if ( t0 < 0 ) return this.at( t1, target );
  16887. // else t0 is in front of the ray, so return the first collision point scaled by t0
  16888. return this.at( t0, target );
  16889. }
  16890. /**
  16891. * Returns `true` if this ray intersects with the given sphere.
  16892. *
  16893. * @param {Sphere} sphere - The sphere to intersect.
  16894. * @return {boolean} Whether this ray intersects with the given sphere or not.
  16895. */
  16896. intersectsSphere( sphere ) {
  16897. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  16898. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  16899. }
  16900. /**
  16901. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  16902. * does not intersect with the plane.
  16903. *
  16904. * @param {Plane} plane - The plane to compute the distance to.
  16905. * @return {?number} Whether this ray intersects with the given sphere or not.
  16906. */
  16907. distanceToPlane( plane ) {
  16908. const denominator = plane.normal.dot( this.direction );
  16909. if ( denominator === 0 ) {
  16910. // line is coplanar, return origin
  16911. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  16912. return 0;
  16913. }
  16914. // Null is preferable to undefined since undefined means.... it is undefined
  16915. return null;
  16916. }
  16917. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  16918. // Return if the ray never intersects the plane
  16919. return t >= 0 ? t : null;
  16920. }
  16921. /**
  16922. * Intersects this ray with the given plane, returning the intersection
  16923. * point or `null` if there is no intersection.
  16924. *
  16925. * @param {Plane} plane - The plane to intersect.
  16926. * @param {Vector3} target - The target vector that is used to store the method's result.
  16927. * @return {?Vector3} The intersection point.
  16928. */
  16929. intersectPlane( plane, target ) {
  16930. const t = this.distanceToPlane( plane );
  16931. if ( t === null ) {
  16932. return null;
  16933. }
  16934. return this.at( t, target );
  16935. }
  16936. /**
  16937. * Returns `true` if this ray intersects with the given plane.
  16938. *
  16939. * @param {Plane} plane - The plane to intersect.
  16940. * @return {boolean} Whether this ray intersects with the given plane or not.
  16941. */
  16942. intersectsPlane( plane ) {
  16943. // check if the ray lies on the plane first
  16944. const distToPoint = plane.distanceToPoint( this.origin );
  16945. if ( distToPoint === 0 ) {
  16946. return true;
  16947. }
  16948. const denominator = plane.normal.dot( this.direction );
  16949. if ( denominator * distToPoint < 0 ) {
  16950. return true;
  16951. }
  16952. // ray origin is behind the plane (and is pointing behind it)
  16953. return false;
  16954. }
  16955. /**
  16956. * Intersects this ray with the given bounding box, returning the intersection
  16957. * point or `null` if there is no intersection.
  16958. *
  16959. * @param {Box3} box - The box to intersect.
  16960. * @param {Vector3} target - The target vector that is used to store the method's result.
  16961. * @return {?Vector3} The intersection point.
  16962. */
  16963. intersectBox( box, target ) {
  16964. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  16965. const invdirx = 1 / this.direction.x,
  16966. invdiry = 1 / this.direction.y,
  16967. invdirz = 1 / this.direction.z;
  16968. const origin = this.origin;
  16969. if ( invdirx >= 0 ) {
  16970. tmin = ( box.min.x - origin.x ) * invdirx;
  16971. tmax = ( box.max.x - origin.x ) * invdirx;
  16972. } else {
  16973. tmin = ( box.max.x - origin.x ) * invdirx;
  16974. tmax = ( box.min.x - origin.x ) * invdirx;
  16975. }
  16976. if ( invdiry >= 0 ) {
  16977. tymin = ( box.min.y - origin.y ) * invdiry;
  16978. tymax = ( box.max.y - origin.y ) * invdiry;
  16979. } else {
  16980. tymin = ( box.max.y - origin.y ) * invdiry;
  16981. tymax = ( box.min.y - origin.y ) * invdiry;
  16982. }
  16983. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  16984. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  16985. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  16986. if ( invdirz >= 0 ) {
  16987. tzmin = ( box.min.z - origin.z ) * invdirz;
  16988. tzmax = ( box.max.z - origin.z ) * invdirz;
  16989. } else {
  16990. tzmin = ( box.max.z - origin.z ) * invdirz;
  16991. tzmax = ( box.min.z - origin.z ) * invdirz;
  16992. }
  16993. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  16994. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  16995. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  16996. //return point closest to the ray (positive side)
  16997. if ( tmax < 0 ) return null;
  16998. return this.at( tmin >= 0 ? tmin : tmax, target );
  16999. }
  17000. /**
  17001. * Returns `true` if this ray intersects with the given box.
  17002. *
  17003. * @param {Box3} box - The box to intersect.
  17004. * @return {boolean} Whether this ray intersects with the given box or not.
  17005. */
  17006. intersectsBox( box ) {
  17007. return this.intersectBox( box, _vector$7 ) !== null;
  17008. }
  17009. /**
  17010. * Intersects this ray with the given triangle, returning the intersection
  17011. * point or `null` if there is no intersection.
  17012. *
  17013. * @param {Vector3} a - The first vertex of the triangle.
  17014. * @param {Vector3} b - The second vertex of the triangle.
  17015. * @param {Vector3} c - The third vertex of the triangle.
  17016. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  17017. * @param {Vector3} target - The target vector that is used to store the method's result.
  17018. * @return {?Vector3} The intersection point.
  17019. */
  17020. intersectTriangle( a, b, c, backfaceCulling, target ) {
  17021. // Compute the offset origin, edges, and normal.
  17022. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  17023. _edge1.subVectors( b, a );
  17024. _edge2.subVectors( c, a );
  17025. _normal$1.crossVectors( _edge1, _edge2 );
  17026. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  17027. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  17028. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  17029. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  17030. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  17031. let DdN = this.direction.dot( _normal$1 );
  17032. let sign;
  17033. if ( DdN > 0 ) {
  17034. if ( backfaceCulling ) return null;
  17035. sign = 1;
  17036. } else if ( DdN < 0 ) {
  17037. sign = -1;
  17038. DdN = - DdN;
  17039. } else {
  17040. return null;
  17041. }
  17042. _diff.subVectors( this.origin, a );
  17043. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  17044. // b1 < 0, no intersection
  17045. if ( DdQxE2 < 0 ) {
  17046. return null;
  17047. }
  17048. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  17049. // b2 < 0, no intersection
  17050. if ( DdE1xQ < 0 ) {
  17051. return null;
  17052. }
  17053. // b1+b2 > 1, no intersection
  17054. if ( DdQxE2 + DdE1xQ > DdN ) {
  17055. return null;
  17056. }
  17057. // Line intersects triangle, check if ray does.
  17058. const QdN = - sign * _diff.dot( _normal$1 );
  17059. // t < 0, no intersection
  17060. if ( QdN < 0 ) {
  17061. return null;
  17062. }
  17063. // Ray intersects triangle.
  17064. return this.at( QdN / DdN, target );
  17065. }
  17066. /**
  17067. * Transforms this ray with the given 4x4 transformation matrix.
  17068. *
  17069. * @param {Matrix4} matrix4 - The transformation matrix.
  17070. * @return {Ray} A reference to this ray.
  17071. */
  17072. applyMatrix4( matrix4 ) {
  17073. this.origin.applyMatrix4( matrix4 );
  17074. this.direction.transformDirection( matrix4 );
  17075. return this;
  17076. }
  17077. /**
  17078. * Returns `true` if this ray is equal with the given one.
  17079. *
  17080. * @param {Ray} ray - The ray to test for equality.
  17081. * @return {boolean} Whether this ray is equal with the given one.
  17082. */
  17083. equals( ray ) {
  17084. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  17085. }
  17086. /**
  17087. * Returns a new ray with copied values from this instance.
  17088. *
  17089. * @return {Ray} A clone of this instance.
  17090. */
  17091. clone() {
  17092. return new this.constructor().copy( this );
  17093. }
  17094. }
  17095. /**
  17096. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  17097. *
  17098. * This material is not affected by lights.
  17099. *
  17100. * @augments Material
  17101. * @demo scenes/material-browser.html#MeshBasicMaterial
  17102. */
  17103. class MeshBasicMaterial extends Material {
  17104. /**
  17105. * Constructs a new mesh basic material.
  17106. *
  17107. * @param {Object} [parameters] - An object with one or more properties
  17108. * defining the material's appearance. Any property of the material
  17109. * (including any property from inherited materials) can be passed
  17110. * in here. Color values can be passed any type of value accepted
  17111. * by {@link Color#set}.
  17112. */
  17113. constructor( parameters ) {
  17114. super();
  17115. /**
  17116. * This flag can be used for type testing.
  17117. *
  17118. * @type {boolean}
  17119. * @readonly
  17120. * @default true
  17121. */
  17122. this.isMeshBasicMaterial = true;
  17123. this.type = 'MeshBasicMaterial';
  17124. /**
  17125. * Color of the material.
  17126. *
  17127. * @type {Color}
  17128. * @default (1,1,1)
  17129. */
  17130. this.color = new Color( 0xffffff ); // diffuse
  17131. /**
  17132. * The color map. May optionally include an alpha channel, typically combined
  17133. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17134. * color is modulated by the diffuse `color`.
  17135. *
  17136. * `map` represents color data, and the texture must be assigned a
  17137. * {@link Texture#colorSpace}. Most `map` textures set
  17138. * `texture.colorSpace = SRGBColorSpace`.
  17139. *
  17140. * @type {?Texture}
  17141. * @default null
  17142. */
  17143. this.map = null;
  17144. /**
  17145. * The light map. Requires a second set of UVs.
  17146. *
  17147. * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
  17148. * a {@link Texture#colorSpace}. Most `lightMap` textures set
  17149. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  17150. * such as `.exr` or `.hdr`.
  17151. *
  17152. * @type {?Texture}
  17153. * @default null
  17154. */
  17155. this.lightMap = null;
  17156. /**
  17157. * Intensity of the baked light.
  17158. *
  17159. * @type {number}
  17160. * @default 1
  17161. */
  17162. this.lightMapIntensity = 1.0;
  17163. /**
  17164. * The red channel of this texture is used as the ambient occlusion map.
  17165. * Requires a second set of UVs.
  17166. *
  17167. * `aoMap` represents non-color data. Any texture assigned must have
  17168. * `texture.colorSpace = NoColorSpace` (default).
  17169. *
  17170. * @type {?Texture}
  17171. * @default null
  17172. */
  17173. this.aoMap = null;
  17174. /**
  17175. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  17176. * disables ambient occlusion. Where intensity is `1` and the AO map's
  17177. * red channel is also `1`, ambient light is fully occluded on a surface.
  17178. *
  17179. * @type {number}
  17180. * @default 1
  17181. */
  17182. this.aoMapIntensity = 1.0;
  17183. /**
  17184. * Specular map used by the material.
  17185. *
  17186. * `specularMap` represents color data, and the texture must be assigned a
  17187. * {@link Texture#colorSpace}. Most `specularMap` textures set
  17188. * `texture.colorSpace = SRGBColorSpace`.
  17189. *
  17190. * @type {?Texture}
  17191. * @default null
  17192. */
  17193. this.specularMap = null;
  17194. /**
  17195. * The alpha map is a grayscale texture that controls the opacity across the
  17196. * surface (black: fully transparent; white: fully opaque).
  17197. *
  17198. * Only the color of the texture is used, ignoring the alpha channel if one
  17199. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17200. * when sampling this texture due to the extra bit of precision provided for
  17201. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17202. * luminance/alpha textures will also still work as expected.
  17203. *
  17204. * `alphaMap` represents non-color data. Any texture assigned must have
  17205. * `texture.colorSpace = NoColorSpace` (default).
  17206. *
  17207. * @type {?Texture}
  17208. * @default null
  17209. */
  17210. this.alphaMap = null;
  17211. /**
  17212. * The environment map.
  17213. *
  17214. * `envMap` represents luminance data, and the texture must be assigned
  17215. * a {@link Texture#colorSpace}. Most `envMap` textures set
  17216. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  17217. * such as `.exr` or `.hdr`.
  17218. *
  17219. * @type {?Texture}
  17220. * @default null
  17221. */
  17222. this.envMap = null;
  17223. /**
  17224. * The rotation of the environment map in radians.
  17225. *
  17226. * @type {Euler}
  17227. * @default (0,0,0)
  17228. */
  17229. this.envMapRotation = new Euler();
  17230. /**
  17231. * How to combine the result of the surface's color with the environment map, if any.
  17232. *
  17233. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  17234. * blend between the two colors.
  17235. *
  17236. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  17237. * @default MultiplyOperation
  17238. */
  17239. this.combine = MultiplyOperation;
  17240. /**
  17241. * How much the environment map affects the surface.
  17242. * The valid range is between `0` (no reflections) and `1` (full reflections).
  17243. *
  17244. * @type {number}
  17245. * @default 1
  17246. */
  17247. this.reflectivity = 1;
  17248. /**
  17249. * The index of refraction (IOR) of air (approximately 1) divided by the
  17250. * index of refraction of the material. It is used with environment mapping
  17251. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  17252. * The refraction ratio should not exceed `1`.
  17253. *
  17254. * @type {number}
  17255. * @default 0.98
  17256. */
  17257. this.refractionRatio = 0.98;
  17258. /**
  17259. * Renders the geometry as a wireframe.
  17260. *
  17261. * @type {boolean}
  17262. * @default false
  17263. */
  17264. this.wireframe = false;
  17265. /**
  17266. * Controls the thickness of the wireframe.
  17267. *
  17268. * Can only be used with {@link SVGRenderer}.
  17269. *
  17270. * @type {number}
  17271. * @default 1
  17272. */
  17273. this.wireframeLinewidth = 1;
  17274. /**
  17275. * Defines appearance of wireframe ends.
  17276. *
  17277. * Can only be used with {@link SVGRenderer}.
  17278. *
  17279. * @type {('round'|'bevel'|'miter')}
  17280. * @default 'round'
  17281. */
  17282. this.wireframeLinecap = 'round';
  17283. /**
  17284. * Defines appearance of wireframe joints.
  17285. *
  17286. * Can only be used with {@link SVGRenderer}.
  17287. *
  17288. * @type {('round'|'bevel'|'miter')}
  17289. * @default 'round'
  17290. */
  17291. this.wireframeLinejoin = 'round';
  17292. /**
  17293. * Whether the material is affected by fog or not.
  17294. *
  17295. * @type {boolean}
  17296. * @default true
  17297. */
  17298. this.fog = true;
  17299. this.setValues( parameters );
  17300. }
  17301. copy( source ) {
  17302. super.copy( source );
  17303. this.color.copy( source.color );
  17304. this.map = source.map;
  17305. this.lightMap = source.lightMap;
  17306. this.lightMapIntensity = source.lightMapIntensity;
  17307. this.aoMap = source.aoMap;
  17308. this.aoMapIntensity = source.aoMapIntensity;
  17309. this.specularMap = source.specularMap;
  17310. this.alphaMap = source.alphaMap;
  17311. this.envMap = source.envMap;
  17312. this.envMapRotation.copy( source.envMapRotation );
  17313. this.combine = source.combine;
  17314. this.reflectivity = source.reflectivity;
  17315. this.refractionRatio = source.refractionRatio;
  17316. this.wireframe = source.wireframe;
  17317. this.wireframeLinewidth = source.wireframeLinewidth;
  17318. this.wireframeLinecap = source.wireframeLinecap;
  17319. this.wireframeLinejoin = source.wireframeLinejoin;
  17320. this.fog = source.fog;
  17321. return this;
  17322. }
  17323. }
  17324. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  17325. const _ray$3 = /*@__PURE__*/ new Ray();
  17326. const _sphere$6 = /*@__PURE__*/ new Sphere();
  17327. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  17328. const _vA = /*@__PURE__*/ new Vector3();
  17329. const _vB = /*@__PURE__*/ new Vector3();
  17330. const _vC = /*@__PURE__*/ new Vector3();
  17331. const _tempA = /*@__PURE__*/ new Vector3();
  17332. const _morphA = /*@__PURE__*/ new Vector3();
  17333. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  17334. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  17335. /**
  17336. * Class representing triangular polygon mesh based objects.
  17337. *
  17338. * ```js
  17339. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  17340. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  17341. * const mesh = new THREE.Mesh( geometry, material );
  17342. * scene.add( mesh );
  17343. * ```
  17344. *
  17345. * @augments Object3D
  17346. */
  17347. class Mesh extends Object3D {
  17348. /**
  17349. * Constructs a new mesh.
  17350. *
  17351. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17352. * @param {Material|Array<Material>} [material] - The mesh material.
  17353. */
  17354. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  17355. super();
  17356. /**
  17357. * This flag can be used for type testing.
  17358. *
  17359. * @type {boolean}
  17360. * @readonly
  17361. * @default true
  17362. */
  17363. this.isMesh = true;
  17364. this.type = 'Mesh';
  17365. /**
  17366. * The mesh geometry.
  17367. *
  17368. * @type {BufferGeometry}
  17369. */
  17370. this.geometry = geometry;
  17371. /**
  17372. * The mesh material.
  17373. *
  17374. * @type {Material|Array<Material>}
  17375. * @default MeshBasicMaterial
  17376. */
  17377. this.material = material;
  17378. /**
  17379. * A dictionary representing the morph targets in the geometry. The key is the
  17380. * morph targets name, the value its attribute index. This member is `undefined`
  17381. * by default and only set when morph targets are detected in the geometry.
  17382. *
  17383. * @type {Object<string,number>|undefined}
  17384. * @default undefined
  17385. */
  17386. this.morphTargetDictionary = undefined;
  17387. /**
  17388. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  17389. * is applied. This member is `undefined` by default and only set when morph targets are
  17390. * detected in the geometry.
  17391. *
  17392. * @type {Array<number>|undefined}
  17393. * @default undefined
  17394. */
  17395. this.morphTargetInfluences = undefined;
  17396. /**
  17397. * The number of instances of this mesh.
  17398. * Can only be used with {@link WebGPURenderer}.
  17399. *
  17400. * @type {number}
  17401. * @default 1
  17402. */
  17403. this.count = 1;
  17404. this.updateMorphTargets();
  17405. }
  17406. copy( source, recursive ) {
  17407. super.copy( source, recursive );
  17408. if ( source.morphTargetInfluences !== undefined ) {
  17409. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  17410. }
  17411. if ( source.morphTargetDictionary !== undefined ) {
  17412. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  17413. }
  17414. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  17415. this.geometry = source.geometry;
  17416. return this;
  17417. }
  17418. /**
  17419. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  17420. * to make sure existing morph targets can influence this 3D object.
  17421. */
  17422. updateMorphTargets() {
  17423. const geometry = this.geometry;
  17424. const morphAttributes = geometry.morphAttributes;
  17425. const keys = Object.keys( morphAttributes );
  17426. if ( keys.length > 0 ) {
  17427. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  17428. if ( morphAttribute !== undefined ) {
  17429. this.morphTargetInfluences = [];
  17430. this.morphTargetDictionary = {};
  17431. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  17432. const name = morphAttribute[ m ].name || String( m );
  17433. this.morphTargetInfluences.push( 0 );
  17434. this.morphTargetDictionary[ name ] = m;
  17435. }
  17436. }
  17437. }
  17438. }
  17439. /**
  17440. * Returns the local-space position of the vertex at the given index, taking into
  17441. * account the current animation state of both morph targets and skinning.
  17442. *
  17443. * @param {number} index - The vertex index.
  17444. * @param {Vector3} target - The target object that is used to store the method's result.
  17445. * @return {Vector3} The vertex position in local space.
  17446. */
  17447. getVertexPosition( index, target ) {
  17448. const geometry = this.geometry;
  17449. const position = geometry.attributes.position;
  17450. const morphPosition = geometry.morphAttributes.position;
  17451. const morphTargetsRelative = geometry.morphTargetsRelative;
  17452. target.fromBufferAttribute( position, index );
  17453. const morphInfluences = this.morphTargetInfluences;
  17454. if ( morphPosition && morphInfluences ) {
  17455. _morphA.set( 0, 0, 0 );
  17456. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  17457. const influence = morphInfluences[ i ];
  17458. const morphAttribute = morphPosition[ i ];
  17459. if ( influence === 0 ) continue;
  17460. _tempA.fromBufferAttribute( morphAttribute, index );
  17461. if ( morphTargetsRelative ) {
  17462. _morphA.addScaledVector( _tempA, influence );
  17463. } else {
  17464. _morphA.addScaledVector( _tempA.sub( target ), influence );
  17465. }
  17466. }
  17467. target.add( _morphA );
  17468. }
  17469. return target;
  17470. }
  17471. /**
  17472. * Computes intersection points between a casted ray and this line.
  17473. *
  17474. * @param {Raycaster} raycaster - The raycaster.
  17475. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  17476. */
  17477. raycast( raycaster, intersects ) {
  17478. const geometry = this.geometry;
  17479. const material = this.material;
  17480. const matrixWorld = this.matrixWorld;
  17481. if ( material === undefined ) return;
  17482. // test with bounding sphere in world space
  17483. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  17484. _sphere$6.copy( geometry.boundingSphere );
  17485. _sphere$6.applyMatrix4( matrixWorld );
  17486. // check distance from ray origin to bounding sphere
  17487. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  17488. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  17489. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  17490. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  17491. }
  17492. // convert ray to local space of mesh
  17493. _inverseMatrix$3.copy( matrixWorld ).invert();
  17494. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  17495. // test with bounding box in local space
  17496. if ( geometry.boundingBox !== null ) {
  17497. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  17498. }
  17499. // test for intersections with geometry
  17500. this._computeIntersections( raycaster, intersects, _ray$3 );
  17501. }
  17502. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  17503. let intersection;
  17504. const geometry = this.geometry;
  17505. const material = this.material;
  17506. const index = geometry.index;
  17507. const position = geometry.attributes.position;
  17508. const uv = geometry.attributes.uv;
  17509. const uv1 = geometry.attributes.uv1;
  17510. const normal = geometry.attributes.normal;
  17511. const groups = geometry.groups;
  17512. const drawRange = geometry.drawRange;
  17513. if ( index !== null ) {
  17514. // indexed buffer geometry
  17515. if ( Array.isArray( material ) ) {
  17516. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  17517. const group = groups[ i ];
  17518. const groupMaterial = material[ group.materialIndex ];
  17519. const start = Math.max( group.start, drawRange.start );
  17520. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  17521. for ( let j = start, jl = end; j < jl; j += 3 ) {
  17522. const a = index.getX( j );
  17523. const b = index.getX( j + 1 );
  17524. const c = index.getX( j + 2 );
  17525. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17526. if ( intersection ) {
  17527. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  17528. intersection.face.materialIndex = group.materialIndex;
  17529. intersects.push( intersection );
  17530. }
  17531. }
  17532. }
  17533. } else {
  17534. const start = Math.max( 0, drawRange.start );
  17535. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  17536. for ( let i = start, il = end; i < il; i += 3 ) {
  17537. const a = index.getX( i );
  17538. const b = index.getX( i + 1 );
  17539. const c = index.getX( i + 2 );
  17540. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17541. if ( intersection ) {
  17542. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  17543. intersects.push( intersection );
  17544. }
  17545. }
  17546. }
  17547. } else if ( position !== undefined ) {
  17548. // non-indexed buffer geometry
  17549. if ( Array.isArray( material ) ) {
  17550. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  17551. const group = groups[ i ];
  17552. const groupMaterial = material[ group.materialIndex ];
  17553. const start = Math.max( group.start, drawRange.start );
  17554. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  17555. for ( let j = start, jl = end; j < jl; j += 3 ) {
  17556. const a = j;
  17557. const b = j + 1;
  17558. const c = j + 2;
  17559. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17560. if ( intersection ) {
  17561. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  17562. intersection.face.materialIndex = group.materialIndex;
  17563. intersects.push( intersection );
  17564. }
  17565. }
  17566. }
  17567. } else {
  17568. const start = Math.max( 0, drawRange.start );
  17569. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  17570. for ( let i = start, il = end; i < il; i += 3 ) {
  17571. const a = i;
  17572. const b = i + 1;
  17573. const c = i + 2;
  17574. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17575. if ( intersection ) {
  17576. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  17577. intersects.push( intersection );
  17578. }
  17579. }
  17580. }
  17581. }
  17582. }
  17583. }
  17584. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  17585. let intersect;
  17586. if ( material.side === BackSide ) {
  17587. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  17588. } else {
  17589. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  17590. }
  17591. if ( intersect === null ) return null;
  17592. _intersectionPointWorld.copy( point );
  17593. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  17594. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  17595. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  17596. return {
  17597. distance: distance,
  17598. point: _intersectionPointWorld.clone(),
  17599. object: object
  17600. };
  17601. }
  17602. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  17603. object.getVertexPosition( a, _vA );
  17604. object.getVertexPosition( b, _vB );
  17605. object.getVertexPosition( c, _vC );
  17606. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  17607. if ( intersection ) {
  17608. const barycoord = new Vector3();
  17609. Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord );
  17610. if ( uv ) {
  17611. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  17612. }
  17613. if ( uv1 ) {
  17614. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  17615. }
  17616. if ( normal ) {
  17617. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  17618. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  17619. intersection.normal.multiplyScalar( -1 );
  17620. }
  17621. }
  17622. const face = {
  17623. a: a,
  17624. b: b,
  17625. c: c,
  17626. normal: new Vector3(),
  17627. materialIndex: 0
  17628. };
  17629. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  17630. intersection.face = face;
  17631. intersection.barycoord = barycoord;
  17632. }
  17633. return intersection;
  17634. }
  17635. const _baseVector = /*@__PURE__*/ new Vector4();
  17636. const _skinIndex = /*@__PURE__*/ new Vector4();
  17637. const _skinWeight = /*@__PURE__*/ new Vector4();
  17638. const _vector4 = /*@__PURE__*/ new Vector4();
  17639. const _matrix4 = /*@__PURE__*/ new Matrix4();
  17640. const _vertex = /*@__PURE__*/ new Vector3();
  17641. const _sphere$5 = /*@__PURE__*/ new Sphere();
  17642. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  17643. const _ray$2 = /*@__PURE__*/ new Ray();
  17644. /**
  17645. * A mesh that has a {@link Skeleton} that can then be used to animate the
  17646. * vertices of the geometry with skinning/skeleton animation.
  17647. *
  17648. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  17649. * as buffer attributes in its geometry. These attribute define which bones affect a single
  17650. * vertex to a certain extend.
  17651. *
  17652. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  17653. * or {@link FBXLoader } import respective models.
  17654. *
  17655. * @augments Mesh
  17656. * @demo scenes/bones-browser.html
  17657. */
  17658. class SkinnedMesh extends Mesh {
  17659. /**
  17660. * Constructs a new skinned mesh.
  17661. *
  17662. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17663. * @param {Material|Array<Material>} [material] - The mesh material.
  17664. */
  17665. constructor( geometry, material ) {
  17666. super( geometry, material );
  17667. /**
  17668. * This flag can be used for type testing.
  17669. *
  17670. * @type {boolean}
  17671. * @readonly
  17672. * @default true
  17673. */
  17674. this.isSkinnedMesh = true;
  17675. this.type = 'SkinnedMesh';
  17676. /**
  17677. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  17678. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  17679. * across multiple skinned meshes.
  17680. *
  17681. * @type {(AttachedBindMode|DetachedBindMode)}
  17682. * @default AttachedBindMode
  17683. */
  17684. this.bindMode = AttachedBindMode;
  17685. /**
  17686. * The base matrix that is used for the bound bone transforms.
  17687. *
  17688. * @type {Matrix4}
  17689. */
  17690. this.bindMatrix = new Matrix4();
  17691. /**
  17692. * The base matrix that is used for resetting the bound bone transforms.
  17693. *
  17694. * @type {Matrix4}
  17695. */
  17696. this.bindMatrixInverse = new Matrix4();
  17697. /**
  17698. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  17699. *
  17700. * @type {?Box3}
  17701. * @default null
  17702. */
  17703. this.boundingBox = null;
  17704. /**
  17705. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  17706. *
  17707. * @type {?Sphere}
  17708. * @default null
  17709. */
  17710. this.boundingSphere = null;
  17711. }
  17712. /**
  17713. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  17714. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  17715. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  17716. * the current animation state.
  17717. */
  17718. computeBoundingBox() {
  17719. const geometry = this.geometry;
  17720. if ( this.boundingBox === null ) {
  17721. this.boundingBox = new Box3();
  17722. }
  17723. this.boundingBox.makeEmpty();
  17724. const positionAttribute = geometry.getAttribute( 'position' );
  17725. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  17726. this.getVertexPosition( i, _vertex );
  17727. this.boundingBox.expandByPoint( _vertex );
  17728. }
  17729. }
  17730. /**
  17731. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  17732. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  17733. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  17734. * per frame in order to reflect the current animation state.
  17735. */
  17736. computeBoundingSphere() {
  17737. const geometry = this.geometry;
  17738. if ( this.boundingSphere === null ) {
  17739. this.boundingSphere = new Sphere();
  17740. }
  17741. this.boundingSphere.makeEmpty();
  17742. const positionAttribute = geometry.getAttribute( 'position' );
  17743. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  17744. this.getVertexPosition( i, _vertex );
  17745. this.boundingSphere.expandByPoint( _vertex );
  17746. }
  17747. }
  17748. copy( source, recursive ) {
  17749. super.copy( source, recursive );
  17750. this.bindMode = source.bindMode;
  17751. this.bindMatrix.copy( source.bindMatrix );
  17752. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  17753. this.skeleton = source.skeleton;
  17754. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  17755. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  17756. return this;
  17757. }
  17758. raycast( raycaster, intersects ) {
  17759. const material = this.material;
  17760. const matrixWorld = this.matrixWorld;
  17761. if ( material === undefined ) return;
  17762. // test with bounding sphere in world space
  17763. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  17764. _sphere$5.copy( this.boundingSphere );
  17765. _sphere$5.applyMatrix4( matrixWorld );
  17766. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  17767. // convert ray to local space of skinned mesh
  17768. _inverseMatrix$2.copy( matrixWorld ).invert();
  17769. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  17770. // test with bounding box in local space
  17771. if ( this.boundingBox !== null ) {
  17772. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  17773. }
  17774. // test for intersections with geometry
  17775. this._computeIntersections( raycaster, intersects, _ray$2 );
  17776. }
  17777. getVertexPosition( index, target ) {
  17778. super.getVertexPosition( index, target );
  17779. this.applyBoneTransform( index, target );
  17780. return target;
  17781. }
  17782. /**
  17783. * Binds the given skeleton to the skinned mesh.
  17784. *
  17785. * @param {Skeleton} skeleton - The skeleton to bind.
  17786. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  17787. * the skinned mesh's world matrix will be used instead.
  17788. */
  17789. bind( skeleton, bindMatrix ) {
  17790. this.skeleton = skeleton;
  17791. if ( bindMatrix === undefined ) {
  17792. this.updateMatrixWorld( true );
  17793. this.skeleton.calculateInverses();
  17794. bindMatrix = this.matrixWorld;
  17795. }
  17796. this.bindMatrix.copy( bindMatrix );
  17797. this.bindMatrixInverse.copy( bindMatrix ).invert();
  17798. }
  17799. /**
  17800. * This method sets the skinned mesh in the rest pose).
  17801. */
  17802. pose() {
  17803. this.skeleton.pose();
  17804. }
  17805. /**
  17806. * Normalizes the skin weights which are defined as a buffer attribute
  17807. * in the skinned mesh's geometry.
  17808. */
  17809. normalizeSkinWeights() {
  17810. const vector = new Vector4();
  17811. const skinWeight = this.geometry.attributes.skinWeight;
  17812. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  17813. vector.fromBufferAttribute( skinWeight, i );
  17814. const scale = 1.0 / vector.manhattanLength();
  17815. if ( scale !== Infinity ) {
  17816. vector.multiplyScalar( scale );
  17817. } else {
  17818. vector.set( 1, 0, 0, 0 ); // do something reasonable
  17819. }
  17820. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  17821. }
  17822. }
  17823. updateMatrixWorld( force ) {
  17824. super.updateMatrixWorld( force );
  17825. if ( this.bindMode === AttachedBindMode ) {
  17826. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  17827. } else if ( this.bindMode === DetachedBindMode ) {
  17828. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  17829. } else {
  17830. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  17831. }
  17832. }
  17833. /**
  17834. * Applies the bone transform associated with the given index to the given
  17835. * vector. Can be used to transform positions or direction vectors by providing
  17836. * a Vector4 with 1 or 0 in the w component respectively. Returns the updated vector.
  17837. *
  17838. * @param {number} index - The vertex index.
  17839. * @param {Vector3|Vector4} target - The target object that is used to store the method's result.
  17840. * @return {Vector3|Vector4} The updated vertex attribute data.
  17841. */
  17842. applyBoneTransform( index, target ) {
  17843. const skeleton = this.skeleton;
  17844. const geometry = this.geometry;
  17845. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  17846. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  17847. if ( target.isVector4 ) {
  17848. _baseVector.copy( target );
  17849. target.set( 0, 0, 0, 0 );
  17850. } else {
  17851. _baseVector.set( ...target, 1 );
  17852. target.set( 0, 0, 0 );
  17853. }
  17854. _baseVector.applyMatrix4( this.bindMatrix );
  17855. for ( let i = 0; i < 4; i ++ ) {
  17856. const weight = _skinWeight.getComponent( i );
  17857. if ( weight !== 0 ) {
  17858. const boneIndex = _skinIndex.getComponent( i );
  17859. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  17860. target.addScaledVector( _vector4.copy( _baseVector ).applyMatrix4( _matrix4 ), weight );
  17861. }
  17862. }
  17863. if ( target.isVector4 ) {
  17864. // ensure the homogenous coordinate remains unchanged after vector operations
  17865. target.w = _baseVector.w;
  17866. }
  17867. return target.applyMatrix4( this.bindMatrixInverse );
  17868. }
  17869. }
  17870. /**
  17871. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  17872. * the {@link SkinnedMesh}.
  17873. *
  17874. * ```js
  17875. * const root = new THREE.Bone();
  17876. * const child = new THREE.Bone();
  17877. *
  17878. * root.add( child );
  17879. * child.position.y = 5;
  17880. * ```
  17881. *
  17882. * @augments Object3D
  17883. */
  17884. class Bone extends Object3D {
  17885. /**
  17886. * Constructs a new bone.
  17887. */
  17888. constructor() {
  17889. super();
  17890. /**
  17891. * This flag can be used for type testing.
  17892. *
  17893. * @type {boolean}
  17894. * @readonly
  17895. * @default true
  17896. */
  17897. this.isBone = true;
  17898. this.type = 'Bone';
  17899. }
  17900. }
  17901. /**
  17902. * Creates a texture directly from raw buffer data.
  17903. *
  17904. * The interpretation of the data depends on type and format: If the type is
  17905. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  17906. * texel data. If the format is `RGBAFormat`, data needs four values for
  17907. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  17908. *
  17909. * @augments Texture
  17910. */
  17911. class DataTexture extends Texture {
  17912. /**
  17913. * Constructs a new data texture.
  17914. *
  17915. * @param {?TypedArray} [data=null] - The buffer data.
  17916. * @param {number} [width=1] - The width of the texture.
  17917. * @param {number} [height=1] - The height of the texture.
  17918. * @param {number} [format=RGBAFormat] - The texture format.
  17919. * @param {number} [type=UnsignedByteType] - The texture type.
  17920. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  17921. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  17922. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  17923. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  17924. * @param {number} [minFilter=NearestFilter] - The min filter value.
  17925. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  17926. * @param {string} [colorSpace=NoColorSpace] - The color space.
  17927. */
  17928. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  17929. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  17930. /**
  17931. * This flag can be used for type testing.
  17932. *
  17933. * @type {boolean}
  17934. * @readonly
  17935. * @default true
  17936. */
  17937. this.isDataTexture = true;
  17938. /**
  17939. * The image definition of a data texture.
  17940. *
  17941. * @type {{data:TypedArray,width:number,height:number}}
  17942. */
  17943. this.image = { data: data, width: width, height: height };
  17944. /**
  17945. * Whether to generate mipmaps (if possible) for a texture.
  17946. *
  17947. * Overwritten and set to `false` by default.
  17948. *
  17949. * @type {boolean}
  17950. * @default false
  17951. */
  17952. this.generateMipmaps = false;
  17953. /**
  17954. * If set to `true`, the texture is flipped along the vertical axis when
  17955. * uploaded to the GPU.
  17956. *
  17957. * Overwritten and set to `false` by default.
  17958. *
  17959. * @type {boolean}
  17960. * @default false
  17961. */
  17962. this.flipY = false;
  17963. /**
  17964. * Specifies the alignment requirements for the start of each pixel row in memory.
  17965. *
  17966. * Overwritten and set to `1` by default.
  17967. *
  17968. * @type {boolean}
  17969. * @default 1
  17970. */
  17971. this.unpackAlignment = 1;
  17972. }
  17973. }
  17974. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  17975. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  17976. /**
  17977. * Class for representing the armatures in `three.js`. The skeleton
  17978. * is defined by a hierarchy of bones.
  17979. *
  17980. * ```js
  17981. * const bones = [];
  17982. *
  17983. * const shoulder = new THREE.Bone();
  17984. * const elbow = new THREE.Bone();
  17985. * const hand = new THREE.Bone();
  17986. *
  17987. * shoulder.add( elbow );
  17988. * elbow.add( hand );
  17989. *
  17990. * bones.push( shoulder , elbow, hand);
  17991. *
  17992. * shoulder.position.y = -5;
  17993. * elbow.position.y = 0;
  17994. * hand.position.y = 5;
  17995. *
  17996. * const armSkeleton = new THREE.Skeleton( bones );
  17997. * ```
  17998. */
  17999. class Skeleton {
  18000. /**
  18001. * Constructs a new skeleton.
  18002. *
  18003. * @param {Array<Bone>} [bones] - An array of bones.
  18004. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18005. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18006. */
  18007. constructor( bones = [], boneInverses = [] ) {
  18008. this.uuid = generateUUID();
  18009. /**
  18010. * An array of bones defining the skeleton.
  18011. *
  18012. * @type {Array<Bone>}
  18013. */
  18014. this.bones = bones.slice( 0 );
  18015. /**
  18016. * An array of bone inverse matrices.
  18017. *
  18018. * @type {Array<Matrix4>}
  18019. */
  18020. this.boneInverses = boneInverses;
  18021. /**
  18022. * An array buffer holding the bone data.
  18023. * Input data for {@link Skeleton#boneTexture}.
  18024. *
  18025. * @type {?Float32Array}
  18026. * @default null
  18027. */
  18028. this.boneMatrices = null;
  18029. /**
  18030. * A texture holding the bone data for use
  18031. * in the vertex shader.
  18032. *
  18033. * @type {?DataTexture}
  18034. * @default null
  18035. */
  18036. this.boneTexture = null;
  18037. this.init();
  18038. }
  18039. /**
  18040. * Initializes the skeleton. This method gets automatically called by the constructor
  18041. * but depending on how the skeleton is created it might be necessary to call this method
  18042. * manually.
  18043. */
  18044. init() {
  18045. const bones = this.bones;
  18046. const boneInverses = this.boneInverses;
  18047. this.boneMatrices = new Float32Array( bones.length * 16 );
  18048. // calculate inverse bone matrices if necessary
  18049. if ( boneInverses.length === 0 ) {
  18050. this.calculateInverses();
  18051. } else {
  18052. // handle special case
  18053. if ( bones.length !== boneInverses.length ) {
  18054. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18055. this.boneInverses = [];
  18056. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18057. this.boneInverses.push( new Matrix4() );
  18058. }
  18059. }
  18060. }
  18061. }
  18062. /**
  18063. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18064. * and fills it with new matrices.
  18065. */
  18066. calculateInverses() {
  18067. this.boneInverses.length = 0;
  18068. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18069. const inverse = new Matrix4();
  18070. if ( this.bones[ i ] ) {
  18071. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18072. }
  18073. this.boneInverses.push( inverse );
  18074. }
  18075. }
  18076. /**
  18077. * Resets the skeleton to the base pose.
  18078. */
  18079. pose() {
  18080. // recover the bind-time world matrices
  18081. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18082. const bone = this.bones[ i ];
  18083. if ( bone ) {
  18084. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18085. }
  18086. }
  18087. // compute the local matrices, positions, rotations and scales
  18088. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18089. const bone = this.bones[ i ];
  18090. if ( bone ) {
  18091. if ( bone.parent && bone.parent.isBone ) {
  18092. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18093. bone.matrix.multiply( bone.matrixWorld );
  18094. } else {
  18095. bone.matrix.copy( bone.matrixWorld );
  18096. }
  18097. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18098. }
  18099. }
  18100. }
  18101. /**
  18102. * Resets the skeleton to the base pose.
  18103. */
  18104. update() {
  18105. const bones = this.bones;
  18106. const boneInverses = this.boneInverses;
  18107. const boneMatrices = this.boneMatrices;
  18108. const boneTexture = this.boneTexture;
  18109. // flatten bone matrices to array
  18110. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18111. // compute the offset between the current and the original transform
  18112. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18113. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18114. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18115. }
  18116. if ( boneTexture !== null ) {
  18117. boneTexture.needsUpdate = true;
  18118. }
  18119. }
  18120. /**
  18121. * Returns a new skeleton with copied values from this instance.
  18122. *
  18123. * @return {Skeleton} A clone of this instance.
  18124. */
  18125. clone() {
  18126. return new Skeleton( this.bones, this.boneInverses );
  18127. }
  18128. /**
  18129. * Computes a data texture for passing bone data to the vertex shader.
  18130. *
  18131. * @return {Skeleton} A reference of this instance.
  18132. */
  18133. computeBoneTexture() {
  18134. // layout (1 matrix = 4 pixels)
  18135. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18136. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18137. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18138. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18139. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18140. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18141. size = Math.ceil( size / 4 ) * 4;
  18142. size = Math.max( size, 4 );
  18143. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18144. boneMatrices.set( this.boneMatrices ); // copy current values
  18145. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18146. boneTexture.needsUpdate = true;
  18147. this.boneMatrices = boneMatrices;
  18148. this.boneTexture = boneTexture;
  18149. return this;
  18150. }
  18151. /**
  18152. * Searches through the skeleton's bone array and returns the first with a
  18153. * matching name.
  18154. *
  18155. * @param {string} name - The name of the bone.
  18156. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18157. */
  18158. getBoneByName( name ) {
  18159. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18160. const bone = this.bones[ i ];
  18161. if ( bone.name === name ) {
  18162. return bone;
  18163. }
  18164. }
  18165. return undefined;
  18166. }
  18167. /**
  18168. * Frees the GPU-related resources allocated by this instance. Call this
  18169. * method whenever this instance is no longer used in your app.
  18170. */
  18171. dispose( ) {
  18172. if ( this.boneTexture !== null ) {
  18173. this.boneTexture.dispose();
  18174. this.boneTexture = null;
  18175. }
  18176. }
  18177. /**
  18178. * Setups the skeleton by the given JSON and bones.
  18179. *
  18180. * @param {Object} json - The skeleton as serialized JSON.
  18181. * @param {Object<string, Bone>} bones - An array of bones.
  18182. * @return {Skeleton} A reference of this instance.
  18183. */
  18184. fromJSON( json, bones ) {
  18185. this.uuid = json.uuid;
  18186. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18187. const uuid = json.bones[ i ];
  18188. let bone = bones[ uuid ];
  18189. if ( bone === undefined ) {
  18190. warn( 'Skeleton: No bone found with UUID:', uuid );
  18191. bone = new Bone();
  18192. }
  18193. this.bones.push( bone );
  18194. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18195. }
  18196. this.init();
  18197. return this;
  18198. }
  18199. /**
  18200. * Serializes the skeleton into JSON.
  18201. *
  18202. * @return {Object} A JSON object representing the serialized skeleton.
  18203. * @see {@link ObjectLoader#parse}
  18204. */
  18205. toJSON() {
  18206. const data = {
  18207. metadata: {
  18208. version: 4.7,
  18209. type: 'Skeleton',
  18210. generator: 'Skeleton.toJSON'
  18211. },
  18212. bones: [],
  18213. boneInverses: []
  18214. };
  18215. data.uuid = this.uuid;
  18216. const bones = this.bones;
  18217. const boneInverses = this.boneInverses;
  18218. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18219. const bone = bones[ i ];
  18220. data.bones.push( bone.uuid );
  18221. const boneInverse = boneInverses[ i ];
  18222. data.boneInverses.push( boneInverse.toArray() );
  18223. }
  18224. return data;
  18225. }
  18226. }
  18227. /**
  18228. * An instanced version of a buffer attribute.
  18229. *
  18230. * @augments BufferAttribute
  18231. */
  18232. class InstancedBufferAttribute extends BufferAttribute {
  18233. /**
  18234. * Constructs a new instanced buffer attribute.
  18235. *
  18236. * @param {TypedArray} array - The array holding the attribute data.
  18237. * @param {number} itemSize - The item size.
  18238. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18239. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18240. */
  18241. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18242. super( array, itemSize, normalized );
  18243. /**
  18244. * This flag can be used for type testing.
  18245. *
  18246. * @type {boolean}
  18247. * @readonly
  18248. * @default true
  18249. */
  18250. this.isInstancedBufferAttribute = true;
  18251. /**
  18252. * Defines how often a value of this buffer attribute should be repeated. A
  18253. * value of one means that each value of the instanced attribute is used for
  18254. * a single instance. A value of two means that each value is used for two
  18255. * consecutive instances (and so on).
  18256. *
  18257. * @type {number}
  18258. * @default 1
  18259. */
  18260. this.meshPerAttribute = meshPerAttribute;
  18261. }
  18262. copy( source ) {
  18263. super.copy( source );
  18264. this.meshPerAttribute = source.meshPerAttribute;
  18265. return this;
  18266. }
  18267. toJSON() {
  18268. const data = super.toJSON();
  18269. data.meshPerAttribute = this.meshPerAttribute;
  18270. data.isInstancedBufferAttribute = true;
  18271. return data;
  18272. }
  18273. }
  18274. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18275. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18276. const _instanceIntersects = [];
  18277. const _box3 = /*@__PURE__*/ new Box3();
  18278. const _identity = /*@__PURE__*/ new Matrix4();
  18279. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18280. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18281. /**
  18282. * A special version of a mesh with instanced rendering support. Use
  18283. * this class if you have to render a large number of objects with the same
  18284. * geometry and material(s) but with different world transformations. The usage
  18285. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18286. * improve the overall rendering performance in your application.
  18287. *
  18288. * @augments Mesh
  18289. */
  18290. class InstancedMesh extends Mesh {
  18291. /**
  18292. * Constructs a new instanced mesh.
  18293. *
  18294. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18295. * @param {Material|Array<Material>} [material] - The mesh material.
  18296. * @param {number} count - The number of instances.
  18297. */
  18298. constructor( geometry, material, count ) {
  18299. super( geometry, material );
  18300. /**
  18301. * This flag can be used for type testing.
  18302. *
  18303. * @type {boolean}
  18304. * @readonly
  18305. * @default true
  18306. */
  18307. this.isInstancedMesh = true;
  18308. /**
  18309. * Represents the local transformation of all instances. You have to set its
  18310. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18311. * via {@link InstancedMesh#setMatrixAt}.
  18312. *
  18313. * @type {InstancedBufferAttribute}
  18314. */
  18315. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  18316. /**
  18317. * Represents the color of all instances. You have to set its
  18318. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18319. * via {@link InstancedMesh#setColorAt}.
  18320. *
  18321. * @type {?InstancedBufferAttribute}
  18322. * @default null
  18323. */
  18324. this.instanceColor = null;
  18325. /**
  18326. * Represents the morph target weights of all instances. You have to set its
  18327. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  18328. * via {@link InstancedMesh#setMorphAt}.
  18329. *
  18330. * @type {?DataTexture}
  18331. * @default null
  18332. */
  18333. this.morphTexture = null;
  18334. /**
  18335. * The number of instances.
  18336. *
  18337. * @type {number}
  18338. */
  18339. this.count = count;
  18340. /**
  18341. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  18342. *
  18343. * @type {?Box3}
  18344. * @default null
  18345. */
  18346. this.boundingBox = null;
  18347. /**
  18348. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  18349. *
  18350. * @type {?Sphere}
  18351. * @default null
  18352. */
  18353. this.boundingSphere = null;
  18354. for ( let i = 0; i < count; i ++ ) {
  18355. this.setMatrixAt( i, _identity );
  18356. }
  18357. }
  18358. /**
  18359. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  18360. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18361. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18362. */
  18363. computeBoundingBox() {
  18364. const geometry = this.geometry;
  18365. const count = this.count;
  18366. if ( this.boundingBox === null ) {
  18367. this.boundingBox = new Box3();
  18368. }
  18369. if ( geometry.boundingBox === null ) {
  18370. geometry.computeBoundingBox();
  18371. }
  18372. this.boundingBox.makeEmpty();
  18373. for ( let i = 0; i < count; i ++ ) {
  18374. this.getMatrixAt( i, _instanceLocalMatrix );
  18375. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  18376. this.boundingBox.union( _box3 );
  18377. }
  18378. }
  18379. /**
  18380. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  18381. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  18382. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18383. */
  18384. computeBoundingSphere() {
  18385. const geometry = this.geometry;
  18386. const count = this.count;
  18387. if ( this.boundingSphere === null ) {
  18388. this.boundingSphere = new Sphere();
  18389. }
  18390. if ( geometry.boundingSphere === null ) {
  18391. geometry.computeBoundingSphere();
  18392. }
  18393. this.boundingSphere.makeEmpty();
  18394. for ( let i = 0; i < count; i ++ ) {
  18395. this.getMatrixAt( i, _instanceLocalMatrix );
  18396. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  18397. this.boundingSphere.union( _sphere$4 );
  18398. }
  18399. }
  18400. copy( source, recursive ) {
  18401. super.copy( source, recursive );
  18402. this.instanceMatrix.copy( source.instanceMatrix );
  18403. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  18404. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  18405. this.count = source.count;
  18406. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18407. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18408. return this;
  18409. }
  18410. /**
  18411. * Gets the color of the defined instance.
  18412. *
  18413. * @param {number} index - The instance index.
  18414. * @param {Color} color - The target object that is used to store the method's result.
  18415. * @return {Color} A reference to the target color.
  18416. */
  18417. getColorAt( index, color ) {
  18418. if ( this.instanceColor === null ) {
  18419. return color.setRGB( 1, 1, 1 );
  18420. } else {
  18421. return color.fromArray( this.instanceColor.array, index * 3 );
  18422. }
  18423. }
  18424. /**
  18425. * Gets the local transformation matrix of the defined instance.
  18426. *
  18427. * @param {number} index - The instance index.
  18428. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  18429. * @return {Matrix4} A reference to the target matrix.
  18430. */
  18431. getMatrixAt( index, matrix ) {
  18432. return matrix.fromArray( this.instanceMatrix.array, index * 16 );
  18433. }
  18434. /**
  18435. * Gets the morph target weights of the defined instance.
  18436. *
  18437. * @param {number} index - The instance index.
  18438. * @param {Mesh} object - The target object that is used to store the method's result.
  18439. */
  18440. getMorphAt( index, object ) {
  18441. const objectInfluences = object.morphTargetInfluences;
  18442. const array = this.morphTexture.source.data.data;
  18443. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  18444. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  18445. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18446. objectInfluences[ i ] = array[ dataIndex + i ];
  18447. }
  18448. }
  18449. raycast( raycaster, intersects ) {
  18450. const matrixWorld = this.matrixWorld;
  18451. const raycastTimes = this.count;
  18452. _mesh$1.geometry = this.geometry;
  18453. _mesh$1.material = this.material;
  18454. if ( _mesh$1.material === undefined ) return;
  18455. // test with bounding sphere first
  18456. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18457. _sphere$4.copy( this.boundingSphere );
  18458. _sphere$4.applyMatrix4( matrixWorld );
  18459. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  18460. // now test each instance
  18461. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  18462. // calculate the world matrix for each instance
  18463. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  18464. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  18465. // the mesh represents this single instance
  18466. _mesh$1.matrixWorld = _instanceWorldMatrix;
  18467. _mesh$1.raycast( raycaster, _instanceIntersects );
  18468. // process the result of raycast
  18469. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  18470. const intersect = _instanceIntersects[ i ];
  18471. intersect.instanceId = instanceId;
  18472. intersect.object = this;
  18473. intersects.push( intersect );
  18474. }
  18475. _instanceIntersects.length = 0;
  18476. }
  18477. }
  18478. /**
  18479. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  18480. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  18481. *
  18482. * @param {number} index - The instance index.
  18483. * @param {Color} color - The instance color.
  18484. * @return {InstancedMesh} A reference to this instanced mesh.
  18485. */
  18486. setColorAt( index, color ) {
  18487. if ( this.instanceColor === null ) {
  18488. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  18489. }
  18490. color.toArray( this.instanceColor.array, index * 3 );
  18491. return this;
  18492. }
  18493. /**
  18494. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  18495. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the matrices.
  18496. *
  18497. * @param {number} index - The instance index.
  18498. * @param {Matrix4} matrix - The local transformation.
  18499. * @return {InstancedMesh} A reference to this instanced mesh.
  18500. */
  18501. setMatrixAt( index, matrix ) {
  18502. matrix.toArray( this.instanceMatrix.array, index * 16 );
  18503. return this;
  18504. }
  18505. /**
  18506. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  18507. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  18508. *
  18509. * @param {number} index - The instance index.
  18510. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  18511. * of a single instance.
  18512. * @return {InstancedMesh} A reference to this instanced mesh.
  18513. */
  18514. setMorphAt( index, object ) {
  18515. const objectInfluences = object.morphTargetInfluences;
  18516. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  18517. if ( this.morphTexture === null ) {
  18518. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  18519. }
  18520. const array = this.morphTexture.source.data.data;
  18521. let morphInfluencesSum = 0;
  18522. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18523. morphInfluencesSum += objectInfluences[ i ];
  18524. }
  18525. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  18526. const dataIndex = len * index;
  18527. array[ dataIndex ] = morphBaseInfluence;
  18528. array.set( objectInfluences, dataIndex + 1 );
  18529. return this;
  18530. }
  18531. updateMorphTargets() {
  18532. }
  18533. /**
  18534. * Frees the GPU-related resources allocated by this instance. Call this
  18535. * method whenever this instance is no longer used in your app.
  18536. */
  18537. dispose() {
  18538. this.dispatchEvent( { type: 'dispose' } );
  18539. if ( this.morphTexture !== null ) {
  18540. this.morphTexture.dispose();
  18541. this.morphTexture = null;
  18542. }
  18543. }
  18544. }
  18545. const _vector1 = /*@__PURE__*/ new Vector3();
  18546. const _vector2 = /*@__PURE__*/ new Vector3();
  18547. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  18548. /**
  18549. * A two dimensional surface that extends infinitely in 3D space, represented
  18550. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  18551. * by a unit length normal vector and a constant.
  18552. */
  18553. class Plane {
  18554. /**
  18555. * Constructs a new plane.
  18556. *
  18557. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  18558. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  18559. */
  18560. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  18561. /**
  18562. * This flag can be used for type testing.
  18563. *
  18564. * @type {boolean}
  18565. * @readonly
  18566. * @default true
  18567. */
  18568. this.isPlane = true;
  18569. /**
  18570. * A unit length vector defining the normal of the plane.
  18571. *
  18572. * @type {Vector3}
  18573. */
  18574. this.normal = normal;
  18575. /**
  18576. * The signed distance from the origin to the plane.
  18577. *
  18578. * @type {number}
  18579. * @default 0
  18580. */
  18581. this.constant = constant;
  18582. }
  18583. /**
  18584. * Sets the plane components by copying the given values.
  18585. *
  18586. * @param {Vector3} normal - The normal.
  18587. * @param {number} constant - The constant.
  18588. * @return {Plane} A reference to this plane.
  18589. */
  18590. set( normal, constant ) {
  18591. this.normal.copy( normal );
  18592. this.constant = constant;
  18593. return this;
  18594. }
  18595. /**
  18596. * Sets the plane components by defining `x`, `y`, `z` as the
  18597. * plane normal and `w` as the constant.
  18598. *
  18599. * @param {number} x - The value for the normal's x component.
  18600. * @param {number} y - The value for the normal's y component.
  18601. * @param {number} z - The value for the normal's z component.
  18602. * @param {number} w - The constant value.
  18603. * @return {Plane} A reference to this plane.
  18604. */
  18605. setComponents( x, y, z, w ) {
  18606. this.normal.set( x, y, z );
  18607. this.constant = w;
  18608. return this;
  18609. }
  18610. /**
  18611. * Sets the plane from the given normal and coplanar point (that is a point
  18612. * that lies onto the plane).
  18613. *
  18614. * @param {Vector3} normal - The normal.
  18615. * @param {Vector3} point - A coplanar point.
  18616. * @return {Plane} A reference to this plane.
  18617. */
  18618. setFromNormalAndCoplanarPoint( normal, point ) {
  18619. this.normal.copy( normal );
  18620. this.constant = - point.dot( this.normal );
  18621. return this;
  18622. }
  18623. /**
  18624. * Sets the plane from three coplanar points. The winding order is
  18625. * assumed to be counter-clockwise, and determines the direction of
  18626. * the plane normal.
  18627. *
  18628. * @param {Vector3} a - The first coplanar point.
  18629. * @param {Vector3} b - The second coplanar point.
  18630. * @param {Vector3} c - The third coplanar point.
  18631. * @return {Plane} A reference to this plane.
  18632. */
  18633. setFromCoplanarPoints( a, b, c ) {
  18634. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  18635. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  18636. this.setFromNormalAndCoplanarPoint( normal, a );
  18637. return this;
  18638. }
  18639. /**
  18640. * Copies the values of the given plane to this instance.
  18641. *
  18642. * @param {Plane} plane - The plane to copy.
  18643. * @return {Plane} A reference to this plane.
  18644. */
  18645. copy( plane ) {
  18646. this.normal.copy( plane.normal );
  18647. this.constant = plane.constant;
  18648. return this;
  18649. }
  18650. /**
  18651. * Normalizes the plane normal and adjusts the constant accordingly.
  18652. *
  18653. * @return {Plane} A reference to this plane.
  18654. */
  18655. normalize() {
  18656. // Note: will lead to a divide by zero if the plane is invalid.
  18657. const inverseNormalLength = 1.0 / this.normal.length();
  18658. this.normal.multiplyScalar( inverseNormalLength );
  18659. this.constant *= inverseNormalLength;
  18660. return this;
  18661. }
  18662. /**
  18663. * Negates both the plane normal and the constant.
  18664. *
  18665. * @return {Plane} A reference to this plane.
  18666. */
  18667. negate() {
  18668. this.constant *= -1;
  18669. this.normal.negate();
  18670. return this;
  18671. }
  18672. /**
  18673. * Returns the signed distance from the given point to this plane.
  18674. *
  18675. * @param {Vector3} point - The point to compute the distance for.
  18676. * @return {number} The signed distance.
  18677. */
  18678. distanceToPoint( point ) {
  18679. return this.normal.dot( point ) + this.constant;
  18680. }
  18681. /**
  18682. * Returns the signed distance from the given sphere to this plane.
  18683. *
  18684. * @param {Sphere} sphere - The sphere to compute the distance for.
  18685. * @return {number} The signed distance.
  18686. */
  18687. distanceToSphere( sphere ) {
  18688. return this.distanceToPoint( sphere.center ) - sphere.radius;
  18689. }
  18690. /**
  18691. * Projects a the given point onto the plane.
  18692. *
  18693. * @param {Vector3} point - The point to project.
  18694. * @param {Vector3} target - The target vector that is used to store the method's result.
  18695. * @return {Vector3} The projected point on the plane.
  18696. */
  18697. projectPoint( point, target ) {
  18698. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  18699. }
  18700. /**
  18701. * Returns the intersection point of the passed line and the plane. Returns
  18702. * `null` if the line does not intersect. Returns the line's starting point if
  18703. * the line is coplanar with the plane.
  18704. *
  18705. * @param {Line3} line - The line to compute the intersection for.
  18706. * @param {Vector3} target - The target vector that is used to store the method's result.
  18707. * @param {boolean} [clampToLine=true] - Whether to clamp the intersection to the line segment.
  18708. * @return {?Vector3} The intersection point. Returns `null` if no intersection is detected.
  18709. */
  18710. intersectLine( line, target, clampToLine = true ) {
  18711. const direction = line.delta( _vector1 );
  18712. const denominator = this.normal.dot( direction );
  18713. if ( denominator === 0 ) {
  18714. // line is coplanar, return origin
  18715. if ( this.distanceToPoint( line.start ) === 0 ) {
  18716. return target.copy( line.start );
  18717. }
  18718. // Unsure if this is the correct method to handle this case.
  18719. return null;
  18720. }
  18721. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  18722. if ( ( clampToLine === true ) && ( t < 0 || t > 1 ) ) {
  18723. return null;
  18724. }
  18725. return target.copy( line.start ).addScaledVector( direction, t );
  18726. }
  18727. /**
  18728. * Returns `true` if the given line segment intersects with (passes through) the plane.
  18729. *
  18730. * @param {Line3} line - The line to test.
  18731. * @return {boolean} Whether the given line segment intersects with the plane or not.
  18732. */
  18733. intersectsLine( line ) {
  18734. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  18735. const startSign = this.distanceToPoint( line.start );
  18736. const endSign = this.distanceToPoint( line.end );
  18737. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  18738. }
  18739. /**
  18740. * Returns `true` if the given bounding box intersects with the plane.
  18741. *
  18742. * @param {Box3} box - The bounding box to test.
  18743. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  18744. */
  18745. intersectsBox( box ) {
  18746. return box.intersectsPlane( this );
  18747. }
  18748. /**
  18749. * Returns `true` if the given bounding sphere intersects with the plane.
  18750. *
  18751. * @param {Sphere} sphere - The bounding sphere to test.
  18752. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  18753. */
  18754. intersectsSphere( sphere ) {
  18755. return sphere.intersectsPlane( this );
  18756. }
  18757. /**
  18758. * Returns a coplanar vector to the plane, by calculating the
  18759. * projection of the normal at the origin onto the plane.
  18760. *
  18761. * @param {Vector3} target - The target vector that is used to store the method's result.
  18762. * @return {Vector3} The coplanar point.
  18763. */
  18764. coplanarPoint( target ) {
  18765. return target.copy( this.normal ).multiplyScalar( - this.constant );
  18766. }
  18767. /**
  18768. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  18769. *
  18770. * The optional normal matrix can be pre-computed like so:
  18771. * ```js
  18772. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  18773. * ```
  18774. *
  18775. * @param {Matrix4} matrix - The transformation matrix.
  18776. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  18777. * @return {Plane} A reference to this plane.
  18778. */
  18779. applyMatrix4( matrix, optionalNormalMatrix ) {
  18780. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  18781. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  18782. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  18783. this.constant = - referencePoint.dot( normal );
  18784. return this;
  18785. }
  18786. /**
  18787. * Translates the plane by the distance defined by the given offset vector.
  18788. * Note that this only affects the plane constant and will not affect the normal vector.
  18789. *
  18790. * @param {Vector3} offset - The offset vector.
  18791. * @return {Plane} A reference to this plane.
  18792. */
  18793. translate( offset ) {
  18794. this.constant -= offset.dot( this.normal );
  18795. return this;
  18796. }
  18797. /**
  18798. * Returns `true` if this plane is equal with the given one.
  18799. *
  18800. * @param {Plane} plane - The plane to test for equality.
  18801. * @return {boolean} Whether this plane is equal with the given one.
  18802. */
  18803. equals( plane ) {
  18804. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  18805. }
  18806. /**
  18807. * Returns a new plane with copied values from this instance.
  18808. *
  18809. * @return {Plane} A clone of this instance.
  18810. */
  18811. clone() {
  18812. return new this.constructor().copy( this );
  18813. }
  18814. }
  18815. const _sphere$3 = /*@__PURE__*/ new Sphere();
  18816. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  18817. const _vector$6 = /*@__PURE__*/ new Vector3();
  18818. /**
  18819. * Frustums are used to determine what is inside the camera's field of view.
  18820. * They help speed up the rendering process - objects which lie outside a camera's
  18821. * frustum can safely be excluded from rendering.
  18822. *
  18823. * This class is mainly intended for use internally by a renderer.
  18824. */
  18825. class Frustum {
  18826. /**
  18827. * Constructs a new frustum.
  18828. *
  18829. * @param {Plane} [p0] - The first plane that encloses the frustum.
  18830. * @param {Plane} [p1] - The second plane that encloses the frustum.
  18831. * @param {Plane} [p2] - The third plane that encloses the frustum.
  18832. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  18833. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  18834. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  18835. */
  18836. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  18837. /**
  18838. * This array holds the planes that enclose the frustum.
  18839. *
  18840. * @type {Array<Plane>}
  18841. */
  18842. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  18843. }
  18844. /**
  18845. * Sets the frustum planes by copying the given planes.
  18846. *
  18847. * @param {Plane} [p0] - The first plane that encloses the frustum.
  18848. * @param {Plane} [p1] - The second plane that encloses the frustum.
  18849. * @param {Plane} [p2] - The third plane that encloses the frustum.
  18850. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  18851. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  18852. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  18853. * @return {Frustum} A reference to this frustum.
  18854. */
  18855. set( p0, p1, p2, p3, p4, p5 ) {
  18856. const planes = this.planes;
  18857. planes[ 0 ].copy( p0 );
  18858. planes[ 1 ].copy( p1 );
  18859. planes[ 2 ].copy( p2 );
  18860. planes[ 3 ].copy( p3 );
  18861. planes[ 4 ].copy( p4 );
  18862. planes[ 5 ].copy( p5 );
  18863. return this;
  18864. }
  18865. /**
  18866. * Copies the values of the given frustum to this instance.
  18867. *
  18868. * @param {Frustum} frustum - The frustum to copy.
  18869. * @return {Frustum} A reference to this frustum.
  18870. */
  18871. copy( frustum ) {
  18872. const planes = this.planes;
  18873. for ( let i = 0; i < 6; i ++ ) {
  18874. planes[ i ].copy( frustum.planes[ i ] );
  18875. }
  18876. return this;
  18877. }
  18878. /**
  18879. * Sets the frustum planes from the given projection matrix.
  18880. *
  18881. * @param {Matrix4} m - The projection matrix.
  18882. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  18883. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  18884. * @return {Frustum} A reference to this frustum.
  18885. */
  18886. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  18887. const planes = this.planes;
  18888. const me = m.elements;
  18889. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  18890. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  18891. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  18892. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  18893. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  18894. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  18895. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  18896. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  18897. if ( reversedDepth ) {
  18898. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  18899. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  18900. } else {
  18901. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  18902. if ( coordinateSystem === WebGLCoordinateSystem ) {
  18903. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  18904. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  18905. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  18906. } else {
  18907. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  18908. }
  18909. }
  18910. return this;
  18911. }
  18912. /**
  18913. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  18914. *
  18915. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  18916. *
  18917. * @param {Object3D} object - The 3D object to test.
  18918. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  18919. */
  18920. intersectsObject( object ) {
  18921. if ( object.boundingSphere !== undefined ) {
  18922. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  18923. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  18924. } else {
  18925. const geometry = object.geometry;
  18926. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  18927. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  18928. }
  18929. return this.intersectsSphere( _sphere$3 );
  18930. }
  18931. /**
  18932. * Returns `true` if the given sprite is intersecting this frustum.
  18933. *
  18934. * @param {Sprite} sprite - The sprite to test.
  18935. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  18936. */
  18937. intersectsSprite( sprite ) {
  18938. _sphere$3.center.set( 0, 0, 0 );
  18939. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  18940. _sphere$3.radius = 0.7071067811865476 + offset;
  18941. _sphere$3.applyMatrix4( sprite.matrixWorld );
  18942. return this.intersectsSphere( _sphere$3 );
  18943. }
  18944. /**
  18945. * Returns `true` if the given bounding sphere is intersecting this frustum.
  18946. *
  18947. * @param {Sphere} sphere - The bounding sphere to test.
  18948. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  18949. */
  18950. intersectsSphere( sphere ) {
  18951. const planes = this.planes;
  18952. const center = sphere.center;
  18953. const negRadius = - sphere.radius;
  18954. for ( let i = 0; i < 6; i ++ ) {
  18955. const distance = planes[ i ].distanceToPoint( center );
  18956. if ( distance < negRadius ) {
  18957. return false;
  18958. }
  18959. }
  18960. return true;
  18961. }
  18962. /**
  18963. * Returns `true` if the given bounding box is intersecting this frustum.
  18964. *
  18965. * @param {Box3} box - The bounding box to test.
  18966. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  18967. */
  18968. intersectsBox( box ) {
  18969. const planes = this.planes;
  18970. for ( let i = 0; i < 6; i ++ ) {
  18971. const plane = planes[ i ];
  18972. // corner at max distance
  18973. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  18974. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  18975. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  18976. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  18977. return false;
  18978. }
  18979. }
  18980. return true;
  18981. }
  18982. /**
  18983. * Returns `true` if the given point lies within the frustum.
  18984. *
  18985. * @param {Vector3} point - The point to test.
  18986. * @return {boolean} Whether the point lies within this frustum or not.
  18987. */
  18988. containsPoint( point ) {
  18989. const planes = this.planes;
  18990. for ( let i = 0; i < 6; i ++ ) {
  18991. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  18992. return false;
  18993. }
  18994. }
  18995. return true;
  18996. }
  18997. /**
  18998. * Returns a new frustum with copied values from this instance.
  18999. *
  19000. * @return {Frustum} A clone of this instance.
  19001. */
  19002. clone() {
  19003. return new this.constructor().copy( this );
  19004. }
  19005. }
  19006. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  19007. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19008. /**
  19009. * FrustumArray is used to determine if an object is visible in at least one camera
  19010. * from an array of cameras. This is particularly useful for multi-view renderers.
  19011. */
  19012. class FrustumArray {
  19013. /**
  19014. * Constructs a new frustum array.
  19015. *
  19016. */
  19017. constructor() {
  19018. /**
  19019. * The coordinate system to use.
  19020. *
  19021. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19022. * @default WebGLCoordinateSystem
  19023. */
  19024. this.coordinateSystem = WebGLCoordinateSystem;
  19025. }
  19026. /**
  19027. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19028. * from the camera array.
  19029. *
  19030. * @param {Object3D} object - The 3D object to test.
  19031. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19032. * @return {boolean} Whether the 3D object is visible in any camera.
  19033. */
  19034. intersectsObject( object, cameraArray ) {
  19035. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19036. return false;
  19037. }
  19038. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19039. const camera = cameraArray.cameras[ i ];
  19040. _projScreenMatrix$1.multiplyMatrices(
  19041. camera.projectionMatrix,
  19042. camera.matrixWorldInverse
  19043. );
  19044. _frustum$1.setFromProjectionMatrix(
  19045. _projScreenMatrix$1,
  19046. camera.coordinateSystem,
  19047. camera.reversedDepth
  19048. );
  19049. if ( _frustum$1.intersectsObject( object ) ) {
  19050. return true; // Object is visible in at least one camera
  19051. }
  19052. }
  19053. return false; // Not visible in any camera
  19054. }
  19055. /**
  19056. * Returns `true` if the given sprite is intersecting any frustum
  19057. * from the camera array.
  19058. *
  19059. * @param {Sprite} sprite - The sprite to test.
  19060. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19061. * @return {boolean} Whether the sprite is visible in any camera.
  19062. */
  19063. intersectsSprite( sprite, cameraArray ) {
  19064. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19065. return false;
  19066. }
  19067. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19068. const camera = cameraArray.cameras[ i ];
  19069. _projScreenMatrix$1.multiplyMatrices(
  19070. camera.projectionMatrix,
  19071. camera.matrixWorldInverse
  19072. );
  19073. _frustum$1.setFromProjectionMatrix(
  19074. _projScreenMatrix$1,
  19075. camera.coordinateSystem,
  19076. camera.reversedDepth
  19077. );
  19078. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19079. return true; // Sprite is visible in at least one camera
  19080. }
  19081. }
  19082. return false; // Not visible in any camera
  19083. }
  19084. /**
  19085. * Returns `true` if the given bounding sphere is intersecting any frustum
  19086. * from the camera array.
  19087. *
  19088. * @param {Sphere} sphere - The bounding sphere to test.
  19089. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19090. * @return {boolean} Whether the sphere is visible in any camera.
  19091. */
  19092. intersectsSphere( sphere, cameraArray ) {
  19093. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19094. return false;
  19095. }
  19096. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19097. const camera = cameraArray.cameras[ i ];
  19098. _projScreenMatrix$1.multiplyMatrices(
  19099. camera.projectionMatrix,
  19100. camera.matrixWorldInverse
  19101. );
  19102. _frustum$1.setFromProjectionMatrix(
  19103. _projScreenMatrix$1,
  19104. camera.coordinateSystem,
  19105. camera.reversedDepth
  19106. );
  19107. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19108. return true; // Sphere is visible in at least one camera
  19109. }
  19110. }
  19111. return false; // Not visible in any camera
  19112. }
  19113. /**
  19114. * Returns `true` if the given bounding box is intersecting any frustum
  19115. * from the camera array.
  19116. *
  19117. * @param {Box3} box - The bounding box to test.
  19118. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19119. * @return {boolean} Whether the box is visible in any camera.
  19120. */
  19121. intersectsBox( box, cameraArray ) {
  19122. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19123. return false;
  19124. }
  19125. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19126. const camera = cameraArray.cameras[ i ];
  19127. _projScreenMatrix$1.multiplyMatrices(
  19128. camera.projectionMatrix,
  19129. camera.matrixWorldInverse
  19130. );
  19131. _frustum$1.setFromProjectionMatrix(
  19132. _projScreenMatrix$1,
  19133. camera.coordinateSystem,
  19134. camera.reversedDepth
  19135. );
  19136. if ( _frustum$1.intersectsBox( box ) ) {
  19137. return true; // Box is visible in at least one camera
  19138. }
  19139. }
  19140. return false; // Not visible in any camera
  19141. }
  19142. /**
  19143. * Returns `true` if the given point lies within any frustum
  19144. * from the camera array.
  19145. *
  19146. * @param {Vector3} point - The point to test.
  19147. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19148. * @return {boolean} Whether the point is visible in any camera.
  19149. */
  19150. containsPoint( point, cameraArray ) {
  19151. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19152. return false;
  19153. }
  19154. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19155. const camera = cameraArray.cameras[ i ];
  19156. _projScreenMatrix$1.multiplyMatrices(
  19157. camera.projectionMatrix,
  19158. camera.matrixWorldInverse
  19159. );
  19160. _frustum$1.setFromProjectionMatrix(
  19161. _projScreenMatrix$1,
  19162. camera.coordinateSystem,
  19163. camera.reversedDepth
  19164. );
  19165. if ( _frustum$1.containsPoint( point ) ) {
  19166. return true; // Point is visible in at least one camera
  19167. }
  19168. }
  19169. return false; // Not visible in any camera
  19170. }
  19171. /**
  19172. * Returns a new frustum array with copied values from this instance.
  19173. *
  19174. * @return {FrustumArray} A clone of this instance.
  19175. */
  19176. clone() {
  19177. return new FrustumArray();
  19178. }
  19179. }
  19180. function ascIdSort( a, b ) {
  19181. return a - b;
  19182. }
  19183. function sortOpaque( a, b ) {
  19184. return a.z - b.z;
  19185. }
  19186. function sortTransparent( a, b ) {
  19187. return b.z - a.z;
  19188. }
  19189. class MultiDrawRenderList {
  19190. constructor() {
  19191. this.index = 0;
  19192. this.pool = [];
  19193. this.list = [];
  19194. }
  19195. push( start, count, z, index ) {
  19196. const pool = this.pool;
  19197. const list = this.list;
  19198. if ( this.index >= pool.length ) {
  19199. pool.push( {
  19200. start: -1,
  19201. count: -1,
  19202. z: -1,
  19203. index: -1,
  19204. } );
  19205. }
  19206. const item = pool[ this.index ];
  19207. list.push( item );
  19208. this.index ++;
  19209. item.start = start;
  19210. item.count = count;
  19211. item.z = z;
  19212. item.index = index;
  19213. }
  19214. reset() {
  19215. this.list.length = 0;
  19216. this.index = 0;
  19217. }
  19218. }
  19219. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19220. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19221. const _frustum = /*@__PURE__*/ new Frustum();
  19222. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19223. const _box$1 = /*@__PURE__*/ new Box3();
  19224. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19225. const _vector$5 = /*@__PURE__*/ new Vector3();
  19226. const _forward$1 = /*@__PURE__*/ new Vector3();
  19227. const _temp = /*@__PURE__*/ new Vector3();
  19228. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19229. const _mesh = /*@__PURE__*/ new Mesh();
  19230. const _batchIntersects = [];
  19231. // copies data from attribute "src" into "target" starting at "targetOffset"
  19232. function copyAttributeData( src, target, targetOffset = 0 ) {
  19233. const itemSize = target.itemSize;
  19234. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19235. // use the component getters and setters if the array data cannot
  19236. // be copied directly
  19237. const vertexCount = src.count;
  19238. for ( let i = 0; i < vertexCount; i ++ ) {
  19239. for ( let c = 0; c < itemSize; c ++ ) {
  19240. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19241. }
  19242. }
  19243. } else {
  19244. // faster copy approach using typed array set function
  19245. target.array.set( src.array, targetOffset * itemSize );
  19246. }
  19247. target.needsUpdate = true;
  19248. }
  19249. // safely copies array contents to a potentially smaller array
  19250. function copyArrayContents( src, target ) {
  19251. if ( src.constructor !== target.constructor ) {
  19252. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19253. const len = Math.min( src.length, target.length );
  19254. for ( let i = 0; i < len; i ++ ) {
  19255. target[ i ] = src[ i ];
  19256. }
  19257. } else {
  19258. // if the arrays use the same data layout we can use a fast block copy
  19259. const len = Math.min( src.length, target.length );
  19260. target.set( new src.constructor( src.buffer, 0, len ) );
  19261. }
  19262. }
  19263. /**
  19264. * A special version of a mesh with multi draw batch rendering support. Use
  19265. * this class if you have to render a large number of objects with the same
  19266. * material but with different geometries or world transformations. The usage of
  19267. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19268. * rendering performance in your application.
  19269. *
  19270. * ```js
  19271. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19272. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19273. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19274. *
  19275. * // initialize and add geometries into the batched mesh
  19276. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19277. * const boxGeometryId = batchedMesh.addGeometry( box );
  19278. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19279. *
  19280. * // create instances of those geometries
  19281. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19282. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19283. *
  19284. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19285. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19286. *
  19287. * // position the geometries
  19288. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19289. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19290. *
  19291. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19292. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19293. *
  19294. * scene.add( batchedMesh );
  19295. * ```
  19296. *
  19297. * @augments Mesh
  19298. */
  19299. class BatchedMesh extends Mesh {
  19300. /**
  19301. * Constructs a new batched mesh.
  19302. *
  19303. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19304. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19305. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19306. * @param {Material|Array<Material>} [material] - The mesh material.
  19307. */
  19308. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19309. super( new BufferGeometry(), material );
  19310. /**
  19311. * This flag can be used for type testing.
  19312. *
  19313. * @type {boolean}
  19314. * @readonly
  19315. * @default true
  19316. */
  19317. this.isBatchedMesh = true;
  19318. /**
  19319. * When set ot `true`, the individual objects of a batch are frustum culled.
  19320. *
  19321. * @type {boolean}
  19322. * @default true
  19323. */
  19324. this.perObjectFrustumCulled = true;
  19325. /**
  19326. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  19327. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  19328. * rendered front to back.
  19329. *
  19330. * @type {boolean}
  19331. * @default true
  19332. */
  19333. this.sortObjects = true;
  19334. /**
  19335. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  19336. *
  19337. * @type {?Box3}
  19338. * @default null
  19339. */
  19340. this.boundingBox = null;
  19341. /**
  19342. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  19343. *
  19344. * @type {?Sphere}
  19345. * @default null
  19346. */
  19347. this.boundingSphere = null;
  19348. /**
  19349. * Takes a sort a function that is run before render. The function takes a list of instances to
  19350. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  19351. * sort with.
  19352. *
  19353. * @type {?Function}
  19354. * @default null
  19355. */
  19356. this.customSort = null;
  19357. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  19358. this._instanceInfo = [];
  19359. this._geometryInfo = [];
  19360. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  19361. this._availableInstanceIds = [];
  19362. this._availableGeometryIds = [];
  19363. // used to track where the next point is that geometry should be inserted
  19364. this._nextIndexStart = 0;
  19365. this._nextVertexStart = 0;
  19366. this._geometryCount = 0;
  19367. // flags
  19368. this._visibilityChanged = true;
  19369. this._geometryInitialized = false;
  19370. // cached user options
  19371. this._maxInstanceCount = maxInstanceCount;
  19372. this._maxVertexCount = maxVertexCount;
  19373. this._maxIndexCount = maxIndexCount;
  19374. // buffers for multi draw
  19375. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  19376. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  19377. this._multiDrawCount = 0;
  19378. // Local matrix per geometry by using data texture
  19379. this._matricesTexture = null;
  19380. this._indirectTexture = null;
  19381. this._colorsTexture = null;
  19382. this._initMatricesTexture();
  19383. this._initIndirectTexture();
  19384. }
  19385. /**
  19386. * The maximum number of individual instances that can be stored in the batch.
  19387. *
  19388. * @type {number}
  19389. * @readonly
  19390. */
  19391. get maxInstanceCount() {
  19392. return this._maxInstanceCount;
  19393. }
  19394. /**
  19395. * The instance count.
  19396. *
  19397. * @type {number}
  19398. * @readonly
  19399. */
  19400. get instanceCount() {
  19401. return this._instanceInfo.length - this._availableInstanceIds.length;
  19402. }
  19403. /**
  19404. * The number of unused vertices.
  19405. *
  19406. * @type {number}
  19407. * @readonly
  19408. */
  19409. get unusedVertexCount() {
  19410. return this._maxVertexCount - this._nextVertexStart;
  19411. }
  19412. /**
  19413. * The number of unused indices.
  19414. *
  19415. * @type {number}
  19416. * @readonly
  19417. */
  19418. get unusedIndexCount() {
  19419. return this._maxIndexCount - this._nextIndexStart;
  19420. }
  19421. _initMatricesTexture() {
  19422. // layout (1 matrix = 4 pixels)
  19423. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  19424. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  19425. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  19426. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  19427. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  19428. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  19429. size = Math.ceil( size / 4 ) * 4;
  19430. size = Math.max( size, 4 );
  19431. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  19432. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  19433. this._matricesTexture = matricesTexture;
  19434. }
  19435. _initIndirectTexture() {
  19436. let size = Math.sqrt( this._maxInstanceCount );
  19437. size = Math.ceil( size );
  19438. const indirectArray = new Uint32Array( size * size );
  19439. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  19440. this._indirectTexture = indirectTexture;
  19441. }
  19442. _initColorsTexture() {
  19443. let size = Math.sqrt( this._maxInstanceCount );
  19444. size = Math.ceil( size );
  19445. // 4 floats per RGBA pixel initialized to white
  19446. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  19447. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  19448. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  19449. this._colorsTexture = colorsTexture;
  19450. }
  19451. _initializeGeometry( reference ) {
  19452. const geometry = this.geometry;
  19453. const maxVertexCount = this._maxVertexCount;
  19454. const maxIndexCount = this._maxIndexCount;
  19455. if ( this._geometryInitialized === false ) {
  19456. for ( const attributeName in reference.attributes ) {
  19457. const srcAttribute = reference.getAttribute( attributeName );
  19458. const { array, itemSize, normalized } = srcAttribute;
  19459. const dstArray = new array.constructor( maxVertexCount * itemSize );
  19460. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  19461. geometry.setAttribute( attributeName, dstAttribute );
  19462. }
  19463. if ( reference.getIndex() !== null ) {
  19464. // Reserve last u16 index for primitive restart.
  19465. const indexArray = maxVertexCount > 65535
  19466. ? new Uint32Array( maxIndexCount )
  19467. : new Uint16Array( maxIndexCount );
  19468. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  19469. }
  19470. this._geometryInitialized = true;
  19471. }
  19472. }
  19473. // Make sure the geometry is compatible with the existing combined geometry attributes
  19474. _validateGeometry( geometry ) {
  19475. // check to ensure the geometries are using consistent attributes and indices
  19476. const batchGeometry = this.geometry;
  19477. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  19478. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  19479. }
  19480. for ( const attributeName in batchGeometry.attributes ) {
  19481. if ( ! geometry.hasAttribute( attributeName ) ) {
  19482. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  19483. }
  19484. const srcAttribute = geometry.getAttribute( attributeName );
  19485. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19486. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  19487. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  19488. }
  19489. }
  19490. }
  19491. /**
  19492. * Validates the instance defined by the given ID.
  19493. *
  19494. * @param {number} instanceId - The instance to validate.
  19495. */
  19496. validateInstanceId( instanceId ) {
  19497. const instanceInfo = this._instanceInfo;
  19498. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  19499. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  19500. }
  19501. }
  19502. /**
  19503. * Validates the geometry defined by the given ID.
  19504. *
  19505. * @param {number} geometryId - The geometry to validate.
  19506. */
  19507. validateGeometryId( geometryId ) {
  19508. const geometryInfoList = this._geometryInfo;
  19509. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19510. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  19511. }
  19512. }
  19513. /**
  19514. * Takes a sort a function that is run before render. The function takes a list of instances to
  19515. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  19516. *
  19517. * @param {Function} func - The custom sort function.
  19518. * @return {BatchedMesh} A reference to this batched mesh.
  19519. */
  19520. setCustomSort( func ) {
  19521. this.customSort = func;
  19522. return this;
  19523. }
  19524. /**
  19525. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  19526. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  19527. * otherwise they are `null`.
  19528. */
  19529. computeBoundingBox() {
  19530. if ( this.boundingBox === null ) {
  19531. this.boundingBox = new Box3();
  19532. }
  19533. const boundingBox = this.boundingBox;
  19534. const instanceInfo = this._instanceInfo;
  19535. boundingBox.makeEmpty();
  19536. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19537. if ( instanceInfo[ i ].active === false ) continue;
  19538. const geometryId = instanceInfo[ i ].geometryIndex;
  19539. this.getMatrixAt( i, _matrix$1 );
  19540. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  19541. boundingBox.union( _box$1 );
  19542. }
  19543. }
  19544. /**
  19545. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  19546. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  19547. * otherwise they are `null`.
  19548. */
  19549. computeBoundingSphere() {
  19550. if ( this.boundingSphere === null ) {
  19551. this.boundingSphere = new Sphere();
  19552. }
  19553. const boundingSphere = this.boundingSphere;
  19554. const instanceInfo = this._instanceInfo;
  19555. boundingSphere.makeEmpty();
  19556. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19557. if ( instanceInfo[ i ].active === false ) continue;
  19558. const geometryId = instanceInfo[ i ].geometryIndex;
  19559. this.getMatrixAt( i, _matrix$1 );
  19560. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  19561. boundingSphere.union( _sphere$2 );
  19562. }
  19563. }
  19564. /**
  19565. * Adds a new instance to the batch using the geometry of the given ID and returns
  19566. * a new id referring to the new instance to be used by other functions.
  19567. *
  19568. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  19569. * @return {number} The instance ID.
  19570. */
  19571. addInstance( geometryId ) {
  19572. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  19573. // ensure we're not over geometry
  19574. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  19575. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  19576. }
  19577. const instanceInfo = {
  19578. visible: true,
  19579. active: true,
  19580. geometryIndex: geometryId,
  19581. };
  19582. let drawId = null;
  19583. // Prioritize using previously freed instance ids
  19584. if ( this._availableInstanceIds.length > 0 ) {
  19585. this._availableInstanceIds.sort( ascIdSort );
  19586. drawId = this._availableInstanceIds.shift();
  19587. this._instanceInfo[ drawId ] = instanceInfo;
  19588. } else {
  19589. drawId = this._instanceInfo.length;
  19590. this._instanceInfo.push( instanceInfo );
  19591. }
  19592. const matricesTexture = this._matricesTexture;
  19593. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  19594. matricesTexture.needsUpdate = true;
  19595. const colorsTexture = this._colorsTexture;
  19596. if ( colorsTexture ) {
  19597. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  19598. colorsTexture.needsUpdate = true;
  19599. }
  19600. this._visibilityChanged = true;
  19601. return drawId;
  19602. }
  19603. /**
  19604. * Adds the given geometry to the batch and returns the associated
  19605. * geometry id referring to it to be used in other functions.
  19606. *
  19607. * @param {BufferGeometry} geometry - The geometry to add.
  19608. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  19609. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  19610. * to set a new geometry at this index at a later time that is larger than the original geometry.
  19611. * Defaults to the length of the given geometry vertex buffer.
  19612. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  19613. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  19614. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  19615. * the length of the given geometry index buffer.
  19616. * @return {number} The geometry ID.
  19617. */
  19618. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  19619. this._initializeGeometry( geometry );
  19620. this._validateGeometry( geometry );
  19621. const geometryInfo = {
  19622. // geometry information
  19623. vertexStart: -1,
  19624. vertexCount: -1,
  19625. reservedVertexCount: -1,
  19626. indexStart: -1,
  19627. indexCount: -1,
  19628. reservedIndexCount: -1,
  19629. // draw range information
  19630. start: -1,
  19631. count: -1,
  19632. // state
  19633. boundingBox: null,
  19634. boundingSphere: null,
  19635. active: true,
  19636. };
  19637. const geometryInfoList = this._geometryInfo;
  19638. geometryInfo.vertexStart = this._nextVertexStart;
  19639. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  19640. const index = geometry.getIndex();
  19641. const hasIndex = index !== null;
  19642. if ( hasIndex ) {
  19643. geometryInfo.indexStart = this._nextIndexStart;
  19644. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  19645. }
  19646. if (
  19647. geometryInfo.indexStart !== -1 &&
  19648. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  19649. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  19650. ) {
  19651. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  19652. }
  19653. // update id
  19654. let geometryId;
  19655. if ( this._availableGeometryIds.length > 0 ) {
  19656. this._availableGeometryIds.sort( ascIdSort );
  19657. geometryId = this._availableGeometryIds.shift();
  19658. geometryInfoList[ geometryId ] = geometryInfo;
  19659. } else {
  19660. geometryId = this._geometryCount;
  19661. this._geometryCount ++;
  19662. geometryInfoList.push( geometryInfo );
  19663. }
  19664. // update the geometry
  19665. this.setGeometryAt( geometryId, geometry );
  19666. // increment the next geometry position
  19667. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  19668. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  19669. return geometryId;
  19670. }
  19671. /**
  19672. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  19673. * is not enough space reserved for geometry. Calling this will change all instances that are
  19674. * rendering that geometry.
  19675. *
  19676. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  19677. * @param {BufferGeometry} geometry - The new geometry.
  19678. * @return {number} The geometry ID.
  19679. */
  19680. setGeometryAt( geometryId, geometry ) {
  19681. if ( geometryId >= this._geometryCount ) {
  19682. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  19683. }
  19684. this._validateGeometry( geometry );
  19685. const batchGeometry = this.geometry;
  19686. const hasIndex = batchGeometry.getIndex() !== null;
  19687. const dstIndex = batchGeometry.getIndex();
  19688. const srcIndex = geometry.getIndex();
  19689. const geometryInfo = this._geometryInfo[ geometryId ];
  19690. if (
  19691. hasIndex &&
  19692. srcIndex.count > geometryInfo.reservedIndexCount ||
  19693. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  19694. ) {
  19695. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  19696. }
  19697. // copy geometry buffer data over
  19698. const vertexStart = geometryInfo.vertexStart;
  19699. const reservedVertexCount = geometryInfo.reservedVertexCount;
  19700. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  19701. for ( const attributeName in batchGeometry.attributes ) {
  19702. // copy attribute data
  19703. const srcAttribute = geometry.getAttribute( attributeName );
  19704. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19705. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  19706. // fill the rest in with zeroes
  19707. const itemSize = srcAttribute.itemSize;
  19708. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  19709. const index = vertexStart + i;
  19710. for ( let c = 0; c < itemSize; c ++ ) {
  19711. dstAttribute.setComponent( index, c, 0 );
  19712. }
  19713. }
  19714. dstAttribute.needsUpdate = true;
  19715. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  19716. }
  19717. // copy index
  19718. if ( hasIndex ) {
  19719. const indexStart = geometryInfo.indexStart;
  19720. const reservedIndexCount = geometryInfo.reservedIndexCount;
  19721. geometryInfo.indexCount = geometry.getIndex().count;
  19722. // copy index data over
  19723. for ( let i = 0; i < srcIndex.count; i ++ ) {
  19724. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  19725. }
  19726. // fill the rest in with zeroes
  19727. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  19728. dstIndex.setX( indexStart + i, vertexStart );
  19729. }
  19730. dstIndex.needsUpdate = true;
  19731. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  19732. }
  19733. // update the draw range
  19734. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19735. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  19736. // store the bounding boxes
  19737. geometryInfo.boundingBox = null;
  19738. if ( geometry.boundingBox !== null ) {
  19739. geometryInfo.boundingBox = geometry.boundingBox.clone();
  19740. }
  19741. geometryInfo.boundingSphere = null;
  19742. if ( geometry.boundingSphere !== null ) {
  19743. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  19744. }
  19745. this._visibilityChanged = true;
  19746. return geometryId;
  19747. }
  19748. /**
  19749. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  19750. * this geometry will also be removed as a side effect.
  19751. *
  19752. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  19753. * @return {BatchedMesh} A reference to this batched mesh.
  19754. */
  19755. deleteGeometry( geometryId ) {
  19756. const geometryInfoList = this._geometryInfo;
  19757. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19758. return this;
  19759. }
  19760. // delete any instances associated with this geometry
  19761. const instanceInfo = this._instanceInfo;
  19762. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19763. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  19764. this.deleteInstance( i );
  19765. }
  19766. }
  19767. geometryInfoList[ geometryId ].active = false;
  19768. this._availableGeometryIds.push( geometryId );
  19769. this._visibilityChanged = true;
  19770. return this;
  19771. }
  19772. /**
  19773. * Deletes an existing instance from the batch using the given ID.
  19774. *
  19775. * @param {number} instanceId - The ID of the instance to remove from the batch.
  19776. * @return {BatchedMesh} A reference to this batched mesh.
  19777. */
  19778. deleteInstance( instanceId ) {
  19779. this.validateInstanceId( instanceId );
  19780. this._instanceInfo[ instanceId ].active = false;
  19781. this._availableInstanceIds.push( instanceId );
  19782. this._visibilityChanged = true;
  19783. return this;
  19784. }
  19785. /**
  19786. * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
  19787. * previously deleted geometry, freeing up space to add new geometry.
  19788. *
  19789. * @return {BatchedMesh} A reference to this batched mesh.
  19790. */
  19791. optimize() {
  19792. // track the next indices to copy data to
  19793. let nextVertexStart = 0;
  19794. let nextIndexStart = 0;
  19795. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  19796. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  19797. const geometryInfoList = this._geometryInfo;
  19798. const indices = geometryInfoList
  19799. .map( ( e, i ) => i )
  19800. .sort( ( a, b ) => {
  19801. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  19802. } );
  19803. const geometry = this.geometry;
  19804. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  19805. // if a geometry range is inactive then don't copy anything
  19806. const index = indices[ i ];
  19807. const geometryInfo = geometryInfoList[ index ];
  19808. if ( geometryInfo.active === false ) {
  19809. continue;
  19810. }
  19811. // if a geometry contains an index buffer then shift it, as well
  19812. if ( geometry.index !== null ) {
  19813. if ( geometryInfo.indexStart !== nextIndexStart ) {
  19814. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  19815. const index = geometry.index;
  19816. const array = index.array;
  19817. // shift the index pointers based on how the vertex data will shift
  19818. // adjusting the index must happen first so the original vertex start value is available
  19819. const elementDelta = nextVertexStart - vertexStart;
  19820. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  19821. array[ j ] = array[ j ] + elementDelta;
  19822. }
  19823. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  19824. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  19825. index.needsUpdate = true;
  19826. geometryInfo.indexStart = nextIndexStart;
  19827. }
  19828. nextIndexStart += geometryInfo.reservedIndexCount;
  19829. }
  19830. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  19831. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  19832. const { vertexStart, reservedVertexCount } = geometryInfo;
  19833. const attributes = geometry.attributes;
  19834. for ( const key in attributes ) {
  19835. const attribute = attributes[ key ];
  19836. const { array, itemSize } = attribute;
  19837. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  19838. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  19839. attribute.needsUpdate = true;
  19840. }
  19841. geometryInfo.vertexStart = nextVertexStart;
  19842. }
  19843. nextVertexStart += geometryInfo.reservedVertexCount;
  19844. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19845. }
  19846. this._nextIndexStart = nextIndexStart;
  19847. this._nextVertexStart = nextVertexStart;
  19848. this._visibilityChanged = true;
  19849. return this;
  19850. }
  19851. /**
  19852. * Returns the bounding box for the given geometry.
  19853. *
  19854. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  19855. * @param {Box3} target - The target object that is used to store the method's result.
  19856. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  19857. */
  19858. getBoundingBoxAt( geometryId, target ) {
  19859. if ( geometryId >= this._geometryCount ) {
  19860. return null;
  19861. }
  19862. // compute bounding box
  19863. const geometry = this.geometry;
  19864. const geometryInfo = this._geometryInfo[ geometryId ];
  19865. if ( geometryInfo.boundingBox === null ) {
  19866. const box = new Box3();
  19867. const index = geometry.index;
  19868. const position = geometry.attributes.position;
  19869. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  19870. let iv = i;
  19871. if ( index ) {
  19872. iv = index.getX( iv );
  19873. }
  19874. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  19875. }
  19876. geometryInfo.boundingBox = box;
  19877. }
  19878. target.copy( geometryInfo.boundingBox );
  19879. return target;
  19880. }
  19881. /**
  19882. * Returns the bounding sphere for the given geometry.
  19883. *
  19884. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  19885. * @param {Sphere} target - The target object that is used to store the method's result.
  19886. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  19887. */
  19888. getBoundingSphereAt( geometryId, target ) {
  19889. if ( geometryId >= this._geometryCount ) {
  19890. return null;
  19891. }
  19892. // compute bounding sphere
  19893. const geometry = this.geometry;
  19894. const geometryInfo = this._geometryInfo[ geometryId ];
  19895. if ( geometryInfo.boundingSphere === null ) {
  19896. const sphere = new Sphere();
  19897. this.getBoundingBoxAt( geometryId, _box$1 );
  19898. _box$1.getCenter( sphere.center );
  19899. const index = geometry.index;
  19900. const position = geometry.attributes.position;
  19901. let maxRadiusSq = 0;
  19902. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  19903. let iv = i;
  19904. if ( index ) {
  19905. iv = index.getX( iv );
  19906. }
  19907. _vector$5.fromBufferAttribute( position, iv );
  19908. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  19909. }
  19910. sphere.radius = Math.sqrt( maxRadiusSq );
  19911. geometryInfo.boundingSphere = sphere;
  19912. }
  19913. target.copy( geometryInfo.boundingSphere );
  19914. return target;
  19915. }
  19916. /**
  19917. * Sets the given local transformation matrix to the defined instance.
  19918. * Negatively scaled matrices are not supported.
  19919. *
  19920. * @param {number} instanceId - The ID of an instance to set the matrix of.
  19921. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  19922. * @return {BatchedMesh} A reference to this batched mesh.
  19923. */
  19924. setMatrixAt( instanceId, matrix ) {
  19925. this.validateInstanceId( instanceId );
  19926. const matricesTexture = this._matricesTexture;
  19927. const matricesArray = this._matricesTexture.image.data;
  19928. matrix.toArray( matricesArray, instanceId * 16 );
  19929. matricesTexture.needsUpdate = true;
  19930. return this;
  19931. }
  19932. /**
  19933. * Returns the local transformation matrix of the defined instance.
  19934. *
  19935. * @param {number} instanceId - The ID of an instance to get the matrix of.
  19936. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19937. * @return {Matrix4} The instance's local transformation matrix.
  19938. */
  19939. getMatrixAt( instanceId, matrix ) {
  19940. this.validateInstanceId( instanceId );
  19941. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  19942. }
  19943. /**
  19944. * Sets the given color to the defined instance.
  19945. *
  19946. * @param {number} instanceId - The ID of an instance to set the color of.
  19947. * @param {Color|Vector4} color - The color to set the instance to. Use a `Vector4` to also define alpha.
  19948. * @return {BatchedMesh} A reference to this batched mesh.
  19949. */
  19950. setColorAt( instanceId, color ) {
  19951. this.validateInstanceId( instanceId );
  19952. if ( this._colorsTexture === null ) {
  19953. this._initColorsTexture();
  19954. }
  19955. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  19956. this._colorsTexture.needsUpdate = true;
  19957. return this;
  19958. }
  19959. /**
  19960. * Returns the color of the defined instance.
  19961. *
  19962. * @param {number} instanceId - The ID of an instance to get the color of.
  19963. * @param {Color|Vector4} color - The target object that is used to store the method's result.
  19964. * @return {Color|Vector4} The instance's color. Use a `Vector4` to also retrieve alpha.
  19965. */
  19966. getColorAt( instanceId, color ) {
  19967. this.validateInstanceId( instanceId );
  19968. if ( this._colorsTexture === null ) {
  19969. if ( color.isVector4 ) {
  19970. return color.set( 1, 1, 1, 1 );
  19971. } else {
  19972. return color.setRGB( 1, 1, 1 );
  19973. }
  19974. } else {
  19975. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  19976. }
  19977. }
  19978. /**
  19979. * Sets the visibility of the instance.
  19980. *
  19981. * @param {number} instanceId - The id of the instance to set the visibility of.
  19982. * @param {boolean} visible - Whether the instance is visible or not.
  19983. * @return {BatchedMesh} A reference to this batched mesh.
  19984. */
  19985. setVisibleAt( instanceId, visible ) {
  19986. this.validateInstanceId( instanceId );
  19987. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  19988. return this;
  19989. }
  19990. this._instanceInfo[ instanceId ].visible = visible;
  19991. this._visibilityChanged = true;
  19992. return this;
  19993. }
  19994. /**
  19995. * Returns the visibility state of the defined instance.
  19996. *
  19997. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  19998. * @return {boolean} Whether the instance is visible or not.
  19999. */
  20000. getVisibleAt( instanceId ) {
  20001. this.validateInstanceId( instanceId );
  20002. return this._instanceInfo[ instanceId ].visible;
  20003. }
  20004. /**
  20005. * Sets the geometry ID of the instance at the given index.
  20006. *
  20007. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20008. * @param {number} geometryId - The geometry ID to be use by the instance.
  20009. * @return {BatchedMesh} A reference to this batched mesh.
  20010. */
  20011. setGeometryIdAt( instanceId, geometryId ) {
  20012. this.validateInstanceId( instanceId );
  20013. this.validateGeometryId( geometryId );
  20014. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20015. return this;
  20016. }
  20017. /**
  20018. * Returns the geometry ID of the defined instance.
  20019. *
  20020. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20021. * @return {number} The instance's geometry ID.
  20022. */
  20023. getGeometryIdAt( instanceId ) {
  20024. this.validateInstanceId( instanceId );
  20025. return this._instanceInfo[ instanceId ].geometryIndex;
  20026. }
  20027. /**
  20028. * Get the range representing the subset of triangles related to the attached geometry,
  20029. * indicating the starting offset and count, or `null` if invalid.
  20030. *
  20031. * @param {number} geometryId - The id of the geometry to get the range of.
  20032. * @param {Object} [target] - The target object that is used to store the method's result.
  20033. * @return {{
  20034. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20035. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20036. * start:number,count:number
  20037. * }} The result object with range data.
  20038. */
  20039. getGeometryRangeAt( geometryId, target = {} ) {
  20040. this.validateGeometryId( geometryId );
  20041. const geometryInfo = this._geometryInfo[ geometryId ];
  20042. target.vertexStart = geometryInfo.vertexStart;
  20043. target.vertexCount = geometryInfo.vertexCount;
  20044. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20045. target.indexStart = geometryInfo.indexStart;
  20046. target.indexCount = geometryInfo.indexCount;
  20047. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20048. target.start = geometryInfo.start;
  20049. target.count = geometryInfo.count;
  20050. return target;
  20051. }
  20052. /**
  20053. * Resizes the necessary buffers to support the provided number of instances.
  20054. * If the provided arguments shrink the number of instances but there are not enough
  20055. * unused Ids at the end of the list then an error is thrown.
  20056. *
  20057. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20058. */
  20059. setInstanceCount( maxInstanceCount ) {
  20060. // shrink the available instances as much as possible
  20061. const availableInstanceIds = this._availableInstanceIds;
  20062. const instanceInfo = this._instanceInfo;
  20063. availableInstanceIds.sort( ascIdSort );
  20064. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20065. instanceInfo.pop();
  20066. availableInstanceIds.pop();
  20067. }
  20068. // throw an error if it can't be shrunk to the desired size
  20069. if ( maxInstanceCount < instanceInfo.length ) {
  20070. throw new Error( `THREE.BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20071. }
  20072. // copy the multi draw counts
  20073. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20074. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20075. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20076. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20077. this._multiDrawCounts = multiDrawCounts;
  20078. this._multiDrawStarts = multiDrawStarts;
  20079. this._maxInstanceCount = maxInstanceCount;
  20080. // update texture data for instance sampling
  20081. const indirectTexture = this._indirectTexture;
  20082. const matricesTexture = this._matricesTexture;
  20083. const colorsTexture = this._colorsTexture;
  20084. indirectTexture.dispose();
  20085. this._initIndirectTexture();
  20086. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20087. matricesTexture.dispose();
  20088. this._initMatricesTexture();
  20089. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20090. if ( colorsTexture ) {
  20091. colorsTexture.dispose();
  20092. this._initColorsTexture();
  20093. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20094. }
  20095. }
  20096. /**
  20097. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20098. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20099. * end of the geometry attributes then an error is thrown.
  20100. *
  20101. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20102. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20103. */
  20104. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20105. // Check if we can shrink to the requested vertex attribute size
  20106. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20107. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20108. if ( requiredVertexLength > maxVertexCount ) {
  20109. throw new Error( `THREE.BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20110. }
  20111. // Check if we can shrink to the requested index attribute size
  20112. if ( this.geometry.index ) {
  20113. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20114. if ( requiredIndexLength > maxIndexCount ) {
  20115. throw new Error( `THREE.BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20116. }
  20117. }
  20118. //
  20119. // dispose of the previous geometry
  20120. const oldGeometry = this.geometry;
  20121. oldGeometry.dispose();
  20122. // recreate the geometry needed based on the previous variant
  20123. this._maxVertexCount = maxVertexCount;
  20124. this._maxIndexCount = maxIndexCount;
  20125. if ( this._geometryInitialized ) {
  20126. this._geometryInitialized = false;
  20127. this.geometry = new BufferGeometry();
  20128. this._initializeGeometry( oldGeometry );
  20129. }
  20130. // copy data from the previous geometry
  20131. const geometry = this.geometry;
  20132. if ( oldGeometry.index ) {
  20133. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20134. }
  20135. for ( const key in oldGeometry.attributes ) {
  20136. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20137. }
  20138. }
  20139. raycast( raycaster, intersects ) {
  20140. const instanceInfo = this._instanceInfo;
  20141. const geometryInfoList = this._geometryInfo;
  20142. const matrixWorld = this.matrixWorld;
  20143. const batchGeometry = this.geometry;
  20144. // iterate over each geometry
  20145. _mesh.material = this.material;
  20146. _mesh.geometry.index = batchGeometry.index;
  20147. _mesh.geometry.attributes = batchGeometry.attributes;
  20148. if ( _mesh.geometry.boundingBox === null ) {
  20149. _mesh.geometry.boundingBox = new Box3();
  20150. }
  20151. if ( _mesh.geometry.boundingSphere === null ) {
  20152. _mesh.geometry.boundingSphere = new Sphere();
  20153. }
  20154. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20155. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20156. continue;
  20157. }
  20158. const geometryId = instanceInfo[ i ].geometryIndex;
  20159. const geometryInfo = geometryInfoList[ geometryId ];
  20160. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20161. // get the intersects
  20162. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20163. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20164. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20165. _mesh.raycast( raycaster, _batchIntersects );
  20166. // add batch id to the intersects
  20167. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20168. const intersect = _batchIntersects[ j ];
  20169. intersect.object = this;
  20170. intersect.batchId = i;
  20171. intersects.push( intersect );
  20172. }
  20173. _batchIntersects.length = 0;
  20174. }
  20175. _mesh.material = null;
  20176. _mesh.geometry.index = null;
  20177. _mesh.geometry.attributes = {};
  20178. _mesh.geometry.setDrawRange( 0, Infinity );
  20179. }
  20180. copy( source ) {
  20181. super.copy( source );
  20182. this.geometry = source.geometry.clone();
  20183. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20184. this.sortObjects = source.sortObjects;
  20185. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20186. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20187. this._geometryInfo = source._geometryInfo.map( info => ( {
  20188. ...info,
  20189. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20190. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20191. } ) );
  20192. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20193. this._availableInstanceIds = source._availableInstanceIds.slice();
  20194. this._availableGeometryIds = source._availableGeometryIds.slice();
  20195. this._nextIndexStart = source._nextIndexStart;
  20196. this._nextVertexStart = source._nextVertexStart;
  20197. this._geometryCount = source._geometryCount;
  20198. this._maxInstanceCount = source._maxInstanceCount;
  20199. this._maxVertexCount = source._maxVertexCount;
  20200. this._maxIndexCount = source._maxIndexCount;
  20201. this._geometryInitialized = source._geometryInitialized;
  20202. this._multiDrawCounts = source._multiDrawCounts.slice();
  20203. this._multiDrawStarts = source._multiDrawStarts.slice();
  20204. this._indirectTexture = source._indirectTexture.clone();
  20205. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20206. this._matricesTexture = source._matricesTexture.clone();
  20207. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20208. if ( this._colorsTexture !== null ) {
  20209. this._colorsTexture = source._colorsTexture.clone();
  20210. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20211. }
  20212. return this;
  20213. }
  20214. /**
  20215. * Frees the GPU-related resources allocated by this instance. Call this
  20216. * method whenever this instance is no longer used in your app.
  20217. */
  20218. dispose() {
  20219. // Assuming the geometry is not shared with other meshes
  20220. this.geometry.dispose();
  20221. this._matricesTexture.dispose();
  20222. this._matricesTexture = null;
  20223. this._indirectTexture.dispose();
  20224. this._indirectTexture = null;
  20225. if ( this._colorsTexture !== null ) {
  20226. this._colorsTexture.dispose();
  20227. this._colorsTexture = null;
  20228. }
  20229. }
  20230. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20231. // if visibility has not changed and frustum culling and object sorting is not required
  20232. // then skip iterating over all items
  20233. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20234. return;
  20235. }
  20236. // the indexed version of the multi draw function requires specifying the start
  20237. // offset in bytes.
  20238. const index = geometry.getIndex();
  20239. let bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20240. // the "wireframe" attribute implicitly creates a line attribute in the renderer, which is double
  20241. // the vertices to draw (3 lines per triangle) so we multiply the draw counts / starts and make
  20242. // assumptions about the index buffer byte size.
  20243. let multiDrawMultiplier = 1;
  20244. if ( material.wireframe ) {
  20245. multiDrawMultiplier = 2;
  20246. bytesPerElement = geometry.attributes.position.count > 65535 ? 4 : 2;
  20247. }
  20248. const instanceInfo = this._instanceInfo;
  20249. const multiDrawStarts = this._multiDrawStarts;
  20250. const multiDrawCounts = this._multiDrawCounts;
  20251. const geometryInfoList = this._geometryInfo;
  20252. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20253. const indirectTexture = this._indirectTexture;
  20254. const indirectArray = indirectTexture.image.data;
  20255. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20256. // prepare the frustum in the local frame
  20257. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20258. _matrix$1
  20259. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20260. .multiply( this.matrixWorld );
  20261. _frustum.setFromProjectionMatrix(
  20262. _matrix$1,
  20263. camera.coordinateSystem,
  20264. camera.reversedDepth
  20265. );
  20266. }
  20267. let multiDrawCount = 0;
  20268. if ( this.sortObjects ) {
  20269. // get the camera position in the local frame
  20270. _matrix$1.copy( this.matrixWorld ).invert();
  20271. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20272. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20273. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20274. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20275. const geometryId = instanceInfo[ i ].geometryIndex;
  20276. // get the bounds in world space
  20277. this.getMatrixAt( i, _matrix$1 );
  20278. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20279. // determine whether the batched geometry is within the frustum
  20280. let culled = false;
  20281. if ( perObjectFrustumCulled ) {
  20282. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20283. }
  20284. if ( ! culled ) {
  20285. // get the distance from camera used for sorting
  20286. const geometryInfo = geometryInfoList[ geometryId ];
  20287. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20288. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20289. }
  20290. }
  20291. }
  20292. // Sort the draw ranges and prep for rendering
  20293. const list = _renderList.list;
  20294. const customSort = this.customSort;
  20295. if ( customSort === null ) {
  20296. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20297. } else {
  20298. customSort.call( this, list, camera );
  20299. }
  20300. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20301. const item = list[ i ];
  20302. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement * multiDrawMultiplier;
  20303. multiDrawCounts[ multiDrawCount ] = item.count * multiDrawMultiplier;
  20304. indirectArray[ multiDrawCount ] = item.index;
  20305. multiDrawCount ++;
  20306. }
  20307. _renderList.reset();
  20308. } else {
  20309. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20310. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20311. const geometryId = instanceInfo[ i ].geometryIndex;
  20312. // determine whether the batched geometry is within the frustum
  20313. let culled = false;
  20314. if ( perObjectFrustumCulled ) {
  20315. // get the bounds in world space
  20316. this.getMatrixAt( i, _matrix$1 );
  20317. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20318. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20319. }
  20320. if ( ! culled ) {
  20321. const geometryInfo = geometryInfoList[ geometryId ];
  20322. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement * multiDrawMultiplier;
  20323. multiDrawCounts[ multiDrawCount ] = geometryInfo.count * multiDrawMultiplier;
  20324. indirectArray[ multiDrawCount ] = i;
  20325. multiDrawCount ++;
  20326. }
  20327. }
  20328. }
  20329. }
  20330. indirectTexture.needsUpdate = true;
  20331. this._multiDrawCount = multiDrawCount;
  20332. this._visibilityChanged = false;
  20333. }
  20334. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20335. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20336. }
  20337. }
  20338. /**
  20339. * A material for rendering line primitives.
  20340. *
  20341. * Materials define the appearance of renderable 3D objects.
  20342. *
  20343. * ```js
  20344. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  20345. * ```
  20346. *
  20347. * @augments Material
  20348. */
  20349. class LineBasicMaterial extends Material {
  20350. /**
  20351. * Constructs a new line basic material.
  20352. *
  20353. * @param {Object} [parameters] - An object with one or more properties
  20354. * defining the material's appearance. Any property of the material
  20355. * (including any property from inherited materials) can be passed
  20356. * in here. Color values can be passed any type of value accepted
  20357. * by {@link Color#set}.
  20358. */
  20359. constructor( parameters ) {
  20360. super();
  20361. /**
  20362. * This flag can be used for type testing.
  20363. *
  20364. * @type {boolean}
  20365. * @readonly
  20366. * @default true
  20367. */
  20368. this.isLineBasicMaterial = true;
  20369. this.type = 'LineBasicMaterial';
  20370. /**
  20371. * Color of the material.
  20372. *
  20373. * @type {Color}
  20374. * @default (1,1,1)
  20375. */
  20376. this.color = new Color( 0xffffff );
  20377. /**
  20378. * Sets the color of the lines using data from a texture. The texture map
  20379. * color is modulated by the diffuse `color`.
  20380. *
  20381. * `map` represents color data, and the texture must be assigned a
  20382. * {@link Texture#colorSpace}. Most `map` textures set
  20383. * `texture.colorSpace = SRGBColorSpace`.
  20384. *
  20385. * @type {?Texture}
  20386. * @default null
  20387. */
  20388. this.map = null;
  20389. /**
  20390. * Controls line thickness or lines.
  20391. *
  20392. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  20393. * ignore this setting and always render line primitives with a
  20394. * width of one pixel.
  20395. *
  20396. * @type {number}
  20397. * @default 1
  20398. */
  20399. this.linewidth = 1;
  20400. /**
  20401. * Defines appearance of line ends.
  20402. *
  20403. * Can only be used with {@link SVGRenderer}.
  20404. *
  20405. * @type {('butt'|'round'|'square')}
  20406. * @default 'round'
  20407. */
  20408. this.linecap = 'round';
  20409. /**
  20410. * Defines appearance of line joints.
  20411. *
  20412. * Can only be used with {@link SVGRenderer}.
  20413. *
  20414. * @type {('round'|'bevel'|'miter')}
  20415. * @default 'round'
  20416. */
  20417. this.linejoin = 'round';
  20418. /**
  20419. * Whether the material is affected by fog or not.
  20420. *
  20421. * @type {boolean}
  20422. * @default true
  20423. */
  20424. this.fog = true;
  20425. this.setValues( parameters );
  20426. }
  20427. copy( source ) {
  20428. super.copy( source );
  20429. this.color.copy( source.color );
  20430. this.map = source.map;
  20431. this.linewidth = source.linewidth;
  20432. this.linecap = source.linecap;
  20433. this.linejoin = source.linejoin;
  20434. this.fog = source.fog;
  20435. return this;
  20436. }
  20437. }
  20438. const _vStart = /*@__PURE__*/ new Vector3();
  20439. const _vEnd = /*@__PURE__*/ new Vector3();
  20440. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  20441. const _ray$1 = /*@__PURE__*/ new Ray();
  20442. const _sphere$1 = /*@__PURE__*/ new Sphere();
  20443. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  20444. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  20445. /**
  20446. * A continuous line. The line are rendered by connecting consecutive
  20447. * vertices with straight lines.
  20448. *
  20449. * ```js
  20450. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  20451. *
  20452. * const points = [];
  20453. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  20454. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  20455. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  20456. *
  20457. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  20458. *
  20459. * const line = new THREE.Line( geometry, material );
  20460. * scene.add( line );
  20461. * ```
  20462. *
  20463. * @augments Object3D
  20464. */
  20465. class Line extends Object3D {
  20466. /**
  20467. * Constructs a new line.
  20468. *
  20469. * @param {BufferGeometry} [geometry] - The line geometry.
  20470. * @param {Material|Array<Material>} [material] - The line material.
  20471. */
  20472. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  20473. super();
  20474. /**
  20475. * This flag can be used for type testing.
  20476. *
  20477. * @type {boolean}
  20478. * @readonly
  20479. * @default true
  20480. */
  20481. this.isLine = true;
  20482. this.type = 'Line';
  20483. /**
  20484. * The line geometry.
  20485. *
  20486. * @type {BufferGeometry}
  20487. */
  20488. this.geometry = geometry;
  20489. /**
  20490. * The line material.
  20491. *
  20492. * @type {Material|Array<Material>}
  20493. * @default LineBasicMaterial
  20494. */
  20495. this.material = material;
  20496. /**
  20497. * A dictionary representing the morph targets in the geometry. The key is the
  20498. * morph targets name, the value its attribute index. This member is `undefined`
  20499. * by default and only set when morph targets are detected in the geometry.
  20500. *
  20501. * @type {Object<string,number>|undefined}
  20502. * @default undefined
  20503. */
  20504. this.morphTargetDictionary = undefined;
  20505. /**
  20506. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20507. * is applied. This member is `undefined` by default and only set when morph targets are
  20508. * detected in the geometry.
  20509. *
  20510. * @type {Array<number>|undefined}
  20511. * @default undefined
  20512. */
  20513. this.morphTargetInfluences = undefined;
  20514. this.updateMorphTargets();
  20515. }
  20516. copy( source, recursive ) {
  20517. super.copy( source, recursive );
  20518. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20519. this.geometry = source.geometry;
  20520. return this;
  20521. }
  20522. /**
  20523. * Computes an array of distance values which are necessary for rendering dashed lines.
  20524. * For each vertex in the geometry, the method calculates the cumulative length from the
  20525. * current point to the very beginning of the line.
  20526. *
  20527. * @return {Line} A reference to this line.
  20528. */
  20529. computeLineDistances() {
  20530. const geometry = this.geometry;
  20531. // we assume non-indexed geometry
  20532. if ( geometry.index === null ) {
  20533. const positionAttribute = geometry.attributes.position;
  20534. const lineDistances = [ 0 ];
  20535. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  20536. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  20537. _vEnd.fromBufferAttribute( positionAttribute, i );
  20538. lineDistances[ i ] = lineDistances[ i - 1 ];
  20539. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  20540. }
  20541. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20542. } else {
  20543. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20544. }
  20545. return this;
  20546. }
  20547. /**
  20548. * Computes intersection points between a casted ray and this line.
  20549. *
  20550. * @param {Raycaster} raycaster - The raycaster.
  20551. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20552. */
  20553. raycast( raycaster, intersects ) {
  20554. const geometry = this.geometry;
  20555. const matrixWorld = this.matrixWorld;
  20556. const threshold = raycaster.params.Line.threshold;
  20557. const drawRange = geometry.drawRange;
  20558. // Checking boundingSphere distance to ray
  20559. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20560. _sphere$1.copy( geometry.boundingSphere );
  20561. _sphere$1.applyMatrix4( matrixWorld );
  20562. _sphere$1.radius += threshold;
  20563. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  20564. //
  20565. _inverseMatrix$1.copy( matrixWorld ).invert();
  20566. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  20567. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20568. const localThresholdSq = localThreshold * localThreshold;
  20569. const step = this.isLineSegments ? 2 : 1;
  20570. const index = geometry.index;
  20571. const attributes = geometry.attributes;
  20572. const positionAttribute = attributes.position;
  20573. if ( index !== null ) {
  20574. const start = Math.max( 0, drawRange.start );
  20575. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20576. for ( let i = start, l = end - 1; i < l; i += step ) {
  20577. const a = index.getX( i );
  20578. const b = index.getX( i + 1 );
  20579. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  20580. if ( intersect ) {
  20581. intersects.push( intersect );
  20582. }
  20583. }
  20584. if ( this.isLineLoop ) {
  20585. const a = index.getX( end - 1 );
  20586. const b = index.getX( start );
  20587. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  20588. if ( intersect ) {
  20589. intersects.push( intersect );
  20590. }
  20591. }
  20592. } else {
  20593. const start = Math.max( 0, drawRange.start );
  20594. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20595. for ( let i = start, l = end - 1; i < l; i += step ) {
  20596. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  20597. if ( intersect ) {
  20598. intersects.push( intersect );
  20599. }
  20600. }
  20601. if ( this.isLineLoop ) {
  20602. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  20603. if ( intersect ) {
  20604. intersects.push( intersect );
  20605. }
  20606. }
  20607. }
  20608. }
  20609. /**
  20610. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  20611. * to make sure existing morph targets can influence this 3D object.
  20612. */
  20613. updateMorphTargets() {
  20614. const geometry = this.geometry;
  20615. const morphAttributes = geometry.morphAttributes;
  20616. const keys = Object.keys( morphAttributes );
  20617. if ( keys.length > 0 ) {
  20618. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20619. if ( morphAttribute !== undefined ) {
  20620. this.morphTargetInfluences = [];
  20621. this.morphTargetDictionary = {};
  20622. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20623. const name = morphAttribute[ m ].name || String( m );
  20624. this.morphTargetInfluences.push( 0 );
  20625. this.morphTargetDictionary[ name ] = m;
  20626. }
  20627. }
  20628. }
  20629. }
  20630. }
  20631. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  20632. const positionAttribute = object.geometry.attributes.position;
  20633. _vStart.fromBufferAttribute( positionAttribute, a );
  20634. _vEnd.fromBufferAttribute( positionAttribute, b );
  20635. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  20636. if ( distSq > thresholdSq ) return;
  20637. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  20638. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  20639. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20640. return {
  20641. distance: distance,
  20642. // What do we want? intersection point on the ray or on the segment??
  20643. // point: raycaster.ray.at( distance ),
  20644. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  20645. index: i,
  20646. face: null,
  20647. faceIndex: null,
  20648. barycoord: null,
  20649. object: object
  20650. };
  20651. }
  20652. const _start = /*@__PURE__*/ new Vector3();
  20653. const _end = /*@__PURE__*/ new Vector3();
  20654. /**
  20655. * A series of lines drawn between pairs of vertices.
  20656. *
  20657. * @augments Line
  20658. */
  20659. class LineSegments extends Line {
  20660. /**
  20661. * Constructs a new line segments.
  20662. *
  20663. * @param {BufferGeometry} [geometry] - The line geometry.
  20664. * @param {Material|Array<Material>} [material] - The line material.
  20665. */
  20666. constructor( geometry, material ) {
  20667. super( geometry, material );
  20668. /**
  20669. * This flag can be used for type testing.
  20670. *
  20671. * @type {boolean}
  20672. * @readonly
  20673. * @default true
  20674. */
  20675. this.isLineSegments = true;
  20676. this.type = 'LineSegments';
  20677. }
  20678. computeLineDistances() {
  20679. const geometry = this.geometry;
  20680. // we assume non-indexed geometry
  20681. if ( geometry.index === null ) {
  20682. const positionAttribute = geometry.attributes.position;
  20683. const lineDistances = [];
  20684. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  20685. _start.fromBufferAttribute( positionAttribute, i );
  20686. _end.fromBufferAttribute( positionAttribute, i + 1 );
  20687. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  20688. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  20689. }
  20690. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20691. } else {
  20692. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20693. }
  20694. return this;
  20695. }
  20696. }
  20697. /**
  20698. * A continuous line. This is nearly the same as {@link Line} the only difference
  20699. * is that the last vertex is connected with the first vertex in order to close
  20700. * the line to form a loop.
  20701. *
  20702. * @augments Line
  20703. */
  20704. class LineLoop extends Line {
  20705. /**
  20706. * Constructs a new line loop.
  20707. *
  20708. * @param {BufferGeometry} [geometry] - The line geometry.
  20709. * @param {Material|Array<Material>} [material] - The line material.
  20710. */
  20711. constructor( geometry, material ) {
  20712. super( geometry, material );
  20713. /**
  20714. * This flag can be used for type testing.
  20715. *
  20716. * @type {boolean}
  20717. * @readonly
  20718. * @default true
  20719. */
  20720. this.isLineLoop = true;
  20721. this.type = 'LineLoop';
  20722. }
  20723. }
  20724. /**
  20725. * A material for rendering point primitives.
  20726. *
  20727. * Materials define the appearance of renderable 3D objects.
  20728. *
  20729. * ```js
  20730. * const vertices = [];
  20731. *
  20732. * for ( let i = 0; i < 10000; i ++ ) {
  20733. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  20734. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  20735. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  20736. *
  20737. * vertices.push( x, y, z );
  20738. * }
  20739. *
  20740. * const geometry = new THREE.BufferGeometry();
  20741. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  20742. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  20743. * const points = new THREE.Points( geometry, material );
  20744. * scene.add( points );
  20745. * ```
  20746. *
  20747. * @augments Material
  20748. */
  20749. class PointsMaterial extends Material {
  20750. /**
  20751. * Constructs a new points material.
  20752. *
  20753. * @param {Object} [parameters] - An object with one or more properties
  20754. * defining the material's appearance. Any property of the material
  20755. * (including any property from inherited materials) can be passed
  20756. * in here. Color values can be passed any type of value accepted
  20757. * by {@link Color#set}.
  20758. */
  20759. constructor( parameters ) {
  20760. super();
  20761. /**
  20762. * This flag can be used for type testing.
  20763. *
  20764. * @type {boolean}
  20765. * @readonly
  20766. * @default true
  20767. */
  20768. this.isPointsMaterial = true;
  20769. this.type = 'PointsMaterial';
  20770. /**
  20771. * Color of the material.
  20772. *
  20773. * @type {Color}
  20774. * @default (1,1,1)
  20775. */
  20776. this.color = new Color( 0xffffff );
  20777. /**
  20778. * The color map. May optionally include an alpha channel, typically combined
  20779. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  20780. * color is modulated by the diffuse `color`.
  20781. *
  20782. * `map` represents color data, and the texture must be assigned a
  20783. * {@link Texture#colorSpace}. Most `map` textures set
  20784. * `texture.colorSpace = SRGBColorSpace`.
  20785. *
  20786. * @type {?Texture}
  20787. * @default null
  20788. */
  20789. this.map = null;
  20790. /**
  20791. * The alpha map is a grayscale texture that controls the opacity across the
  20792. * surface (black: fully transparent; white: fully opaque).
  20793. *
  20794. * Only the color of the texture is used, ignoring the alpha channel if one
  20795. * exists. For RGB and RGBA textures, the renderer will use the green channel
  20796. * when sampling this texture due to the extra bit of precision provided for
  20797. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  20798. * luminance/alpha textures will also still work as expected.
  20799. *
  20800. * `alphaMap` represents non-color data. Any texture assigned must have
  20801. * `texture.colorSpace = NoColorSpace` (default).
  20802. *
  20803. * @type {?Texture}
  20804. * @default null
  20805. */
  20806. this.alphaMap = null;
  20807. /**
  20808. * Defines the size of the points in pixels.
  20809. *
  20810. * 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).
  20811. *
  20812. * @type {number}
  20813. * @default 1
  20814. */
  20815. this.size = 1;
  20816. /**
  20817. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  20818. *
  20819. * @type {boolean}
  20820. * @default true
  20821. */
  20822. this.sizeAttenuation = true;
  20823. /**
  20824. * Whether the material is affected by fog or not.
  20825. *
  20826. * @type {boolean}
  20827. * @default true
  20828. */
  20829. this.fog = true;
  20830. this.setValues( parameters );
  20831. }
  20832. copy( source ) {
  20833. super.copy( source );
  20834. this.color.copy( source.color );
  20835. this.map = source.map;
  20836. this.alphaMap = source.alphaMap;
  20837. this.size = source.size;
  20838. this.sizeAttenuation = source.sizeAttenuation;
  20839. this.fog = source.fog;
  20840. return this;
  20841. }
  20842. }
  20843. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  20844. const _ray = /*@__PURE__*/ new Ray();
  20845. const _sphere = /*@__PURE__*/ new Sphere();
  20846. const _position$3 = /*@__PURE__*/ new Vector3();
  20847. /**
  20848. * A class for displaying points or point clouds.
  20849. *
  20850. * @augments Object3D
  20851. */
  20852. class Points extends Object3D {
  20853. /**
  20854. * Constructs a new point cloud.
  20855. *
  20856. * @param {BufferGeometry} [geometry] - The points geometry.
  20857. * @param {Material|Array<Material>} [material] - The points material.
  20858. */
  20859. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  20860. super();
  20861. /**
  20862. * This flag can be used for type testing.
  20863. *
  20864. * @type {boolean}
  20865. * @readonly
  20866. * @default true
  20867. */
  20868. this.isPoints = true;
  20869. this.type = 'Points';
  20870. /**
  20871. * The points geometry.
  20872. *
  20873. * @type {BufferGeometry}
  20874. */
  20875. this.geometry = geometry;
  20876. /**
  20877. * The line material.
  20878. *
  20879. * @type {Material|Array<Material>}
  20880. * @default PointsMaterial
  20881. */
  20882. this.material = material;
  20883. /**
  20884. * A dictionary representing the morph targets in the geometry. The key is the
  20885. * morph targets name, the value its attribute index. This member is `undefined`
  20886. * by default and only set when morph targets are detected in the geometry.
  20887. *
  20888. * @type {Object<string,number>|undefined}
  20889. * @default undefined
  20890. */
  20891. this.morphTargetDictionary = undefined;
  20892. /**
  20893. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20894. * is applied. This member is `undefined` by default and only set when morph targets are
  20895. * detected in the geometry.
  20896. *
  20897. * @type {Array<number>|undefined}
  20898. * @default undefined
  20899. */
  20900. this.morphTargetInfluences = undefined;
  20901. this.updateMorphTargets();
  20902. }
  20903. copy( source, recursive ) {
  20904. super.copy( source, recursive );
  20905. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20906. this.geometry = source.geometry;
  20907. return this;
  20908. }
  20909. /**
  20910. * Computes intersection points between a casted ray and this point cloud.
  20911. *
  20912. * @param {Raycaster} raycaster - The raycaster.
  20913. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20914. */
  20915. raycast( raycaster, intersects ) {
  20916. const geometry = this.geometry;
  20917. const matrixWorld = this.matrixWorld;
  20918. const threshold = raycaster.params.Points.threshold;
  20919. const drawRange = geometry.drawRange;
  20920. // Checking boundingSphere distance to ray
  20921. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20922. _sphere.copy( geometry.boundingSphere );
  20923. _sphere.applyMatrix4( matrixWorld );
  20924. _sphere.radius += threshold;
  20925. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  20926. //
  20927. _inverseMatrix.copy( matrixWorld ).invert();
  20928. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  20929. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20930. const localThresholdSq = localThreshold * localThreshold;
  20931. const index = geometry.index;
  20932. const attributes = geometry.attributes;
  20933. const positionAttribute = attributes.position;
  20934. if ( index !== null ) {
  20935. const start = Math.max( 0, drawRange.start );
  20936. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20937. for ( let i = start, il = end; i < il; i ++ ) {
  20938. const a = index.getX( i );
  20939. _position$3.fromBufferAttribute( positionAttribute, a );
  20940. testPoint( _position$3, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  20941. }
  20942. } else {
  20943. const start = Math.max( 0, drawRange.start );
  20944. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20945. for ( let i = start, l = end; i < l; i ++ ) {
  20946. _position$3.fromBufferAttribute( positionAttribute, i );
  20947. testPoint( _position$3, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  20948. }
  20949. }
  20950. }
  20951. /**
  20952. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  20953. * to make sure existing morph targets can influence this 3D object.
  20954. */
  20955. updateMorphTargets() {
  20956. const geometry = this.geometry;
  20957. const morphAttributes = geometry.morphAttributes;
  20958. const keys = Object.keys( morphAttributes );
  20959. if ( keys.length > 0 ) {
  20960. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20961. if ( morphAttribute !== undefined ) {
  20962. this.morphTargetInfluences = [];
  20963. this.morphTargetDictionary = {};
  20964. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20965. const name = morphAttribute[ m ].name || String( m );
  20966. this.morphTargetInfluences.push( 0 );
  20967. this.morphTargetDictionary[ name ] = m;
  20968. }
  20969. }
  20970. }
  20971. }
  20972. }
  20973. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  20974. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  20975. if ( rayPointDistanceSq < localThresholdSq ) {
  20976. const intersectPoint = new Vector3();
  20977. _ray.closestPointToPoint( point, intersectPoint );
  20978. intersectPoint.applyMatrix4( matrixWorld );
  20979. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  20980. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20981. intersects.push( {
  20982. distance: distance,
  20983. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  20984. point: intersectPoint,
  20985. index: index,
  20986. face: null,
  20987. faceIndex: null,
  20988. barycoord: null,
  20989. object: object
  20990. } );
  20991. }
  20992. }
  20993. /**
  20994. * A texture for use with a video.
  20995. *
  20996. * ```js
  20997. * // assuming you have created a HTML video element with id="video"
  20998. * const video = document.getElementById( 'video' );
  20999. * const texture = new THREE.VideoTexture( video );
  21000. * ```
  21001. *
  21002. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21003. * set to THREE.SRGBColorSpace.
  21004. *
  21005. * Note: After the initial use of a texture, its dimensions, format, and type
  21006. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21007. *
  21008. * @augments Texture
  21009. */
  21010. class VideoTexture extends Texture {
  21011. /**
  21012. * Constructs a new video texture.
  21013. *
  21014. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21015. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21016. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21017. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21018. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21019. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21020. * @param {number} [format=RGBAFormat] - The texture format.
  21021. * @param {number} [type=UnsignedByteType] - The texture type.
  21022. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21023. */
  21024. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21025. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21026. /**
  21027. * This flag can be used for type testing.
  21028. *
  21029. * @type {boolean}
  21030. * @readonly
  21031. * @default true
  21032. */
  21033. this.isVideoTexture = true;
  21034. /**
  21035. * Whether to generate mipmaps (if possible) for a texture.
  21036. *
  21037. * Overwritten and set to `false` by default.
  21038. *
  21039. * @type {boolean}
  21040. * @default false
  21041. */
  21042. this.generateMipmaps = false;
  21043. /**
  21044. * The video frame request callback identifier, which is a positive integer.
  21045. *
  21046. * Value of 0 represents no scheduled rVFC.
  21047. *
  21048. * @private
  21049. * @type {number}
  21050. */
  21051. this._requestVideoFrameCallbackId = 0;
  21052. const scope = this;
  21053. function updateVideo() {
  21054. scope.needsUpdate = true;
  21055. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21056. }
  21057. if ( 'requestVideoFrameCallback' in video ) {
  21058. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21059. }
  21060. }
  21061. clone() {
  21062. return new this.constructor( this.image ).copy( this );
  21063. }
  21064. /**
  21065. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21066. * to `true` every time a new frame is available.
  21067. *
  21068. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21069. */
  21070. update() {
  21071. const video = this.image;
  21072. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21073. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21074. this.needsUpdate = true;
  21075. }
  21076. }
  21077. dispose() {
  21078. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21079. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21080. this._requestVideoFrameCallbackId = 0;
  21081. }
  21082. super.dispose();
  21083. }
  21084. }
  21085. /**
  21086. * This class can be used as an alternative way to define video data. Instead of using
  21087. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21088. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21089. * video frames are decoded with the WebCodecs API.
  21090. *
  21091. * ```js
  21092. * const texture = new THREE.VideoFrameTexture();
  21093. * texture.setFrame( frame );
  21094. * ```
  21095. *
  21096. * @augments VideoTexture
  21097. */
  21098. class VideoFrameTexture extends VideoTexture {
  21099. /**
  21100. * Constructs a new video frame texture.
  21101. *
  21102. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21103. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21104. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21105. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21106. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21107. * @param {number} [format=RGBAFormat] - The texture format.
  21108. * @param {number} [type=UnsignedByteType] - The texture type.
  21109. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21110. */
  21111. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21112. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21113. /**
  21114. * This flag can be used for type testing.
  21115. *
  21116. * @type {boolean}
  21117. * @readonly
  21118. * @default true
  21119. */
  21120. this.isVideoFrameTexture = true;
  21121. }
  21122. /**
  21123. * This method overwritten with an empty implementation since
  21124. * this type of texture is updated via `setFrame()`.
  21125. */
  21126. update() {}
  21127. clone() {
  21128. return new this.constructor().copy( this ); // restoring Texture.clone()
  21129. }
  21130. /**
  21131. * Sets the current frame of the video. This will automatically update the texture
  21132. * so the data can be used for rendering.
  21133. *
  21134. * @param {VideoFrame} frame - The video frame.
  21135. */
  21136. setFrame( frame ) {
  21137. this.image = frame;
  21138. this.needsUpdate = true;
  21139. }
  21140. }
  21141. /**
  21142. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21143. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21144. * as a texture for further usage.
  21145. *
  21146. * ```js
  21147. * const pixelRatio = window.devicePixelRatio;
  21148. * const textureSize = 128 * pixelRatio;
  21149. *
  21150. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21151. *
  21152. * // calculate start position for copying part of the frame data
  21153. * const vector = new Vector2();
  21154. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21155. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21156. *
  21157. * renderer.render( scene, camera );
  21158. *
  21159. * // copy part of the rendered frame into the framebuffer texture
  21160. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21161. * ```
  21162. *
  21163. * @augments Texture
  21164. */
  21165. class FramebufferTexture extends Texture {
  21166. /**
  21167. * Constructs a new framebuffer texture.
  21168. *
  21169. * @param {number} [width] - The width of the texture.
  21170. * @param {number} [height] - The height of the texture.
  21171. */
  21172. constructor( width, height ) {
  21173. super( { width, height } );
  21174. /**
  21175. * This flag can be used for type testing.
  21176. *
  21177. * @type {boolean}
  21178. * @readonly
  21179. * @default true
  21180. */
  21181. this.isFramebufferTexture = true;
  21182. /**
  21183. * How the texture is sampled when a texel covers more than one pixel.
  21184. *
  21185. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21186. *
  21187. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21188. * @default NearestFilter
  21189. */
  21190. this.magFilter = NearestFilter;
  21191. /**
  21192. * How the texture is sampled when a texel covers less than one pixel.
  21193. *
  21194. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21195. *
  21196. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21197. * @default NearestFilter
  21198. */
  21199. this.minFilter = NearestFilter;
  21200. /**
  21201. * Whether to generate mipmaps (if possible) for a texture.
  21202. *
  21203. * Overwritten and set to `false` by default.
  21204. *
  21205. * @type {boolean}
  21206. * @default false
  21207. */
  21208. this.generateMipmaps = false;
  21209. this.needsUpdate = true;
  21210. }
  21211. }
  21212. /**
  21213. * Creates a texture based on data in compressed form.
  21214. *
  21215. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21216. *
  21217. * @augments Texture
  21218. */
  21219. class CompressedTexture extends Texture {
  21220. /**
  21221. * Constructs a new compressed texture.
  21222. *
  21223. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21224. * the data and dimensions.
  21225. * @param {number} width - The width of the texture.
  21226. * @param {number} height - The height of the texture.
  21227. * @param {number} [format=RGBAFormat] - The texture format.
  21228. * @param {number} [type=UnsignedByteType] - The texture type.
  21229. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21230. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21231. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21232. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21233. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21234. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21235. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21236. */
  21237. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21238. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21239. /**
  21240. * This flag can be used for type testing.
  21241. *
  21242. * @type {boolean}
  21243. * @readonly
  21244. * @default true
  21245. */
  21246. this.isCompressedTexture = true;
  21247. /**
  21248. * The image property of a compressed texture just defines its dimensions.
  21249. *
  21250. * @type {{width:number,height:number}}
  21251. */
  21252. this.image = { width: width, height: height };
  21253. /**
  21254. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21255. *
  21256. * @type {Array<Object>}
  21257. */
  21258. this.mipmaps = mipmaps;
  21259. /**
  21260. * If set to `true`, the texture is flipped along the vertical axis when
  21261. * uploaded to the GPU.
  21262. *
  21263. * Overwritten and set to `false` by default since it is not possible to
  21264. * flip compressed textures.
  21265. *
  21266. * @type {boolean}
  21267. * @default false
  21268. * @readonly
  21269. */
  21270. this.flipY = false;
  21271. /**
  21272. * Whether to generate mipmaps (if possible) for a texture.
  21273. *
  21274. * Overwritten and set to `false` by default since it is not
  21275. * possible to generate mipmaps for compressed data. Mipmaps
  21276. * must be embedded in the compressed texture file.
  21277. *
  21278. * @type {boolean}
  21279. * @default false
  21280. * @readonly
  21281. */
  21282. this.generateMipmaps = false;
  21283. }
  21284. }
  21285. /**
  21286. * Creates a texture 2D array based on data in compressed form.
  21287. *
  21288. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21289. *
  21290. * @augments CompressedTexture
  21291. */
  21292. class CompressedArrayTexture extends CompressedTexture {
  21293. /**
  21294. * Constructs a new compressed array texture.
  21295. *
  21296. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21297. * the data and dimensions.
  21298. * @param {number} width - The width of the texture.
  21299. * @param {number} height - The height of the texture.
  21300. * @param {number} depth - The depth of the texture.
  21301. * @param {number} [format=RGBAFormat] - The min filter value.
  21302. * @param {number} [type=UnsignedByteType] - The min filter value.
  21303. */
  21304. constructor( mipmaps, width, height, depth, format, type ) {
  21305. super( mipmaps, width, height, format, type );
  21306. /**
  21307. * This flag can be used for type testing.
  21308. *
  21309. * @type {boolean}
  21310. * @readonly
  21311. * @default true
  21312. */
  21313. this.isCompressedArrayTexture = true;
  21314. /**
  21315. * The image property of a compressed texture just defines its dimensions.
  21316. *
  21317. * @name CompressedArrayTexture#image
  21318. * @type {{width:number,height:number,depth:number}}
  21319. */
  21320. this.image.depth = depth;
  21321. /**
  21322. * This defines how the texture is wrapped in the depth and corresponds to
  21323. * *W* in UVW mapping.
  21324. *
  21325. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21326. * @default ClampToEdgeWrapping
  21327. */
  21328. this.wrapR = ClampToEdgeWrapping;
  21329. /**
  21330. * A set of all layers which need to be updated in the texture.
  21331. *
  21332. * @type {Set<number>}
  21333. */
  21334. this.layerUpdates = new Set();
  21335. }
  21336. /**
  21337. * Describes that a specific layer of the texture needs to be updated.
  21338. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21339. * entire compressed texture array is sent to the GPU. Marking specific
  21340. * layers will only transmit subsets of all mipmaps associated with a
  21341. * specific depth in the array which is often much more performant.
  21342. *
  21343. * @param {number} layerIndex - The layer index that should be updated.
  21344. */
  21345. addLayerUpdate( layerIndex ) {
  21346. this.layerUpdates.add( layerIndex );
  21347. }
  21348. /**
  21349. * Resets the layer updates registry.
  21350. */
  21351. clearLayerUpdates() {
  21352. this.layerUpdates.clear();
  21353. }
  21354. }
  21355. /**
  21356. * Creates a cube texture based on data in compressed form.
  21357. *
  21358. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21359. *
  21360. * @augments CompressedTexture
  21361. */
  21362. class CompressedCubeTexture extends CompressedTexture {
  21363. /**
  21364. * Constructs a new compressed texture.
  21365. *
  21366. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  21367. * @param {number} [format=RGBAFormat] - The texture format.
  21368. * @param {number} [type=UnsignedByteType] - The texture type.
  21369. */
  21370. constructor( images, format, type ) {
  21371. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  21372. /**
  21373. * This flag can be used for type testing.
  21374. *
  21375. * @type {boolean}
  21376. * @readonly
  21377. * @default true
  21378. */
  21379. this.isCompressedCubeTexture = true;
  21380. /**
  21381. * This flag can be used for type testing.
  21382. *
  21383. * @type {boolean}
  21384. * @readonly
  21385. * @default true
  21386. */
  21387. this.isCubeTexture = true;
  21388. this.image = images;
  21389. }
  21390. }
  21391. /**
  21392. * Creates a cube texture made up of six images.
  21393. *
  21394. * ```js
  21395. * const loader = new THREE.CubeTextureLoader();
  21396. * loader.setPath( 'textures/cube/pisa/' );
  21397. *
  21398. * const textureCube = loader.load( [
  21399. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  21400. * ] );
  21401. *
  21402. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  21403. * ```
  21404. *
  21405. * @augments Texture
  21406. */
  21407. class CubeTexture extends Texture {
  21408. /**
  21409. * Constructs a new cube texture.
  21410. *
  21411. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  21412. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  21413. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21414. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21415. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21416. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21417. * @param {number} [format=RGBAFormat] - The texture format.
  21418. * @param {number} [type=UnsignedByteType] - The texture type.
  21419. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21420. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  21421. */
  21422. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  21423. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21424. /**
  21425. * This flag can be used for type testing.
  21426. *
  21427. * @type {boolean}
  21428. * @readonly
  21429. * @default true
  21430. */
  21431. this.isCubeTexture = true;
  21432. /**
  21433. * If set to `true`, the texture is flipped along the vertical axis when
  21434. * uploaded to the GPU.
  21435. *
  21436. * Overwritten and set to `false` by default.
  21437. *
  21438. * @type {boolean}
  21439. * @default false
  21440. */
  21441. this.flipY = false;
  21442. }
  21443. /**
  21444. * Alias for {@link CubeTexture#image}.
  21445. *
  21446. * @type {Array<Image>}
  21447. */
  21448. get images() {
  21449. return this.image;
  21450. }
  21451. set images( value ) {
  21452. this.image = value;
  21453. }
  21454. }
  21455. /**
  21456. * Creates a texture from a canvas element.
  21457. *
  21458. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21459. * to `true` immediately since a canvas can directly be used for rendering.
  21460. *
  21461. * @augments Texture
  21462. */
  21463. class CanvasTexture extends Texture {
  21464. /**
  21465. * Constructs a new texture.
  21466. *
  21467. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  21468. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21469. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21470. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21471. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21472. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21473. * @param {number} [format=RGBAFormat] - The texture format.
  21474. * @param {number} [type=UnsignedByteType] - The texture type.
  21475. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21476. */
  21477. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21478. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21479. /**
  21480. * This flag can be used for type testing.
  21481. *
  21482. * @type {boolean}
  21483. * @readonly
  21484. * @default true
  21485. */
  21486. this.isCanvasTexture = true;
  21487. this.needsUpdate = true;
  21488. }
  21489. }
  21490. /**
  21491. * Creates a texture from an HTML element.
  21492. *
  21493. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21494. * to `true` immediately and listens for the parent canvas's paint events to trigger updates.
  21495. *
  21496. * @augments Texture
  21497. */
  21498. class HTMLTexture extends Texture {
  21499. /**
  21500. * Constructs a new texture.
  21501. *
  21502. * @param {HTMLElement} [element] - The HTML element.
  21503. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21504. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21505. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21506. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21507. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21508. * @param {number} [format=RGBAFormat] - The texture format.
  21509. * @param {number} [type=UnsignedByteType] - The texture type.
  21510. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21511. */
  21512. constructor( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21513. super( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21514. /**
  21515. * This flag can be used for type testing.
  21516. *
  21517. * @type {boolean}
  21518. * @readonly
  21519. * @default true
  21520. */
  21521. this.isHTMLTexture = true;
  21522. this.generateMipmaps = false;
  21523. this.needsUpdate = true;
  21524. const parent = element ? element.parentNode : null;
  21525. if ( parent !== null && 'requestPaint' in parent ) {
  21526. parent.onpaint = () => {
  21527. this.needsUpdate = true;
  21528. };
  21529. parent.requestPaint();
  21530. }
  21531. }
  21532. dispose() {
  21533. const parent = this.image ? this.image.parentNode : null;
  21534. if ( parent !== null && 'onpaint' in parent ) {
  21535. parent.onpaint = null;
  21536. }
  21537. super.dispose();
  21538. }
  21539. }
  21540. /**
  21541. * This class can be used to automatically save the depth information of a
  21542. * rendering into a texture.
  21543. *
  21544. * @augments Texture
  21545. */
  21546. class DepthTexture extends Texture {
  21547. /**
  21548. * Constructs a new depth texture.
  21549. *
  21550. * @param {number} width - The width of the texture.
  21551. * @param {number} height - The height of the texture.
  21552. * @param {number} [type=UnsignedIntType] - The texture type.
  21553. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21554. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21555. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21556. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21557. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21558. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21559. * @param {number} [format=DepthFormat] - The texture format.
  21560. * @param {number} [depth=1] - The depth of the texture.
  21561. */
  21562. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  21563. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  21564. throw new Error( 'THREE.DepthTexture: format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  21565. }
  21566. const image = { width: width, height: height, depth: depth };
  21567. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21568. /**
  21569. * This flag can be used for type testing.
  21570. *
  21571. * @type {boolean}
  21572. * @readonly
  21573. * @default true
  21574. */
  21575. this.isDepthTexture = true;
  21576. /**
  21577. * If set to `true`, the texture is flipped along the vertical axis when
  21578. * uploaded to the GPU.
  21579. *
  21580. * Overwritten and set to `false` by default.
  21581. *
  21582. * @type {boolean}
  21583. * @default false
  21584. */
  21585. this.flipY = false;
  21586. /**
  21587. * Whether to generate mipmaps (if possible) for a texture.
  21588. *
  21589. * Overwritten and set to `false` by default.
  21590. *
  21591. * @type {boolean}
  21592. * @default false
  21593. */
  21594. this.generateMipmaps = false;
  21595. /**
  21596. * Code corresponding to the depth compare function.
  21597. *
  21598. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  21599. * @default null
  21600. */
  21601. this.compareFunction = null;
  21602. }
  21603. copy( source ) {
  21604. super.copy( source );
  21605. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  21606. this.compareFunction = source.compareFunction;
  21607. return this;
  21608. }
  21609. toJSON( meta ) {
  21610. const data = super.toJSON( meta );
  21611. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  21612. return data;
  21613. }
  21614. }
  21615. /**
  21616. * This class can be used to automatically save the depth information of a
  21617. * cube rendering into a cube texture with depth format. Used for PointLight shadows.
  21618. *
  21619. * @augments DepthTexture
  21620. */
  21621. class CubeDepthTexture extends DepthTexture {
  21622. /**
  21623. * Constructs a new cube depth texture.
  21624. *
  21625. * @param {number} size - The size (width and height) of each cube face.
  21626. * @param {number} [type=UnsignedIntType] - The texture type.
  21627. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  21628. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21629. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21630. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  21631. * @param {number} [minFilter=NearestFilter] - The min filter value.
  21632. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21633. * @param {number} [format=DepthFormat] - The texture format.
  21634. */
  21635. constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  21636. // Create 6 identical image descriptors for the cube faces
  21637. const image = { width: size, height: size, depth: 1 };
  21638. const images = [ image, image, image, image, image, image ];
  21639. // Call DepthTexture constructor with width, height
  21640. super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );
  21641. // Replace the single image with the array of 6 images
  21642. this.image = images;
  21643. /**
  21644. * This flag can be used for type testing.
  21645. *
  21646. * @type {boolean}
  21647. * @readonly
  21648. * @default true
  21649. */
  21650. this.isCubeDepthTexture = true;
  21651. /**
  21652. * Set to true for cube texture handling in WebGLTextures.
  21653. *
  21654. * @type {boolean}
  21655. * @readonly
  21656. * @default true
  21657. */
  21658. this.isCubeTexture = true;
  21659. }
  21660. /**
  21661. * Alias for {@link CubeDepthTexture#image}.
  21662. *
  21663. * @type {Array<Image>}
  21664. */
  21665. get images() {
  21666. return this.image;
  21667. }
  21668. set images( value ) {
  21669. this.image = value;
  21670. }
  21671. }
  21672. /**
  21673. * Represents a texture created externally with the same renderer context.
  21674. *
  21675. * This may be a texture from a protected media stream, device camera feed,
  21676. * or other data feeds like a depth sensor.
  21677. *
  21678. * Note that this class is only supported in {@link WebGLRenderer}, and in
  21679. * the {@link WebGPURenderer} WebGPU backend.
  21680. *
  21681. * @augments Texture
  21682. */
  21683. class ExternalTexture extends Texture {
  21684. /**
  21685. * Creates a new raw texture.
  21686. *
  21687. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  21688. */
  21689. constructor( sourceTexture = null ) {
  21690. super();
  21691. /**
  21692. * The external source texture.
  21693. *
  21694. * @type {?(WebGLTexture|GPUTexture)}
  21695. * @default null
  21696. */
  21697. this.sourceTexture = sourceTexture;
  21698. /**
  21699. * This flag can be used for type testing.
  21700. *
  21701. * @type {boolean}
  21702. * @readonly
  21703. * @default true
  21704. */
  21705. this.isExternalTexture = true;
  21706. }
  21707. copy( source ) {
  21708. super.copy( source );
  21709. this.sourceTexture = source.sourceTexture;
  21710. return this;
  21711. }
  21712. }
  21713. /**
  21714. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  21715. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  21716. * of the axes.
  21717. *
  21718. * ```js
  21719. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  21720. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21721. * const cube = new THREE.Mesh( geometry, material );
  21722. * scene.add( cube );
  21723. * ```
  21724. *
  21725. * @augments BufferGeometry
  21726. * @demo scenes/geometry-browser.html#BoxGeometry
  21727. */
  21728. class BoxGeometry extends BufferGeometry {
  21729. /**
  21730. * Constructs a new box geometry.
  21731. *
  21732. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  21733. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  21734. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  21735. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  21736. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  21737. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  21738. */
  21739. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  21740. super();
  21741. this.type = 'BoxGeometry';
  21742. /**
  21743. * Holds the constructor parameters that have been
  21744. * used to generate the geometry. Any modification
  21745. * after instantiation does not change the geometry.
  21746. *
  21747. * @type {Object}
  21748. */
  21749. this.parameters = {
  21750. width: width,
  21751. height: height,
  21752. depth: depth,
  21753. widthSegments: widthSegments,
  21754. heightSegments: heightSegments,
  21755. depthSegments: depthSegments
  21756. };
  21757. const scope = this;
  21758. // segments
  21759. widthSegments = Math.floor( widthSegments );
  21760. heightSegments = Math.floor( heightSegments );
  21761. depthSegments = Math.floor( depthSegments );
  21762. // buffers
  21763. const indices = [];
  21764. const vertices = [];
  21765. const normals = [];
  21766. const uvs = [];
  21767. // helper variables
  21768. let numberOfVertices = 0;
  21769. let groupStart = 0;
  21770. // build each side of the box geometry
  21771. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  21772. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  21773. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  21774. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  21775. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  21776. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  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. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  21783. const segmentWidth = width / gridX;
  21784. const segmentHeight = height / gridY;
  21785. const widthHalf = width / 2;
  21786. const heightHalf = height / 2;
  21787. const depthHalf = depth / 2;
  21788. const gridX1 = gridX + 1;
  21789. const gridY1 = gridY + 1;
  21790. let vertexCounter = 0;
  21791. let groupCount = 0;
  21792. const vector = new Vector3();
  21793. // generate vertices, normals and uvs
  21794. for ( let iy = 0; iy < gridY1; iy ++ ) {
  21795. const y = iy * segmentHeight - heightHalf;
  21796. for ( let ix = 0; ix < gridX1; ix ++ ) {
  21797. const x = ix * segmentWidth - widthHalf;
  21798. // set values to correct vector component
  21799. vector[ u ] = x * udir;
  21800. vector[ v ] = y * vdir;
  21801. vector[ w ] = depthHalf;
  21802. // now apply vector to vertex buffer
  21803. vertices.push( vector.x, vector.y, vector.z );
  21804. // set values to correct vector component
  21805. vector[ u ] = 0;
  21806. vector[ v ] = 0;
  21807. vector[ w ] = depth > 0 ? 1 : -1;
  21808. // now apply vector to normal buffer
  21809. normals.push( vector.x, vector.y, vector.z );
  21810. // uvs
  21811. uvs.push( ix / gridX );
  21812. uvs.push( 1 - ( iy / gridY ) );
  21813. // counters
  21814. vertexCounter += 1;
  21815. }
  21816. }
  21817. // indices
  21818. // 1. you need three indices to draw a single face
  21819. // 2. a single segment consists of two faces
  21820. // 3. so we need to generate six (2*3) indices per segment
  21821. for ( let iy = 0; iy < gridY; iy ++ ) {
  21822. for ( let ix = 0; ix < gridX; ix ++ ) {
  21823. const a = numberOfVertices + ix + gridX1 * iy;
  21824. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  21825. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  21826. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  21827. // faces
  21828. indices.push( a, b, d );
  21829. indices.push( b, c, d );
  21830. // increase counter
  21831. groupCount += 6;
  21832. }
  21833. }
  21834. // add a group to the geometry. this will ensure multi material support
  21835. scope.addGroup( groupStart, groupCount, materialIndex );
  21836. // calculate new start value for groups
  21837. groupStart += groupCount;
  21838. // update total number of vertices
  21839. numberOfVertices += vertexCounter;
  21840. }
  21841. }
  21842. copy( source ) {
  21843. super.copy( source );
  21844. this.parameters = Object.assign( {}, source.parameters );
  21845. return this;
  21846. }
  21847. /**
  21848. * Factory method for creating an instance of this class from the given
  21849. * JSON object.
  21850. *
  21851. * @param {Object} data - A JSON object representing the serialized geometry.
  21852. * @return {BoxGeometry} A new instance.
  21853. */
  21854. static fromJSON( data ) {
  21855. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  21856. }
  21857. }
  21858. /**
  21859. * A geometry class for representing a capsule.
  21860. *
  21861. * ```js
  21862. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  21863. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21864. * const capsule = new THREE.Mesh( geometry, material );
  21865. * scene.add( capsule );
  21866. * ```
  21867. *
  21868. * @augments BufferGeometry
  21869. * @demo scenes/geometry-browser.html#CapsuleGeometry
  21870. */
  21871. class CapsuleGeometry extends BufferGeometry {
  21872. /**
  21873. * Constructs a new capsule geometry.
  21874. *
  21875. * @param {number} [radius=1] - Radius of the capsule.
  21876. * @param {number} [height=1] - Height of the middle section.
  21877. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  21878. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  21879. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  21880. */
  21881. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  21882. super();
  21883. this.type = 'CapsuleGeometry';
  21884. /**
  21885. * Holds the constructor parameters that have been
  21886. * used to generate the geometry. Any modification
  21887. * after instantiation does not change the geometry.
  21888. *
  21889. * @type {Object}
  21890. */
  21891. this.parameters = {
  21892. radius: radius,
  21893. height: height,
  21894. capSegments: capSegments,
  21895. radialSegments: radialSegments,
  21896. heightSegments: heightSegments,
  21897. };
  21898. height = Math.max( 0, height );
  21899. capSegments = Math.max( 1, Math.floor( capSegments ) );
  21900. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  21901. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  21902. // buffers
  21903. const indices = [];
  21904. const vertices = [];
  21905. const normals = [];
  21906. const uvs = [];
  21907. // helper variables
  21908. const halfHeight = height / 2;
  21909. const capArcLength = ( Math.PI / 2 ) * radius;
  21910. const cylinderPartLength = height;
  21911. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  21912. const numVerticalSegments = capSegments * 2 + heightSegments;
  21913. const verticesPerRow = radialSegments + 1;
  21914. const normal = new Vector3();
  21915. const vertex = new Vector3();
  21916. // generate vertices, normals, and uvs
  21917. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  21918. let currentArcLength = 0;
  21919. let profileY = 0;
  21920. let profileRadius = 0;
  21921. let normalYComponent = 0;
  21922. if ( iy <= capSegments ) {
  21923. // bottom cap
  21924. const segmentProgress = iy / capSegments;
  21925. const angle = ( segmentProgress * Math.PI ) / 2;
  21926. profileY = - halfHeight - radius * Math.cos( angle );
  21927. profileRadius = radius * Math.sin( angle );
  21928. normalYComponent = - radius * Math.cos( angle );
  21929. currentArcLength = segmentProgress * capArcLength;
  21930. } else if ( iy <= capSegments + heightSegments ) {
  21931. // middle section
  21932. const segmentProgress = ( iy - capSegments ) / heightSegments;
  21933. profileY = - halfHeight + segmentProgress * height;
  21934. profileRadius = radius;
  21935. normalYComponent = 0;
  21936. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  21937. } else {
  21938. // top cap
  21939. const segmentProgress =
  21940. ( iy - capSegments - heightSegments ) / capSegments;
  21941. const angle = ( segmentProgress * Math.PI ) / 2;
  21942. profileY = halfHeight + radius * Math.sin( angle );
  21943. profileRadius = radius * Math.cos( angle );
  21944. normalYComponent = radius * Math.sin( angle );
  21945. currentArcLength =
  21946. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  21947. }
  21948. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  21949. // special case for the poles
  21950. let uOffset = 0;
  21951. if ( iy === 0 ) {
  21952. uOffset = 0.5 / radialSegments;
  21953. } else if ( iy === numVerticalSegments ) {
  21954. uOffset = -0.5 / radialSegments;
  21955. }
  21956. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  21957. const u = ix / radialSegments;
  21958. const theta = u * Math.PI * 2;
  21959. const sinTheta = Math.sin( theta );
  21960. const cosTheta = Math.cos( theta );
  21961. // vertex
  21962. vertex.x = - profileRadius * cosTheta;
  21963. vertex.y = profileY;
  21964. vertex.z = profileRadius * sinTheta;
  21965. vertices.push( vertex.x, vertex.y, vertex.z );
  21966. // normal
  21967. normal.set(
  21968. - profileRadius * cosTheta,
  21969. normalYComponent,
  21970. profileRadius * sinTheta
  21971. );
  21972. normal.normalize();
  21973. normals.push( normal.x, normal.y, normal.z );
  21974. // uv
  21975. uvs.push( u + uOffset, v );
  21976. }
  21977. if ( iy > 0 ) {
  21978. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  21979. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  21980. const i1 = prevIndexRow + ix;
  21981. const i2 = prevIndexRow + ix + 1;
  21982. const i3 = iy * verticesPerRow + ix;
  21983. const i4 = iy * verticesPerRow + ix + 1;
  21984. indices.push( i1, i2, i3 );
  21985. indices.push( i2, i4, i3 );
  21986. }
  21987. }
  21988. }
  21989. // build geometry
  21990. this.setIndex( indices );
  21991. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21992. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21993. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21994. }
  21995. copy( source ) {
  21996. super.copy( source );
  21997. this.parameters = Object.assign( {}, source.parameters );
  21998. return this;
  21999. }
  22000. /**
  22001. * Factory method for creating an instance of this class from the given
  22002. * JSON object.
  22003. *
  22004. * @param {Object} data - A JSON object representing the serialized geometry.
  22005. * @return {CapsuleGeometry} A new instance.
  22006. */
  22007. static fromJSON( data ) {
  22008. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22009. }
  22010. }
  22011. /**
  22012. * A simple shape of Euclidean geometry. It is constructed from a
  22013. * number of triangular segments that are oriented around a central point and
  22014. * extend as far out as a given radius. It is built counter-clockwise from a
  22015. * start angle and a given central angle. It can also be used to create
  22016. * regular polygons, where the number of segments determines the number of
  22017. * sides.
  22018. *
  22019. * ```js
  22020. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22021. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22022. * const circle = new THREE.Mesh( geometry, material );
  22023. * scene.add( circle )
  22024. * ```
  22025. *
  22026. * @augments BufferGeometry
  22027. * @demo scenes/geometry-browser.html#CircleGeometry
  22028. */
  22029. class CircleGeometry extends BufferGeometry {
  22030. /**
  22031. * Constructs a new circle geometry.
  22032. *
  22033. * @param {number} [radius=1] - Radius of the circle.
  22034. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22035. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22036. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22037. * of the circular sector in radians. The default value results in a complete circle.
  22038. */
  22039. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22040. super();
  22041. this.type = 'CircleGeometry';
  22042. /**
  22043. * Holds the constructor parameters that have been
  22044. * used to generate the geometry. Any modification
  22045. * after instantiation does not change the geometry.
  22046. *
  22047. * @type {Object}
  22048. */
  22049. this.parameters = {
  22050. radius: radius,
  22051. segments: segments,
  22052. thetaStart: thetaStart,
  22053. thetaLength: thetaLength
  22054. };
  22055. segments = Math.max( 3, segments );
  22056. // buffers
  22057. const indices = [];
  22058. const vertices = [];
  22059. const normals = [];
  22060. const uvs = [];
  22061. // helper variables
  22062. const vertex = new Vector3();
  22063. const uv = new Vector2();
  22064. // center point
  22065. vertices.push( 0, 0, 0 );
  22066. normals.push( 0, 0, 1 );
  22067. uvs.push( 0.5, 0.5 );
  22068. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22069. const segment = thetaStart + s / segments * thetaLength;
  22070. // vertex
  22071. vertex.x = radius * Math.cos( segment );
  22072. vertex.y = radius * Math.sin( segment );
  22073. vertices.push( vertex.x, vertex.y, vertex.z );
  22074. // normal
  22075. normals.push( 0, 0, 1 );
  22076. // uvs
  22077. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22078. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22079. uvs.push( uv.x, uv.y );
  22080. }
  22081. // indices
  22082. for ( let i = 1; i <= segments; i ++ ) {
  22083. indices.push( i, i + 1, 0 );
  22084. }
  22085. // build geometry
  22086. this.setIndex( indices );
  22087. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22088. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22089. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22090. }
  22091. copy( source ) {
  22092. super.copy( source );
  22093. this.parameters = Object.assign( {}, source.parameters );
  22094. return this;
  22095. }
  22096. /**
  22097. * Factory method for creating an instance of this class from the given
  22098. * JSON object.
  22099. *
  22100. * @param {Object} data - A JSON object representing the serialized geometry.
  22101. * @return {CircleGeometry} A new instance.
  22102. */
  22103. static fromJSON( data ) {
  22104. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22105. }
  22106. }
  22107. /**
  22108. * A geometry class for representing a cylinder.
  22109. *
  22110. * ```js
  22111. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22112. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22113. * const cylinder = new THREE.Mesh( geometry, material );
  22114. * scene.add( cylinder );
  22115. * ```
  22116. *
  22117. * @augments BufferGeometry
  22118. * @demo scenes/geometry-browser.html#CylinderGeometry
  22119. */
  22120. class CylinderGeometry extends BufferGeometry {
  22121. /**
  22122. * Constructs a new cylinder geometry.
  22123. *
  22124. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22125. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22126. * @param {number} [height=1] - Height of the cylinder.
  22127. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22128. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22129. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22130. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22131. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22132. * The default value results in a complete cylinder.
  22133. */
  22134. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22135. super();
  22136. this.type = 'CylinderGeometry';
  22137. /**
  22138. * Holds the constructor parameters that have been
  22139. * used to generate the geometry. Any modification
  22140. * after instantiation does not change the geometry.
  22141. *
  22142. * @type {Object}
  22143. */
  22144. this.parameters = {
  22145. radiusTop: radiusTop,
  22146. radiusBottom: radiusBottom,
  22147. height: height,
  22148. radialSegments: radialSegments,
  22149. heightSegments: heightSegments,
  22150. openEnded: openEnded,
  22151. thetaStart: thetaStart,
  22152. thetaLength: thetaLength
  22153. };
  22154. const scope = this;
  22155. radialSegments = Math.floor( radialSegments );
  22156. heightSegments = Math.floor( heightSegments );
  22157. // buffers
  22158. const indices = [];
  22159. const vertices = [];
  22160. const normals = [];
  22161. const uvs = [];
  22162. // helper variables
  22163. let index = 0;
  22164. const indexArray = [];
  22165. const halfHeight = height / 2;
  22166. let groupStart = 0;
  22167. // generate geometry
  22168. generateTorso();
  22169. if ( openEnded === false ) {
  22170. if ( radiusTop > 0 ) generateCap( true );
  22171. if ( radiusBottom > 0 ) generateCap( false );
  22172. }
  22173. // build geometry
  22174. this.setIndex( indices );
  22175. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22176. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22177. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22178. function generateTorso() {
  22179. const normal = new Vector3();
  22180. const vertex = new Vector3();
  22181. let groupCount = 0;
  22182. // this will be used to calculate the normal
  22183. const slope = ( radiusBottom - radiusTop ) / height;
  22184. // generate vertices, normals and uvs
  22185. for ( let y = 0; y <= heightSegments; y ++ ) {
  22186. const indexRow = [];
  22187. const v = y / heightSegments;
  22188. // calculate the radius of the current row
  22189. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22190. for ( let x = 0; x <= radialSegments; x ++ ) {
  22191. const u = x / radialSegments;
  22192. const theta = u * thetaLength + thetaStart;
  22193. const sinTheta = Math.sin( theta );
  22194. const cosTheta = Math.cos( theta );
  22195. // vertex
  22196. vertex.x = radius * sinTheta;
  22197. vertex.y = - v * height + halfHeight;
  22198. vertex.z = radius * cosTheta;
  22199. vertices.push( vertex.x, vertex.y, vertex.z );
  22200. // normal
  22201. normal.set( sinTheta, slope, cosTheta ).normalize();
  22202. normals.push( normal.x, normal.y, normal.z );
  22203. // uv
  22204. uvs.push( u, 1 - v );
  22205. // save index of vertex in respective row
  22206. indexRow.push( index ++ );
  22207. }
  22208. // now save vertices of the row in our index array
  22209. indexArray.push( indexRow );
  22210. }
  22211. // generate indices
  22212. for ( let x = 0; x < radialSegments; x ++ ) {
  22213. for ( let y = 0; y < heightSegments; y ++ ) {
  22214. // we use the index array to access the correct indices
  22215. const a = indexArray[ y ][ x ];
  22216. const b = indexArray[ y + 1 ][ x ];
  22217. const c = indexArray[ y + 1 ][ x + 1 ];
  22218. const d = indexArray[ y ][ x + 1 ];
  22219. // faces
  22220. if ( radiusTop > 0 || y !== 0 ) {
  22221. indices.push( a, b, d );
  22222. groupCount += 3;
  22223. }
  22224. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22225. indices.push( b, c, d );
  22226. groupCount += 3;
  22227. }
  22228. }
  22229. }
  22230. // add a group to the geometry. this will ensure multi material support
  22231. scope.addGroup( groupStart, groupCount, 0 );
  22232. // calculate new start value for groups
  22233. groupStart += groupCount;
  22234. }
  22235. function generateCap( top ) {
  22236. // save the index of the first center vertex
  22237. const centerIndexStart = index;
  22238. const uv = new Vector2();
  22239. const vertex = new Vector3();
  22240. let groupCount = 0;
  22241. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22242. const sign = ( top === true ) ? 1 : -1;
  22243. // first we generate the center vertex data of the cap.
  22244. // because the geometry needs one set of uvs per face,
  22245. // we must generate a center vertex per face/segment
  22246. for ( let x = 1; x <= radialSegments; x ++ ) {
  22247. // vertex
  22248. vertices.push( 0, halfHeight * sign, 0 );
  22249. // normal
  22250. normals.push( 0, sign, 0 );
  22251. // uv
  22252. uvs.push( 0.5, 0.5 );
  22253. // increase index
  22254. index ++;
  22255. }
  22256. // save the index of the last center vertex
  22257. const centerIndexEnd = index;
  22258. // now we generate the surrounding vertices, normals and uvs
  22259. for ( let x = 0; x <= radialSegments; x ++ ) {
  22260. const u = x / radialSegments;
  22261. const theta = u * thetaLength + thetaStart;
  22262. const cosTheta = Math.cos( theta );
  22263. const sinTheta = Math.sin( theta );
  22264. // vertex
  22265. vertex.x = radius * sinTheta;
  22266. vertex.y = halfHeight * sign;
  22267. vertex.z = radius * cosTheta;
  22268. vertices.push( vertex.x, vertex.y, vertex.z );
  22269. // normal
  22270. normals.push( 0, sign, 0 );
  22271. // uv
  22272. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22273. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22274. uvs.push( uv.x, uv.y );
  22275. // increase index
  22276. index ++;
  22277. }
  22278. // generate indices
  22279. for ( let x = 0; x < radialSegments; x ++ ) {
  22280. const c = centerIndexStart + x;
  22281. const i = centerIndexEnd + x;
  22282. if ( top === true ) {
  22283. // face top
  22284. indices.push( i, i + 1, c );
  22285. } else {
  22286. // face bottom
  22287. indices.push( i + 1, i, c );
  22288. }
  22289. groupCount += 3;
  22290. }
  22291. // add a group to the geometry. this will ensure multi material support
  22292. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22293. // calculate new start value for groups
  22294. groupStart += groupCount;
  22295. }
  22296. }
  22297. copy( source ) {
  22298. super.copy( source );
  22299. this.parameters = Object.assign( {}, source.parameters );
  22300. return this;
  22301. }
  22302. /**
  22303. * Factory method for creating an instance of this class from the given
  22304. * JSON object.
  22305. *
  22306. * @param {Object} data - A JSON object representing the serialized geometry.
  22307. * @return {CylinderGeometry} A new instance.
  22308. */
  22309. static fromJSON( data ) {
  22310. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22311. }
  22312. }
  22313. /**
  22314. * A geometry class for representing a cone.
  22315. *
  22316. * ```js
  22317. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22318. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22319. * const cone = new THREE.Mesh(geometry, material );
  22320. * scene.add( cone );
  22321. * ```
  22322. *
  22323. * @augments CylinderGeometry
  22324. * @demo scenes/geometry-browser.html#ConeGeometry
  22325. */
  22326. class ConeGeometry extends CylinderGeometry {
  22327. /**
  22328. * Constructs a new cone geometry.
  22329. *
  22330. * @param {number} [radius=1] - Radius of the cone base.
  22331. * @param {number} [height=1] - Height of the cone.
  22332. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22333. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22334. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22335. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22336. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22337. * The default value results in a complete cone.
  22338. */
  22339. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22340. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22341. this.type = 'ConeGeometry';
  22342. /**
  22343. * Holds the constructor parameters that have been
  22344. * used to generate the geometry. Any modification
  22345. * after instantiation does not change the geometry.
  22346. *
  22347. * @type {Object}
  22348. */
  22349. this.parameters = {
  22350. radius: radius,
  22351. height: height,
  22352. radialSegments: radialSegments,
  22353. heightSegments: heightSegments,
  22354. openEnded: openEnded,
  22355. thetaStart: thetaStart,
  22356. thetaLength: thetaLength
  22357. };
  22358. }
  22359. /**
  22360. * Factory method for creating an instance of this class from the given
  22361. * JSON object.
  22362. *
  22363. * @param {Object} data - A JSON object representing the serialized geometry.
  22364. * @return {ConeGeometry} A new instance.
  22365. */
  22366. static fromJSON( data ) {
  22367. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22368. }
  22369. }
  22370. /**
  22371. * A polyhedron is a solid in three dimensions with flat faces. This class
  22372. * will take an array of vertices, project them onto a sphere, and then
  22373. * divide them up to the desired level of detail.
  22374. *
  22375. * @augments BufferGeometry
  22376. */
  22377. class PolyhedronGeometry extends BufferGeometry {
  22378. /**
  22379. * Constructs a new polyhedron geometry.
  22380. *
  22381. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22382. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22383. * @param {number} [radius=1] - The radius of the shape.
  22384. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22385. */
  22386. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22387. super();
  22388. this.type = 'PolyhedronGeometry';
  22389. /**
  22390. * Holds the constructor parameters that have been
  22391. * used to generate the geometry. Any modification
  22392. * after instantiation does not change the geometry.
  22393. *
  22394. * @type {Object}
  22395. */
  22396. this.parameters = {
  22397. vertices: vertices,
  22398. indices: indices,
  22399. radius: radius,
  22400. detail: detail
  22401. };
  22402. // default buffer data
  22403. const vertexBuffer = [];
  22404. const uvBuffer = [];
  22405. // the subdivision creates the vertex buffer data
  22406. subdivide( detail );
  22407. // all vertices should lie on a conceptual sphere with a given radius
  22408. applyRadius( radius );
  22409. // finally, create the uv data
  22410. generateUVs();
  22411. // build non-indexed geometry
  22412. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22413. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22414. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22415. if ( detail === 0 ) {
  22416. this.computeVertexNormals(); // flat normals
  22417. } else {
  22418. this.normalizeNormals(); // smooth normals
  22419. }
  22420. // helper functions
  22421. function subdivide( detail ) {
  22422. const a = new Vector3();
  22423. const b = new Vector3();
  22424. const c = new Vector3();
  22425. // iterate over all faces and apply a subdivision with the given detail value
  22426. for ( let i = 0; i < indices.length; i += 3 ) {
  22427. // get the vertices of the face
  22428. getVertexByIndex( indices[ i + 0 ], a );
  22429. getVertexByIndex( indices[ i + 1 ], b );
  22430. getVertexByIndex( indices[ i + 2 ], c );
  22431. // perform subdivision
  22432. subdivideFace( a, b, c, detail );
  22433. }
  22434. }
  22435. function subdivideFace( a, b, c, detail ) {
  22436. const cols = detail + 1;
  22437. // we use this multidimensional array as a data structure for creating the subdivision
  22438. const v = [];
  22439. // construct all of the vertices for this subdivision
  22440. for ( let i = 0; i <= cols; i ++ ) {
  22441. v[ i ] = [];
  22442. const aj = a.clone().lerp( c, i / cols );
  22443. const bj = b.clone().lerp( c, i / cols );
  22444. const rows = cols - i;
  22445. for ( let j = 0; j <= rows; j ++ ) {
  22446. if ( j === 0 && i === cols ) {
  22447. v[ i ][ j ] = aj;
  22448. } else {
  22449. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22450. }
  22451. }
  22452. }
  22453. // construct all of the faces
  22454. for ( let i = 0; i < cols; i ++ ) {
  22455. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22456. const k = Math.floor( j / 2 );
  22457. if ( j % 2 === 0 ) {
  22458. pushVertex( v[ i ][ k + 1 ] );
  22459. pushVertex( v[ i + 1 ][ k ] );
  22460. pushVertex( v[ i ][ k ] );
  22461. } else {
  22462. pushVertex( v[ i ][ k + 1 ] );
  22463. pushVertex( v[ i + 1 ][ k + 1 ] );
  22464. pushVertex( v[ i + 1 ][ k ] );
  22465. }
  22466. }
  22467. }
  22468. }
  22469. function applyRadius( radius ) {
  22470. const vertex = new Vector3();
  22471. // iterate over the entire buffer and apply the radius to each vertex
  22472. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22473. vertex.x = vertexBuffer[ i + 0 ];
  22474. vertex.y = vertexBuffer[ i + 1 ];
  22475. vertex.z = vertexBuffer[ i + 2 ];
  22476. vertex.normalize().multiplyScalar( radius );
  22477. vertexBuffer[ i + 0 ] = vertex.x;
  22478. vertexBuffer[ i + 1 ] = vertex.y;
  22479. vertexBuffer[ i + 2 ] = vertex.z;
  22480. }
  22481. }
  22482. function generateUVs() {
  22483. const vertex = new Vector3();
  22484. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22485. vertex.x = vertexBuffer[ i + 0 ];
  22486. vertex.y = vertexBuffer[ i + 1 ];
  22487. vertex.z = vertexBuffer[ i + 2 ];
  22488. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22489. const v = inclination( vertex ) / Math.PI + 0.5;
  22490. uvBuffer.push( u, 1 - v );
  22491. }
  22492. correctUVs();
  22493. correctSeam();
  22494. }
  22495. function correctSeam() {
  22496. // handle case when face straddles the seam, see #3269
  22497. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22498. // uv data of a single face
  22499. const x0 = uvBuffer[ i + 0 ];
  22500. const x1 = uvBuffer[ i + 2 ];
  22501. const x2 = uvBuffer[ i + 4 ];
  22502. const max = Math.max( x0, x1, x2 );
  22503. const min = Math.min( x0, x1, x2 );
  22504. // 0.9 is somewhat arbitrary
  22505. if ( max > 0.9 && min < 0.1 ) {
  22506. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22507. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22508. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22509. }
  22510. }
  22511. }
  22512. function pushVertex( vertex ) {
  22513. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22514. }
  22515. function getVertexByIndex( index, vertex ) {
  22516. const stride = index * 3;
  22517. vertex.x = vertices[ stride + 0 ];
  22518. vertex.y = vertices[ stride + 1 ];
  22519. vertex.z = vertices[ stride + 2 ];
  22520. }
  22521. function correctUVs() {
  22522. const a = new Vector3();
  22523. const b = new Vector3();
  22524. const c = new Vector3();
  22525. const centroid = new Vector3();
  22526. const uvA = new Vector2();
  22527. const uvB = new Vector2();
  22528. const uvC = new Vector2();
  22529. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22530. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22531. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22532. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22533. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22534. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22535. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22536. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22537. const azi = azimuth( centroid );
  22538. correctUV( uvA, j + 0, a, azi );
  22539. correctUV( uvB, j + 2, b, azi );
  22540. correctUV( uvC, j + 4, c, azi );
  22541. }
  22542. }
  22543. function correctUV( uv, stride, vector, azimuth ) {
  22544. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22545. uvBuffer[ stride ] = uv.x - 1;
  22546. }
  22547. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22548. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22549. }
  22550. }
  22551. // Angle around the Y axis, counter-clockwise when looking from above.
  22552. function azimuth( vector ) {
  22553. return Math.atan2( vector.z, - vector.x );
  22554. }
  22555. // Angle above the XZ plane.
  22556. function inclination( vector ) {
  22557. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22558. }
  22559. }
  22560. copy( source ) {
  22561. super.copy( source );
  22562. this.parameters = Object.assign( {}, source.parameters );
  22563. return this;
  22564. }
  22565. /**
  22566. * Factory method for creating an instance of this class from the given
  22567. * JSON object.
  22568. *
  22569. * @param {Object} data - A JSON object representing the serialized geometry.
  22570. * @return {PolyhedronGeometry} A new instance.
  22571. */
  22572. static fromJSON( data ) {
  22573. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail );
  22574. }
  22575. }
  22576. /**
  22577. * A geometry class for representing a dodecahedron.
  22578. *
  22579. * ```js
  22580. * const geometry = new THREE.DodecahedronGeometry();
  22581. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22582. * const dodecahedron = new THREE.Mesh( geometry, material );
  22583. * scene.add( dodecahedron );
  22584. * ```
  22585. *
  22586. * @augments PolyhedronGeometry
  22587. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  22588. */
  22589. class DodecahedronGeometry extends PolyhedronGeometry {
  22590. /**
  22591. * Constructs a new dodecahedron geometry.
  22592. *
  22593. * @param {number} [radius=1] - Radius of the dodecahedron.
  22594. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22595. */
  22596. constructor( radius = 1, detail = 0 ) {
  22597. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22598. const r = 1 / t;
  22599. const vertices = [
  22600. // (±1, ±1, ±1)
  22601. -1, -1, -1, -1, -1, 1,
  22602. -1, 1, -1, -1, 1, 1,
  22603. 1, -1, -1, 1, -1, 1,
  22604. 1, 1, -1, 1, 1, 1,
  22605. // (0, ±1/φ, ±φ)
  22606. 0, - r, - t, 0, - r, t,
  22607. 0, r, - t, 0, r, t,
  22608. // (±1/φ, ±φ, 0)
  22609. - r, - t, 0, - r, t, 0,
  22610. r, - t, 0, r, t, 0,
  22611. // (±φ, 0, ±1/φ)
  22612. - t, 0, - r, t, 0, - r,
  22613. - t, 0, r, t, 0, r
  22614. ];
  22615. const indices = [
  22616. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22617. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22618. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22619. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22620. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22621. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22622. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22623. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22624. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22625. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22626. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22627. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22628. ];
  22629. super( vertices, indices, radius, detail );
  22630. this.type = 'DodecahedronGeometry';
  22631. /**
  22632. * Holds the constructor parameters that have been
  22633. * used to generate the geometry. Any modification
  22634. * after instantiation does not change the geometry.
  22635. *
  22636. * @type {Object}
  22637. */
  22638. this.parameters = {
  22639. radius: radius,
  22640. detail: detail
  22641. };
  22642. }
  22643. /**
  22644. * Factory method for creating an instance of this class from the given
  22645. * JSON object.
  22646. *
  22647. * @param {Object} data - A JSON object representing the serialized geometry.
  22648. * @return {DodecahedronGeometry} A new instance.
  22649. */
  22650. static fromJSON( data ) {
  22651. return new DodecahedronGeometry( data.radius, data.detail );
  22652. }
  22653. }
  22654. const _v0 = /*@__PURE__*/ new Vector3();
  22655. const _v1$1 = /*@__PURE__*/ new Vector3();
  22656. const _normal = /*@__PURE__*/ new Vector3();
  22657. const _triangle = /*@__PURE__*/ new Triangle();
  22658. /**
  22659. * Can be used as a helper object to view the edges of a geometry.
  22660. *
  22661. * ```js
  22662. * const geometry = new THREE.BoxGeometry();
  22663. * const edges = new THREE.EdgesGeometry( geometry );
  22664. * const line = new THREE.LineSegments( edges );
  22665. * scene.add( line );
  22666. * ```
  22667. *
  22668. * Note: It is not yet possible to serialize/deserialize instances of this class.
  22669. *
  22670. * @augments BufferGeometry
  22671. */
  22672. class EdgesGeometry extends BufferGeometry {
  22673. /**
  22674. * Constructs a new edges geometry.
  22675. *
  22676. * @param {?BufferGeometry} [geometry=null] - The geometry.
  22677. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  22678. * between the face normals of the adjoining faces exceeds this value.
  22679. */
  22680. constructor( geometry = null, thresholdAngle = 1 ) {
  22681. super();
  22682. this.type = 'EdgesGeometry';
  22683. /**
  22684. * Holds the constructor parameters that have been
  22685. * used to generate the geometry. Any modification
  22686. * after instantiation does not change the geometry.
  22687. *
  22688. * @type {Object}
  22689. */
  22690. this.parameters = {
  22691. geometry: geometry,
  22692. thresholdAngle: thresholdAngle
  22693. };
  22694. if ( geometry !== null ) {
  22695. const precisionPoints = 4;
  22696. const precision = Math.pow( 10, precisionPoints );
  22697. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  22698. const indexAttr = geometry.getIndex();
  22699. const positionAttr = geometry.getAttribute( 'position' );
  22700. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  22701. const indexArr = [ 0, 0, 0 ];
  22702. const vertKeys = [ 'a', 'b', 'c' ];
  22703. const hashes = new Array( 3 );
  22704. const edgeData = {};
  22705. const vertices = [];
  22706. for ( let i = 0; i < indexCount; i += 3 ) {
  22707. if ( indexAttr ) {
  22708. indexArr[ 0 ] = indexAttr.getX( i );
  22709. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  22710. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  22711. } else {
  22712. indexArr[ 0 ] = i;
  22713. indexArr[ 1 ] = i + 1;
  22714. indexArr[ 2 ] = i + 2;
  22715. }
  22716. const { a, b, c } = _triangle;
  22717. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  22718. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  22719. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  22720. _triangle.getNormal( _normal );
  22721. // create hashes for the edge from the vertices
  22722. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  22723. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  22724. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  22725. // skip degenerate triangles
  22726. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  22727. continue;
  22728. }
  22729. // iterate over every edge
  22730. for ( let j = 0; j < 3; j ++ ) {
  22731. // get the first and next vertex making up the edge
  22732. const jNext = ( j + 1 ) % 3;
  22733. const vecHash0 = hashes[ j ];
  22734. const vecHash1 = hashes[ jNext ];
  22735. const v0 = _triangle[ vertKeys[ j ] ];
  22736. const v1 = _triangle[ vertKeys[ jNext ] ];
  22737. const hash = `${ vecHash0 }_${ vecHash1 }`;
  22738. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  22739. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  22740. // if we found a sibling edge add it into the vertex array if
  22741. // it meets the angle threshold and delete the edge from the map.
  22742. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  22743. vertices.push( v0.x, v0.y, v0.z );
  22744. vertices.push( v1.x, v1.y, v1.z );
  22745. }
  22746. edgeData[ reverseHash ] = null;
  22747. } else if ( ! ( hash in edgeData ) ) {
  22748. // if we've already got an edge here then skip adding a new one
  22749. edgeData[ hash ] = {
  22750. index0: indexArr[ j ],
  22751. index1: indexArr[ jNext ],
  22752. normal: _normal.clone(),
  22753. };
  22754. }
  22755. }
  22756. }
  22757. // iterate over all remaining, unmatched edges and add them to the vertex array
  22758. for ( const key in edgeData ) {
  22759. if ( edgeData[ key ] ) {
  22760. const { index0, index1 } = edgeData[ key ];
  22761. _v0.fromBufferAttribute( positionAttr, index0 );
  22762. _v1$1.fromBufferAttribute( positionAttr, index1 );
  22763. vertices.push( _v0.x, _v0.y, _v0.z );
  22764. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  22765. }
  22766. }
  22767. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22768. }
  22769. }
  22770. copy( source ) {
  22771. super.copy( source );
  22772. this.parameters = Object.assign( {}, source.parameters );
  22773. return this;
  22774. }
  22775. }
  22776. /**
  22777. * An abstract base class for creating an analytic curve object that contains methods
  22778. * for interpolation.
  22779. *
  22780. * @abstract
  22781. */
  22782. class Curve {
  22783. /**
  22784. * Constructs a new curve.
  22785. */
  22786. constructor() {
  22787. /**
  22788. * The type property is used for detecting the object type
  22789. * in context of serialization/deserialization.
  22790. *
  22791. * @type {string}
  22792. * @readonly
  22793. */
  22794. this.type = 'Curve';
  22795. /**
  22796. * This value determines the amount of divisions when calculating the
  22797. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  22798. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  22799. * recommended to increase the value of this property if the curve is very large.
  22800. *
  22801. * @type {number}
  22802. * @default 200
  22803. */
  22804. this.arcLengthDivisions = 200;
  22805. /**
  22806. * Must be set to `true` if the curve parameters have changed.
  22807. *
  22808. * @type {boolean}
  22809. * @default false
  22810. */
  22811. this.needsUpdate = false;
  22812. /**
  22813. * An internal cache that holds precomputed curve length values.
  22814. *
  22815. * @private
  22816. * @type {?Array<number>}
  22817. * @default null
  22818. */
  22819. this.cacheArcLengths = null;
  22820. }
  22821. /**
  22822. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22823. * for the given interpolation factor.
  22824. *
  22825. * @abstract
  22826. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22827. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22828. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22829. */
  22830. getPoint( /* t, optionalTarget */ ) {
  22831. warn( 'Curve: .getPoint() not implemented.' );
  22832. }
  22833. /**
  22834. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22835. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  22836. * of the curve which equidistant samples.
  22837. *
  22838. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22839. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22840. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22841. */
  22842. getPointAt( u, optionalTarget ) {
  22843. const t = this.getUtoTmapping( u );
  22844. return this.getPoint( t, optionalTarget );
  22845. }
  22846. /**
  22847. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  22848. * the curve shape.
  22849. *
  22850. * @param {number} [divisions=5] - The number of divisions.
  22851. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22852. */
  22853. getPoints( divisions = 5 ) {
  22854. const points = [];
  22855. for ( let d = 0; d <= divisions; d ++ ) {
  22856. points.push( this.getPoint( d / divisions ) );
  22857. }
  22858. return points;
  22859. }
  22860. // Get sequence of points using getPointAt( u )
  22861. /**
  22862. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  22863. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  22864. * curve.
  22865. *
  22866. * @param {number} [divisions=5] - The number of divisions.
  22867. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22868. */
  22869. getSpacedPoints( divisions = 5 ) {
  22870. const points = [];
  22871. for ( let d = 0; d <= divisions; d ++ ) {
  22872. points.push( this.getPointAt( d / divisions ) );
  22873. }
  22874. return points;
  22875. }
  22876. /**
  22877. * Returns the total arc length of the curve.
  22878. *
  22879. * @return {number} The length of the curve.
  22880. */
  22881. getLength() {
  22882. const lengths = this.getLengths();
  22883. return lengths[ lengths.length - 1 ];
  22884. }
  22885. /**
  22886. * Returns an array of cumulative segment lengths of the curve.
  22887. *
  22888. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  22889. * @return {Array<number>} An array holding the cumulative segment lengths.
  22890. */
  22891. getLengths( divisions = this.arcLengthDivisions ) {
  22892. if ( this.cacheArcLengths &&
  22893. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22894. ! this.needsUpdate ) {
  22895. return this.cacheArcLengths;
  22896. }
  22897. this.needsUpdate = false;
  22898. const cache = [];
  22899. let current, last = this.getPoint( 0 );
  22900. let sum = 0;
  22901. cache.push( 0 );
  22902. for ( let p = 1; p <= divisions; p ++ ) {
  22903. current = this.getPoint( p / divisions );
  22904. sum += current.distanceTo( last );
  22905. cache.push( sum );
  22906. last = current;
  22907. }
  22908. this.cacheArcLengths = cache;
  22909. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22910. }
  22911. /**
  22912. * Update the cumulative segment distance cache. The method must be called
  22913. * every time curve parameters are changed. If an updated curve is part of a
  22914. * composed curve like {@link CurvePath}, this method must be called on the
  22915. * composed curve, too.
  22916. */
  22917. updateArcLengths() {
  22918. this.needsUpdate = true;
  22919. this.getLengths();
  22920. }
  22921. /**
  22922. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  22923. * interpolation factor in the same range that can be ued to sample equidistant points
  22924. * from a curve.
  22925. *
  22926. * @param {number} u - The interpolation factor.
  22927. * @param {?number} distance - An optional distance on the curve.
  22928. * @return {number} The updated interpolation factor.
  22929. */
  22930. getUtoTmapping( u, distance = null ) {
  22931. const arcLengths = this.getLengths();
  22932. let i = 0;
  22933. const il = arcLengths.length;
  22934. let targetArcLength; // The targeted u distance value to get
  22935. if ( distance ) {
  22936. targetArcLength = distance;
  22937. } else {
  22938. targetArcLength = u * arcLengths[ il - 1 ];
  22939. }
  22940. // binary search for the index with largest value smaller than target u distance
  22941. let low = 0, high = il - 1, comparison;
  22942. while ( low <= high ) {
  22943. 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
  22944. comparison = arcLengths[ i ] - targetArcLength;
  22945. if ( comparison < 0 ) {
  22946. low = i + 1;
  22947. } else if ( comparison > 0 ) {
  22948. high = i - 1;
  22949. } else {
  22950. high = i;
  22951. break;
  22952. // DONE
  22953. }
  22954. }
  22955. i = high;
  22956. if ( arcLengths[ i ] === targetArcLength ) {
  22957. return i / ( il - 1 );
  22958. }
  22959. // we could get finer grain at lengths, or use simple interpolation between two points
  22960. const lengthBefore = arcLengths[ i ];
  22961. const lengthAfter = arcLengths[ i + 1 ];
  22962. const segmentLength = lengthAfter - lengthBefore;
  22963. // determine where we are between the 'before' and 'after' points
  22964. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22965. // add that fractional amount to t
  22966. const t = ( i + segmentFraction ) / ( il - 1 );
  22967. return t;
  22968. }
  22969. /**
  22970. * Returns a unit vector tangent for the given interpolation factor.
  22971. * If the derived curve does not implement its tangent derivation,
  22972. * two points a small delta apart will be used to find its gradient
  22973. * which seems to give a reasonable approximation.
  22974. *
  22975. * @param {number} t - The interpolation factor.
  22976. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22977. * @return {(Vector2|Vector3)} The tangent vector.
  22978. */
  22979. getTangent( t, optionalTarget ) {
  22980. const delta = 0.0001;
  22981. let t1 = t - delta;
  22982. let t2 = t + delta;
  22983. // Capping in case of danger
  22984. if ( t1 < 0 ) t1 = 0;
  22985. if ( t2 > 1 ) t2 = 1;
  22986. const pt1 = this.getPoint( t1 );
  22987. const pt2 = this.getPoint( t2 );
  22988. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22989. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22990. return tangent;
  22991. }
  22992. /**
  22993. * Same as {@link Curve#getTangent} but with equidistant samples.
  22994. *
  22995. * @param {number} u - The interpolation factor.
  22996. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22997. * @return {(Vector2|Vector3)} The tangent vector.
  22998. * @see {@link Curve#getPointAt}
  22999. */
  23000. getTangentAt( u, optionalTarget ) {
  23001. const t = this.getUtoTmapping( u );
  23002. return this.getTangent( t, optionalTarget );
  23003. }
  23004. /**
  23005. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23006. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23007. *
  23008. * @param {number} segments - The number of segments.
  23009. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23010. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23011. */
  23012. computeFrenetFrames( segments, closed = false ) {
  23013. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23014. const normal = new Vector3();
  23015. const tangents = [];
  23016. const normals = [];
  23017. const binormals = [];
  23018. const vec = new Vector3();
  23019. const mat = new Matrix4();
  23020. // compute the tangent vectors for each segment on the curve
  23021. for ( let i = 0; i <= segments; i ++ ) {
  23022. const u = i / segments;
  23023. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23024. }
  23025. // select an initial normal vector perpendicular to the first tangent vector,
  23026. // and in the direction of the minimum tangent xyz component
  23027. normals[ 0 ] = new Vector3();
  23028. binormals[ 0 ] = new Vector3();
  23029. let min = Number.MAX_VALUE;
  23030. const tx = Math.abs( tangents[ 0 ].x );
  23031. const ty = Math.abs( tangents[ 0 ].y );
  23032. const tz = Math.abs( tangents[ 0 ].z );
  23033. if ( tx <= min ) {
  23034. min = tx;
  23035. normal.set( 1, 0, 0 );
  23036. }
  23037. if ( ty <= min ) {
  23038. min = ty;
  23039. normal.set( 0, 1, 0 );
  23040. }
  23041. if ( tz <= min ) {
  23042. normal.set( 0, 0, 1 );
  23043. }
  23044. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23045. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23046. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23047. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23048. for ( let i = 1; i <= segments; i ++ ) {
  23049. normals[ i ] = normals[ i - 1 ].clone();
  23050. binormals[ i ] = binormals[ i - 1 ].clone();
  23051. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23052. if ( vec.length() > Number.EPSILON ) {
  23053. vec.normalize();
  23054. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23055. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23056. }
  23057. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23058. }
  23059. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23060. if ( closed === true ) {
  23061. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23062. theta /= segments;
  23063. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23064. theta = - theta;
  23065. }
  23066. for ( let i = 1; i <= segments; i ++ ) {
  23067. // twist a little...
  23068. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23069. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23070. }
  23071. }
  23072. return {
  23073. tangents: tangents,
  23074. normals: normals,
  23075. binormals: binormals
  23076. };
  23077. }
  23078. /**
  23079. * Returns a new curve with copied values from this instance.
  23080. *
  23081. * @return {Curve} A clone of this instance.
  23082. */
  23083. clone() {
  23084. return new this.constructor().copy( this );
  23085. }
  23086. /**
  23087. * Copies the values of the given curve to this instance.
  23088. *
  23089. * @param {Curve} source - The curve to copy.
  23090. * @return {Curve} A reference to this curve.
  23091. */
  23092. copy( source ) {
  23093. this.arcLengthDivisions = source.arcLengthDivisions;
  23094. return this;
  23095. }
  23096. /**
  23097. * Serializes the curve into JSON.
  23098. *
  23099. * @return {Object} A JSON object representing the serialized curve.
  23100. * @see {@link ObjectLoader#parse}
  23101. */
  23102. toJSON() {
  23103. const data = {
  23104. metadata: {
  23105. version: 4.7,
  23106. type: 'Curve',
  23107. generator: 'Curve.toJSON'
  23108. }
  23109. };
  23110. data.arcLengthDivisions = this.arcLengthDivisions;
  23111. data.type = this.type;
  23112. return data;
  23113. }
  23114. /**
  23115. * Deserializes the curve from the given JSON.
  23116. *
  23117. * @param {Object} json - The JSON holding the serialized curve.
  23118. * @return {Curve} A reference to this curve.
  23119. */
  23120. fromJSON( json ) {
  23121. this.arcLengthDivisions = json.arcLengthDivisions;
  23122. return this;
  23123. }
  23124. }
  23125. /**
  23126. * A curve representing an ellipse.
  23127. *
  23128. * ```js
  23129. * const curve = new THREE.EllipseCurve(
  23130. * 0, 0,
  23131. * 10, 10,
  23132. * 0, 2 * Math.PI,
  23133. * false,
  23134. * 0
  23135. * );
  23136. *
  23137. * const points = curve.getPoints( 50 );
  23138. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23139. *
  23140. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23141. *
  23142. * // Create the final object to add to the scene
  23143. * const ellipse = new THREE.Line( geometry, material );
  23144. * ```
  23145. *
  23146. * @augments Curve
  23147. */
  23148. class EllipseCurve extends Curve {
  23149. /**
  23150. * Constructs a new ellipse curve.
  23151. *
  23152. * @param {number} [aX=0] - The X center of the ellipse.
  23153. * @param {number} [aY=0] - The Y center of the ellipse.
  23154. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23155. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23156. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23157. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23158. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23159. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23160. */
  23161. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23162. super();
  23163. /**
  23164. * This flag can be used for type testing.
  23165. *
  23166. * @type {boolean}
  23167. * @readonly
  23168. * @default true
  23169. */
  23170. this.isEllipseCurve = true;
  23171. this.type = 'EllipseCurve';
  23172. /**
  23173. * The X center of the ellipse.
  23174. *
  23175. * @type {number}
  23176. * @default 0
  23177. */
  23178. this.aX = aX;
  23179. /**
  23180. * The Y center of the ellipse.
  23181. *
  23182. * @type {number}
  23183. * @default 0
  23184. */
  23185. this.aY = aY;
  23186. /**
  23187. * The radius of the ellipse in the x direction.
  23188. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23189. *
  23190. * @type {number}
  23191. * @default 1
  23192. */
  23193. this.xRadius = xRadius;
  23194. /**
  23195. * The radius of the ellipse in the y direction.
  23196. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23197. *
  23198. * @type {number}
  23199. * @default 1
  23200. */
  23201. this.yRadius = yRadius;
  23202. /**
  23203. * The start angle of the curve in radians starting from the positive X axis.
  23204. *
  23205. * @type {number}
  23206. * @default 0
  23207. */
  23208. this.aStartAngle = aStartAngle;
  23209. /**
  23210. * The end angle of the curve in radians starting from the positive X axis.
  23211. *
  23212. * @type {number}
  23213. * @default Math.PI*2
  23214. */
  23215. this.aEndAngle = aEndAngle;
  23216. /**
  23217. * Whether the ellipse is drawn clockwise or not.
  23218. *
  23219. * @type {boolean}
  23220. * @default false
  23221. */
  23222. this.aClockwise = aClockwise;
  23223. /**
  23224. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23225. *
  23226. * @type {number}
  23227. * @default 0
  23228. */
  23229. this.aRotation = aRotation;
  23230. }
  23231. /**
  23232. * Returns a point on the curve.
  23233. *
  23234. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23235. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23236. * @return {Vector2} The position on the curve.
  23237. */
  23238. getPoint( t, optionalTarget = new Vector2() ) {
  23239. const point = optionalTarget;
  23240. const twoPi = Math.PI * 2;
  23241. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23242. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23243. // ensures that deltaAngle is 0 .. 2 PI
  23244. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23245. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23246. if ( deltaAngle < Number.EPSILON ) {
  23247. if ( samePoints ) {
  23248. deltaAngle = 0;
  23249. } else {
  23250. deltaAngle = twoPi;
  23251. }
  23252. }
  23253. if ( this.aClockwise === true && ! samePoints ) {
  23254. if ( deltaAngle === twoPi ) {
  23255. deltaAngle = - twoPi;
  23256. } else {
  23257. deltaAngle = deltaAngle - twoPi;
  23258. }
  23259. }
  23260. const angle = this.aStartAngle + t * deltaAngle;
  23261. let x = this.aX + this.xRadius * Math.cos( angle );
  23262. let y = this.aY + this.yRadius * Math.sin( angle );
  23263. if ( this.aRotation !== 0 ) {
  23264. const cos = Math.cos( this.aRotation );
  23265. const sin = Math.sin( this.aRotation );
  23266. const tx = x - this.aX;
  23267. const ty = y - this.aY;
  23268. // Rotate the point about the center of the ellipse.
  23269. x = tx * cos - ty * sin + this.aX;
  23270. y = tx * sin + ty * cos + this.aY;
  23271. }
  23272. return point.set( x, y );
  23273. }
  23274. copy( source ) {
  23275. super.copy( source );
  23276. this.aX = source.aX;
  23277. this.aY = source.aY;
  23278. this.xRadius = source.xRadius;
  23279. this.yRadius = source.yRadius;
  23280. this.aStartAngle = source.aStartAngle;
  23281. this.aEndAngle = source.aEndAngle;
  23282. this.aClockwise = source.aClockwise;
  23283. this.aRotation = source.aRotation;
  23284. return this;
  23285. }
  23286. toJSON() {
  23287. const data = super.toJSON();
  23288. data.aX = this.aX;
  23289. data.aY = this.aY;
  23290. data.xRadius = this.xRadius;
  23291. data.yRadius = this.yRadius;
  23292. data.aStartAngle = this.aStartAngle;
  23293. data.aEndAngle = this.aEndAngle;
  23294. data.aClockwise = this.aClockwise;
  23295. data.aRotation = this.aRotation;
  23296. return data;
  23297. }
  23298. fromJSON( json ) {
  23299. super.fromJSON( json );
  23300. this.aX = json.aX;
  23301. this.aY = json.aY;
  23302. this.xRadius = json.xRadius;
  23303. this.yRadius = json.yRadius;
  23304. this.aStartAngle = json.aStartAngle;
  23305. this.aEndAngle = json.aEndAngle;
  23306. this.aClockwise = json.aClockwise;
  23307. this.aRotation = json.aRotation;
  23308. return this;
  23309. }
  23310. }
  23311. /**
  23312. * A curve representing an arc.
  23313. *
  23314. * @augments EllipseCurve
  23315. */
  23316. class ArcCurve extends EllipseCurve {
  23317. /**
  23318. * Constructs a new arc curve.
  23319. *
  23320. * @param {number} [aX=0] - The X center of the ellipse.
  23321. * @param {number} [aY=0] - The Y center of the ellipse.
  23322. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23323. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23324. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23325. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23326. */
  23327. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23328. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23329. /**
  23330. * This flag can be used for type testing.
  23331. *
  23332. * @type {boolean}
  23333. * @readonly
  23334. * @default true
  23335. */
  23336. this.isArcCurve = true;
  23337. this.type = 'ArcCurve';
  23338. }
  23339. }
  23340. function CubicPoly() {
  23341. /**
  23342. * Centripetal CatmullRom Curve - which is useful for avoiding
  23343. * cusps and self-intersections in non-uniform catmull rom curves.
  23344. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23345. *
  23346. * curve.type accepts centripetal(default), chordal and catmullrom
  23347. * curve.tension is used for catmullrom which defaults to 0.5
  23348. */
  23349. /*
  23350. Based on an optimized c++ solution in
  23351. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23352. - http://ideone.com/NoEbVM
  23353. This CubicPoly class could be used for reusing some variables and calculations,
  23354. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23355. which can be placed in CurveUtils.
  23356. */
  23357. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23358. /*
  23359. * Compute coefficients for a cubic polynomial
  23360. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23361. * such that
  23362. * p(0) = x0, p(1) = x1
  23363. * and
  23364. * p'(0) = t0, p'(1) = t1.
  23365. */
  23366. function init( x0, x1, t0, t1 ) {
  23367. c0 = x0;
  23368. c1 = t0;
  23369. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23370. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23371. }
  23372. return {
  23373. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23374. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23375. },
  23376. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23377. // compute tangents when parameterized in [t1,t2]
  23378. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23379. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23380. // rescale tangents for parametrization in [0,1]
  23381. t1 *= dt1;
  23382. t2 *= dt1;
  23383. init( x1, x2, t1, t2 );
  23384. },
  23385. calc: function ( t ) {
  23386. const t2 = t * t;
  23387. const t3 = t2 * t;
  23388. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23389. }
  23390. };
  23391. }
  23392. //
  23393. const tmp = /*@__PURE__*/ new Vector3();
  23394. const tmp2 = /*@__PURE__*/ new Vector3();
  23395. const px = /*@__PURE__*/ new CubicPoly();
  23396. const py = /*@__PURE__*/ new CubicPoly();
  23397. const pz = /*@__PURE__*/ new CubicPoly();
  23398. /**
  23399. * A curve representing a Catmull-Rom spline.
  23400. *
  23401. * ```js
  23402. * //Create a closed wavey loop
  23403. * const curve = new THREE.CatmullRomCurve3( [
  23404. * new THREE.Vector3( -10, 0, 10 ),
  23405. * new THREE.Vector3( -5, 5, 5 ),
  23406. * new THREE.Vector3( 0, 0, 0 ),
  23407. * new THREE.Vector3( 5, -5, 5 ),
  23408. * new THREE.Vector3( 10, 0, 10 )
  23409. * ] );
  23410. *
  23411. * const points = curve.getPoints( 50 );
  23412. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23413. *
  23414. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23415. *
  23416. * // Create the final object to add to the scene
  23417. * const curveObject = new THREE.Line( geometry, material );
  23418. * ```
  23419. *
  23420. * @augments Curve
  23421. */
  23422. class CatmullRomCurve3 extends Curve {
  23423. /**
  23424. * Constructs a new Catmull-Rom curve.
  23425. *
  23426. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23427. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23428. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23429. * @param {number} [tension=0.5] - Tension of the curve.
  23430. */
  23431. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23432. super();
  23433. /**
  23434. * This flag can be used for type testing.
  23435. *
  23436. * @type {boolean}
  23437. * @readonly
  23438. * @default true
  23439. */
  23440. this.isCatmullRomCurve3 = true;
  23441. this.type = 'CatmullRomCurve3';
  23442. /**
  23443. * An array of 3D points defining the curve.
  23444. *
  23445. * @type {Array<Vector3>}
  23446. */
  23447. this.points = points;
  23448. /**
  23449. * Whether the curve is closed or not.
  23450. *
  23451. * @type {boolean}
  23452. * @default false
  23453. */
  23454. this.closed = closed;
  23455. /**
  23456. * The curve type.
  23457. *
  23458. * @type {('centripetal'|'chordal'|'catmullrom')}
  23459. * @default 'centripetal'
  23460. */
  23461. this.curveType = curveType;
  23462. /**
  23463. * Tension of the curve.
  23464. *
  23465. * @type {number}
  23466. * @default 0.5
  23467. */
  23468. this.tension = tension;
  23469. }
  23470. /**
  23471. * Returns a point on the curve.
  23472. *
  23473. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23474. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23475. * @return {Vector3} The position on the curve.
  23476. */
  23477. getPoint( t, optionalTarget = new Vector3() ) {
  23478. const point = optionalTarget;
  23479. const points = this.points;
  23480. const l = points.length;
  23481. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23482. let intPoint = Math.floor( p );
  23483. let weight = p - intPoint;
  23484. if ( this.closed ) {
  23485. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23486. } else if ( weight === 0 && intPoint === l - 1 ) {
  23487. intPoint = l - 2;
  23488. weight = 1;
  23489. }
  23490. let p0, p3; // 4 points (p1 & p2 defined below)
  23491. if ( this.closed || intPoint > 0 ) {
  23492. p0 = points[ ( intPoint - 1 ) % l ];
  23493. } else {
  23494. // extrapolate first point
  23495. tmp2.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23496. p0 = tmp2;
  23497. }
  23498. const p1 = points[ intPoint % l ];
  23499. const p2 = points[ ( intPoint + 1 ) % l ];
  23500. if ( this.closed || intPoint + 2 < l ) {
  23501. p3 = points[ ( intPoint + 2 ) % l ];
  23502. } else {
  23503. // extrapolate last point
  23504. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23505. p3 = tmp;
  23506. }
  23507. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23508. // init Centripetal / Chordal Catmull-Rom
  23509. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23510. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23511. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23512. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23513. // safety check for repeated points
  23514. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23515. if ( dt0 < 1e-4 ) dt0 = dt1;
  23516. if ( dt2 < 1e-4 ) dt2 = dt1;
  23517. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23518. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23519. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23520. } else if ( this.curveType === 'catmullrom' ) {
  23521. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23522. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23523. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23524. }
  23525. point.set(
  23526. px.calc( weight ),
  23527. py.calc( weight ),
  23528. pz.calc( weight )
  23529. );
  23530. return point;
  23531. }
  23532. copy( source ) {
  23533. super.copy( source );
  23534. this.points = [];
  23535. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23536. const point = source.points[ i ];
  23537. this.points.push( point.clone() );
  23538. }
  23539. this.closed = source.closed;
  23540. this.curveType = source.curveType;
  23541. this.tension = source.tension;
  23542. return this;
  23543. }
  23544. toJSON() {
  23545. const data = super.toJSON();
  23546. data.points = [];
  23547. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23548. const point = this.points[ i ];
  23549. data.points.push( point.toArray() );
  23550. }
  23551. data.closed = this.closed;
  23552. data.curveType = this.curveType;
  23553. data.tension = this.tension;
  23554. return data;
  23555. }
  23556. fromJSON( json ) {
  23557. super.fromJSON( json );
  23558. this.points = [];
  23559. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23560. const point = json.points[ i ];
  23561. this.points.push( new Vector3().fromArray( point ) );
  23562. }
  23563. this.closed = json.closed;
  23564. this.curveType = json.curveType;
  23565. this.tension = json.tension;
  23566. return this;
  23567. }
  23568. }
  23569. /**
  23570. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  23571. *
  23572. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23573. *
  23574. * @module Interpolations
  23575. */
  23576. /**
  23577. * Computes a point on a Catmull-Rom spline.
  23578. *
  23579. * @param {number} t - The interpolation factor.
  23580. * @param {number} p0 - The first control point.
  23581. * @param {number} p1 - The second control point.
  23582. * @param {number} p2 - The third control point.
  23583. * @param {number} p3 - The fourth control point.
  23584. * @return {number} The calculated point on a Catmull-Rom spline.
  23585. */
  23586. function CatmullRom( t, p0, p1, p2, p3 ) {
  23587. const v0 = ( p2 - p0 ) * 0.5;
  23588. const v1 = ( p3 - p1 ) * 0.5;
  23589. const t2 = t * t;
  23590. const t3 = t * t2;
  23591. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23592. }
  23593. //
  23594. function QuadraticBezierP0( t, p ) {
  23595. const k = 1 - t;
  23596. return k * k * p;
  23597. }
  23598. function QuadraticBezierP1( t, p ) {
  23599. return 2 * ( 1 - t ) * t * p;
  23600. }
  23601. function QuadraticBezierP2( t, p ) {
  23602. return t * t * p;
  23603. }
  23604. /**
  23605. * Computes a point on a Quadratic Bezier curve.
  23606. *
  23607. * @param {number} t - The interpolation factor.
  23608. * @param {number} p0 - The first control point.
  23609. * @param {number} p1 - The second control point.
  23610. * @param {number} p2 - The third control point.
  23611. * @return {number} The calculated point on a Quadratic Bezier curve.
  23612. */
  23613. function QuadraticBezier( t, p0, p1, p2 ) {
  23614. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23615. QuadraticBezierP2( t, p2 );
  23616. }
  23617. //
  23618. function CubicBezierP0( t, p ) {
  23619. const k = 1 - t;
  23620. return k * k * k * p;
  23621. }
  23622. function CubicBezierP1( t, p ) {
  23623. const k = 1 - t;
  23624. return 3 * k * k * t * p;
  23625. }
  23626. function CubicBezierP2( t, p ) {
  23627. return 3 * ( 1 - t ) * t * t * p;
  23628. }
  23629. function CubicBezierP3( t, p ) {
  23630. return t * t * t * p;
  23631. }
  23632. /**
  23633. * Computes a point on a Cubic Bezier curve.
  23634. *
  23635. * @param {number} t - The interpolation factor.
  23636. * @param {number} p0 - The first control point.
  23637. * @param {number} p1 - The second control point.
  23638. * @param {number} p2 - The third control point.
  23639. * @param {number} p3 - The fourth control point.
  23640. * @return {number} The calculated point on a Cubic Bezier curve.
  23641. */
  23642. function CubicBezier( t, p0, p1, p2, p3 ) {
  23643. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23644. CubicBezierP3( t, p3 );
  23645. }
  23646. /**
  23647. * A curve representing a 2D Cubic Bezier curve.
  23648. *
  23649. * ```js
  23650. * const curve = new THREE.CubicBezierCurve(
  23651. * new THREE.Vector2( - 0, 0 ),
  23652. * new THREE.Vector2( - 5, 15 ),
  23653. * new THREE.Vector2( 20, 15 ),
  23654. * new THREE.Vector2( 10, 0 )
  23655. * );
  23656. *
  23657. * const points = curve.getPoints( 50 );
  23658. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23659. *
  23660. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23661. *
  23662. * // Create the final object to add to the scene
  23663. * const curveObject = new THREE.Line( geometry, material );
  23664. * ```
  23665. *
  23666. * @augments Curve
  23667. */
  23668. class CubicBezierCurve extends Curve {
  23669. /**
  23670. * Constructs a new Cubic Bezier curve.
  23671. *
  23672. * @param {Vector2} [v0] - The start point.
  23673. * @param {Vector2} [v1] - The first control point.
  23674. * @param {Vector2} [v2] - The second control point.
  23675. * @param {Vector2} [v3] - The end point.
  23676. */
  23677. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  23678. super();
  23679. /**
  23680. * This flag can be used for type testing.
  23681. *
  23682. * @type {boolean}
  23683. * @readonly
  23684. * @default true
  23685. */
  23686. this.isCubicBezierCurve = true;
  23687. this.type = 'CubicBezierCurve';
  23688. /**
  23689. * The start point.
  23690. *
  23691. * @type {Vector2}
  23692. */
  23693. this.v0 = v0;
  23694. /**
  23695. * The first control point.
  23696. *
  23697. * @type {Vector2}
  23698. */
  23699. this.v1 = v1;
  23700. /**
  23701. * The second control point.
  23702. *
  23703. * @type {Vector2}
  23704. */
  23705. this.v2 = v2;
  23706. /**
  23707. * The end point.
  23708. *
  23709. * @type {Vector2}
  23710. */
  23711. this.v3 = v3;
  23712. }
  23713. /**
  23714. * Returns a point on the curve.
  23715. *
  23716. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23717. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23718. * @return {Vector2} The position on the curve.
  23719. */
  23720. getPoint( t, optionalTarget = new Vector2() ) {
  23721. const point = optionalTarget;
  23722. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23723. point.set(
  23724. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23725. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23726. );
  23727. return point;
  23728. }
  23729. copy( source ) {
  23730. super.copy( source );
  23731. this.v0.copy( source.v0 );
  23732. this.v1.copy( source.v1 );
  23733. this.v2.copy( source.v2 );
  23734. this.v3.copy( source.v3 );
  23735. return this;
  23736. }
  23737. toJSON() {
  23738. const data = super.toJSON();
  23739. data.v0 = this.v0.toArray();
  23740. data.v1 = this.v1.toArray();
  23741. data.v2 = this.v2.toArray();
  23742. data.v3 = this.v3.toArray();
  23743. return data;
  23744. }
  23745. fromJSON( json ) {
  23746. super.fromJSON( json );
  23747. this.v0.fromArray( json.v0 );
  23748. this.v1.fromArray( json.v1 );
  23749. this.v2.fromArray( json.v2 );
  23750. this.v3.fromArray( json.v3 );
  23751. return this;
  23752. }
  23753. }
  23754. /**
  23755. * A curve representing a 3D Cubic Bezier curve.
  23756. *
  23757. * @augments Curve
  23758. */
  23759. class CubicBezierCurve3 extends Curve {
  23760. /**
  23761. * Constructs a new Cubic Bezier curve.
  23762. *
  23763. * @param {Vector3} [v0] - The start point.
  23764. * @param {Vector3} [v1] - The first control point.
  23765. * @param {Vector3} [v2] - The second control point.
  23766. * @param {Vector3} [v3] - The end point.
  23767. */
  23768. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  23769. super();
  23770. /**
  23771. * This flag can be used for type testing.
  23772. *
  23773. * @type {boolean}
  23774. * @readonly
  23775. * @default true
  23776. */
  23777. this.isCubicBezierCurve3 = true;
  23778. this.type = 'CubicBezierCurve3';
  23779. /**
  23780. * The start point.
  23781. *
  23782. * @type {Vector3}
  23783. */
  23784. this.v0 = v0;
  23785. /**
  23786. * The first control point.
  23787. *
  23788. * @type {Vector3}
  23789. */
  23790. this.v1 = v1;
  23791. /**
  23792. * The second control point.
  23793. *
  23794. * @type {Vector3}
  23795. */
  23796. this.v2 = v2;
  23797. /**
  23798. * The end point.
  23799. *
  23800. * @type {Vector3}
  23801. */
  23802. this.v3 = v3;
  23803. }
  23804. /**
  23805. * Returns a point on the curve.
  23806. *
  23807. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23808. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23809. * @return {Vector3} The position on the curve.
  23810. */
  23811. getPoint( t, optionalTarget = new Vector3() ) {
  23812. const point = optionalTarget;
  23813. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23814. point.set(
  23815. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23816. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23817. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23818. );
  23819. return point;
  23820. }
  23821. copy( source ) {
  23822. super.copy( source );
  23823. this.v0.copy( source.v0 );
  23824. this.v1.copy( source.v1 );
  23825. this.v2.copy( source.v2 );
  23826. this.v3.copy( source.v3 );
  23827. return this;
  23828. }
  23829. toJSON() {
  23830. const data = super.toJSON();
  23831. data.v0 = this.v0.toArray();
  23832. data.v1 = this.v1.toArray();
  23833. data.v2 = this.v2.toArray();
  23834. data.v3 = this.v3.toArray();
  23835. return data;
  23836. }
  23837. fromJSON( json ) {
  23838. super.fromJSON( json );
  23839. this.v0.fromArray( json.v0 );
  23840. this.v1.fromArray( json.v1 );
  23841. this.v2.fromArray( json.v2 );
  23842. this.v3.fromArray( json.v3 );
  23843. return this;
  23844. }
  23845. }
  23846. /**
  23847. * A curve representing a 2D line segment.
  23848. *
  23849. * @augments Curve
  23850. */
  23851. class LineCurve extends Curve {
  23852. /**
  23853. * Constructs a new line curve.
  23854. *
  23855. * @param {Vector2} [v1] - The start point.
  23856. * @param {Vector2} [v2] - The end point.
  23857. */
  23858. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  23859. super();
  23860. /**
  23861. * This flag can be used for type testing.
  23862. *
  23863. * @type {boolean}
  23864. * @readonly
  23865. * @default true
  23866. */
  23867. this.isLineCurve = true;
  23868. this.type = 'LineCurve';
  23869. /**
  23870. * The start point.
  23871. *
  23872. * @type {Vector2}
  23873. */
  23874. this.v1 = v1;
  23875. /**
  23876. * The end point.
  23877. *
  23878. * @type {Vector2}
  23879. */
  23880. this.v2 = v2;
  23881. }
  23882. /**
  23883. * Returns a point on the line.
  23884. *
  23885. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23886. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23887. * @return {Vector2} The position on the line.
  23888. */
  23889. getPoint( t, optionalTarget = new Vector2() ) {
  23890. const point = optionalTarget;
  23891. if ( t === 1 ) {
  23892. point.copy( this.v2 );
  23893. } else {
  23894. point.copy( this.v2 ).sub( this.v1 );
  23895. point.multiplyScalar( t ).add( this.v1 );
  23896. }
  23897. return point;
  23898. }
  23899. // Line curve is linear, so we can overwrite default getPointAt
  23900. getPointAt( u, optionalTarget ) {
  23901. return this.getPoint( u, optionalTarget );
  23902. }
  23903. getTangent( t, optionalTarget = new Vector2() ) {
  23904. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  23905. }
  23906. getTangentAt( u, optionalTarget ) {
  23907. return this.getTangent( u, optionalTarget );
  23908. }
  23909. copy( source ) {
  23910. super.copy( source );
  23911. this.v1.copy( source.v1 );
  23912. this.v2.copy( source.v2 );
  23913. return this;
  23914. }
  23915. toJSON() {
  23916. const data = super.toJSON();
  23917. data.v1 = this.v1.toArray();
  23918. data.v2 = this.v2.toArray();
  23919. return data;
  23920. }
  23921. fromJSON( json ) {
  23922. super.fromJSON( json );
  23923. this.v1.fromArray( json.v1 );
  23924. this.v2.fromArray( json.v2 );
  23925. return this;
  23926. }
  23927. }
  23928. /**
  23929. * A curve representing a 3D line segment.
  23930. *
  23931. * @augments Curve
  23932. */
  23933. class LineCurve3 extends Curve {
  23934. /**
  23935. * Constructs a new line curve.
  23936. *
  23937. * @param {Vector3} [v1] - The start point.
  23938. * @param {Vector3} [v2] - The end point.
  23939. */
  23940. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  23941. super();
  23942. /**
  23943. * This flag can be used for type testing.
  23944. *
  23945. * @type {boolean}
  23946. * @readonly
  23947. * @default true
  23948. */
  23949. this.isLineCurve3 = true;
  23950. this.type = 'LineCurve3';
  23951. /**
  23952. * The start point.
  23953. *
  23954. * @type {Vector3}
  23955. */
  23956. this.v1 = v1;
  23957. /**
  23958. * The end point.
  23959. *
  23960. * @type {Vector2}
  23961. */
  23962. this.v2 = v2;
  23963. }
  23964. /**
  23965. * Returns a point on the line.
  23966. *
  23967. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23968. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23969. * @return {Vector3} The position on the line.
  23970. */
  23971. getPoint( t, optionalTarget = new Vector3() ) {
  23972. const point = optionalTarget;
  23973. if ( t === 1 ) {
  23974. point.copy( this.v2 );
  23975. } else {
  23976. point.copy( this.v2 ).sub( this.v1 );
  23977. point.multiplyScalar( t ).add( this.v1 );
  23978. }
  23979. return point;
  23980. }
  23981. // Line curve is linear, so we can overwrite default getPointAt
  23982. getPointAt( u, optionalTarget ) {
  23983. return this.getPoint( u, optionalTarget );
  23984. }
  23985. getTangent( t, optionalTarget = new Vector3() ) {
  23986. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  23987. }
  23988. getTangentAt( u, optionalTarget ) {
  23989. return this.getTangent( u, optionalTarget );
  23990. }
  23991. copy( source ) {
  23992. super.copy( source );
  23993. this.v1.copy( source.v1 );
  23994. this.v2.copy( source.v2 );
  23995. return this;
  23996. }
  23997. toJSON() {
  23998. const data = super.toJSON();
  23999. data.v1 = this.v1.toArray();
  24000. data.v2 = this.v2.toArray();
  24001. return data;
  24002. }
  24003. fromJSON( json ) {
  24004. super.fromJSON( json );
  24005. this.v1.fromArray( json.v1 );
  24006. this.v2.fromArray( json.v2 );
  24007. return this;
  24008. }
  24009. }
  24010. /**
  24011. * A curve representing a 2D Quadratic Bezier curve.
  24012. *
  24013. * ```js
  24014. * const curve = new THREE.QuadraticBezierCurve(
  24015. * new THREE.Vector2( - 10, 0 ),
  24016. * new THREE.Vector2( 20, 15 ),
  24017. * new THREE.Vector2( 10, 0 )
  24018. * )
  24019. *
  24020. * const points = curve.getPoints( 50 );
  24021. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24022. *
  24023. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24024. *
  24025. * // Create the final object to add to the scene
  24026. * const curveObject = new THREE.Line( geometry, material );
  24027. * ```
  24028. *
  24029. * @augments Curve
  24030. */
  24031. class QuadraticBezierCurve extends Curve {
  24032. /**
  24033. * Constructs a new Quadratic Bezier curve.
  24034. *
  24035. * @param {Vector2} [v0] - The start point.
  24036. * @param {Vector2} [v1] - The control point.
  24037. * @param {Vector2} [v2] - The end point.
  24038. */
  24039. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24040. super();
  24041. /**
  24042. * This flag can be used for type testing.
  24043. *
  24044. * @type {boolean}
  24045. * @readonly
  24046. * @default true
  24047. */
  24048. this.isQuadraticBezierCurve = true;
  24049. this.type = 'QuadraticBezierCurve';
  24050. /**
  24051. * The start point.
  24052. *
  24053. * @type {Vector2}
  24054. */
  24055. this.v0 = v0;
  24056. /**
  24057. * The control point.
  24058. *
  24059. * @type {Vector2}
  24060. */
  24061. this.v1 = v1;
  24062. /**
  24063. * The end point.
  24064. *
  24065. * @type {Vector2}
  24066. */
  24067. this.v2 = v2;
  24068. }
  24069. /**
  24070. * Returns a point on the curve.
  24071. *
  24072. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24073. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24074. * @return {Vector2} The position on the curve.
  24075. */
  24076. getPoint( t, optionalTarget = new Vector2() ) {
  24077. const point = optionalTarget;
  24078. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24079. point.set(
  24080. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24081. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24082. );
  24083. return point;
  24084. }
  24085. copy( source ) {
  24086. super.copy( source );
  24087. this.v0.copy( source.v0 );
  24088. this.v1.copy( source.v1 );
  24089. this.v2.copy( source.v2 );
  24090. return this;
  24091. }
  24092. toJSON() {
  24093. const data = super.toJSON();
  24094. data.v0 = this.v0.toArray();
  24095. data.v1 = this.v1.toArray();
  24096. data.v2 = this.v2.toArray();
  24097. return data;
  24098. }
  24099. fromJSON( json ) {
  24100. super.fromJSON( json );
  24101. this.v0.fromArray( json.v0 );
  24102. this.v1.fromArray( json.v1 );
  24103. this.v2.fromArray( json.v2 );
  24104. return this;
  24105. }
  24106. }
  24107. /**
  24108. * A curve representing a 3D Quadratic Bezier curve.
  24109. *
  24110. * @augments Curve
  24111. */
  24112. class QuadraticBezierCurve3 extends Curve {
  24113. /**
  24114. * Constructs a new Quadratic Bezier curve.
  24115. *
  24116. * @param {Vector3} [v0] - The start point.
  24117. * @param {Vector3} [v1] - The control point.
  24118. * @param {Vector3} [v2] - The end point.
  24119. */
  24120. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24121. super();
  24122. /**
  24123. * This flag can be used for type testing.
  24124. *
  24125. * @type {boolean}
  24126. * @readonly
  24127. * @default true
  24128. */
  24129. this.isQuadraticBezierCurve3 = true;
  24130. this.type = 'QuadraticBezierCurve3';
  24131. /**
  24132. * The start point.
  24133. *
  24134. * @type {Vector3}
  24135. */
  24136. this.v0 = v0;
  24137. /**
  24138. * The control point.
  24139. *
  24140. * @type {Vector3}
  24141. */
  24142. this.v1 = v1;
  24143. /**
  24144. * The end point.
  24145. *
  24146. * @type {Vector3}
  24147. */
  24148. this.v2 = v2;
  24149. }
  24150. /**
  24151. * Returns a point on the curve.
  24152. *
  24153. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24154. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24155. * @return {Vector3} The position on the curve.
  24156. */
  24157. getPoint( t, optionalTarget = new Vector3() ) {
  24158. const point = optionalTarget;
  24159. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24160. point.set(
  24161. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24162. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24163. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24164. );
  24165. return point;
  24166. }
  24167. copy( source ) {
  24168. super.copy( source );
  24169. this.v0.copy( source.v0 );
  24170. this.v1.copy( source.v1 );
  24171. this.v2.copy( source.v2 );
  24172. return this;
  24173. }
  24174. toJSON() {
  24175. const data = super.toJSON();
  24176. data.v0 = this.v0.toArray();
  24177. data.v1 = this.v1.toArray();
  24178. data.v2 = this.v2.toArray();
  24179. return data;
  24180. }
  24181. fromJSON( json ) {
  24182. super.fromJSON( json );
  24183. this.v0.fromArray( json.v0 );
  24184. this.v1.fromArray( json.v1 );
  24185. this.v2.fromArray( json.v2 );
  24186. return this;
  24187. }
  24188. }
  24189. /**
  24190. * A curve representing a 2D spline curve.
  24191. *
  24192. * ```js
  24193. * // Create a sine-like wave
  24194. * const curve = new THREE.SplineCurve( [
  24195. * new THREE.Vector2( -10, 0 ),
  24196. * new THREE.Vector2( -5, 5 ),
  24197. * new THREE.Vector2( 0, 0 ),
  24198. * new THREE.Vector2( 5, -5 ),
  24199. * new THREE.Vector2( 10, 0 )
  24200. * ] );
  24201. *
  24202. * const points = curve.getPoints( 50 );
  24203. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24204. *
  24205. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24206. *
  24207. * // Create the final object to add to the scene
  24208. * const splineObject = new THREE.Line( geometry, material );
  24209. * ```
  24210. *
  24211. * @augments Curve
  24212. */
  24213. class SplineCurve extends Curve {
  24214. /**
  24215. * Constructs a new 2D spline curve.
  24216. *
  24217. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24218. */
  24219. constructor( points = [] ) {
  24220. super();
  24221. /**
  24222. * This flag can be used for type testing.
  24223. *
  24224. * @type {boolean}
  24225. * @readonly
  24226. * @default true
  24227. */
  24228. this.isSplineCurve = true;
  24229. this.type = 'SplineCurve';
  24230. /**
  24231. * An array of 2D points defining the curve.
  24232. *
  24233. * @type {Array<Vector2>}
  24234. */
  24235. this.points = points;
  24236. }
  24237. /**
  24238. * Returns a point on the curve.
  24239. *
  24240. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24241. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24242. * @return {Vector2} The position on the curve.
  24243. */
  24244. getPoint( t, optionalTarget = new Vector2() ) {
  24245. const point = optionalTarget;
  24246. const points = this.points;
  24247. const p = ( points.length - 1 ) * t;
  24248. const intPoint = Math.floor( p );
  24249. const weight = p - intPoint;
  24250. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24251. const p1 = points[ intPoint ];
  24252. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24253. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24254. point.set(
  24255. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24256. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24257. );
  24258. return point;
  24259. }
  24260. copy( source ) {
  24261. super.copy( source );
  24262. this.points = [];
  24263. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24264. const point = source.points[ i ];
  24265. this.points.push( point.clone() );
  24266. }
  24267. return this;
  24268. }
  24269. toJSON() {
  24270. const data = super.toJSON();
  24271. data.points = [];
  24272. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24273. const point = this.points[ i ];
  24274. data.points.push( point.toArray() );
  24275. }
  24276. return data;
  24277. }
  24278. fromJSON( json ) {
  24279. super.fromJSON( json );
  24280. this.points = [];
  24281. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24282. const point = json.points[ i ];
  24283. this.points.push( new Vector2().fromArray( point ) );
  24284. }
  24285. return this;
  24286. }
  24287. }
  24288. var Curves = /*#__PURE__*/Object.freeze({
  24289. __proto__: null,
  24290. ArcCurve: ArcCurve,
  24291. CatmullRomCurve3: CatmullRomCurve3,
  24292. CubicBezierCurve: CubicBezierCurve,
  24293. CubicBezierCurve3: CubicBezierCurve3,
  24294. EllipseCurve: EllipseCurve,
  24295. LineCurve: LineCurve,
  24296. LineCurve3: LineCurve3,
  24297. QuadraticBezierCurve: QuadraticBezierCurve,
  24298. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24299. SplineCurve: SplineCurve
  24300. });
  24301. /**
  24302. * A base class extending {@link Curve}. `CurvePath` is simply an
  24303. * array of connected curves, but retains the API of a curve.
  24304. *
  24305. * @augments Curve
  24306. */
  24307. class CurvePath extends Curve {
  24308. /**
  24309. * Constructs a new curve path.
  24310. */
  24311. constructor() {
  24312. super();
  24313. this.type = 'CurvePath';
  24314. /**
  24315. * An array of curves defining the
  24316. * path.
  24317. *
  24318. * @type {Array<Curve>}
  24319. */
  24320. this.curves = [];
  24321. /**
  24322. * Whether the path should automatically be closed
  24323. * by a line curve.
  24324. *
  24325. * @type {boolean}
  24326. * @default false
  24327. */
  24328. this.autoClose = false;
  24329. }
  24330. /**
  24331. * Adds a curve to this curve path.
  24332. *
  24333. * @param {Curve} curve - The curve to add.
  24334. */
  24335. add( curve ) {
  24336. this.curves.push( curve );
  24337. }
  24338. /**
  24339. * Adds a line curve to close the path.
  24340. *
  24341. * @return {CurvePath} A reference to this curve path.
  24342. */
  24343. closePath() {
  24344. // Add a line curve if start and end of lines are not connected
  24345. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24346. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24347. if ( ! startPoint.equals( endPoint ) ) {
  24348. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24349. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24350. }
  24351. return this;
  24352. }
  24353. /**
  24354. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24355. * for the given interpolation factor.
  24356. *
  24357. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24358. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24359. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24360. */
  24361. getPoint( t, optionalTarget ) {
  24362. // To get accurate point with reference to
  24363. // entire path distance at time t,
  24364. // following has to be done:
  24365. // 1. Length of each sub path have to be known
  24366. // 2. Locate and identify type of curve
  24367. // 3. Get t for the curve
  24368. // 4. Return curve.getPointAt(t')
  24369. const d = t * this.getLength();
  24370. const curveLengths = this.getCurveLengths();
  24371. let i = 0;
  24372. // To think about boundaries points.
  24373. while ( i < curveLengths.length ) {
  24374. if ( curveLengths[ i ] >= d ) {
  24375. const diff = curveLengths[ i ] - d;
  24376. const curve = this.curves[ i ];
  24377. const segmentLength = curve.getLength();
  24378. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24379. return curve.getPointAt( u, optionalTarget );
  24380. }
  24381. i ++;
  24382. }
  24383. return null;
  24384. // loop where sum != 0, sum > d , sum+1 <d
  24385. }
  24386. getLength() {
  24387. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24388. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24389. // getPoint() depends on getLength
  24390. const lens = this.getCurveLengths();
  24391. return lens[ lens.length - 1 ];
  24392. }
  24393. updateArcLengths() {
  24394. // cacheLengths must be recalculated.
  24395. this.needsUpdate = true;
  24396. this.cacheLengths = null;
  24397. this.getCurveLengths();
  24398. }
  24399. /**
  24400. * Returns list of cumulative curve lengths of the defined curves.
  24401. *
  24402. * @return {Array<number>} The curve lengths.
  24403. */
  24404. getCurveLengths() {
  24405. // Compute lengths and cache them
  24406. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24407. // We use cache values if curves and cache array are same length
  24408. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24409. return this.cacheLengths;
  24410. }
  24411. // Get length of sub-curve
  24412. // Push sums into cached array
  24413. const lengths = [];
  24414. let sums = 0;
  24415. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24416. sums += this.curves[ i ].getLength();
  24417. lengths.push( sums );
  24418. }
  24419. this.cacheLengths = lengths;
  24420. return lengths;
  24421. }
  24422. getSpacedPoints( divisions = 40 ) {
  24423. const points = [];
  24424. for ( let i = 0; i <= divisions; i ++ ) {
  24425. points.push( this.getPoint( i / divisions ) );
  24426. }
  24427. if ( this.autoClose ) {
  24428. points.push( points[ 0 ] );
  24429. }
  24430. return points;
  24431. }
  24432. getPoints( divisions = 12 ) {
  24433. const points = [];
  24434. let last;
  24435. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24436. const curve = curves[ i ];
  24437. const resolution = curve.isEllipseCurve ? divisions * 2
  24438. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24439. : curve.isSplineCurve ? divisions * curve.points.length
  24440. : divisions;
  24441. const pts = curve.getPoints( resolution );
  24442. for ( let j = 0; j < pts.length; j ++ ) {
  24443. const point = pts[ j ];
  24444. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24445. points.push( point );
  24446. last = point;
  24447. }
  24448. }
  24449. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24450. points.push( points[ 0 ] );
  24451. }
  24452. return points;
  24453. }
  24454. copy( source ) {
  24455. super.copy( source );
  24456. this.curves = [];
  24457. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24458. const curve = source.curves[ i ];
  24459. this.curves.push( curve.clone() );
  24460. }
  24461. this.autoClose = source.autoClose;
  24462. return this;
  24463. }
  24464. toJSON() {
  24465. const data = super.toJSON();
  24466. data.autoClose = this.autoClose;
  24467. data.curves = [];
  24468. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24469. const curve = this.curves[ i ];
  24470. data.curves.push( curve.toJSON() );
  24471. }
  24472. return data;
  24473. }
  24474. fromJSON( json ) {
  24475. super.fromJSON( json );
  24476. this.autoClose = json.autoClose;
  24477. this.curves = [];
  24478. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24479. const curve = json.curves[ i ];
  24480. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24481. }
  24482. return this;
  24483. }
  24484. }
  24485. /**
  24486. * A 2D path representation. The class provides methods for creating paths
  24487. * and contours of 2D shapes similar to the 2D Canvas API.
  24488. *
  24489. * ```js
  24490. * const path = new THREE.Path();
  24491. *
  24492. * path.lineTo( 0, 0.8 );
  24493. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24494. * path.lineTo( 1, 1 );
  24495. *
  24496. * const points = path.getPoints();
  24497. *
  24498. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24499. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24500. *
  24501. * const line = new THREE.Line( geometry, material );
  24502. * scene.add( line );
  24503. * ```
  24504. *
  24505. * @augments CurvePath
  24506. */
  24507. class Path extends CurvePath {
  24508. /**
  24509. * Constructs a new path.
  24510. *
  24511. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24512. */
  24513. constructor( points ) {
  24514. super();
  24515. this.type = 'Path';
  24516. /**
  24517. * The current offset of the path. Any new curve added will start here.
  24518. *
  24519. * @type {Vector2}
  24520. */
  24521. this.currentPoint = new Vector2();
  24522. if ( points ) {
  24523. this.setFromPoints( points );
  24524. }
  24525. }
  24526. /**
  24527. * Creates a path from the given list of points. The points are added
  24528. * to the path as instances of {@link LineCurve}.
  24529. *
  24530. * @param {Array<Vector2>} points - An array of 2D points.
  24531. * @return {Path} A reference to this path.
  24532. */
  24533. setFromPoints( points ) {
  24534. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24535. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24536. this.lineTo( points[ i ].x, points[ i ].y );
  24537. }
  24538. return this;
  24539. }
  24540. /**
  24541. * Moves {@link Path#currentPoint} to the given point.
  24542. *
  24543. * @param {number} x - The x coordinate.
  24544. * @param {number} y - The y coordinate.
  24545. * @return {Path} A reference to this path.
  24546. */
  24547. moveTo( x, y ) {
  24548. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24549. return this;
  24550. }
  24551. /**
  24552. * Adds an instance of {@link LineCurve} to the path by connecting
  24553. * the current point with the given one.
  24554. *
  24555. * @param {number} x - The x coordinate of the end point.
  24556. * @param {number} y - The y coordinate of the end point.
  24557. * @return {Path} A reference to this path.
  24558. */
  24559. lineTo( x, y ) {
  24560. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24561. this.curves.push( curve );
  24562. this.currentPoint.set( x, y );
  24563. return this;
  24564. }
  24565. /**
  24566. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24567. * the current point with the given one.
  24568. *
  24569. * @param {number} aCPx - The x coordinate of the control point.
  24570. * @param {number} aCPy - The y coordinate of the control point.
  24571. * @param {number} aX - The x coordinate of the end point.
  24572. * @param {number} aY - The y coordinate of the end point.
  24573. * @return {Path} A reference to this path.
  24574. */
  24575. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24576. const curve = new QuadraticBezierCurve(
  24577. this.currentPoint.clone(),
  24578. new Vector2( aCPx, aCPy ),
  24579. new Vector2( aX, aY )
  24580. );
  24581. this.curves.push( curve );
  24582. this.currentPoint.set( aX, aY );
  24583. return this;
  24584. }
  24585. /**
  24586. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24587. * the current point with the given one.
  24588. *
  24589. * @param {number} aCP1x - The x coordinate of the first control point.
  24590. * @param {number} aCP1y - The y coordinate of the first control point.
  24591. * @param {number} aCP2x - The x coordinate of the second control point.
  24592. * @param {number} aCP2y - The y coordinate of the second control point.
  24593. * @param {number} aX - The x coordinate of the end point.
  24594. * @param {number} aY - The y coordinate of the end point.
  24595. * @return {Path} A reference to this path.
  24596. */
  24597. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24598. const curve = new CubicBezierCurve(
  24599. this.currentPoint.clone(),
  24600. new Vector2( aCP1x, aCP1y ),
  24601. new Vector2( aCP2x, aCP2y ),
  24602. new Vector2( aX, aY )
  24603. );
  24604. this.curves.push( curve );
  24605. this.currentPoint.set( aX, aY );
  24606. return this;
  24607. }
  24608. /**
  24609. * Adds an instance of {@link SplineCurve} to the path by connecting
  24610. * the current point with the given list of points.
  24611. *
  24612. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24613. * @return {Path} A reference to this path.
  24614. */
  24615. splineThru( pts ) {
  24616. const npts = [ this.currentPoint.clone() ].concat( pts );
  24617. const curve = new SplineCurve( npts );
  24618. this.curves.push( curve );
  24619. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24620. return this;
  24621. }
  24622. /**
  24623. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24624. * to the current point.
  24625. *
  24626. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24627. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24628. * @param {number} [aRadius=1] - The radius of the arc.
  24629. * @param {number} [aStartAngle=0] - The start angle in radians.
  24630. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24631. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24632. * @return {Path} A reference to this path.
  24633. */
  24634. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24635. const x0 = this.currentPoint.x;
  24636. const y0 = this.currentPoint.y;
  24637. this.absarc( aX + x0, aY + y0, aRadius,
  24638. aStartAngle, aEndAngle, aClockwise );
  24639. return this;
  24640. }
  24641. /**
  24642. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24643. *
  24644. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24645. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  24646. * @param {number} [aRadius=1] - The radius of the arc.
  24647. * @param {number} [aStartAngle=0] - The start angle in radians.
  24648. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24649. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24650. * @return {Path} A reference to this path.
  24651. */
  24652. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24653. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24654. return this;
  24655. }
  24656. /**
  24657. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24658. * to the current point
  24659. *
  24660. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24661. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24662. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24663. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24664. * @param {number} [aStartAngle=0] - The start angle in radians.
  24665. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24666. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24667. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24668. * @return {Path} A reference to this path.
  24669. */
  24670. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24671. const x0 = this.currentPoint.x;
  24672. const y0 = this.currentPoint.y;
  24673. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24674. return this;
  24675. }
  24676. /**
  24677. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  24678. *
  24679. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  24680. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  24681. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24682. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24683. * @param {number} [aStartAngle=0] - The start angle in radians.
  24684. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24685. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24686. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24687. * @return {Path} A reference to this path.
  24688. */
  24689. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24690. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24691. if ( this.curves.length > 0 ) {
  24692. // if a previous curve is present, attempt to join
  24693. const firstPoint = curve.getPoint( 0 );
  24694. if ( ! firstPoint.equals( this.currentPoint ) ) {
  24695. this.lineTo( firstPoint.x, firstPoint.y );
  24696. }
  24697. }
  24698. this.curves.push( curve );
  24699. const lastPoint = curve.getPoint( 1 );
  24700. this.currentPoint.copy( lastPoint );
  24701. return this;
  24702. }
  24703. copy( source ) {
  24704. super.copy( source );
  24705. this.currentPoint.copy( source.currentPoint );
  24706. return this;
  24707. }
  24708. toJSON() {
  24709. const data = super.toJSON();
  24710. data.currentPoint = this.currentPoint.toArray();
  24711. return data;
  24712. }
  24713. fromJSON( json ) {
  24714. super.fromJSON( json );
  24715. this.currentPoint.fromArray( json.currentPoint );
  24716. return this;
  24717. }
  24718. }
  24719. /**
  24720. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  24721. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  24722. * points, or to get triangulated faces.
  24723. *
  24724. * ```js
  24725. * const heartShape = new THREE.Shape();
  24726. *
  24727. * heartShape.moveTo( 25, 25 );
  24728. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  24729. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  24730. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  24731. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  24732. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  24733. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  24734. *
  24735. * const extrudeSettings = {
  24736. * depth: 8,
  24737. * bevelEnabled: true,
  24738. * bevelSegments: 2,
  24739. * steps: 2,
  24740. * bevelSize: 1,
  24741. * bevelThickness: 1
  24742. * };
  24743. *
  24744. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  24745. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  24746. * ```
  24747. *
  24748. * @augments Path
  24749. */
  24750. class Shape extends Path {
  24751. /**
  24752. * Constructs a new shape.
  24753. *
  24754. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  24755. */
  24756. constructor( points ) {
  24757. super( points );
  24758. /**
  24759. * The UUID of the shape.
  24760. *
  24761. * @type {string}
  24762. * @readonly
  24763. */
  24764. this.uuid = generateUUID();
  24765. this.type = 'Shape';
  24766. /**
  24767. * Defines the holes in the shape. Hole definitions must use the
  24768. * opposite winding order (CW/CCW) than the outer shape.
  24769. *
  24770. * @type {Array<Path>}
  24771. * @readonly
  24772. */
  24773. this.holes = [];
  24774. }
  24775. /**
  24776. * Returns an array representing each contour of the holes
  24777. * as a list of 2D points.
  24778. *
  24779. * @param {number} divisions - The fineness of the result.
  24780. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  24781. */
  24782. getPointsHoles( divisions ) {
  24783. const holesPts = [];
  24784. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24785. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  24786. }
  24787. return holesPts;
  24788. }
  24789. // get points of shape and holes (keypoints based on segments parameter)
  24790. /**
  24791. * Returns an object that holds contour data for the shape and its holes as
  24792. * arrays of 2D points.
  24793. *
  24794. * @param {number} divisions - The fineness of the result.
  24795. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  24796. */
  24797. extractPoints( divisions ) {
  24798. return {
  24799. shape: this.getPoints( divisions ),
  24800. holes: this.getPointsHoles( divisions )
  24801. };
  24802. }
  24803. copy( source ) {
  24804. super.copy( source );
  24805. this.holes = [];
  24806. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  24807. const hole = source.holes[ i ];
  24808. this.holes.push( hole.clone() );
  24809. }
  24810. return this;
  24811. }
  24812. toJSON() {
  24813. const data = super.toJSON();
  24814. data.uuid = this.uuid;
  24815. data.holes = [];
  24816. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24817. const hole = this.holes[ i ];
  24818. data.holes.push( hole.toJSON() );
  24819. }
  24820. return data;
  24821. }
  24822. fromJSON( json ) {
  24823. super.fromJSON( json );
  24824. this.uuid = json.uuid;
  24825. this.holes = [];
  24826. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  24827. const hole = json.holes[ i ];
  24828. this.holes.push( new Path().fromJSON( hole ) );
  24829. }
  24830. return this;
  24831. }
  24832. }
  24833. /* eslint-disable */
  24834. // copy of mapbox/earcut version 3.0.2
  24835. // https://github.com/mapbox/earcut/tree/v3.0.2
  24836. function earcut(data, holeIndices, dim = 2) {
  24837. const hasHoles = holeIndices && holeIndices.length;
  24838. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  24839. let outerNode = linkedList(data, 0, outerLen, dim, true);
  24840. const triangles = [];
  24841. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  24842. let minX, minY, invSize;
  24843. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  24844. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  24845. if (data.length > 80 * dim) {
  24846. minX = data[0];
  24847. minY = data[1];
  24848. let maxX = minX;
  24849. let maxY = minY;
  24850. for (let i = dim; i < outerLen; i += dim) {
  24851. const x = data[i];
  24852. const y = data[i + 1];
  24853. if (x < minX) minX = x;
  24854. if (y < minY) minY = y;
  24855. if (x > maxX) maxX = x;
  24856. if (y > maxY) maxY = y;
  24857. }
  24858. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  24859. invSize = Math.max(maxX - minX, maxY - minY);
  24860. invSize = invSize !== 0 ? 32767 / invSize : 0;
  24861. }
  24862. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  24863. return triangles;
  24864. }
  24865. // create a circular doubly linked list from polygon points in the specified winding order
  24866. function linkedList(data, start, end, dim, clockwise) {
  24867. let last;
  24868. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  24869. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24870. } else {
  24871. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24872. }
  24873. if (last && equals(last, last.next)) {
  24874. removeNode(last);
  24875. last = last.next;
  24876. }
  24877. return last;
  24878. }
  24879. // eliminate colinear or duplicate points
  24880. function filterPoints(start, end) {
  24881. if (!start) return start;
  24882. if (!end) end = start;
  24883. let p = start,
  24884. again;
  24885. do {
  24886. again = false;
  24887. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  24888. removeNode(p);
  24889. p = end = p.prev;
  24890. if (p === p.next) break;
  24891. again = true;
  24892. } else {
  24893. p = p.next;
  24894. }
  24895. } while (again || p !== end);
  24896. return end;
  24897. }
  24898. // main ear slicing loop which triangulates a polygon (given as a linked list)
  24899. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  24900. if (!ear) return;
  24901. // interlink polygon nodes in z-order
  24902. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  24903. let stop = ear;
  24904. // iterate through ears, slicing them one by one
  24905. while (ear.prev !== ear.next) {
  24906. const prev = ear.prev;
  24907. const next = ear.next;
  24908. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  24909. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  24910. removeNode(ear);
  24911. // skipping the next vertex leads to less sliver triangles
  24912. ear = next.next;
  24913. stop = next.next;
  24914. continue;
  24915. }
  24916. ear = next;
  24917. // if we looped through the whole remaining polygon and can't find any more ears
  24918. if (ear === stop) {
  24919. // try filtering points and slicing again
  24920. if (!pass) {
  24921. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  24922. // if this didn't work, try curing all small self-intersections locally
  24923. } else if (pass === 1) {
  24924. ear = cureLocalIntersections(filterPoints(ear), triangles);
  24925. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  24926. // as a last resort, try splitting the remaining polygon into two
  24927. } else if (pass === 2) {
  24928. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  24929. }
  24930. break;
  24931. }
  24932. }
  24933. }
  24934. // check whether a polygon node forms a valid ear with adjacent nodes
  24935. function isEar(ear) {
  24936. const a = ear.prev,
  24937. b = ear,
  24938. c = ear.next;
  24939. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24940. // now make sure we don't have other points inside the potential ear
  24941. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24942. // triangle bbox
  24943. const x0 = Math.min(ax, bx, cx),
  24944. y0 = Math.min(ay, by, cy),
  24945. x1 = Math.max(ax, bx, cx),
  24946. y1 = Math.max(ay, by, cy);
  24947. let p = c.next;
  24948. while (p !== a) {
  24949. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  24950. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  24951. area(p.prev, p, p.next) >= 0) return false;
  24952. p = p.next;
  24953. }
  24954. return true;
  24955. }
  24956. function isEarHashed(ear, minX, minY, invSize) {
  24957. const a = ear.prev,
  24958. b = ear,
  24959. c = ear.next;
  24960. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24961. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24962. // triangle bbox
  24963. const x0 = Math.min(ax, bx, cx),
  24964. y0 = Math.min(ay, by, cy),
  24965. x1 = Math.max(ax, bx, cx),
  24966. y1 = Math.max(ay, by, cy);
  24967. // z-order range for the current triangle bbox;
  24968. const minZ = zOrder(x0, y0, minX, minY, invSize),
  24969. maxZ = zOrder(x1, y1, minX, minY, invSize);
  24970. let p = ear.prevZ,
  24971. n = ear.nextZ;
  24972. // look for points inside the triangle in both directions
  24973. while (p && p.z >= minZ && n && n.z <= maxZ) {
  24974. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24975. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24976. p = p.prevZ;
  24977. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24978. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24979. n = n.nextZ;
  24980. }
  24981. // look for remaining points in decreasing z-order
  24982. while (p && p.z >= minZ) {
  24983. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24984. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24985. p = p.prevZ;
  24986. }
  24987. // look for remaining points in increasing z-order
  24988. while (n && n.z <= maxZ) {
  24989. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24990. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24991. n = n.nextZ;
  24992. }
  24993. return true;
  24994. }
  24995. // go through all polygon nodes and cure small local self-intersections
  24996. function cureLocalIntersections(start, triangles) {
  24997. let p = start;
  24998. do {
  24999. const a = p.prev,
  25000. b = p.next.next;
  25001. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25002. triangles.push(a.i, p.i, b.i);
  25003. // remove two nodes involved
  25004. removeNode(p);
  25005. removeNode(p.next);
  25006. p = start = b;
  25007. }
  25008. p = p.next;
  25009. } while (p !== start);
  25010. return filterPoints(p);
  25011. }
  25012. // try splitting polygon into two and triangulate them independently
  25013. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25014. // look for a valid diagonal that divides the polygon into two
  25015. let a = start;
  25016. do {
  25017. let b = a.next.next;
  25018. while (b !== a.prev) {
  25019. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25020. // split the polygon in two by the diagonal
  25021. let c = splitPolygon(a, b);
  25022. // filter colinear points around the cuts
  25023. a = filterPoints(a, a.next);
  25024. c = filterPoints(c, c.next);
  25025. // run earcut on each half
  25026. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25027. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25028. return;
  25029. }
  25030. b = b.next;
  25031. }
  25032. a = a.next;
  25033. } while (a !== start);
  25034. }
  25035. // link every hole into the outer loop, producing a single-ring polygon without holes
  25036. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25037. const queue = [];
  25038. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25039. const start = holeIndices[i] * dim;
  25040. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25041. const list = linkedList(data, start, end, dim, false);
  25042. if (list === list.next) list.steiner = true;
  25043. queue.push(getLeftmost(list));
  25044. }
  25045. queue.sort(compareXYSlope);
  25046. // process holes from left to right
  25047. for (let i = 0; i < queue.length; i++) {
  25048. outerNode = eliminateHole(queue[i], outerNode);
  25049. }
  25050. return outerNode;
  25051. }
  25052. function compareXYSlope(a, b) {
  25053. let result = a.x - b.x;
  25054. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25055. // the bridge to the outer shell is always the point that they meet at.
  25056. if (result === 0) {
  25057. result = a.y - b.y;
  25058. if (result === 0) {
  25059. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25060. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25061. result = aSlope - bSlope;
  25062. }
  25063. }
  25064. return result;
  25065. }
  25066. // find a bridge between vertices that connects hole with an outer ring and link it
  25067. function eliminateHole(hole, outerNode) {
  25068. const bridge = findHoleBridge(hole, outerNode);
  25069. if (!bridge) {
  25070. return outerNode;
  25071. }
  25072. const bridgeReverse = splitPolygon(bridge, hole);
  25073. // filter collinear points around the cuts
  25074. filterPoints(bridgeReverse, bridgeReverse.next);
  25075. return filterPoints(bridge, bridge.next);
  25076. }
  25077. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25078. function findHoleBridge(hole, outerNode) {
  25079. let p = outerNode;
  25080. const hx = hole.x;
  25081. const hy = hole.y;
  25082. let qx = -Infinity;
  25083. let m;
  25084. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25085. // segment's endpoint with lesser x will be potential connection point
  25086. // unless they intersect at a vertex, then choose the vertex
  25087. if (equals(hole, p)) return p;
  25088. do {
  25089. if (equals(hole, p.next)) return p.next;
  25090. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25091. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25092. if (x <= hx && x > qx) {
  25093. qx = x;
  25094. m = p.x < p.next.x ? p : p.next;
  25095. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25096. }
  25097. }
  25098. p = p.next;
  25099. } while (p !== outerNode);
  25100. if (!m) return null;
  25101. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25102. // if there are no points found, we have a valid connection;
  25103. // otherwise choose the point of the minimum angle with the ray as connection point
  25104. const stop = m;
  25105. const mx = m.x;
  25106. const my = m.y;
  25107. let tanMin = Infinity;
  25108. p = m;
  25109. do {
  25110. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25111. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25112. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25113. if (locallyInside(p, hole) &&
  25114. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25115. m = p;
  25116. tanMin = tan;
  25117. }
  25118. }
  25119. p = p.next;
  25120. } while (p !== stop);
  25121. return m;
  25122. }
  25123. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25124. function sectorContainsSector(m, p) {
  25125. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25126. }
  25127. // interlink polygon nodes in z-order
  25128. function indexCurve(start, minX, minY, invSize) {
  25129. let p = start;
  25130. do {
  25131. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25132. p.prevZ = p.prev;
  25133. p.nextZ = p.next;
  25134. p = p.next;
  25135. } while (p !== start);
  25136. p.prevZ.nextZ = null;
  25137. p.prevZ = null;
  25138. sortLinked(p);
  25139. }
  25140. // Simon Tatham's linked list merge sort algorithm
  25141. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25142. function sortLinked(list) {
  25143. let numMerges;
  25144. let inSize = 1;
  25145. do {
  25146. let p = list;
  25147. let e;
  25148. list = null;
  25149. let tail = null;
  25150. numMerges = 0;
  25151. while (p) {
  25152. numMerges++;
  25153. let q = p;
  25154. let pSize = 0;
  25155. for (let i = 0; i < inSize; i++) {
  25156. pSize++;
  25157. q = q.nextZ;
  25158. if (!q) break;
  25159. }
  25160. let qSize = inSize;
  25161. while (pSize > 0 || (qSize > 0 && q)) {
  25162. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25163. e = p;
  25164. p = p.nextZ;
  25165. pSize--;
  25166. } else {
  25167. e = q;
  25168. q = q.nextZ;
  25169. qSize--;
  25170. }
  25171. if (tail) tail.nextZ = e;
  25172. else list = e;
  25173. e.prevZ = tail;
  25174. tail = e;
  25175. }
  25176. p = q;
  25177. }
  25178. tail.nextZ = null;
  25179. inSize *= 2;
  25180. } while (numMerges > 1);
  25181. return list;
  25182. }
  25183. // z-order of a point given coords and inverse of the longer side of data bbox
  25184. function zOrder(x, y, minX, minY, invSize) {
  25185. // coords are transformed into non-negative 15-bit integer range
  25186. x = (x - minX) * invSize | 0;
  25187. y = (y - minY) * invSize | 0;
  25188. x = (x | (x << 8)) & 0x00FF00FF;
  25189. x = (x | (x << 4)) & 0x0F0F0F0F;
  25190. x = (x | (x << 2)) & 0x33333333;
  25191. x = (x | (x << 1)) & 0x55555555;
  25192. y = (y | (y << 8)) & 0x00FF00FF;
  25193. y = (y | (y << 4)) & 0x0F0F0F0F;
  25194. y = (y | (y << 2)) & 0x33333333;
  25195. y = (y | (y << 1)) & 0x55555555;
  25196. return x | (y << 1);
  25197. }
  25198. // find the leftmost node of a polygon ring
  25199. function getLeftmost(start) {
  25200. let p = start,
  25201. leftmost = start;
  25202. do {
  25203. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25204. p = p.next;
  25205. } while (p !== start);
  25206. return leftmost;
  25207. }
  25208. // check if a point lies within a convex triangle
  25209. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25210. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25211. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25212. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25213. }
  25214. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25215. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25216. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25217. }
  25218. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25219. function isValidDiagonal(a, b) {
  25220. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25221. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25222. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25223. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25224. }
  25225. // signed area of a triangle
  25226. function area(p, q, r) {
  25227. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25228. }
  25229. // check if two points are equal
  25230. function equals(p1, p2) {
  25231. return p1.x === p2.x && p1.y === p2.y;
  25232. }
  25233. // check if two segments intersect
  25234. function intersects(p1, q1, p2, q2) {
  25235. const o1 = sign(area(p1, q1, p2));
  25236. const o2 = sign(area(p1, q1, q2));
  25237. const o3 = sign(area(p2, q2, p1));
  25238. const o4 = sign(area(p2, q2, q1));
  25239. if (o1 !== o2 && o3 !== o4) return true; // general case
  25240. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25241. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25242. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25243. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25244. return false;
  25245. }
  25246. // for collinear points p, q, r, check if point q lies on segment pr
  25247. function onSegment(p, q, r) {
  25248. 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);
  25249. }
  25250. function sign(num) {
  25251. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25252. }
  25253. // check if a polygon diagonal intersects any polygon segments
  25254. function intersectsPolygon(a, b) {
  25255. let p = a;
  25256. do {
  25257. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25258. intersects(p, p.next, a, b)) return true;
  25259. p = p.next;
  25260. } while (p !== a);
  25261. return false;
  25262. }
  25263. // check if a polygon diagonal is locally inside the polygon
  25264. function locallyInside(a, b) {
  25265. return area(a.prev, a, a.next) < 0 ?
  25266. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25267. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25268. }
  25269. // check if the middle point of a polygon diagonal is inside the polygon
  25270. function middleInside(a, b) {
  25271. let p = a;
  25272. let inside = false;
  25273. const px = (a.x + b.x) / 2;
  25274. const py = (a.y + b.y) / 2;
  25275. do {
  25276. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25277. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25278. inside = !inside;
  25279. p = p.next;
  25280. } while (p !== a);
  25281. return inside;
  25282. }
  25283. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25284. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25285. function splitPolygon(a, b) {
  25286. const a2 = createNode(a.i, a.x, a.y),
  25287. b2 = createNode(b.i, b.x, b.y),
  25288. an = a.next,
  25289. bp = b.prev;
  25290. a.next = b;
  25291. b.prev = a;
  25292. a2.next = an;
  25293. an.prev = a2;
  25294. b2.next = a2;
  25295. a2.prev = b2;
  25296. bp.next = b2;
  25297. b2.prev = bp;
  25298. return b2;
  25299. }
  25300. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25301. function insertNode(i, x, y, last) {
  25302. const p = createNode(i, x, y);
  25303. if (!last) {
  25304. p.prev = p;
  25305. p.next = p;
  25306. } else {
  25307. p.next = last.next;
  25308. p.prev = last;
  25309. last.next.prev = p;
  25310. last.next = p;
  25311. }
  25312. return p;
  25313. }
  25314. function removeNode(p) {
  25315. p.next.prev = p.prev;
  25316. p.prev.next = p.next;
  25317. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25318. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25319. }
  25320. function createNode(i, x, y) {
  25321. return {
  25322. i, // vertex index in coordinates array
  25323. x, y, // vertex coordinates
  25324. prev: null, // previous and next vertex nodes in a polygon ring
  25325. next: null,
  25326. z: 0, // z-order curve value
  25327. prevZ: null, // previous and next nodes in z-order
  25328. nextZ: null,
  25329. steiner: false // indicates whether this is a steiner point
  25330. };
  25331. }
  25332. function signedArea(data, start, end, dim) {
  25333. let sum = 0;
  25334. for (let i = start, j = end - dim; i < end; i += dim) {
  25335. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25336. j = i;
  25337. }
  25338. return sum;
  25339. }
  25340. /**
  25341. * An implementation of the earcut polygon triangulation algorithm.
  25342. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25343. *
  25344. * @see https://github.com/mapbox/earcut
  25345. */
  25346. class Earcut {
  25347. /**
  25348. * Triangulates the given shape definition by returning an array of triangles.
  25349. *
  25350. * @param {Array<number>} data - An array with 2D points.
  25351. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25352. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25353. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25354. * representing vertex indices.
  25355. */
  25356. static triangulate( data, holeIndices, dim = 2 ) {
  25357. return earcut( data, holeIndices, dim );
  25358. }
  25359. }
  25360. /**
  25361. * A class containing utility functions for shapes.
  25362. *
  25363. * @hideconstructor
  25364. */
  25365. class ShapeUtils {
  25366. /**
  25367. * Calculate area of a ( 2D ) contour polygon.
  25368. *
  25369. * @param {Array<Vector2>} contour - An array of 2D points.
  25370. * @return {number} The area.
  25371. */
  25372. static area( contour ) {
  25373. const n = contour.length;
  25374. let a = 0.0;
  25375. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25376. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25377. }
  25378. return a * 0.5;
  25379. }
  25380. /**
  25381. * Returns `true` if the given contour uses a clockwise winding order.
  25382. *
  25383. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25384. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25385. */
  25386. static isClockWise( pts ) {
  25387. return ShapeUtils.area( pts ) < 0;
  25388. }
  25389. /**
  25390. * Triangulates the given shape definition.
  25391. *
  25392. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25393. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25394. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25395. */
  25396. static triangulateShape( contour, holes ) {
  25397. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25398. const holeIndices = []; // array of hole indices
  25399. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25400. removeDupEndPts( contour );
  25401. addContour( vertices, contour );
  25402. //
  25403. let holeIndex = contour.length;
  25404. holes.forEach( removeDupEndPts );
  25405. for ( let i = 0; i < holes.length; i ++ ) {
  25406. holeIndices.push( holeIndex );
  25407. holeIndex += holes[ i ].length;
  25408. addContour( vertices, holes[ i ] );
  25409. }
  25410. //
  25411. const triangles = Earcut.triangulate( vertices, holeIndices );
  25412. //
  25413. for ( let i = 0; i < triangles.length; i += 3 ) {
  25414. faces.push( triangles.slice( i, i + 3 ) );
  25415. }
  25416. return faces;
  25417. }
  25418. }
  25419. function removeDupEndPts( points ) {
  25420. const l = points.length;
  25421. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25422. points.pop();
  25423. }
  25424. }
  25425. function addContour( vertices, contour ) {
  25426. for ( let i = 0; i < contour.length; i ++ ) {
  25427. vertices.push( contour[ i ].x );
  25428. vertices.push( contour[ i ].y );
  25429. }
  25430. }
  25431. /**
  25432. * Creates extruded geometry from a path shape.
  25433. *
  25434. * ```js
  25435. * const length = 12, width = 8;
  25436. *
  25437. * const shape = new THREE.Shape();
  25438. * shape.moveTo( 0,0 );
  25439. * shape.lineTo( 0, width );
  25440. * shape.lineTo( length, width );
  25441. * shape.lineTo( length, 0 );
  25442. * shape.lineTo( 0, 0 );
  25443. *
  25444. * const geometry = new THREE.ExtrudeGeometry( shape );
  25445. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25446. * const mesh = new THREE.Mesh( geometry, material ) ;
  25447. * scene.add( mesh );
  25448. * ```
  25449. *
  25450. * @augments BufferGeometry
  25451. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25452. */
  25453. class ExtrudeGeometry extends BufferGeometry {
  25454. /**
  25455. * Constructs a new extrude geometry.
  25456. *
  25457. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25458. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25459. */
  25460. 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 = {} ) {
  25461. super();
  25462. this.type = 'ExtrudeGeometry';
  25463. /**
  25464. * Holds the constructor parameters that have been
  25465. * used to generate the geometry. Any modification
  25466. * after instantiation does not change the geometry.
  25467. *
  25468. * @type {Object}
  25469. */
  25470. this.parameters = {
  25471. shapes: shapes,
  25472. options: options
  25473. };
  25474. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25475. const scope = this;
  25476. const verticesArray = [];
  25477. const uvArray = [];
  25478. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25479. const shape = shapes[ i ];
  25480. addShape( shape );
  25481. }
  25482. // build geometry
  25483. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25484. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25485. this.computeVertexNormals();
  25486. // functions
  25487. function addShape( shape ) {
  25488. const placeholder = [];
  25489. // options
  25490. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25491. const steps = options.steps !== undefined ? options.steps : 1;
  25492. const depth = options.depth !== undefined ? options.depth : 1;
  25493. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25494. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25495. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25496. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25497. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25498. const extrudePath = options.extrudePath;
  25499. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25500. //
  25501. let extrudePts, extrudeByPath = false;
  25502. let splineTube, binormal, normal, position2;
  25503. if ( extrudePath ) {
  25504. extrudePts = extrudePath.getSpacedPoints( steps );
  25505. extrudeByPath = true;
  25506. bevelEnabled = false; // bevels not supported for path extrusion
  25507. // SETUP TNB variables
  25508. const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false;
  25509. splineTube = extrudePath.computeFrenetFrames( steps, isClosed );
  25510. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25511. binormal = new Vector3();
  25512. normal = new Vector3();
  25513. position2 = new Vector3();
  25514. }
  25515. // Safeguards if bevels are not enabled
  25516. if ( ! bevelEnabled ) {
  25517. bevelSegments = 0;
  25518. bevelThickness = 0;
  25519. bevelSize = 0;
  25520. bevelOffset = 0;
  25521. }
  25522. // Variables initialization
  25523. const shapePoints = shape.extractPoints( curveSegments );
  25524. let vertices = shapePoints.shape;
  25525. const holes = shapePoints.holes;
  25526. const reverse = ! ShapeUtils.isClockWise( vertices );
  25527. if ( reverse ) {
  25528. vertices = vertices.reverse();
  25529. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25530. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25531. const ahole = holes[ h ];
  25532. if ( ShapeUtils.isClockWise( ahole ) ) {
  25533. holes[ h ] = ahole.reverse();
  25534. }
  25535. }
  25536. }
  25537. /**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.
  25538. * @param {Array<Vector2>} points
  25539. */
  25540. function mergeOverlappingPoints( points ) {
  25541. const THRESHOLD = 1e-10;
  25542. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25543. let prevPos = points[ 0 ];
  25544. for ( let i = 1; i <= points.length; i ++ ) {
  25545. const currentIndex = i % points.length;
  25546. const currentPos = points[ currentIndex ];
  25547. const dx = currentPos.x - prevPos.x;
  25548. const dy = currentPos.y - prevPos.y;
  25549. const distSq = dx * dx + dy * dy;
  25550. const scalingFactorSqrt = Math.max(
  25551. Math.abs( currentPos.x ),
  25552. Math.abs( currentPos.y ),
  25553. Math.abs( prevPos.x ),
  25554. Math.abs( prevPos.y )
  25555. );
  25556. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25557. if ( distSq <= thresholdSqScaled ) {
  25558. points.splice( currentIndex, 1 );
  25559. i --;
  25560. continue;
  25561. }
  25562. prevPos = currentPos;
  25563. }
  25564. }
  25565. mergeOverlappingPoints( vertices );
  25566. holes.forEach( mergeOverlappingPoints );
  25567. const numHoles = holes.length;
  25568. /* Vertices */
  25569. const contour = vertices; // vertices has all points but contour has only points of circumference
  25570. for ( let h = 0; h < numHoles; h ++ ) {
  25571. const ahole = holes[ h ];
  25572. vertices = vertices.concat( ahole );
  25573. }
  25574. function scalePt2( pt, vec, size ) {
  25575. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25576. return pt.clone().addScaledVector( vec, size );
  25577. }
  25578. const vlen = vertices.length;
  25579. // Find directions for point movement
  25580. function getBevelVec( inPt, inPrev, inNext ) {
  25581. // computes for inPt the corresponding point inPt' on a new contour
  25582. // shifted by 1 unit (length of normalized vector) to the left
  25583. // if we walk along contour clockwise, this new contour is outside the old one
  25584. //
  25585. // inPt' is the intersection of the two lines parallel to the two
  25586. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25587. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25588. // good reading for geometry algorithms (here: line-line intersection)
  25589. // http://geomalgorithms.com/a05-_intersect-1.html
  25590. const v_prev_x = inPt.x - inPrev.x,
  25591. v_prev_y = inPt.y - inPrev.y;
  25592. const v_next_x = inNext.x - inPt.x,
  25593. v_next_y = inNext.y - inPt.y;
  25594. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25595. // check for collinear edges
  25596. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25597. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25598. // not collinear
  25599. // length of vectors for normalizing
  25600. const v_prev_len = Math.sqrt( v_prev_lensq );
  25601. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25602. // shift adjacent points by unit vectors to the left
  25603. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25604. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25605. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25606. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25607. // scaling factor for v_prev to intersection point
  25608. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25609. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25610. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25611. // vector from inPt to intersection point
  25612. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25613. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25614. // Don't normalize!, otherwise sharp corners become ugly
  25615. // but prevent crazy spikes
  25616. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25617. if ( v_trans_lensq <= 2 ) {
  25618. return new Vector2( v_trans_x, v_trans_y );
  25619. } else {
  25620. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25621. }
  25622. } else {
  25623. // handle special case of collinear edges
  25624. let direction_eq = false; // assumes: opposite
  25625. if ( v_prev_x > Number.EPSILON ) {
  25626. if ( v_next_x > Number.EPSILON ) {
  25627. direction_eq = true;
  25628. }
  25629. } else {
  25630. if ( v_prev_x < - Number.EPSILON ) {
  25631. if ( v_next_x < - Number.EPSILON ) {
  25632. direction_eq = true;
  25633. }
  25634. } else {
  25635. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25636. direction_eq = true;
  25637. }
  25638. }
  25639. }
  25640. if ( direction_eq ) {
  25641. // log("Warning: lines are a straight sequence");
  25642. v_trans_x = - v_prev_y;
  25643. v_trans_y = v_prev_x;
  25644. shrink_by = Math.sqrt( v_prev_lensq );
  25645. } else {
  25646. // log("Warning: lines are a straight spike");
  25647. v_trans_x = v_prev_x;
  25648. v_trans_y = v_prev_y;
  25649. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25650. }
  25651. }
  25652. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25653. }
  25654. const contourMovements = [];
  25655. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25656. if ( j === il ) j = 0;
  25657. if ( k === il ) k = 0;
  25658. // (j)---(i)---(k)
  25659. // log('i,j,k', i, j , k)
  25660. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25661. }
  25662. const holesMovements = [];
  25663. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25664. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25665. const ahole = holes[ h ];
  25666. oneHoleMovements = [];
  25667. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25668. if ( j === il ) j = 0;
  25669. if ( k === il ) k = 0;
  25670. // (j)---(i)---(k)
  25671. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25672. }
  25673. holesMovements.push( oneHoleMovements );
  25674. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25675. }
  25676. let faces;
  25677. if ( bevelSegments === 0 ) {
  25678. faces = ShapeUtils.triangulateShape( contour, holes );
  25679. } else {
  25680. const contractedContourVertices = [];
  25681. const expandedHoleVertices = [];
  25682. // Loop bevelSegments, 1 for the front, 1 for the back
  25683. for ( let b = 0; b < bevelSegments; b ++ ) {
  25684. //for ( b = bevelSegments; b > 0; b -- ) {
  25685. const t = b / bevelSegments;
  25686. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25687. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25688. // contract shape
  25689. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25690. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25691. v( vert.x, vert.y, - z );
  25692. if ( t === 0 ) contractedContourVertices.push( vert );
  25693. }
  25694. // expand holes
  25695. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25696. const ahole = holes[ h ];
  25697. oneHoleMovements = holesMovements[ h ];
  25698. const oneHoleVertices = [];
  25699. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25700. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25701. v( vert.x, vert.y, - z );
  25702. if ( t === 0 ) oneHoleVertices.push( vert );
  25703. }
  25704. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  25705. }
  25706. }
  25707. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  25708. }
  25709. const flen = faces.length;
  25710. const bs = bevelSize + bevelOffset;
  25711. // Back facing vertices
  25712. for ( let i = 0; i < vlen; i ++ ) {
  25713. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25714. if ( ! extrudeByPath ) {
  25715. v( vert.x, vert.y, 0 );
  25716. } else {
  25717. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  25718. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  25719. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  25720. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  25721. v( position2.x, position2.y, position2.z );
  25722. }
  25723. }
  25724. // Add stepped vertices...
  25725. // Including front facing vertices
  25726. for ( let s = 1; s <= steps; s ++ ) {
  25727. for ( let i = 0; i < vlen; i ++ ) {
  25728. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25729. if ( ! extrudeByPath ) {
  25730. v( vert.x, vert.y, depth / steps * s );
  25731. } else {
  25732. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  25733. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  25734. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  25735. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  25736. v( position2.x, position2.y, position2.z );
  25737. }
  25738. }
  25739. }
  25740. // Add bevel segments planes
  25741. //for ( b = 1; b <= bevelSegments; b ++ ) {
  25742. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  25743. const t = b / bevelSegments;
  25744. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25745. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25746. // contract shape
  25747. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25748. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25749. v( vert.x, vert.y, depth + z );
  25750. }
  25751. // expand holes
  25752. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25753. const ahole = holes[ h ];
  25754. oneHoleMovements = holesMovements[ h ];
  25755. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25756. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25757. if ( ! extrudeByPath ) {
  25758. v( vert.x, vert.y, depth + z );
  25759. } else {
  25760. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  25761. }
  25762. }
  25763. }
  25764. }
  25765. /* Faces */
  25766. // Top and bottom faces
  25767. buildLidFaces();
  25768. // Sides faces
  25769. buildSideFaces();
  25770. ///// Internal functions
  25771. function buildLidFaces() {
  25772. const start = verticesArray.length / 3;
  25773. if ( bevelEnabled ) {
  25774. let layer = 0; // steps + 1
  25775. let offset = vlen * layer;
  25776. // Bottom faces
  25777. for ( let i = 0; i < flen; i ++ ) {
  25778. const face = faces[ i ];
  25779. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  25780. }
  25781. layer = steps + bevelSegments * 2;
  25782. offset = vlen * layer;
  25783. // Top faces
  25784. for ( let i = 0; i < flen; i ++ ) {
  25785. const face = faces[ i ];
  25786. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  25787. }
  25788. } else {
  25789. // Bottom faces
  25790. for ( let i = 0; i < flen; i ++ ) {
  25791. const face = faces[ i ];
  25792. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  25793. }
  25794. // Top faces
  25795. for ( let i = 0; i < flen; i ++ ) {
  25796. const face = faces[ i ];
  25797. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  25798. }
  25799. }
  25800. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  25801. }
  25802. // Create faces for the z-sides of the shape
  25803. function buildSideFaces() {
  25804. const start = verticesArray.length / 3;
  25805. let layeroffset = 0;
  25806. sidewalls( contour, layeroffset );
  25807. layeroffset += contour.length;
  25808. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25809. const ahole = holes[ h ];
  25810. sidewalls( ahole, layeroffset );
  25811. //, true
  25812. layeroffset += ahole.length;
  25813. }
  25814. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  25815. }
  25816. function sidewalls( contour, layeroffset ) {
  25817. let i = contour.length;
  25818. while ( -- i >= 0 ) {
  25819. const j = i;
  25820. let k = i - 1;
  25821. if ( k < 0 ) k = contour.length - 1;
  25822. //log('b', i,j, i-1, k,vertices.length);
  25823. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  25824. const slen1 = vlen * s;
  25825. const slen2 = vlen * ( s + 1 );
  25826. const a = layeroffset + j + slen1,
  25827. b = layeroffset + k + slen1,
  25828. c = layeroffset + k + slen2,
  25829. d = layeroffset + j + slen2;
  25830. f4( a, b, c, d );
  25831. }
  25832. }
  25833. }
  25834. function v( x, y, z ) {
  25835. placeholder.push( x );
  25836. placeholder.push( y );
  25837. placeholder.push( z );
  25838. }
  25839. function f3( a, b, c ) {
  25840. addVertex( a );
  25841. addVertex( b );
  25842. addVertex( c );
  25843. const nextIndex = verticesArray.length / 3;
  25844. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25845. addUV( uvs[ 0 ] );
  25846. addUV( uvs[ 1 ] );
  25847. addUV( uvs[ 2 ] );
  25848. }
  25849. function f4( a, b, c, d ) {
  25850. addVertex( a );
  25851. addVertex( b );
  25852. addVertex( d );
  25853. addVertex( b );
  25854. addVertex( c );
  25855. addVertex( d );
  25856. const nextIndex = verticesArray.length / 3;
  25857. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25858. addUV( uvs[ 0 ] );
  25859. addUV( uvs[ 1 ] );
  25860. addUV( uvs[ 3 ] );
  25861. addUV( uvs[ 1 ] );
  25862. addUV( uvs[ 2 ] );
  25863. addUV( uvs[ 3 ] );
  25864. }
  25865. function addVertex( index ) {
  25866. verticesArray.push( placeholder[ index * 3 + 0 ] );
  25867. verticesArray.push( placeholder[ index * 3 + 1 ] );
  25868. verticesArray.push( placeholder[ index * 3 + 2 ] );
  25869. }
  25870. function addUV( vector2 ) {
  25871. uvArray.push( vector2.x );
  25872. uvArray.push( vector2.y );
  25873. }
  25874. }
  25875. }
  25876. copy( source ) {
  25877. super.copy( source );
  25878. this.parameters = Object.assign( {}, source.parameters );
  25879. return this;
  25880. }
  25881. toJSON() {
  25882. const data = super.toJSON();
  25883. const shapes = this.parameters.shapes;
  25884. const options = this.parameters.options;
  25885. return toJSON$1( shapes, options, data );
  25886. }
  25887. /**
  25888. * Factory method for creating an instance of this class from the given
  25889. * JSON object.
  25890. *
  25891. * @param {Object} data - A JSON object representing the serialized geometry.
  25892. * @param {Array<Shape>} shapes - An array of shapes.
  25893. * @return {ExtrudeGeometry} A new instance.
  25894. */
  25895. static fromJSON( data, shapes ) {
  25896. const geometryShapes = [];
  25897. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  25898. const shape = shapes[ data.shapes[ j ] ];
  25899. geometryShapes.push( shape );
  25900. }
  25901. const extrudePath = data.options.extrudePath;
  25902. if ( extrudePath !== undefined ) {
  25903. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  25904. }
  25905. return new ExtrudeGeometry( geometryShapes, data.options );
  25906. }
  25907. }
  25908. const WorldUVGenerator = {
  25909. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  25910. const a_x = vertices[ indexA * 3 ];
  25911. const a_y = vertices[ indexA * 3 + 1 ];
  25912. const b_x = vertices[ indexB * 3 ];
  25913. const b_y = vertices[ indexB * 3 + 1 ];
  25914. const c_x = vertices[ indexC * 3 ];
  25915. const c_y = vertices[ indexC * 3 + 1 ];
  25916. return [
  25917. new Vector2( a_x, a_y ),
  25918. new Vector2( b_x, b_y ),
  25919. new Vector2( c_x, c_y )
  25920. ];
  25921. },
  25922. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  25923. const a_x = vertices[ indexA * 3 ];
  25924. const a_y = vertices[ indexA * 3 + 1 ];
  25925. const a_z = vertices[ indexA * 3 + 2 ];
  25926. const b_x = vertices[ indexB * 3 ];
  25927. const b_y = vertices[ indexB * 3 + 1 ];
  25928. const b_z = vertices[ indexB * 3 + 2 ];
  25929. const c_x = vertices[ indexC * 3 ];
  25930. const c_y = vertices[ indexC * 3 + 1 ];
  25931. const c_z = vertices[ indexC * 3 + 2 ];
  25932. const d_x = vertices[ indexD * 3 ];
  25933. const d_y = vertices[ indexD * 3 + 1 ];
  25934. const d_z = vertices[ indexD * 3 + 2 ];
  25935. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  25936. return [
  25937. new Vector2( a_x, 1 - a_z ),
  25938. new Vector2( b_x, 1 - b_z ),
  25939. new Vector2( c_x, 1 - c_z ),
  25940. new Vector2( d_x, 1 - d_z )
  25941. ];
  25942. } else {
  25943. return [
  25944. new Vector2( a_y, 1 - a_z ),
  25945. new Vector2( b_y, 1 - b_z ),
  25946. new Vector2( c_y, 1 - c_z ),
  25947. new Vector2( d_y, 1 - d_z )
  25948. ];
  25949. }
  25950. }
  25951. };
  25952. function toJSON$1( shapes, options, data ) {
  25953. data.shapes = [];
  25954. if ( Array.isArray( shapes ) ) {
  25955. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25956. const shape = shapes[ i ];
  25957. data.shapes.push( shape.uuid );
  25958. }
  25959. } else {
  25960. data.shapes.push( shapes.uuid );
  25961. }
  25962. data.options = Object.assign( {}, options );
  25963. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  25964. return data;
  25965. }
  25966. /**
  25967. * A geometry class for representing an icosahedron.
  25968. *
  25969. * ```js
  25970. * const geometry = new THREE.IcosahedronGeometry();
  25971. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25972. * const icosahedron = new THREE.Mesh( geometry, material );
  25973. * scene.add( icosahedron );
  25974. * ```
  25975. *
  25976. * @augments PolyhedronGeometry
  25977. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  25978. */
  25979. class IcosahedronGeometry extends PolyhedronGeometry {
  25980. /**
  25981. * Constructs a new icosahedron geometry.
  25982. *
  25983. * @param {number} [radius=1] - Radius of the icosahedron.
  25984. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  25985. */
  25986. constructor( radius = 1, detail = 0 ) {
  25987. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  25988. const vertices = [
  25989. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  25990. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  25991. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  25992. ];
  25993. const indices = [
  25994. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  25995. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  25996. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  25997. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  25998. ];
  25999. super( vertices, indices, radius, detail );
  26000. this.type = 'IcosahedronGeometry';
  26001. /**
  26002. * Holds the constructor parameters that have been
  26003. * used to generate the geometry. Any modification
  26004. * after instantiation does not change the geometry.
  26005. *
  26006. * @type {Object}
  26007. */
  26008. this.parameters = {
  26009. radius: radius,
  26010. detail: detail
  26011. };
  26012. }
  26013. /**
  26014. * Factory method for creating an instance of this class from the given
  26015. * JSON object.
  26016. *
  26017. * @param {Object} data - A JSON object representing the serialized geometry.
  26018. * @return {IcosahedronGeometry} A new instance.
  26019. */
  26020. static fromJSON( data ) {
  26021. return new IcosahedronGeometry( data.radius, data.detail );
  26022. }
  26023. }
  26024. /**
  26025. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26026. *
  26027. * ```js
  26028. * const points = [];
  26029. * for ( let i = 0; i < 10; i ++ ) {
  26030. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26031. * }
  26032. * const geometry = new THREE.LatheGeometry( points );
  26033. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26034. * const lathe = new THREE.Mesh( geometry, material );
  26035. * scene.add( lathe );
  26036. * ```
  26037. *
  26038. * @augments BufferGeometry
  26039. * @demo scenes/geometry-browser.html#LatheGeometry
  26040. */
  26041. class LatheGeometry extends BufferGeometry {
  26042. /**
  26043. * Constructs a new lathe geometry.
  26044. *
  26045. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26046. * must be greater than zero.
  26047. * @param {number} [segments=12] - The number of circumference segments to generate.
  26048. * @param {number} [phiStart=0] - The starting angle in radians.
  26049. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26050. * closed lathe, less than 2PI is a portion.
  26051. */
  26052. 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 ) {
  26053. super();
  26054. this.type = 'LatheGeometry';
  26055. /**
  26056. * Holds the constructor parameters that have been
  26057. * used to generate the geometry. Any modification
  26058. * after instantiation does not change the geometry.
  26059. *
  26060. * @type {Object}
  26061. */
  26062. this.parameters = {
  26063. points: points,
  26064. segments: segments,
  26065. phiStart: phiStart,
  26066. phiLength: phiLength
  26067. };
  26068. segments = Math.floor( segments );
  26069. // clamp phiLength so it's in range of [ 0, 2PI ]
  26070. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26071. // buffers
  26072. const indices = [];
  26073. const vertices = [];
  26074. const uvs = [];
  26075. const initNormals = [];
  26076. const normals = [];
  26077. // helper variables
  26078. const inverseSegments = 1.0 / segments;
  26079. const vertex = new Vector3();
  26080. const uv = new Vector2();
  26081. const normal = new Vector3();
  26082. const curNormal = new Vector3();
  26083. const prevNormal = new Vector3();
  26084. let dx = 0;
  26085. let dy = 0;
  26086. // pre-compute normals for initial "meridian"
  26087. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26088. switch ( j ) {
  26089. case 0: // special handling for 1st vertex on path
  26090. dx = points[ j + 1 ].x - points[ j ].x;
  26091. dy = points[ j + 1 ].y - points[ j ].y;
  26092. normal.x = dy * 1.0;
  26093. normal.y = - dx;
  26094. normal.z = dy * 0.0;
  26095. prevNormal.copy( normal );
  26096. normal.normalize();
  26097. initNormals.push( normal.x, normal.y, normal.z );
  26098. break;
  26099. case ( points.length - 1 ): // special handling for last Vertex on path
  26100. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26101. break;
  26102. default: // default handling for all vertices in between
  26103. dx = points[ j + 1 ].x - points[ j ].x;
  26104. dy = points[ j + 1 ].y - points[ j ].y;
  26105. normal.x = dy * 1.0;
  26106. normal.y = - dx;
  26107. normal.z = dy * 0.0;
  26108. curNormal.copy( normal );
  26109. normal.x += prevNormal.x;
  26110. normal.y += prevNormal.y;
  26111. normal.z += prevNormal.z;
  26112. normal.normalize();
  26113. initNormals.push( normal.x, normal.y, normal.z );
  26114. prevNormal.copy( curNormal );
  26115. }
  26116. }
  26117. // generate vertices, uvs and normals
  26118. for ( let i = 0; i <= segments; i ++ ) {
  26119. const phi = phiStart + i * inverseSegments * phiLength;
  26120. const sin = Math.sin( phi );
  26121. const cos = Math.cos( phi );
  26122. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26123. // vertex
  26124. vertex.x = points[ j ].x * sin;
  26125. vertex.y = points[ j ].y;
  26126. vertex.z = points[ j ].x * cos;
  26127. vertices.push( vertex.x, vertex.y, vertex.z );
  26128. // uv
  26129. uv.x = i / segments;
  26130. uv.y = j / ( points.length - 1 );
  26131. uvs.push( uv.x, uv.y );
  26132. // normal
  26133. const x = initNormals[ 3 * j + 0 ] * sin;
  26134. const y = initNormals[ 3 * j + 1 ];
  26135. const z = initNormals[ 3 * j + 0 ] * cos;
  26136. normals.push( x, y, z );
  26137. }
  26138. }
  26139. // indices
  26140. for ( let i = 0; i < segments; i ++ ) {
  26141. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26142. const base = j + i * points.length;
  26143. const a = base;
  26144. const b = base + points.length;
  26145. const c = base + points.length + 1;
  26146. const d = base + 1;
  26147. // faces
  26148. indices.push( a, b, d );
  26149. indices.push( c, d, b );
  26150. }
  26151. }
  26152. // build geometry
  26153. this.setIndex( indices );
  26154. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26155. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26156. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26157. }
  26158. copy( source ) {
  26159. super.copy( source );
  26160. this.parameters = Object.assign( {}, source.parameters );
  26161. return this;
  26162. }
  26163. /**
  26164. * Factory method for creating an instance of this class from the given
  26165. * JSON object.
  26166. *
  26167. * @param {Object} data - A JSON object representing the serialized geometry.
  26168. * @return {LatheGeometry} A new instance.
  26169. */
  26170. static fromJSON( data ) {
  26171. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26172. }
  26173. }
  26174. /**
  26175. * A geometry class for representing an octahedron.
  26176. *
  26177. * ```js
  26178. * const geometry = new THREE.OctahedronGeometry();
  26179. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26180. * const octahedron = new THREE.Mesh( geometry, material );
  26181. * scene.add( octahedron );
  26182. * ```
  26183. *
  26184. * @augments PolyhedronGeometry
  26185. * @demo scenes/geometry-browser.html#OctahedronGeometry
  26186. */
  26187. class OctahedronGeometry extends PolyhedronGeometry {
  26188. /**
  26189. * Constructs a new octahedron geometry.
  26190. *
  26191. * @param {number} [radius=1] - Radius of the octahedron.
  26192. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26193. */
  26194. constructor( radius = 1, detail = 0 ) {
  26195. const vertices = [
  26196. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26197. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26198. ];
  26199. const indices = [
  26200. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26201. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26202. 1, 3, 4, 1, 4, 2
  26203. ];
  26204. super( vertices, indices, radius, detail );
  26205. this.type = 'OctahedronGeometry';
  26206. /**
  26207. * Holds the constructor parameters that have been
  26208. * used to generate the geometry. Any modification
  26209. * after instantiation does not change the geometry.
  26210. *
  26211. * @type {Object}
  26212. */
  26213. this.parameters = {
  26214. radius: radius,
  26215. detail: detail
  26216. };
  26217. }
  26218. /**
  26219. * Factory method for creating an instance of this class from the given
  26220. * JSON object.
  26221. *
  26222. * @param {Object} data - A JSON object representing the serialized geometry.
  26223. * @return {OctahedronGeometry} A new instance.
  26224. */
  26225. static fromJSON( data ) {
  26226. return new OctahedronGeometry( data.radius, data.detail );
  26227. }
  26228. }
  26229. /**
  26230. * A geometry class for representing a plane.
  26231. *
  26232. * ```js
  26233. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26234. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26235. * const plane = new THREE.Mesh( geometry, material );
  26236. * scene.add( plane );
  26237. * ```
  26238. *
  26239. * @augments BufferGeometry
  26240. * @demo scenes/geometry-browser.html#PlaneGeometry
  26241. */
  26242. class PlaneGeometry extends BufferGeometry {
  26243. /**
  26244. * Constructs a new plane geometry.
  26245. *
  26246. * @param {number} [width=1] - The width along the X axis.
  26247. * @param {number} [height=1] - The height along the Y axis
  26248. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26249. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26250. */
  26251. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26252. super();
  26253. this.type = 'PlaneGeometry';
  26254. /**
  26255. * Holds the constructor parameters that have been
  26256. * used to generate the geometry. Any modification
  26257. * after instantiation does not change the geometry.
  26258. *
  26259. * @type {Object}
  26260. */
  26261. this.parameters = {
  26262. width: width,
  26263. height: height,
  26264. widthSegments: widthSegments,
  26265. heightSegments: heightSegments
  26266. };
  26267. const width_half = width / 2;
  26268. const height_half = height / 2;
  26269. const gridX = Math.floor( widthSegments );
  26270. const gridY = Math.floor( heightSegments );
  26271. const gridX1 = gridX + 1;
  26272. const gridY1 = gridY + 1;
  26273. const segment_width = width / gridX;
  26274. const segment_height = height / gridY;
  26275. //
  26276. const indices = [];
  26277. const vertices = [];
  26278. const normals = [];
  26279. const uvs = [];
  26280. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26281. const y = iy * segment_height - height_half;
  26282. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26283. const x = ix * segment_width - width_half;
  26284. vertices.push( x, - y, 0 );
  26285. normals.push( 0, 0, 1 );
  26286. uvs.push( ix / gridX );
  26287. uvs.push( 1 - ( iy / gridY ) );
  26288. }
  26289. }
  26290. for ( let iy = 0; iy < gridY; iy ++ ) {
  26291. for ( let ix = 0; ix < gridX; ix ++ ) {
  26292. const a = ix + gridX1 * iy;
  26293. const b = ix + gridX1 * ( iy + 1 );
  26294. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26295. const d = ( ix + 1 ) + gridX1 * iy;
  26296. indices.push( a, b, d );
  26297. indices.push( b, c, d );
  26298. }
  26299. }
  26300. this.setIndex( indices );
  26301. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26302. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26303. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26304. }
  26305. copy( source ) {
  26306. super.copy( source );
  26307. this.parameters = Object.assign( {}, source.parameters );
  26308. return this;
  26309. }
  26310. /**
  26311. * Factory method for creating an instance of this class from the given
  26312. * JSON object.
  26313. *
  26314. * @param {Object} data - A JSON object representing the serialized geometry.
  26315. * @return {PlaneGeometry} A new instance.
  26316. */
  26317. static fromJSON( data ) {
  26318. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26319. }
  26320. }
  26321. /**
  26322. * A class for generating a two-dimensional ring geometry.
  26323. *
  26324. * ```js
  26325. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26326. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26327. * const mesh = new THREE.Mesh( geometry, material );
  26328. * scene.add( mesh );
  26329. * ```
  26330. *
  26331. * @augments BufferGeometry
  26332. * @demo scenes/geometry-browser.html#RingGeometry
  26333. */
  26334. class RingGeometry extends BufferGeometry {
  26335. /**
  26336. * Constructs a new ring geometry.
  26337. *
  26338. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26339. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26340. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26341. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26342. * @param {number} [thetaStart=0] - Starting angle in radians.
  26343. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26344. */
  26345. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26346. super();
  26347. this.type = 'RingGeometry';
  26348. /**
  26349. * Holds the constructor parameters that have been
  26350. * used to generate the geometry. Any modification
  26351. * after instantiation does not change the geometry.
  26352. *
  26353. * @type {Object}
  26354. */
  26355. this.parameters = {
  26356. innerRadius: innerRadius,
  26357. outerRadius: outerRadius,
  26358. thetaSegments: thetaSegments,
  26359. phiSegments: phiSegments,
  26360. thetaStart: thetaStart,
  26361. thetaLength: thetaLength
  26362. };
  26363. thetaSegments = Math.max( 3, thetaSegments );
  26364. phiSegments = Math.max( 1, phiSegments );
  26365. // buffers
  26366. const indices = [];
  26367. const vertices = [];
  26368. const normals = [];
  26369. const uvs = [];
  26370. // some helper variables
  26371. let radius = innerRadius;
  26372. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26373. const vertex = new Vector3();
  26374. const uv = new Vector2();
  26375. // generate vertices, normals and uvs
  26376. for ( let j = 0; j <= phiSegments; j ++ ) {
  26377. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26378. // values are generate from the inside of the ring to the outside
  26379. const segment = thetaStart + i / thetaSegments * thetaLength;
  26380. // vertex
  26381. vertex.x = radius * Math.cos( segment );
  26382. vertex.y = radius * Math.sin( segment );
  26383. vertices.push( vertex.x, vertex.y, vertex.z );
  26384. // normal
  26385. normals.push( 0, 0, 1 );
  26386. // uv
  26387. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26388. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26389. uvs.push( uv.x, uv.y );
  26390. }
  26391. // increase the radius for next row of vertices
  26392. radius += radiusStep;
  26393. }
  26394. // indices
  26395. for ( let j = 0; j < phiSegments; j ++ ) {
  26396. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26397. for ( let i = 0; i < thetaSegments; i ++ ) {
  26398. const segment = i + thetaSegmentLevel;
  26399. const a = segment;
  26400. const b = segment + thetaSegments + 1;
  26401. const c = segment + thetaSegments + 2;
  26402. const d = segment + 1;
  26403. // faces
  26404. indices.push( a, b, d );
  26405. indices.push( b, c, d );
  26406. }
  26407. }
  26408. // build geometry
  26409. this.setIndex( indices );
  26410. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26411. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26412. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26413. }
  26414. copy( source ) {
  26415. super.copy( source );
  26416. this.parameters = Object.assign( {}, source.parameters );
  26417. return this;
  26418. }
  26419. /**
  26420. * Factory method for creating an instance of this class from the given
  26421. * JSON object.
  26422. *
  26423. * @param {Object} data - A JSON object representing the serialized geometry.
  26424. * @return {RingGeometry} A new instance.
  26425. */
  26426. static fromJSON( data ) {
  26427. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26428. }
  26429. }
  26430. /**
  26431. * Creates an one-sided polygonal geometry from one or more path shapes.
  26432. *
  26433. * ```js
  26434. * const arcShape = new THREE.Shape()
  26435. * .moveTo( 5, 1 )
  26436. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26437. *
  26438. * const geometry = new THREE.ShapeGeometry( arcShape );
  26439. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26440. * const mesh = new THREE.Mesh( geometry, material ) ;
  26441. * scene.add( mesh );
  26442. * ```
  26443. *
  26444. * @augments BufferGeometry
  26445. * @demo scenes/geometry-browser.html#ShapeGeometry
  26446. */
  26447. class ShapeGeometry extends BufferGeometry {
  26448. /**
  26449. * Constructs a new shape geometry.
  26450. *
  26451. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26452. * @param {number} [curveSegments=12] - Number of segments per shape.
  26453. */
  26454. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26455. super();
  26456. this.type = 'ShapeGeometry';
  26457. /**
  26458. * Holds the constructor parameters that have been
  26459. * used to generate the geometry. Any modification
  26460. * after instantiation does not change the geometry.
  26461. *
  26462. * @type {Object}
  26463. */
  26464. this.parameters = {
  26465. shapes: shapes,
  26466. curveSegments: curveSegments
  26467. };
  26468. // buffers
  26469. const indices = [];
  26470. const vertices = [];
  26471. const normals = [];
  26472. const uvs = [];
  26473. // helper variables
  26474. let groupStart = 0;
  26475. let groupCount = 0;
  26476. // allow single and array values for "shapes" parameter
  26477. if ( Array.isArray( shapes ) === false ) {
  26478. addShape( shapes );
  26479. } else {
  26480. for ( let i = 0; i < shapes.length; i ++ ) {
  26481. addShape( shapes[ i ] );
  26482. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26483. groupStart += groupCount;
  26484. groupCount = 0;
  26485. }
  26486. }
  26487. // build geometry
  26488. this.setIndex( indices );
  26489. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26490. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26491. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26492. // helper functions
  26493. function addShape( shape ) {
  26494. const indexOffset = vertices.length / 3;
  26495. const points = shape.extractPoints( curveSegments );
  26496. let shapeVertices = points.shape;
  26497. const shapeHoles = points.holes;
  26498. // check direction of vertices
  26499. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26500. shapeVertices = shapeVertices.reverse();
  26501. }
  26502. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26503. const shapeHole = shapeHoles[ i ];
  26504. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26505. shapeHoles[ i ] = shapeHole.reverse();
  26506. }
  26507. }
  26508. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26509. // join vertices of inner and outer paths to a single array
  26510. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26511. const shapeHole = shapeHoles[ i ];
  26512. shapeVertices = shapeVertices.concat( shapeHole );
  26513. }
  26514. // vertices, normals, uvs
  26515. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26516. const vertex = shapeVertices[ i ];
  26517. vertices.push( vertex.x, vertex.y, 0 );
  26518. normals.push( 0, 0, 1 );
  26519. uvs.push( vertex.x, vertex.y ); // world uvs
  26520. }
  26521. // indices
  26522. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26523. const face = faces[ i ];
  26524. const a = face[ 0 ] + indexOffset;
  26525. const b = face[ 1 ] + indexOffset;
  26526. const c = face[ 2 ] + indexOffset;
  26527. indices.push( a, b, c );
  26528. groupCount += 3;
  26529. }
  26530. }
  26531. }
  26532. copy( source ) {
  26533. super.copy( source );
  26534. this.parameters = Object.assign( {}, source.parameters );
  26535. return this;
  26536. }
  26537. toJSON() {
  26538. const data = super.toJSON();
  26539. const shapes = this.parameters.shapes;
  26540. return toJSON( shapes, data );
  26541. }
  26542. /**
  26543. * Factory method for creating an instance of this class from the given
  26544. * JSON object.
  26545. *
  26546. * @param {Object} data - A JSON object representing the serialized geometry.
  26547. * @param {Array<Shape>} shapes - An array of shapes.
  26548. * @return {ShapeGeometry} A new instance.
  26549. */
  26550. static fromJSON( data, shapes ) {
  26551. const geometryShapes = [];
  26552. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26553. const shape = shapes[ data.shapes[ j ] ];
  26554. geometryShapes.push( shape );
  26555. }
  26556. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26557. }
  26558. }
  26559. function toJSON( shapes, data ) {
  26560. data.shapes = [];
  26561. if ( Array.isArray( shapes ) ) {
  26562. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26563. const shape = shapes[ i ];
  26564. data.shapes.push( shape.uuid );
  26565. }
  26566. } else {
  26567. data.shapes.push( shapes.uuid );
  26568. }
  26569. return data;
  26570. }
  26571. /**
  26572. * A class for generating a sphere geometry.
  26573. *
  26574. * ```js
  26575. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26576. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26577. * const sphere = new THREE.Mesh( geometry, material );
  26578. * scene.add( sphere );
  26579. * ```
  26580. *
  26581. * @augments BufferGeometry
  26582. * @demo scenes/geometry-browser.html#SphereGeometry
  26583. */
  26584. class SphereGeometry extends BufferGeometry {
  26585. /**
  26586. * Constructs a new sphere geometry.
  26587. *
  26588. * @param {number} [radius=1] - The sphere radius.
  26589. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26590. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26591. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26592. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26593. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26594. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26595. */
  26596. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26597. super();
  26598. this.type = 'SphereGeometry';
  26599. /**
  26600. * Holds the constructor parameters that have been
  26601. * used to generate the geometry. Any modification
  26602. * after instantiation does not change the geometry.
  26603. *
  26604. * @type {Object}
  26605. */
  26606. this.parameters = {
  26607. radius: radius,
  26608. widthSegments: widthSegments,
  26609. heightSegments: heightSegments,
  26610. phiStart: phiStart,
  26611. phiLength: phiLength,
  26612. thetaStart: thetaStart,
  26613. thetaLength: thetaLength
  26614. };
  26615. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26616. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26617. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26618. let index = 0;
  26619. const grid = [];
  26620. const vertex = new Vector3();
  26621. const normal = new Vector3();
  26622. // buffers
  26623. const indices = [];
  26624. const vertices = [];
  26625. const normals = [];
  26626. const uvs = [];
  26627. // generate vertices, normals and uvs
  26628. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26629. const verticesRow = [];
  26630. const v = iy / heightSegments;
  26631. const theta = thetaStart + v * thetaLength;
  26632. const y = radius * Math.cos( theta );
  26633. const ringRadius = Math.sqrt( radius * radius - y * y );
  26634. // special case for the poles
  26635. let uOffset = 0;
  26636. if ( iy === 0 && thetaStart === 0 ) {
  26637. uOffset = 0.5 / widthSegments;
  26638. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26639. uOffset = -0.5 / widthSegments;
  26640. }
  26641. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26642. const u = ix / widthSegments;
  26643. const phi = phiStart + u * phiLength;
  26644. // vertex
  26645. vertex.x = - ringRadius * Math.cos( phi );
  26646. vertex.y = y;
  26647. vertex.z = ringRadius * Math.sin( phi );
  26648. vertices.push( vertex.x, vertex.y, vertex.z );
  26649. // normal
  26650. normal.copy( vertex ).normalize();
  26651. normals.push( normal.x, normal.y, normal.z );
  26652. // uv
  26653. uvs.push( u + uOffset, 1 - v );
  26654. verticesRow.push( index ++ );
  26655. }
  26656. grid.push( verticesRow );
  26657. }
  26658. // indices
  26659. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26660. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26661. const a = grid[ iy ][ ix + 1 ];
  26662. const b = grid[ iy ][ ix ];
  26663. const c = grid[ iy + 1 ][ ix ];
  26664. const d = grid[ iy + 1 ][ ix + 1 ];
  26665. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26666. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26667. }
  26668. }
  26669. // build geometry
  26670. this.setIndex( indices );
  26671. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26672. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26673. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26674. }
  26675. copy( source ) {
  26676. super.copy( source );
  26677. this.parameters = Object.assign( {}, source.parameters );
  26678. return this;
  26679. }
  26680. /**
  26681. * Factory method for creating an instance of this class from the given
  26682. * JSON object.
  26683. *
  26684. * @param {Object} data - A JSON object representing the serialized geometry.
  26685. * @return {SphereGeometry} A new instance.
  26686. */
  26687. static fromJSON( data ) {
  26688. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26689. }
  26690. }
  26691. /**
  26692. * A geometry class for representing an tetrahedron.
  26693. *
  26694. * ```js
  26695. * const geometry = new THREE.TetrahedronGeometry();
  26696. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26697. * const tetrahedron = new THREE.Mesh( geometry, material );
  26698. * scene.add( tetrahedron );
  26699. * ```
  26700. *
  26701. * @augments PolyhedronGeometry
  26702. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  26703. */
  26704. class TetrahedronGeometry extends PolyhedronGeometry {
  26705. /**
  26706. * Constructs a new tetrahedron geometry.
  26707. *
  26708. * @param {number} [radius=1] - Radius of the tetrahedron.
  26709. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  26710. */
  26711. constructor( radius = 1, detail = 0 ) {
  26712. const vertices = [
  26713. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  26714. ];
  26715. const indices = [
  26716. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  26717. ];
  26718. super( vertices, indices, radius, detail );
  26719. this.type = 'TetrahedronGeometry';
  26720. /**
  26721. * Holds the constructor parameters that have been
  26722. * used to generate the geometry. Any modification
  26723. * after instantiation does not change the geometry.
  26724. *
  26725. * @type {Object}
  26726. */
  26727. this.parameters = {
  26728. radius: radius,
  26729. detail: detail
  26730. };
  26731. }
  26732. /**
  26733. * Factory method for creating an instance of this class from the given
  26734. * JSON object.
  26735. *
  26736. * @param {Object} data - A JSON object representing the serialized geometry.
  26737. * @return {TetrahedronGeometry} A new instance.
  26738. */
  26739. static fromJSON( data ) {
  26740. return new TetrahedronGeometry( data.radius, data.detail );
  26741. }
  26742. }
  26743. /**
  26744. * A geometry class for representing an torus.
  26745. *
  26746. * ```js
  26747. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  26748. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26749. * const torus = new THREE.Mesh( geometry, material );
  26750. * scene.add( torus );
  26751. * ```
  26752. *
  26753. * @augments BufferGeometry
  26754. * @demo scenes/geometry-browser.html#TorusGeometry
  26755. */
  26756. class TorusGeometry extends BufferGeometry {
  26757. /**
  26758. * Constructs a new torus geometry.
  26759. *
  26760. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  26761. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  26762. * @param {number} [radialSegments=12] - The number of radial segments.
  26763. * @param {number} [tubularSegments=48] - The number of tubular segments.
  26764. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  26765. * @param {number} [thetaStart=0] - Start of the tubular sweep in radians.
  26766. * @param {number} [thetaLength=Math.PI*2] - Length of the tubular sweep in radians.
  26767. */
  26768. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26769. super();
  26770. this.type = 'TorusGeometry';
  26771. /**
  26772. * Holds the constructor parameters that have been
  26773. * used to generate the geometry. Any modification
  26774. * after instantiation does not change the geometry.
  26775. *
  26776. * @type {Object}
  26777. */
  26778. this.parameters = {
  26779. radius: radius,
  26780. tube: tube,
  26781. radialSegments: radialSegments,
  26782. tubularSegments: tubularSegments,
  26783. arc: arc,
  26784. thetaStart: thetaStart,
  26785. thetaLength: thetaLength,
  26786. };
  26787. radialSegments = Math.floor( radialSegments );
  26788. tubularSegments = Math.floor( tubularSegments );
  26789. // buffers
  26790. const indices = [];
  26791. const vertices = [];
  26792. const normals = [];
  26793. const uvs = [];
  26794. // helper variables
  26795. const center = new Vector3();
  26796. const vertex = new Vector3();
  26797. const normal = new Vector3();
  26798. // generate vertices, normals and uvs
  26799. for ( let j = 0; j <= radialSegments; j ++ ) {
  26800. const v = thetaStart + ( j / radialSegments ) * thetaLength;
  26801. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26802. const u = i / tubularSegments * arc;
  26803. // vertex
  26804. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  26805. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  26806. vertex.z = tube * Math.sin( v );
  26807. vertices.push( vertex.x, vertex.y, vertex.z );
  26808. // normal
  26809. center.x = radius * Math.cos( u );
  26810. center.y = radius * Math.sin( u );
  26811. normal.subVectors( vertex, center ).normalize();
  26812. normals.push( normal.x, normal.y, normal.z );
  26813. // uv
  26814. uvs.push( i / tubularSegments );
  26815. uvs.push( j / radialSegments );
  26816. }
  26817. }
  26818. // generate indices
  26819. for ( let j = 1; j <= radialSegments; j ++ ) {
  26820. for ( let i = 1; i <= tubularSegments; i ++ ) {
  26821. // indices
  26822. const a = ( tubularSegments + 1 ) * j + i - 1;
  26823. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  26824. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  26825. const d = ( tubularSegments + 1 ) * j + i;
  26826. // faces
  26827. indices.push( a, b, d );
  26828. indices.push( b, c, d );
  26829. }
  26830. }
  26831. // build geometry
  26832. this.setIndex( indices );
  26833. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26834. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26835. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26836. }
  26837. copy( source ) {
  26838. super.copy( source );
  26839. this.parameters = Object.assign( {}, source.parameters );
  26840. return this;
  26841. }
  26842. /**
  26843. * Factory method for creating an instance of this class from the given
  26844. * JSON object.
  26845. *
  26846. * @param {Object} data - A JSON object representing the serialized geometry.
  26847. * @return {TorusGeometry} A new instance.
  26848. */
  26849. static fromJSON( data ) {
  26850. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  26851. }
  26852. }
  26853. /**
  26854. * Creates a torus knot, the particular shape of which is defined by a pair
  26855. * of coprime integers, p and q. If p and q are not coprime, the result will
  26856. * be a torus link.
  26857. *
  26858. * ```js
  26859. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  26860. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26861. * const torusKnot = new THREE.Mesh( geometry, material );
  26862. * scene.add( torusKnot );
  26863. * ```
  26864. *
  26865. * @augments BufferGeometry
  26866. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  26867. */
  26868. class TorusKnotGeometry extends BufferGeometry {
  26869. /**
  26870. * Constructs a new torus knot geometry.
  26871. *
  26872. * @param {number} [radius=1] - Radius of the torus knot.
  26873. * @param {number} [tube=0.4] - Radius of the tube.
  26874. * @param {number} [tubularSegments=64] - The number of tubular segments.
  26875. * @param {number} [radialSegments=8] - The number of radial segments.
  26876. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  26877. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  26878. */
  26879. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  26880. super();
  26881. this.type = 'TorusKnotGeometry';
  26882. /**
  26883. * Holds the constructor parameters that have been
  26884. * used to generate the geometry. Any modification
  26885. * after instantiation does not change the geometry.
  26886. *
  26887. * @type {Object}
  26888. */
  26889. this.parameters = {
  26890. radius: radius,
  26891. tube: tube,
  26892. tubularSegments: tubularSegments,
  26893. radialSegments: radialSegments,
  26894. p: p,
  26895. q: q
  26896. };
  26897. tubularSegments = Math.floor( tubularSegments );
  26898. radialSegments = Math.floor( radialSegments );
  26899. // buffers
  26900. const indices = [];
  26901. const vertices = [];
  26902. const normals = [];
  26903. const uvs = [];
  26904. // helper variables
  26905. const vertex = new Vector3();
  26906. const normal = new Vector3();
  26907. const P1 = new Vector3();
  26908. const P2 = new Vector3();
  26909. const B = new Vector3();
  26910. const T = new Vector3();
  26911. const N = new Vector3();
  26912. // generate vertices, normals and uvs
  26913. for ( let i = 0; i <= tubularSegments; ++ i ) {
  26914. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  26915. const u = i / tubularSegments * p * Math.PI * 2;
  26916. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  26917. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  26918. calculatePositionOnCurve( u, p, q, radius, P1 );
  26919. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  26920. // calculate orthonormal basis
  26921. T.subVectors( P2, P1 );
  26922. N.addVectors( P2, P1 );
  26923. B.crossVectors( T, N );
  26924. N.crossVectors( B, T );
  26925. // normalize B, N. T can be ignored, we don't use it
  26926. B.normalize();
  26927. N.normalize();
  26928. for ( let j = 0; j <= radialSegments; ++ j ) {
  26929. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  26930. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  26931. const v = j / radialSegments * Math.PI * 2;
  26932. const cx = - tube * Math.cos( v );
  26933. const cy = tube * Math.sin( v );
  26934. // now calculate the final vertex position.
  26935. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  26936. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  26937. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  26938. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  26939. vertices.push( vertex.x, vertex.y, vertex.z );
  26940. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  26941. normal.subVectors( vertex, P1 ).normalize();
  26942. normals.push( normal.x, normal.y, normal.z );
  26943. // uv
  26944. uvs.push( i / tubularSegments );
  26945. uvs.push( j / radialSegments );
  26946. }
  26947. }
  26948. // generate indices
  26949. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26950. for ( let i = 1; i <= radialSegments; i ++ ) {
  26951. // indices
  26952. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26953. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26954. const c = ( radialSegments + 1 ) * j + i;
  26955. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26956. // faces
  26957. indices.push( a, b, d );
  26958. indices.push( b, c, d );
  26959. }
  26960. }
  26961. // build geometry
  26962. this.setIndex( indices );
  26963. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26964. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26965. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26966. // this function calculates the current position on the torus curve
  26967. function calculatePositionOnCurve( u, p, q, radius, position ) {
  26968. const cu = Math.cos( u );
  26969. const su = Math.sin( u );
  26970. const quOverP = q / p * u;
  26971. const cs = Math.cos( quOverP );
  26972. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  26973. position.y = radius * ( 2 + cs ) * su * 0.5;
  26974. position.z = radius * Math.sin( quOverP ) * 0.5;
  26975. }
  26976. }
  26977. copy( source ) {
  26978. super.copy( source );
  26979. this.parameters = Object.assign( {}, source.parameters );
  26980. return this;
  26981. }
  26982. /**
  26983. * Factory method for creating an instance of this class from the given
  26984. * JSON object.
  26985. *
  26986. * @param {Object} data - A JSON object representing the serialized geometry.
  26987. * @return {TorusKnotGeometry} A new instance.
  26988. */
  26989. static fromJSON( data ) {
  26990. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  26991. }
  26992. }
  26993. /**
  26994. * Creates a tube that extrudes along a 3D curve.
  26995. *
  26996. * ```js
  26997. * class CustomSinCurve extends THREE.Curve {
  26998. *
  26999. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27000. *
  27001. * const tx = t * 3 - 1.5;
  27002. * const ty = Math.sin( 2 * Math.PI * t );
  27003. * const tz = 0;
  27004. *
  27005. * return optionalTarget.set( tx, ty, tz );
  27006. * }
  27007. *
  27008. * }
  27009. *
  27010. * const path = new CustomSinCurve( 10 );
  27011. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27012. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27013. * const mesh = new THREE.Mesh( geometry, material );
  27014. * scene.add( mesh );
  27015. * ```
  27016. *
  27017. * @augments BufferGeometry
  27018. * @demo scenes/geometry-browser.html#TubeGeometry
  27019. */
  27020. class TubeGeometry extends BufferGeometry {
  27021. /**
  27022. * Constructs a new tube geometry.
  27023. *
  27024. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27025. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27026. * @param {number} [radius=1] -The radius of the tube.
  27027. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27028. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27029. */
  27030. 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 ) {
  27031. super();
  27032. this.type = 'TubeGeometry';
  27033. /**
  27034. * Holds the constructor parameters that have been
  27035. * used to generate the geometry. Any modification
  27036. * after instantiation does not change the geometry.
  27037. *
  27038. * @type {Object}
  27039. */
  27040. this.parameters = {
  27041. path: path,
  27042. tubularSegments: tubularSegments,
  27043. radius: radius,
  27044. radialSegments: radialSegments,
  27045. closed: closed
  27046. };
  27047. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27048. // expose internals
  27049. this.tangents = frames.tangents;
  27050. this.normals = frames.normals;
  27051. this.binormals = frames.binormals;
  27052. // helper variables
  27053. const vertex = new Vector3();
  27054. const normal = new Vector3();
  27055. const uv = new Vector2();
  27056. let P = new Vector3();
  27057. // buffer
  27058. const vertices = [];
  27059. const normals = [];
  27060. const uvs = [];
  27061. const indices = [];
  27062. // create buffer data
  27063. generateBufferData();
  27064. // build geometry
  27065. this.setIndex( indices );
  27066. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27067. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27068. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27069. // functions
  27070. function generateBufferData() {
  27071. for ( let i = 0; i < tubularSegments; i ++ ) {
  27072. generateSegment( i );
  27073. }
  27074. // if the geometry is not closed, generate the last row of vertices and normals
  27075. // at the regular position on the given path
  27076. //
  27077. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27078. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27079. // uvs are generated in a separate function.
  27080. // this makes it easy compute correct values for closed geometries
  27081. generateUVs();
  27082. // finally create faces
  27083. generateIndices();
  27084. }
  27085. function generateSegment( i ) {
  27086. // we use getPointAt to sample evenly distributed points from the given path
  27087. P = path.getPointAt( i / tubularSegments, P );
  27088. // retrieve corresponding normal and binormal
  27089. const N = frames.normals[ i ];
  27090. const B = frames.binormals[ i ];
  27091. // generate normals and vertices for the current segment
  27092. for ( let j = 0; j <= radialSegments; j ++ ) {
  27093. const v = j / radialSegments * Math.PI * 2;
  27094. const sin = Math.sin( v );
  27095. const cos = - Math.cos( v );
  27096. // normal
  27097. normal.x = ( cos * N.x + sin * B.x );
  27098. normal.y = ( cos * N.y + sin * B.y );
  27099. normal.z = ( cos * N.z + sin * B.z );
  27100. normal.normalize();
  27101. normals.push( normal.x, normal.y, normal.z );
  27102. // vertex
  27103. vertex.x = P.x + radius * normal.x;
  27104. vertex.y = P.y + radius * normal.y;
  27105. vertex.z = P.z + radius * normal.z;
  27106. vertices.push( vertex.x, vertex.y, vertex.z );
  27107. }
  27108. }
  27109. function generateIndices() {
  27110. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27111. for ( let i = 1; i <= radialSegments; i ++ ) {
  27112. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27113. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27114. const c = ( radialSegments + 1 ) * j + i;
  27115. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27116. // faces
  27117. indices.push( a, b, d );
  27118. indices.push( b, c, d );
  27119. }
  27120. }
  27121. }
  27122. function generateUVs() {
  27123. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27124. for ( let j = 0; j <= radialSegments; j ++ ) {
  27125. uv.x = i / tubularSegments;
  27126. uv.y = j / radialSegments;
  27127. uvs.push( uv.x, uv.y );
  27128. }
  27129. }
  27130. }
  27131. }
  27132. copy( source ) {
  27133. super.copy( source );
  27134. this.parameters = Object.assign( {}, source.parameters );
  27135. return this;
  27136. }
  27137. toJSON() {
  27138. const data = super.toJSON();
  27139. data.path = this.parameters.path.toJSON();
  27140. return data;
  27141. }
  27142. /**
  27143. * Factory method for creating an instance of this class from the given
  27144. * JSON object.
  27145. *
  27146. * @param {Object} data - A JSON object representing the serialized geometry.
  27147. * @return {TubeGeometry} A new instance.
  27148. */
  27149. static fromJSON( data ) {
  27150. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27151. // User defined curves or instances of CurvePath will not be deserialized.
  27152. return new TubeGeometry(
  27153. new Curves[ data.path.type ]().fromJSON( data.path ),
  27154. data.tubularSegments,
  27155. data.radius,
  27156. data.radialSegments,
  27157. data.closed
  27158. );
  27159. }
  27160. }
  27161. /**
  27162. * Can be used as a helper object to visualize a geometry as a wireframe.
  27163. *
  27164. * ```js
  27165. * const geometry = new THREE.SphereGeometry();
  27166. *
  27167. * const wireframe = new THREE.WireframeGeometry( geometry );
  27168. *
  27169. * const line = new THREE.LineSegments( wireframe );
  27170. * line.material.depthWrite = false;
  27171. * line.material.opacity = 0.25;
  27172. * line.material.transparent = true;
  27173. *
  27174. * scene.add( line );
  27175. * ```
  27176. *
  27177. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27178. *
  27179. * @augments BufferGeometry
  27180. */
  27181. class WireframeGeometry extends BufferGeometry {
  27182. /**
  27183. * Constructs a new wireframe geometry.
  27184. *
  27185. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27186. */
  27187. constructor( geometry = null ) {
  27188. super();
  27189. this.type = 'WireframeGeometry';
  27190. /**
  27191. * Holds the constructor parameters that have been
  27192. * used to generate the geometry. Any modification
  27193. * after instantiation does not change the geometry.
  27194. *
  27195. * @type {Object}
  27196. */
  27197. this.parameters = {
  27198. geometry: geometry
  27199. };
  27200. if ( geometry !== null ) {
  27201. // buffer
  27202. const vertices = [];
  27203. const edges = new Set();
  27204. // helper variables
  27205. const start = new Vector3();
  27206. const end = new Vector3();
  27207. if ( geometry.index !== null ) {
  27208. // indexed BufferGeometry
  27209. const position = geometry.attributes.position;
  27210. const indices = geometry.index;
  27211. let groups = geometry.groups;
  27212. if ( groups.length === 0 ) {
  27213. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27214. }
  27215. // create a data structure that contains all edges without duplicates
  27216. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27217. const group = groups[ o ];
  27218. const groupStart = group.start;
  27219. const groupCount = group.count;
  27220. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27221. for ( let j = 0; j < 3; j ++ ) {
  27222. const index1 = indices.getX( i + j );
  27223. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27224. start.fromBufferAttribute( position, index1 );
  27225. end.fromBufferAttribute( position, index2 );
  27226. if ( isUniqueEdge( start, end, edges ) === true ) {
  27227. vertices.push( start.x, start.y, start.z );
  27228. vertices.push( end.x, end.y, end.z );
  27229. }
  27230. }
  27231. }
  27232. }
  27233. } else {
  27234. // non-indexed BufferGeometry
  27235. const position = geometry.attributes.position;
  27236. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27237. for ( let j = 0; j < 3; j ++ ) {
  27238. // three edges per triangle, an edge is represented as (index1, index2)
  27239. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27240. const index1 = 3 * i + j;
  27241. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27242. start.fromBufferAttribute( position, index1 );
  27243. end.fromBufferAttribute( position, index2 );
  27244. if ( isUniqueEdge( start, end, edges ) === true ) {
  27245. vertices.push( start.x, start.y, start.z );
  27246. vertices.push( end.x, end.y, end.z );
  27247. }
  27248. }
  27249. }
  27250. }
  27251. // build geometry
  27252. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27253. }
  27254. }
  27255. copy( source ) {
  27256. super.copy( source );
  27257. this.parameters = Object.assign( {}, source.parameters );
  27258. return this;
  27259. }
  27260. }
  27261. function isUniqueEdge( start, end, edges ) {
  27262. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27263. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27264. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27265. return false;
  27266. } else {
  27267. edges.add( hash1 );
  27268. edges.add( hash2 );
  27269. return true;
  27270. }
  27271. }
  27272. var Geometries = /*#__PURE__*/Object.freeze({
  27273. __proto__: null,
  27274. BoxGeometry: BoxGeometry,
  27275. CapsuleGeometry: CapsuleGeometry,
  27276. CircleGeometry: CircleGeometry,
  27277. ConeGeometry: ConeGeometry,
  27278. CylinderGeometry: CylinderGeometry,
  27279. DodecahedronGeometry: DodecahedronGeometry,
  27280. EdgesGeometry: EdgesGeometry,
  27281. ExtrudeGeometry: ExtrudeGeometry,
  27282. IcosahedronGeometry: IcosahedronGeometry,
  27283. LatheGeometry: LatheGeometry,
  27284. OctahedronGeometry: OctahedronGeometry,
  27285. PlaneGeometry: PlaneGeometry,
  27286. PolyhedronGeometry: PolyhedronGeometry,
  27287. RingGeometry: RingGeometry,
  27288. ShapeGeometry: ShapeGeometry,
  27289. SphereGeometry: SphereGeometry,
  27290. TetrahedronGeometry: TetrahedronGeometry,
  27291. TorusGeometry: TorusGeometry,
  27292. TorusKnotGeometry: TorusKnotGeometry,
  27293. TubeGeometry: TubeGeometry,
  27294. WireframeGeometry: WireframeGeometry
  27295. });
  27296. /**
  27297. * This material can receive shadows, but otherwise is completely transparent.
  27298. *
  27299. * ```js
  27300. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27301. * geometry.rotateX( - Math.PI / 2 );
  27302. *
  27303. * const material = new THREE.ShadowMaterial();
  27304. * material.opacity = 0.2;
  27305. *
  27306. * const plane = new THREE.Mesh( geometry, material );
  27307. * plane.position.y = -200;
  27308. * plane.receiveShadow = true;
  27309. * scene.add( plane );
  27310. * ```
  27311. *
  27312. * @augments Material
  27313. */
  27314. class ShadowMaterial extends Material {
  27315. /**
  27316. * Constructs a new shadow material.
  27317. *
  27318. * @param {Object} [parameters] - An object with one or more properties
  27319. * defining the material's appearance. Any property of the material
  27320. * (including any property from inherited materials) can be passed
  27321. * in here. Color values can be passed any type of value accepted
  27322. * by {@link Color#set}.
  27323. */
  27324. constructor( parameters ) {
  27325. super();
  27326. /**
  27327. * This flag can be used for type testing.
  27328. *
  27329. * @type {boolean}
  27330. * @readonly
  27331. * @default true
  27332. */
  27333. this.isShadowMaterial = true;
  27334. this.type = 'ShadowMaterial';
  27335. /**
  27336. * Color of the material.
  27337. *
  27338. * @type {Color}
  27339. * @default (0,0,0)
  27340. */
  27341. this.color = new Color( 0x000000 );
  27342. /**
  27343. * Overwritten since shadow materials are transparent
  27344. * by default.
  27345. *
  27346. * @type {boolean}
  27347. * @default true
  27348. */
  27349. this.transparent = true;
  27350. /**
  27351. * Whether the material is affected by fog or not.
  27352. *
  27353. * @type {boolean}
  27354. * @default true
  27355. */
  27356. this.fog = true;
  27357. this.setValues( parameters );
  27358. }
  27359. copy( source ) {
  27360. super.copy( source );
  27361. this.color.copy( source.color );
  27362. this.fog = source.fog;
  27363. return this;
  27364. }
  27365. }
  27366. /**
  27367. * Provides utility functions for managing uniforms.
  27368. *
  27369. * @module UniformsUtils
  27370. */
  27371. /**
  27372. * Clones the given uniform definitions by performing a deep-copy. That means
  27373. * if the value of a uniform refers to an object like a Vector3 or Texture,
  27374. * the cloned uniform will refer to a new object reference.
  27375. *
  27376. * @param {Object} src - An object representing uniform definitions.
  27377. * @return {Object} The cloned uniforms.
  27378. */
  27379. function cloneUniforms( src ) {
  27380. const dst = {};
  27381. for ( const u in src ) {
  27382. dst[ u ] = {};
  27383. for ( const p in src[ u ] ) {
  27384. const property = src[ u ][ p ];
  27385. if ( isThreeObject( property ) ) {
  27386. if ( property.isRenderTargetTexture ) {
  27387. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  27388. dst[ u ][ p ] = null;
  27389. } else {
  27390. dst[ u ][ p ] = property.clone();
  27391. }
  27392. } else if ( Array.isArray( property ) ) {
  27393. if ( isThreeObject( property[ 0 ] ) ) {
  27394. const clonedProperty = [];
  27395. for ( let i = 0, l = property.length; i < l; i ++ ) {
  27396. clonedProperty[ i ] = property[ i ].clone();
  27397. }
  27398. dst[ u ][ p ] = clonedProperty;
  27399. } else {
  27400. dst[ u ][ p ] = property.slice();
  27401. }
  27402. } else {
  27403. dst[ u ][ p ] = property;
  27404. }
  27405. }
  27406. }
  27407. return dst;
  27408. }
  27409. /**
  27410. * Merges the given uniform definitions into a single object. Since the
  27411. * method internally uses cloneUniforms(), it performs a deep-copy when
  27412. * producing the merged uniform definitions.
  27413. *
  27414. * @param {Array} uniforms - An array of objects containing uniform definitions.
  27415. * @return {Object} The merged uniforms.
  27416. */
  27417. function mergeUniforms( uniforms ) {
  27418. const merged = {};
  27419. for ( let u = 0; u < uniforms.length; u ++ ) {
  27420. const tmp = cloneUniforms( uniforms[ u ] );
  27421. for ( const p in tmp ) {
  27422. merged[ p ] = tmp[ p ];
  27423. }
  27424. }
  27425. return merged;
  27426. }
  27427. function isThreeObject( property ) {
  27428. return ( property && ( property.isColor ||
  27429. property.isMatrix3 || property.isMatrix4 ||
  27430. property.isVector2 || property.isVector3 || property.isVector4 ||
  27431. property.isTexture || property.isQuaternion ) );
  27432. }
  27433. function cloneUniformsGroups( src ) {
  27434. const dst = [];
  27435. for ( let u = 0; u < src.length; u ++ ) {
  27436. dst.push( src[ u ].clone() );
  27437. }
  27438. return dst;
  27439. }
  27440. function getUnlitUniformColorSpace( renderer ) {
  27441. const currentRenderTarget = renderer.getRenderTarget();
  27442. if ( currentRenderTarget === null ) {
  27443. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  27444. return renderer.outputColorSpace;
  27445. }
  27446. // https://github.com/mrdoob/three.js/issues/27868
  27447. if ( currentRenderTarget.isXRRenderTarget === true ) {
  27448. return currentRenderTarget.texture.colorSpace;
  27449. }
  27450. return ColorManagement.workingColorSpace;
  27451. }
  27452. // Legacy
  27453. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  27454. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  27455. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  27456. /**
  27457. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  27458. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  27459. * effect not included with any of the built-in materials.
  27460. *
  27461. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  27462. *
  27463. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  27464. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  27465. * you don't want that, use {@link RawShaderMaterial} instead.
  27466. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  27467. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  27468. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  27469. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  27470. * - The loop variable has to be *i*.
  27471. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  27472. * value of *i* for the given iteration and can be used in preprocessor
  27473. * statements.
  27474. *
  27475. * ```js
  27476. * const material = new THREE.ShaderMaterial( {
  27477. * uniforms: {
  27478. * time: { value: 1.0 },
  27479. * resolution: { value: new THREE.Vector2() }
  27480. * },
  27481. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  27482. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  27483. * } );
  27484. * ```
  27485. *
  27486. * @augments Material
  27487. */
  27488. class ShaderMaterial extends Material {
  27489. /**
  27490. * Constructs a new shader material.
  27491. *
  27492. * @param {Object} [parameters] - An object with one or more properties
  27493. * defining the material's appearance. Any property of the material
  27494. * (including any property from inherited materials) can be passed
  27495. * in here. Color values can be passed any type of value accepted
  27496. * by {@link Color#set}.
  27497. */
  27498. constructor( parameters ) {
  27499. super();
  27500. /**
  27501. * This flag can be used for type testing.
  27502. *
  27503. * @type {boolean}
  27504. * @readonly
  27505. * @default true
  27506. */
  27507. this.isShaderMaterial = true;
  27508. this.type = 'ShaderMaterial';
  27509. /**
  27510. * Defines custom constants using `#define` directives within the GLSL code
  27511. * for both the vertex shader and the fragment shader; each key/value pair
  27512. * yields another directive.
  27513. * ```js
  27514. * defines: {
  27515. * FOO: 15,
  27516. * BAR: true
  27517. * }
  27518. * ```
  27519. * Yields the lines:
  27520. * ```
  27521. * #define FOO 15
  27522. * #define BAR true
  27523. * ```
  27524. *
  27525. * @type {Object}
  27526. */
  27527. this.defines = {};
  27528. /**
  27529. * An object of the form:
  27530. * ```js
  27531. * {
  27532. * "uniform1": { value: 1.0 },
  27533. * "uniform2": { value: 2 }
  27534. * }
  27535. * ```
  27536. * specifying the uniforms to be passed to the shader code; keys are uniform
  27537. * names, values are definitions of the form
  27538. * ```
  27539. * {
  27540. * value: 1.0
  27541. * }
  27542. * ```
  27543. * where `value` is the value of the uniform. Names must match the name of
  27544. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  27545. * on every frame, so updating the value of the uniform will immediately
  27546. * update the value available to the GLSL code.
  27547. *
  27548. * @type {Object}
  27549. */
  27550. this.uniforms = {};
  27551. /**
  27552. * An array holding uniforms groups for configuring UBOs.
  27553. *
  27554. * @type {Array<UniformsGroup>}
  27555. */
  27556. this.uniformsGroups = [];
  27557. /**
  27558. * Vertex shader GLSL code. This is the actual code for the shader.
  27559. *
  27560. * @type {string}
  27561. */
  27562. this.vertexShader = default_vertex;
  27563. /**
  27564. * Fragment shader GLSL code. This is the actual code for the shader.
  27565. *
  27566. * @type {string}
  27567. */
  27568. this.fragmentShader = default_fragment;
  27569. /**
  27570. * Controls line thickness or lines.
  27571. *
  27572. * WebGL and WebGPU ignore this setting and always render line primitives with a
  27573. * width of one pixel.
  27574. *
  27575. * @type {number}
  27576. * @default 1
  27577. */
  27578. this.linewidth = 1;
  27579. /**
  27580. * Renders the geometry as a wireframe.
  27581. *
  27582. * @type {boolean}
  27583. * @default false
  27584. */
  27585. this.wireframe = false;
  27586. /**
  27587. * Controls the thickness of the wireframe.
  27588. *
  27589. * WebGL and WebGPU ignore this property and always render
  27590. * 1 pixel wide lines.
  27591. *
  27592. * @type {number}
  27593. * @default 1
  27594. */
  27595. this.wireframeLinewidth = 1;
  27596. /**
  27597. * Defines whether the material color is affected by global fog settings; `true`
  27598. * to pass fog uniforms to the shader.
  27599. *
  27600. * Setting this property to `true` requires the definition of fog uniforms. It is
  27601. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  27602. * with predefined fog uniforms.
  27603. *
  27604. * ```js
  27605. * const material = new ShaderMaterial( {
  27606. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  27607. * vertexShader: vertexShader,
  27608. * fragmentShader: fragmentShader,
  27609. * fog: true
  27610. * } );
  27611. * ```
  27612. *
  27613. * @type {boolean}
  27614. * @default false
  27615. */
  27616. this.fog = false;
  27617. /**
  27618. * Defines whether this material uses lighting; `true` to pass uniform data
  27619. * related to lighting to this shader.
  27620. *
  27621. * @type {boolean}
  27622. * @default false
  27623. */
  27624. this.lights = false;
  27625. /**
  27626. * Defines whether this material supports clipping; `true` to let the renderer
  27627. * pass the clippingPlanes uniform.
  27628. *
  27629. * @type {boolean}
  27630. * @default false
  27631. */
  27632. this.clipping = false;
  27633. /**
  27634. * Overwritten and set to `true` by default.
  27635. *
  27636. * @type {boolean}
  27637. * @default true
  27638. */
  27639. this.forceSinglePass = true;
  27640. /**
  27641. * This object allows to enable certain WebGL 2 extensions.
  27642. *
  27643. * - clipCullDistance: set to `true` to use vertex shader clipping
  27644. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  27645. *
  27646. * @type {{clipCullDistance:false,multiDraw:false}}
  27647. */
  27648. this.extensions = {
  27649. clipCullDistance: false, // set to use vertex shader clipping
  27650. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  27651. };
  27652. /**
  27653. * When the rendered geometry doesn't include these attributes but the
  27654. * material does, these default values will be passed to the shaders. This
  27655. * avoids errors when buffer data is missing.
  27656. *
  27657. * - color: [ 1, 1, 1 ]
  27658. * - uv: [ 0, 0 ]
  27659. * - uv1: [ 0, 0 ]
  27660. *
  27661. * @type {Object}
  27662. */
  27663. this.defaultAttributeValues = {
  27664. 'color': [ 1, 1, 1 ],
  27665. 'uv': [ 0, 0 ],
  27666. 'uv1': [ 0, 0 ]
  27667. };
  27668. /**
  27669. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  27670. * to bind a generic vertex index to an attribute variable.
  27671. *
  27672. * @type {string|undefined}
  27673. * @default undefined
  27674. */
  27675. this.index0AttributeName = undefined;
  27676. /**
  27677. * Can be used to force a uniform update while changing uniforms in
  27678. * {@link Object3D#onBeforeRender}.
  27679. *
  27680. * @type {boolean}
  27681. * @default false
  27682. */
  27683. this.uniformsNeedUpdate = false;
  27684. /**
  27685. * Defines the GLSL version of custom shader code.
  27686. *
  27687. * @type {?(GLSL1|GLSL3)}
  27688. * @default null
  27689. */
  27690. this.glslVersion = null;
  27691. if ( parameters !== undefined ) {
  27692. this.setValues( parameters );
  27693. }
  27694. }
  27695. copy( source ) {
  27696. super.copy( source );
  27697. this.fragmentShader = source.fragmentShader;
  27698. this.vertexShader = source.vertexShader;
  27699. this.uniforms = cloneUniforms( source.uniforms );
  27700. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  27701. this.defines = Object.assign( {}, source.defines );
  27702. this.wireframe = source.wireframe;
  27703. this.wireframeLinewidth = source.wireframeLinewidth;
  27704. this.fog = source.fog;
  27705. this.lights = source.lights;
  27706. this.clipping = source.clipping;
  27707. this.extensions = Object.assign( {}, source.extensions );
  27708. this.glslVersion = source.glslVersion;
  27709. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  27710. this.index0AttributeName = source.index0AttributeName;
  27711. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  27712. return this;
  27713. }
  27714. toJSON( meta ) {
  27715. const data = super.toJSON( meta );
  27716. data.glslVersion = this.glslVersion;
  27717. data.uniforms = {};
  27718. for ( const name in this.uniforms ) {
  27719. const uniform = this.uniforms[ name ];
  27720. const value = uniform.value;
  27721. if ( value && value.isTexture ) {
  27722. data.uniforms[ name ] = {
  27723. type: 't',
  27724. value: value.toJSON( meta ).uuid
  27725. };
  27726. } else if ( value && value.isColor ) {
  27727. data.uniforms[ name ] = {
  27728. type: 'c',
  27729. value: value.getHex()
  27730. };
  27731. } else if ( value && value.isVector2 ) {
  27732. data.uniforms[ name ] = {
  27733. type: 'v2',
  27734. value: value.toArray()
  27735. };
  27736. } else if ( value && value.isVector3 ) {
  27737. data.uniforms[ name ] = {
  27738. type: 'v3',
  27739. value: value.toArray()
  27740. };
  27741. } else if ( value && value.isVector4 ) {
  27742. data.uniforms[ name ] = {
  27743. type: 'v4',
  27744. value: value.toArray()
  27745. };
  27746. } else if ( value && value.isMatrix3 ) {
  27747. data.uniforms[ name ] = {
  27748. type: 'm3',
  27749. value: value.toArray()
  27750. };
  27751. } else if ( value && value.isMatrix4 ) {
  27752. data.uniforms[ name ] = {
  27753. type: 'm4',
  27754. value: value.toArray()
  27755. };
  27756. } else {
  27757. data.uniforms[ name ] = {
  27758. value: value
  27759. };
  27760. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  27761. }
  27762. }
  27763. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  27764. data.vertexShader = this.vertexShader;
  27765. data.fragmentShader = this.fragmentShader;
  27766. data.lights = this.lights;
  27767. data.clipping = this.clipping;
  27768. const extensions = {};
  27769. for ( const key in this.extensions ) {
  27770. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  27771. }
  27772. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  27773. return data;
  27774. }
  27775. /**
  27776. * Deserializes the material from the given JSON.
  27777. *
  27778. * @param {Object} json - The JSON holding the serialized material.
  27779. * @param {Object<string,Texture>} textures - A dictionary holding textures referenced by the material.
  27780. * @return {ShaderMaterial} A reference to this material.
  27781. */
  27782. fromJSON( json, textures ) {
  27783. super.fromJSON( json, textures );
  27784. if ( json.uniforms !== undefined ) {
  27785. for ( const name in json.uniforms ) {
  27786. const uniform = json.uniforms[ name ];
  27787. this.uniforms[ name ] = {};
  27788. switch ( uniform.type ) {
  27789. case 't':
  27790. this.uniforms[ name ].value = textures[ uniform.value ] || null;
  27791. break;
  27792. case 'c':
  27793. this.uniforms[ name ].value = new Color().setHex( uniform.value );
  27794. break;
  27795. case 'v2':
  27796. this.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  27797. break;
  27798. case 'v3':
  27799. this.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  27800. break;
  27801. case 'v4':
  27802. this.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  27803. break;
  27804. case 'm3':
  27805. this.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  27806. break;
  27807. case 'm4':
  27808. this.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  27809. break;
  27810. default:
  27811. this.uniforms[ name ].value = uniform.value;
  27812. }
  27813. }
  27814. }
  27815. if ( json.defines !== undefined ) this.defines = json.defines;
  27816. if ( json.vertexShader !== undefined ) this.vertexShader = json.vertexShader;
  27817. if ( json.fragmentShader !== undefined ) this.fragmentShader = json.fragmentShader;
  27818. if ( json.glslVersion !== undefined ) this.glslVersion = json.glslVersion;
  27819. if ( json.extensions !== undefined ) {
  27820. for ( const key in json.extensions ) {
  27821. this.extensions[ key ] = json.extensions[ key ];
  27822. }
  27823. }
  27824. if ( json.lights !== undefined ) this.lights = json.lights;
  27825. if ( json.clipping !== undefined ) this.clipping = json.clipping;
  27826. return this;
  27827. }
  27828. }
  27829. /**
  27830. * This class works just like {@link ShaderMaterial}, except that definitions
  27831. * of built-in uniforms and attributes are not automatically prepended to the
  27832. * GLSL shader code.
  27833. *
  27834. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27835. *
  27836. * @augments ShaderMaterial
  27837. */
  27838. class RawShaderMaterial extends ShaderMaterial {
  27839. /**
  27840. * Constructs a new raw shader material.
  27841. *
  27842. * @param {Object} [parameters] - An object with one or more properties
  27843. * defining the material's appearance. Any property of the material
  27844. * (including any property from inherited materials) can be passed
  27845. * in here. Color values can be passed any type of value accepted
  27846. * by {@link Color#set}.
  27847. */
  27848. constructor( parameters ) {
  27849. super( parameters );
  27850. /**
  27851. * This flag can be used for type testing.
  27852. *
  27853. * @type {boolean}
  27854. * @readonly
  27855. * @default true
  27856. */
  27857. this.isRawShaderMaterial = true;
  27858. this.type = 'RawShaderMaterial';
  27859. }
  27860. }
  27861. /**
  27862. * A standard physically based material, using Metallic-Roughness workflow.
  27863. *
  27864. * Physically based rendering (PBR) has recently become the standard in many
  27865. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27866. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27867. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27868. *
  27869. * This approach differs from older approaches in that instead of using
  27870. * approximations for the way in which light interacts with a surface, a
  27871. * physically correct model is used. The idea is that, instead of tweaking
  27872. * materials to look good under specific lighting, a material can be created
  27873. * that will react 'correctly' under all lighting scenarios.
  27874. *
  27875. * In practice this gives a more accurate and realistic looking result than
  27876. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27877. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27878. * shading.
  27879. *
  27880. * Note that for best results you should always specify an environment map when using this material.
  27881. *
  27882. * For a non-technical introduction to the concept of PBR and how to set up a
  27883. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27884. *
  27885. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27886. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27887. *
  27888. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27889. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27890. * (pdf), by Brent Burley.
  27891. *
  27892. * @augments Material
  27893. * @demo scenes/material-browser.html#MeshStandardMaterial
  27894. */
  27895. class MeshStandardMaterial extends Material {
  27896. /**
  27897. * Constructs a new mesh standard material.
  27898. *
  27899. * @param {Object} [parameters] - An object with one or more properties
  27900. * defining the material's appearance. Any property of the material
  27901. * (including any property from inherited materials) can be passed
  27902. * in here. Color values can be passed any type of value accepted
  27903. * by {@link Color#set}.
  27904. */
  27905. constructor( parameters ) {
  27906. super();
  27907. /**
  27908. * This flag can be used for type testing.
  27909. *
  27910. * @type {boolean}
  27911. * @readonly
  27912. * @default true
  27913. */
  27914. this.isMeshStandardMaterial = true;
  27915. this.type = 'MeshStandardMaterial';
  27916. this.defines = { 'STANDARD': '' };
  27917. /**
  27918. * Color of the material.
  27919. *
  27920. * @type {Color}
  27921. * @default (1,1,1)
  27922. */
  27923. this.color = new Color( 0xffffff ); // diffuse
  27924. /**
  27925. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27926. * means fully diffuse. If `roughnessMap` is also provided,
  27927. * both values are multiplied.
  27928. *
  27929. * @type {number}
  27930. * @default 1
  27931. */
  27932. this.roughness = 1.0;
  27933. /**
  27934. * How much the material is like a metal. Non-metallic materials such as wood
  27935. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27936. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27937. * If `metalnessMap` is also provided, both values are multiplied.
  27938. *
  27939. * @type {number}
  27940. * @default 0
  27941. */
  27942. this.metalness = 0.0;
  27943. /**
  27944. * The color map. May optionally include an alpha channel, typically combined
  27945. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27946. * color is modulated by the diffuse `color`.
  27947. *
  27948. * `map` represents color data, and the texture must be assigned a
  27949. * {@link Texture#colorSpace}. Most `map` textures set
  27950. * `texture.colorSpace = SRGBColorSpace`.
  27951. *
  27952. * @type {?Texture}
  27953. * @default null
  27954. */
  27955. this.map = null;
  27956. /**
  27957. * The light map. Requires a second set of UVs.
  27958. *
  27959. * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
  27960. * a {@link Texture#colorSpace}. Most `lightMap` textures set
  27961. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  27962. * such as `.exr` or `.hdr`.
  27963. *
  27964. * @type {?Texture}
  27965. * @default null
  27966. */
  27967. this.lightMap = null;
  27968. /**
  27969. * Intensity of the baked light.
  27970. *
  27971. * @type {number}
  27972. * @default 1
  27973. */
  27974. this.lightMapIntensity = 1.0;
  27975. /**
  27976. * The red channel of this texture is used as the ambient occlusion map.
  27977. * Requires a second set of UVs.
  27978. *
  27979. * `aoMap` represents non-color data. Any texture assigned must have
  27980. * `texture.colorSpace = NoColorSpace` (default).
  27981. *
  27982. * @type {?Texture}
  27983. * @default null
  27984. */
  27985. this.aoMap = null;
  27986. /**
  27987. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27988. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27989. * red channel is also `1`, ambient light is fully occluded on a surface.
  27990. *
  27991. * @type {number}
  27992. * @default 1
  27993. */
  27994. this.aoMapIntensity = 1.0;
  27995. /**
  27996. * Emissive (light) color of the material, essentially a solid color
  27997. * unaffected by other lighting.
  27998. *
  27999. * @type {Color}
  28000. * @default (0,0,0)
  28001. */
  28002. this.emissive = new Color( 0x000000 );
  28003. /**
  28004. * Intensity of the emissive light. Modulates the emissive color.
  28005. *
  28006. * @type {number}
  28007. * @default 1
  28008. */
  28009. this.emissiveIntensity = 1.0;
  28010. /**
  28011. * Set emissive (glow) map. The emissive map color is modulated by the
  28012. * emissive color and the emissive intensity. If you have an emissive map,
  28013. * be sure to set the emissive color to something other than black.
  28014. *
  28015. * `emissiveMap` represents color data, and the texture must be assigned a
  28016. * {@link Texture#colorSpace}. Most `emissiveMap` textures set
  28017. * `texture.colorSpace = SRGBColorSpace`.
  28018. *
  28019. * @type {?Texture}
  28020. * @default null
  28021. */
  28022. this.emissiveMap = null;
  28023. /**
  28024. * The texture to create a bump map. The black and white values map to the
  28025. * perceived depth in relation to the lights. Bump doesn't actually affect
  28026. * the geometry of the object, only the lighting. If a normal map is defined
  28027. * this will be ignored.
  28028. *
  28029. * `bumpMap` represents non-color data. Any texture assigned must have
  28030. * `texture.colorSpace = NoColorSpace` (default).
  28031. *
  28032. * @type {?Texture}
  28033. * @default null
  28034. */
  28035. this.bumpMap = null;
  28036. /**
  28037. * How much the bump map affects the material. Typical range is `[0,1]`.
  28038. *
  28039. * @type {number}
  28040. * @default 1
  28041. */
  28042. this.bumpScale = 1;
  28043. /**
  28044. * The texture to create a normal map. The RGB values affect the surface
  28045. * normal for each pixel fragment and change the way the color is lit. Normal
  28046. * maps do not change the actual shape of the surface, only the lighting. In
  28047. * case the material has a normal map authored using the left handed
  28048. * convention, the `y` component of `normalScale` should be negated to compensate
  28049. * for the different handedness.
  28050. *
  28051. * `normalMap` represents non-color data. Any texture assigned must have
  28052. * `texture.colorSpace = NoColorSpace` (default).
  28053. *
  28054. * @type {?Texture}
  28055. * @default null
  28056. */
  28057. this.normalMap = null;
  28058. /**
  28059. * The type of normal map.
  28060. *
  28061. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28062. * @default TangentSpaceNormalMap
  28063. */
  28064. this.normalMapType = TangentSpaceNormalMap;
  28065. /**
  28066. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28067. *
  28068. * @type {Vector2}
  28069. * @default (1,1)
  28070. */
  28071. this.normalScale = new Vector2( 1, 1 );
  28072. /**
  28073. * The displacement map affects the position of the mesh's vertices. Unlike
  28074. * other maps which only affect the light and shade of the material the
  28075. * displaced vertices can cast shadows, block other objects, and otherwise
  28076. * act as real geometry. The displacement texture is an image where the value
  28077. * of each pixel (white being the highest) is mapped against, and
  28078. * repositions, the vertices of the mesh. For best results, pair a
  28079. * displacement map with a matching normal map, since the renderer can
  28080. * not recompute surface normals from the displaced vertices.
  28081. *
  28082. * `displacementMap` represents non-color data. Any texture assigned must have
  28083. * `texture.colorSpace = NoColorSpace` (default).
  28084. *
  28085. * @type {?Texture}
  28086. * @default null
  28087. */
  28088. this.displacementMap = null;
  28089. /**
  28090. * How much the displacement map affects the mesh (where black is no
  28091. * displacement, and white is maximum displacement). Without a displacement
  28092. * map set, this value is not applied.
  28093. *
  28094. * @type {number}
  28095. * @default 0
  28096. */
  28097. this.displacementScale = 1;
  28098. /**
  28099. * The offset of the displacement map's values on the mesh's vertices.
  28100. * The bias is added to the scaled sample of the displacement map.
  28101. * Without a displacement map set, this value is not applied.
  28102. *
  28103. * @type {number}
  28104. * @default 0
  28105. */
  28106. this.displacementBias = 0;
  28107. /**
  28108. * The green channel of this texture is used to alter the roughness of the
  28109. * material.
  28110. *
  28111. * `roughnessMap` represents non-color data. Any texture assigned must have
  28112. * `texture.colorSpace = NoColorSpace` (default).
  28113. *
  28114. * @type {?Texture}
  28115. * @default null
  28116. */
  28117. this.roughnessMap = null;
  28118. /**
  28119. * The blue channel of this texture is used to alter the metalness of the
  28120. * material.
  28121. *
  28122. * `metalnessMap` represents non-color data. Any texture assigned must have
  28123. * `texture.colorSpace = NoColorSpace` (default).
  28124. *
  28125. * @type {?Texture}
  28126. * @default null
  28127. */
  28128. this.metalnessMap = null;
  28129. /**
  28130. * The alpha map is a grayscale texture that controls the opacity across the
  28131. * surface (black: fully transparent; white: fully opaque).
  28132. *
  28133. * Only the color of the texture is used, ignoring the alpha channel if one
  28134. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28135. * when sampling this texture due to the extra bit of precision provided for
  28136. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28137. * luminance/alpha textures will also still work as expected.
  28138. *
  28139. * `alphaMap` represents non-color data. Any texture assigned must have
  28140. * `texture.colorSpace = NoColorSpace` (default).
  28141. *
  28142. * @type {?Texture}
  28143. * @default null
  28144. */
  28145. this.alphaMap = null;
  28146. /**
  28147. * The environment map. To ensure a physically correct rendering, environment maps
  28148. * are internally pre-processed with {@link PMREMGenerator}.
  28149. *
  28150. * `envMap` represents luminance data, and the texture must be assigned
  28151. * a {@link Texture#colorSpace}. Most `envMap` textures set
  28152. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  28153. * such as `.exr` or `.hdr`.
  28154. *
  28155. * @type {?Texture}
  28156. * @default null
  28157. */
  28158. this.envMap = null;
  28159. /**
  28160. * The rotation of the environment map in radians.
  28161. *
  28162. * @type {Euler}
  28163. * @default (0,0,0)
  28164. */
  28165. this.envMapRotation = new Euler();
  28166. /**
  28167. * Scales the effect of the environment map by multiplying its color.
  28168. *
  28169. * @type {number}
  28170. * @default 1
  28171. */
  28172. this.envMapIntensity = 1.0;
  28173. /**
  28174. * Renders the geometry as a wireframe.
  28175. *
  28176. * @type {boolean}
  28177. * @default false
  28178. */
  28179. this.wireframe = false;
  28180. /**
  28181. * Controls the thickness of the wireframe.
  28182. *
  28183. * Can only be used with {@link SVGRenderer}.
  28184. *
  28185. * @type {number}
  28186. * @default 1
  28187. */
  28188. this.wireframeLinewidth = 1;
  28189. /**
  28190. * Defines appearance of wireframe ends.
  28191. *
  28192. * Can only be used with {@link SVGRenderer}.
  28193. *
  28194. * @type {('round'|'bevel'|'miter')}
  28195. * @default 'round'
  28196. */
  28197. this.wireframeLinecap = 'round';
  28198. /**
  28199. * Defines appearance of wireframe joints.
  28200. *
  28201. * Can only be used with {@link SVGRenderer}.
  28202. *
  28203. * @type {('round'|'bevel'|'miter')}
  28204. * @default 'round'
  28205. */
  28206. this.wireframeLinejoin = 'round';
  28207. /**
  28208. * Whether the material is rendered with flat shading or not.
  28209. *
  28210. * @type {boolean}
  28211. * @default false
  28212. */
  28213. this.flatShading = false;
  28214. /**
  28215. * Whether the material is affected by fog or not.
  28216. *
  28217. * @type {boolean}
  28218. * @default true
  28219. */
  28220. this.fog = true;
  28221. this.setValues( parameters );
  28222. }
  28223. copy( source ) {
  28224. super.copy( source );
  28225. this.defines = { 'STANDARD': '' };
  28226. this.color.copy( source.color );
  28227. this.roughness = source.roughness;
  28228. this.metalness = source.metalness;
  28229. this.map = source.map;
  28230. this.lightMap = source.lightMap;
  28231. this.lightMapIntensity = source.lightMapIntensity;
  28232. this.aoMap = source.aoMap;
  28233. this.aoMapIntensity = source.aoMapIntensity;
  28234. this.emissive.copy( source.emissive );
  28235. this.emissiveMap = source.emissiveMap;
  28236. this.emissiveIntensity = source.emissiveIntensity;
  28237. this.bumpMap = source.bumpMap;
  28238. this.bumpScale = source.bumpScale;
  28239. this.normalMap = source.normalMap;
  28240. this.normalMapType = source.normalMapType;
  28241. this.normalScale.copy( source.normalScale );
  28242. this.displacementMap = source.displacementMap;
  28243. this.displacementScale = source.displacementScale;
  28244. this.displacementBias = source.displacementBias;
  28245. this.roughnessMap = source.roughnessMap;
  28246. this.metalnessMap = source.metalnessMap;
  28247. this.alphaMap = source.alphaMap;
  28248. this.envMap = source.envMap;
  28249. this.envMapRotation.copy( source.envMapRotation );
  28250. this.envMapIntensity = source.envMapIntensity;
  28251. this.wireframe = source.wireframe;
  28252. this.wireframeLinewidth = source.wireframeLinewidth;
  28253. this.wireframeLinecap = source.wireframeLinecap;
  28254. this.wireframeLinejoin = source.wireframeLinejoin;
  28255. this.flatShading = source.flatShading;
  28256. this.fog = source.fog;
  28257. return this;
  28258. }
  28259. }
  28260. /**
  28261. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28262. * physically-based rendering properties:
  28263. *
  28264. * - Anisotropy: Ability to represent the anisotropic property of materials
  28265. * as observable with brushed metals.
  28266. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28267. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28268. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28269. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28270. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28271. * wings of many insects.
  28272. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28273. * transparent materials are less reflective. Physically-based transmission provides a more
  28274. * realistic option for thin, transparent surfaces like glass.
  28275. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28276. * - Sheen: Can be used for representing cloth and fabric materials.
  28277. *
  28278. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28279. * higher performance cost, per pixel, than other three.js materials. Most
  28280. * effects are disabled by default, and add cost as they are enabled. For
  28281. * best results, always specify an environment map when using this material.
  28282. *
  28283. * @augments MeshStandardMaterial
  28284. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  28285. */
  28286. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28287. /**
  28288. * Constructs a new mesh physical material.
  28289. *
  28290. * @param {Object} [parameters] - An object with one or more properties
  28291. * defining the material's appearance. Any property of the material
  28292. * (including any property from inherited materials) can be passed
  28293. * in here. Color values can be passed any type of value accepted
  28294. * by {@link Color#set}.
  28295. */
  28296. constructor( parameters ) {
  28297. super();
  28298. /**
  28299. * This flag can be used for type testing.
  28300. *
  28301. * @type {boolean}
  28302. * @readonly
  28303. * @default true
  28304. */
  28305. this.isMeshPhysicalMaterial = true;
  28306. this.defines = {
  28307. 'STANDARD': '',
  28308. 'PHYSICAL': ''
  28309. };
  28310. this.type = 'MeshPhysicalMaterial';
  28311. /**
  28312. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28313. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28314. * property provides additional rotation to the vectors in the texture.
  28315. *
  28316. * @type {number}
  28317. * @default 1
  28318. */
  28319. this.anisotropyRotation = 0;
  28320. /**
  28321. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28322. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28323. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28324. *
  28325. * `anisotropyMap` represents non-color data. Any texture assigned must have
  28326. * `texture.colorSpace = NoColorSpace` (default).
  28327. *
  28328. * @type {?Texture}
  28329. * @default null
  28330. */
  28331. this.anisotropyMap = null;
  28332. /**
  28333. * The red channel of this texture is multiplied against `clearcoat`,
  28334. * for per-pixel control over a coating's intensity.
  28335. *
  28336. * `clearcoatMap` represents non-color data. Any texture assigned must have
  28337. * `texture.colorSpace = NoColorSpace` (default).
  28338. *
  28339. * @type {?Texture}
  28340. * @default null
  28341. */
  28342. this.clearcoatMap = null;
  28343. /**
  28344. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28345. *
  28346. * @type {number}
  28347. * @default 0
  28348. */
  28349. this.clearcoatRoughness = 0.0;
  28350. /**
  28351. * The green channel of this texture is multiplied against
  28352. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28353. *
  28354. * `clearcoatRoughnessMap` represents non-color data. Any texture assigned must have
  28355. * `texture.colorSpace = NoColorSpace` (default).
  28356. *
  28357. * @type {?Texture}
  28358. * @default null
  28359. */
  28360. this.clearcoatRoughnessMap = null;
  28361. /**
  28362. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28363. * `(0,0)` to `(1,1)`.
  28364. *
  28365. * @type {Vector2}
  28366. * @default (1,1)
  28367. */
  28368. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28369. /**
  28370. * Can be used to enable independent normals for the clear coat layer.
  28371. *
  28372. * `clearcoatNormalMap` represents non-color data. Any texture assigned must have
  28373. * `texture.colorSpace = NoColorSpace` (default).
  28374. *
  28375. * @type {?Texture}
  28376. * @default null
  28377. */
  28378. this.clearcoatNormalMap = null;
  28379. /**
  28380. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28381. *
  28382. * @type {number}
  28383. * @default 1.5
  28384. */
  28385. this.ior = 1.5;
  28386. /**
  28387. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28388. * corresponds to an index-of-refraction of `1.5`.
  28389. *
  28390. * This models the reflectivity of non-metallic materials. It has no effect
  28391. * when `metalness` is `1.0`
  28392. *
  28393. * @name MeshPhysicalMaterial#reflectivity
  28394. * @type {number}
  28395. * @default 0.5
  28396. */
  28397. Object.defineProperty( this, 'reflectivity', {
  28398. get: function () {
  28399. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28400. },
  28401. set: function ( reflectivity ) {
  28402. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28403. }
  28404. } );
  28405. /**
  28406. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28407. * control over iridescence.
  28408. *
  28409. * `iridescenceMap` represents non-color data. Any texture assigned must have
  28410. * `texture.colorSpace = NoColorSpace` (default).
  28411. *
  28412. * @type {?Texture}
  28413. * @default null
  28414. */
  28415. this.iridescenceMap = null;
  28416. /**
  28417. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28418. * Between `1.0` to `2.333`.
  28419. *
  28420. * @type {number}
  28421. * @default 1.3
  28422. */
  28423. this.iridescenceIOR = 1.3;
  28424. /**
  28425. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28426. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28427. *
  28428. * @type {Array<number,number>}
  28429. * @default [100,400]
  28430. */
  28431. this.iridescenceThicknessRange = [ 100, 400 ];
  28432. /**
  28433. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28434. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28435. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28436. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28437. * - Values in-between will linearly interpolate between the elements of the array.
  28438. *
  28439. * `iridescenceThicknessMap` represents non-color data. Any texture assigned must have
  28440. * `texture.colorSpace = NoColorSpace` (default).
  28441. *
  28442. * @type {?Texture}
  28443. * @default null
  28444. */
  28445. this.iridescenceThicknessMap = null;
  28446. /**
  28447. * The sheen tint.
  28448. *
  28449. * @type {Color}
  28450. * @default (0,0,0)
  28451. */
  28452. this.sheenColor = new Color( 0x000000 );
  28453. /**
  28454. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28455. * over sheen tint.
  28456. *
  28457. * `sheenColorMap` represents color data, and the texture must be assigned a
  28458. * {@link Texture#colorSpace}. Most `sheenColorMap` textures set
  28459. * `texture.colorSpace = SRGBColorSpace`.
  28460. *
  28461. * @type {?Texture}
  28462. * @default null
  28463. */
  28464. this.sheenColorMap = null;
  28465. /**
  28466. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28467. *
  28468. * @type {number}
  28469. * @default 1
  28470. */
  28471. this.sheenRoughness = 1.0;
  28472. /**
  28473. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28474. * over sheen roughness.
  28475. *
  28476. * `sheenRoughnessMap` represents non-color data. Any texture assigned must have
  28477. * `texture.colorSpace = NoColorSpace` (default).
  28478. *
  28479. * @type {?Texture}
  28480. * @default null
  28481. */
  28482. this.sheenRoughnessMap = null;
  28483. /**
  28484. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28485. * optical transparency.
  28486. *
  28487. * `transmissionMap` represents non-color data. Any texture assigned must have
  28488. * `texture.colorSpace = NoColorSpace` (default).
  28489. *
  28490. * @type {?Texture}
  28491. * @default null
  28492. */
  28493. this.transmissionMap = null;
  28494. /**
  28495. * The thickness of the volume beneath the surface. The value is given in the
  28496. * coordinate space of the mesh. If the value is `0` the material is
  28497. * thin-walled. Otherwise the material is a volume boundary.
  28498. *
  28499. * @type {number}
  28500. * @default 0
  28501. */
  28502. this.thickness = 0;
  28503. /**
  28504. * A texture that defines the thickness, stored in the green channel. This will
  28505. * be multiplied by `thickness`.
  28506. *
  28507. * `thicknessMap` represents non-color data. Any texture assigned must have
  28508. * `texture.colorSpace = NoColorSpace` (default).
  28509. *
  28510. * @type {?Texture}
  28511. * @default null
  28512. */
  28513. this.thicknessMap = null;
  28514. /**
  28515. * Density of the medium given as the average distance that light travels in
  28516. * the medium before interacting with a particle. The value is given in world
  28517. * space units, and must be greater than zero.
  28518. *
  28519. * @type {number}
  28520. * @default Infinity
  28521. */
  28522. this.attenuationDistance = Infinity;
  28523. /**
  28524. * The color that white light turns into due to absorption when reaching the
  28525. * attenuation distance.
  28526. *
  28527. * @type {Color}
  28528. * @default (1,1,1)
  28529. */
  28530. this.attenuationColor = new Color( 1, 1, 1 );
  28531. /**
  28532. * A float that scales the amount of specular reflection for non-metals only.
  28533. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28534. *
  28535. * @type {number}
  28536. * @default 1
  28537. */
  28538. this.specularIntensity = 1.0;
  28539. /**
  28540. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28541. * for per-pixel control over specular intensity.
  28542. *
  28543. * `specularIntensityMap` represents non-color data. Any texture assigned must have
  28544. * `texture.colorSpace = NoColorSpace` (default).
  28545. *
  28546. * @type {?Texture}
  28547. * @default null
  28548. */
  28549. this.specularIntensityMap = null;
  28550. /**
  28551. * Tints the specular reflection at normal incidence for non-metals only.
  28552. *
  28553. * @type {Color}
  28554. * @default (1,1,1)
  28555. */
  28556. this.specularColor = new Color( 1, 1, 1 );
  28557. /**
  28558. * The RGB channels of this texture are multiplied against `specularColor`,
  28559. * for per-pixel control over specular color.
  28560. *
  28561. * `specularColorMap` represents color data, and the texture must be assigned a
  28562. * {@link Texture#colorSpace}. Most `specularColorMap` textures set
  28563. * `texture.colorSpace = SRGBColorSpace`.
  28564. *
  28565. * @type {?Texture}
  28566. * @default null
  28567. */
  28568. this.specularColorMap = null;
  28569. this._anisotropy = 0;
  28570. this._clearcoat = 0;
  28571. this._dispersion = 0;
  28572. this._iridescence = 0;
  28573. this._sheen = 0.0;
  28574. this._transmission = 0;
  28575. this.setValues( parameters );
  28576. }
  28577. /**
  28578. * The anisotropy strength, from `0.0` to `1.0`.
  28579. *
  28580. * @type {number}
  28581. * @default 0
  28582. */
  28583. get anisotropy() {
  28584. return this._anisotropy;
  28585. }
  28586. set anisotropy( value ) {
  28587. if ( this._anisotropy > 0 !== value > 0 ) {
  28588. this.version ++;
  28589. }
  28590. this._anisotropy = value;
  28591. }
  28592. /**
  28593. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28594. * clear coat related properties to enable multilayer materials that have a
  28595. * thin translucent layer over the base layer.
  28596. *
  28597. * @type {number}
  28598. * @default 0
  28599. */
  28600. get clearcoat() {
  28601. return this._clearcoat;
  28602. }
  28603. set clearcoat( value ) {
  28604. if ( this._clearcoat > 0 !== value > 0 ) {
  28605. this.version ++;
  28606. }
  28607. this._clearcoat = value;
  28608. }
  28609. /**
  28610. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28611. * the surface and the viewer, from `0.0` to `1.0`.
  28612. *
  28613. * @type {number}
  28614. * @default 0
  28615. */
  28616. get iridescence() {
  28617. return this._iridescence;
  28618. }
  28619. set iridescence( value ) {
  28620. if ( this._iridescence > 0 !== value > 0 ) {
  28621. this.version ++;
  28622. }
  28623. this._iridescence = value;
  28624. }
  28625. /**
  28626. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28627. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28628. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28629. *
  28630. * @type {number}
  28631. * @default 0
  28632. */
  28633. get dispersion() {
  28634. return this._dispersion;
  28635. }
  28636. set dispersion( value ) {
  28637. if ( this._dispersion > 0 !== value > 0 ) {
  28638. this.version ++;
  28639. }
  28640. this._dispersion = value;
  28641. }
  28642. /**
  28643. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28644. *
  28645. * @type {number}
  28646. * @default 0
  28647. */
  28648. get sheen() {
  28649. return this._sheen;
  28650. }
  28651. set sheen( value ) {
  28652. if ( this._sheen > 0 !== value > 0 ) {
  28653. this.version ++;
  28654. }
  28655. this._sheen = value;
  28656. }
  28657. /**
  28658. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28659. *
  28660. * Thin, transparent or semitransparent, plastic or glass materials remain
  28661. * largely reflective even if they are fully transmissive. The transmission
  28662. * property can be used to model these materials.
  28663. *
  28664. * When transmission is non-zero, `opacity` should be set to `1`.
  28665. *
  28666. * @type {number}
  28667. * @default 0
  28668. */
  28669. get transmission() {
  28670. return this._transmission;
  28671. }
  28672. set transmission( value ) {
  28673. if ( this._transmission > 0 !== value > 0 ) {
  28674. this.version ++;
  28675. }
  28676. this._transmission = value;
  28677. }
  28678. copy( source ) {
  28679. super.copy( source );
  28680. this.defines = {
  28681. 'STANDARD': '',
  28682. 'PHYSICAL': ''
  28683. };
  28684. this.anisotropy = source.anisotropy;
  28685. this.anisotropyRotation = source.anisotropyRotation;
  28686. this.anisotropyMap = source.anisotropyMap;
  28687. this.clearcoat = source.clearcoat;
  28688. this.clearcoatMap = source.clearcoatMap;
  28689. this.clearcoatRoughness = source.clearcoatRoughness;
  28690. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28691. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28692. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28693. this.dispersion = source.dispersion;
  28694. this.ior = source.ior;
  28695. this.iridescence = source.iridescence;
  28696. this.iridescenceMap = source.iridescenceMap;
  28697. this.iridescenceIOR = source.iridescenceIOR;
  28698. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28699. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28700. this.sheen = source.sheen;
  28701. this.sheenColor.copy( source.sheenColor );
  28702. this.sheenColorMap = source.sheenColorMap;
  28703. this.sheenRoughness = source.sheenRoughness;
  28704. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28705. this.transmission = source.transmission;
  28706. this.transmissionMap = source.transmissionMap;
  28707. this.thickness = source.thickness;
  28708. this.thicknessMap = source.thicknessMap;
  28709. this.attenuationDistance = source.attenuationDistance;
  28710. this.attenuationColor.copy( source.attenuationColor );
  28711. this.specularIntensity = source.specularIntensity;
  28712. this.specularIntensityMap = source.specularIntensityMap;
  28713. this.specularColor.copy( source.specularColor );
  28714. this.specularColorMap = source.specularColorMap;
  28715. return this;
  28716. }
  28717. }
  28718. /**
  28719. * A material for shiny surfaces with specular highlights.
  28720. *
  28721. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28722. * model for calculating reflectance. Unlike the Lambertian model used in the
  28723. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28724. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28725. *
  28726. * Performance will generally be greater when using this material over the
  28727. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28728. * some graphical accuracy.
  28729. *
  28730. * @augments Material
  28731. * @demo scenes/material-browser.html#MeshPhongMaterial
  28732. */
  28733. class MeshPhongMaterial extends Material {
  28734. /**
  28735. * Constructs a new mesh phong material.
  28736. *
  28737. * @param {Object} [parameters] - An object with one or more properties
  28738. * defining the material's appearance. Any property of the material
  28739. * (including any property from inherited materials) can be passed
  28740. * in here. Color values can be passed any type of value accepted
  28741. * by {@link Color#set}.
  28742. */
  28743. constructor( parameters ) {
  28744. super();
  28745. /**
  28746. * This flag can be used for type testing.
  28747. *
  28748. * @type {boolean}
  28749. * @readonly
  28750. * @default true
  28751. */
  28752. this.isMeshPhongMaterial = true;
  28753. this.type = 'MeshPhongMaterial';
  28754. /**
  28755. * Color of the material.
  28756. *
  28757. * @type {Color}
  28758. * @default (1,1,1)
  28759. */
  28760. this.color = new Color( 0xffffff ); // diffuse
  28761. /**
  28762. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28763. *
  28764. * This defines how shiny the material is and the color of its shine.
  28765. *
  28766. * @type {Color}
  28767. */
  28768. this.specular = new Color( 0x111111 );
  28769. /**
  28770. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28771. *
  28772. * @type {number}
  28773. * @default 30
  28774. */
  28775. this.shininess = 30;
  28776. /**
  28777. * The color map. May optionally include an alpha channel, typically combined
  28778. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28779. * color is modulated by the diffuse `color`.
  28780. *
  28781. * `map` represents color data, and the texture must be assigned a
  28782. * {@link Texture#colorSpace}. Most `map` textures set
  28783. * `texture.colorSpace = SRGBColorSpace`.
  28784. *
  28785. * @type {?Texture}
  28786. * @default null
  28787. */
  28788. this.map = null;
  28789. /**
  28790. * The light map. Requires a second set of UVs.
  28791. *
  28792. * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
  28793. * a {@link Texture#colorSpace}. Most `lightMap` textures set
  28794. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  28795. * such as `.exr` or `.hdr`.
  28796. *
  28797. * @type {?Texture}
  28798. * @default null
  28799. */
  28800. this.lightMap = null;
  28801. /**
  28802. * Intensity of the baked light.
  28803. *
  28804. * @type {number}
  28805. * @default 1
  28806. */
  28807. this.lightMapIntensity = 1.0;
  28808. /**
  28809. * The red channel of this texture is used as the ambient occlusion map.
  28810. * Requires a second set of UVs.
  28811. *
  28812. * `aoMap` represents non-color data. Any texture assigned must have
  28813. * `texture.colorSpace = NoColorSpace` (default).
  28814. *
  28815. * @type {?Texture}
  28816. * @default null
  28817. */
  28818. this.aoMap = null;
  28819. /**
  28820. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28821. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28822. * red channel is also `1`, ambient light is fully occluded on a surface.
  28823. *
  28824. * @type {number}
  28825. * @default 1
  28826. */
  28827. this.aoMapIntensity = 1.0;
  28828. /**
  28829. * Emissive (light) color of the material, essentially a solid color
  28830. * unaffected by other lighting.
  28831. *
  28832. * @type {Color}
  28833. * @default (0,0,0)
  28834. */
  28835. this.emissive = new Color( 0x000000 );
  28836. /**
  28837. * Intensity of the emissive light. Modulates the emissive color.
  28838. *
  28839. * @type {number}
  28840. * @default 1
  28841. */
  28842. this.emissiveIntensity = 1.0;
  28843. /**
  28844. * Set emissive (glow) map. The emissive map color is modulated by the
  28845. * emissive color and the emissive intensity. If you have an emissive map,
  28846. * be sure to set the emissive color to something other than black.
  28847. *
  28848. * `emissiveMap` represents color data, and the texture must be assigned a
  28849. * {@link Texture#colorSpace}. Most `emissiveMap` textures set
  28850. * `texture.colorSpace = SRGBColorSpace`.
  28851. *
  28852. * @type {?Texture}
  28853. * @default null
  28854. */
  28855. this.emissiveMap = null;
  28856. /**
  28857. * The texture to create a bump map. The black and white values map to the
  28858. * perceived depth in relation to the lights. Bump doesn't actually affect
  28859. * the geometry of the object, only the lighting. If a normal map is defined
  28860. * this will be ignored.
  28861. *
  28862. * `bumpMap` represents non-color data. Any texture assigned must have
  28863. * `texture.colorSpace = NoColorSpace` (default).
  28864. *
  28865. * @type {?Texture}
  28866. * @default null
  28867. */
  28868. this.bumpMap = null;
  28869. /**
  28870. * How much the bump map affects the material. Typical range is `[0,1]`.
  28871. *
  28872. * @type {number}
  28873. * @default 1
  28874. */
  28875. this.bumpScale = 1;
  28876. /**
  28877. * The texture to create a normal map. The RGB values affect the surface
  28878. * normal for each pixel fragment and change the way the color is lit. Normal
  28879. * maps do not change the actual shape of the surface, only the lighting. In
  28880. * case the material has a normal map authored using the left handed
  28881. * convention, the `y` component of `normalScale` should be negated to compensate
  28882. * for the different handedness.
  28883. *
  28884. * `normalMap` represents non-color data. Any texture assigned must have
  28885. * `texture.colorSpace = NoColorSpace` (default).
  28886. *
  28887. * @type {?Texture}
  28888. * @default null
  28889. */
  28890. this.normalMap = null;
  28891. /**
  28892. * The type of normal map.
  28893. *
  28894. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28895. * @default TangentSpaceNormalMap
  28896. */
  28897. this.normalMapType = TangentSpaceNormalMap;
  28898. /**
  28899. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28900. *
  28901. * @type {Vector2}
  28902. * @default (1,1)
  28903. */
  28904. this.normalScale = new Vector2( 1, 1 );
  28905. /**
  28906. * The displacement map affects the position of the mesh's vertices. Unlike
  28907. * other maps which only affect the light and shade of the material the
  28908. * displaced vertices can cast shadows, block other objects, and otherwise
  28909. * act as real geometry. The displacement texture is an image where the value
  28910. * of each pixel (white being the highest) is mapped against, and
  28911. * repositions, the vertices of the mesh. For best results, pair a
  28912. * displacement map with a matching normal map, since the renderer can
  28913. * not recompute surface normals from the displaced vertices.
  28914. *
  28915. * `displacementMap` represents non-color data. Any texture assigned must have
  28916. * `texture.colorSpace = NoColorSpace` (default).
  28917. *
  28918. * @type {?Texture}
  28919. * @default null
  28920. */
  28921. this.displacementMap = null;
  28922. /**
  28923. * How much the displacement map affects the mesh (where black is no
  28924. * displacement, and white is maximum displacement). Without a displacement
  28925. * map set, this value is not applied.
  28926. *
  28927. * @type {number}
  28928. * @default 0
  28929. */
  28930. this.displacementScale = 1;
  28931. /**
  28932. * The offset of the displacement map's values on the mesh's vertices.
  28933. * The bias is added to the scaled sample of the displacement map.
  28934. * Without a displacement map set, this value is not applied.
  28935. *
  28936. * @type {number}
  28937. * @default 0
  28938. */
  28939. this.displacementBias = 0;
  28940. /**
  28941. * The specular map value affects both how much the specular surface
  28942. * highlight contributes and how much of the environment map affects the
  28943. * surface.
  28944. *
  28945. * `specularMap` represents color data, and the texture must be assigned a
  28946. * {@link Texture#colorSpace}. Most `specularMap` textures set
  28947. * `texture.colorSpace = SRGBColorSpace`.
  28948. *
  28949. * @type {?Texture}
  28950. * @default null
  28951. */
  28952. this.specularMap = null;
  28953. /**
  28954. * The alpha map is a grayscale texture that controls the opacity across the
  28955. * surface (black: fully transparent; white: fully opaque).
  28956. *
  28957. * Only the color of the texture is used, ignoring the alpha channel if one
  28958. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28959. * when sampling this texture due to the extra bit of precision provided for
  28960. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28961. * luminance/alpha textures will also still work as expected.
  28962. *
  28963. * `alphaMap` represents non-color data. Any texture assigned must have
  28964. * `texture.colorSpace = NoColorSpace` (default).
  28965. *
  28966. * @type {?Texture}
  28967. * @default null
  28968. */
  28969. this.alphaMap = null;
  28970. /**
  28971. * The environment map.
  28972. *
  28973. * `envMap` represents luminance data, and the texture must be assigned
  28974. * a {@link Texture#colorSpace}. Most `envMap` textures set
  28975. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  28976. * such as `.exr` or `.hdr`.
  28977. *
  28978. * @type {?Texture}
  28979. * @default null
  28980. */
  28981. this.envMap = null;
  28982. /**
  28983. * The rotation of the environment map in radians.
  28984. *
  28985. * @type {Euler}
  28986. * @default (0,0,0)
  28987. */
  28988. this.envMapRotation = new Euler();
  28989. /**
  28990. * How to combine the result of the surface's color with the environment map, if any.
  28991. *
  28992. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28993. * blend between the two colors.
  28994. *
  28995. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28996. * @default MultiplyOperation
  28997. */
  28998. this.combine = MultiplyOperation;
  28999. /**
  29000. * How much the environment map affects the surface.
  29001. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29002. *
  29003. * @type {number}
  29004. * @default 1
  29005. */
  29006. this.reflectivity = 1;
  29007. /**
  29008. * Scales the effect of the environment map by multiplying its color.
  29009. *
  29010. * @type {number}
  29011. * @default 1
  29012. */
  29013. this.envMapIntensity = 1.0;
  29014. /**
  29015. * The index of refraction (IOR) of air (approximately 1) divided by the
  29016. * index of refraction of the material. It is used with environment mapping
  29017. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29018. * The refraction ratio should not exceed `1`.
  29019. *
  29020. * @type {number}
  29021. * @default 0.98
  29022. */
  29023. this.refractionRatio = 0.98;
  29024. /**
  29025. * Renders the geometry as a wireframe.
  29026. *
  29027. * @type {boolean}
  29028. * @default false
  29029. */
  29030. this.wireframe = false;
  29031. /**
  29032. * Controls the thickness of the wireframe.
  29033. *
  29034. * Can only be used with {@link SVGRenderer}.
  29035. *
  29036. * @type {number}
  29037. * @default 1
  29038. */
  29039. this.wireframeLinewidth = 1;
  29040. /**
  29041. * Defines appearance of wireframe ends.
  29042. *
  29043. * Can only be used with {@link SVGRenderer}.
  29044. *
  29045. * @type {('round'|'bevel'|'miter')}
  29046. * @default 'round'
  29047. */
  29048. this.wireframeLinecap = 'round';
  29049. /**
  29050. * Defines appearance of wireframe joints.
  29051. *
  29052. * Can only be used with {@link SVGRenderer}.
  29053. *
  29054. * @type {('round'|'bevel'|'miter')}
  29055. * @default 'round'
  29056. */
  29057. this.wireframeLinejoin = 'round';
  29058. /**
  29059. * Whether the material is rendered with flat shading or not.
  29060. *
  29061. * @type {boolean}
  29062. * @default false
  29063. */
  29064. this.flatShading = false;
  29065. /**
  29066. * Whether the material is affected by fog or not.
  29067. *
  29068. * @type {boolean}
  29069. * @default true
  29070. */
  29071. this.fog = true;
  29072. this.setValues( parameters );
  29073. }
  29074. copy( source ) {
  29075. super.copy( source );
  29076. this.color.copy( source.color );
  29077. this.specular.copy( source.specular );
  29078. this.shininess = source.shininess;
  29079. this.map = source.map;
  29080. this.lightMap = source.lightMap;
  29081. this.lightMapIntensity = source.lightMapIntensity;
  29082. this.aoMap = source.aoMap;
  29083. this.aoMapIntensity = source.aoMapIntensity;
  29084. this.emissive.copy( source.emissive );
  29085. this.emissiveMap = source.emissiveMap;
  29086. this.emissiveIntensity = source.emissiveIntensity;
  29087. this.bumpMap = source.bumpMap;
  29088. this.bumpScale = source.bumpScale;
  29089. this.normalMap = source.normalMap;
  29090. this.normalMapType = source.normalMapType;
  29091. this.normalScale.copy( source.normalScale );
  29092. this.displacementMap = source.displacementMap;
  29093. this.displacementScale = source.displacementScale;
  29094. this.displacementBias = source.displacementBias;
  29095. this.specularMap = source.specularMap;
  29096. this.alphaMap = source.alphaMap;
  29097. this.envMap = source.envMap;
  29098. this.envMapRotation.copy( source.envMapRotation );
  29099. this.combine = source.combine;
  29100. this.reflectivity = source.reflectivity;
  29101. this.envMapIntensity = source.envMapIntensity;
  29102. this.refractionRatio = source.refractionRatio;
  29103. this.wireframe = source.wireframe;
  29104. this.wireframeLinewidth = source.wireframeLinewidth;
  29105. this.wireframeLinecap = source.wireframeLinecap;
  29106. this.wireframeLinejoin = source.wireframeLinejoin;
  29107. this.flatShading = source.flatShading;
  29108. this.fog = source.fog;
  29109. return this;
  29110. }
  29111. }
  29112. /**
  29113. * A material implementing toon shading.
  29114. *
  29115. * @augments Material
  29116. * @demo scenes/material-browser.html#MeshToonMaterial
  29117. */
  29118. class MeshToonMaterial extends Material {
  29119. /**
  29120. * Constructs a new mesh toon material.
  29121. *
  29122. * @param {Object} [parameters] - An object with one or more properties
  29123. * defining the material's appearance. Any property of the material
  29124. * (including any property from inherited materials) can be passed
  29125. * in here. Color values can be passed any type of value accepted
  29126. * by {@link Color#set}.
  29127. */
  29128. constructor( parameters ) {
  29129. super();
  29130. /**
  29131. * This flag can be used for type testing.
  29132. *
  29133. * @type {boolean}
  29134. * @readonly
  29135. * @default true
  29136. */
  29137. this.isMeshToonMaterial = true;
  29138. this.defines = { 'TOON': '' };
  29139. this.type = 'MeshToonMaterial';
  29140. /**
  29141. * Color of the material.
  29142. *
  29143. * @type {Color}
  29144. * @default (1,1,1)
  29145. */
  29146. this.color = new Color( 0xffffff );
  29147. /**
  29148. * The color map. May optionally include an alpha channel, typically combined
  29149. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29150. * color is modulated by the diffuse `color`.
  29151. *
  29152. * `map` represents color data, and the texture must be assigned a
  29153. * {@link Texture#colorSpace}. Most `map` textures set
  29154. * `texture.colorSpace = SRGBColorSpace`.
  29155. *
  29156. * @type {?Texture}
  29157. * @default null
  29158. */
  29159. this.map = null;
  29160. /**
  29161. * Gradient map for toon shading. It's required to set
  29162. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@link NearestFilter}
  29163. * when using this type of texture.
  29164. *
  29165. * `gradientMap` represents non-color data. Any texture assigned must have
  29166. * `texture.colorSpace = NoColorSpace` (default).
  29167. *
  29168. * @type {?Texture}
  29169. * @default null
  29170. */
  29171. this.gradientMap = null;
  29172. /**
  29173. * The light map. Requires a second set of UVs.
  29174. *
  29175. * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
  29176. * a {@link Texture#colorSpace}. Most `lightMap` textures set
  29177. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  29178. * such as `.exr` or `.hdr`.
  29179. *
  29180. * @type {?Texture}
  29181. * @default null
  29182. */
  29183. this.lightMap = null;
  29184. /**
  29185. * Intensity of the baked light.
  29186. *
  29187. * @type {number}
  29188. * @default 1
  29189. */
  29190. this.lightMapIntensity = 1.0;
  29191. /**
  29192. * The red channel of this texture is used as the ambient occlusion map.
  29193. * Requires a second set of UVs.
  29194. *
  29195. * `aoMap` represents non-color data. Any texture assigned must have
  29196. * `texture.colorSpace = NoColorSpace` (default).
  29197. *
  29198. * @type {?Texture}
  29199. * @default null
  29200. */
  29201. this.aoMap = null;
  29202. /**
  29203. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29204. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29205. * red channel is also `1`, ambient light is fully occluded on a surface.
  29206. *
  29207. * @type {number}
  29208. * @default 1
  29209. */
  29210. this.aoMapIntensity = 1.0;
  29211. /**
  29212. * Emissive (light) color of the material, essentially a solid color
  29213. * unaffected by other lighting.
  29214. *
  29215. * @type {Color}
  29216. * @default (0,0,0)
  29217. */
  29218. this.emissive = new Color( 0x000000 );
  29219. /**
  29220. * Intensity of the emissive light. Modulates the emissive color.
  29221. *
  29222. * @type {number}
  29223. * @default 1
  29224. */
  29225. this.emissiveIntensity = 1.0;
  29226. /**
  29227. * Set emissive (glow) map. The emissive map color is modulated by the
  29228. * emissive color and the emissive intensity. If you have an emissive map,
  29229. * be sure to set the emissive color to something other than black.
  29230. *
  29231. * `emissiveMap` represents color data, and the texture must be assigned a
  29232. * {@link Texture#colorSpace}. Most `emissiveMap` textures set
  29233. * `texture.colorSpace = SRGBColorSpace`.
  29234. *
  29235. * @type {?Texture}
  29236. * @default null
  29237. */
  29238. this.emissiveMap = null;
  29239. /**
  29240. * The texture to create a bump map. The black and white values map to the
  29241. * perceived depth in relation to the lights. Bump doesn't actually affect
  29242. * the geometry of the object, only the lighting. If a normal map is defined
  29243. * this will be ignored.
  29244. *
  29245. * `bumpMap` represents non-color data. Any texture assigned must have
  29246. * `texture.colorSpace = NoColorSpace` (default).
  29247. *
  29248. * @type {?Texture}
  29249. * @default null
  29250. */
  29251. this.bumpMap = null;
  29252. /**
  29253. * How much the bump map affects the material. Typical range is `[0,1]`.
  29254. *
  29255. * @type {number}
  29256. * @default 1
  29257. */
  29258. this.bumpScale = 1;
  29259. /**
  29260. * The texture to create a normal map. The RGB values affect the surface
  29261. * normal for each pixel fragment and change the way the color is lit. Normal
  29262. * maps do not change the actual shape of the surface, only the lighting. In
  29263. * case the material has a normal map authored using the left handed
  29264. * convention, the `y` component of `normalScale` should be negated to compensate
  29265. * for the different handedness.
  29266. *
  29267. * `normalMap` represents non-color data. Any texture assigned must have
  29268. * `texture.colorSpace = NoColorSpace` (default).
  29269. *
  29270. * @type {?Texture}
  29271. * @default null
  29272. */
  29273. this.normalMap = null;
  29274. /**
  29275. * The type of normal map.
  29276. *
  29277. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29278. * @default TangentSpaceNormalMap
  29279. */
  29280. this.normalMapType = TangentSpaceNormalMap;
  29281. /**
  29282. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29283. *
  29284. * @type {Vector2}
  29285. * @default (1,1)
  29286. */
  29287. this.normalScale = new Vector2( 1, 1 );
  29288. /**
  29289. * The displacement map affects the position of the mesh's vertices. Unlike
  29290. * other maps which only affect the light and shade of the material the
  29291. * displaced vertices can cast shadows, block other objects, and otherwise
  29292. * act as real geometry. The displacement texture is an image where the value
  29293. * of each pixel (white being the highest) is mapped against, and
  29294. * repositions, the vertices of the mesh. For best results, pair a
  29295. * displacement map with a matching normal map, since the renderer can
  29296. * not recompute surface normals from the displaced vertices.
  29297. *
  29298. * `displacementMap` represents non-color data. Any texture assigned must have
  29299. * `texture.colorSpace = NoColorSpace` (default).
  29300. *
  29301. * @type {?Texture}
  29302. * @default null
  29303. */
  29304. this.displacementMap = null;
  29305. /**
  29306. * How much the displacement map affects the mesh (where black is no
  29307. * displacement, and white is maximum displacement). Without a displacement
  29308. * map set, this value is not applied.
  29309. *
  29310. * @type {number}
  29311. * @default 0
  29312. */
  29313. this.displacementScale = 1;
  29314. /**
  29315. * The offset of the displacement map's values on the mesh's vertices.
  29316. * The bias is added to the scaled sample of the displacement map.
  29317. * Without a displacement map set, this value is not applied.
  29318. *
  29319. * @type {number}
  29320. * @default 0
  29321. */
  29322. this.displacementBias = 0;
  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. * `alphaMap` represents non-color data. Any texture assigned must have
  29334. * `texture.colorSpace = NoColorSpace` (default).
  29335. *
  29336. * @type {?Texture}
  29337. * @default null
  29338. */
  29339. this.alphaMap = null;
  29340. /**
  29341. * Renders the geometry as a wireframe.
  29342. *
  29343. * @type {boolean}
  29344. * @default false
  29345. */
  29346. this.wireframe = false;
  29347. /**
  29348. * Controls the thickness of the wireframe.
  29349. *
  29350. * Can only be used with {@link SVGRenderer}.
  29351. *
  29352. * @type {number}
  29353. * @default 1
  29354. */
  29355. this.wireframeLinewidth = 1;
  29356. /**
  29357. * Defines appearance of wireframe ends.
  29358. *
  29359. * Can only be used with {@link SVGRenderer}.
  29360. *
  29361. * @type {('round'|'bevel'|'miter')}
  29362. * @default 'round'
  29363. */
  29364. this.wireframeLinecap = 'round';
  29365. /**
  29366. * Defines appearance of wireframe joints.
  29367. *
  29368. * Can only be used with {@link SVGRenderer}.
  29369. *
  29370. * @type {('round'|'bevel'|'miter')}
  29371. * @default 'round'
  29372. */
  29373. this.wireframeLinejoin = 'round';
  29374. /**
  29375. * Whether the material is affected by fog or not.
  29376. *
  29377. * @type {boolean}
  29378. * @default true
  29379. */
  29380. this.fog = true;
  29381. this.setValues( parameters );
  29382. }
  29383. copy( source ) {
  29384. super.copy( source );
  29385. this.color.copy( source.color );
  29386. this.map = source.map;
  29387. this.gradientMap = source.gradientMap;
  29388. this.lightMap = source.lightMap;
  29389. this.lightMapIntensity = source.lightMapIntensity;
  29390. this.aoMap = source.aoMap;
  29391. this.aoMapIntensity = source.aoMapIntensity;
  29392. this.emissive.copy( source.emissive );
  29393. this.emissiveMap = source.emissiveMap;
  29394. this.emissiveIntensity = source.emissiveIntensity;
  29395. this.bumpMap = source.bumpMap;
  29396. this.bumpScale = source.bumpScale;
  29397. this.normalMap = source.normalMap;
  29398. this.normalMapType = source.normalMapType;
  29399. this.normalScale.copy( source.normalScale );
  29400. this.displacementMap = source.displacementMap;
  29401. this.displacementScale = source.displacementScale;
  29402. this.displacementBias = source.displacementBias;
  29403. this.alphaMap = source.alphaMap;
  29404. this.wireframe = source.wireframe;
  29405. this.wireframeLinewidth = source.wireframeLinewidth;
  29406. this.wireframeLinecap = source.wireframeLinecap;
  29407. this.wireframeLinejoin = source.wireframeLinejoin;
  29408. this.fog = source.fog;
  29409. return this;
  29410. }
  29411. }
  29412. /**
  29413. * A material that maps the normal vectors to RGB colors.
  29414. *
  29415. * @augments Material
  29416. * @demo scenes/material-browser.html#MeshNormalMaterial
  29417. */
  29418. class MeshNormalMaterial extends Material {
  29419. /**
  29420. * Constructs a new mesh normal material.
  29421. *
  29422. * @param {Object} [parameters] - An object with one or more properties
  29423. * defining the material's appearance. Any property of the material
  29424. * (including any property from inherited materials) can be passed
  29425. * in here. Color values can be passed any type of value accepted
  29426. * by {@link Color#set}.
  29427. */
  29428. constructor( parameters ) {
  29429. super();
  29430. /**
  29431. * This flag can be used for type testing.
  29432. *
  29433. * @type {boolean}
  29434. * @readonly
  29435. * @default true
  29436. */
  29437. this.isMeshNormalMaterial = true;
  29438. this.type = 'MeshNormalMaterial';
  29439. /**
  29440. * The texture to create a bump map. The black and white values map to the
  29441. * perceived depth in relation to the lights. Bump doesn't actually affect
  29442. * the geometry of the object, only the lighting. If a normal map is defined
  29443. * this will be ignored.
  29444. *
  29445. * `bumpMap` represents non-color data. Any texture assigned must have
  29446. * `texture.colorSpace = NoColorSpace` (default).
  29447. *
  29448. * @type {?Texture}
  29449. * @default null
  29450. */
  29451. this.bumpMap = null;
  29452. /**
  29453. * How much the bump map affects the material. Typical range is `[0,1]`.
  29454. *
  29455. * @type {number}
  29456. * @default 1
  29457. */
  29458. this.bumpScale = 1;
  29459. /**
  29460. * The texture to create a normal map. The RGB values affect the surface
  29461. * normal for each pixel fragment and change the way the color is lit. Normal
  29462. * maps do not change the actual shape of the surface, only the lighting. In
  29463. * case the material has a normal map authored using the left handed
  29464. * convention, the `y` component of `normalScale` should be negated to compensate
  29465. * for the different handedness.
  29466. *
  29467. * `normalMap` represents non-color data. Any texture assigned must have
  29468. * `texture.colorSpace = NoColorSpace` (default).
  29469. *
  29470. * @type {?Texture}
  29471. * @default null
  29472. */
  29473. this.normalMap = null;
  29474. /**
  29475. * The type of normal map.
  29476. *
  29477. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29478. * @default TangentSpaceNormalMap
  29479. */
  29480. this.normalMapType = TangentSpaceNormalMap;
  29481. /**
  29482. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29483. *
  29484. * @type {Vector2}
  29485. * @default (1,1)
  29486. */
  29487. this.normalScale = new Vector2( 1, 1 );
  29488. /**
  29489. * The displacement map affects the position of the mesh's vertices. Unlike
  29490. * other maps which only affect the light and shade of the material the
  29491. * displaced vertices can cast shadows, block other objects, and otherwise
  29492. * act as real geometry. The displacement texture is an image where the value
  29493. * of each pixel (white being the highest) is mapped against, and
  29494. * repositions, the vertices of the mesh. For best results, pair a
  29495. * displacement map with a matching normal map, since the renderer can
  29496. * not recompute surface normals from the displaced vertices.
  29497. *
  29498. * @type {?Texture}
  29499. * @default null
  29500. */
  29501. this.displacementMap = null;
  29502. /**
  29503. * How much the displacement map affects the mesh (where black is no
  29504. * displacement, and white is maximum displacement). Without a displacement
  29505. * map set, this value is not applied.
  29506. *
  29507. * @type {number}
  29508. * @default 0
  29509. */
  29510. this.displacementScale = 1;
  29511. /**
  29512. * The offset of the displacement map's values on the mesh's vertices.
  29513. * The bias is added to the scaled sample of the displacement map.
  29514. * Without a displacement map set, this value is not applied.
  29515. *
  29516. * @type {number}
  29517. * @default 0
  29518. */
  29519. this.displacementBias = 0;
  29520. /**
  29521. * Renders the geometry as a wireframe.
  29522. *
  29523. * @type {boolean}
  29524. * @default false
  29525. */
  29526. this.wireframe = false;
  29527. /**
  29528. * Controls the thickness of the wireframe.
  29529. *
  29530. * WebGL and WebGPU ignore this property and always render
  29531. * 1 pixel wide lines.
  29532. *
  29533. * @type {number}
  29534. * @default 1
  29535. */
  29536. this.wireframeLinewidth = 1;
  29537. /**
  29538. * Whether the material is rendered with flat shading or not.
  29539. *
  29540. * @type {boolean}
  29541. * @default false
  29542. */
  29543. this.flatShading = false;
  29544. this.setValues( parameters );
  29545. }
  29546. copy( source ) {
  29547. super.copy( source );
  29548. this.bumpMap = source.bumpMap;
  29549. this.bumpScale = source.bumpScale;
  29550. this.normalMap = source.normalMap;
  29551. this.normalMapType = source.normalMapType;
  29552. this.normalScale.copy( source.normalScale );
  29553. this.displacementMap = source.displacementMap;
  29554. this.displacementScale = source.displacementScale;
  29555. this.displacementBias = source.displacementBias;
  29556. this.wireframe = source.wireframe;
  29557. this.wireframeLinewidth = source.wireframeLinewidth;
  29558. this.flatShading = source.flatShading;
  29559. return this;
  29560. }
  29561. }
  29562. /**
  29563. * A material for non-shiny surfaces, without specular highlights.
  29564. *
  29565. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  29566. * model for calculating reflectance. This can simulate some surfaces (such
  29567. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29568. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29569. * shading.
  29570. *
  29571. * Due to the simplicity of the reflectance and illumination models,
  29572. * performance will be greater when using this material over the
  29573. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29574. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29575. *
  29576. * @augments Material
  29577. * @demo scenes/material-browser.html#MeshLambertMaterial
  29578. */
  29579. class MeshLambertMaterial extends Material {
  29580. /**
  29581. * Constructs a new mesh lambert material.
  29582. *
  29583. * @param {Object} [parameters] - An object with one or more properties
  29584. * defining the material's appearance. Any property of the material
  29585. * (including any property from inherited materials) can be passed
  29586. * in here. Color values can be passed any type of value accepted
  29587. * by {@link Color#set}.
  29588. */
  29589. constructor( parameters ) {
  29590. super();
  29591. /**
  29592. * This flag can be used for type testing.
  29593. *
  29594. * @type {boolean}
  29595. * @readonly
  29596. * @default true
  29597. */
  29598. this.isMeshLambertMaterial = true;
  29599. this.type = 'MeshLambertMaterial';
  29600. /**
  29601. * Color of the material.
  29602. *
  29603. * @type {Color}
  29604. * @default (1,1,1)
  29605. */
  29606. this.color = new Color( 0xffffff ); // diffuse
  29607. /**
  29608. * The color map. May optionally include an alpha channel, typically combined
  29609. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29610. * color is modulated by the diffuse `color`.
  29611. *
  29612. * `map` represents color data, and the texture must be assigned a
  29613. * {@link Texture#colorSpace}. Most `map` textures set
  29614. * `texture.colorSpace = SRGBColorSpace`.
  29615. *
  29616. * @type {?Texture}
  29617. * @default null
  29618. */
  29619. this.map = null;
  29620. /**
  29621. * The light map. Requires a second set of UVs.
  29622. *
  29623. * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
  29624. * a {@link Texture#colorSpace}. Most `lightMap` textures set
  29625. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  29626. * such as `.exr` or `.hdr`.
  29627. *
  29628. * @type {?Texture}
  29629. * @default null
  29630. */
  29631. this.lightMap = null;
  29632. /**
  29633. * Intensity of the baked light.
  29634. *
  29635. * @type {number}
  29636. * @default 1
  29637. */
  29638. this.lightMapIntensity = 1.0;
  29639. /**
  29640. * The red channel of this texture is used as the ambient occlusion map.
  29641. * Requires a second set of UVs.
  29642. *
  29643. * `aoMap` represents non-color data. Any texture assigned must have
  29644. * `texture.colorSpace = NoColorSpace` (default).
  29645. *
  29646. * @type {?Texture}
  29647. * @default null
  29648. */
  29649. this.aoMap = null;
  29650. /**
  29651. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29652. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29653. * red channel is also `1`, ambient light is fully occluded on a surface.
  29654. *
  29655. * @type {number}
  29656. * @default 1
  29657. */
  29658. this.aoMapIntensity = 1.0;
  29659. /**
  29660. * Emissive (light) color of the material, essentially a solid color
  29661. * unaffected by other lighting.
  29662. *
  29663. * @type {Color}
  29664. * @default (0,0,0)
  29665. */
  29666. this.emissive = new Color( 0x000000 );
  29667. /**
  29668. * Intensity of the emissive light. Modulates the emissive color.
  29669. *
  29670. * @type {number}
  29671. * @default 1
  29672. */
  29673. this.emissiveIntensity = 1.0;
  29674. /**
  29675. * Set emissive (glow) map. The emissive map color is modulated by the
  29676. * emissive color and the emissive intensity. If you have an emissive map,
  29677. * be sure to set the emissive color to something other than black.
  29678. *
  29679. * `emissiveMap` represents color data, and the texture must be assigned a
  29680. * {@link Texture#colorSpace}. Most `emissiveMap` textures set
  29681. * `texture.colorSpace = SRGBColorSpace`.
  29682. *
  29683. * @type {?Texture}
  29684. * @default null
  29685. */
  29686. this.emissiveMap = null;
  29687. /**
  29688. * The texture to create a bump map. The black and white values map to the
  29689. * perceived depth in relation to the lights. Bump doesn't actually affect
  29690. * the geometry of the object, only the lighting. If a normal map is defined
  29691. * this will be ignored.
  29692. *
  29693. * `bumpMap` represents non-color data. Any texture assigned must have
  29694. * `texture.colorSpace = NoColorSpace` (default).
  29695. *
  29696. * @type {?Texture}
  29697. * @default null
  29698. */
  29699. this.bumpMap = null;
  29700. /**
  29701. * How much the bump map affects the material. Typical range is `[0,1]`.
  29702. *
  29703. * @type {number}
  29704. * @default 1
  29705. */
  29706. this.bumpScale = 1;
  29707. /**
  29708. * The texture to create a normal map. The RGB values affect the surface
  29709. * normal for each pixel fragment and change the way the color is lit. Normal
  29710. * maps do not change the actual shape of the surface, only the lighting. In
  29711. * case the material has a normal map authored using the left handed
  29712. * convention, the `y` component of `normalScale` should be negated to compensate
  29713. * for the different handedness.
  29714. *
  29715. * `normalMap` represents non-color data. Any texture assigned must have
  29716. * `texture.colorSpace = NoColorSpace` (default).
  29717. *
  29718. * @type {?Texture}
  29719. * @default null
  29720. */
  29721. this.normalMap = null;
  29722. /**
  29723. * The type of normal map.
  29724. *
  29725. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29726. * @default TangentSpaceNormalMap
  29727. */
  29728. this.normalMapType = TangentSpaceNormalMap;
  29729. /**
  29730. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29731. *
  29732. * @type {Vector2}
  29733. * @default (1,1)
  29734. */
  29735. this.normalScale = new Vector2( 1, 1 );
  29736. /**
  29737. * The displacement map affects the position of the mesh's vertices. Unlike
  29738. * other maps which only affect the light and shade of the material the
  29739. * displaced vertices can cast shadows, block other objects, and otherwise
  29740. * act as real geometry. The displacement texture is an image where the value
  29741. * of each pixel (white being the highest) is mapped against, and
  29742. * repositions, the vertices of the mesh. For best results, pair a
  29743. * displacement map with a matching normal map, since the renderer can
  29744. * not recompute surface normals from the displaced vertices.
  29745. *
  29746. * `displacementMap` represents non-color data. Any texture assigned must have
  29747. * `texture.colorSpace = NoColorSpace` (default).
  29748. *
  29749. * @type {?Texture}
  29750. * @default null
  29751. */
  29752. this.displacementMap = null;
  29753. /**
  29754. * How much the displacement map affects the mesh (where black is no
  29755. * displacement, and white is maximum displacement). Without a displacement
  29756. * map set, this value is not applied.
  29757. *
  29758. * @type {number}
  29759. * @default 0
  29760. */
  29761. this.displacementScale = 1;
  29762. /**
  29763. * The offset of the displacement map's values on the mesh's vertices.
  29764. * The bias is added to the scaled sample of the displacement map.
  29765. * Without a displacement map set, this value is not applied.
  29766. *
  29767. * @type {number}
  29768. * @default 0
  29769. */
  29770. this.displacementBias = 0;
  29771. /**
  29772. * Specular map used by the material.
  29773. *
  29774. * `specularMap` represents color data, and the texture must be assigned a
  29775. * {@link Texture#colorSpace}. Most `specularMap` textures set
  29776. * `texture.colorSpace = SRGBColorSpace`.
  29777. *
  29778. * @type {?Texture}
  29779. * @default null
  29780. */
  29781. this.specularMap = null;
  29782. /**
  29783. * The alpha map is a grayscale texture that controls the opacity across the
  29784. * surface (black: fully transparent; white: fully opaque).
  29785. *
  29786. * Only the color of the texture is used, ignoring the alpha channel if one
  29787. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29788. * when sampling this texture due to the extra bit of precision provided for
  29789. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29790. * luminance/alpha textures will also still work as expected.
  29791. *
  29792. * `alphaMap` represents non-color data. Any texture assigned must have
  29793. * `texture.colorSpace = NoColorSpace` (default).
  29794. *
  29795. * @type {?Texture}
  29796. * @default null
  29797. */
  29798. this.alphaMap = null;
  29799. /**
  29800. * The environment map.
  29801. *
  29802. * `envMap` represents luminance data, and the texture must be assigned
  29803. * a {@link Texture#colorSpace}. Most `envMap` textures set
  29804. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  29805. * such as `.exr` or `.hdr`.
  29806. *
  29807. * @type {?Texture}
  29808. * @default null
  29809. */
  29810. this.envMap = null;
  29811. /**
  29812. * The rotation of the environment map in radians.
  29813. *
  29814. * @type {Euler}
  29815. * @default (0,0,0)
  29816. */
  29817. this.envMapRotation = new Euler();
  29818. /**
  29819. * How to combine the result of the surface's color with the environment map, if any.
  29820. *
  29821. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29822. * blend between the two colors.
  29823. *
  29824. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29825. * @default MultiplyOperation
  29826. */
  29827. this.combine = MultiplyOperation;
  29828. /**
  29829. * How much the environment map affects the surface.
  29830. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29831. *
  29832. * @type {number}
  29833. * @default 1
  29834. */
  29835. this.reflectivity = 1;
  29836. /**
  29837. * Scales the effect of the environment map by multiplying its color.
  29838. *
  29839. * @type {number}
  29840. * @default 1
  29841. */
  29842. this.envMapIntensity = 1.0;
  29843. /**
  29844. * The index of refraction (IOR) of air (approximately 1) divided by the
  29845. * index of refraction of the material. It is used with environment mapping
  29846. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29847. * The refraction ratio should not exceed `1`.
  29848. *
  29849. * @type {number}
  29850. * @default 0.98
  29851. */
  29852. this.refractionRatio = 0.98;
  29853. /**
  29854. * Renders the geometry as a wireframe.
  29855. *
  29856. * @type {boolean}
  29857. * @default false
  29858. */
  29859. this.wireframe = false;
  29860. /**
  29861. * Controls the thickness of the wireframe.
  29862. *
  29863. * Can only be used with {@link SVGRenderer}.
  29864. *
  29865. * @type {number}
  29866. * @default 1
  29867. */
  29868. this.wireframeLinewidth = 1;
  29869. /**
  29870. * Defines appearance of wireframe ends.
  29871. *
  29872. * Can only be used with {@link SVGRenderer}.
  29873. *
  29874. * @type {('round'|'bevel'|'miter')}
  29875. * @default 'round'
  29876. */
  29877. this.wireframeLinecap = 'round';
  29878. /**
  29879. * Defines appearance of wireframe joints.
  29880. *
  29881. * Can only be used with {@link SVGRenderer}.
  29882. *
  29883. * @type {('round'|'bevel'|'miter')}
  29884. * @default 'round'
  29885. */
  29886. this.wireframeLinejoin = 'round';
  29887. /**
  29888. * Whether the material is rendered with flat shading or not.
  29889. *
  29890. * @type {boolean}
  29891. * @default false
  29892. */
  29893. this.flatShading = false;
  29894. /**
  29895. * Whether the material is affected by fog or not.
  29896. *
  29897. * @type {boolean}
  29898. * @default true
  29899. */
  29900. this.fog = true;
  29901. this.setValues( parameters );
  29902. }
  29903. copy( source ) {
  29904. super.copy( source );
  29905. this.color.copy( source.color );
  29906. this.map = source.map;
  29907. this.lightMap = source.lightMap;
  29908. this.lightMapIntensity = source.lightMapIntensity;
  29909. this.aoMap = source.aoMap;
  29910. this.aoMapIntensity = source.aoMapIntensity;
  29911. this.emissive.copy( source.emissive );
  29912. this.emissiveMap = source.emissiveMap;
  29913. this.emissiveIntensity = source.emissiveIntensity;
  29914. this.bumpMap = source.bumpMap;
  29915. this.bumpScale = source.bumpScale;
  29916. this.normalMap = source.normalMap;
  29917. this.normalMapType = source.normalMapType;
  29918. this.normalScale.copy( source.normalScale );
  29919. this.displacementMap = source.displacementMap;
  29920. this.displacementScale = source.displacementScale;
  29921. this.displacementBias = source.displacementBias;
  29922. this.specularMap = source.specularMap;
  29923. this.alphaMap = source.alphaMap;
  29924. this.envMap = source.envMap;
  29925. this.envMapRotation.copy( source.envMapRotation );
  29926. this.combine = source.combine;
  29927. this.reflectivity = source.reflectivity;
  29928. this.envMapIntensity = source.envMapIntensity;
  29929. this.refractionRatio = source.refractionRatio;
  29930. this.wireframe = source.wireframe;
  29931. this.wireframeLinewidth = source.wireframeLinewidth;
  29932. this.wireframeLinecap = source.wireframeLinecap;
  29933. this.wireframeLinejoin = source.wireframeLinejoin;
  29934. this.flatShading = source.flatShading;
  29935. this.fog = source.fog;
  29936. return this;
  29937. }
  29938. }
  29939. /**
  29940. * A material for drawing geometry by depth. Depth is based off of the camera
  29941. * near and far plane. White is nearest, black is farthest.
  29942. *
  29943. * @augments Material
  29944. * @demo scenes/material-browser.html#MeshDepthMaterial
  29945. */
  29946. class MeshDepthMaterial extends Material {
  29947. /**
  29948. * Constructs a new mesh depth material.
  29949. *
  29950. * @param {Object} [parameters] - An object with one or more properties
  29951. * defining the material's appearance. Any property of the material
  29952. * (including any property from inherited materials) can be passed
  29953. * in here. Color values can be passed any type of value accepted
  29954. * by {@link Color#set}.
  29955. */
  29956. constructor( parameters ) {
  29957. super();
  29958. /**
  29959. * This flag can be used for type testing.
  29960. *
  29961. * @type {boolean}
  29962. * @readonly
  29963. * @default true
  29964. */
  29965. this.isMeshDepthMaterial = true;
  29966. this.type = 'MeshDepthMaterial';
  29967. /**
  29968. * Type for depth packing.
  29969. *
  29970. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29971. * @default BasicDepthPacking
  29972. */
  29973. this.depthPacking = BasicDepthPacking;
  29974. /**
  29975. * The color map. May optionally include an alpha channel, typically combined
  29976. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29977. *
  29978. * `map` represents color data, and the texture must be assigned a
  29979. * {@link Texture#colorSpace}. Most `map` textures set
  29980. * `texture.colorSpace = SRGBColorSpace`.
  29981. *
  29982. * @type {?Texture}
  29983. * @default null
  29984. */
  29985. this.map = null;
  29986. /**
  29987. * The alpha map is a grayscale texture that controls the opacity across the
  29988. * surface (black: fully transparent; white: fully opaque).
  29989. *
  29990. * Only the color of the texture is used, ignoring the alpha channel if one
  29991. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29992. * when sampling this texture due to the extra bit of precision provided for
  29993. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29994. * luminance/alpha textures will also still work as expected.
  29995. *
  29996. * `alphaMap` represents non-color data. Any texture assigned must have
  29997. * `texture.colorSpace = NoColorSpace` (default).
  29998. *
  29999. * @type {?Texture}
  30000. * @default null
  30001. */
  30002. this.alphaMap = null;
  30003. /**
  30004. * The displacement map affects the position of the mesh's vertices. Unlike
  30005. * other maps which only affect the light and shade of the material the
  30006. * displaced vertices can cast shadows, block other objects, and otherwise
  30007. * act as real geometry. The displacement texture is an image where the value
  30008. * of each pixel (white being the highest) is mapped against, and
  30009. * repositions, the vertices of the mesh.
  30010. *
  30011. * `displacementMap` represents non-color data. Any texture assigned must have
  30012. * `texture.colorSpace = NoColorSpace` (default).
  30013. *
  30014. * @type {?Texture}
  30015. * @default null
  30016. */
  30017. this.displacementMap = null;
  30018. /**
  30019. * How much the displacement map affects the mesh (where black is no
  30020. * displacement, and white is maximum displacement). Without a displacement
  30021. * map set, this value is not applied.
  30022. *
  30023. * @type {number}
  30024. * @default 0
  30025. */
  30026. this.displacementScale = 1;
  30027. /**
  30028. * The offset of the displacement map's values on the mesh's vertices.
  30029. * The bias is added to the scaled sample of the displacement map.
  30030. * Without a displacement map set, this value is not applied.
  30031. *
  30032. * @type {number}
  30033. * @default 0
  30034. */
  30035. this.displacementBias = 0;
  30036. /**
  30037. * Renders the geometry as a wireframe.
  30038. *
  30039. * @type {boolean}
  30040. * @default false
  30041. */
  30042. this.wireframe = false;
  30043. /**
  30044. * Controls the thickness of the wireframe.
  30045. *
  30046. * WebGL and WebGPU ignore this property and always render
  30047. * 1 pixel wide lines.
  30048. *
  30049. * @type {number}
  30050. * @default 1
  30051. */
  30052. this.wireframeLinewidth = 1;
  30053. this.setValues( parameters );
  30054. }
  30055. copy( source ) {
  30056. super.copy( source );
  30057. this.depthPacking = source.depthPacking;
  30058. this.map = source.map;
  30059. this.alphaMap = source.alphaMap;
  30060. this.displacementMap = source.displacementMap;
  30061. this.displacementScale = source.displacementScale;
  30062. this.displacementBias = source.displacementBias;
  30063. this.wireframe = source.wireframe;
  30064. this.wireframeLinewidth = source.wireframeLinewidth;
  30065. return this;
  30066. }
  30067. }
  30068. /**
  30069. * A material used internally for implementing shadow mapping with
  30070. * point lights.
  30071. *
  30072. * Can also be used to customize the shadow casting of an object by assigning
  30073. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  30074. * The following examples demonstrates this approach in order to ensure
  30075. * transparent parts of objects do not cast shadows.
  30076. *
  30077. * @augments Material
  30078. */
  30079. class MeshDistanceMaterial extends Material {
  30080. /**
  30081. * Constructs a new mesh distance material.
  30082. *
  30083. * @param {Object} [parameters] - An object with one or more properties
  30084. * defining the material's appearance. Any property of the material
  30085. * (including any property from inherited materials) can be passed
  30086. * in here. Color values can be passed any type of value accepted
  30087. * by {@link Color#set}.
  30088. */
  30089. constructor( parameters ) {
  30090. super();
  30091. /**
  30092. * This flag can be used for type testing.
  30093. *
  30094. * @type {boolean}
  30095. * @readonly
  30096. * @default true
  30097. */
  30098. this.isMeshDistanceMaterial = true;
  30099. this.type = 'MeshDistanceMaterial';
  30100. /**
  30101. * The color map. May optionally include an alpha channel, typically combined
  30102. * with {@link Material#transparent} or {@link Material#alphaTest}.
  30103. *
  30104. * `map` represents color data, and the texture must be assigned a
  30105. * {@link Texture#colorSpace}. Most `map` textures set
  30106. * `texture.colorSpace = SRGBColorSpace`.
  30107. *
  30108. * @type {?Texture}
  30109. * @default null
  30110. */
  30111. this.map = null;
  30112. /**
  30113. * The alpha map is a grayscale texture that controls the opacity across the
  30114. * surface (black: fully transparent; white: fully opaque).
  30115. *
  30116. * Only the color of the texture is used, ignoring the alpha channel if one
  30117. * exists. For RGB and RGBA textures, the renderer will use the green channel
  30118. * when sampling this texture due to the extra bit of precision provided for
  30119. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  30120. * luminance/alpha textures will also still work as expected.
  30121. *
  30122. * `alphaMap` represents non-color data. Any texture assigned must have
  30123. * `texture.colorSpace = NoColorSpace` (default).
  30124. *
  30125. * @type {?Texture}
  30126. * @default null
  30127. */
  30128. this.alphaMap = null;
  30129. /**
  30130. * The displacement map affects the position of the mesh's vertices. Unlike
  30131. * other maps which only affect the light and shade of the material the
  30132. * displaced vertices can cast shadows, block other objects, and otherwise
  30133. * act as real geometry. The displacement texture is an image where the value
  30134. * of each pixel (white being the highest) is mapped against, and
  30135. * repositions, the vertices of the mesh.
  30136. *
  30137. * `displacementMap` represents non-color data. Any texture assigned must have
  30138. * `texture.colorSpace = NoColorSpace` (default).
  30139. *
  30140. * @type {?Texture}
  30141. * @default null
  30142. */
  30143. this.displacementMap = null;
  30144. /**
  30145. * How much the displacement map affects the mesh (where black is no
  30146. * displacement, and white is maximum displacement). Without a displacement
  30147. * map set, this value is not applied.
  30148. *
  30149. * @type {number}
  30150. * @default 0
  30151. */
  30152. this.displacementScale = 1;
  30153. /**
  30154. * The offset of the displacement map's values on the mesh's vertices.
  30155. * The bias is added to the scaled sample of the displacement map.
  30156. * Without a displacement map set, this value is not applied.
  30157. *
  30158. * @type {number}
  30159. * @default 0
  30160. */
  30161. this.displacementBias = 0;
  30162. this.setValues( parameters );
  30163. }
  30164. copy( source ) {
  30165. super.copy( source );
  30166. this.map = source.map;
  30167. this.alphaMap = source.alphaMap;
  30168. this.displacementMap = source.displacementMap;
  30169. this.displacementScale = source.displacementScale;
  30170. this.displacementBias = source.displacementBias;
  30171. return this;
  30172. }
  30173. }
  30174. /**
  30175. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  30176. * material color and shading.
  30177. *
  30178. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  30179. * baked lighting. It will cast a shadow onto an object that receives shadows
  30180. * (and shadow clipping works), but it will not self-shadow or receive
  30181. * shadows.
  30182. *
  30183. * @augments Material
  30184. * @demo scenes/material-browser.html#MeshMatcapMaterial
  30185. */
  30186. class MeshMatcapMaterial extends Material {
  30187. /**
  30188. * Constructs a new mesh matcap material.
  30189. *
  30190. * @param {Object} [parameters] - An object with one or more properties
  30191. * defining the material's appearance. Any property of the material
  30192. * (including any property from inherited materials) can be passed
  30193. * in here. Color values can be passed any type of value accepted
  30194. * by {@link Color#set}.
  30195. */
  30196. constructor( parameters ) {
  30197. super();
  30198. /**
  30199. * This flag can be used for type testing.
  30200. *
  30201. * @type {boolean}
  30202. * @readonly
  30203. * @default true
  30204. */
  30205. this.isMeshMatcapMaterial = true;
  30206. this.defines = { 'MATCAP': '' };
  30207. this.type = 'MeshMatcapMaterial';
  30208. /**
  30209. * Color of the material.
  30210. *
  30211. * @type {Color}
  30212. * @default (1,1,1)
  30213. */
  30214. this.color = new Color( 0xffffff ); // diffuse
  30215. /**
  30216. * The matcap map.
  30217. *
  30218. * `matcap` represents luminance data, and the texture must be assigned
  30219. * a {@link Texture#colorSpace}. HDR `matcap` textures (e.g. `.exr`)
  30220. * typically set `texture.colorSpace = LinearSRGBColorSpace`, while LDR
  30221. * `matcap` textures (e.g. `.png`, `.jpg`, `.webp`) typically set
  30222. * `texture.colorSpace = SRGBColorSpace`.
  30223. *
  30224. * @type {?Texture}
  30225. * @default null
  30226. */
  30227. this.matcap = null;
  30228. /**
  30229. * The color map. May optionally include an alpha channel, typically combined
  30230. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  30231. * color is modulated by the diffuse `color`.
  30232. *
  30233. * `map` represents color data, and the texture must be assigned a
  30234. * {@link Texture#colorSpace}. Most `map` textures set
  30235. * `texture.colorSpace = SRGBColorSpace`.
  30236. *
  30237. * @type {?Texture}
  30238. * @default null
  30239. */
  30240. this.map = null;
  30241. /**
  30242. * The texture to create a bump map. The black and white values map to the
  30243. * perceived depth in relation to the lights. Bump doesn't actually affect
  30244. * the geometry of the object, only the lighting. If a normal map is defined
  30245. * this will be ignored.
  30246. *
  30247. * `bumpMap` represents non-color data. Any texture assigned must have
  30248. * `texture.colorSpace = NoColorSpace` (default).
  30249. *
  30250. * @type {?Texture}
  30251. * @default null
  30252. */
  30253. this.bumpMap = null;
  30254. /**
  30255. * How much the bump map affects the material. Typical range is `[0,1]`.
  30256. *
  30257. * @type {number}
  30258. * @default 1
  30259. */
  30260. this.bumpScale = 1;
  30261. /**
  30262. * The texture to create a normal map. The RGB values affect the surface
  30263. * normal for each pixel fragment and change the way the color is lit. Normal
  30264. * maps do not change the actual shape of the surface, only the lighting. In
  30265. * case the material has a normal map authored using the left handed
  30266. * convention, the `y` component of `normalScale` should be negated to compensate
  30267. * for the different handedness.
  30268. *
  30269. * `normalMap` represents non-color data. Any texture assigned must have
  30270. * `texture.colorSpace = NoColorSpace` (default).
  30271. *
  30272. * @type {?Texture}
  30273. * @default null
  30274. */
  30275. this.normalMap = null;
  30276. /**
  30277. * The type of normal map.
  30278. *
  30279. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  30280. * @default TangentSpaceNormalMap
  30281. */
  30282. this.normalMapType = TangentSpaceNormalMap;
  30283. /**
  30284. * How much the normal map affects the material. Typical value range is `[0,1]`.
  30285. *
  30286. * @type {Vector2}
  30287. * @default (1,1)
  30288. */
  30289. this.normalScale = new Vector2( 1, 1 );
  30290. /**
  30291. * The displacement map affects the position of the mesh's vertices. Unlike
  30292. * other maps which only affect the light and shade of the material the
  30293. * displaced vertices can cast shadows, block other objects, and otherwise
  30294. * act as real geometry. The displacement texture is an image where the value
  30295. * of each pixel (white being the highest) is mapped against, and
  30296. * repositions, the vertices of the mesh. For best results, pair a
  30297. * displacement map with a matching normal map, since the renderer can
  30298. * not recompute surface normals from the displaced vertices.
  30299. *
  30300. * `displacementMap` represents non-color data. Any texture assigned must have
  30301. * `texture.colorSpace = NoColorSpace` (default).
  30302. *
  30303. * @type {?Texture}
  30304. * @default null
  30305. */
  30306. this.displacementMap = null;
  30307. /**
  30308. * How much the displacement map affects the mesh (where black is no
  30309. * displacement, and white is maximum displacement). Without a displacement
  30310. * map set, this value is not applied.
  30311. *
  30312. * @type {number}
  30313. * @default 0
  30314. */
  30315. this.displacementScale = 1;
  30316. /**
  30317. * The offset of the displacement map's values on the mesh's vertices.
  30318. * The bias is added to the scaled sample of the displacement map.
  30319. * Without a displacement map set, this value is not applied.
  30320. *
  30321. * @type {number}
  30322. * @default 0
  30323. */
  30324. this.displacementBias = 0;
  30325. /**
  30326. * The alpha map is a grayscale texture that controls the opacity across the
  30327. * surface (black: fully transparent; white: fully opaque).
  30328. *
  30329. * Only the color of the texture is used, ignoring the alpha channel if one
  30330. * exists. For RGB and RGBA textures, the renderer will use the green channel
  30331. * when sampling this texture due to the extra bit of precision provided for
  30332. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  30333. * luminance/alpha textures will also still work as expected.
  30334. *
  30335. * `alphaMap` represents non-color data. Any texture assigned must have
  30336. * `texture.colorSpace = NoColorSpace` (default).
  30337. *
  30338. * @type {?Texture}
  30339. * @default null
  30340. */
  30341. this.alphaMap = null;
  30342. /**
  30343. * Renders the geometry as a wireframe.
  30344. *
  30345. * @type {boolean}
  30346. * @default false
  30347. */
  30348. this.wireframe = false;
  30349. /**
  30350. * Controls the thickness of the wireframe.
  30351. *
  30352. * Can only be used with {@link SVGRenderer}.
  30353. *
  30354. * @type {number}
  30355. * @default 1
  30356. */
  30357. this.wireframeLinewidth = 1;
  30358. /**
  30359. * Whether the material is rendered with flat shading or not.
  30360. *
  30361. * @type {boolean}
  30362. * @default false
  30363. */
  30364. this.flatShading = false;
  30365. /**
  30366. * Whether the material is affected by fog or not.
  30367. *
  30368. * @type {boolean}
  30369. * @default true
  30370. */
  30371. this.fog = true;
  30372. this.setValues( parameters );
  30373. }
  30374. copy( source ) {
  30375. super.copy( source );
  30376. this.defines = { 'MATCAP': '' };
  30377. this.color.copy( source.color );
  30378. this.matcap = source.matcap;
  30379. this.map = source.map;
  30380. this.bumpMap = source.bumpMap;
  30381. this.bumpScale = source.bumpScale;
  30382. this.normalMap = source.normalMap;
  30383. this.normalMapType = source.normalMapType;
  30384. this.normalScale.copy( source.normalScale );
  30385. this.displacementMap = source.displacementMap;
  30386. this.displacementScale = source.displacementScale;
  30387. this.displacementBias = source.displacementBias;
  30388. this.alphaMap = source.alphaMap;
  30389. this.wireframe = source.wireframe;
  30390. this.wireframeLinewidth = source.wireframeLinewidth;
  30391. this.flatShading = source.flatShading;
  30392. this.fog = source.fog;
  30393. return this;
  30394. }
  30395. }
  30396. /**
  30397. * A material for rendering line primitives.
  30398. *
  30399. * Materials define the appearance of renderable 3D objects.
  30400. *
  30401. * ```js
  30402. * const material = new THREE.LineDashedMaterial( {
  30403. * color: 0xffffff,
  30404. * scale: 1,
  30405. * dashSize: 3,
  30406. * gapSize: 1,
  30407. * } );
  30408. * ```
  30409. *
  30410. * @augments LineBasicMaterial
  30411. */
  30412. class LineDashedMaterial extends LineBasicMaterial {
  30413. /**
  30414. * Constructs a new line dashed material.
  30415. *
  30416. * @param {Object} [parameters] - An object with one or more properties
  30417. * defining the material's appearance. Any property of the material
  30418. * (including any property from inherited materials) can be passed
  30419. * in here. Color values can be passed any type of value accepted
  30420. * by {@link Color#set}.
  30421. */
  30422. constructor( parameters ) {
  30423. super();
  30424. /**
  30425. * This flag can be used for type testing.
  30426. *
  30427. * @type {boolean}
  30428. * @readonly
  30429. * @default true
  30430. */
  30431. this.isLineDashedMaterial = true;
  30432. this.type = 'LineDashedMaterial';
  30433. /**
  30434. * The scale of the dashed part of a line.
  30435. *
  30436. * @type {number}
  30437. * @default 1
  30438. */
  30439. this.scale = 1;
  30440. /**
  30441. * The size of the dash. This is both the gap with the stroke.
  30442. *
  30443. * @type {number}
  30444. * @default 3
  30445. */
  30446. this.dashSize = 3;
  30447. /**
  30448. * The size of the gap.
  30449. *
  30450. * @type {number}
  30451. * @default 1
  30452. */
  30453. this.gapSize = 1;
  30454. this.setValues( parameters );
  30455. }
  30456. copy( source ) {
  30457. super.copy( source );
  30458. this.scale = source.scale;
  30459. this.dashSize = source.dashSize;
  30460. this.gapSize = source.gapSize;
  30461. return this;
  30462. }
  30463. }
  30464. /**
  30465. * Converts an array to a specific type.
  30466. *
  30467. * @param {TypedArray|Array} array - The array to convert.
  30468. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30469. * @return {TypedArray} The converted array.
  30470. */
  30471. function convertArray( array, type ) {
  30472. if ( ! array || array.constructor === type ) return array;
  30473. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30474. return new type( array ); // create typed array
  30475. }
  30476. return Array.prototype.slice.call( array ); // create Array
  30477. }
  30478. /**
  30479. * Returns an array by which times and values can be sorted.
  30480. *
  30481. * @param {Array<number>} times - The keyframe time values.
  30482. * @return {Array<number>} The array.
  30483. */
  30484. function getKeyframeOrder( times ) {
  30485. function compareTime( i, j ) {
  30486. return times[ i ] - times[ j ];
  30487. }
  30488. const n = times.length;
  30489. const result = new Array( n );
  30490. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30491. result.sort( compareTime );
  30492. return result;
  30493. }
  30494. /**
  30495. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30496. *
  30497. * @param {Array<number>} values - The values to sort.
  30498. * @param {number} stride - The stride.
  30499. * @param {Array<number>} order - The sort order.
  30500. * @return {Array<number>} The sorted values.
  30501. */
  30502. function sortedArray( values, stride, order ) {
  30503. const nValues = values.length;
  30504. const result = new values.constructor( nValues );
  30505. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30506. const srcOffset = order[ i ] * stride;
  30507. for ( let j = 0; j !== stride; ++ j ) {
  30508. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30509. }
  30510. }
  30511. return result;
  30512. }
  30513. /**
  30514. * Used for parsing AOS keyframe formats.
  30515. *
  30516. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30517. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30518. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30519. * @param {string} valuePropertyName - The name of the property to use.
  30520. */
  30521. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30522. let i = 1, key = jsonKeys[ 0 ];
  30523. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30524. key = jsonKeys[ i ++ ];
  30525. }
  30526. if ( key === undefined ) return; // no data
  30527. let value = key[ valuePropertyName ];
  30528. if ( value === undefined ) return; // no data
  30529. if ( Array.isArray( value ) ) {
  30530. do {
  30531. value = key[ valuePropertyName ];
  30532. if ( value !== undefined ) {
  30533. times.push( key.time );
  30534. values.push( ...value ); // push all elements
  30535. }
  30536. key = jsonKeys[ i ++ ];
  30537. } while ( key !== undefined );
  30538. } else if ( value.toArray !== undefined ) {
  30539. // ...assume THREE.Math-ish
  30540. do {
  30541. value = key[ valuePropertyName ];
  30542. if ( value !== undefined ) {
  30543. times.push( key.time );
  30544. value.toArray( values, values.length );
  30545. }
  30546. key = jsonKeys[ i ++ ];
  30547. } while ( key !== undefined );
  30548. } else {
  30549. // otherwise push as-is
  30550. do {
  30551. value = key[ valuePropertyName ];
  30552. if ( value !== undefined ) {
  30553. times.push( key.time );
  30554. values.push( value );
  30555. }
  30556. key = jsonKeys[ i ++ ];
  30557. } while ( key !== undefined );
  30558. }
  30559. }
  30560. /**
  30561. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30562. *
  30563. * @param {AnimationClip} sourceClip - The values to sort.
  30564. * @param {string} name - The name of the clip.
  30565. * @param {number} startFrame - The start frame.
  30566. * @param {number} endFrame - The end frame.
  30567. * @param {number} [fps=30] - The FPS.
  30568. * @return {AnimationClip} The new sub clip.
  30569. */
  30570. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30571. const clip = sourceClip.clone();
  30572. clip.name = name;
  30573. const tracks = [];
  30574. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30575. const track = clip.tracks[ i ];
  30576. const valueSize = track.getValueSize();
  30577. const times = [];
  30578. const values = [];
  30579. for ( let j = 0; j < track.times.length; ++ j ) {
  30580. const frame = track.times[ j ] * fps;
  30581. if ( frame < startFrame || frame >= endFrame ) continue;
  30582. times.push( track.times[ j ] );
  30583. for ( let k = 0; k < valueSize; ++ k ) {
  30584. values.push( track.values[ j * valueSize + k ] );
  30585. }
  30586. }
  30587. if ( times.length === 0 ) continue;
  30588. track.times = convertArray( times, track.times.constructor );
  30589. track.values = convertArray( values, track.values.constructor );
  30590. tracks.push( track );
  30591. }
  30592. clip.tracks = tracks;
  30593. // find minimum .times value across all tracks in the trimmed clip
  30594. let minStartTime = Infinity;
  30595. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30596. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30597. minStartTime = clip.tracks[ i ].times[ 0 ];
  30598. }
  30599. }
  30600. // shift all tracks such that clip begins at t=0
  30601. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30602. clip.tracks[ i ].shift( -1 * minStartTime );
  30603. }
  30604. clip.resetDuration();
  30605. return clip;
  30606. }
  30607. /**
  30608. * Converts the keyframes of the given animation clip to an additive format.
  30609. *
  30610. * @param {AnimationClip} targetClip - The clip to make additive.
  30611. * @param {number} [referenceFrame=0] - The reference frame.
  30612. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30613. * @param {number} [fps=30] - The FPS.
  30614. * @return {AnimationClip} The updated clip which is now additive.
  30615. */
  30616. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30617. if ( fps <= 0 ) fps = 30;
  30618. const numTracks = referenceClip.tracks.length;
  30619. const referenceTime = referenceFrame / fps;
  30620. // Make each track's values relative to the values at the reference frame
  30621. for ( let i = 0; i < numTracks; ++ i ) {
  30622. const referenceTrack = referenceClip.tracks[ i ];
  30623. const referenceTrackType = referenceTrack.ValueTypeName;
  30624. // Skip this track if it's non-numeric
  30625. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30626. // Find the track in the target clip whose name and type matches the reference track
  30627. const targetTrack = targetClip.tracks.find( function ( track ) {
  30628. return track.name === referenceTrack.name
  30629. && track.ValueTypeName === referenceTrackType;
  30630. } );
  30631. if ( targetTrack === undefined ) continue;
  30632. let referenceOffset = 0;
  30633. const referenceValueSize = referenceTrack.getValueSize();
  30634. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30635. referenceOffset = referenceValueSize / 3;
  30636. }
  30637. let targetOffset = 0;
  30638. const targetValueSize = targetTrack.getValueSize();
  30639. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30640. targetOffset = targetValueSize / 3;
  30641. }
  30642. const lastIndex = referenceTrack.times.length - 1;
  30643. let referenceValue;
  30644. // Find the value to subtract out of the track
  30645. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30646. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30647. const startIndex = referenceOffset;
  30648. const endIndex = referenceValueSize - referenceOffset;
  30649. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30650. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30651. // Reference frame is after the last keyframe, so just use the last keyframe
  30652. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30653. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30654. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30655. } else {
  30656. // Interpolate to the reference value
  30657. const interpolant = referenceTrack.createInterpolant();
  30658. const startIndex = referenceOffset;
  30659. const endIndex = referenceValueSize - referenceOffset;
  30660. interpolant.evaluate( referenceTime );
  30661. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30662. }
  30663. // Conjugate the quaternion
  30664. if ( referenceTrackType === 'quaternion' ) {
  30665. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30666. referenceQuat.toArray( referenceValue );
  30667. }
  30668. // Subtract the reference value from all of the track values
  30669. const numTimes = targetTrack.times.length;
  30670. for ( let j = 0; j < numTimes; ++ j ) {
  30671. const valueStart = j * targetValueSize + targetOffset;
  30672. if ( referenceTrackType === 'quaternion' ) {
  30673. // Multiply the conjugate for quaternion track types
  30674. Quaternion.multiplyQuaternionsFlat(
  30675. targetTrack.values,
  30676. valueStart,
  30677. referenceValue,
  30678. 0,
  30679. targetTrack.values,
  30680. valueStart
  30681. );
  30682. } else {
  30683. const valueEnd = targetValueSize - targetOffset * 2;
  30684. // Subtract each value for all other numeric track types
  30685. for ( let k = 0; k < valueEnd; ++ k ) {
  30686. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30687. }
  30688. }
  30689. }
  30690. }
  30691. targetClip.blendMode = AdditiveAnimationBlendMode;
  30692. return targetClip;
  30693. }
  30694. /**
  30695. * A class with various methods to assist with animations.
  30696. *
  30697. * @hideconstructor
  30698. */
  30699. class AnimationUtils {
  30700. /**
  30701. * Converts an array to a specific type
  30702. *
  30703. * @static
  30704. * @param {TypedArray|Array} array - The array to convert.
  30705. * @param {TypedArray.constructor} type - The constructor of a type array.
  30706. * @return {TypedArray} The converted array
  30707. */
  30708. static convertArray( array, type ) {
  30709. return convertArray( array, type );
  30710. }
  30711. /**
  30712. * Returns `true` if the given object is a typed array.
  30713. *
  30714. * @static
  30715. * @param {any} object - The object to check.
  30716. * @return {boolean} Whether the given object is a typed array.
  30717. */
  30718. static isTypedArray( object ) {
  30719. return isTypedArray( object );
  30720. }
  30721. /**
  30722. * Returns an array by which times and values can be sorted.
  30723. *
  30724. * @static
  30725. * @param {Array<number>} times - The keyframe time values.
  30726. * @return {Array<number>} The array.
  30727. */
  30728. static getKeyframeOrder( times ) {
  30729. return getKeyframeOrder( times );
  30730. }
  30731. /**
  30732. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30733. *
  30734. * @static
  30735. * @param {Array<number>} values - The values to sort.
  30736. * @param {number} stride - The stride.
  30737. * @param {Array<number>} order - The sort order.
  30738. * @return {Array<number>} The sorted values.
  30739. */
  30740. static sortedArray( values, stride, order ) {
  30741. return sortedArray( values, stride, order );
  30742. }
  30743. /**
  30744. * Used for parsing AOS keyframe formats.
  30745. *
  30746. * @static
  30747. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30748. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30749. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30750. * @param {string} valuePropertyName - The name of the property to use.
  30751. */
  30752. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30753. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30754. }
  30755. /**
  30756. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30757. *
  30758. * @static
  30759. * @param {AnimationClip} sourceClip - The values to sort.
  30760. * @param {string} name - The name of the clip.
  30761. * @param {number} startFrame - The start frame.
  30762. * @param {number} endFrame - The end frame.
  30763. * @param {number} [fps=30] - The FPS.
  30764. * @return {AnimationClip} The new sub clip.
  30765. */
  30766. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30767. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30768. }
  30769. /**
  30770. * Converts the keyframes of the given animation clip to an additive format.
  30771. *
  30772. * @static
  30773. * @param {AnimationClip} targetClip - The clip to make additive.
  30774. * @param {number} [referenceFrame=0] - The reference frame.
  30775. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30776. * @param {number} [fps=30] - The FPS.
  30777. * @return {AnimationClip} The updated clip which is now additive.
  30778. */
  30779. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30780. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30781. }
  30782. }
  30783. /**
  30784. * Abstract base class of interpolants over parametric samples.
  30785. *
  30786. * The parameter domain is one dimensional, typically the time or a path
  30787. * along a curve defined by the data.
  30788. *
  30789. * The sample values can have any dimensionality and derived classes may
  30790. * apply special interpretations to the data.
  30791. *
  30792. * This class provides the interval seek in a Template Method, deferring
  30793. * the actual interpolation to derived classes.
  30794. *
  30795. * Time complexity is O(1) for linear access crossing at most two points
  30796. * and O(log N) for random access, where N is the number of positions.
  30797. *
  30798. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30799. *
  30800. * @abstract
  30801. */
  30802. class Interpolant {
  30803. /**
  30804. * Constructs a new interpolant.
  30805. *
  30806. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30807. * @param {TypedArray} sampleValues - The sample values.
  30808. * @param {number} sampleSize - The sample size
  30809. * @param {TypedArray} [resultBuffer] - The result buffer.
  30810. */
  30811. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30812. /**
  30813. * The parameter positions.
  30814. *
  30815. * @type {TypedArray}
  30816. */
  30817. this.parameterPositions = parameterPositions;
  30818. /**
  30819. * A cache index.
  30820. *
  30821. * @private
  30822. * @type {number}
  30823. * @default 0
  30824. */
  30825. this._cachedIndex = 0;
  30826. /**
  30827. * The result buffer.
  30828. *
  30829. * @type {TypedArray}
  30830. */
  30831. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30832. /**
  30833. * The sample values.
  30834. *
  30835. * @type {TypedArray}
  30836. */
  30837. this.sampleValues = sampleValues;
  30838. /**
  30839. * The value size.
  30840. *
  30841. * @type {TypedArray}
  30842. */
  30843. this.valueSize = sampleSize;
  30844. /**
  30845. * The interpolation settings.
  30846. *
  30847. * @type {?Object}
  30848. * @default null
  30849. */
  30850. this.settings = null;
  30851. /**
  30852. * The default settings object.
  30853. *
  30854. * @type {Object}
  30855. */
  30856. this.DefaultSettings_ = {};
  30857. }
  30858. /**
  30859. * Evaluate the interpolant at position `t`.
  30860. *
  30861. * @param {number} t - The interpolation factor.
  30862. * @return {TypedArray} The result buffer.
  30863. */
  30864. evaluate( t ) {
  30865. const pp = this.parameterPositions;
  30866. let i1 = this._cachedIndex,
  30867. t1 = pp[ i1 ],
  30868. t0 = pp[ i1 - 1 ];
  30869. validate_interval: {
  30870. seek: {
  30871. let right;
  30872. linear_scan: {
  30873. //- See http://jsperf.com/comparison-to-undefined/3
  30874. //- slower code:
  30875. //-
  30876. //- if ( t >= t1 || t1 === undefined ) {
  30877. forward_scan: if ( ! ( t < t1 ) ) {
  30878. for ( let giveUpAt = i1 + 2; ; ) {
  30879. if ( t1 === undefined ) {
  30880. if ( t < t0 ) break forward_scan;
  30881. // after end
  30882. i1 = pp.length;
  30883. this._cachedIndex = i1;
  30884. return this.copySampleValue_( i1 - 1 );
  30885. }
  30886. if ( i1 === giveUpAt ) break; // this loop
  30887. t0 = t1;
  30888. t1 = pp[ ++ i1 ];
  30889. if ( t < t1 ) {
  30890. // we have arrived at the sought interval
  30891. break seek;
  30892. }
  30893. }
  30894. // prepare binary search on the right side of the index
  30895. right = pp.length;
  30896. break linear_scan;
  30897. }
  30898. //- slower code:
  30899. //- if ( t < t0 || t0 === undefined ) {
  30900. if ( ! ( t >= t0 ) ) {
  30901. // looping?
  30902. const t1global = pp[ 1 ];
  30903. if ( t < t1global ) {
  30904. i1 = 2; // + 1, using the scan for the details
  30905. t0 = t1global;
  30906. }
  30907. // linear reverse scan
  30908. for ( let giveUpAt = i1 - 2; ; ) {
  30909. if ( t0 === undefined ) {
  30910. // before start
  30911. this._cachedIndex = 0;
  30912. return this.copySampleValue_( 0 );
  30913. }
  30914. if ( i1 === giveUpAt ) break; // this loop
  30915. t1 = t0;
  30916. t0 = pp[ -- i1 - 1 ];
  30917. if ( t >= t0 ) {
  30918. // we have arrived at the sought interval
  30919. break seek;
  30920. }
  30921. }
  30922. // prepare binary search on the left side of the index
  30923. right = i1;
  30924. i1 = 0;
  30925. break linear_scan;
  30926. }
  30927. // the interval is valid
  30928. break validate_interval;
  30929. } // linear scan
  30930. // binary search
  30931. while ( i1 < right ) {
  30932. const mid = ( i1 + right ) >>> 1;
  30933. if ( t < pp[ mid ] ) {
  30934. right = mid;
  30935. } else {
  30936. i1 = mid + 1;
  30937. }
  30938. }
  30939. t1 = pp[ i1 ];
  30940. t0 = pp[ i1 - 1 ];
  30941. // check boundary cases, again
  30942. if ( t0 === undefined ) {
  30943. this._cachedIndex = 0;
  30944. return this.copySampleValue_( 0 );
  30945. }
  30946. if ( t1 === undefined ) {
  30947. i1 = pp.length;
  30948. this._cachedIndex = i1;
  30949. return this.copySampleValue_( i1 - 1 );
  30950. }
  30951. } // seek
  30952. this._cachedIndex = i1;
  30953. this.intervalChanged_( i1, t0, t1 );
  30954. } // validate_interval
  30955. return this.interpolate_( i1, t0, t, t1 );
  30956. }
  30957. /**
  30958. * Returns the interpolation settings.
  30959. *
  30960. * @return {Object} The interpolation settings.
  30961. */
  30962. getSettings_() {
  30963. return this.settings || this.DefaultSettings_;
  30964. }
  30965. /**
  30966. * Copies a sample value to the result buffer.
  30967. *
  30968. * @param {number} index - An index into the sample value buffer.
  30969. * @return {TypedArray} The result buffer.
  30970. */
  30971. copySampleValue_( index ) {
  30972. // copies a sample value to the result buffer
  30973. const result = this.resultBuffer,
  30974. values = this.sampleValues,
  30975. stride = this.valueSize,
  30976. offset = index * stride;
  30977. for ( let i = 0; i !== stride; ++ i ) {
  30978. result[ i ] = values[ offset + i ];
  30979. }
  30980. return result;
  30981. }
  30982. /**
  30983. * Copies a sample value to the result buffer.
  30984. *
  30985. * @abstract
  30986. * @param {number} i1 - An index into the sample value buffer.
  30987. * @param {number} t0 - The previous interpolation factor.
  30988. * @param {number} t - The current interpolation factor.
  30989. * @param {number} t1 - The next interpolation factor.
  30990. * @return {TypedArray} The result buffer.
  30991. */
  30992. interpolate_( /* i1, t0, t, t1 */ ) {
  30993. throw new Error( 'THREE.Interpolant: Call to abstract method.' );
  30994. // implementations shall return this.resultBuffer
  30995. }
  30996. /**
  30997. * Optional method that is executed when the interval has changed.
  30998. *
  30999. * @param {number} i1 - An index into the sample value buffer.
  31000. * @param {number} t0 - The previous interpolation factor.
  31001. * @param {number} t - The current interpolation factor.
  31002. */
  31003. intervalChanged_( /* i1, t0, t1 */ ) {
  31004. // empty
  31005. }
  31006. }
  31007. /**
  31008. * Fast and simple cubic spline interpolant.
  31009. *
  31010. * It was derived from a Hermitian construction setting the first derivative
  31011. * at each sample position to the linear slope between neighboring positions
  31012. * over their parameter interval.
  31013. *
  31014. * @augments Interpolant
  31015. */
  31016. class CubicInterpolant extends Interpolant {
  31017. /**
  31018. * Constructs a new cubic interpolant.
  31019. *
  31020. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31021. * @param {TypedArray} sampleValues - The sample values.
  31022. * @param {number} sampleSize - The sample size
  31023. * @param {TypedArray} [resultBuffer] - The result buffer.
  31024. */
  31025. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31026. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31027. this._weightPrev = -0;
  31028. this._offsetPrev = -0;
  31029. this._weightNext = -0;
  31030. this._offsetNext = -0;
  31031. this.DefaultSettings_ = {
  31032. endingStart: ZeroCurvatureEnding,
  31033. endingEnd: ZeroCurvatureEnding
  31034. };
  31035. }
  31036. intervalChanged_( i1, t0, t1 ) {
  31037. const pp = this.parameterPositions;
  31038. let iPrev = i1 - 2,
  31039. iNext = i1 + 1,
  31040. tPrev = pp[ iPrev ],
  31041. tNext = pp[ iNext ];
  31042. if ( tPrev === undefined ) {
  31043. switch ( this.getSettings_().endingStart ) {
  31044. case ZeroSlopeEnding:
  31045. // f'(t0) = 0
  31046. iPrev = i1;
  31047. tPrev = 2 * t0 - t1;
  31048. break;
  31049. case WrapAroundEnding:
  31050. // use the other end of the curve
  31051. iPrev = pp.length - 2;
  31052. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  31053. break;
  31054. default: // ZeroCurvatureEnding
  31055. // f''(t0) = 0 a.k.a. Natural Spline
  31056. iPrev = i1;
  31057. tPrev = t1;
  31058. }
  31059. }
  31060. if ( tNext === undefined ) {
  31061. switch ( this.getSettings_().endingEnd ) {
  31062. case ZeroSlopeEnding:
  31063. // f'(tN) = 0
  31064. iNext = i1;
  31065. tNext = 2 * t1 - t0;
  31066. break;
  31067. case WrapAroundEnding:
  31068. // use the other end of the curve
  31069. iNext = 1;
  31070. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  31071. break;
  31072. default: // ZeroCurvatureEnding
  31073. // f''(tN) = 0, a.k.a. Natural Spline
  31074. iNext = i1 - 1;
  31075. tNext = t0;
  31076. }
  31077. }
  31078. const halfDt = ( t1 - t0 ) * 0.5,
  31079. stride = this.valueSize;
  31080. this._weightPrev = halfDt / ( t0 - tPrev );
  31081. this._weightNext = halfDt / ( tNext - t1 );
  31082. this._offsetPrev = iPrev * stride;
  31083. this._offsetNext = iNext * stride;
  31084. }
  31085. interpolate_( i1, t0, t, t1 ) {
  31086. const result = this.resultBuffer,
  31087. values = this.sampleValues,
  31088. stride = this.valueSize,
  31089. o1 = i1 * stride, o0 = o1 - stride,
  31090. oP = this._offsetPrev, oN = this._offsetNext,
  31091. wP = this._weightPrev, wN = this._weightNext,
  31092. p = ( t - t0 ) / ( t1 - t0 ),
  31093. pp = p * p,
  31094. ppp = pp * p;
  31095. // evaluate polynomials
  31096. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  31097. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  31098. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  31099. const sN = wN * ppp - wN * pp;
  31100. // combine data linearly
  31101. for ( let i = 0; i !== stride; ++ i ) {
  31102. result[ i ] =
  31103. sP * values[ oP + i ] +
  31104. s0 * values[ o0 + i ] +
  31105. s1 * values[ o1 + i ] +
  31106. sN * values[ oN + i ];
  31107. }
  31108. return result;
  31109. }
  31110. }
  31111. /**
  31112. * A basic linear interpolant.
  31113. *
  31114. * @augments Interpolant
  31115. */
  31116. class LinearInterpolant extends Interpolant {
  31117. /**
  31118. * Constructs a new linear interpolant.
  31119. *
  31120. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31121. * @param {TypedArray} sampleValues - The sample values.
  31122. * @param {number} sampleSize - The sample size
  31123. * @param {TypedArray} [resultBuffer] - The result buffer.
  31124. */
  31125. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31126. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31127. }
  31128. interpolate_( i1, t0, t, t1 ) {
  31129. const result = this.resultBuffer,
  31130. values = this.sampleValues,
  31131. stride = this.valueSize,
  31132. offset1 = i1 * stride,
  31133. offset0 = offset1 - stride,
  31134. weight1 = ( t - t0 ) / ( t1 - t0 ),
  31135. weight0 = 1 - weight1;
  31136. for ( let i = 0; i !== stride; ++ i ) {
  31137. result[ i ] =
  31138. values[ offset0 + i ] * weight0 +
  31139. values[ offset1 + i ] * weight1;
  31140. }
  31141. return result;
  31142. }
  31143. }
  31144. /**
  31145. * Interpolant that evaluates to the sample value at the position preceding
  31146. * the parameter.
  31147. *
  31148. * @augments Interpolant
  31149. */
  31150. class DiscreteInterpolant extends Interpolant {
  31151. /**
  31152. * Constructs a new discrete interpolant.
  31153. *
  31154. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31155. * @param {TypedArray} sampleValues - The sample values.
  31156. * @param {number} sampleSize - The sample size
  31157. * @param {TypedArray} [resultBuffer] - The result buffer.
  31158. */
  31159. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31160. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31161. }
  31162. interpolate_( i1 /*, t0, t, t1 */ ) {
  31163. return this.copySampleValue_( i1 - 1 );
  31164. }
  31165. }
  31166. /**
  31167. * A Bezier interpolant using cubic Bezier curves with 2D control points.
  31168. *
  31169. * This interpolant supports the COLLADA/Maya style of Bezier animation where
  31170. * each keyframe has explicit in/out tangent control points specified as
  31171. * 2D coordinates (time, value).
  31172. *
  31173. * Tangent data is read from `inTangents` and `outTangents` on the interpolant
  31174. * (populated by `KeyframeTrack.InterpolantFactoryMethodBezier`).
  31175. *
  31176. * For a track with N keyframes and stride S:
  31177. * - Each tangent array has N * S * 2 values
  31178. * - Layout: [k0_c0_time, k0_c0_value, k0_c1_time, k0_c1_value, ..., k0_cS_time, k0_cS_value,
  31179. * k1_c0_time, k1_c0_value, ...]
  31180. *
  31181. * @augments Interpolant
  31182. */
  31183. class BezierInterpolant extends Interpolant {
  31184. interpolate_( i1, t0, t, t1 ) {
  31185. const result = this.resultBuffer;
  31186. const values = this.sampleValues;
  31187. const stride = this.valueSize;
  31188. const offset1 = i1 * stride;
  31189. const offset0 = offset1 - stride;
  31190. const inTangents = this.inTangents;
  31191. const outTangents = this.outTangents;
  31192. // If no tangent data, fall back to linear interpolation
  31193. if ( ! inTangents || ! outTangents ) {
  31194. const weight1 = ( t - t0 ) / ( t1 - t0 );
  31195. const weight0 = 1 - weight1;
  31196. for ( let i = 0; i !== stride; ++ i ) {
  31197. result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1;
  31198. }
  31199. return result;
  31200. }
  31201. const tangentStride = stride * 2;
  31202. const i0 = i1 - 1;
  31203. for ( let i = 0; i !== stride; ++ i ) {
  31204. const v0 = values[ offset0 + i ];
  31205. const v1 = values[ offset1 + i ];
  31206. // outTangent of previous keyframe (C0)
  31207. const outTangentOffset = i0 * tangentStride + i * 2;
  31208. const c0x = outTangents[ outTangentOffset ];
  31209. const c0y = outTangents[ outTangentOffset + 1 ];
  31210. // inTangent of current keyframe (C1)
  31211. const inTangentOffset = i1 * tangentStride + i * 2;
  31212. const c1x = inTangents[ inTangentOffset ];
  31213. const c1y = inTangents[ inTangentOffset + 1 ];
  31214. // Solve for Bezier parameter s where Bx(s) = t using Newton-Raphson
  31215. let s = ( t - t0 ) / ( t1 - t0 );
  31216. let s2, s3, oneMinusS, oneMinusS2, oneMinusS3;
  31217. for ( let iter = 0; iter < 8; iter ++ ) {
  31218. s2 = s * s;
  31219. s3 = s2 * s;
  31220. oneMinusS = 1 - s;
  31221. oneMinusS2 = oneMinusS * oneMinusS;
  31222. oneMinusS3 = oneMinusS2 * oneMinusS;
  31223. // Bezier X(s) = (1-s)³·t0 + 3(1-s)²s·c0x + 3(1-s)s²·c1x + s³·t1
  31224. const bx = oneMinusS3 * t0 + 3 * oneMinusS2 * s * c0x + 3 * oneMinusS * s2 * c1x + s3 * t1;
  31225. const error = bx - t;
  31226. if ( Math.abs( error ) < 1e-10 ) break;
  31227. // Derivative dX/ds
  31228. const dbx = 3 * oneMinusS2 * ( c0x - t0 ) + 6 * oneMinusS * s * ( c1x - c0x ) + 3 * s2 * ( t1 - c1x );
  31229. if ( Math.abs( dbx ) < 1e-10 ) break;
  31230. s = s - error / dbx;
  31231. s = Math.max( 0, Math.min( 1, s ) );
  31232. }
  31233. // Evaluate Bezier Y(s)
  31234. result[ i ] = oneMinusS3 * v0 + 3 * oneMinusS2 * s * c0y + 3 * oneMinusS * s2 * c1y + s3 * v1;
  31235. }
  31236. return result;
  31237. }
  31238. }
  31239. /**
  31240. * Represents a timed sequence of keyframes, which are composed of lists of
  31241. * times and related values, and which are used to animate a specific property
  31242. * of an object.
  31243. */
  31244. class KeyframeTrack {
  31245. /**
  31246. * Constructs a new keyframe track.
  31247. *
  31248. * @param {string} name - The keyframe track's name.
  31249. * @param {Array<number>} times - A list of keyframe times.
  31250. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  31251. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} [interpolation] - The interpolation type.
  31252. */
  31253. constructor( name, times, values, interpolation ) {
  31254. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  31255. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  31256. /**
  31257. * The track's name can refer to morph targets or bones or
  31258. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  31259. * for the forms of strings that can be parsed for property binding.
  31260. *
  31261. * @type {string}
  31262. */
  31263. this.name = name;
  31264. /**
  31265. * The keyframe times.
  31266. *
  31267. * @type {Float32Array}
  31268. */
  31269. this.times = convertArray( times, this.TimeBufferType );
  31270. /**
  31271. * The keyframe values.
  31272. *
  31273. * @type {Float32Array}
  31274. */
  31275. this.values = convertArray( values, this.ValueBufferType );
  31276. this.setInterpolation( interpolation || this.DefaultInterpolation );
  31277. }
  31278. /**
  31279. * Converts the keyframe track to JSON.
  31280. *
  31281. * @static
  31282. * @param {KeyframeTrack} track - The keyframe track to serialize.
  31283. * @return {Object} The serialized keyframe track as JSON.
  31284. */
  31285. static toJSON( track ) {
  31286. const trackType = track.constructor;
  31287. let json;
  31288. // derived classes can define a static toJSON method
  31289. if ( trackType.toJSON !== this.toJSON ) {
  31290. json = trackType.toJSON( track );
  31291. } else {
  31292. // by default, we assume the data can be serialized as-is
  31293. json = {
  31294. 'name': track.name,
  31295. 'times': convertArray( track.times, Array ),
  31296. 'values': convertArray( track.values, Array )
  31297. };
  31298. const interpolation = track.getInterpolation();
  31299. if ( interpolation !== track.DefaultInterpolation ) {
  31300. json.interpolation = interpolation;
  31301. }
  31302. }
  31303. json.type = track.ValueTypeName; // mandatory
  31304. return json;
  31305. }
  31306. /**
  31307. * Factory method for creating a new discrete interpolant.
  31308. *
  31309. * @static
  31310. * @param {TypedArray} [result] - The result buffer.
  31311. * @return {DiscreteInterpolant} The new interpolant.
  31312. */
  31313. InterpolantFactoryMethodDiscrete( result ) {
  31314. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  31315. }
  31316. /**
  31317. * Factory method for creating a new linear interpolant.
  31318. *
  31319. * @static
  31320. * @param {TypedArray} [result] - The result buffer.
  31321. * @return {LinearInterpolant} The new interpolant.
  31322. */
  31323. InterpolantFactoryMethodLinear( result ) {
  31324. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31325. }
  31326. /**
  31327. * Factory method for creating a new smooth interpolant.
  31328. *
  31329. * @static
  31330. * @param {TypedArray} [result] - The result buffer.
  31331. * @return {CubicInterpolant} The new interpolant.
  31332. */
  31333. InterpolantFactoryMethodSmooth( result ) {
  31334. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  31335. }
  31336. /**
  31337. * Factory method for creating a new Bezier interpolant.
  31338. *
  31339. * The Bezier interpolant requires tangent data to be set via the `settings` property
  31340. * on the track before creating the interpolant. The settings should contain:
  31341. * - `inTangents`: Float32Array with [time, value] pairs per keyframe per component
  31342. * - `outTangents`: Float32Array with [time, value] pairs per keyframe per component
  31343. *
  31344. * @static
  31345. * @param {TypedArray} [result] - The result buffer.
  31346. * @return {BezierInterpolant} The new interpolant.
  31347. */
  31348. InterpolantFactoryMethodBezier( result ) {
  31349. const interpolant = new BezierInterpolant( this.times, this.values, this.getValueSize(), result );
  31350. if ( this.settings ) {
  31351. interpolant.inTangents = this.settings.inTangents;
  31352. interpolant.outTangents = this.settings.outTangents;
  31353. }
  31354. return interpolant;
  31355. }
  31356. /**
  31357. * Defines the interpolation factor method for this keyframe track.
  31358. *
  31359. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} interpolation - The interpolation type.
  31360. * @return {KeyframeTrack} A reference to this keyframe track.
  31361. */
  31362. setInterpolation( interpolation ) {
  31363. let factoryMethod;
  31364. switch ( interpolation ) {
  31365. case InterpolateDiscrete:
  31366. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  31367. break;
  31368. case InterpolateLinear:
  31369. factoryMethod = this.InterpolantFactoryMethodLinear;
  31370. break;
  31371. case InterpolateSmooth:
  31372. factoryMethod = this.InterpolantFactoryMethodSmooth;
  31373. break;
  31374. case InterpolateBezier:
  31375. factoryMethod = this.InterpolantFactoryMethodBezier;
  31376. break;
  31377. }
  31378. if ( factoryMethod === undefined ) {
  31379. const message = 'unsupported interpolation for ' +
  31380. this.ValueTypeName + ' keyframe track named ' + this.name;
  31381. if ( this.createInterpolant === undefined ) {
  31382. // fall back to default, unless the default itself is messed up
  31383. if ( interpolation !== this.DefaultInterpolation ) {
  31384. this.setInterpolation( this.DefaultInterpolation );
  31385. } else {
  31386. throw new Error( message ); // fatal, in this case
  31387. }
  31388. }
  31389. warn( 'KeyframeTrack:', message );
  31390. return this;
  31391. }
  31392. this.createInterpolant = factoryMethod;
  31393. return this;
  31394. }
  31395. /**
  31396. * Returns the current interpolation type.
  31397. *
  31398. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} The interpolation type.
  31399. */
  31400. getInterpolation() {
  31401. switch ( this.createInterpolant ) {
  31402. case this.InterpolantFactoryMethodDiscrete:
  31403. return InterpolateDiscrete;
  31404. case this.InterpolantFactoryMethodLinear:
  31405. return InterpolateLinear;
  31406. case this.InterpolantFactoryMethodSmooth:
  31407. return InterpolateSmooth;
  31408. case this.InterpolantFactoryMethodBezier:
  31409. return InterpolateBezier;
  31410. }
  31411. }
  31412. /**
  31413. * Returns the value size.
  31414. *
  31415. * @return {number} The value size.
  31416. */
  31417. getValueSize() {
  31418. return this.values.length / this.times.length;
  31419. }
  31420. /**
  31421. * Moves all keyframes either forward or backward in time.
  31422. *
  31423. * @param {number} timeOffset - The offset to move the time values.
  31424. * @return {KeyframeTrack} A reference to this keyframe track.
  31425. */
  31426. shift( timeOffset ) {
  31427. if ( timeOffset !== 0.0 ) {
  31428. const times = this.times;
  31429. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  31430. times[ i ] += timeOffset;
  31431. }
  31432. }
  31433. return this;
  31434. }
  31435. /**
  31436. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  31437. *
  31438. * @param {number} timeScale - The time scale.
  31439. * @return {KeyframeTrack} A reference to this keyframe track.
  31440. */
  31441. scale( timeScale ) {
  31442. if ( timeScale !== 1.0 ) {
  31443. const times = this.times;
  31444. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  31445. times[ i ] *= timeScale;
  31446. }
  31447. }
  31448. return this;
  31449. }
  31450. /**
  31451. * Removes keyframes before and after animation without changing any values within the defined time range.
  31452. *
  31453. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  31454. * keys this will change their values
  31455. *
  31456. * @param {number} startTime - The start time.
  31457. * @param {number} endTime - The end time.
  31458. * @return {KeyframeTrack} A reference to this keyframe track.
  31459. */
  31460. trim( startTime, endTime ) {
  31461. const times = this.times,
  31462. nKeys = times.length;
  31463. let from = 0,
  31464. to = nKeys - 1;
  31465. while ( from !== nKeys && times[ from ] < startTime ) {
  31466. ++ from;
  31467. }
  31468. while ( to !== -1 && times[ to ] > endTime ) {
  31469. -- to;
  31470. }
  31471. ++ to; // inclusive -> exclusive bound
  31472. if ( from !== 0 || to !== nKeys ) {
  31473. // empty tracks are forbidden, so keep at least one keyframe
  31474. if ( from >= to ) {
  31475. to = Math.max( to, 1 );
  31476. from = to - 1;
  31477. }
  31478. const stride = this.getValueSize();
  31479. this.times = times.slice( from, to );
  31480. this.values = this.values.slice( from * stride, to * stride );
  31481. }
  31482. return this;
  31483. }
  31484. /**
  31485. * Performs minimal validation on the keyframe track. Returns `true` if the values
  31486. * are valid.
  31487. *
  31488. * @return {boolean} Whether the keyframes are valid or not.
  31489. */
  31490. validate() {
  31491. let valid = true;
  31492. const valueSize = this.getValueSize();
  31493. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  31494. error( 'KeyframeTrack: Invalid value size in track.', this );
  31495. valid = false;
  31496. }
  31497. const times = this.times,
  31498. values = this.values,
  31499. nKeys = times.length;
  31500. if ( nKeys === 0 ) {
  31501. error( 'KeyframeTrack: Track is empty.', this );
  31502. valid = false;
  31503. }
  31504. let prevTime = null;
  31505. for ( let i = 0; i !== nKeys; i ++ ) {
  31506. const currTime = times[ i ];
  31507. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  31508. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31509. valid = false;
  31510. break;
  31511. }
  31512. if ( prevTime !== null && prevTime > currTime ) {
  31513. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31514. valid = false;
  31515. break;
  31516. }
  31517. prevTime = currTime;
  31518. }
  31519. if ( values !== undefined ) {
  31520. if ( isTypedArray( values ) ) {
  31521. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31522. const value = values[ i ];
  31523. if ( isNaN( value ) ) {
  31524. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31525. valid = false;
  31526. break;
  31527. }
  31528. }
  31529. }
  31530. }
  31531. return valid;
  31532. }
  31533. /**
  31534. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31535. * common in morph target sequences).
  31536. *
  31537. * @return {KeyframeTrack} A reference to this keyframe track.
  31538. */
  31539. optimize() {
  31540. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31541. // times or values may be shared with other tracks, so overwriting is unsafe
  31542. const times = this.times.slice(),
  31543. values = this.values.slice(),
  31544. stride = this.getValueSize(),
  31545. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31546. lastIndex = times.length - 1;
  31547. let writeIndex = 1;
  31548. for ( let i = 1; i < lastIndex; ++ i ) {
  31549. let keep = false;
  31550. const time = times[ i ];
  31551. const timeNext = times[ i + 1 ];
  31552. // remove adjacent keyframes scheduled at the same time
  31553. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31554. if ( ! smoothInterpolation ) {
  31555. // remove unnecessary keyframes same as their neighbors
  31556. const offset = i * stride,
  31557. offsetP = offset - stride,
  31558. offsetN = offset + stride;
  31559. for ( let j = 0; j !== stride; ++ j ) {
  31560. const value = values[ offset + j ];
  31561. if ( value !== values[ offsetP + j ] ||
  31562. value !== values[ offsetN + j ] ) {
  31563. keep = true;
  31564. break;
  31565. }
  31566. }
  31567. } else {
  31568. keep = true;
  31569. }
  31570. }
  31571. // in-place compaction
  31572. if ( keep ) {
  31573. if ( i !== writeIndex ) {
  31574. times[ writeIndex ] = times[ i ];
  31575. const readOffset = i * stride,
  31576. writeOffset = writeIndex * stride;
  31577. for ( let j = 0; j !== stride; ++ j ) {
  31578. values[ writeOffset + j ] = values[ readOffset + j ];
  31579. }
  31580. }
  31581. ++ writeIndex;
  31582. }
  31583. }
  31584. // flush last keyframe (compaction looks ahead)
  31585. if ( lastIndex > 0 ) {
  31586. times[ writeIndex ] = times[ lastIndex ];
  31587. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31588. values[ writeOffset + j ] = values[ readOffset + j ];
  31589. }
  31590. ++ writeIndex;
  31591. }
  31592. if ( writeIndex !== times.length ) {
  31593. this.times = times.slice( 0, writeIndex );
  31594. this.values = values.slice( 0, writeIndex * stride );
  31595. } else {
  31596. this.times = times;
  31597. this.values = values;
  31598. }
  31599. return this;
  31600. }
  31601. /**
  31602. * Returns a new keyframe track with copied values from this instance.
  31603. *
  31604. * @return {KeyframeTrack} A clone of this instance.
  31605. */
  31606. clone() {
  31607. const times = this.times.slice();
  31608. const values = this.values.slice();
  31609. const TypedKeyframeTrack = this.constructor;
  31610. const track = new TypedKeyframeTrack( this.name, times, values );
  31611. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31612. track.createInterpolant = this.createInterpolant;
  31613. return track;
  31614. }
  31615. }
  31616. /**
  31617. * The value type name.
  31618. *
  31619. * @type {string}
  31620. * @default ''
  31621. */
  31622. KeyframeTrack.prototype.ValueTypeName = '';
  31623. /**
  31624. * The time buffer type of this keyframe track.
  31625. *
  31626. * @type {TypedArray|Array}
  31627. * @default Float32Array.constructor
  31628. */
  31629. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31630. /**
  31631. * The value buffer type of this keyframe track.
  31632. *
  31633. * @type {TypedArray|Array}
  31634. * @default Float32Array.constructor
  31635. */
  31636. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31637. /**
  31638. * The default interpolation type of this keyframe track.
  31639. *
  31640. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)}
  31641. * @default InterpolateLinear
  31642. */
  31643. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31644. /**
  31645. * A track for boolean keyframe values.
  31646. *
  31647. * @augments KeyframeTrack
  31648. */
  31649. class BooleanKeyframeTrack extends KeyframeTrack {
  31650. /**
  31651. * Constructs a new boolean keyframe track.
  31652. *
  31653. * This keyframe track type has no `interpolation` parameter because the
  31654. * interpolation is always discrete.
  31655. *
  31656. * @param {string} name - The keyframe track's name.
  31657. * @param {Array<number>} times - A list of keyframe times.
  31658. * @param {Array<boolean>} values - A list of keyframe values.
  31659. */
  31660. constructor( name, times, values ) {
  31661. super( name, times, values );
  31662. }
  31663. }
  31664. /**
  31665. * The value type name.
  31666. *
  31667. * @type {string}
  31668. * @default 'bool'
  31669. */
  31670. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31671. /**
  31672. * The value buffer type of this keyframe track.
  31673. *
  31674. * @type {TypedArray|Array}
  31675. * @default Array.constructor
  31676. */
  31677. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31678. /**
  31679. * The default interpolation type of this keyframe track.
  31680. *
  31681. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31682. * @default InterpolateDiscrete
  31683. */
  31684. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31685. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31686. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31687. /**
  31688. * A track for color keyframe values.
  31689. *
  31690. * @augments KeyframeTrack
  31691. */
  31692. class ColorKeyframeTrack extends KeyframeTrack {
  31693. /**
  31694. * Constructs a new color keyframe track.
  31695. *
  31696. * @param {string} name - The keyframe track's name.
  31697. * @param {Array<number>} times - A list of keyframe times.
  31698. * @param {Array<number>} values - A list of keyframe values.
  31699. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31700. */
  31701. constructor( name, times, values, interpolation ) {
  31702. super( name, times, values, interpolation );
  31703. }
  31704. }
  31705. /**
  31706. * The value type name.
  31707. *
  31708. * @type {string}
  31709. * @default 'color'
  31710. */
  31711. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31712. /**
  31713. * A track for numeric keyframe values.
  31714. *
  31715. * @augments KeyframeTrack
  31716. */
  31717. class NumberKeyframeTrack extends KeyframeTrack {
  31718. /**
  31719. * Constructs a new number keyframe track.
  31720. *
  31721. * @param {string} name - The keyframe track's name.
  31722. * @param {Array<number>} times - A list of keyframe times.
  31723. * @param {Array<number>} values - A list of keyframe values.
  31724. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31725. */
  31726. constructor( name, times, values, interpolation ) {
  31727. super( name, times, values, interpolation );
  31728. }
  31729. }
  31730. /**
  31731. * The value type name.
  31732. *
  31733. * @type {string}
  31734. * @default 'number'
  31735. */
  31736. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31737. /**
  31738. * Spherical linear unit quaternion interpolant.
  31739. *
  31740. * @augments Interpolant
  31741. */
  31742. class QuaternionLinearInterpolant extends Interpolant {
  31743. /**
  31744. * Constructs a new SLERP interpolant.
  31745. *
  31746. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31747. * @param {TypedArray} sampleValues - The sample values.
  31748. * @param {number} sampleSize - The sample size
  31749. * @param {TypedArray} [resultBuffer] - The result buffer.
  31750. */
  31751. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31752. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31753. }
  31754. interpolate_( i1, t0, t, t1 ) {
  31755. const result = this.resultBuffer,
  31756. values = this.sampleValues,
  31757. stride = this.valueSize,
  31758. alpha = ( t - t0 ) / ( t1 - t0 );
  31759. let offset = i1 * stride;
  31760. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31761. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31762. }
  31763. return result;
  31764. }
  31765. }
  31766. /**
  31767. * A track for Quaternion keyframe values.
  31768. *
  31769. * @augments KeyframeTrack
  31770. */
  31771. class QuaternionKeyframeTrack extends KeyframeTrack {
  31772. /**
  31773. * Constructs a new Quaternion keyframe track.
  31774. *
  31775. * @param {string} name - The keyframe track's name.
  31776. * @param {Array<number>} times - A list of keyframe times.
  31777. * @param {Array<number>} values - A list of keyframe values.
  31778. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31779. */
  31780. constructor( name, times, values, interpolation ) {
  31781. super( name, times, values, interpolation );
  31782. }
  31783. /**
  31784. * Overwritten so the method returns Quaternion based interpolant.
  31785. *
  31786. * @static
  31787. * @param {TypedArray} [result] - The result buffer.
  31788. * @return {QuaternionLinearInterpolant} The new interpolant.
  31789. */
  31790. InterpolantFactoryMethodLinear( result ) {
  31791. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31792. }
  31793. }
  31794. /**
  31795. * The value type name.
  31796. *
  31797. * @type {string}
  31798. * @default 'quaternion'
  31799. */
  31800. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31801. // ValueBufferType is inherited
  31802. // DefaultInterpolation is inherited;
  31803. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31804. /**
  31805. * A track for string keyframe values.
  31806. *
  31807. * @augments KeyframeTrack
  31808. */
  31809. class StringKeyframeTrack extends KeyframeTrack {
  31810. /**
  31811. * Constructs a new string keyframe track.
  31812. *
  31813. * This keyframe track type has no `interpolation` parameter because the
  31814. * interpolation is always discrete.
  31815. *
  31816. * @param {string} name - The keyframe track's name.
  31817. * @param {Array<number>} times - A list of keyframe times.
  31818. * @param {Array<string>} values - A list of keyframe values.
  31819. */
  31820. constructor( name, times, values ) {
  31821. super( name, times, values );
  31822. }
  31823. }
  31824. /**
  31825. * The value type name.
  31826. *
  31827. * @type {string}
  31828. * @default 'string'
  31829. */
  31830. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31831. /**
  31832. * The value buffer type of this keyframe track.
  31833. *
  31834. * @type {TypedArray|Array}
  31835. * @default Array.constructor
  31836. */
  31837. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31838. /**
  31839. * The default interpolation type of this keyframe track.
  31840. *
  31841. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31842. * @default InterpolateDiscrete
  31843. */
  31844. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31845. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31846. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31847. /**
  31848. * A track for vector keyframe values.
  31849. *
  31850. * @augments KeyframeTrack
  31851. */
  31852. class VectorKeyframeTrack extends KeyframeTrack {
  31853. /**
  31854. * Constructs a new vector keyframe track.
  31855. *
  31856. * @param {string} name - The keyframe track's name.
  31857. * @param {Array<number>} times - A list of keyframe times.
  31858. * @param {Array<number>} values - A list of keyframe values.
  31859. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31860. */
  31861. constructor( name, times, values, interpolation ) {
  31862. super( name, times, values, interpolation );
  31863. }
  31864. }
  31865. /**
  31866. * The value type name.
  31867. *
  31868. * @type {string}
  31869. * @default 'vector'
  31870. */
  31871. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31872. /**
  31873. * A reusable set of keyframe tracks which represent an animation.
  31874. */
  31875. class AnimationClip {
  31876. /**
  31877. * Constructs a new animation clip.
  31878. *
  31879. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31880. * use the static interface of this class for creating clips. In most cases though, animation clips
  31881. * will automatically be created by loaders when importing animated 3D assets.
  31882. *
  31883. * @param {string} [name=''] - The clip's name.
  31884. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31885. * the duration will be calculated from the passed keyframes.
  31886. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31887. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31888. * is blended/combined when two or more animations are simultaneously played.
  31889. */
  31890. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31891. /**
  31892. * The clip's name.
  31893. *
  31894. * @type {string}
  31895. */
  31896. this.name = name;
  31897. /**
  31898. * An array of keyframe tracks.
  31899. *
  31900. * @type {Array<KeyframeTrack>}
  31901. */
  31902. this.tracks = tracks;
  31903. /**
  31904. * The clip's duration in seconds.
  31905. *
  31906. * @type {number}
  31907. */
  31908. this.duration = duration;
  31909. /**
  31910. * Defines how the animation is blended/combined when two or more animations
  31911. * are simultaneously played.
  31912. *
  31913. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31914. */
  31915. this.blendMode = blendMode;
  31916. /**
  31917. * The UUID of the animation clip.
  31918. *
  31919. * @type {string}
  31920. * @readonly
  31921. */
  31922. this.uuid = generateUUID();
  31923. /**
  31924. * An object that can be used to store custom data about the animation clip.
  31925. * It should not hold references to functions as these will not be cloned.
  31926. *
  31927. * @type {Object}
  31928. */
  31929. this.userData = {};
  31930. // this means it should figure out its duration by scanning the tracks
  31931. if ( this.duration < 0 ) {
  31932. this.resetDuration();
  31933. }
  31934. }
  31935. /**
  31936. * Factory method for creating an animation clip from the given JSON.
  31937. *
  31938. * @static
  31939. * @param {Object} json - The serialized animation clip.
  31940. * @return {AnimationClip} The new animation clip.
  31941. */
  31942. static parse( json ) {
  31943. const tracks = [],
  31944. jsonTracks = json.tracks,
  31945. frameTime = 1.0 / ( json.fps || 1.0 );
  31946. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31947. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31948. }
  31949. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31950. clip.uuid = json.uuid;
  31951. clip.userData = JSON.parse( json.userData || '{}' );
  31952. return clip;
  31953. }
  31954. /**
  31955. * Serializes the given animation clip into JSON.
  31956. *
  31957. * @static
  31958. * @param {AnimationClip} clip - The animation clip to serialize.
  31959. * @return {Object} The JSON object.
  31960. */
  31961. static toJSON( clip ) {
  31962. const tracks = [],
  31963. clipTracks = clip.tracks;
  31964. const json = {
  31965. 'name': clip.name,
  31966. 'duration': clip.duration,
  31967. 'tracks': tracks,
  31968. 'uuid': clip.uuid,
  31969. 'blendMode': clip.blendMode,
  31970. 'userData': JSON.stringify( clip.userData ),
  31971. };
  31972. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31973. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31974. }
  31975. return json;
  31976. }
  31977. /**
  31978. * Returns a new animation clip from the passed morph targets array of a
  31979. * geometry, taking a name and the number of frames per second.
  31980. *
  31981. * Note: The fps parameter is required, but the animation speed can be
  31982. * overridden via {@link AnimationAction#setDuration}.
  31983. *
  31984. * @static
  31985. * @param {string} name - The name of the animation clip.
  31986. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31987. * @param {number} fps - The Frames-Per-Second value.
  31988. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31989. * @return {AnimationClip} The new animation clip.
  31990. */
  31991. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31992. const numMorphTargets = morphTargetSequence.length;
  31993. const tracks = [];
  31994. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31995. let times = [];
  31996. let values = [];
  31997. times.push(
  31998. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31999. i,
  32000. ( i + 1 ) % numMorphTargets );
  32001. values.push( 0, 1, 0 );
  32002. const order = getKeyframeOrder( times );
  32003. times = sortedArray( times, 1, order );
  32004. values = sortedArray( values, 1, order );
  32005. // if there is a key at the first frame, duplicate it as the
  32006. // last frame as well for perfect loop.
  32007. if ( ! noLoop && times[ 0 ] === 0 ) {
  32008. times.push( numMorphTargets );
  32009. values.push( values[ 0 ] );
  32010. }
  32011. tracks.push(
  32012. new NumberKeyframeTrack(
  32013. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  32014. times, values
  32015. ).scale( 1.0 / fps ) );
  32016. }
  32017. return new this( name, -1, tracks );
  32018. }
  32019. /**
  32020. * Searches for an animation clip by name, taking as its first parameter
  32021. * either an array of clips, or a mesh or geometry that contains an
  32022. * array named "animations" property.
  32023. *
  32024. * @static
  32025. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  32026. * @param {string} name - The name to search for.
  32027. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  32028. */
  32029. static findByName( objectOrClipArray, name ) {
  32030. let clipArray = objectOrClipArray;
  32031. if ( ! Array.isArray( objectOrClipArray ) ) {
  32032. const o = objectOrClipArray;
  32033. clipArray = o.geometry && o.geometry.animations || o.animations;
  32034. }
  32035. for ( let i = 0; i < clipArray.length; i ++ ) {
  32036. if ( clipArray[ i ].name === name ) {
  32037. return clipArray[ i ];
  32038. }
  32039. }
  32040. return null;
  32041. }
  32042. /**
  32043. * Returns an array of new AnimationClips created from the morph target
  32044. * sequences of a geometry, trying to sort morph target names into
  32045. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  32046. *
  32047. * See {@link MD2Loader#parse} as an example for how the method should be used.
  32048. *
  32049. * @static
  32050. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  32051. * @param {number} fps - The Frames-Per-Second value.
  32052. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  32053. * @return {Array<AnimationClip>} An array of new animation clips.
  32054. */
  32055. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  32056. const animationToMorphTargets = {};
  32057. // tested with https://regex101.com/ on trick sequences
  32058. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  32059. const pattern = /^([\w-]*?)([\d]+)$/;
  32060. // sort morph target names into animation groups based
  32061. // patterns like Walk_001, Walk_002, Run_001, Run_002
  32062. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  32063. const morphTarget = morphTargets[ i ];
  32064. const parts = morphTarget.name.match( pattern );
  32065. if ( parts && parts.length > 1 ) {
  32066. const name = parts[ 1 ];
  32067. let animationMorphTargets = animationToMorphTargets[ name ];
  32068. if ( ! animationMorphTargets ) {
  32069. animationToMorphTargets[ name ] = animationMorphTargets = [];
  32070. }
  32071. animationMorphTargets.push( morphTarget );
  32072. }
  32073. }
  32074. const clips = [];
  32075. for ( const name in animationToMorphTargets ) {
  32076. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  32077. }
  32078. return clips;
  32079. }
  32080. /**
  32081. * Sets the duration of this clip to the duration of its longest keyframe track.
  32082. *
  32083. * @return {AnimationClip} A reference to this animation clip.
  32084. */
  32085. resetDuration() {
  32086. const tracks = this.tracks;
  32087. let duration = 0;
  32088. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  32089. const track = this.tracks[ i ];
  32090. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  32091. }
  32092. this.duration = duration;
  32093. return this;
  32094. }
  32095. /**
  32096. * Trims all tracks to the clip's duration.
  32097. *
  32098. * @return {AnimationClip} A reference to this animation clip.
  32099. */
  32100. trim() {
  32101. for ( let i = 0; i < this.tracks.length; i ++ ) {
  32102. this.tracks[ i ].trim( 0, this.duration );
  32103. }
  32104. return this;
  32105. }
  32106. /**
  32107. * Performs minimal validation on each track in the clip. Returns `true` if all
  32108. * tracks are valid.
  32109. *
  32110. * @return {boolean} Whether the clip's keyframes are valid or not.
  32111. */
  32112. validate() {
  32113. let valid = true;
  32114. for ( let i = 0; i < this.tracks.length; i ++ ) {
  32115. valid = valid && this.tracks[ i ].validate();
  32116. }
  32117. return valid;
  32118. }
  32119. /**
  32120. * Optimizes each track by removing equivalent sequential keys (which are
  32121. * common in morph target sequences).
  32122. *
  32123. * @return {AnimationClip} A reference to this animation clip.
  32124. */
  32125. optimize() {
  32126. for ( let i = 0; i < this.tracks.length; i ++ ) {
  32127. this.tracks[ i ].optimize();
  32128. }
  32129. return this;
  32130. }
  32131. /**
  32132. * Returns a new animation clip with copied values from this instance.
  32133. *
  32134. * @return {AnimationClip} A clone of this instance.
  32135. */
  32136. clone() {
  32137. const tracks = [];
  32138. for ( let i = 0; i < this.tracks.length; i ++ ) {
  32139. tracks.push( this.tracks[ i ].clone() );
  32140. }
  32141. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  32142. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  32143. return clip;
  32144. }
  32145. /**
  32146. * Serializes this animation clip into JSON.
  32147. *
  32148. * @return {Object} The JSON object.
  32149. */
  32150. toJSON() {
  32151. return this.constructor.toJSON( this );
  32152. }
  32153. }
  32154. function getTrackTypeForValueTypeName( typeName ) {
  32155. switch ( typeName.toLowerCase() ) {
  32156. case 'scalar':
  32157. case 'double':
  32158. case 'float':
  32159. case 'number':
  32160. case 'integer':
  32161. return NumberKeyframeTrack;
  32162. case 'vector':
  32163. case 'vector2':
  32164. case 'vector3':
  32165. case 'vector4':
  32166. return VectorKeyframeTrack;
  32167. case 'color':
  32168. return ColorKeyframeTrack;
  32169. case 'quaternion':
  32170. return QuaternionKeyframeTrack;
  32171. case 'bool':
  32172. case 'boolean':
  32173. return BooleanKeyframeTrack;
  32174. case 'string':
  32175. return StringKeyframeTrack;
  32176. }
  32177. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  32178. }
  32179. function parseKeyframeTrack( json ) {
  32180. if ( json.type === undefined ) {
  32181. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  32182. }
  32183. const trackType = getTrackTypeForValueTypeName( json.type );
  32184. if ( json.times === undefined ) {
  32185. const times = [], values = [];
  32186. flattenJSON( json.keys, times, values, 'value' );
  32187. json.times = times;
  32188. json.values = values;
  32189. }
  32190. // derived classes can define a static parse method
  32191. if ( trackType.parse !== undefined ) {
  32192. return trackType.parse( json );
  32193. } else {
  32194. // by default, we assume a constructor compatible with the base
  32195. return new trackType( json.name, json.times, json.values, json.interpolation );
  32196. }
  32197. }
  32198. /**
  32199. * @class
  32200. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  32201. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  32202. * @hideconstructor
  32203. */
  32204. const Cache = {
  32205. /**
  32206. * Whether caching is enabled or not.
  32207. *
  32208. * @static
  32209. * @type {boolean}
  32210. * @default false
  32211. */
  32212. enabled: false,
  32213. /**
  32214. * A dictionary that holds cached files.
  32215. *
  32216. * @static
  32217. * @type {Object<string,Object>}
  32218. */
  32219. files: {},
  32220. /**
  32221. * Adds a cache entry with a key to reference the file. If this key already
  32222. * holds a file, it is overwritten.
  32223. *
  32224. * @static
  32225. * @param {string} key - The key to reference the cached file.
  32226. * @param {Object} file - The file to be cached.
  32227. */
  32228. add: function ( key, file ) {
  32229. if ( this.enabled === false ) return;
  32230. if ( isBlobURL( key ) ) return;
  32231. // log( 'Cache', 'Adding key:', key );
  32232. this.files[ key ] = file;
  32233. },
  32234. /**
  32235. * Gets the cached value for the given key.
  32236. *
  32237. * @static
  32238. * @param {string} key - The key to reference the cached file.
  32239. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  32240. */
  32241. get: function ( key ) {
  32242. if ( this.enabled === false ) return;
  32243. if ( isBlobURL( key ) ) return;
  32244. // log( 'Cache', 'Checking key:', key );
  32245. return this.files[ key ];
  32246. },
  32247. /**
  32248. * Removes the cached file associated with the given key.
  32249. *
  32250. * @static
  32251. * @param {string} key - The key to reference the cached file.
  32252. */
  32253. remove: function ( key ) {
  32254. delete this.files[ key ];
  32255. },
  32256. /**
  32257. * Remove all values from the cache.
  32258. *
  32259. * @static
  32260. */
  32261. clear: function () {
  32262. this.files = {};
  32263. }
  32264. };
  32265. /**
  32266. * Returns true if the given cache key contains the blob: scheme.
  32267. *
  32268. * @private
  32269. * @param {string} key - The cache key.
  32270. * @return {boolean} Whether the given cache key contains the blob: scheme or not.
  32271. */
  32272. function isBlobURL( key ) {
  32273. try {
  32274. const urlString = key.slice( key.indexOf( ':' ) + 1 ); // remove type identifier
  32275. const url = new URL( urlString );
  32276. return url.protocol === 'blob:';
  32277. } catch ( e ) {
  32278. // If the string is not a valid URL, it throws an error
  32279. return false;
  32280. }
  32281. }
  32282. /**
  32283. * Handles and keeps track of loaded and pending data. A default global
  32284. * instance of this class is created and used by loaders if not supplied
  32285. * manually.
  32286. *
  32287. * In general that should be sufficient, however there are times when it can
  32288. * be useful to have separate loaders - for example if you want to show
  32289. * separate loading bars for objects and textures.
  32290. *
  32291. * ```js
  32292. * const manager = new THREE.LoadingManager();
  32293. * manager.onLoad = () => console.log( 'Loading complete!' );
  32294. *
  32295. * const loader1 = new OBJLoader( manager );
  32296. * const loader2 = new ColladaLoader( manager );
  32297. * ```
  32298. */
  32299. class LoadingManager {
  32300. /**
  32301. * Constructs a new loading manager.
  32302. *
  32303. * @param {Function} [onLoad] - Executes when all items have been loaded.
  32304. * @param {Function} [onProgress] - Executes when single items have been loaded.
  32305. * @param {Function} [onError] - Executes when an error occurs.
  32306. */
  32307. constructor( onLoad, onProgress, onError ) {
  32308. const scope = this;
  32309. let isLoading = false;
  32310. let itemsLoaded = 0;
  32311. let itemsTotal = 0;
  32312. let urlModifier = undefined;
  32313. const handlers = [];
  32314. // Refer to #5689 for the reason why we don't set .onStart
  32315. // in the constructor
  32316. /**
  32317. * Executes when an item starts loading.
  32318. *
  32319. * @type {Function|undefined}
  32320. * @default undefined
  32321. */
  32322. this.onStart = undefined;
  32323. /**
  32324. * Executes when all items have been loaded.
  32325. *
  32326. * @type {Function|undefined}
  32327. * @default undefined
  32328. */
  32329. this.onLoad = onLoad;
  32330. /**
  32331. * Executes when single items have been loaded.
  32332. *
  32333. * @type {Function|undefined}
  32334. * @default undefined
  32335. */
  32336. this.onProgress = onProgress;
  32337. /**
  32338. * Executes when an error occurs.
  32339. *
  32340. * @type {Function|undefined}
  32341. * @default undefined
  32342. */
  32343. this.onError = onError;
  32344. /**
  32345. * Used for aborting ongoing requests in loaders using this manager.
  32346. *
  32347. * @private
  32348. * @type {AbortController | null}
  32349. */
  32350. this._abortController = null;
  32351. /**
  32352. * This should be called by any loader using the manager when the loader
  32353. * starts loading an item.
  32354. *
  32355. * @param {string} url - The URL to load.
  32356. */
  32357. this.itemStart = function ( url ) {
  32358. itemsTotal ++;
  32359. if ( isLoading === false ) {
  32360. if ( scope.onStart !== undefined ) {
  32361. scope.onStart( url, itemsLoaded, itemsTotal );
  32362. }
  32363. }
  32364. isLoading = true;
  32365. };
  32366. /**
  32367. * This should be called by any loader using the manager when the loader
  32368. * ended loading an item.
  32369. *
  32370. * @param {string} url - The URL of the loaded item.
  32371. */
  32372. this.itemEnd = function ( url ) {
  32373. itemsLoaded ++;
  32374. if ( scope.onProgress !== undefined ) {
  32375. scope.onProgress( url, itemsLoaded, itemsTotal );
  32376. }
  32377. if ( itemsLoaded === itemsTotal ) {
  32378. isLoading = false;
  32379. if ( scope.onLoad !== undefined ) {
  32380. scope.onLoad();
  32381. }
  32382. }
  32383. };
  32384. /**
  32385. * This should be called by any loader using the manager when the loader
  32386. * encounters an error when loading an item.
  32387. *
  32388. * @param {string} url - The URL of the item that produces an error.
  32389. */
  32390. this.itemError = function ( url ) {
  32391. if ( scope.onError !== undefined ) {
  32392. scope.onError( url );
  32393. }
  32394. };
  32395. /**
  32396. * Given a URL, uses the URL modifier callback (if any) and returns a
  32397. * resolved URL. If no URL modifier is set, returns the original URL.
  32398. *
  32399. * @param {string} url - The URL to load.
  32400. * @return {string} The resolved URL.
  32401. */
  32402. this.resolveURL = function ( url ) {
  32403. // Normalize to NFC so that Unicode URIs (e.g. from glTF)
  32404. // are percent-encoded correctly per RFC 3987.
  32405. url = url.normalize( 'NFC' );
  32406. if ( urlModifier ) {
  32407. return urlModifier( url );
  32408. }
  32409. return url;
  32410. };
  32411. /**
  32412. * If provided, the callback will be passed each resource URL before a
  32413. * request is sent. The callback may return the original URL, or a new URL to
  32414. * override loading behavior. This behavior can be used to load assets from
  32415. * .ZIP files, drag-and-drop APIs, and Data URIs.
  32416. *
  32417. * ```js
  32418. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  32419. *
  32420. * const manager = new THREE.LoadingManager();
  32421. *
  32422. * // Initialize loading manager with URL callback.
  32423. * const objectURLs = [];
  32424. * manager.setURLModifier( ( url ) => {
  32425. *
  32426. * url = URL.createObjectURL( blobs[ url ] );
  32427. * objectURLs.push( url );
  32428. * return url;
  32429. *
  32430. * } );
  32431. *
  32432. * // Load as usual, then revoke the blob URLs.
  32433. * const loader = new GLTFLoader( manager );
  32434. * loader.load( 'fish.gltf', (gltf) => {
  32435. *
  32436. * scene.add( gltf.scene );
  32437. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32438. *
  32439. * } );
  32440. * ```
  32441. *
  32442. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32443. * @return {LoadingManager} A reference to this loading manager.
  32444. */
  32445. this.setURLModifier = function ( transform ) {
  32446. urlModifier = transform;
  32447. return this;
  32448. };
  32449. /**
  32450. * Registers a loader with the given regular expression. Can be used to
  32451. * define what loader should be used in order to load specific files. A
  32452. * typical use case is to overwrite the default loader for textures.
  32453. *
  32454. * ```js
  32455. * // add handler for TGA textures
  32456. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32457. * ```
  32458. *
  32459. * @param {string} regex - A regular expression.
  32460. * @param {Loader} loader - A loader that should handle matched cases.
  32461. * @return {LoadingManager} A reference to this loading manager.
  32462. */
  32463. this.addHandler = function ( regex, loader ) {
  32464. handlers.push( regex, loader );
  32465. return this;
  32466. };
  32467. /**
  32468. * Removes the loader for the given regular expression.
  32469. *
  32470. * @param {string} regex - A regular expression.
  32471. * @return {LoadingManager} A reference to this loading manager.
  32472. */
  32473. this.removeHandler = function ( regex ) {
  32474. const index = handlers.indexOf( regex );
  32475. if ( index !== -1 ) {
  32476. handlers.splice( index, 2 );
  32477. }
  32478. return this;
  32479. };
  32480. /**
  32481. * Can be used to retrieve the registered loader for the given file path.
  32482. *
  32483. * @param {string} file - The file path.
  32484. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32485. */
  32486. this.getHandler = function ( file ) {
  32487. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32488. const regex = handlers[ i ];
  32489. const loader = handlers[ i + 1 ];
  32490. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32491. if ( regex.test( file ) ) {
  32492. return loader;
  32493. }
  32494. }
  32495. return null;
  32496. };
  32497. /**
  32498. * Can be used to abort ongoing loading requests in loaders using this manager.
  32499. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32500. * is supported in the browser.
  32501. *
  32502. * @return {LoadingManager} A reference to this loading manager.
  32503. */
  32504. this.abort = function () {
  32505. this.abortController.abort();
  32506. this._abortController = null;
  32507. return this;
  32508. };
  32509. }
  32510. // TODO: Revert this back to a single member variable once this issue has been fixed
  32511. // https://github.com/cloudflare/workerd/issues/3657
  32512. /**
  32513. * Used for aborting ongoing requests in loaders using this manager.
  32514. *
  32515. * @type {AbortController}
  32516. */
  32517. get abortController() {
  32518. if ( ! this._abortController ) {
  32519. this._abortController = new AbortController();
  32520. }
  32521. return this._abortController;
  32522. }
  32523. }
  32524. /**
  32525. * The global default loading manager.
  32526. *
  32527. * @constant
  32528. * @type {LoadingManager}
  32529. */
  32530. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32531. /**
  32532. * Abstract base class for loaders.
  32533. *
  32534. * @abstract
  32535. */
  32536. class Loader {
  32537. /**
  32538. * Constructs a new loader.
  32539. *
  32540. * @param {LoadingManager} [manager] - The loading manager.
  32541. */
  32542. constructor( manager ) {
  32543. /**
  32544. * The loading manager.
  32545. *
  32546. * @type {LoadingManager}
  32547. * @default DefaultLoadingManager
  32548. */
  32549. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32550. /**
  32551. * The crossOrigin string to implement CORS for loading the url from a
  32552. * different domain that allows CORS.
  32553. *
  32554. * @type {string}
  32555. * @default 'anonymous'
  32556. */
  32557. this.crossOrigin = 'anonymous';
  32558. /**
  32559. * Whether the XMLHttpRequest uses credentials.
  32560. *
  32561. * @type {boolean}
  32562. * @default false
  32563. */
  32564. this.withCredentials = false;
  32565. /**
  32566. * The base path from which the asset will be loaded.
  32567. *
  32568. * @type {string}
  32569. */
  32570. this.path = '';
  32571. /**
  32572. * The base path from which additional resources like textures will be loaded.
  32573. *
  32574. * @type {string}
  32575. */
  32576. this.resourcePath = '';
  32577. /**
  32578. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32579. * used in HTTP request.
  32580. *
  32581. * @type {Object<string, any>}
  32582. */
  32583. this.requestHeader = {};
  32584. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  32585. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  32586. }
  32587. }
  32588. /**
  32589. * This method needs to be implemented by all concrete loaders. It holds the
  32590. * logic for loading assets from the backend.
  32591. *
  32592. * @abstract
  32593. * @param {string} url - The path/URL of the file to be loaded.
  32594. * @param {Function} onLoad - Executed when the loading process has been finished.
  32595. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32596. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32597. */
  32598. load( /* url, onLoad, onProgress, onError */ ) {}
  32599. /**
  32600. * A async version of {@link Loader#load}.
  32601. *
  32602. * @param {string} url - The path/URL of the file to be loaded.
  32603. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32604. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32605. */
  32606. loadAsync( url, onProgress ) {
  32607. const scope = this;
  32608. return new Promise( function ( resolve, reject ) {
  32609. scope.load( url, resolve, onProgress, reject );
  32610. } );
  32611. }
  32612. /**
  32613. * This method needs to be implemented by all concrete loaders. It holds the
  32614. * logic for parsing the asset into three.js entities.
  32615. *
  32616. * @abstract
  32617. * @param {any} data - The data to parse.
  32618. */
  32619. parse( /* data */ ) {}
  32620. /**
  32621. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32622. * from a different domain that allows CORS.
  32623. *
  32624. * @param {string} crossOrigin - The `crossOrigin` value.
  32625. * @return {Loader} A reference to this instance.
  32626. */
  32627. setCrossOrigin( crossOrigin ) {
  32628. this.crossOrigin = crossOrigin;
  32629. return this;
  32630. }
  32631. /**
  32632. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32633. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32634. *
  32635. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32636. *
  32637. * @param {boolean} value - The `withCredentials` value.
  32638. * @return {Loader} A reference to this instance.
  32639. */
  32640. setWithCredentials( value ) {
  32641. this.withCredentials = value;
  32642. return this;
  32643. }
  32644. /**
  32645. * Sets the base path for the asset.
  32646. *
  32647. * @param {string} path - The base path.
  32648. * @return {Loader} A reference to this instance.
  32649. */
  32650. setPath( path ) {
  32651. this.path = path;
  32652. return this;
  32653. }
  32654. /**
  32655. * Sets the base path for dependent resources like textures.
  32656. *
  32657. * @param {string} resourcePath - The resource path.
  32658. * @return {Loader} A reference to this instance.
  32659. */
  32660. setResourcePath( resourcePath ) {
  32661. this.resourcePath = resourcePath;
  32662. return this;
  32663. }
  32664. /**
  32665. * Sets the given request header.
  32666. *
  32667. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32668. * for configuring the HTTP request.
  32669. * @return {Loader} A reference to this instance.
  32670. */
  32671. setRequestHeader( requestHeader ) {
  32672. this.requestHeader = requestHeader;
  32673. return this;
  32674. }
  32675. /**
  32676. * This method can be implemented in loaders for aborting ongoing requests.
  32677. *
  32678. * @abstract
  32679. * @return {Loader} A reference to this instance.
  32680. */
  32681. abort() {
  32682. return this;
  32683. }
  32684. }
  32685. /**
  32686. * Callback for onProgress in loaders.
  32687. *
  32688. * @callback onProgressCallback
  32689. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32690. */
  32691. /**
  32692. * Callback for onError in loaders.
  32693. *
  32694. * @callback onErrorCallback
  32695. * @param {Error} error - The error which occurred during the loading process.
  32696. */
  32697. /**
  32698. * The default material name that is used by loaders
  32699. * when creating materials for loaded 3D objects.
  32700. *
  32701. * Note: Not all loaders might honor this setting.
  32702. *
  32703. * @static
  32704. * @type {string}
  32705. * @default '__DEFAULT'
  32706. */
  32707. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32708. const loading = {};
  32709. class HttpError extends Error {
  32710. constructor( message, response ) {
  32711. super( message );
  32712. this.response = response;
  32713. }
  32714. }
  32715. /**
  32716. * A low level class for loading resources with the Fetch API, used internally by
  32717. * most loaders. It can also be used directly to load any file type that does
  32718. * not have a loader.
  32719. *
  32720. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32721. * once to your application.
  32722. *
  32723. * ```js
  32724. * const loader = new THREE.FileLoader();
  32725. * const data = await loader.loadAsync( 'example.txt' );
  32726. * ```
  32727. *
  32728. * @augments Loader
  32729. */
  32730. class FileLoader extends Loader {
  32731. /**
  32732. * Constructs a new file loader.
  32733. *
  32734. * @param {LoadingManager} [manager] - The loading manager.
  32735. */
  32736. constructor( manager ) {
  32737. super( manager );
  32738. /**
  32739. * The expected mime type. Valid values can be found
  32740. * [here](https://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32741. *
  32742. * @type {string}
  32743. */
  32744. this.mimeType = '';
  32745. /**
  32746. * The expected response type.
  32747. *
  32748. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32749. * @default ''
  32750. */
  32751. this.responseType = '';
  32752. /**
  32753. * Used for aborting requests.
  32754. *
  32755. * @private
  32756. * @type {AbortController}
  32757. */
  32758. this._abortController = new AbortController();
  32759. }
  32760. /**
  32761. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32762. *
  32763. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32764. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32765. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32766. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32767. */
  32768. load( url, onLoad, onProgress, onError ) {
  32769. if ( url === undefined ) url = '';
  32770. if ( this.path !== undefined ) url = this.path + url;
  32771. url = this.manager.resolveURL( url );
  32772. const cached = Cache.get( `file:${url}` );
  32773. if ( cached !== undefined ) {
  32774. this.manager.itemStart( url );
  32775. setTimeout( () => {
  32776. if ( onLoad ) onLoad( cached );
  32777. this.manager.itemEnd( url );
  32778. }, 0 );
  32779. return;
  32780. }
  32781. // Check if request is duplicate
  32782. if ( loading[ url ] !== undefined ) {
  32783. loading[ url ].push( {
  32784. onLoad: onLoad,
  32785. onProgress: onProgress,
  32786. onError: onError
  32787. } );
  32788. return;
  32789. }
  32790. // Initialise array for duplicate requests
  32791. loading[ url ] = [];
  32792. loading[ url ].push( {
  32793. onLoad: onLoad,
  32794. onProgress: onProgress,
  32795. onError: onError,
  32796. } );
  32797. // create request
  32798. const req = new Request( url, {
  32799. headers: new Headers( this.requestHeader ),
  32800. credentials: this.withCredentials ? 'include' : 'same-origin',
  32801. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32802. } );
  32803. // record states ( avoid data race )
  32804. const mimeType = this.mimeType;
  32805. const responseType = this.responseType;
  32806. // start the fetch
  32807. fetch( req )
  32808. .then( response => {
  32809. if ( response.status === 200 || response.status === 0 ) {
  32810. // Some browsers return HTTP Status 0 when using non-http protocol
  32811. // e.g. 'file://' or 'data://'. Handle as success.
  32812. if ( response.status === 0 ) {
  32813. warn( 'FileLoader: HTTP Status 0 received.' );
  32814. }
  32815. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32816. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32817. return response;
  32818. }
  32819. const callbacks = loading[ url ];
  32820. const reader = response.body.getReader();
  32821. // Nginx needs X-File-Size check
  32822. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32823. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32824. const total = contentLength ? parseInt( contentLength ) : 0;
  32825. const lengthComputable = total !== 0;
  32826. let loaded = 0;
  32827. // periodically read data into the new stream tracking while download progress
  32828. const stream = new ReadableStream( {
  32829. start( controller ) {
  32830. readData();
  32831. function readData() {
  32832. reader.read().then( ( { done, value } ) => {
  32833. if ( done ) {
  32834. controller.close();
  32835. } else {
  32836. loaded += value.byteLength;
  32837. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32838. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32839. const callback = callbacks[ i ];
  32840. if ( callback.onProgress ) callback.onProgress( event );
  32841. }
  32842. controller.enqueue( value );
  32843. readData();
  32844. }
  32845. }, ( e ) => {
  32846. controller.error( e );
  32847. } );
  32848. }
  32849. }
  32850. } );
  32851. return new Response( stream );
  32852. } else {
  32853. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32854. }
  32855. } )
  32856. .then( response => {
  32857. switch ( responseType ) {
  32858. case 'arraybuffer':
  32859. return response.arrayBuffer();
  32860. case 'blob':
  32861. return response.blob();
  32862. case 'document':
  32863. return response.text()
  32864. .then( text => {
  32865. const parser = new DOMParser();
  32866. return parser.parseFromString( text, mimeType );
  32867. } );
  32868. case 'json':
  32869. return response.json();
  32870. default:
  32871. if ( mimeType === '' ) {
  32872. return response.text();
  32873. } else {
  32874. // sniff encoding
  32875. const re = /charset="?([^;"\s]*)"?/i;
  32876. const exec = re.exec( mimeType );
  32877. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32878. const decoder = new TextDecoder( label );
  32879. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32880. }
  32881. }
  32882. } )
  32883. .then( data => {
  32884. // Add to cache only on HTTP success, so that we do not cache
  32885. // error response bodies as proper responses to requests.
  32886. Cache.add( `file:${url}`, data );
  32887. const callbacks = loading[ url ];
  32888. delete loading[ url ];
  32889. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32890. const callback = callbacks[ i ];
  32891. if ( callback.onLoad ) callback.onLoad( data );
  32892. }
  32893. } )
  32894. .catch( err => {
  32895. // Abort errors and other errors are handled the same
  32896. const callbacks = loading[ url ];
  32897. if ( callbacks === undefined ) {
  32898. // When onLoad was called and url was deleted in `loading`
  32899. this.manager.itemError( url );
  32900. throw err;
  32901. }
  32902. delete loading[ url ];
  32903. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32904. const callback = callbacks[ i ];
  32905. if ( callback.onError ) callback.onError( err );
  32906. }
  32907. this.manager.itemError( url );
  32908. } )
  32909. .finally( () => {
  32910. this.manager.itemEnd( url );
  32911. } );
  32912. this.manager.itemStart( url );
  32913. }
  32914. /**
  32915. * Sets the expected response type.
  32916. *
  32917. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32918. * @return {FileLoader} A reference to this file loader.
  32919. */
  32920. setResponseType( value ) {
  32921. this.responseType = value;
  32922. return this;
  32923. }
  32924. /**
  32925. * Sets the expected mime type of the loaded file.
  32926. *
  32927. * @param {string} value - The mime type.
  32928. * @return {FileLoader} A reference to this file loader.
  32929. */
  32930. setMimeType( value ) {
  32931. this.mimeType = value;
  32932. return this;
  32933. }
  32934. /**
  32935. * Aborts ongoing fetch requests.
  32936. *
  32937. * @return {FileLoader} A reference to this instance.
  32938. */
  32939. abort() {
  32940. this._abortController.abort();
  32941. this._abortController = new AbortController();
  32942. return this;
  32943. }
  32944. }
  32945. /**
  32946. * Class for loading animation clips in the JSON format. The files are internally
  32947. * loaded via {@link FileLoader}.
  32948. *
  32949. * ```js
  32950. * const loader = new THREE.AnimationLoader();
  32951. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32952. * ```
  32953. *
  32954. * @augments Loader
  32955. */
  32956. class AnimationLoader extends Loader {
  32957. /**
  32958. * Constructs a new animation loader.
  32959. *
  32960. * @param {LoadingManager} [manager] - The loading manager.
  32961. */
  32962. constructor( manager ) {
  32963. super( manager );
  32964. }
  32965. /**
  32966. * Starts loading from the given URL and pass the loaded animations as an array
  32967. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32968. *
  32969. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32970. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32971. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32972. * @param {onErrorCallback} onError - Executed when errors occur.
  32973. */
  32974. load( url, onLoad, onProgress, onError ) {
  32975. const scope = this;
  32976. const loader = new FileLoader( this.manager );
  32977. loader.setPath( this.path );
  32978. loader.setRequestHeader( this.requestHeader );
  32979. loader.setWithCredentials( this.withCredentials );
  32980. loader.load( url, function ( text ) {
  32981. try {
  32982. onLoad( scope.parse( JSON.parse( text ) ) );
  32983. } catch ( e ) {
  32984. if ( onError ) {
  32985. onError( e );
  32986. } else {
  32987. error( e );
  32988. }
  32989. scope.manager.itemError( url );
  32990. }
  32991. }, onProgress, onError );
  32992. }
  32993. /**
  32994. * Parses the given JSON object and returns an array of animation clips.
  32995. *
  32996. * @param {Object} json - The serialized animation clips.
  32997. * @return {Array<AnimationClip>} The parsed animation clips.
  32998. */
  32999. parse( json ) {
  33000. const animations = [];
  33001. for ( let i = 0; i < json.length; i ++ ) {
  33002. const clip = AnimationClip.parse( json[ i ] );
  33003. animations.push( clip );
  33004. }
  33005. return animations;
  33006. }
  33007. }
  33008. /**
  33009. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  33010. * Textures are internally loaded via {@link FileLoader}.
  33011. *
  33012. * Derived classes have to implement the `parse()` method which holds the parsing
  33013. * for the respective format.
  33014. *
  33015. * @abstract
  33016. * @augments Loader
  33017. */
  33018. class CompressedTextureLoader extends Loader {
  33019. /**
  33020. * Constructs a new compressed texture loader.
  33021. *
  33022. * @param {LoadingManager} [manager] - The loading manager.
  33023. */
  33024. constructor( manager ) {
  33025. super( manager );
  33026. }
  33027. /**
  33028. * Starts loading from the given URL and passes the loaded compressed texture
  33029. * to the `onLoad()` callback. The method also returns a new texture object which can
  33030. * directly be used for material creation. If you do it this way, the texture
  33031. * may pop up in your scene once the respective loading process is finished.
  33032. *
  33033. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33034. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  33035. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  33036. * @param {onErrorCallback} onError - Executed when errors occur.
  33037. * @return {CompressedTexture} The compressed texture.
  33038. */
  33039. load( url, onLoad, onProgress, onError ) {
  33040. const scope = this;
  33041. const images = [];
  33042. const texture = new CompressedTexture();
  33043. const loader = new FileLoader( this.manager );
  33044. loader.setPath( this.path );
  33045. loader.setResponseType( 'arraybuffer' );
  33046. loader.setRequestHeader( this.requestHeader );
  33047. loader.setWithCredentials( scope.withCredentials );
  33048. let loaded = 0;
  33049. function loadTexture( i ) {
  33050. loader.load( url[ i ], function ( buffer ) {
  33051. const texDatas = scope.parse( buffer, true );
  33052. images[ i ] = {
  33053. width: texDatas.width,
  33054. height: texDatas.height,
  33055. format: texDatas.format,
  33056. mipmaps: texDatas.mipmaps
  33057. };
  33058. loaded += 1;
  33059. if ( loaded === 6 ) {
  33060. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  33061. texture.image = images;
  33062. texture.format = texDatas.format;
  33063. texture.needsUpdate = true;
  33064. if ( onLoad ) onLoad( texture );
  33065. }
  33066. }, onProgress, onError );
  33067. }
  33068. if ( Array.isArray( url ) ) {
  33069. for ( let i = 0, il = url.length; i < il; ++ i ) {
  33070. loadTexture( i );
  33071. }
  33072. } else {
  33073. // compressed cubemap texture stored in a single DDS file
  33074. loader.load( url, function ( buffer ) {
  33075. const texDatas = scope.parse( buffer, true );
  33076. if ( texDatas.isCubemap ) {
  33077. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  33078. for ( let f = 0; f < faces; f ++ ) {
  33079. images[ f ] = { mipmaps: [] };
  33080. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  33081. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  33082. images[ f ].format = texDatas.format;
  33083. images[ f ].width = texDatas.width;
  33084. images[ f ].height = texDatas.height;
  33085. }
  33086. }
  33087. texture.image = images;
  33088. } else {
  33089. texture.image.width = texDatas.width;
  33090. texture.image.height = texDatas.height;
  33091. texture.mipmaps = texDatas.mipmaps;
  33092. }
  33093. if ( texDatas.mipmapCount === 1 ) {
  33094. texture.minFilter = LinearFilter;
  33095. }
  33096. texture.format = texDatas.format;
  33097. texture.needsUpdate = true;
  33098. if ( onLoad ) onLoad( texture );
  33099. }, onProgress, onError );
  33100. }
  33101. return texture;
  33102. }
  33103. }
  33104. const _loading = new WeakMap();
  33105. /**
  33106. * A loader for loading images. The class loads images with the HTML `Image` API.
  33107. *
  33108. * ```js
  33109. * const loader = new THREE.ImageLoader();
  33110. * const image = await loader.loadAsync( 'image.png' );
  33111. * ```
  33112. * Please note that `ImageLoader` has dropped support for progress
  33113. * events in `r84`. For an `ImageLoader` that supports progress events, see
  33114. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  33115. *
  33116. * @augments Loader
  33117. */
  33118. class ImageLoader extends Loader {
  33119. /**
  33120. * Constructs a new image loader.
  33121. *
  33122. * @param {LoadingManager} [manager] - The loading manager.
  33123. */
  33124. constructor( manager ) {
  33125. super( manager );
  33126. }
  33127. /**
  33128. * Starts loading from the given URL and passes the loaded image
  33129. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  33130. * directly be used for texture creation. If you do it this way, the texture
  33131. * may pop up in your scene once the respective loading process is finished.
  33132. *
  33133. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33134. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  33135. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  33136. * @param {onErrorCallback} onError - Executed when errors occur.
  33137. * @return {Image} The image.
  33138. */
  33139. load( url, onLoad, onProgress, onError ) {
  33140. if ( this.path !== undefined ) url = this.path + url;
  33141. url = this.manager.resolveURL( url );
  33142. const scope = this;
  33143. const cached = Cache.get( `image:${url}` );
  33144. if ( cached !== undefined ) {
  33145. if ( cached.complete === true ) {
  33146. scope.manager.itemStart( url );
  33147. setTimeout( function () {
  33148. if ( onLoad ) onLoad( cached );
  33149. scope.manager.itemEnd( url );
  33150. }, 0 );
  33151. } else {
  33152. let arr = _loading.get( cached );
  33153. if ( arr === undefined ) {
  33154. arr = [];
  33155. _loading.set( cached, arr );
  33156. }
  33157. arr.push( { onLoad, onError } );
  33158. }
  33159. return cached;
  33160. }
  33161. const image = createElementNS( 'img' );
  33162. function onImageLoad() {
  33163. removeEventListeners();
  33164. if ( onLoad ) onLoad( this );
  33165. //
  33166. const callbacks = _loading.get( this ) || [];
  33167. for ( let i = 0; i < callbacks.length; i ++ ) {
  33168. const callback = callbacks[ i ];
  33169. if ( callback.onLoad ) callback.onLoad( this );
  33170. }
  33171. _loading.delete( this );
  33172. scope.manager.itemEnd( url );
  33173. }
  33174. function onImageError( event ) {
  33175. removeEventListeners();
  33176. if ( onError ) onError( event );
  33177. Cache.remove( `image:${url}` );
  33178. //
  33179. const callbacks = _loading.get( this ) || [];
  33180. for ( let i = 0; i < callbacks.length; i ++ ) {
  33181. const callback = callbacks[ i ];
  33182. if ( callback.onError ) callback.onError( event );
  33183. }
  33184. _loading.delete( this );
  33185. scope.manager.itemError( url );
  33186. scope.manager.itemEnd( url );
  33187. }
  33188. function removeEventListeners() {
  33189. image.removeEventListener( 'load', onImageLoad, false );
  33190. image.removeEventListener( 'error', onImageError, false );
  33191. }
  33192. image.addEventListener( 'load', onImageLoad, false );
  33193. image.addEventListener( 'error', onImageError, false );
  33194. if ( url.slice( 0, 5 ) !== 'data:' ) {
  33195. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  33196. }
  33197. Cache.add( `image:${url}`, image );
  33198. scope.manager.itemStart( url );
  33199. image.src = url;
  33200. return image;
  33201. }
  33202. }
  33203. /**
  33204. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  33205. *
  33206. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  33207. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  33208. * like vertical and horizontal cross, column and row layouts are not supported.
  33209. *
  33210. * Note that, by convention, cube maps are specified in a coordinate system
  33211. * in which positive-x is to the right when looking up the positive-z axis --
  33212. * in other words, using a left-handed coordinate system. Since three.js uses
  33213. * a right-handed coordinate system, environment maps used in three.js will
  33214. * have pos-x and neg-x swapped.
  33215. *
  33216. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  33217. * is set to `SRGBColorSpace` by default.
  33218. *
  33219. * ```js
  33220. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  33221. * const cubeTexture = await loader.loadAsync( [
  33222. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  33223. * ] );
  33224. * scene.background = cubeTexture;
  33225. * ```
  33226. *
  33227. * @augments Loader
  33228. */
  33229. class CubeTextureLoader extends Loader {
  33230. /**
  33231. * Constructs a new cube texture loader.
  33232. *
  33233. * @param {LoadingManager} [manager] - The loading manager.
  33234. */
  33235. constructor( manager ) {
  33236. super( manager );
  33237. }
  33238. /**
  33239. * Starts loading from the given URL and pass the fully loaded cube texture
  33240. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  33241. * directly be used for material creation. If you do it this way, the cube texture
  33242. * may pop up in your scene once the respective loading process is finished.
  33243. *
  33244. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  33245. * cube texture. The urls should be specified in the following order: pos-x,
  33246. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  33247. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  33248. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  33249. * @param {onErrorCallback} onError - Executed when errors occur.
  33250. * @return {CubeTexture} The cube texture.
  33251. */
  33252. load( urls, onLoad, onProgress, onError ) {
  33253. const texture = new CubeTexture();
  33254. texture.colorSpace = SRGBColorSpace;
  33255. const loader = new ImageLoader( this.manager );
  33256. loader.setCrossOrigin( this.crossOrigin );
  33257. loader.setPath( this.path );
  33258. let loaded = 0;
  33259. function loadTexture( i ) {
  33260. loader.load( urls[ i ], function ( image ) {
  33261. texture.images[ i ] = image;
  33262. loaded ++;
  33263. if ( loaded === 6 ) {
  33264. texture.needsUpdate = true;
  33265. if ( onLoad ) onLoad( texture );
  33266. }
  33267. }, undefined, onError );
  33268. }
  33269. for ( let i = 0; i < urls.length; ++ i ) {
  33270. loadTexture( i );
  33271. }
  33272. return texture;
  33273. }
  33274. }
  33275. /**
  33276. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  33277. * Textures are internally loaded via {@link FileLoader}.
  33278. *
  33279. * Derived classes have to implement the `parse()` method which holds the parsing
  33280. * for the respective format.
  33281. *
  33282. * @abstract
  33283. * @augments Loader
  33284. */
  33285. class DataTextureLoader extends Loader {
  33286. /**
  33287. * Constructs a new data texture loader.
  33288. *
  33289. * @param {LoadingManager} [manager] - The loading manager.
  33290. */
  33291. constructor( manager ) {
  33292. super( manager );
  33293. }
  33294. /**
  33295. * Starts loading from the given URL and passes the loaded data texture
  33296. * to the `onLoad()` callback. The method also returns a new texture object which can
  33297. * directly be used for material creation. If you do it this way, the texture
  33298. * may pop up in your scene once the respective loading process is finished.
  33299. *
  33300. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33301. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  33302. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  33303. * @param {onErrorCallback} onError - Executed when errors occur.
  33304. * @return {DataTexture} The data texture.
  33305. */
  33306. load( url, onLoad, onProgress, onError ) {
  33307. const scope = this;
  33308. const texture = new DataTexture();
  33309. const loader = new FileLoader( this.manager );
  33310. loader.setResponseType( 'arraybuffer' );
  33311. loader.setRequestHeader( this.requestHeader );
  33312. loader.setPath( this.path );
  33313. loader.setWithCredentials( scope.withCredentials );
  33314. loader.load( url, function ( buffer ) {
  33315. let texData;
  33316. try {
  33317. texData = scope.parse( buffer );
  33318. } catch ( e ) {
  33319. if ( onError !== undefined ) {
  33320. onError( e );
  33321. } else {
  33322. error( e );
  33323. }
  33324. return;
  33325. }
  33326. scope._applyTexData( texture, texData );
  33327. if ( onLoad ) onLoad( texture, texData );
  33328. }, onProgress, onError );
  33329. return texture;
  33330. }
  33331. /**
  33332. * Parses the given buffer and returns a configured data texture. Use this method
  33333. * for parsing texture data that is already in memory (e.g. drag and drop or data
  33334. * loaded from a server) without going through {@link DataTextureLoader#load}.
  33335. *
  33336. * @param {ArrayBuffer} buffer - The raw texture data.
  33337. * @return {DataTexture} The data texture.
  33338. */
  33339. createDataTexture( buffer ) {
  33340. const texture = new DataTexture();
  33341. this._applyTexData( texture, this.parse( buffer ) );
  33342. return texture;
  33343. }
  33344. /**
  33345. * Applies the given parsed texture data to the given data texture.
  33346. *
  33347. * @private
  33348. * @param {DataTexture} texture - The data texture.
  33349. * @param {DataTextureLoader~TexData} texData - The parsed texture data.
  33350. */
  33351. _applyTexData( texture, texData ) {
  33352. if ( texData.image !== undefined ) {
  33353. texture.image = texData.image;
  33354. } else if ( texData.data !== undefined ) {
  33355. texture.image.width = texData.width;
  33356. texture.image.height = texData.height;
  33357. texture.image.data = texData.data;
  33358. }
  33359. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  33360. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  33361. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  33362. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  33363. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  33364. if ( texData.colorSpace !== undefined ) {
  33365. texture.colorSpace = texData.colorSpace;
  33366. }
  33367. if ( texData.flipY !== undefined ) {
  33368. texture.flipY = texData.flipY;
  33369. }
  33370. if ( texData.format !== undefined ) {
  33371. texture.format = texData.format;
  33372. }
  33373. if ( texData.type !== undefined ) {
  33374. texture.type = texData.type;
  33375. }
  33376. if ( texData.mipmaps !== undefined ) {
  33377. texture.mipmaps = texData.mipmaps;
  33378. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  33379. }
  33380. if ( texData.mipmapCount === 1 ) {
  33381. texture.minFilter = LinearFilter;
  33382. }
  33383. if ( texData.generateMipmaps !== undefined ) {
  33384. texture.generateMipmaps = texData.generateMipmaps;
  33385. }
  33386. texture.needsUpdate = true;
  33387. }
  33388. }
  33389. /**
  33390. * Class for loading textures. Images are internally
  33391. * loaded via {@link ImageLoader}.
  33392. *
  33393. * ```js
  33394. * const loader = new THREE.TextureLoader();
  33395. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  33396. *
  33397. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  33398. * ```
  33399. * Please note that `TextureLoader` has dropped support for progress
  33400. * events in `r84`. For a `TextureLoader` that supports progress events, see
  33401. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  33402. *
  33403. * @augments Loader
  33404. */
  33405. class TextureLoader extends Loader {
  33406. /**
  33407. * Constructs a new texture loader.
  33408. *
  33409. * @param {LoadingManager} [manager] - The loading manager.
  33410. */
  33411. constructor( manager ) {
  33412. super( manager );
  33413. }
  33414. /**
  33415. * Starts loading from the given URL and pass the fully loaded texture
  33416. * to the `onLoad()` callback. The method also returns a new texture object which can
  33417. * directly be used for material creation. If you do it this way, the texture
  33418. * may pop up in your scene once the respective loading process is finished.
  33419. *
  33420. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33421. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  33422. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  33423. * @param {onErrorCallback} onError - Executed when errors occur.
  33424. * @return {Texture} The texture.
  33425. */
  33426. load( url, onLoad, onProgress, onError ) {
  33427. const texture = new Texture();
  33428. const loader = new ImageLoader( this.manager );
  33429. loader.setCrossOrigin( this.crossOrigin );
  33430. loader.setPath( this.path );
  33431. loader.load( url, function ( image ) {
  33432. texture.image = image;
  33433. texture.needsUpdate = true;
  33434. if ( onLoad !== undefined ) {
  33435. onLoad( texture );
  33436. }
  33437. }, onProgress, onError );
  33438. return texture;
  33439. }
  33440. }
  33441. /**
  33442. * Abstract base class for lights - all other light types inherit the
  33443. * properties and methods described here.
  33444. *
  33445. * @abstract
  33446. * @augments Object3D
  33447. */
  33448. class Light extends Object3D {
  33449. /**
  33450. * Constructs a new light.
  33451. *
  33452. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33453. * @param {number} [intensity=1] - The light's strength/intensity.
  33454. */
  33455. constructor( color, intensity = 1 ) {
  33456. super();
  33457. /**
  33458. * This flag can be used for type testing.
  33459. *
  33460. * @type {boolean}
  33461. * @readonly
  33462. * @default true
  33463. */
  33464. this.isLight = true;
  33465. this.type = 'Light';
  33466. /**
  33467. * The light's color.
  33468. *
  33469. * @type {Color}
  33470. */
  33471. this.color = new Color( color );
  33472. /**
  33473. * The light's intensity.
  33474. *
  33475. * @type {number}
  33476. * @default 1
  33477. */
  33478. this.intensity = intensity;
  33479. }
  33480. /**
  33481. * Frees the GPU-related resources allocated by this instance. Call this
  33482. * method whenever this instance is no longer used in your app.
  33483. */
  33484. dispose() {
  33485. this.dispatchEvent( { type: 'dispose' } );
  33486. }
  33487. copy( source, recursive ) {
  33488. super.copy( source, recursive );
  33489. this.color.copy( source.color );
  33490. this.intensity = source.intensity;
  33491. return this;
  33492. }
  33493. toJSON( meta ) {
  33494. const data = super.toJSON( meta );
  33495. data.object.color = this.color.getHex();
  33496. data.object.intensity = this.intensity;
  33497. return data;
  33498. }
  33499. }
  33500. /**
  33501. * A light source positioned directly above the scene, with color fading from
  33502. * the sky color to the ground color.
  33503. *
  33504. * This light cannot be used to cast shadows.
  33505. *
  33506. * ```js
  33507. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33508. * scene.add( light );
  33509. * ```
  33510. *
  33511. * @augments Light
  33512. */
  33513. class HemisphereLight extends Light {
  33514. /**
  33515. * Constructs a new hemisphere light.
  33516. *
  33517. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33518. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33519. * @param {number} [intensity=1] - The light's strength/intensity.
  33520. */
  33521. constructor( skyColor, groundColor, intensity ) {
  33522. super( skyColor, intensity );
  33523. /**
  33524. * This flag can be used for type testing.
  33525. *
  33526. * @type {boolean}
  33527. * @readonly
  33528. * @default true
  33529. */
  33530. this.isHemisphereLight = true;
  33531. this.type = 'HemisphereLight';
  33532. this.position.copy( Object3D.DEFAULT_UP );
  33533. this.updateMatrix();
  33534. /**
  33535. * The light's ground color.
  33536. *
  33537. * @type {Color}
  33538. */
  33539. this.groundColor = new Color( groundColor );
  33540. }
  33541. copy( source, recursive ) {
  33542. super.copy( source, recursive );
  33543. this.groundColor.copy( source.groundColor );
  33544. return this;
  33545. }
  33546. toJSON( meta ) {
  33547. const data = super.toJSON( meta );
  33548. data.object.groundColor = this.groundColor.getHex();
  33549. return data;
  33550. }
  33551. }
  33552. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33553. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33554. const _lookTarget = /*@__PURE__*/ new Vector3();
  33555. /**
  33556. * Abstract base class for light shadow classes. These classes
  33557. * represent the shadow configuration for different light types.
  33558. *
  33559. * @abstract
  33560. */
  33561. class LightShadow {
  33562. /**
  33563. * Constructs a new light shadow.
  33564. *
  33565. * @param {Camera} camera - The light's view of the world.
  33566. */
  33567. constructor( camera ) {
  33568. /**
  33569. * The light's view of the world.
  33570. *
  33571. * @type {Camera}
  33572. */
  33573. this.camera = camera;
  33574. /**
  33575. * The intensity of the shadow. The default is `1`.
  33576. * Valid values are in the range `[0, 1]`.
  33577. *
  33578. * @type {number}
  33579. * @default 1
  33580. */
  33581. this.intensity = 1;
  33582. /**
  33583. * Shadow map bias, how much to add or subtract from the normalized depth
  33584. * when deciding whether a surface is in shadow.
  33585. *
  33586. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33587. * may help reduce artifacts in shadows.
  33588. *
  33589. * @type {number}
  33590. * @default 0
  33591. */
  33592. this.bias = 0;
  33593. /**
  33594. * A node version of `bias`. Only supported with `WebGPURenderer`.
  33595. *
  33596. * If a bias node is defined, `bias` has no effect.
  33597. *
  33598. * @type {?Node<float>}
  33599. * @default null
  33600. */
  33601. this.biasNode = null;
  33602. /**
  33603. * Defines how much the position used to query the shadow map is offset along
  33604. * the object normal. The default is `0`. Increasing this value can be used to
  33605. * reduce shadow acne especially in large scenes where light shines onto
  33606. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33607. *
  33608. * @type {number}
  33609. * @default 0
  33610. */
  33611. this.normalBias = 0;
  33612. /**
  33613. * Setting this to values greater than 1 will blur the edges of the shadow.
  33614. * High values will cause unwanted banding effects in the shadows - a greater
  33615. * map size will allow for a higher value to be used here before these effects
  33616. * become visible.
  33617. *
  33618. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33619. *
  33620. * @type {number}
  33621. * @default 1
  33622. */
  33623. this.radius = 1;
  33624. /**
  33625. * The amount of samples to use when blurring a VSM shadow map.
  33626. *
  33627. * @type {number}
  33628. * @default 8
  33629. */
  33630. this.blurSamples = 8;
  33631. /**
  33632. * Defines the width and height of the shadow map. Higher values give better quality
  33633. * shadows at the cost of computation time. Values must be powers of two.
  33634. *
  33635. * @type {Vector2}
  33636. * @default (512,512)
  33637. */
  33638. this.mapSize = new Vector2( 512, 512 );
  33639. /**
  33640. * The type of shadow texture. The default is `UnsignedByteType`.
  33641. *
  33642. * @type {number}
  33643. * @default UnsignedByteType
  33644. */
  33645. this.mapType = UnsignedByteType;
  33646. /**
  33647. * The depth map generated using the internal camera; a location beyond a
  33648. * pixel's depth is in shadow. Computed internally during rendering.
  33649. *
  33650. * @type {?RenderTarget}
  33651. * @default null
  33652. */
  33653. this.map = null;
  33654. /**
  33655. * The distribution map generated using the internal camera; an occlusion is
  33656. * calculated based on the distribution of depths. Computed internally during
  33657. * rendering.
  33658. *
  33659. * @type {?RenderTarget}
  33660. * @default null
  33661. */
  33662. this.mapPass = null;
  33663. /**
  33664. * Model to shadow camera space, to compute location and depth in shadow map.
  33665. * This is computed internally during rendering.
  33666. *
  33667. * @type {Matrix4}
  33668. */
  33669. this.matrix = new Matrix4();
  33670. /**
  33671. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33672. * lighting / shadows, you may set this to `false`.
  33673. *
  33674. * @type {boolean}
  33675. * @default true
  33676. */
  33677. this.autoUpdate = true;
  33678. /**
  33679. * When set to `true`, shadow maps will be updated in the next `render` call.
  33680. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33681. * set this property to `true` and then make a render call to update the light's shadow.
  33682. *
  33683. * @type {boolean}
  33684. * @default false
  33685. */
  33686. this.needsUpdate = false;
  33687. this._frustum = new Frustum();
  33688. this._frameExtents = new Vector2( 1, 1 );
  33689. this._viewportCount = 1;
  33690. this._viewports = [
  33691. new Vector4( 0, 0, 1, 1 )
  33692. ];
  33693. }
  33694. /**
  33695. * Used internally by the renderer to get the number of viewports that need
  33696. * to be rendered for this shadow.
  33697. *
  33698. * @return {number} The viewport count.
  33699. */
  33700. getViewportCount() {
  33701. return this._viewportCount;
  33702. }
  33703. /**
  33704. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33705. *
  33706. * @return {Frustum} The shadow camera frustum.
  33707. */
  33708. getFrustum() {
  33709. return this._frustum;
  33710. }
  33711. /**
  33712. * Update the matrices for the camera and shadow, used internally by the renderer.
  33713. *
  33714. * @param {Light} light - The light for which the shadow is being rendered.
  33715. */
  33716. updateMatrices( light ) {
  33717. const shadowCamera = this.camera;
  33718. const shadowMatrix = this.matrix;
  33719. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33720. shadowCamera.position.copy( _lightPositionWorld );
  33721. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  33722. shadowCamera.lookAt( _lookTarget );
  33723. shadowCamera.updateMatrixWorld();
  33724. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33725. this._frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33726. if ( shadowCamera.coordinateSystem === WebGPUCoordinateSystem || shadowCamera.reversedDepth ) {
  33727. shadowMatrix.set(
  33728. 0.5, 0.0, 0.0, 0.5,
  33729. 0.0, 0.5, 0.0, 0.5,
  33730. 0.0, 0.0, 1.0, 0.0, // Identity Z (preserving the correct [0, 1] range from the projection matrix)
  33731. 0.0, 0.0, 0.0, 1.0
  33732. );
  33733. } else {
  33734. shadowMatrix.set(
  33735. 0.5, 0.0, 0.0, 0.5,
  33736. 0.0, 0.5, 0.0, 0.5,
  33737. 0.0, 0.0, 0.5, 0.5,
  33738. 0.0, 0.0, 0.0, 1.0
  33739. );
  33740. }
  33741. shadowMatrix.multiply( _projScreenMatrix );
  33742. }
  33743. /**
  33744. * Returns a viewport definition for the given viewport index.
  33745. *
  33746. * @param {number} viewportIndex - The viewport index.
  33747. * @return {Vector4} The viewport.
  33748. */
  33749. getViewport( viewportIndex ) {
  33750. return this._viewports[ viewportIndex ];
  33751. }
  33752. /**
  33753. * Returns the frame extends.
  33754. *
  33755. * @return {Vector2} The frame extends.
  33756. */
  33757. getFrameExtents() {
  33758. return this._frameExtents;
  33759. }
  33760. /**
  33761. * Frees the GPU-related resources allocated by this instance. Call this
  33762. * method whenever this instance is no longer used in your app.
  33763. */
  33764. dispose() {
  33765. if ( this.map ) {
  33766. this.map.dispose();
  33767. }
  33768. if ( this.mapPass ) {
  33769. this.mapPass.dispose();
  33770. }
  33771. }
  33772. /**
  33773. * Copies the values of the given light shadow instance to this instance.
  33774. *
  33775. * @param {LightShadow} source - The light shadow to copy.
  33776. * @return {LightShadow} A reference to this light shadow instance.
  33777. */
  33778. copy( source ) {
  33779. this.camera = source.camera.clone();
  33780. this.intensity = source.intensity;
  33781. this.bias = source.bias;
  33782. this.radius = source.radius;
  33783. this.autoUpdate = source.autoUpdate;
  33784. this.needsUpdate = source.needsUpdate;
  33785. this.normalBias = source.normalBias;
  33786. this.blurSamples = source.blurSamples;
  33787. this.mapSize.copy( source.mapSize );
  33788. this.biasNode = source.biasNode;
  33789. return this;
  33790. }
  33791. /**
  33792. * Returns a new light shadow instance with copied values from this instance.
  33793. *
  33794. * @return {LightShadow} A clone of this instance.
  33795. */
  33796. clone() {
  33797. return new this.constructor().copy( this );
  33798. }
  33799. /**
  33800. * Serializes the light shadow into JSON.
  33801. *
  33802. * @return {Object} A JSON object representing the serialized light shadow.
  33803. * @see {@link ObjectLoader#parse}
  33804. */
  33805. toJSON() {
  33806. const object = {};
  33807. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33808. if ( this.bias !== 0 ) object.bias = this.bias;
  33809. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33810. if ( this.radius !== 1 ) object.radius = this.radius;
  33811. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33812. object.camera = this.camera.toJSON( false ).object;
  33813. delete object.camera.matrix;
  33814. return object;
  33815. }
  33816. }
  33817. const _position$2 = /*@__PURE__*/ new Vector3();
  33818. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  33819. const _scale$2 = /*@__PURE__*/ new Vector3();
  33820. /**
  33821. * Abstract base class for cameras. This class should always be inherited
  33822. * when you build a new camera.
  33823. *
  33824. * @abstract
  33825. * @augments Object3D
  33826. */
  33827. class Camera extends Object3D {
  33828. /**
  33829. * Constructs a new camera.
  33830. */
  33831. constructor() {
  33832. super();
  33833. /**
  33834. * This flag can be used for type testing.
  33835. *
  33836. * @type {boolean}
  33837. * @readonly
  33838. * @default true
  33839. */
  33840. this.isCamera = true;
  33841. this.type = 'Camera';
  33842. /**
  33843. * The inverse of the camera's world matrix.
  33844. *
  33845. * @type {Matrix4}
  33846. */
  33847. this.matrixWorldInverse = new Matrix4();
  33848. /**
  33849. * The camera's projection matrix.
  33850. *
  33851. * @type {Matrix4}
  33852. */
  33853. this.projectionMatrix = new Matrix4();
  33854. /**
  33855. * The inverse of the camera's projection matrix.
  33856. *
  33857. * @type {Matrix4}
  33858. */
  33859. this.projectionMatrixInverse = new Matrix4();
  33860. /**
  33861. * The coordinate system in which the camera is used.
  33862. *
  33863. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  33864. */
  33865. this.coordinateSystem = WebGLCoordinateSystem;
  33866. this._reversedDepth = false;
  33867. }
  33868. /**
  33869. * The flag that indicates whether the camera uses a reversed depth buffer.
  33870. *
  33871. * @type {boolean}
  33872. * @default false
  33873. */
  33874. get reversedDepth() {
  33875. return this._reversedDepth;
  33876. }
  33877. copy( source, recursive ) {
  33878. super.copy( source, recursive );
  33879. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  33880. this.projectionMatrix.copy( source.projectionMatrix );
  33881. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  33882. this.coordinateSystem = source.coordinateSystem;
  33883. return this;
  33884. }
  33885. /**
  33886. * Returns a vector representing the ("look") direction of the 3D object in world space.
  33887. *
  33888. * This method is overwritten since cameras have a different forward vector compared to other
  33889. * 3D objects. A camera looks down its local, negative z-axis by default.
  33890. *
  33891. * @param {Vector3} target - The target vector the result is stored to.
  33892. * @return {Vector3} The 3D object's direction in world space.
  33893. */
  33894. getWorldDirection( target ) {
  33895. return super.getWorldDirection( target ).negate();
  33896. }
  33897. updateMatrixWorld( force ) {
  33898. super.updateMatrixWorld( force );
  33899. // exclude scale from view matrix to be glTF conform
  33900. this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
  33901. if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
  33902. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  33903. } else {
  33904. this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
  33905. }
  33906. }
  33907. updateWorldMatrix( updateParents, updateChildren, force = false ) {
  33908. super.updateWorldMatrix( updateParents, updateChildren, force );
  33909. // exclude scale from view matrix to be glTF conform
  33910. this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
  33911. if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
  33912. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  33913. } else {
  33914. this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
  33915. }
  33916. }
  33917. clone() {
  33918. return new this.constructor().copy( this );
  33919. }
  33920. }
  33921. const _v3$1 = /*@__PURE__*/ new Vector3();
  33922. const _minTarget = /*@__PURE__*/ new Vector2();
  33923. const _maxTarget = /*@__PURE__*/ new Vector2();
  33924. /**
  33925. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  33926. *
  33927. * This projection mode is designed to mimic the way the human eye sees. It
  33928. * is the most common projection mode used for rendering a 3D scene.
  33929. *
  33930. * ```js
  33931. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  33932. * scene.add( camera );
  33933. * ```
  33934. *
  33935. * @augments Camera
  33936. */
  33937. class PerspectiveCamera extends Camera {
  33938. /**
  33939. * Constructs a new perspective camera.
  33940. *
  33941. * @param {number} [fov=50] - The vertical field of view.
  33942. * @param {number} [aspect=1] - The aspect ratio.
  33943. * @param {number} [near=0.1] - The camera's near plane.
  33944. * @param {number} [far=2000] - The camera's far plane.
  33945. */
  33946. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  33947. super();
  33948. /**
  33949. * This flag can be used for type testing.
  33950. *
  33951. * @type {boolean}
  33952. * @readonly
  33953. * @default true
  33954. */
  33955. this.isPerspectiveCamera = true;
  33956. this.type = 'PerspectiveCamera';
  33957. /**
  33958. * The vertical field of view, from bottom to top of view,
  33959. * in degrees.
  33960. *
  33961. * @type {number}
  33962. * @default 50
  33963. */
  33964. this.fov = fov;
  33965. /**
  33966. * The zoom factor of the camera.
  33967. *
  33968. * @type {number}
  33969. * @default 1
  33970. */
  33971. this.zoom = 1;
  33972. /**
  33973. * The camera's near plane. The valid range is greater than `0`
  33974. * and less than the current value of {@link PerspectiveCamera#far}.
  33975. *
  33976. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  33977. * valid value for a perspective camera's near plane.
  33978. *
  33979. * @type {number}
  33980. * @default 0.1
  33981. */
  33982. this.near = near;
  33983. /**
  33984. * The camera's far plane. Must be greater than the
  33985. * current value of {@link PerspectiveCamera#near}.
  33986. *
  33987. * @type {number}
  33988. * @default 2000
  33989. */
  33990. this.far = far;
  33991. /**
  33992. * Object distance used for stereoscopy and depth-of-field effects. This
  33993. * parameter does not influence the projection matrix unless a
  33994. * {@link StereoCamera} is being used.
  33995. *
  33996. * @type {number}
  33997. * @default 10
  33998. */
  33999. this.focus = 10;
  34000. /**
  34001. * The aspect ratio, usually the canvas width / canvas height.
  34002. *
  34003. * @type {number}
  34004. * @default 1
  34005. */
  34006. this.aspect = aspect;
  34007. /**
  34008. * Represents the frustum window specification. This property should not be edited
  34009. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  34010. *
  34011. * @type {?Object}
  34012. * @default null
  34013. */
  34014. this.view = null;
  34015. /**
  34016. * Film size used for the larger axis. Default is `35` (millimeters). This
  34017. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  34018. * is set to a nonzero value.
  34019. *
  34020. * @type {number}
  34021. * @default 35
  34022. */
  34023. this.filmGauge = 35;
  34024. /**
  34025. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  34026. *
  34027. * @type {number}
  34028. * @default 0
  34029. */
  34030. this.filmOffset = 0;
  34031. this.updateProjectionMatrix();
  34032. }
  34033. copy( source, recursive ) {
  34034. super.copy( source, recursive );
  34035. this.fov = source.fov;
  34036. this.zoom = source.zoom;
  34037. this.near = source.near;
  34038. this.far = source.far;
  34039. this.focus = source.focus;
  34040. this.aspect = source.aspect;
  34041. this.view = source.view === null ? null : Object.assign( {}, source.view );
  34042. this.filmGauge = source.filmGauge;
  34043. this.filmOffset = source.filmOffset;
  34044. return this;
  34045. }
  34046. /**
  34047. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  34048. *
  34049. * The default film gauge is 35, so that the focal length can be specified for
  34050. * a 35mm (full frame) camera.
  34051. *
  34052. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  34053. */
  34054. setFocalLength( focalLength ) {
  34055. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  34056. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  34057. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  34058. this.updateProjectionMatrix();
  34059. }
  34060. /**
  34061. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  34062. * {@link PerspectiveCamera#filmGauge}.
  34063. *
  34064. * @return {number} The computed focal length.
  34065. */
  34066. getFocalLength() {
  34067. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  34068. return 0.5 * this.getFilmHeight() / vExtentSlope;
  34069. }
  34070. /**
  34071. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  34072. *
  34073. * @return {number} The effective FOV.
  34074. */
  34075. getEffectiveFOV() {
  34076. return RAD2DEG * 2 * Math.atan(
  34077. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  34078. }
  34079. /**
  34080. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  34081. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  34082. *
  34083. * @return {number} The film width.
  34084. */
  34085. getFilmWidth() {
  34086. // film not completely covered in portrait format (aspect < 1)
  34087. return this.filmGauge * Math.min( this.aspect, 1 );
  34088. }
  34089. /**
  34090. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  34091. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  34092. *
  34093. * @return {number} The film width.
  34094. */
  34095. getFilmHeight() {
  34096. // film not completely covered in landscape format (aspect > 1)
  34097. return this.filmGauge / Math.max( this.aspect, 1 );
  34098. }
  34099. /**
  34100. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  34101. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  34102. *
  34103. * @param {number} distance - The viewing distance.
  34104. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  34105. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  34106. */
  34107. getViewBounds( distance, minTarget, maxTarget ) {
  34108. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  34109. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  34110. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  34111. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  34112. }
  34113. /**
  34114. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  34115. *
  34116. * @param {number} distance - The viewing distance.
  34117. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  34118. * @returns {Vector2} The view size.
  34119. */
  34120. getViewSize( distance, target ) {
  34121. this.getViewBounds( distance, _minTarget, _maxTarget );
  34122. return target.subVectors( _maxTarget, _minTarget );
  34123. }
  34124. /**
  34125. * Sets an offset in a larger frustum. This is useful for multi-window or
  34126. * multi-monitor/multi-machine setups.
  34127. *
  34128. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  34129. * the monitors are in grid like this
  34130. *```
  34131. * +---+---+---+
  34132. * | A | B | C |
  34133. * +---+---+---+
  34134. * | D | E | F |
  34135. * +---+---+---+
  34136. *```
  34137. * then for each monitor you would call it like this:
  34138. *```js
  34139. * const w = 1920;
  34140. * const h = 1080;
  34141. * const fullWidth = w * 3;
  34142. * const fullHeight = h * 2;
  34143. *
  34144. * // --A--
  34145. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  34146. * // --B--
  34147. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  34148. * // --C--
  34149. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  34150. * // --D--
  34151. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  34152. * // --E--
  34153. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  34154. * // --F--
  34155. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  34156. * ```
  34157. *
  34158. * Note there is no reason monitors have to be the same size or in a grid.
  34159. *
  34160. * @param {number} fullWidth - The full width of multiview setup.
  34161. * @param {number} fullHeight - The full height of multiview setup.
  34162. * @param {number} x - The horizontal offset of the subcamera.
  34163. * @param {number} y - The vertical offset of the subcamera.
  34164. * @param {number} width - The width of subcamera.
  34165. * @param {number} height - The height of subcamera.
  34166. */
  34167. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  34168. this.aspect = fullWidth / fullHeight;
  34169. if ( this.view === null ) {
  34170. this.view = {
  34171. enabled: true,
  34172. fullWidth: 1,
  34173. fullHeight: 1,
  34174. offsetX: 0,
  34175. offsetY: 0,
  34176. width: 1,
  34177. height: 1
  34178. };
  34179. }
  34180. this.view.enabled = true;
  34181. this.view.fullWidth = fullWidth;
  34182. this.view.fullHeight = fullHeight;
  34183. this.view.offsetX = x;
  34184. this.view.offsetY = y;
  34185. this.view.width = width;
  34186. this.view.height = height;
  34187. this.updateProjectionMatrix();
  34188. }
  34189. /**
  34190. * Removes the view offset from the projection matrix.
  34191. */
  34192. clearViewOffset() {
  34193. if ( this.view !== null ) {
  34194. this.view.enabled = false;
  34195. }
  34196. this.updateProjectionMatrix();
  34197. }
  34198. /**
  34199. * Updates the camera's projection matrix. Must be called after any change of
  34200. * camera properties.
  34201. */
  34202. updateProjectionMatrix() {
  34203. const near = this.near;
  34204. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  34205. let height = 2 * top;
  34206. let width = this.aspect * height;
  34207. let left = -0.5 * width;
  34208. const view = this.view;
  34209. if ( this.view !== null && this.view.enabled ) {
  34210. const fullWidth = view.fullWidth,
  34211. fullHeight = view.fullHeight;
  34212. left += view.offsetX * width / fullWidth;
  34213. top -= view.offsetY * height / fullHeight;
  34214. width *= view.width / fullWidth;
  34215. height *= view.height / fullHeight;
  34216. }
  34217. const skew = this.filmOffset;
  34218. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  34219. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  34220. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  34221. }
  34222. toJSON( meta ) {
  34223. const data = super.toJSON( meta );
  34224. data.object.fov = this.fov;
  34225. data.object.zoom = this.zoom;
  34226. data.object.near = this.near;
  34227. data.object.far = this.far;
  34228. data.object.focus = this.focus;
  34229. data.object.aspect = this.aspect;
  34230. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  34231. data.object.filmGauge = this.filmGauge;
  34232. data.object.filmOffset = this.filmOffset;
  34233. return data;
  34234. }
  34235. }
  34236. /**
  34237. * Represents the shadow configuration of directional lights.
  34238. *
  34239. * @augments LightShadow
  34240. */
  34241. class SpotLightShadow extends LightShadow {
  34242. /**
  34243. * Constructs a new spot light shadow.
  34244. */
  34245. constructor() {
  34246. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  34247. /**
  34248. * This flag can be used for type testing.
  34249. *
  34250. * @type {boolean}
  34251. * @readonly
  34252. * @default true
  34253. */
  34254. this.isSpotLightShadow = true;
  34255. /**
  34256. * Used to focus the shadow camera. The camera's field of view is set as a
  34257. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  34258. *
  34259. * @type {number}
  34260. * @default 1
  34261. */
  34262. this.focus = 1;
  34263. /**
  34264. * Texture aspect ratio.
  34265. *
  34266. * @type {number}
  34267. * @default 1
  34268. */
  34269. this.aspect = 1;
  34270. }
  34271. updateMatrices( light ) {
  34272. const camera = this.camera;
  34273. const fov = RAD2DEG * 2 * light.angle * this.focus;
  34274. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  34275. const far = light.distance || camera.far;
  34276. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  34277. camera.fov = fov;
  34278. camera.aspect = aspect;
  34279. camera.far = far;
  34280. camera.updateProjectionMatrix();
  34281. }
  34282. super.updateMatrices( light );
  34283. }
  34284. copy( source ) {
  34285. super.copy( source );
  34286. this.focus = source.focus;
  34287. return this;
  34288. }
  34289. }
  34290. /**
  34291. * This light gets emitted from a single point in one direction, along a cone
  34292. * that increases in size the further from the light it gets.
  34293. *
  34294. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  34295. *
  34296. * ```js
  34297. * // white spotlight shining from the side, modulated by a texture
  34298. * const spotLight = new THREE.SpotLight( 0xffffff );
  34299. * spotLight.position.set( 100, 1000, 100 );
  34300. * spotLight.map = new THREE.TextureLoader().load( url );
  34301. *
  34302. * spotLight.castShadow = true;
  34303. * spotLight.shadow.mapSize.width = 1024;
  34304. * spotLight.shadow.mapSize.height = 1024;
  34305. * spotLight.shadow.camera.near = 500;
  34306. * spotLight.shadow.camera.far = 4000;
  34307. * spotLight.shadow.camera.fov = 30;s
  34308. * ```
  34309. *
  34310. * @augments Light
  34311. */
  34312. class SpotLight extends Light {
  34313. /**
  34314. * Constructs a new spot light.
  34315. *
  34316. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34317. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  34318. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  34319. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  34320. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  34321. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  34322. */
  34323. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  34324. super( color, intensity );
  34325. /**
  34326. * This flag can be used for type testing.
  34327. *
  34328. * @type {boolean}
  34329. * @readonly
  34330. * @default true
  34331. */
  34332. this.isSpotLight = true;
  34333. this.type = 'SpotLight';
  34334. this.position.copy( Object3D.DEFAULT_UP );
  34335. this.updateMatrix();
  34336. /**
  34337. * The spot light points from its position to the
  34338. * target's position.
  34339. *
  34340. * For the target's position to be changed to anything other
  34341. * than the default, it must be added to the scene.
  34342. *
  34343. * It is also possible to set the target to be another 3D object
  34344. * in the scene. The light will now track the target object.
  34345. *
  34346. * @type {Object3D}
  34347. */
  34348. this.target = new Object3D();
  34349. /**
  34350. * Maximum range of the light. `0` means no limit.
  34351. *
  34352. * @type {number}
  34353. * @default 0
  34354. */
  34355. this.distance = distance;
  34356. /**
  34357. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  34358. *
  34359. * @type {number}
  34360. * @default Math.PI/3
  34361. */
  34362. this.angle = angle;
  34363. /**
  34364. * Percent of the spotlight cone that is attenuated due to penumbra.
  34365. * Value range is `[0,1]`.
  34366. *
  34367. * @type {number}
  34368. * @default 0
  34369. */
  34370. this.penumbra = penumbra;
  34371. /**
  34372. * The amount the light dims along the distance of the light. In context of
  34373. * physically-correct rendering the default value should not be changed.
  34374. *
  34375. * @type {number}
  34376. * @default 2
  34377. */
  34378. this.decay = decay;
  34379. /**
  34380. * A texture used to modulate the color of the light. The spot light
  34381. * color is mixed with the RGB value of this texture, with a ratio
  34382. * corresponding to its alpha value. The cookie-like masking effect is
  34383. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  34384. *
  34385. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  34386. *
  34387. * @type {?Texture}
  34388. * @default null
  34389. */
  34390. this.map = null;
  34391. /**
  34392. * This property holds the light's shadow configuration.
  34393. *
  34394. * @type {SpotLightShadow}
  34395. */
  34396. this.shadow = new SpotLightShadow();
  34397. }
  34398. /**
  34399. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34400. * Changing the power will also change the light's intensity.
  34401. *
  34402. * @type {number}
  34403. */
  34404. get power() {
  34405. // compute the light's luminous power (in lumens) from its intensity (in candela)
  34406. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  34407. return this.intensity * Math.PI;
  34408. }
  34409. set power( power ) {
  34410. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  34411. this.intensity = power / Math.PI;
  34412. }
  34413. dispose() {
  34414. super.dispose();
  34415. this.shadow.dispose();
  34416. }
  34417. copy( source, recursive ) {
  34418. super.copy( source, recursive );
  34419. this.distance = source.distance;
  34420. this.angle = source.angle;
  34421. this.penumbra = source.penumbra;
  34422. this.decay = source.decay;
  34423. this.target = source.target.clone();
  34424. this.map = source.map;
  34425. this.shadow = source.shadow.clone();
  34426. return this;
  34427. }
  34428. toJSON( meta ) {
  34429. const data = super.toJSON( meta );
  34430. data.object.distance = this.distance;
  34431. data.object.angle = this.angle;
  34432. data.object.decay = this.decay;
  34433. data.object.penumbra = this.penumbra;
  34434. data.object.target = this.target.uuid;
  34435. if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid;
  34436. data.object.shadow = this.shadow.toJSON();
  34437. return data;
  34438. }
  34439. }
  34440. /**
  34441. * Represents the shadow configuration of point lights.
  34442. *
  34443. * @augments LightShadow
  34444. */
  34445. class PointLightShadow extends LightShadow {
  34446. /**
  34447. * Constructs a new point light shadow.
  34448. */
  34449. constructor() {
  34450. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  34451. /**
  34452. * This flag can be used for type testing.
  34453. *
  34454. * @type {boolean}
  34455. * @readonly
  34456. * @default true
  34457. */
  34458. this.isPointLightShadow = true;
  34459. }
  34460. }
  34461. /**
  34462. * A light that gets emitted from a single point in all directions. A common
  34463. * use case for this is to replicate the light emitted from a bare
  34464. * lightbulb.
  34465. *
  34466. * This light can cast shadows - see the {@link PointLightShadow} for details.
  34467. *
  34468. * ```js
  34469. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  34470. * light.position.set( 50, 50, 50 );
  34471. * scene.add( light );
  34472. * ```
  34473. *
  34474. * @augments Light
  34475. */
  34476. class PointLight extends Light {
  34477. /**
  34478. * Constructs a new point light.
  34479. *
  34480. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34481. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  34482. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  34483. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  34484. */
  34485. constructor( color, intensity, distance = 0, decay = 2 ) {
  34486. super( color, intensity );
  34487. /**
  34488. * This flag can be used for type testing.
  34489. *
  34490. * @type {boolean}
  34491. * @readonly
  34492. * @default true
  34493. */
  34494. this.isPointLight = true;
  34495. this.type = 'PointLight';
  34496. /**
  34497. * When distance is zero, light will attenuate according to inverse-square
  34498. * law to infinite distance. When distance is non-zero, light will attenuate
  34499. * according to inverse-square law until near the distance cutoff, where it
  34500. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  34501. * physically correct.
  34502. *
  34503. * @type {number}
  34504. * @default 0
  34505. */
  34506. this.distance = distance;
  34507. /**
  34508. * The amount the light dims along the distance of the light. In context of
  34509. * physically-correct rendering the default value should not be changed.
  34510. *
  34511. * @type {number}
  34512. * @default 2
  34513. */
  34514. this.decay = decay;
  34515. /**
  34516. * This property holds the light's shadow configuration.
  34517. *
  34518. * @type {PointLightShadow}
  34519. */
  34520. this.shadow = new PointLightShadow();
  34521. }
  34522. /**
  34523. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34524. * Changing the power will also change the light's intensity.
  34525. *
  34526. * @type {number}
  34527. */
  34528. get power() {
  34529. // compute the light's luminous power (in lumens) from its intensity (in candela)
  34530. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  34531. return this.intensity * 4 * Math.PI;
  34532. }
  34533. set power( power ) {
  34534. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  34535. this.intensity = power / ( 4 * Math.PI );
  34536. }
  34537. dispose() {
  34538. super.dispose();
  34539. this.shadow.dispose();
  34540. }
  34541. copy( source, recursive ) {
  34542. super.copy( source, recursive );
  34543. this.distance = source.distance;
  34544. this.decay = source.decay;
  34545. this.shadow = source.shadow.clone();
  34546. return this;
  34547. }
  34548. toJSON( meta ) {
  34549. const data = super.toJSON( meta );
  34550. data.object.distance = this.distance;
  34551. data.object.decay = this.decay;
  34552. data.object.shadow = this.shadow.toJSON();
  34553. return data;
  34554. }
  34555. }
  34556. /**
  34557. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  34558. *
  34559. * In this projection mode, an object's size in the rendered image stays
  34560. * constant regardless of its distance from the camera. This can be useful
  34561. * for rendering 2D scenes and UI elements, amongst other things.
  34562. *
  34563. * ```js
  34564. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  34565. * scene.add( camera );
  34566. * ```
  34567. *
  34568. * @augments Camera
  34569. */
  34570. class OrthographicCamera extends Camera {
  34571. /**
  34572. * Constructs a new orthographic camera.
  34573. *
  34574. * @param {number} [left=-1] - The left plane of the camera's frustum.
  34575. * @param {number} [right=1] - The right plane of the camera's frustum.
  34576. * @param {number} [top=1] - The top plane of the camera's frustum.
  34577. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  34578. * @param {number} [near=0.1] - The camera's near plane.
  34579. * @param {number} [far=2000] - The camera's far plane.
  34580. */
  34581. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  34582. super();
  34583. /**
  34584. * This flag can be used for type testing.
  34585. *
  34586. * @type {boolean}
  34587. * @readonly
  34588. * @default true
  34589. */
  34590. this.isOrthographicCamera = true;
  34591. this.type = 'OrthographicCamera';
  34592. /**
  34593. * The zoom factor of the camera.
  34594. *
  34595. * @type {number}
  34596. * @default 1
  34597. */
  34598. this.zoom = 1;
  34599. /**
  34600. * Represents the frustum window specification. This property should not be edited
  34601. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  34602. *
  34603. * @type {?Object}
  34604. * @default null
  34605. */
  34606. this.view = null;
  34607. /**
  34608. * The left plane of the camera's frustum.
  34609. *
  34610. * @type {number}
  34611. * @default -1
  34612. */
  34613. this.left = left;
  34614. /**
  34615. * The right plane of the camera's frustum.
  34616. *
  34617. * @type {number}
  34618. * @default 1
  34619. */
  34620. this.right = right;
  34621. /**
  34622. * The top plane of the camera's frustum.
  34623. *
  34624. * @type {number}
  34625. * @default 1
  34626. */
  34627. this.top = top;
  34628. /**
  34629. * The bottom plane of the camera's frustum.
  34630. *
  34631. * @type {number}
  34632. * @default -1
  34633. */
  34634. this.bottom = bottom;
  34635. /**
  34636. * The camera's near plane. The valid range is greater than `0`
  34637. * and less than the current value of {@link OrthographicCamera#far}.
  34638. *
  34639. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  34640. * valid value for an orthographic camera's near plane.
  34641. *
  34642. * @type {number}
  34643. * @default 0.1
  34644. */
  34645. this.near = near;
  34646. /**
  34647. * The camera's far plane. Must be greater than the
  34648. * current value of {@link OrthographicCamera#near}.
  34649. *
  34650. * @type {number}
  34651. * @default 2000
  34652. */
  34653. this.far = far;
  34654. this.updateProjectionMatrix();
  34655. }
  34656. copy( source, recursive ) {
  34657. super.copy( source, recursive );
  34658. this.left = source.left;
  34659. this.right = source.right;
  34660. this.top = source.top;
  34661. this.bottom = source.bottom;
  34662. this.near = source.near;
  34663. this.far = source.far;
  34664. this.zoom = source.zoom;
  34665. this.view = source.view === null ? null : Object.assign( {}, source.view );
  34666. return this;
  34667. }
  34668. /**
  34669. * Sets an offset in a larger frustum. This is useful for multi-window or
  34670. * multi-monitor/multi-machine setups.
  34671. *
  34672. * @param {number} fullWidth - The full width of multiview setup.
  34673. * @param {number} fullHeight - The full height of multiview setup.
  34674. * @param {number} x - The horizontal offset of the subcamera.
  34675. * @param {number} y - The vertical offset of the subcamera.
  34676. * @param {number} width - The width of subcamera.
  34677. * @param {number} height - The height of subcamera.
  34678. * @see {@link PerspectiveCamera#setViewOffset}
  34679. */
  34680. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  34681. if ( this.view === null ) {
  34682. this.view = {
  34683. enabled: true,
  34684. fullWidth: 1,
  34685. fullHeight: 1,
  34686. offsetX: 0,
  34687. offsetY: 0,
  34688. width: 1,
  34689. height: 1
  34690. };
  34691. }
  34692. this.view.enabled = true;
  34693. this.view.fullWidth = fullWidth;
  34694. this.view.fullHeight = fullHeight;
  34695. this.view.offsetX = x;
  34696. this.view.offsetY = y;
  34697. this.view.width = width;
  34698. this.view.height = height;
  34699. this.updateProjectionMatrix();
  34700. }
  34701. /**
  34702. * Removes the view offset from the projection matrix.
  34703. */
  34704. clearViewOffset() {
  34705. if ( this.view !== null ) {
  34706. this.view.enabled = false;
  34707. }
  34708. this.updateProjectionMatrix();
  34709. }
  34710. /**
  34711. * Updates the camera's projection matrix. Must be called after any change of
  34712. * camera properties.
  34713. */
  34714. updateProjectionMatrix() {
  34715. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  34716. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  34717. const cx = ( this.right + this.left ) / 2;
  34718. const cy = ( this.top + this.bottom ) / 2;
  34719. let left = cx - dx;
  34720. let right = cx + dx;
  34721. let top = cy + dy;
  34722. let bottom = cy - dy;
  34723. if ( this.view !== null && this.view.enabled ) {
  34724. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  34725. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  34726. left += scaleW * this.view.offsetX;
  34727. right = left + scaleW * this.view.width;
  34728. top -= scaleH * this.view.offsetY;
  34729. bottom = top - scaleH * this.view.height;
  34730. }
  34731. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  34732. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  34733. }
  34734. toJSON( meta ) {
  34735. const data = super.toJSON( meta );
  34736. data.object.zoom = this.zoom;
  34737. data.object.left = this.left;
  34738. data.object.right = this.right;
  34739. data.object.top = this.top;
  34740. data.object.bottom = this.bottom;
  34741. data.object.near = this.near;
  34742. data.object.far = this.far;
  34743. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  34744. return data;
  34745. }
  34746. }
  34747. /**
  34748. * Represents the shadow configuration of directional lights.
  34749. *
  34750. * @augments LightShadow
  34751. */
  34752. class DirectionalLightShadow extends LightShadow {
  34753. /**
  34754. * Constructs a new directional light shadow.
  34755. */
  34756. constructor() {
  34757. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  34758. /**
  34759. * This flag can be used for type testing.
  34760. *
  34761. * @type {boolean}
  34762. * @readonly
  34763. * @default true
  34764. */
  34765. this.isDirectionalLightShadow = true;
  34766. }
  34767. }
  34768. /**
  34769. * A light that gets emitted in a specific direction. This light will behave
  34770. * as though it is infinitely far away and the rays produced from it are all
  34771. * parallel. The common use case for this is to simulate daylight; the sun is
  34772. * far enough away that its position can be considered to be infinite, and
  34773. * all light rays coming from it are parallel.
  34774. *
  34775. * A common point of confusion for directional lights is that setting the
  34776. * rotation has no effect. This is because three.js's DirectionalLight is the
  34777. * equivalent to what is often called a 'Target Direct Light' in other
  34778. * applications.
  34779. *
  34780. * This means that its direction is calculated as pointing from the light's
  34781. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  34782. * (as opposed to a 'Free Direct Light' that just has a rotation
  34783. * component).
  34784. *
  34785. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  34786. *
  34787. * ```js
  34788. * // White directional light at half intensity shining from the top.
  34789. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  34790. * scene.add( directionalLight );
  34791. * ```
  34792. *
  34793. * @augments Light
  34794. */
  34795. class DirectionalLight extends Light {
  34796. /**
  34797. * Constructs a new directional light.
  34798. *
  34799. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34800. * @param {number} [intensity=1] - The light's strength/intensity.
  34801. */
  34802. constructor( color, intensity ) {
  34803. super( color, intensity );
  34804. /**
  34805. * This flag can be used for type testing.
  34806. *
  34807. * @type {boolean}
  34808. * @readonly
  34809. * @default true
  34810. */
  34811. this.isDirectionalLight = true;
  34812. this.type = 'DirectionalLight';
  34813. this.position.copy( Object3D.DEFAULT_UP );
  34814. this.updateMatrix();
  34815. /**
  34816. * The directional light points from its position to the
  34817. * target's position.
  34818. *
  34819. * For the target's position to be changed to anything other
  34820. * than the default, it must be added to the scene.
  34821. *
  34822. * It is also possible to set the target to be another 3D object
  34823. * in the scene. The light will now track the target object.
  34824. *
  34825. * @type {Object3D}
  34826. */
  34827. this.target = new Object3D();
  34828. /**
  34829. * This property holds the light's shadow configuration.
  34830. *
  34831. * @type {DirectionalLightShadow}
  34832. */
  34833. this.shadow = new DirectionalLightShadow();
  34834. }
  34835. dispose() {
  34836. super.dispose();
  34837. this.shadow.dispose();
  34838. }
  34839. copy( source ) {
  34840. super.copy( source );
  34841. this.target = source.target.clone();
  34842. this.shadow = source.shadow.clone();
  34843. return this;
  34844. }
  34845. toJSON( meta ) {
  34846. const data = super.toJSON( meta );
  34847. data.object.shadow = this.shadow.toJSON();
  34848. data.object.target = this.target.uuid;
  34849. return data;
  34850. }
  34851. }
  34852. /**
  34853. * This light globally illuminates all objects in the scene equally.
  34854. *
  34855. * It cannot be used to cast shadows as it does not have a direction.
  34856. *
  34857. * ```js
  34858. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34859. * scene.add( light );
  34860. * ```
  34861. *
  34862. * @augments Light
  34863. */
  34864. class AmbientLight extends Light {
  34865. /**
  34866. * Constructs a new ambient light.
  34867. *
  34868. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34869. * @param {number} [intensity=1] - The light's strength/intensity.
  34870. */
  34871. constructor( color, intensity ) {
  34872. super( color, intensity );
  34873. /**
  34874. * This flag can be used for type testing.
  34875. *
  34876. * @type {boolean}
  34877. * @readonly
  34878. * @default true
  34879. */
  34880. this.isAmbientLight = true;
  34881. this.type = 'AmbientLight';
  34882. }
  34883. }
  34884. /**
  34885. * This class emits light uniformly across the face a rectangular plane.
  34886. * This light type can be used to simulate light sources such as bright
  34887. * windows or strip lighting.
  34888. *
  34889. * Important Notes:
  34890. *
  34891. * - There is no shadow support.
  34892. * - Only PBR materials are supported.
  34893. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34894. * into your app and init the uniforms/textures.
  34895. *
  34896. * ```js
  34897. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34898. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34899. *
  34900. * const intensity = 1; const width = 10; const height = 10;
  34901. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34902. * rectLight.position.set( 5, 5, 0 );
  34903. * rectLight.lookAt( 0, 0, 0 );
  34904. * scene.add( rectLight )
  34905. * ```
  34906. *
  34907. * @augments Light
  34908. */
  34909. class RectAreaLight extends Light {
  34910. /**
  34911. * Constructs a new area light.
  34912. *
  34913. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34914. * @param {number} [intensity=1] - The light's strength/intensity.
  34915. * @param {number} [width=10] - The width of the light.
  34916. * @param {number} [height=10] - The height of the light.
  34917. */
  34918. constructor( color, intensity, width = 10, height = 10 ) {
  34919. super( color, intensity );
  34920. /**
  34921. * This flag can be used for type testing.
  34922. *
  34923. * @type {boolean}
  34924. * @readonly
  34925. * @default true
  34926. */
  34927. this.isRectAreaLight = true;
  34928. this.type = 'RectAreaLight';
  34929. /**
  34930. * The width of the light.
  34931. *
  34932. * @type {number}
  34933. * @default 10
  34934. */
  34935. this.width = width;
  34936. /**
  34937. * The height of the light.
  34938. *
  34939. * @type {number}
  34940. * @default 10
  34941. */
  34942. this.height = height;
  34943. }
  34944. /**
  34945. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34946. * Changing the power will also change the light's intensity.
  34947. *
  34948. * @type {number}
  34949. */
  34950. get power() {
  34951. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34952. return this.intensity * this.width * this.height * Math.PI;
  34953. }
  34954. set power( power ) {
  34955. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34956. this.intensity = power / ( this.width * this.height * Math.PI );
  34957. }
  34958. copy( source ) {
  34959. super.copy( source );
  34960. this.width = source.width;
  34961. this.height = source.height;
  34962. return this;
  34963. }
  34964. toJSON( meta ) {
  34965. const data = super.toJSON( meta );
  34966. data.object.width = this.width;
  34967. data.object.height = this.height;
  34968. return data;
  34969. }
  34970. }
  34971. /**
  34972. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34973. * to encode lighting information.
  34974. *
  34975. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34976. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34977. */
  34978. class SphericalHarmonics3 {
  34979. /**
  34980. * Constructs a new spherical harmonics.
  34981. */
  34982. constructor() {
  34983. /**
  34984. * This flag can be used for type testing.
  34985. *
  34986. * @type {boolean}
  34987. * @readonly
  34988. * @default true
  34989. */
  34990. this.isSphericalHarmonics3 = true;
  34991. /**
  34992. * An array holding the (9) SH coefficients.
  34993. *
  34994. * @type {Array<Vector3>}
  34995. */
  34996. this.coefficients = [];
  34997. for ( let i = 0; i < 9; i ++ ) {
  34998. this.coefficients.push( new Vector3() );
  34999. }
  35000. }
  35001. /**
  35002. * Sets the given SH coefficients to this instance by copying
  35003. * the values.
  35004. *
  35005. * @param {Array<Vector3>} coefficients - The SH coefficients.
  35006. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  35007. */
  35008. set( coefficients ) {
  35009. for ( let i = 0; i < 9; i ++ ) {
  35010. this.coefficients[ i ].copy( coefficients[ i ] );
  35011. }
  35012. return this;
  35013. }
  35014. /**
  35015. * Sets all SH coefficients to `0`.
  35016. *
  35017. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  35018. */
  35019. zero() {
  35020. for ( let i = 0; i < 9; i ++ ) {
  35021. this.coefficients[ i ].set( 0, 0, 0 );
  35022. }
  35023. return this;
  35024. }
  35025. /**
  35026. * Returns the radiance in the direction of the given normal.
  35027. *
  35028. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  35029. * @param {Vector3} target - The target vector that is used to store the method's result.
  35030. * @return {Vector3} The radiance.
  35031. */
  35032. getAt( normal, target ) {
  35033. // normal is assumed to be unit length
  35034. const x = normal.x, y = normal.y, z = normal.z;
  35035. const coeff = this.coefficients;
  35036. // band 0
  35037. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  35038. // band 1
  35039. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  35040. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  35041. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  35042. // band 2
  35043. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  35044. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  35045. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  35046. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  35047. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  35048. return target;
  35049. }
  35050. /**
  35051. * Returns the irradiance (radiance convolved with cosine lobe) in the
  35052. * direction of the given normal.
  35053. *
  35054. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  35055. * @param {Vector3} target - The target vector that is used to store the method's result.
  35056. * @return {Vector3} The irradiance.
  35057. */
  35058. getIrradianceAt( normal, target ) {
  35059. // normal is assumed to be unit length
  35060. const x = normal.x, y = normal.y, z = normal.z;
  35061. const coeff = this.coefficients;
  35062. // band 0
  35063. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  35064. // band 1
  35065. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  35066. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  35067. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  35068. // band 2
  35069. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  35070. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  35071. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  35072. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  35073. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  35074. return target;
  35075. }
  35076. /**
  35077. * Adds the given SH to this instance.
  35078. *
  35079. * @param {SphericalHarmonics3} sh - The SH to add.
  35080. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  35081. */
  35082. add( sh ) {
  35083. for ( let i = 0; i < 9; i ++ ) {
  35084. this.coefficients[ i ].add( sh.coefficients[ i ] );
  35085. }
  35086. return this;
  35087. }
  35088. /**
  35089. * A convenience method for performing {@link SphericalHarmonics3#add} and
  35090. * {@link SphericalHarmonics3#scale} at once.
  35091. *
  35092. * @param {SphericalHarmonics3} sh - The SH to add.
  35093. * @param {number} s - The scale factor.
  35094. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  35095. */
  35096. addScaledSH( sh, s ) {
  35097. for ( let i = 0; i < 9; i ++ ) {
  35098. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  35099. }
  35100. return this;
  35101. }
  35102. /**
  35103. * Scales this SH by the given scale factor.
  35104. *
  35105. * @param {number} s - The scale factor.
  35106. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  35107. */
  35108. scale( s ) {
  35109. for ( let i = 0; i < 9; i ++ ) {
  35110. this.coefficients[ i ].multiplyScalar( s );
  35111. }
  35112. return this;
  35113. }
  35114. /**
  35115. * Linear interpolates between the given SH and this instance by the given
  35116. * alpha factor.
  35117. *
  35118. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  35119. * @param {number} alpha - The alpha factor.
  35120. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  35121. */
  35122. lerp( sh, alpha ) {
  35123. for ( let i = 0; i < 9; i ++ ) {
  35124. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  35125. }
  35126. return this;
  35127. }
  35128. /**
  35129. * Returns `true` if this spherical harmonics is equal with the given one.
  35130. *
  35131. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  35132. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  35133. */
  35134. equals( sh ) {
  35135. for ( let i = 0; i < 9; i ++ ) {
  35136. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  35137. return false;
  35138. }
  35139. }
  35140. return true;
  35141. }
  35142. /**
  35143. * Copies the values of the given spherical harmonics to this instance.
  35144. *
  35145. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  35146. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  35147. */
  35148. copy( sh ) {
  35149. return this.set( sh.coefficients );
  35150. }
  35151. /**
  35152. * Returns a new spherical harmonics with copied values from this instance.
  35153. *
  35154. * @return {SphericalHarmonics3} A clone of this instance.
  35155. */
  35156. clone() {
  35157. return new this.constructor().copy( this );
  35158. }
  35159. /**
  35160. * Sets the SH coefficients of this instance from the given array.
  35161. *
  35162. * @param {Array<number>} array - An array holding the SH coefficients.
  35163. * @param {number} [offset=0] - The array offset where to start copying.
  35164. * @return {SphericalHarmonics3} A clone of this instance.
  35165. */
  35166. fromArray( array, offset = 0 ) {
  35167. const coefficients = this.coefficients;
  35168. for ( let i = 0; i < 9; i ++ ) {
  35169. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  35170. }
  35171. return this;
  35172. }
  35173. /**
  35174. * Returns an array with the SH coefficients, or copies them into the provided
  35175. * array. The coefficients are represented as numbers.
  35176. *
  35177. * @param {Array<number>} [array=[]] - The target array.
  35178. * @param {number} [offset=0] - The array offset where to start copying.
  35179. * @return {Array<number>} An array with flat SH coefficients.
  35180. */
  35181. toArray( array = [], offset = 0 ) {
  35182. const coefficients = this.coefficients;
  35183. for ( let i = 0; i < 9; i ++ ) {
  35184. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  35185. }
  35186. return array;
  35187. }
  35188. /**
  35189. * Computes the SH basis for the given normal vector.
  35190. *
  35191. * @param {Vector3} normal - The normal.
  35192. * @param {Array<number>} shBasis - The target array holding the SH basis.
  35193. */
  35194. static getBasisAt( normal, shBasis ) {
  35195. // normal is assumed to be unit length
  35196. const x = normal.x, y = normal.y, z = normal.z;
  35197. // band 0
  35198. shBasis[ 0 ] = 0.282095;
  35199. // band 1
  35200. shBasis[ 1 ] = 0.488603 * y;
  35201. shBasis[ 2 ] = 0.488603 * z;
  35202. shBasis[ 3 ] = 0.488603 * x;
  35203. // band 2
  35204. shBasis[ 4 ] = 1.092548 * x * y;
  35205. shBasis[ 5 ] = 1.092548 * y * z;
  35206. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  35207. shBasis[ 7 ] = 1.092548 * x * z;
  35208. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  35209. }
  35210. }
  35211. /**
  35212. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  35213. * classical light sources (e.g. directional, point or spot lights), light
  35214. * probes do not emit light. Instead they store information about light
  35215. * passing through 3D space. During rendering, the light that hits a 3D
  35216. * object is approximated by using the data from the light probe.
  35217. *
  35218. * Light probes are usually created from (radiance) environment maps. The
  35219. * class {@link LightProbeGenerator} can be used to create light probes from
  35220. * cube textures or render targets. However, light estimation data could also
  35221. * be provided in other forms e.g. by WebXR. This enables the rendering of
  35222. * augmented reality content that reacts to real world lighting.
  35223. *
  35224. * The current probe implementation in three.js supports so-called diffuse
  35225. * light probes. This type of light probe is functionally equivalent to an
  35226. * irradiance environment map.
  35227. *
  35228. * @augments Light
  35229. */
  35230. class LightProbe extends Light {
  35231. /**
  35232. * Constructs a new light probe.
  35233. *
  35234. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  35235. * @param {number} [intensity=1] - The light's strength/intensity.
  35236. */
  35237. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  35238. super( undefined, intensity );
  35239. /**
  35240. * This flag can be used for type testing.
  35241. *
  35242. * @type {boolean}
  35243. * @readonly
  35244. * @default true
  35245. */
  35246. this.isLightProbe = true;
  35247. /**
  35248. * A light probe uses spherical harmonics to encode lighting information.
  35249. *
  35250. * @type {SphericalHarmonics3}
  35251. */
  35252. this.sh = sh;
  35253. }
  35254. copy( source ) {
  35255. super.copy( source );
  35256. this.sh.copy( source.sh );
  35257. return this;
  35258. }
  35259. toJSON( meta ) {
  35260. const data = super.toJSON( meta );
  35261. data.object.sh = this.sh.toArray();
  35262. return data;
  35263. }
  35264. }
  35265. const _customMaterials = {};
  35266. /**
  35267. * Class for loading materials. The files are internally
  35268. * loaded via {@link FileLoader}.
  35269. *
  35270. * ```js
  35271. * const loader = new THREE.MaterialLoader();
  35272. * const material = await loader.loadAsync( 'material.json' );
  35273. * ```
  35274. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  35275. *
  35276. * @augments Loader
  35277. */
  35278. class MaterialLoader extends Loader {
  35279. /**
  35280. * Constructs a new material loader.
  35281. *
  35282. * @param {LoadingManager} [manager] - The loading manager.
  35283. */
  35284. constructor( manager ) {
  35285. super( manager );
  35286. /**
  35287. * A dictionary holding textures used by the material.
  35288. *
  35289. * @type {Object<string,Texture>}
  35290. */
  35291. this.textures = {};
  35292. }
  35293. /**
  35294. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  35295. *
  35296. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35297. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  35298. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35299. * @param {onErrorCallback} onError - Executed when errors occur.
  35300. */
  35301. load( url, onLoad, onProgress, onError ) {
  35302. const scope = this;
  35303. const loader = new FileLoader( scope.manager );
  35304. loader.setPath( scope.path );
  35305. loader.setRequestHeader( scope.requestHeader );
  35306. loader.setWithCredentials( scope.withCredentials );
  35307. loader.load( url, function ( text ) {
  35308. try {
  35309. onLoad( scope.parse( JSON.parse( text ) ) );
  35310. } catch ( e ) {
  35311. if ( onError ) {
  35312. onError( e );
  35313. } else {
  35314. error( e );
  35315. }
  35316. scope.manager.itemError( url );
  35317. }
  35318. }, onProgress, onError );
  35319. }
  35320. /**
  35321. * Parses the given JSON object and returns a material.
  35322. *
  35323. * @param {Object} json - The serialized material.
  35324. * @return {Material} The parsed material.
  35325. */
  35326. parse( json ) {
  35327. const material = this.createMaterialFromType( json.type );
  35328. material.fromJSON( json, this.textures );
  35329. return material;
  35330. }
  35331. /**
  35332. * Textures are not embedded in the material JSON so they have
  35333. * to be injected before the loading process starts.
  35334. *
  35335. * @param {Object} value - A dictionary holding textures for material properties.
  35336. * @return {MaterialLoader} A reference to this material loader.
  35337. */
  35338. setTextures( value ) {
  35339. this.textures = value;
  35340. return this;
  35341. }
  35342. /**
  35343. * Creates a material for the given type.
  35344. *
  35345. * @param {string} type - The material type.
  35346. * @return {Material} The new material.
  35347. */
  35348. createMaterialFromType( type ) {
  35349. return MaterialLoader.createMaterialFromType( type );
  35350. }
  35351. /**
  35352. * Creates a material for the given type.
  35353. *
  35354. * @static
  35355. * @param {string} type - The material type.
  35356. * @return {Material} The new material.
  35357. */
  35358. static createMaterialFromType( type ) {
  35359. const materialLib = {
  35360. ShadowMaterial,
  35361. SpriteMaterial,
  35362. RawShaderMaterial,
  35363. ShaderMaterial,
  35364. PointsMaterial,
  35365. MeshPhysicalMaterial,
  35366. MeshStandardMaterial,
  35367. MeshPhongMaterial,
  35368. MeshToonMaterial,
  35369. MeshNormalMaterial,
  35370. MeshLambertMaterial,
  35371. MeshDepthMaterial,
  35372. MeshDistanceMaterial,
  35373. MeshBasicMaterial,
  35374. MeshMatcapMaterial,
  35375. LineDashedMaterial,
  35376. LineBasicMaterial,
  35377. Material,
  35378. ... _customMaterials
  35379. };
  35380. const MaterialType = materialLib[ type ];
  35381. let materialInstance;
  35382. if ( MaterialType === undefined ) {
  35383. warnOnce( `MaterialLoader: Unknown material type "${ type }". Use .registerMaterial() before starting the deserialization process.` );
  35384. materialInstance = new Material();
  35385. } else {
  35386. materialInstance = new MaterialType();
  35387. }
  35388. return materialInstance;
  35389. }
  35390. /**
  35391. * Registers the given material at the internal
  35392. * material library.
  35393. *
  35394. * @static
  35395. * @param {string} type - The material type.
  35396. * @param {Material.constructor} materialClass - The material class.
  35397. */
  35398. static registerMaterial( type, materialClass ) {
  35399. _customMaterials[ type ] = materialClass;
  35400. }
  35401. }
  35402. /**
  35403. * A class with loader utility functions.
  35404. */
  35405. class LoaderUtils {
  35406. /**
  35407. * Extracts the base URL from the given URL.
  35408. *
  35409. * @param {string} url -The URL to extract the base URL from.
  35410. * @return {string} The extracted base URL.
  35411. */
  35412. static extractUrlBase( url ) {
  35413. const index = url.lastIndexOf( '/' );
  35414. if ( index === -1 ) return './';
  35415. return url.slice( 0, index + 1 );
  35416. }
  35417. /**
  35418. * Resolves relative URLs against the given path. Absolute paths, data urls,
  35419. * and blob URLs will be returned as is. Invalid URLs will return an empty
  35420. * string.
  35421. *
  35422. * @param {string} url -The URL to resolve.
  35423. * @param {string} path - The base path for relative URLs to be resolved against.
  35424. * @return {string} The resolved URL.
  35425. */
  35426. static resolveURL( url, path ) {
  35427. // Invalid URL
  35428. if ( typeof url !== 'string' || url === '' ) return '';
  35429. // Host Relative URL
  35430. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  35431. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  35432. }
  35433. // Absolute URL http://,https://,//
  35434. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  35435. // Data URI
  35436. if ( /^data:.*,.*$/i.test( url ) ) return url;
  35437. // Blob URL
  35438. if ( /^blob:.*$/i.test( url ) ) return url;
  35439. // Relative URL
  35440. return path + url;
  35441. }
  35442. }
  35443. /**
  35444. * An instanced version of a geometry.
  35445. */
  35446. class InstancedBufferGeometry extends BufferGeometry {
  35447. /**
  35448. * Constructs a new instanced buffer geometry.
  35449. */
  35450. constructor() {
  35451. super();
  35452. /**
  35453. * This flag can be used for type testing.
  35454. *
  35455. * @type {boolean}
  35456. * @readonly
  35457. * @default true
  35458. */
  35459. this.isInstancedBufferGeometry = true;
  35460. this.type = 'InstancedBufferGeometry';
  35461. /**
  35462. * The instance count.
  35463. *
  35464. * @type {number}
  35465. * @default Infinity
  35466. */
  35467. this.instanceCount = Infinity;
  35468. }
  35469. copy( source ) {
  35470. super.copy( source );
  35471. this.instanceCount = source.instanceCount;
  35472. return this;
  35473. }
  35474. toJSON() {
  35475. const data = super.toJSON();
  35476. data.instanceCount = this.instanceCount;
  35477. data.isInstancedBufferGeometry = true;
  35478. return data;
  35479. }
  35480. }
  35481. /**
  35482. * Class for loading geometries. The files are internally
  35483. * loaded via {@link FileLoader}.
  35484. *
  35485. * ```js
  35486. * const loader = new THREE.BufferGeometryLoader();
  35487. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  35488. *
  35489. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  35490. * const object = new THREE.Mesh( geometry, material );
  35491. * scene.add( object );
  35492. * ```
  35493. *
  35494. * @augments Loader
  35495. */
  35496. class BufferGeometryLoader extends Loader {
  35497. /**
  35498. * Constructs a new geometry loader.
  35499. *
  35500. * @param {LoadingManager} [manager] - The loading manager.
  35501. */
  35502. constructor( manager ) {
  35503. super( manager );
  35504. }
  35505. /**
  35506. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  35507. *
  35508. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35509. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  35510. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35511. * @param {onErrorCallback} onError - Executed when errors occur.
  35512. */
  35513. load( url, onLoad, onProgress, onError ) {
  35514. const scope = this;
  35515. const loader = new FileLoader( scope.manager );
  35516. loader.setPath( scope.path );
  35517. loader.setRequestHeader( scope.requestHeader );
  35518. loader.setWithCredentials( scope.withCredentials );
  35519. loader.load( url, function ( text ) {
  35520. try {
  35521. onLoad( scope.parse( JSON.parse( text ) ) );
  35522. } catch ( e ) {
  35523. if ( onError ) {
  35524. onError( e );
  35525. } else {
  35526. error( e );
  35527. }
  35528. scope.manager.itemError( url );
  35529. }
  35530. }, onProgress, onError );
  35531. }
  35532. /**
  35533. * Parses the given JSON object and returns a geometry.
  35534. *
  35535. * @param {Object} json - The serialized geometry.
  35536. * @return {BufferGeometry} The parsed geometry.
  35537. */
  35538. parse( json ) {
  35539. const interleavedBufferMap = {};
  35540. const arrayBufferMap = {};
  35541. function getInterleavedBuffer( json, uuid ) {
  35542. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  35543. const interleavedBuffers = json.interleavedBuffers;
  35544. const interleavedBuffer = interleavedBuffers[ uuid ];
  35545. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  35546. const array = getTypedArray( interleavedBuffer.type, buffer );
  35547. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  35548. ib.uuid = interleavedBuffer.uuid;
  35549. interleavedBufferMap[ uuid ] = ib;
  35550. return ib;
  35551. }
  35552. function getArrayBuffer( json, uuid ) {
  35553. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  35554. const arrayBuffers = json.arrayBuffers;
  35555. const arrayBuffer = arrayBuffers[ uuid ];
  35556. const ab = new Uint32Array( arrayBuffer ).buffer;
  35557. arrayBufferMap[ uuid ] = ab;
  35558. return ab;
  35559. }
  35560. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  35561. const index = json.data.index;
  35562. if ( index !== undefined ) {
  35563. const typedArray = getTypedArray( index.type, index.array );
  35564. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  35565. }
  35566. const attributes = json.data.attributes;
  35567. for ( const key in attributes ) {
  35568. const attribute = attributes[ key ];
  35569. let bufferAttribute;
  35570. if ( attribute.isInterleavedBufferAttribute ) {
  35571. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35572. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35573. } else {
  35574. const typedArray = getTypedArray( attribute.type, attribute.array );
  35575. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  35576. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  35577. }
  35578. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35579. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  35580. geometry.setAttribute( key, bufferAttribute );
  35581. }
  35582. const morphAttributes = json.data.morphAttributes;
  35583. if ( morphAttributes ) {
  35584. for ( const key in morphAttributes ) {
  35585. const attributeArray = morphAttributes[ key ];
  35586. const array = [];
  35587. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  35588. const attribute = attributeArray[ i ];
  35589. let bufferAttribute;
  35590. if ( attribute.isInterleavedBufferAttribute ) {
  35591. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35592. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35593. } else {
  35594. const typedArray = getTypedArray( attribute.type, attribute.array );
  35595. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  35596. }
  35597. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35598. array.push( bufferAttribute );
  35599. }
  35600. geometry.morphAttributes[ key ] = array;
  35601. }
  35602. }
  35603. const morphTargetsRelative = json.data.morphTargetsRelative;
  35604. if ( morphTargetsRelative ) {
  35605. geometry.morphTargetsRelative = true;
  35606. }
  35607. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  35608. if ( groups !== undefined ) {
  35609. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  35610. const group = groups[ i ];
  35611. geometry.addGroup( group.start, group.count, group.materialIndex );
  35612. }
  35613. }
  35614. const boundingSphere = json.data.boundingSphere;
  35615. if ( boundingSphere !== undefined ) {
  35616. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  35617. }
  35618. if ( json.name ) geometry.name = json.name;
  35619. if ( json.userData ) geometry.userData = json.userData;
  35620. return geometry;
  35621. }
  35622. }
  35623. const _customGeometries = {};
  35624. /**
  35625. * 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).
  35626. * The files are internally loaded via {@link FileLoader}.
  35627. *
  35628. * ```js
  35629. * const loader = new THREE.ObjectLoader();
  35630. * const obj = await loader.loadAsync( 'models/json/example.json' );
  35631. * scene.add( obj );
  35632. *
  35633. * // Alternatively, to parse a previously loaded JSON structure
  35634. * const object = await loader.parseAsync( a_json_object );
  35635. * scene.add( object );
  35636. * ```
  35637. *
  35638. * @augments Loader
  35639. */
  35640. class ObjectLoader extends Loader {
  35641. /**
  35642. * Constructs a new object loader.
  35643. *
  35644. * @param {LoadingManager} [manager] - The loading manager.
  35645. */
  35646. constructor( manager ) {
  35647. super( manager );
  35648. }
  35649. /**
  35650. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  35651. *
  35652. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35653. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35654. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35655. * @param {onErrorCallback} onError - Executed when errors occur.
  35656. */
  35657. load( url, onLoad, onProgress, onError ) {
  35658. const scope = this;
  35659. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35660. this.resourcePath = this.resourcePath || path;
  35661. const loader = new FileLoader( this.manager );
  35662. loader.setPath( this.path );
  35663. loader.setRequestHeader( this.requestHeader );
  35664. loader.setWithCredentials( this.withCredentials );
  35665. loader.load( url, function ( text ) {
  35666. let json = null;
  35667. try {
  35668. json = JSON.parse( text );
  35669. } catch ( e ) {
  35670. if ( onError !== undefined ) onError( e );
  35671. error( 'ObjectLoader: Can\'t parse ' + url + '.', e.message );
  35672. return;
  35673. }
  35674. const metadata = json.metadata;
  35675. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35676. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35677. error( 'ObjectLoader: Can\'t load ' + url );
  35678. return;
  35679. }
  35680. scope.parse( json, onLoad );
  35681. }, onProgress, onError );
  35682. }
  35683. /**
  35684. * Async version of {@link ObjectLoader#load}.
  35685. *
  35686. * @async
  35687. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35688. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35689. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35690. */
  35691. async loadAsync( url, onProgress ) {
  35692. const scope = this;
  35693. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35694. this.resourcePath = this.resourcePath || path;
  35695. const loader = new FileLoader( this.manager );
  35696. loader.setPath( this.path );
  35697. loader.setRequestHeader( this.requestHeader );
  35698. loader.setWithCredentials( this.withCredentials );
  35699. const text = await loader.loadAsync( url, onProgress );
  35700. let json;
  35701. try {
  35702. json = JSON.parse( text );
  35703. } catch ( e ) {
  35704. throw new Error( 'THREE.ObjectLoader: Can\'t parse ' + url + '. ' + e.message );
  35705. }
  35706. const metadata = json.metadata;
  35707. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35708. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35709. }
  35710. return await scope.parseAsync( json );
  35711. }
  35712. /**
  35713. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35714. * but can also be used directly to parse a previously loaded JSON structure.
  35715. *
  35716. * @param {Object} json - The serialized 3D object.
  35717. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35718. * @return {Object3D} The parsed 3D object.
  35719. */
  35720. parse( json, onLoad ) {
  35721. const animations = this.parseAnimations( json.animations );
  35722. const shapes = this.parseShapes( json.shapes );
  35723. const geometries = this.parseGeometries( json.geometries, shapes );
  35724. const images = this.parseImages( json.images, function () {
  35725. if ( onLoad !== undefined ) onLoad( object );
  35726. } );
  35727. const textures = this.parseTextures( json.textures, images );
  35728. const materials = this.parseMaterials( json.materials, textures );
  35729. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35730. const skeletons = this.parseSkeletons( json.skeletons, object );
  35731. this.bindSkeletons( object, skeletons );
  35732. this.bindLightTargets( object );
  35733. //
  35734. if ( onLoad !== undefined ) {
  35735. let hasImages = false;
  35736. for ( const uuid in images ) {
  35737. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35738. hasImages = true;
  35739. break;
  35740. }
  35741. }
  35742. if ( hasImages === false ) onLoad( object );
  35743. }
  35744. return object;
  35745. }
  35746. /**
  35747. * Async version of {@link ObjectLoader#parse}.
  35748. *
  35749. * @param {Object} json - The serialized 3D object.
  35750. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35751. */
  35752. async parseAsync( json ) {
  35753. const animations = this.parseAnimations( json.animations );
  35754. const shapes = this.parseShapes( json.shapes );
  35755. const geometries = this.parseGeometries( json.geometries, shapes );
  35756. const images = await this.parseImagesAsync( json.images );
  35757. const textures = this.parseTextures( json.textures, images );
  35758. const materials = this.parseMaterials( json.materials, textures );
  35759. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35760. const skeletons = this.parseSkeletons( json.skeletons, object );
  35761. this.bindSkeletons( object, skeletons );
  35762. this.bindLightTargets( object );
  35763. return object;
  35764. }
  35765. /**
  35766. * Registers the given geometry at the internal
  35767. * geometry library.
  35768. *
  35769. * @static
  35770. * @param {string} type - The geometry type.
  35771. * @param {BufferGeometry.constructor} geometryClass - The geometry class.
  35772. */
  35773. static registerGeometry( type, geometryClass ) {
  35774. _customGeometries[ type ] = geometryClass;
  35775. }
  35776. // internals
  35777. parseShapes( json ) {
  35778. const shapes = {};
  35779. if ( json !== undefined ) {
  35780. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35781. const shape = new Shape().fromJSON( json[ i ] );
  35782. shapes[ shape.uuid ] = shape;
  35783. }
  35784. }
  35785. return shapes;
  35786. }
  35787. parseSkeletons( json, object ) {
  35788. const skeletons = {};
  35789. const bones = {};
  35790. // generate bone lookup table
  35791. object.traverse( function ( child ) {
  35792. if ( child.isBone ) bones[ child.uuid ] = child;
  35793. } );
  35794. // create skeletons
  35795. if ( json !== undefined ) {
  35796. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35797. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35798. skeletons[ skeleton.uuid ] = skeleton;
  35799. }
  35800. }
  35801. return skeletons;
  35802. }
  35803. parseGeometries( json, shapes ) {
  35804. const geometries = {};
  35805. if ( json !== undefined ) {
  35806. const bufferGeometryLoader = new BufferGeometryLoader();
  35807. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35808. let geometry;
  35809. const data = json[ i ];
  35810. switch ( data.type ) {
  35811. case 'BufferGeometry':
  35812. case 'InstancedBufferGeometry':
  35813. geometry = bufferGeometryLoader.parse( data );
  35814. break;
  35815. default:
  35816. if ( data.type in Geometries ) {
  35817. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35818. } else if ( data.type in _customGeometries ) {
  35819. geometry = _customGeometries[ data.type ].fromJSON( data, shapes );
  35820. } else {
  35821. warn( `ObjectLoader: Unknown geometry type "${ data.type }". Use .registerGeometry() before starting the deserialization process.` );
  35822. }
  35823. }
  35824. geometry.uuid = data.uuid;
  35825. if ( data.name !== undefined ) geometry.name = data.name;
  35826. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35827. geometries[ data.uuid ] = geometry;
  35828. }
  35829. }
  35830. return geometries;
  35831. }
  35832. parseMaterials( json, textures ) {
  35833. const cache = {}; // MultiMaterial
  35834. const materials = {};
  35835. if ( json !== undefined ) {
  35836. const loader = new MaterialLoader();
  35837. loader.setTextures( textures );
  35838. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35839. const data = json[ i ];
  35840. if ( cache[ data.uuid ] === undefined ) {
  35841. cache[ data.uuid ] = loader.parse( data );
  35842. }
  35843. materials[ data.uuid ] = cache[ data.uuid ];
  35844. }
  35845. }
  35846. return materials;
  35847. }
  35848. parseAnimations( json ) {
  35849. const animations = {};
  35850. if ( json !== undefined ) {
  35851. for ( let i = 0; i < json.length; i ++ ) {
  35852. const data = json[ i ];
  35853. const clip = AnimationClip.parse( data );
  35854. animations[ clip.uuid ] = clip;
  35855. }
  35856. }
  35857. return animations;
  35858. }
  35859. parseImages( json, onLoad ) {
  35860. const scope = this;
  35861. const images = {};
  35862. let loader;
  35863. function loadImage( url ) {
  35864. url = scope.manager.resolveURL( url );
  35865. scope.manager.itemStart( url );
  35866. return loader.load( url, function () {
  35867. scope.manager.itemEnd( url );
  35868. }, undefined, function () {
  35869. scope.manager.itemError( url );
  35870. scope.manager.itemEnd( url );
  35871. } );
  35872. }
  35873. function deserializeImage( image ) {
  35874. if ( typeof image === 'string' ) {
  35875. const url = image;
  35876. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35877. return loadImage( path );
  35878. } else {
  35879. if ( image.data ) {
  35880. return {
  35881. data: getTypedArray( image.type, image.data ),
  35882. width: image.width,
  35883. height: image.height
  35884. };
  35885. } else {
  35886. return null;
  35887. }
  35888. }
  35889. }
  35890. if ( json !== undefined && json.length > 0 ) {
  35891. const manager = new LoadingManager( onLoad );
  35892. loader = new ImageLoader( manager );
  35893. loader.setCrossOrigin( this.crossOrigin );
  35894. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35895. const image = json[ i ];
  35896. const url = image.url;
  35897. if ( Array.isArray( url ) ) {
  35898. // load array of images e.g CubeTexture
  35899. const imageArray = [];
  35900. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35901. const currentUrl = url[ j ];
  35902. const deserializedImage = deserializeImage( currentUrl );
  35903. if ( deserializedImage !== null ) {
  35904. if ( deserializedImage instanceof HTMLImageElement ) {
  35905. imageArray.push( deserializedImage );
  35906. } else {
  35907. // special case: handle array of data textures for cube textures
  35908. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35909. }
  35910. }
  35911. }
  35912. images[ image.uuid ] = new Source( imageArray );
  35913. } else {
  35914. // load single image
  35915. const deserializedImage = deserializeImage( image.url );
  35916. images[ image.uuid ] = new Source( deserializedImage );
  35917. }
  35918. }
  35919. }
  35920. return images;
  35921. }
  35922. async parseImagesAsync( json ) {
  35923. const scope = this;
  35924. const images = {};
  35925. let loader;
  35926. async function deserializeImage( image ) {
  35927. if ( typeof image === 'string' ) {
  35928. const url = image;
  35929. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35930. return await loader.loadAsync( path );
  35931. } else {
  35932. if ( image.data ) {
  35933. return {
  35934. data: getTypedArray( image.type, image.data ),
  35935. width: image.width,
  35936. height: image.height
  35937. };
  35938. } else {
  35939. return null;
  35940. }
  35941. }
  35942. }
  35943. if ( json !== undefined && json.length > 0 ) {
  35944. loader = new ImageLoader( this.manager );
  35945. loader.setCrossOrigin( this.crossOrigin );
  35946. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35947. const image = json[ i ];
  35948. const url = image.url;
  35949. if ( Array.isArray( url ) ) {
  35950. // load array of images e.g CubeTexture
  35951. const imageArray = [];
  35952. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35953. const currentUrl = url[ j ];
  35954. const deserializedImage = await deserializeImage( currentUrl );
  35955. if ( deserializedImage !== null ) {
  35956. if ( deserializedImage instanceof HTMLImageElement ) {
  35957. imageArray.push( deserializedImage );
  35958. } else {
  35959. // special case: handle array of data textures for cube textures
  35960. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35961. }
  35962. }
  35963. }
  35964. images[ image.uuid ] = new Source( imageArray );
  35965. } else {
  35966. // load single image
  35967. const deserializedImage = await deserializeImage( image.url );
  35968. images[ image.uuid ] = new Source( deserializedImage );
  35969. }
  35970. }
  35971. }
  35972. return images;
  35973. }
  35974. parseTextures( json, images ) {
  35975. function parseConstant( value, type ) {
  35976. if ( typeof value === 'number' ) return value;
  35977. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35978. return type[ value ];
  35979. }
  35980. const textures = {};
  35981. if ( json !== undefined ) {
  35982. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35983. const data = json[ i ];
  35984. if ( data.image === undefined ) {
  35985. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35986. }
  35987. if ( images[ data.image ] === undefined ) {
  35988. warn( 'ObjectLoader: Undefined image', data.image );
  35989. }
  35990. const source = images[ data.image ];
  35991. const image = source.data;
  35992. let texture;
  35993. if ( Array.isArray( image ) ) {
  35994. texture = new CubeTexture();
  35995. if ( image.length === 6 ) texture.needsUpdate = true;
  35996. } else {
  35997. if ( image && image.data ) {
  35998. texture = new DataTexture();
  35999. } else {
  36000. texture = new Texture();
  36001. }
  36002. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  36003. }
  36004. texture.source = source;
  36005. texture.uuid = data.uuid;
  36006. if ( data.name !== undefined ) texture.name = data.name;
  36007. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  36008. if ( data.channel !== undefined ) texture.channel = data.channel;
  36009. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  36010. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  36011. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  36012. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  36013. if ( data.wrap !== undefined ) {
  36014. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  36015. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  36016. }
  36017. if ( data.format !== undefined ) texture.format = data.format;
  36018. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  36019. if ( data.type !== undefined ) texture.type = data.type;
  36020. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  36021. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  36022. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  36023. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  36024. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  36025. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  36026. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  36027. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  36028. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  36029. if ( data.normalized !== undefined ) texture.normalized = data.normalized;
  36030. if ( data.userData !== undefined ) texture.userData = data.userData;
  36031. textures[ data.uuid ] = texture;
  36032. }
  36033. }
  36034. return textures;
  36035. }
  36036. parseObject( data, geometries, materials, textures, animations ) {
  36037. let object;
  36038. function getGeometry( name ) {
  36039. if ( geometries[ name ] === undefined ) {
  36040. warn( 'ObjectLoader: Undefined geometry', name );
  36041. }
  36042. return geometries[ name ];
  36043. }
  36044. function getMaterial( name ) {
  36045. if ( name === undefined ) return undefined;
  36046. if ( Array.isArray( name ) ) {
  36047. const array = [];
  36048. for ( let i = 0, l = name.length; i < l; i ++ ) {
  36049. const uuid = name[ i ];
  36050. if ( materials[ uuid ] === undefined ) {
  36051. warn( 'ObjectLoader: Undefined material', uuid );
  36052. }
  36053. array.push( materials[ uuid ] );
  36054. }
  36055. return array;
  36056. }
  36057. if ( materials[ name ] === undefined ) {
  36058. warn( 'ObjectLoader: Undefined material', name );
  36059. }
  36060. return materials[ name ];
  36061. }
  36062. function getTexture( uuid ) {
  36063. if ( textures[ uuid ] === undefined ) {
  36064. warn( 'ObjectLoader: Undefined texture', uuid );
  36065. }
  36066. return textures[ uuid ];
  36067. }
  36068. let geometry, material;
  36069. switch ( data.type ) {
  36070. case 'Scene':
  36071. object = new Scene();
  36072. if ( data.background !== undefined ) {
  36073. if ( Number.isInteger( data.background ) ) {
  36074. object.background = new Color( data.background );
  36075. } else {
  36076. object.background = getTexture( data.background );
  36077. }
  36078. }
  36079. if ( data.environment !== undefined ) {
  36080. object.environment = getTexture( data.environment );
  36081. }
  36082. if ( data.fog !== undefined ) {
  36083. if ( data.fog.type === 'Fog' ) {
  36084. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  36085. } else if ( data.fog.type === 'FogExp2' ) {
  36086. object.fog = new FogExp2( data.fog.color, data.fog.density );
  36087. }
  36088. if ( data.fog.name !== '' ) {
  36089. object.fog.name = data.fog.name;
  36090. }
  36091. }
  36092. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  36093. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  36094. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  36095. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  36096. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  36097. break;
  36098. case 'PerspectiveCamera':
  36099. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  36100. if ( data.focus !== undefined ) object.focus = data.focus;
  36101. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  36102. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  36103. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  36104. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  36105. break;
  36106. case 'OrthographicCamera':
  36107. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  36108. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  36109. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  36110. break;
  36111. case 'AmbientLight':
  36112. object = new AmbientLight( data.color, data.intensity );
  36113. break;
  36114. case 'DirectionalLight':
  36115. object = new DirectionalLight( data.color, data.intensity );
  36116. object.target = data.target || '';
  36117. break;
  36118. case 'PointLight':
  36119. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  36120. break;
  36121. case 'RectAreaLight':
  36122. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  36123. break;
  36124. case 'SpotLight':
  36125. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  36126. object.target = data.target || '';
  36127. break;
  36128. case 'HemisphereLight':
  36129. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  36130. break;
  36131. case 'LightProbe':
  36132. const sh = new SphericalHarmonics3().fromArray( data.sh );
  36133. object = new LightProbe( sh, data.intensity );
  36134. break;
  36135. case 'SkinnedMesh':
  36136. geometry = getGeometry( data.geometry );
  36137. material = getMaterial( data.material );
  36138. object = new SkinnedMesh( geometry, material );
  36139. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  36140. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  36141. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  36142. break;
  36143. case 'Mesh':
  36144. geometry = getGeometry( data.geometry );
  36145. material = getMaterial( data.material );
  36146. object = new Mesh( geometry, material );
  36147. break;
  36148. case 'InstancedMesh':
  36149. geometry = getGeometry( data.geometry );
  36150. material = getMaterial( data.material );
  36151. const count = data.count;
  36152. const instanceMatrix = data.instanceMatrix;
  36153. const instanceColor = data.instanceColor;
  36154. object = new InstancedMesh( geometry, material, count );
  36155. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  36156. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  36157. break;
  36158. case 'BatchedMesh':
  36159. geometry = getGeometry( data.geometry );
  36160. material = getMaterial( data.material );
  36161. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  36162. object.geometry = geometry;
  36163. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  36164. object.sortObjects = data.sortObjects;
  36165. object._drawRanges = data.drawRanges;
  36166. object._reservedRanges = data.reservedRanges;
  36167. object._geometryInfo = data.geometryInfo.map( info => {
  36168. let box = null;
  36169. let sphere = null;
  36170. if ( info.boundingBox !== undefined ) {
  36171. box = new Box3().fromJSON( info.boundingBox );
  36172. }
  36173. if ( info.boundingSphere !== undefined ) {
  36174. sphere = new Sphere().fromJSON( info.boundingSphere );
  36175. }
  36176. return {
  36177. ...info,
  36178. boundingBox: box,
  36179. boundingSphere: sphere
  36180. };
  36181. } );
  36182. object._instanceInfo = data.instanceInfo;
  36183. object._availableInstanceIds = data._availableInstanceIds;
  36184. object._availableGeometryIds = data._availableGeometryIds;
  36185. object._nextIndexStart = data.nextIndexStart;
  36186. object._nextVertexStart = data.nextVertexStart;
  36187. object._geometryCount = data.geometryCount;
  36188. object._maxInstanceCount = data.maxInstanceCount;
  36189. object._maxVertexCount = data.maxVertexCount;
  36190. object._maxIndexCount = data.maxIndexCount;
  36191. object._geometryInitialized = data.geometryInitialized;
  36192. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  36193. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  36194. if ( data.colorsTexture !== undefined ) {
  36195. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  36196. }
  36197. if ( data.boundingSphere !== undefined ) {
  36198. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  36199. }
  36200. if ( data.boundingBox !== undefined ) {
  36201. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  36202. }
  36203. break;
  36204. case 'LOD':
  36205. object = new LOD();
  36206. break;
  36207. case 'Line':
  36208. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  36209. break;
  36210. case 'LineLoop':
  36211. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  36212. break;
  36213. case 'LineSegments':
  36214. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  36215. break;
  36216. case 'PointCloud':
  36217. case 'Points':
  36218. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  36219. break;
  36220. case 'Sprite':
  36221. object = new Sprite( getMaterial( data.material ) );
  36222. break;
  36223. case 'Group':
  36224. object = new Group();
  36225. break;
  36226. case 'Bone':
  36227. object = new Bone();
  36228. break;
  36229. default:
  36230. object = new Object3D();
  36231. }
  36232. object.uuid = data.uuid;
  36233. if ( data.name !== undefined ) object.name = data.name;
  36234. if ( data.matrix !== undefined ) {
  36235. object.matrix.fromArray( data.matrix );
  36236. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  36237. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  36238. } else {
  36239. if ( data.position !== undefined ) object.position.fromArray( data.position );
  36240. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  36241. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  36242. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  36243. }
  36244. if ( data.up !== undefined ) object.up.fromArray( data.up );
  36245. if ( data.pivot !== undefined ) object.pivot = new Vector3().fromArray( data.pivot );
  36246. if ( data.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, data.morphTargetDictionary );
  36247. if ( data.morphTargetInfluences !== undefined ) object.morphTargetInfluences = data.morphTargetInfluences.slice();
  36248. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  36249. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  36250. if ( data.shadow ) {
  36251. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  36252. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  36253. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  36254. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  36255. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  36256. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  36257. }
  36258. if ( data.visible !== undefined ) object.visible = data.visible;
  36259. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  36260. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  36261. if ( data.static !== undefined ) object.static = data.static;
  36262. if ( data.userData !== undefined ) object.userData = data.userData;
  36263. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  36264. if ( data.children !== undefined ) {
  36265. const children = data.children;
  36266. for ( let i = 0; i < children.length; i ++ ) {
  36267. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  36268. }
  36269. }
  36270. if ( data.animations !== undefined ) {
  36271. const objectAnimations = data.animations;
  36272. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  36273. const uuid = objectAnimations[ i ];
  36274. object.animations.push( animations[ uuid ] );
  36275. }
  36276. }
  36277. if ( data.type === 'LOD' ) {
  36278. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  36279. const levels = data.levels;
  36280. for ( let l = 0; l < levels.length; l ++ ) {
  36281. const level = levels[ l ];
  36282. const child = object.getObjectByProperty( 'uuid', level.object );
  36283. if ( child !== undefined ) {
  36284. object.addLevel( child, level.distance, level.hysteresis );
  36285. }
  36286. }
  36287. }
  36288. return object;
  36289. }
  36290. bindSkeletons( object, skeletons ) {
  36291. if ( Object.keys( skeletons ).length === 0 ) return;
  36292. object.traverse( function ( child ) {
  36293. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  36294. const skeleton = skeletons[ child.skeleton ];
  36295. if ( skeleton === undefined ) {
  36296. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  36297. } else {
  36298. child.bind( skeleton, child.bindMatrix );
  36299. }
  36300. }
  36301. } );
  36302. }
  36303. bindLightTargets( object ) {
  36304. object.traverse( function ( child ) {
  36305. if ( child.isDirectionalLight || child.isSpotLight ) {
  36306. const uuid = child.target;
  36307. const target = object.getObjectByProperty( 'uuid', uuid );
  36308. if ( target !== undefined ) {
  36309. child.target = target;
  36310. } else {
  36311. child.target = new Object3D();
  36312. }
  36313. }
  36314. } );
  36315. }
  36316. }
  36317. const TEXTURE_MAPPING = {
  36318. UVMapping: UVMapping,
  36319. CubeReflectionMapping: CubeReflectionMapping,
  36320. CubeRefractionMapping: CubeRefractionMapping,
  36321. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  36322. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  36323. CubeUVReflectionMapping: CubeUVReflectionMapping
  36324. };
  36325. const TEXTURE_WRAPPING = {
  36326. RepeatWrapping: RepeatWrapping,
  36327. ClampToEdgeWrapping: ClampToEdgeWrapping,
  36328. MirroredRepeatWrapping: MirroredRepeatWrapping
  36329. };
  36330. const TEXTURE_FILTER = {
  36331. NearestFilter: NearestFilter,
  36332. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  36333. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  36334. LinearFilter: LinearFilter,
  36335. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  36336. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  36337. };
  36338. const _errorMap = new WeakMap();
  36339. /**
  36340. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  36341. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  36342. * textures for rendering.
  36343. *
  36344. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  36345. * These options need to be configured via {@link ImageBitmapLoader#setOptions} prior to loading,
  36346. * unlike regular images which can be configured on the Texture to set these options on GPU upload instead.
  36347. *
  36348. * To match the default behaviour of {@link Texture}, the following options are needed:
  36349. *
  36350. * ```js
  36351. * { imageOrientation: 'flipY', premultiplyAlpha: 'none' }
  36352. * ```
  36353. *
  36354. * Also note that unlike {@link FileLoader}, this loader will only avoid multiple concurrent requests to the same URL if {@link Cache} is enabled.
  36355. *
  36356. * ```js
  36357. * const loader = new THREE.ImageBitmapLoader();
  36358. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  36359. * const imageBitmap = await loader.loadAsync( 'image.png' );
  36360. *
  36361. * const texture = new THREE.Texture( imageBitmap );
  36362. * texture.needsUpdate = true;
  36363. * ```
  36364. *
  36365. * @augments Loader
  36366. */
  36367. class ImageBitmapLoader extends Loader {
  36368. /**
  36369. * Constructs a new image bitmap loader.
  36370. *
  36371. * @param {LoadingManager} [manager] - The loading manager.
  36372. */
  36373. constructor( manager ) {
  36374. super( manager );
  36375. /**
  36376. * This flag can be used for type testing.
  36377. *
  36378. * @type {boolean}
  36379. * @readonly
  36380. * @default true
  36381. */
  36382. this.isImageBitmapLoader = true;
  36383. if ( typeof createImageBitmap === 'undefined' ) {
  36384. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  36385. }
  36386. if ( typeof fetch === 'undefined' ) {
  36387. warn( 'ImageBitmapLoader: fetch() not supported.' );
  36388. }
  36389. /**
  36390. * Represents the loader options.
  36391. *
  36392. * @type {Object}
  36393. * @default {premultiplyAlpha:'none'}
  36394. */
  36395. this.options = { premultiplyAlpha: 'none' };
  36396. /**
  36397. * Used for aborting requests.
  36398. *
  36399. * @private
  36400. * @type {AbortController}
  36401. */
  36402. this._abortController = new AbortController();
  36403. }
  36404. /**
  36405. * Sets the given loader options. The structure of the object must match the `options` parameter of
  36406. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  36407. *
  36408. * Note: When caching is enabled, the cache key is based on the URL only. Loading the same URL with
  36409. * different options will return the cached result of the first request.
  36410. *
  36411. * @param {Object} options - The loader options to set.
  36412. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  36413. */
  36414. setOptions( options ) {
  36415. this.options = options;
  36416. return this;
  36417. }
  36418. /**
  36419. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  36420. *
  36421. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  36422. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  36423. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  36424. * @param {onErrorCallback} onError - Executed when errors occur.
  36425. */
  36426. load( url, onLoad, onProgress, onError ) {
  36427. if ( url === undefined ) url = '';
  36428. if ( this.path !== undefined ) url = this.path + url;
  36429. url = this.manager.resolveURL( url );
  36430. const scope = this;
  36431. const cached = Cache.get( `image-bitmap:${url}` );
  36432. if ( cached !== undefined ) {
  36433. scope.manager.itemStart( url );
  36434. // If cached is a promise, wait for it to resolve
  36435. if ( cached.then ) {
  36436. cached.then( imageBitmap => {
  36437. // check if there is an error for the cached promise
  36438. if ( _errorMap.has( cached ) === true ) {
  36439. if ( onError ) onError( _errorMap.get( cached ) );
  36440. scope.manager.itemError( url );
  36441. scope.manager.itemEnd( url );
  36442. } else {
  36443. if ( onLoad ) onLoad( imageBitmap );
  36444. scope.manager.itemEnd( url );
  36445. }
  36446. } );
  36447. return;
  36448. }
  36449. // If cached is not a promise (i.e., it's already an imageBitmap)
  36450. setTimeout( function () {
  36451. if ( onLoad ) onLoad( cached );
  36452. scope.manager.itemEnd( url );
  36453. }, 0 );
  36454. return;
  36455. }
  36456. const fetchOptions = {};
  36457. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  36458. fetchOptions.headers = this.requestHeader;
  36459. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  36460. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  36461. return res.blob();
  36462. } ).then( function ( blob ) {
  36463. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  36464. } ).then( function ( imageBitmap ) {
  36465. Cache.add( `image-bitmap:${url}`, imageBitmap );
  36466. if ( onLoad ) onLoad( imageBitmap );
  36467. scope.manager.itemEnd( url );
  36468. } ).catch( function ( e ) {
  36469. if ( onError ) onError( e );
  36470. _errorMap.set( promise, e );
  36471. Cache.remove( `image-bitmap:${url}` );
  36472. scope.manager.itemError( url );
  36473. scope.manager.itemEnd( url );
  36474. } );
  36475. Cache.add( `image-bitmap:${url}`, promise );
  36476. scope.manager.itemStart( url );
  36477. }
  36478. /**
  36479. * Aborts ongoing fetch requests.
  36480. *
  36481. * @return {ImageBitmapLoader} A reference to this instance.
  36482. */
  36483. abort() {
  36484. this._abortController.abort();
  36485. this._abortController = new AbortController();
  36486. return this;
  36487. }
  36488. }
  36489. let _context;
  36490. /**
  36491. * Manages the global audio context in the engine.
  36492. *
  36493. * @hideconstructor
  36494. */
  36495. class AudioContext {
  36496. /**
  36497. * Returns the global native audio context.
  36498. *
  36499. * @return {Window.AudioContext} The native audio context.
  36500. */
  36501. static getContext() {
  36502. if ( _context === undefined ) {
  36503. _context = new ( window.AudioContext || window.webkitAudioContext )();
  36504. }
  36505. return _context;
  36506. }
  36507. /**
  36508. * Allows to set the global native audio context from outside.
  36509. *
  36510. * @param {Window.AudioContext} value - The native context to set.
  36511. */
  36512. static setContext( value ) {
  36513. _context = value;
  36514. }
  36515. }
  36516. /**
  36517. * Class for loading audio buffers. Audios are internally
  36518. * loaded via {@link FileLoader}.
  36519. *
  36520. * ```js
  36521. * const audioListener = new THREE.AudioListener();
  36522. * const ambientSound = new THREE.Audio( audioListener );
  36523. *
  36524. * const loader = new THREE.AudioLoader();
  36525. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  36526. *
  36527. * ambientSound.setBuffer( audioBuffer );
  36528. * ambientSound.play();
  36529. * ```
  36530. *
  36531. * @augments Loader
  36532. */
  36533. class AudioLoader extends Loader {
  36534. /**
  36535. * Constructs a new audio loader.
  36536. *
  36537. * @param {LoadingManager} [manager] - The loading manager.
  36538. */
  36539. constructor( manager ) {
  36540. super( manager );
  36541. }
  36542. /**
  36543. * Starts loading from the given URL and passes the loaded audio buffer
  36544. * to the `onLoad()` callback.
  36545. *
  36546. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  36547. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  36548. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  36549. * @param {onErrorCallback} onError - Executed when errors occur.
  36550. */
  36551. load( url, onLoad, onProgress, onError ) {
  36552. const scope = this;
  36553. const loader = new FileLoader( this.manager );
  36554. loader.setResponseType( 'arraybuffer' );
  36555. loader.setPath( this.path );
  36556. loader.setRequestHeader( this.requestHeader );
  36557. loader.setWithCredentials( this.withCredentials );
  36558. loader.load( url, function ( buffer ) {
  36559. try {
  36560. // Create a copy of the buffer. The `decodeAudioData` method
  36561. // detaches the buffer when complete, preventing reuse.
  36562. const bufferCopy = buffer.slice( 0 );
  36563. const context = AudioContext.getContext();
  36564. const decodeUrl = url + '#decode';
  36565. scope.manager.itemStart( decodeUrl ); // prevent loading manager from completing too early, see #33378
  36566. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  36567. onLoad( audioBuffer );
  36568. scope.manager.itemEnd( decodeUrl );
  36569. } ).catch( function ( e ) {
  36570. handleError( e );
  36571. scope.manager.itemEnd( decodeUrl );
  36572. } );
  36573. } catch ( e ) {
  36574. handleError( e );
  36575. }
  36576. }, onProgress, onError );
  36577. function handleError( e ) {
  36578. if ( onError ) {
  36579. onError( e );
  36580. } else {
  36581. error( e );
  36582. }
  36583. scope.manager.itemError( url );
  36584. }
  36585. }
  36586. }
  36587. const _eyeRight = /*@__PURE__*/ new Matrix4();
  36588. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  36589. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  36590. /**
  36591. * A special type of camera that uses two perspective cameras with
  36592. * stereoscopic projection. Can be used for rendering stereo effects
  36593. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  36594. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  36595. */
  36596. class StereoCamera {
  36597. /**
  36598. * Constructs a new stereo camera.
  36599. */
  36600. constructor() {
  36601. /**
  36602. * The type property is used for detecting the object type
  36603. * in context of serialization/deserialization.
  36604. *
  36605. * @type {string}
  36606. * @readonly
  36607. */
  36608. this.type = 'StereoCamera';
  36609. /**
  36610. * The aspect.
  36611. *
  36612. * @type {number}
  36613. * @default 1
  36614. */
  36615. this.aspect = 1;
  36616. /**
  36617. * The eye separation which represents the distance
  36618. * between the left and right camera.
  36619. *
  36620. * @type {number}
  36621. * @default 0.064
  36622. */
  36623. this.eyeSep = 0.064;
  36624. /**
  36625. * The camera representing the left eye. This is added to layer `1` so objects to be
  36626. * rendered by the left camera must also be added to this layer.
  36627. *
  36628. * @type {PerspectiveCamera}
  36629. */
  36630. this.cameraL = new PerspectiveCamera();
  36631. this.cameraL.layers.enable( 1 );
  36632. this.cameraL.matrixAutoUpdate = false;
  36633. /**
  36634. * The camera representing the right eye. This is added to layer `2` so objects to be
  36635. * rendered by the right camera must also be added to this layer.
  36636. *
  36637. * @type {PerspectiveCamera}
  36638. */
  36639. this.cameraR = new PerspectiveCamera();
  36640. this.cameraR.layers.enable( 2 );
  36641. this.cameraR.matrixAutoUpdate = false;
  36642. this._cache = {
  36643. focus: null,
  36644. fov: null,
  36645. aspect: null,
  36646. near: null,
  36647. far: null,
  36648. zoom: null,
  36649. eyeSep: null
  36650. };
  36651. }
  36652. /**
  36653. * Updates the stereo camera based on the given perspective camera.
  36654. *
  36655. * @param {PerspectiveCamera} camera - The perspective camera.
  36656. */
  36657. update( camera ) {
  36658. const cache = this._cache;
  36659. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  36660. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  36661. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  36662. if ( needsUpdate ) {
  36663. cache.focus = camera.focus;
  36664. cache.fov = camera.fov;
  36665. cache.aspect = camera.aspect * this.aspect;
  36666. cache.near = camera.near;
  36667. cache.far = camera.far;
  36668. cache.zoom = camera.zoom;
  36669. cache.eyeSep = this.eyeSep;
  36670. // Off-axis stereoscopic effect based on
  36671. // http://paulbourke.net/stereographics/stereorender/
  36672. _projectionMatrix.copy( camera.projectionMatrix );
  36673. const eyeSepHalf = cache.eyeSep / 2;
  36674. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  36675. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  36676. let xmin, xmax;
  36677. // translate xOffset
  36678. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  36679. _eyeRight.elements[ 12 ] = eyeSepHalf;
  36680. // for left eye
  36681. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  36682. xmax = ymax * cache.aspect + eyeSepOnProjection;
  36683. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36684. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36685. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  36686. // for right eye
  36687. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36688. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36689. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36690. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36691. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36692. }
  36693. this.cameraL.matrix.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36694. this.cameraL.matrixWorldNeedsUpdate = true;
  36695. this.cameraR.matrix.copy( camera.matrixWorld ).multiply( _eyeRight );
  36696. this.cameraR.matrixWorldNeedsUpdate = true;
  36697. }
  36698. }
  36699. const fov = -90; // negative fov is not an error
  36700. const aspect = 1;
  36701. /**
  36702. * A special type of camera that is positioned in 3D space to render its surroundings into a
  36703. * cube render target. The render target can then be used as an environment map for rendering
  36704. * realtime reflections in your scene.
  36705. *
  36706. * ```js
  36707. * // Create cube render target
  36708. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  36709. *
  36710. * // Create cube camera
  36711. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  36712. * scene.add( cubeCamera );
  36713. *
  36714. * // Create car
  36715. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  36716. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  36717. * scene.add( car );
  36718. *
  36719. * // Update the render target cube
  36720. * car.visible = false;
  36721. * cubeCamera.position.copy( car.position );
  36722. * cubeCamera.update( renderer, scene );
  36723. *
  36724. * // Render the scene
  36725. * car.visible = true;
  36726. * renderer.render( scene, camera );
  36727. * ```
  36728. *
  36729. * @augments Object3D
  36730. */
  36731. class CubeCamera extends Object3D {
  36732. /**
  36733. * Constructs a new cube camera.
  36734. *
  36735. * @param {number} near - The camera's near plane.
  36736. * @param {number} far - The camera's far plane.
  36737. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  36738. */
  36739. constructor( near, far, renderTarget ) {
  36740. super();
  36741. this.type = 'CubeCamera';
  36742. /**
  36743. * A reference to the cube render target.
  36744. *
  36745. * @type {WebGLCubeRenderTarget}
  36746. */
  36747. this.renderTarget = renderTarget;
  36748. /**
  36749. * The current active coordinate system.
  36750. *
  36751. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  36752. * @default null
  36753. */
  36754. this.coordinateSystem = null;
  36755. /**
  36756. * The current active mipmap level
  36757. *
  36758. * @type {number}
  36759. * @default 0
  36760. */
  36761. this.activeMipmapLevel = 0;
  36762. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  36763. cameraPX.layers = this.layers;
  36764. this.add( cameraPX );
  36765. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  36766. cameraNX.layers = this.layers;
  36767. this.add( cameraNX );
  36768. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  36769. cameraPY.layers = this.layers;
  36770. this.add( cameraPY );
  36771. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  36772. cameraNY.layers = this.layers;
  36773. this.add( cameraNY );
  36774. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  36775. cameraPZ.layers = this.layers;
  36776. this.add( cameraPZ );
  36777. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  36778. cameraNZ.layers = this.layers;
  36779. this.add( cameraNZ );
  36780. }
  36781. /**
  36782. * Must be called when the coordinate system of the cube camera is changed.
  36783. */
  36784. updateCoordinateSystem() {
  36785. const coordinateSystem = this.coordinateSystem;
  36786. const cameras = this.children.concat();
  36787. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  36788. for ( const camera of cameras ) this.remove( camera );
  36789. if ( coordinateSystem === WebGLCoordinateSystem ) {
  36790. cameraPX.up.set( 0, 1, 0 );
  36791. cameraPX.lookAt( 1, 0, 0 );
  36792. cameraNX.up.set( 0, 1, 0 );
  36793. cameraNX.lookAt( -1, 0, 0 );
  36794. cameraPY.up.set( 0, 0, -1 );
  36795. cameraPY.lookAt( 0, 1, 0 );
  36796. cameraNY.up.set( 0, 0, 1 );
  36797. cameraNY.lookAt( 0, -1, 0 );
  36798. cameraPZ.up.set( 0, 1, 0 );
  36799. cameraPZ.lookAt( 0, 0, 1 );
  36800. cameraNZ.up.set( 0, 1, 0 );
  36801. cameraNZ.lookAt( 0, 0, -1 );
  36802. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  36803. cameraPX.up.set( 0, -1, 0 );
  36804. cameraPX.lookAt( -1, 0, 0 );
  36805. cameraNX.up.set( 0, -1, 0 );
  36806. cameraNX.lookAt( 1, 0, 0 );
  36807. cameraPY.up.set( 0, 0, 1 );
  36808. cameraPY.lookAt( 0, 1, 0 );
  36809. cameraNY.up.set( 0, 0, -1 );
  36810. cameraNY.lookAt( 0, -1, 0 );
  36811. cameraPZ.up.set( 0, -1, 0 );
  36812. cameraPZ.lookAt( 0, 0, 1 );
  36813. cameraNZ.up.set( 0, -1, 0 );
  36814. cameraNZ.lookAt( 0, 0, -1 );
  36815. } else {
  36816. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  36817. }
  36818. for ( const camera of cameras ) {
  36819. this.add( camera );
  36820. camera.updateMatrixWorld();
  36821. }
  36822. }
  36823. /**
  36824. * Calling this method will render the given scene with the given renderer
  36825. * into the cube render target of the camera.
  36826. *
  36827. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  36828. * @param {Scene} scene - The scene to render.
  36829. */
  36830. update( renderer, scene ) {
  36831. if ( this.parent === null ) this.updateMatrixWorld();
  36832. const { renderTarget, activeMipmapLevel } = this;
  36833. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  36834. this.coordinateSystem = renderer.coordinateSystem;
  36835. this.updateCoordinateSystem();
  36836. }
  36837. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  36838. const currentRenderTarget = renderer.getRenderTarget();
  36839. const currentActiveCubeFace = renderer.getActiveCubeFace();
  36840. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  36841. const currentXrEnabled = renderer.xr.enabled;
  36842. renderer.xr.enabled = false;
  36843. const generateMipmaps = renderTarget.texture.generateMipmaps;
  36844. renderTarget.texture.generateMipmaps = false;
  36845. // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812
  36846. let reversedDepthBuffer = false;
  36847. if ( renderer.isWebGLRenderer === true ) {
  36848. reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
  36849. } else {
  36850. reversedDepthBuffer = renderer.reversedDepthBuffer;
  36851. }
  36852. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  36853. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36854. renderer.render( scene, cameraPX );
  36855. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  36856. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36857. renderer.render( scene, cameraNX );
  36858. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  36859. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36860. renderer.render( scene, cameraPY );
  36861. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  36862. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36863. renderer.render( scene, cameraNY );
  36864. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  36865. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36866. renderer.render( scene, cameraPZ );
  36867. // mipmaps are generated during the last call of render()
  36868. // at this point, all sides of the cube render target are defined
  36869. renderTarget.texture.generateMipmaps = generateMipmaps;
  36870. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  36871. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36872. renderer.render( scene, cameraNZ );
  36873. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  36874. renderer.xr.enabled = currentXrEnabled;
  36875. renderTarget.texture.needsPMREMUpdate = true;
  36876. }
  36877. }
  36878. /**
  36879. * This type of camera can be used in order to efficiently render a scene with a
  36880. * predefined set of cameras. This is an important performance aspect for
  36881. * rendering VR scenes.
  36882. *
  36883. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36884. * to define for each sub camera the `viewport` property which determines the
  36885. * part of the viewport that is rendered with this camera.
  36886. *
  36887. * @augments PerspectiveCamera
  36888. */
  36889. class ArrayCamera extends PerspectiveCamera {
  36890. /**
  36891. * Constructs a new array camera.
  36892. *
  36893. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36894. */
  36895. constructor( array = [] ) {
  36896. super();
  36897. /**
  36898. * This flag can be used for type testing.
  36899. *
  36900. * @type {boolean}
  36901. * @readonly
  36902. * @default true
  36903. */
  36904. this.isArrayCamera = true;
  36905. /**
  36906. * Whether this camera is used with multiview rendering or not.
  36907. *
  36908. * @type {boolean}
  36909. * @readonly
  36910. * @default false
  36911. */
  36912. this.isMultiViewCamera = false;
  36913. /**
  36914. * An array of perspective sub cameras.
  36915. *
  36916. * @type {Array<PerspectiveCamera>}
  36917. */
  36918. this.cameras = array;
  36919. }
  36920. }
  36921. /**
  36922. * This class is an alternative to {@link Clock} with a different API design and behavior.
  36923. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  36924. *
  36925. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  36926. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  36927. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  36928. * is inactive (e.g. tab switched or browser hidden).
  36929. *
  36930. * ```js
  36931. * const timer = new Timer();
  36932. * timer.connect( document ); // use Page Visibility API
  36933. * ```
  36934. */
  36935. class Timer {
  36936. /**
  36937. * Constructs a new timer.
  36938. */
  36939. constructor() {
  36940. this._previousTime = 0;
  36941. this._currentTime = 0;
  36942. this._startTime = performance.now();
  36943. this._delta = 0;
  36944. this._elapsed = 0;
  36945. this._timescale = 1;
  36946. this._document = null;
  36947. this._pageVisibilityHandler = null;
  36948. }
  36949. /**
  36950. * Connect the timer to the given document.Calling this method is not mandatory to
  36951. * use the timer but enables the usage of the Page Visibility API to avoid large time
  36952. * delta values.
  36953. *
  36954. * @param {Document} document - The document.
  36955. */
  36956. connect( document ) {
  36957. this._document = document;
  36958. // use Page Visibility API to avoid large time delta values
  36959. if ( document.hidden !== undefined ) {
  36960. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  36961. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  36962. }
  36963. }
  36964. /**
  36965. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  36966. */
  36967. disconnect() {
  36968. if ( this._pageVisibilityHandler !== null ) {
  36969. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  36970. this._pageVisibilityHandler = null;
  36971. }
  36972. this._document = null;
  36973. }
  36974. /**
  36975. * Returns the time delta in seconds.
  36976. *
  36977. * @return {number} The time delta in second.
  36978. */
  36979. getDelta() {
  36980. return this._delta / 1000;
  36981. }
  36982. /**
  36983. * Returns the elapsed time in seconds.
  36984. *
  36985. * @return {number} The elapsed time in second.
  36986. */
  36987. getElapsed() {
  36988. return this._elapsed / 1000;
  36989. }
  36990. /**
  36991. * Returns the timescale.
  36992. *
  36993. * @return {number} The timescale.
  36994. */
  36995. getTimescale() {
  36996. return this._timescale;
  36997. }
  36998. /**
  36999. * Sets the given timescale which scale the time delta computation
  37000. * in `update()`.
  37001. *
  37002. * @param {number} timescale - The timescale to set.
  37003. * @return {Timer} A reference to this timer.
  37004. */
  37005. setTimescale( timescale ) {
  37006. this._timescale = timescale;
  37007. return this;
  37008. }
  37009. /**
  37010. * Resets the time computation for the current simulation step.
  37011. *
  37012. * @return {Timer} A reference to this timer.
  37013. */
  37014. reset() {
  37015. this._currentTime = performance.now() - this._startTime;
  37016. return this;
  37017. }
  37018. /**
  37019. * Can be used to free all internal resources. Usually called when
  37020. * the timer instance isn't required anymore.
  37021. */
  37022. dispose() {
  37023. this.disconnect();
  37024. }
  37025. /**
  37026. * Updates the internal state of the timer. This method should be called
  37027. * once per simulation step and before you perform queries against the timer
  37028. * (e.g. via `getDelta()`).
  37029. *
  37030. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  37031. * from the `requestAnimationFrame` callback argument. If not provided, the current
  37032. * time will be determined with `performance.now`.
  37033. * @return {Timer} A reference to this timer.
  37034. */
  37035. update( timestamp ) {
  37036. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  37037. this._delta = 0;
  37038. } else {
  37039. this._previousTime = this._currentTime;
  37040. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  37041. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  37042. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  37043. }
  37044. return this;
  37045. }
  37046. }
  37047. function handleVisibilityChange() {
  37048. if ( this._document.hidden === false ) this.reset();
  37049. }
  37050. const _position$1 = /*@__PURE__*/ new Vector3();
  37051. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  37052. const _scale$1 = /*@__PURE__*/ new Vector3();
  37053. const _forward = /*@__PURE__*/ new Vector3();
  37054. const _up = /*@__PURE__*/ new Vector3();
  37055. /**
  37056. * The class represents a virtual listener of the all positional and non-positional audio effects
  37057. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  37058. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  37059. *
  37060. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  37061. * camera represents the 3D transformation of the listener.
  37062. *
  37063. * @augments Object3D
  37064. */
  37065. class AudioListener extends Object3D {
  37066. /**
  37067. * Constructs a new audio listener.
  37068. */
  37069. constructor() {
  37070. super();
  37071. this.type = 'AudioListener';
  37072. /**
  37073. * The native audio context.
  37074. *
  37075. * @type {AudioContext}
  37076. * @readonly
  37077. */
  37078. this.context = AudioContext.getContext();
  37079. /**
  37080. * The gain node used for volume control.
  37081. *
  37082. * @type {GainNode}
  37083. * @readonly
  37084. */
  37085. this.gain = this.context.createGain();
  37086. this.gain.connect( this.context.destination );
  37087. /**
  37088. * An optional filter.
  37089. *
  37090. * Defined via {@link AudioListener#setFilter}.
  37091. *
  37092. * @type {?AudioNode}
  37093. * @default null
  37094. * @readonly
  37095. */
  37096. this.filter = null;
  37097. /**
  37098. * Time delta values required for `linearRampToValueAtTime()` usage.
  37099. *
  37100. * @type {number}
  37101. * @default 0
  37102. * @readonly
  37103. */
  37104. this.timeDelta = 0;
  37105. // private
  37106. this._timer = new Timer();
  37107. }
  37108. /**
  37109. * Returns the listener's input node.
  37110. *
  37111. * This method is used by other audio nodes to connect to this listener.
  37112. *
  37113. * @return {GainNode} The input node.
  37114. */
  37115. getInput() {
  37116. return this.gain;
  37117. }
  37118. /**
  37119. * Removes the current filter from this listener.
  37120. *
  37121. * @return {AudioListener} A reference to this listener.
  37122. */
  37123. removeFilter() {
  37124. if ( this.filter !== null ) {
  37125. this.gain.disconnect( this.filter );
  37126. this.filter.disconnect( this.context.destination );
  37127. this.gain.connect( this.context.destination );
  37128. this.filter = null;
  37129. }
  37130. return this;
  37131. }
  37132. /**
  37133. * Returns the current set filter.
  37134. *
  37135. * @return {?AudioNode} The filter.
  37136. */
  37137. getFilter() {
  37138. return this.filter;
  37139. }
  37140. /**
  37141. * Sets the given filter to this listener.
  37142. *
  37143. * @param {AudioNode} value - The filter to set.
  37144. * @return {AudioListener} A reference to this listener.
  37145. */
  37146. setFilter( value ) {
  37147. if ( this.filter !== null ) {
  37148. this.gain.disconnect( this.filter );
  37149. this.filter.disconnect( this.context.destination );
  37150. } else {
  37151. this.gain.disconnect( this.context.destination );
  37152. }
  37153. this.filter = value;
  37154. this.gain.connect( this.filter );
  37155. this.filter.connect( this.context.destination );
  37156. return this;
  37157. }
  37158. /**
  37159. * Returns the applications master volume.
  37160. *
  37161. * @return {number} The master volume.
  37162. */
  37163. getMasterVolume() {
  37164. return this.gain.gain.value;
  37165. }
  37166. /**
  37167. * Sets the applications master volume. This volume setting affects
  37168. * all audio nodes in the scene.
  37169. *
  37170. * @param {number} value - The master volume to set.
  37171. * @return {AudioListener} A reference to this listener.
  37172. */
  37173. setMasterVolume( value ) {
  37174. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  37175. return this;
  37176. }
  37177. updateMatrixWorld( force ) {
  37178. super.updateMatrixWorld( force );
  37179. this._timer.update();
  37180. const listener = this.context.listener;
  37181. this.timeDelta = this._timer.getDelta();
  37182. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  37183. // the initial forward and up directions must be orthogonal
  37184. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  37185. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  37186. if ( listener.positionX ) {
  37187. // code path for Chrome (see #14393)
  37188. const endTime = this.context.currentTime + this.timeDelta;
  37189. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  37190. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  37191. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  37192. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  37193. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  37194. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  37195. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  37196. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  37197. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  37198. } else {
  37199. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  37200. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  37201. }
  37202. }
  37203. }
  37204. /**
  37205. * Represents a non-positional ( global ) audio object.
  37206. *
  37207. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  37208. *
  37209. * ```js
  37210. * // create an AudioListener and add it to the camera
  37211. * const listener = new THREE.AudioListener();
  37212. * camera.add( listener );
  37213. *
  37214. * // create a global audio source
  37215. * const sound = new THREE.Audio( listener );
  37216. *
  37217. * // load a sound and set it as the Audio object's buffer
  37218. * const audioLoader = new THREE.AudioLoader();
  37219. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37220. * sound.setBuffer( buffer );
  37221. * sound.setLoop( true );
  37222. * sound.setVolume( 0.5 );
  37223. * sound.play();
  37224. * });
  37225. * ```
  37226. *
  37227. * @augments Object3D
  37228. */
  37229. class Audio extends Object3D {
  37230. /**
  37231. * Constructs a new audio.
  37232. *
  37233. * @param {AudioListener} listener - The global audio listener.
  37234. */
  37235. constructor( listener ) {
  37236. super();
  37237. this.type = 'Audio';
  37238. /**
  37239. * The global audio listener.
  37240. *
  37241. * @type {AudioListener}
  37242. * @readonly
  37243. */
  37244. this.listener = listener;
  37245. /**
  37246. * The audio context.
  37247. *
  37248. * @type {AudioContext}
  37249. * @readonly
  37250. */
  37251. this.context = listener.context;
  37252. /**
  37253. * The gain node used for volume control.
  37254. *
  37255. * @type {GainNode}
  37256. * @readonly
  37257. */
  37258. this.gain = this.context.createGain();
  37259. this.gain.connect( listener.getInput() );
  37260. /**
  37261. * Whether to start playback automatically or not.
  37262. *
  37263. * @type {boolean}
  37264. * @default false
  37265. */
  37266. this.autoplay = false;
  37267. /**
  37268. * A reference to an audio buffer.
  37269. *
  37270. * Defined via {@link Audio#setBuffer}.
  37271. *
  37272. * @type {?AudioBuffer}
  37273. * @default null
  37274. * @readonly
  37275. */
  37276. this.buffer = null;
  37277. /**
  37278. * Modify pitch, measured in cents. +/- 100 is a semitone.
  37279. * +/- 1200 is an octave.
  37280. *
  37281. * Defined via {@link Audio#setDetune}.
  37282. *
  37283. * @type {number}
  37284. * @default 0
  37285. * @readonly
  37286. */
  37287. this.detune = 0;
  37288. /**
  37289. * Whether the audio should loop or not.
  37290. *
  37291. * Defined via {@link Audio#setLoop}.
  37292. *
  37293. * @type {boolean}
  37294. * @default false
  37295. * @readonly
  37296. */
  37297. this.loop = false;
  37298. /**
  37299. * Defines where in the audio buffer the replay should
  37300. * start, in seconds.
  37301. *
  37302. * @type {number}
  37303. * @default 0
  37304. */
  37305. this.loopStart = 0;
  37306. /**
  37307. * Defines where in the audio buffer the replay should
  37308. * stop, in seconds.
  37309. *
  37310. * @type {number}
  37311. * @default 0
  37312. */
  37313. this.loopEnd = 0;
  37314. /**
  37315. * An offset to the time within the audio buffer the playback
  37316. * should begin, in seconds.
  37317. *
  37318. * @type {number}
  37319. * @default 0
  37320. */
  37321. this.offset = 0;
  37322. /**
  37323. * Overrides the default duration of the audio.
  37324. *
  37325. * @type {undefined|number}
  37326. * @default undefined
  37327. */
  37328. this.duration = undefined;
  37329. /**
  37330. * The playback speed.
  37331. *
  37332. * Defined via {@link Audio#setPlaybackRate}.
  37333. *
  37334. * @type {number}
  37335. * @readonly
  37336. * @default 1
  37337. */
  37338. this.playbackRate = 1;
  37339. /**
  37340. * Indicates whether the audio is playing or not.
  37341. *
  37342. * This flag will be automatically set when using {@link Audio#play},
  37343. * {@link Audio#pause}, {@link Audio#stop}.
  37344. *
  37345. * @type {boolean}
  37346. * @readonly
  37347. * @default false
  37348. */
  37349. this.isPlaying = false;
  37350. /**
  37351. * Indicates whether the audio playback can be controlled
  37352. * with method like {@link Audio#play} or {@link Audio#pause}.
  37353. *
  37354. * This flag will be automatically set when audio sources are
  37355. * defined.
  37356. *
  37357. * @type {boolean}
  37358. * @readonly
  37359. * @default true
  37360. */
  37361. this.hasPlaybackControl = true;
  37362. /**
  37363. * Holds a reference to the current audio source.
  37364. *
  37365. * The property is automatically by one of the `set*()` methods.
  37366. *
  37367. * @type {?AudioNode}
  37368. * @readonly
  37369. * @default null
  37370. */
  37371. this.source = null;
  37372. /**
  37373. * Defines the source type.
  37374. *
  37375. * The property is automatically set by one of the `set*()` methods.
  37376. *
  37377. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  37378. * @readonly
  37379. * @default 'empty'
  37380. */
  37381. this.sourceType = 'empty';
  37382. this._startedAt = 0;
  37383. this._progress = 0;
  37384. this._connected = false;
  37385. /**
  37386. * Can be used to apply a variety of low-order filters to create
  37387. * more complex sound effects e.g. via `BiquadFilterNode`.
  37388. *
  37389. * The property is automatically set by {@link Audio#setFilters}.
  37390. *
  37391. * @type {Array<AudioNode>}
  37392. * @readonly
  37393. */
  37394. this.filters = [];
  37395. }
  37396. /**
  37397. * Returns the output audio node.
  37398. *
  37399. * @return {GainNode} The output node.
  37400. */
  37401. getOutput() {
  37402. return this.gain;
  37403. }
  37404. /**
  37405. * Sets the given audio node as the source of this instance.
  37406. *
  37407. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  37408. *
  37409. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  37410. * @return {Audio} A reference to this instance.
  37411. */
  37412. setNodeSource( audioNode ) {
  37413. this.hasPlaybackControl = false;
  37414. this.sourceType = 'audioNode';
  37415. this.source = audioNode;
  37416. this.connect();
  37417. return this;
  37418. }
  37419. /**
  37420. * Sets the given media element as the source of this instance.
  37421. *
  37422. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  37423. *
  37424. * @param {HTMLMediaElement} mediaElement - The media element.
  37425. * @return {Audio} A reference to this instance.
  37426. */
  37427. setMediaElementSource( mediaElement ) {
  37428. this.hasPlaybackControl = false;
  37429. this.sourceType = 'mediaNode';
  37430. this.source = this.context.createMediaElementSource( mediaElement );
  37431. this.connect();
  37432. return this;
  37433. }
  37434. /**
  37435. * Sets the given media stream as the source of this instance.
  37436. *
  37437. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  37438. *
  37439. * @param {MediaStream} mediaStream - The media stream.
  37440. * @return {Audio} A reference to this instance.
  37441. */
  37442. setMediaStreamSource( mediaStream ) {
  37443. this.hasPlaybackControl = false;
  37444. this.sourceType = 'mediaStreamNode';
  37445. this.source = this.context.createMediaStreamSource( mediaStream );
  37446. this.connect();
  37447. return this;
  37448. }
  37449. /**
  37450. * Sets the given audio buffer as the source of this instance.
  37451. *
  37452. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  37453. *
  37454. * @param {AudioBuffer} audioBuffer - The audio buffer.
  37455. * @return {Audio} A reference to this instance.
  37456. */
  37457. setBuffer( audioBuffer ) {
  37458. this.buffer = audioBuffer;
  37459. this.sourceType = 'buffer';
  37460. if ( this.autoplay ) this.play();
  37461. return this;
  37462. }
  37463. /**
  37464. * Starts the playback of the audio.
  37465. *
  37466. * Can only be used with compatible audio sources that allow playback control.
  37467. *
  37468. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  37469. * @return {Audio|undefined} A reference to this instance.
  37470. */
  37471. play( delay = 0 ) {
  37472. if ( this.isPlaying === true ) {
  37473. warn( 'Audio: Audio is already playing.' );
  37474. return;
  37475. }
  37476. if ( this.hasPlaybackControl === false ) {
  37477. warn( 'Audio: this Audio has no playback control.' );
  37478. return;
  37479. }
  37480. this._startedAt = this.context.currentTime + delay;
  37481. const source = this.context.createBufferSource();
  37482. source.buffer = this.buffer;
  37483. source.loop = this.loop;
  37484. source.loopStart = this.loopStart;
  37485. source.loopEnd = this.loopEnd;
  37486. source.onended = this.onEnded.bind( this );
  37487. source.start( this._startedAt, this._progress + this.offset, this.duration );
  37488. this.isPlaying = true;
  37489. this.source = source;
  37490. this.setDetune( this.detune );
  37491. this.setPlaybackRate( this.playbackRate );
  37492. return this.connect();
  37493. }
  37494. /**
  37495. * Pauses the playback of the audio.
  37496. *
  37497. * Can only be used with compatible audio sources that allow playback control.
  37498. *
  37499. * @return {Audio|undefined} A reference to this instance.
  37500. */
  37501. pause() {
  37502. if ( this.hasPlaybackControl === false ) {
  37503. warn( 'Audio: this Audio has no playback control.' );
  37504. return;
  37505. }
  37506. if ( this.isPlaying === true ) {
  37507. // update current progress
  37508. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  37509. if ( this.loop === true ) {
  37510. // ensure _progress does not exceed duration with looped audios
  37511. this._progress = this._progress % ( this.duration || this.buffer.duration );
  37512. }
  37513. this.source.stop();
  37514. this.source.onended = null;
  37515. this.isPlaying = false;
  37516. }
  37517. return this;
  37518. }
  37519. /**
  37520. * Stops the playback of the audio.
  37521. *
  37522. * Can only be used with compatible audio sources that allow playback control.
  37523. *
  37524. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  37525. * @return {Audio|undefined} A reference to this instance.
  37526. */
  37527. stop( delay = 0 ) {
  37528. if ( this.hasPlaybackControl === false ) {
  37529. warn( 'Audio: this Audio has no playback control.' );
  37530. return;
  37531. }
  37532. this._progress = 0;
  37533. if ( this.source !== null ) {
  37534. this.source.stop( this.context.currentTime + delay );
  37535. this.source.onended = null;
  37536. }
  37537. this.isPlaying = false;
  37538. return this;
  37539. }
  37540. /**
  37541. * Connects to the audio source. This is used internally on
  37542. * initialisation and when setting / removing filters.
  37543. *
  37544. * @return {Audio} A reference to this instance.
  37545. */
  37546. connect() {
  37547. if ( this.filters.length > 0 ) {
  37548. this.source.connect( this.filters[ 0 ] );
  37549. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  37550. this.filters[ i - 1 ].connect( this.filters[ i ] );
  37551. }
  37552. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  37553. } else {
  37554. this.source.connect( this.getOutput() );
  37555. }
  37556. this._connected = true;
  37557. return this;
  37558. }
  37559. /**
  37560. * Disconnects to the audio source. This is used internally on
  37561. * initialisation and when setting / removing filters.
  37562. *
  37563. * @return {Audio|undefined} A reference to this instance.
  37564. */
  37565. disconnect() {
  37566. if ( this._connected === false ) {
  37567. return;
  37568. }
  37569. if ( this.filters.length > 0 ) {
  37570. this.source.disconnect( this.filters[ 0 ] );
  37571. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  37572. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  37573. }
  37574. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  37575. } else {
  37576. this.source.disconnect( this.getOutput() );
  37577. }
  37578. this._connected = false;
  37579. return this;
  37580. }
  37581. /**
  37582. * Returns the current set filters.
  37583. *
  37584. * @return {Array<AudioNode>} The list of filters.
  37585. */
  37586. getFilters() {
  37587. return this.filters;
  37588. }
  37589. /**
  37590. * Sets an array of filters and connects them with the audio source.
  37591. *
  37592. * @param {Array<AudioNode>} [value] - A list of filters.
  37593. * @return {Audio} A reference to this instance.
  37594. */
  37595. setFilters( value ) {
  37596. if ( ! value ) value = [];
  37597. if ( this._connected === true ) {
  37598. this.disconnect();
  37599. this.filters = value.slice();
  37600. this.connect();
  37601. } else {
  37602. this.filters = value.slice();
  37603. }
  37604. return this;
  37605. }
  37606. /**
  37607. * Defines the detuning of oscillation in cents.
  37608. *
  37609. * @param {number} value - The detuning of oscillation in cents.
  37610. * @return {Audio} A reference to this instance.
  37611. */
  37612. setDetune( value ) {
  37613. this.detune = value;
  37614. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  37615. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  37616. }
  37617. return this;
  37618. }
  37619. /**
  37620. * Returns the detuning of oscillation in cents.
  37621. *
  37622. * @return {number} The detuning of oscillation in cents.
  37623. */
  37624. getDetune() {
  37625. return this.detune;
  37626. }
  37627. /**
  37628. * Returns the first filter in the list of filters.
  37629. *
  37630. * @return {AudioNode|undefined} The first filter in the list of filters.
  37631. */
  37632. getFilter() {
  37633. return this.getFilters()[ 0 ];
  37634. }
  37635. /**
  37636. * Applies a single filter node to the audio.
  37637. *
  37638. * @param {AudioNode} [filter] - The filter to set.
  37639. * @return {Audio} A reference to this instance.
  37640. */
  37641. setFilter( filter ) {
  37642. return this.setFilters( filter ? [ filter ] : [] );
  37643. }
  37644. /**
  37645. * Sets the playback rate.
  37646. *
  37647. * Can only be used with compatible audio sources that allow playback control.
  37648. *
  37649. * @param {number} [value] - The playback rate to set.
  37650. * @return {Audio|undefined} A reference to this instance.
  37651. */
  37652. setPlaybackRate( value ) {
  37653. if ( this.hasPlaybackControl === false ) {
  37654. warn( 'Audio: this Audio has no playback control.' );
  37655. return;
  37656. }
  37657. this.playbackRate = value;
  37658. if ( this.isPlaying === true ) {
  37659. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  37660. }
  37661. return this;
  37662. }
  37663. /**
  37664. * Returns the current playback rate.
  37665. * @return {number} The playback rate.
  37666. */
  37667. getPlaybackRate() {
  37668. return this.playbackRate;
  37669. }
  37670. /**
  37671. * Automatically called when playback finished.
  37672. */
  37673. onEnded() {
  37674. this.isPlaying = false;
  37675. this._progress = 0;
  37676. }
  37677. /**
  37678. * Returns the loop flag.
  37679. *
  37680. * Can only be used with compatible audio sources that allow playback control.
  37681. *
  37682. * @return {boolean} Whether the audio should loop or not.
  37683. */
  37684. getLoop() {
  37685. if ( this.hasPlaybackControl === false ) {
  37686. warn( 'Audio: this Audio has no playback control.' );
  37687. return false;
  37688. }
  37689. return this.loop;
  37690. }
  37691. /**
  37692. * Sets the loop flag.
  37693. *
  37694. * Can only be used with compatible audio sources that allow playback control.
  37695. *
  37696. * @param {boolean} value - Whether the audio should loop or not.
  37697. * @return {Audio|undefined} A reference to this instance.
  37698. */
  37699. setLoop( value ) {
  37700. if ( this.hasPlaybackControl === false ) {
  37701. warn( 'Audio: this Audio has no playback control.' );
  37702. return;
  37703. }
  37704. this.loop = value;
  37705. if ( this.isPlaying === true ) {
  37706. this.source.loop = this.loop;
  37707. }
  37708. return this;
  37709. }
  37710. /**
  37711. * Sets the loop start value which defines where in the audio buffer the replay should
  37712. * start, in seconds.
  37713. *
  37714. * @param {number} value - The loop start value.
  37715. * @return {Audio} A reference to this instance.
  37716. */
  37717. setLoopStart( value ) {
  37718. this.loopStart = value;
  37719. return this;
  37720. }
  37721. /**
  37722. * Sets the loop end value which defines where in the audio buffer the replay should
  37723. * stop, in seconds.
  37724. *
  37725. * @param {number} value - The loop end value.
  37726. * @return {Audio} A reference to this instance.
  37727. */
  37728. setLoopEnd( value ) {
  37729. this.loopEnd = value;
  37730. return this;
  37731. }
  37732. /**
  37733. * Returns the volume.
  37734. *
  37735. * @return {number} The volume.
  37736. */
  37737. getVolume() {
  37738. return this.gain.gain.value;
  37739. }
  37740. /**
  37741. * Sets the volume.
  37742. *
  37743. * @param {number} value - The volume to set.
  37744. * @return {Audio} A reference to this instance.
  37745. */
  37746. setVolume( value ) {
  37747. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  37748. return this;
  37749. }
  37750. copy( source, recursive ) {
  37751. super.copy( source, recursive );
  37752. if ( source.sourceType !== 'buffer' ) {
  37753. warn( 'Audio: Audio source type cannot be copied.' );
  37754. return this;
  37755. }
  37756. this.autoplay = source.autoplay;
  37757. this.buffer = source.buffer;
  37758. this.detune = source.detune;
  37759. this.loop = source.loop;
  37760. this.loopStart = source.loopStart;
  37761. this.loopEnd = source.loopEnd;
  37762. this.offset = source.offset;
  37763. this.duration = source.duration;
  37764. this.playbackRate = source.playbackRate;
  37765. this.hasPlaybackControl = source.hasPlaybackControl;
  37766. this.sourceType = source.sourceType;
  37767. this.filters = source.filters.slice();
  37768. return this;
  37769. }
  37770. clone( recursive ) {
  37771. return new this.constructor( this.listener ).copy( this, recursive );
  37772. }
  37773. }
  37774. const _position = /*@__PURE__*/ new Vector3();
  37775. const _quaternion = /*@__PURE__*/ new Quaternion();
  37776. const _scale = /*@__PURE__*/ new Vector3();
  37777. const _orientation = /*@__PURE__*/ new Vector3();
  37778. /**
  37779. * Represents a positional audio object.
  37780. *
  37781. * ```js
  37782. * // create an AudioListener and add it to the camera
  37783. * const listener = new THREE.AudioListener();
  37784. * camera.add( listener );
  37785. *
  37786. * // create the PositionalAudio object (passing in the listener)
  37787. * const sound = new THREE.PositionalAudio( listener );
  37788. *
  37789. * // load a sound and set it as the PositionalAudio object's buffer
  37790. * const audioLoader = new THREE.AudioLoader();
  37791. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  37792. * sound.setBuffer( buffer );
  37793. * sound.setRefDistance( 20 );
  37794. * sound.play();
  37795. * });
  37796. *
  37797. * // create an object for the sound to play from
  37798. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  37799. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  37800. * const mesh = new THREE.Mesh( sphere, material );
  37801. * scene.add( mesh );
  37802. *
  37803. * // finally add the sound to the mesh
  37804. * mesh.add( sound );
  37805. *
  37806. * @augments Audio
  37807. */
  37808. class PositionalAudio extends Audio {
  37809. /**
  37810. * Constructs a positional audio.
  37811. *
  37812. * @param {AudioListener} listener - The global audio listener.
  37813. */
  37814. constructor( listener ) {
  37815. super( listener );
  37816. /**
  37817. * The panner node represents the location, direction, and behavior of an audio
  37818. * source in 3D space.
  37819. *
  37820. * @type {PannerNode}
  37821. * @readonly
  37822. */
  37823. this.panner = this.context.createPanner();
  37824. this.panner.panningModel = 'HRTF';
  37825. this.panner.connect( this.gain );
  37826. }
  37827. connect() {
  37828. super.connect();
  37829. this.panner.connect( this.gain );
  37830. return this;
  37831. }
  37832. disconnect() {
  37833. super.disconnect();
  37834. this.panner.disconnect( this.gain );
  37835. return this;
  37836. }
  37837. getOutput() {
  37838. return this.panner;
  37839. }
  37840. /**
  37841. * Returns the current reference distance.
  37842. *
  37843. * @return {number} The reference distance.
  37844. */
  37845. getRefDistance() {
  37846. return this.panner.refDistance;
  37847. }
  37848. /**
  37849. * Defines the reference distance for reducing volume as the audio source moves
  37850. * further from the listener – i.e. the distance at which the volume reduction
  37851. * starts taking effect.
  37852. *
  37853. * @param {number} value - The reference distance to set.
  37854. * @return {PositionalAudio} A reference to this instance.
  37855. */
  37856. setRefDistance( value ) {
  37857. this.panner.refDistance = value;
  37858. return this;
  37859. }
  37860. /**
  37861. * Returns the current rolloff factor.
  37862. *
  37863. * @return {number} The rolloff factor.
  37864. */
  37865. getRolloffFactor() {
  37866. return this.panner.rolloffFactor;
  37867. }
  37868. /**
  37869. * Defines how quickly the volume is reduced as the source moves away from the listener.
  37870. *
  37871. * @param {number} value - The rolloff factor.
  37872. * @return {PositionalAudio} A reference to this instance.
  37873. */
  37874. setRolloffFactor( value ) {
  37875. this.panner.rolloffFactor = value;
  37876. return this;
  37877. }
  37878. /**
  37879. * Returns the current distance model.
  37880. *
  37881. * @return {('linear'|'inverse'|'exponential')} The distance model.
  37882. */
  37883. getDistanceModel() {
  37884. return this.panner.distanceModel;
  37885. }
  37886. /**
  37887. * Defines which algorithm to use to reduce the volume of the audio source
  37888. * as it moves away from the listener.
  37889. *
  37890. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  37891. * for more details.
  37892. *
  37893. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  37894. * @return {PositionalAudio} A reference to this instance.
  37895. */
  37896. setDistanceModel( value ) {
  37897. this.panner.distanceModel = value;
  37898. return this;
  37899. }
  37900. /**
  37901. * Returns the current max distance.
  37902. *
  37903. * @return {number} The max distance.
  37904. */
  37905. getMaxDistance() {
  37906. return this.panner.maxDistance;
  37907. }
  37908. /**
  37909. * Defines the maximum distance between the audio source and the listener,
  37910. * after which the volume is not reduced any further.
  37911. *
  37912. * This value is used only by the `linear` distance model.
  37913. *
  37914. * @param {number} value - The max distance.
  37915. * @return {PositionalAudio} A reference to this instance.
  37916. */
  37917. setMaxDistance( value ) {
  37918. this.panner.maxDistance = value;
  37919. return this;
  37920. }
  37921. /**
  37922. * Sets the directional cone in which the audio can be listened.
  37923. *
  37924. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37925. * @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.
  37926. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37927. * @return {PositionalAudio} A reference to this instance.
  37928. */
  37929. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37930. this.panner.coneInnerAngle = coneInnerAngle;
  37931. this.panner.coneOuterAngle = coneOuterAngle;
  37932. this.panner.coneOuterGain = coneOuterGain;
  37933. return this;
  37934. }
  37935. updateMatrixWorld( force ) {
  37936. super.updateMatrixWorld( force );
  37937. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37938. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37939. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37940. const panner = this.panner;
  37941. if ( panner.positionX ) {
  37942. // code path for Chrome and Firefox (see #14393)
  37943. const endTime = this.context.currentTime + this.listener.timeDelta;
  37944. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37945. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37946. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37947. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37948. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37949. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37950. } else {
  37951. panner.setPosition( _position.x, _position.y, _position.z );
  37952. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37953. }
  37954. }
  37955. }
  37956. /**
  37957. * This class can be used to analyse audio data.
  37958. *
  37959. * ```js
  37960. * // create an AudioListener and add it to the camera
  37961. * const listener = new THREE.AudioListener();
  37962. * camera.add( listener );
  37963. *
  37964. * // create an Audio source
  37965. * const sound = new THREE.Audio( listener );
  37966. *
  37967. * // load a sound and set it as the Audio object's buffer
  37968. * const audioLoader = new THREE.AudioLoader();
  37969. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37970. * sound.setBuffer( buffer );
  37971. * sound.setLoop(true);
  37972. * sound.setVolume(0.5);
  37973. * sound.play();
  37974. * });
  37975. *
  37976. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37977. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37978. *
  37979. * // get the average frequency of the sound
  37980. * const data = analyser.getAverageFrequency();
  37981. * ```
  37982. */
  37983. class AudioAnalyser {
  37984. /**
  37985. * Constructs a new audio analyzer.
  37986. *
  37987. * @param {Audio} audio - The audio to analyze.
  37988. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37989. */
  37990. constructor( audio, fftSize = 2048 ) {
  37991. /**
  37992. * The global audio listener.
  37993. *
  37994. * @type {AnalyserNode}
  37995. */
  37996. this.analyser = audio.context.createAnalyser();
  37997. this.analyser.fftSize = fftSize;
  37998. /**
  37999. * Holds the analyzed data.
  38000. *
  38001. * @type {Uint8Array}
  38002. */
  38003. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  38004. audio.getOutput().connect( this.analyser );
  38005. }
  38006. /**
  38007. * Returns an array with frequency data of the audio.
  38008. *
  38009. * Each item in the array represents the decibel value for a specific frequency.
  38010. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  38011. * For example, for 48000 sample rate, the last item of the array will represent
  38012. * the decibel value for 24000 Hz.
  38013. *
  38014. * @return {Uint8Array} The frequency data.
  38015. */
  38016. getFrequencyData() {
  38017. this.analyser.getByteFrequencyData( this.data );
  38018. return this.data;
  38019. }
  38020. /**
  38021. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  38022. *
  38023. * @return {number} The average frequency.
  38024. */
  38025. getAverageFrequency() {
  38026. let value = 0;
  38027. const data = this.getFrequencyData();
  38028. for ( let i = 0; i < data.length; i ++ ) {
  38029. value += data[ i ];
  38030. }
  38031. return value / data.length;
  38032. }
  38033. }
  38034. /**
  38035. * Buffered scene graph property that allows weighted accumulation; used internally.
  38036. */
  38037. class PropertyMixer {
  38038. /**
  38039. * Constructs a new property mixer.
  38040. *
  38041. * @param {PropertyBinding} binding - The property binding.
  38042. * @param {string} typeName - The keyframe track type name.
  38043. * @param {number} valueSize - The keyframe track value size.
  38044. */
  38045. constructor( binding, typeName, valueSize ) {
  38046. /**
  38047. * The property binding.
  38048. *
  38049. * @type {PropertyBinding}
  38050. */
  38051. this.binding = binding;
  38052. /**
  38053. * The keyframe track value size.
  38054. *
  38055. * @type {number}
  38056. */
  38057. this.valueSize = valueSize;
  38058. let mixFunction,
  38059. mixFunctionAdditive,
  38060. setIdentity;
  38061. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  38062. //
  38063. // interpolators can use .buffer as their .result
  38064. // the data then goes to 'incoming'
  38065. //
  38066. // 'accu0' and 'accu1' are used frame-interleaved for
  38067. // the cumulative result and are compared to detect
  38068. // changes
  38069. //
  38070. // 'orig' stores the original state of the property
  38071. //
  38072. // 'add' is used for additive cumulative results
  38073. //
  38074. // 'work' is optional and is only present for quaternion types. It is used
  38075. // to store intermediate quaternion multiplication results
  38076. switch ( typeName ) {
  38077. case 'quaternion':
  38078. mixFunction = this._slerp;
  38079. mixFunctionAdditive = this._slerpAdditive;
  38080. setIdentity = this._setAdditiveIdentityQuaternion;
  38081. this.buffer = new Float64Array( valueSize * 6 );
  38082. this._workIndex = 5;
  38083. break;
  38084. case 'string':
  38085. case 'bool':
  38086. mixFunction = this._select;
  38087. // Use the regular mix function and for additive on these types,
  38088. // additive is not relevant for non-numeric types
  38089. mixFunctionAdditive = this._select;
  38090. setIdentity = this._setAdditiveIdentityOther;
  38091. this.buffer = new Array( valueSize * 5 );
  38092. break;
  38093. default:
  38094. mixFunction = this._lerp;
  38095. mixFunctionAdditive = this._lerpAdditive;
  38096. setIdentity = this._setAdditiveIdentityNumeric;
  38097. this.buffer = new Float64Array( valueSize * 5 );
  38098. }
  38099. this._mixBufferRegion = mixFunction;
  38100. this._mixBufferRegionAdditive = mixFunctionAdditive;
  38101. this._setIdentity = setIdentity;
  38102. this._origIndex = 3;
  38103. this._addIndex = 4;
  38104. /**
  38105. * Accumulated weight of the property binding.
  38106. *
  38107. * @type {number}
  38108. * @default 0
  38109. */
  38110. this.cumulativeWeight = 0;
  38111. /**
  38112. * Accumulated additive weight of the property binding.
  38113. *
  38114. * @type {number}
  38115. * @default 0
  38116. */
  38117. this.cumulativeWeightAdditive = 0;
  38118. /**
  38119. * Number of active keyframe tracks currently using this property binding.
  38120. *
  38121. * @type {number}
  38122. * @default 0
  38123. */
  38124. this.useCount = 0;
  38125. /**
  38126. * Number of keyframe tracks referencing this property binding.
  38127. *
  38128. * @type {number}
  38129. * @default 0
  38130. */
  38131. this.referenceCount = 0;
  38132. }
  38133. /**
  38134. * Accumulates data in the `incoming` region into `accu<i>`.
  38135. *
  38136. * @param {number} accuIndex - The accumulation index.
  38137. * @param {number} weight - The weight.
  38138. */
  38139. accumulate( accuIndex, weight ) {
  38140. // note: happily accumulating nothing when weight = 0, the caller knows
  38141. // the weight and shouldn't have made the call in the first place
  38142. const buffer = this.buffer,
  38143. stride = this.valueSize,
  38144. offset = accuIndex * stride + stride;
  38145. let currentWeight = this.cumulativeWeight;
  38146. if ( currentWeight === 0 ) {
  38147. // accuN := incoming * weight
  38148. for ( let i = 0; i !== stride; ++ i ) {
  38149. buffer[ offset + i ] = buffer[ i ];
  38150. }
  38151. currentWeight = weight;
  38152. } else {
  38153. // accuN := accuN + incoming * weight
  38154. currentWeight += weight;
  38155. const mix = weight / currentWeight;
  38156. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  38157. }
  38158. this.cumulativeWeight = currentWeight;
  38159. }
  38160. /**
  38161. * Accumulates data in the `incoming` region into `add`.
  38162. *
  38163. * @param {number} weight - The weight.
  38164. */
  38165. accumulateAdditive( weight ) {
  38166. const buffer = this.buffer,
  38167. stride = this.valueSize,
  38168. offset = stride * this._addIndex;
  38169. if ( this.cumulativeWeightAdditive === 0 ) {
  38170. // add = identity
  38171. this._setIdentity();
  38172. }
  38173. // add := add + incoming * weight
  38174. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  38175. this.cumulativeWeightAdditive += weight;
  38176. }
  38177. /**
  38178. * Applies the state of `accu<i>` to the binding when accus differ.
  38179. *
  38180. * @param {number} accuIndex - The accumulation index.
  38181. */
  38182. apply( accuIndex ) {
  38183. const stride = this.valueSize,
  38184. buffer = this.buffer,
  38185. offset = accuIndex * stride + stride,
  38186. weight = this.cumulativeWeight,
  38187. weightAdditive = this.cumulativeWeightAdditive,
  38188. binding = this.binding;
  38189. this.cumulativeWeight = 0;
  38190. this.cumulativeWeightAdditive = 0;
  38191. if ( weight < 1 ) {
  38192. // accuN := accuN + original * ( 1 - cumulativeWeight )
  38193. const originalValueOffset = stride * this._origIndex;
  38194. this._mixBufferRegion(
  38195. buffer, offset, originalValueOffset, 1 - weight, stride );
  38196. }
  38197. if ( weightAdditive > 0 ) {
  38198. // accuN := accuN + additive accuN
  38199. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  38200. }
  38201. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  38202. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  38203. // value has changed -> update scene graph
  38204. binding.setValue( buffer, offset );
  38205. break;
  38206. }
  38207. }
  38208. }
  38209. /**
  38210. * Remembers the state of the bound property and copy it to both accus.
  38211. */
  38212. saveOriginalState() {
  38213. const binding = this.binding;
  38214. const buffer = this.buffer,
  38215. stride = this.valueSize,
  38216. originalValueOffset = stride * this._origIndex;
  38217. binding.getValue( buffer, originalValueOffset );
  38218. // accu[0..1] := orig -- initially detect changes against the original
  38219. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  38220. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  38221. }
  38222. // Add to identity for additive
  38223. this._setIdentity();
  38224. this.cumulativeWeight = 0;
  38225. this.cumulativeWeightAdditive = 0;
  38226. }
  38227. /**
  38228. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  38229. */
  38230. restoreOriginalState() {
  38231. const originalValueOffset = this.valueSize * 3;
  38232. this.binding.setValue( this.buffer, originalValueOffset );
  38233. }
  38234. // internals
  38235. _setAdditiveIdentityNumeric() {
  38236. const startIndex = this._addIndex * this.valueSize;
  38237. const endIndex = startIndex + this.valueSize;
  38238. for ( let i = startIndex; i < endIndex; i ++ ) {
  38239. this.buffer[ i ] = 0;
  38240. }
  38241. }
  38242. _setAdditiveIdentityQuaternion() {
  38243. this._setAdditiveIdentityNumeric();
  38244. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  38245. }
  38246. _setAdditiveIdentityOther() {
  38247. const startIndex = this._origIndex * this.valueSize;
  38248. const targetIndex = this._addIndex * this.valueSize;
  38249. for ( let i = 0; i < this.valueSize; i ++ ) {
  38250. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  38251. }
  38252. }
  38253. // mix functions
  38254. _select( buffer, dstOffset, srcOffset, t, stride ) {
  38255. if ( t >= 0.5 ) {
  38256. for ( let i = 0; i !== stride; ++ i ) {
  38257. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  38258. }
  38259. }
  38260. }
  38261. _slerp( buffer, dstOffset, srcOffset, t ) {
  38262. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  38263. }
  38264. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  38265. const workOffset = this._workIndex * stride;
  38266. // Store result in intermediate buffer offset
  38267. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  38268. // Slerp to the intermediate result
  38269. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  38270. }
  38271. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  38272. const s = 1 - t;
  38273. for ( let i = 0; i !== stride; ++ i ) {
  38274. const j = dstOffset + i;
  38275. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  38276. }
  38277. }
  38278. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  38279. for ( let i = 0; i !== stride; ++ i ) {
  38280. const j = dstOffset + i;
  38281. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  38282. }
  38283. }
  38284. }
  38285. // Characters [].:/ are reserved for track binding syntax.
  38286. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  38287. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  38288. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  38289. // only latin characters, and the unicode \p{L} is not yet supported. So
  38290. // instead, we exclude reserved characters and match everything else.
  38291. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  38292. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  38293. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  38294. // be matched to parse the rest of the track name.
  38295. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  38296. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  38297. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  38298. // Object on target node, and accessor. May not contain reserved
  38299. // characters. Accessor may contain any character except closing bracket.
  38300. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  38301. // Property and accessor. May not contain reserved characters. Accessor may
  38302. // contain any non-bracket characters.
  38303. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  38304. const _trackRe = new RegExp( ''
  38305. + '^'
  38306. + _directoryRe
  38307. + _nodeRe
  38308. + _objectRe
  38309. + _propertyRe
  38310. + '$'
  38311. );
  38312. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  38313. class Composite {
  38314. constructor( targetGroup, path, optionalParsedPath ) {
  38315. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  38316. this._targetGroup = targetGroup;
  38317. this._bindings = targetGroup.subscribe_( path, parsedPath );
  38318. }
  38319. getValue( array, offset ) {
  38320. this.bind(); // bind all binding
  38321. const firstValidIndex = this._targetGroup.nCachedObjects_,
  38322. binding = this._bindings[ firstValidIndex ];
  38323. // and only call .getValue on the first
  38324. if ( binding !== undefined ) binding.getValue( array, offset );
  38325. }
  38326. setValue( array, offset ) {
  38327. const bindings = this._bindings;
  38328. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  38329. bindings[ i ].setValue( array, offset );
  38330. }
  38331. }
  38332. bind() {
  38333. const bindings = this._bindings;
  38334. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  38335. bindings[ i ].bind();
  38336. }
  38337. }
  38338. unbind() {
  38339. const bindings = this._bindings;
  38340. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  38341. bindings[ i ].unbind();
  38342. }
  38343. }
  38344. }
  38345. // Note: This class uses a State pattern on a per-method basis:
  38346. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  38347. // prototype version of these methods with one that represents
  38348. // the bound state. When the property is not found, the methods
  38349. // become no-ops.
  38350. /**
  38351. * This holds a reference to a real property in the scene graph; used internally.
  38352. */
  38353. class PropertyBinding {
  38354. /**
  38355. * Constructs a new property binding.
  38356. *
  38357. * @param {Object} rootNode - The root node.
  38358. * @param {string} path - The path.
  38359. * @param {?Object} [parsedPath] - The parsed path.
  38360. */
  38361. constructor( rootNode, path, parsedPath ) {
  38362. /**
  38363. * The object path to the animated property.
  38364. *
  38365. * @type {string}
  38366. */
  38367. this.path = path;
  38368. /**
  38369. * An object holding information about the path.
  38370. *
  38371. * @type {Object}
  38372. */
  38373. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  38374. /**
  38375. * The object owns the animated property.
  38376. *
  38377. * @type {?Object}
  38378. */
  38379. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  38380. /**
  38381. * The root node.
  38382. *
  38383. * @type {Object3D|Skeleton}
  38384. */
  38385. this.rootNode = rootNode;
  38386. // initial state of these methods that calls 'bind'
  38387. this.getValue = this._getValue_unbound;
  38388. this.setValue = this._setValue_unbound;
  38389. }
  38390. /**
  38391. * Factory method for creating a property binding from the given parameters.
  38392. *
  38393. * @static
  38394. * @param {Object} root - The root node.
  38395. * @param {string} path - The path.
  38396. * @param {?Object} [parsedPath] - The parsed path.
  38397. * @return {PropertyBinding|Composite} The created property binding or composite.
  38398. */
  38399. static create( root, path, parsedPath ) {
  38400. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  38401. return new PropertyBinding( root, path, parsedPath );
  38402. } else {
  38403. return new PropertyBinding.Composite( root, path, parsedPath );
  38404. }
  38405. }
  38406. /**
  38407. * Replaces spaces with underscores and removes unsupported characters from
  38408. * node names, to ensure compatibility with parseTrackName().
  38409. *
  38410. * @param {string} name - Node name to be sanitized.
  38411. * @return {string} The sanitized node name.
  38412. */
  38413. static sanitizeNodeName( name ) {
  38414. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  38415. }
  38416. /**
  38417. * Parses the given track name (an object path to an animated property) and
  38418. * returns an object with information about the path. Matches strings in the following forms:
  38419. *
  38420. * - nodeName.property
  38421. * - nodeName.property[accessor]
  38422. * - nodeName.material.property[accessor]
  38423. * - uuid.property[accessor]
  38424. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  38425. * - parentName/nodeName.property
  38426. * - parentName/parentName/nodeName.property[index]
  38427. * - .bone[Armature.DEF_cog].position
  38428. * - scene:helium_balloon_model:helium_balloon_model.position
  38429. *
  38430. * @static
  38431. * @param {string} trackName - The track name to parse.
  38432. * @return {Object} The parsed track name as an object.
  38433. */
  38434. static parseTrackName( trackName ) {
  38435. const matches = _trackRe.exec( trackName );
  38436. if ( matches === null ) {
  38437. throw new Error( 'THREE.PropertyBinding: Cannot parse trackName: ' + trackName );
  38438. }
  38439. const results = {
  38440. // directoryName: matches[ 1 ], // (tschw) currently unused
  38441. nodeName: matches[ 2 ],
  38442. objectName: matches[ 3 ],
  38443. objectIndex: matches[ 4 ],
  38444. propertyName: matches[ 5 ], // required
  38445. propertyIndex: matches[ 6 ]
  38446. };
  38447. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  38448. if ( lastDot !== undefined && lastDot !== -1 ) {
  38449. const objectName = results.nodeName.substring( lastDot + 1 );
  38450. // Object names must be checked against an allowlist. Otherwise, there
  38451. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  38452. // 'bar' could be the objectName, or part of a nodeName (which can
  38453. // include '.' characters).
  38454. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  38455. results.nodeName = results.nodeName.substring( 0, lastDot );
  38456. results.objectName = objectName;
  38457. }
  38458. }
  38459. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  38460. throw new Error( 'THREE.PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  38461. }
  38462. return results;
  38463. }
  38464. /**
  38465. * Searches for a node in the hierarchy of the given root object by the given
  38466. * node name.
  38467. *
  38468. * @static
  38469. * @param {Object} root - The root object.
  38470. * @param {string|number} nodeName - The name of the node.
  38471. * @return {?Object} The found node. Returns `null` if no object was found.
  38472. */
  38473. static findNode( root, nodeName ) {
  38474. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  38475. return root;
  38476. }
  38477. // search into skeleton bones.
  38478. if ( root.skeleton ) {
  38479. const bone = root.skeleton.getBoneByName( nodeName );
  38480. if ( bone !== undefined ) {
  38481. return bone;
  38482. }
  38483. }
  38484. // search into node subtree.
  38485. if ( root.children ) {
  38486. const searchNodeSubtree = function ( children ) {
  38487. for ( let i = 0; i < children.length; i ++ ) {
  38488. const childNode = children[ i ];
  38489. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  38490. return childNode;
  38491. }
  38492. const result = searchNodeSubtree( childNode.children );
  38493. if ( result ) return result;
  38494. }
  38495. return null;
  38496. };
  38497. const subTreeNode = searchNodeSubtree( root.children );
  38498. if ( subTreeNode ) {
  38499. return subTreeNode;
  38500. }
  38501. }
  38502. return null;
  38503. }
  38504. // these are used to "bind" a nonexistent property
  38505. _getValue_unavailable() {}
  38506. _setValue_unavailable() {}
  38507. // Getters
  38508. _getValue_direct( buffer, offset ) {
  38509. buffer[ offset ] = this.targetObject[ this.propertyName ];
  38510. }
  38511. _getValue_array( buffer, offset ) {
  38512. const source = this.resolvedProperty;
  38513. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  38514. buffer[ offset ++ ] = source[ i ];
  38515. }
  38516. }
  38517. _getValue_arrayElement( buffer, offset ) {
  38518. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  38519. }
  38520. _getValue_toArray( buffer, offset ) {
  38521. this.resolvedProperty.toArray( buffer, offset );
  38522. }
  38523. // Direct
  38524. _setValue_direct( buffer, offset ) {
  38525. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38526. }
  38527. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  38528. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38529. this.targetObject.needsUpdate = true;
  38530. }
  38531. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38532. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38533. this.targetObject.matrixWorldNeedsUpdate = true;
  38534. }
  38535. // EntireArray
  38536. _setValue_array( buffer, offset ) {
  38537. const dest = this.resolvedProperty;
  38538. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38539. dest[ i ] = buffer[ offset ++ ];
  38540. }
  38541. }
  38542. _setValue_array_setNeedsUpdate( buffer, offset ) {
  38543. const dest = this.resolvedProperty;
  38544. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38545. dest[ i ] = buffer[ offset ++ ];
  38546. }
  38547. this.targetObject.needsUpdate = true;
  38548. }
  38549. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38550. const dest = this.resolvedProperty;
  38551. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38552. dest[ i ] = buffer[ offset ++ ];
  38553. }
  38554. this.targetObject.matrixWorldNeedsUpdate = true;
  38555. }
  38556. // ArrayElement
  38557. _setValue_arrayElement( buffer, offset ) {
  38558. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38559. }
  38560. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  38561. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38562. this.targetObject.needsUpdate = true;
  38563. }
  38564. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38565. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38566. this.targetObject.matrixWorldNeedsUpdate = true;
  38567. }
  38568. // HasToFromArray
  38569. _setValue_fromArray( buffer, offset ) {
  38570. this.resolvedProperty.fromArray( buffer, offset );
  38571. }
  38572. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  38573. this.resolvedProperty.fromArray( buffer, offset );
  38574. this.targetObject.needsUpdate = true;
  38575. }
  38576. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38577. this.resolvedProperty.fromArray( buffer, offset );
  38578. this.targetObject.matrixWorldNeedsUpdate = true;
  38579. }
  38580. _getValue_unbound( targetArray, offset ) {
  38581. this.bind();
  38582. this.getValue( targetArray, offset );
  38583. }
  38584. _setValue_unbound( sourceArray, offset ) {
  38585. this.bind();
  38586. this.setValue( sourceArray, offset );
  38587. }
  38588. /**
  38589. * Creates a getter / setter pair for the property tracked by this binding.
  38590. */
  38591. bind() {
  38592. let targetObject = this.node;
  38593. const parsedPath = this.parsedPath;
  38594. const objectName = parsedPath.objectName;
  38595. const propertyName = parsedPath.propertyName;
  38596. let propertyIndex = parsedPath.propertyIndex;
  38597. if ( ! targetObject ) {
  38598. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  38599. this.node = targetObject;
  38600. }
  38601. // set fail state so we can just 'return' on error
  38602. this.getValue = this._getValue_unavailable;
  38603. this.setValue = this._setValue_unavailable;
  38604. // ensure there is a value node
  38605. if ( ! targetObject ) {
  38606. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  38607. return;
  38608. }
  38609. if ( objectName ) {
  38610. let objectIndex = parsedPath.objectIndex;
  38611. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  38612. switch ( objectName ) {
  38613. case 'materials':
  38614. if ( ! targetObject.material ) {
  38615. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  38616. return;
  38617. }
  38618. if ( ! targetObject.material.materials ) {
  38619. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  38620. return;
  38621. }
  38622. targetObject = targetObject.material.materials;
  38623. break;
  38624. case 'bones':
  38625. if ( ! targetObject.skeleton ) {
  38626. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  38627. return;
  38628. }
  38629. // potential future optimization: skip this if propertyIndex is already an integer
  38630. // and convert the integer string to a true integer.
  38631. targetObject = targetObject.skeleton.bones;
  38632. // support resolving morphTarget names into indices.
  38633. for ( let i = 0; i < targetObject.length; i ++ ) {
  38634. if ( targetObject[ i ].name === objectIndex ) {
  38635. objectIndex = i;
  38636. break;
  38637. }
  38638. }
  38639. break;
  38640. case 'map':
  38641. if ( 'map' in targetObject ) {
  38642. targetObject = targetObject.map;
  38643. break;
  38644. }
  38645. if ( ! targetObject.material ) {
  38646. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  38647. return;
  38648. }
  38649. if ( ! targetObject.material.map ) {
  38650. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  38651. return;
  38652. }
  38653. targetObject = targetObject.material.map;
  38654. break;
  38655. default:
  38656. if ( targetObject[ objectName ] === undefined ) {
  38657. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  38658. return;
  38659. }
  38660. targetObject = targetObject[ objectName ];
  38661. }
  38662. if ( objectIndex !== undefined ) {
  38663. if ( targetObject[ objectIndex ] === undefined ) {
  38664. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  38665. return;
  38666. }
  38667. targetObject = targetObject[ objectIndex ];
  38668. }
  38669. }
  38670. // resolve property
  38671. const nodeProperty = targetObject[ propertyName ];
  38672. if ( nodeProperty === undefined ) {
  38673. const nodeName = parsedPath.nodeName;
  38674. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  38675. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  38676. return;
  38677. }
  38678. // determine versioning scheme
  38679. let versioning = this.Versioning.None;
  38680. this.targetObject = targetObject;
  38681. if ( targetObject.isMaterial === true ) {
  38682. versioning = this.Versioning.NeedsUpdate;
  38683. } else if ( targetObject.isObject3D === true ) {
  38684. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  38685. }
  38686. // determine how the property gets bound
  38687. let bindingType = this.BindingType.Direct;
  38688. if ( propertyIndex !== undefined ) {
  38689. // access a sub element of the property array (only primitives are supported right now)
  38690. if ( propertyName === 'morphTargetInfluences' ) {
  38691. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  38692. // support resolving morphTarget names into indices.
  38693. if ( ! targetObject.geometry ) {
  38694. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  38695. return;
  38696. }
  38697. if ( ! targetObject.geometry.morphAttributes ) {
  38698. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  38699. return;
  38700. }
  38701. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  38702. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  38703. }
  38704. }
  38705. bindingType = this.BindingType.ArrayElement;
  38706. this.resolvedProperty = nodeProperty;
  38707. this.propertyIndex = propertyIndex;
  38708. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  38709. // must use copy for Object3D.Euler/Quaternion
  38710. bindingType = this.BindingType.HasFromToArray;
  38711. this.resolvedProperty = nodeProperty;
  38712. } else if ( Array.isArray( nodeProperty ) ) {
  38713. bindingType = this.BindingType.EntireArray;
  38714. this.resolvedProperty = nodeProperty;
  38715. } else {
  38716. this.propertyName = propertyName;
  38717. }
  38718. // select getter / setter
  38719. this.getValue = this.GetterByBindingType[ bindingType ];
  38720. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  38721. }
  38722. /**
  38723. * Unbinds the property.
  38724. */
  38725. unbind() {
  38726. this.node = null;
  38727. // back to the prototype version of getValue / setValue
  38728. // note: avoiding to mutate the shape of 'this' via 'delete'
  38729. this.getValue = this._getValue_unbound;
  38730. this.setValue = this._setValue_unbound;
  38731. }
  38732. }
  38733. PropertyBinding.Composite = Composite;
  38734. PropertyBinding.prototype.BindingType = {
  38735. Direct: 0,
  38736. EntireArray: 1,
  38737. ArrayElement: 2,
  38738. HasFromToArray: 3
  38739. };
  38740. PropertyBinding.prototype.Versioning = {
  38741. None: 0,
  38742. NeedsUpdate: 1,
  38743. MatrixWorldNeedsUpdate: 2
  38744. };
  38745. PropertyBinding.prototype.GetterByBindingType = [
  38746. PropertyBinding.prototype._getValue_direct,
  38747. PropertyBinding.prototype._getValue_array,
  38748. PropertyBinding.prototype._getValue_arrayElement,
  38749. PropertyBinding.prototype._getValue_toArray,
  38750. ];
  38751. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  38752. [
  38753. // Direct
  38754. PropertyBinding.prototype._setValue_direct,
  38755. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  38756. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  38757. ], [
  38758. // EntireArray
  38759. PropertyBinding.prototype._setValue_array,
  38760. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  38761. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  38762. ], [
  38763. // ArrayElement
  38764. PropertyBinding.prototype._setValue_arrayElement,
  38765. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  38766. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  38767. ], [
  38768. // HasToFromArray
  38769. PropertyBinding.prototype._setValue_fromArray,
  38770. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  38771. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  38772. ]
  38773. ];
  38774. /**
  38775. * A group of objects that receives a shared animation state.
  38776. *
  38777. * Usage:
  38778. *
  38779. * - Add objects you would otherwise pass as 'root' to the
  38780. * constructor or the .clipAction method of AnimationMixer.
  38781. * - Instead pass this object as 'root'.
  38782. * - You can also add and remove objects later when the mixer is running.
  38783. *
  38784. * Note:
  38785. *
  38786. * - Objects of this class appear as one object to the mixer,
  38787. * so cache control of the individual objects must be done on the group.
  38788. *
  38789. * Limitation:
  38790. *
  38791. * - The animated properties must be compatible among the all objects in the group.
  38792. * - A single property can either be controlled through a target group or directly, but not both.
  38793. */
  38794. class AnimationObjectGroup {
  38795. /**
  38796. * Constructs a new animation group.
  38797. *
  38798. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  38799. */
  38800. constructor() {
  38801. /**
  38802. * This flag can be used for type testing.
  38803. *
  38804. * @type {boolean}
  38805. * @readonly
  38806. * @default true
  38807. */
  38808. this.isAnimationObjectGroup = true;
  38809. /**
  38810. * The UUID of the 3D object.
  38811. *
  38812. * @type {string}
  38813. * @readonly
  38814. */
  38815. this.uuid = generateUUID();
  38816. // cached objects followed by the active ones
  38817. this._objects = Array.prototype.slice.call( arguments );
  38818. this.nCachedObjects_ = 0; // threshold
  38819. // note: read by PropertyBinding.Composite
  38820. const indices = {};
  38821. this._indicesByUUID = indices; // for bookkeeping
  38822. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38823. indices[ arguments[ i ].uuid ] = i;
  38824. }
  38825. this._paths = []; // inside: string
  38826. this._parsedPaths = []; // inside: { we don't care, here }
  38827. this._bindings = []; // inside: Array< PropertyBinding >
  38828. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  38829. const scope = this;
  38830. this.stats = {
  38831. objects: {
  38832. get total() {
  38833. return scope._objects.length;
  38834. },
  38835. get inUse() {
  38836. return this.total - scope.nCachedObjects_;
  38837. }
  38838. },
  38839. get bindingsPerObject() {
  38840. return scope._bindings.length;
  38841. }
  38842. };
  38843. }
  38844. /**
  38845. * Adds an arbitrary number of objects to this animation group.
  38846. *
  38847. * @param {...Object3D} arguments - The 3D objects to add.
  38848. */
  38849. add() {
  38850. const objects = this._objects,
  38851. indicesByUUID = this._indicesByUUID,
  38852. paths = this._paths,
  38853. parsedPaths = this._parsedPaths,
  38854. bindings = this._bindings,
  38855. nBindings = bindings.length;
  38856. let knownObject = undefined,
  38857. nObjects = objects.length,
  38858. nCachedObjects = this.nCachedObjects_;
  38859. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38860. const object = arguments[ i ],
  38861. uuid = object.uuid;
  38862. let index = indicesByUUID[ uuid ];
  38863. if ( index === undefined ) {
  38864. // unknown object -> add it to the ACTIVE region
  38865. index = nObjects ++;
  38866. indicesByUUID[ uuid ] = index;
  38867. objects.push( object );
  38868. // accounting is done, now do the same for all bindings
  38869. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38870. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  38871. }
  38872. } else if ( index < nCachedObjects ) {
  38873. knownObject = objects[ index ];
  38874. // move existing object to the ACTIVE region
  38875. const firstActiveIndex = -- nCachedObjects,
  38876. lastCachedObject = objects[ firstActiveIndex ];
  38877. indicesByUUID[ lastCachedObject.uuid ] = index;
  38878. objects[ index ] = lastCachedObject;
  38879. indicesByUUID[ uuid ] = firstActiveIndex;
  38880. objects[ firstActiveIndex ] = object;
  38881. // accounting is done, now do the same for all bindings
  38882. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38883. const bindingsForPath = bindings[ j ],
  38884. lastCached = bindingsForPath[ firstActiveIndex ];
  38885. let binding = bindingsForPath[ index ];
  38886. bindingsForPath[ index ] = lastCached;
  38887. if ( binding === undefined ) {
  38888. // since we do not bother to create new bindings
  38889. // for objects that are cached, the binding may
  38890. // or may not exist
  38891. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  38892. }
  38893. bindingsForPath[ firstActiveIndex ] = binding;
  38894. }
  38895. } else if ( objects[ index ] !== knownObject ) {
  38896. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  38897. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  38898. } // else the object is already where we want it to be
  38899. } // for arguments
  38900. this.nCachedObjects_ = nCachedObjects;
  38901. }
  38902. /**
  38903. * Removes an arbitrary number of objects to this animation group
  38904. *
  38905. * @param {...Object3D} arguments - The 3D objects to remove.
  38906. */
  38907. remove() {
  38908. const objects = this._objects,
  38909. indicesByUUID = this._indicesByUUID,
  38910. bindings = this._bindings,
  38911. nBindings = bindings.length;
  38912. let nCachedObjects = this.nCachedObjects_;
  38913. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38914. const object = arguments[ i ],
  38915. uuid = object.uuid,
  38916. index = indicesByUUID[ uuid ];
  38917. if ( index !== undefined && index >= nCachedObjects ) {
  38918. // move existing object into the CACHED region
  38919. const lastCachedIndex = nCachedObjects ++,
  38920. firstActiveObject = objects[ lastCachedIndex ];
  38921. indicesByUUID[ firstActiveObject.uuid ] = index;
  38922. objects[ index ] = firstActiveObject;
  38923. indicesByUUID[ uuid ] = lastCachedIndex;
  38924. objects[ lastCachedIndex ] = object;
  38925. // accounting is done, now do the same for all bindings
  38926. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38927. const bindingsForPath = bindings[ j ],
  38928. firstActive = bindingsForPath[ lastCachedIndex ],
  38929. binding = bindingsForPath[ index ];
  38930. bindingsForPath[ index ] = firstActive;
  38931. bindingsForPath[ lastCachedIndex ] = binding;
  38932. }
  38933. }
  38934. } // for arguments
  38935. this.nCachedObjects_ = nCachedObjects;
  38936. }
  38937. /**
  38938. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38939. *
  38940. * @param {...Object3D} arguments - The 3D objects to uncache.
  38941. */
  38942. uncache() {
  38943. const objects = this._objects,
  38944. indicesByUUID = this._indicesByUUID,
  38945. bindings = this._bindings,
  38946. nBindings = bindings.length;
  38947. let nCachedObjects = this.nCachedObjects_,
  38948. nObjects = objects.length;
  38949. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38950. const object = arguments[ i ],
  38951. uuid = object.uuid,
  38952. index = indicesByUUID[ uuid ];
  38953. if ( index !== undefined ) {
  38954. delete indicesByUUID[ uuid ];
  38955. if ( index < nCachedObjects ) {
  38956. // object is cached, shrink the CACHED region
  38957. const firstActiveIndex = -- nCachedObjects,
  38958. lastCachedObject = objects[ firstActiveIndex ],
  38959. lastIndex = -- nObjects,
  38960. lastObject = objects[ lastIndex ];
  38961. // last cached object takes this object's place
  38962. indicesByUUID[ lastCachedObject.uuid ] = index;
  38963. objects[ index ] = lastCachedObject;
  38964. // last object goes to the activated slot and pop
  38965. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38966. objects[ firstActiveIndex ] = lastObject;
  38967. objects.pop();
  38968. // accounting is done, now do the same for all bindings
  38969. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38970. const bindingsForPath = bindings[ j ],
  38971. lastCached = bindingsForPath[ firstActiveIndex ],
  38972. last = bindingsForPath[ lastIndex ];
  38973. bindingsForPath[ index ] = lastCached;
  38974. bindingsForPath[ firstActiveIndex ] = last;
  38975. bindingsForPath.pop();
  38976. }
  38977. } else {
  38978. // object is active, just swap with the last and pop
  38979. const lastIndex = -- nObjects,
  38980. lastObject = objects[ lastIndex ];
  38981. if ( lastIndex > 0 ) {
  38982. indicesByUUID[ lastObject.uuid ] = index;
  38983. }
  38984. objects[ index ] = lastObject;
  38985. objects.pop();
  38986. // accounting is done, now do the same for all bindings
  38987. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38988. const bindingsForPath = bindings[ j ];
  38989. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38990. bindingsForPath.pop();
  38991. }
  38992. } // cached or active
  38993. } // if object is known
  38994. } // for arguments
  38995. this.nCachedObjects_ = nCachedObjects;
  38996. }
  38997. // Internal interface used by befriended PropertyBinding.Composite:
  38998. subscribe_( path, parsedPath ) {
  38999. // returns an array of bindings for the given path that is changed
  39000. // according to the contained objects in the group
  39001. const indicesByPath = this._bindingsIndicesByPath;
  39002. let index = indicesByPath[ path ];
  39003. const bindings = this._bindings;
  39004. if ( index !== undefined ) return bindings[ index ];
  39005. const paths = this._paths,
  39006. parsedPaths = this._parsedPaths,
  39007. objects = this._objects,
  39008. nObjects = objects.length,
  39009. nCachedObjects = this.nCachedObjects_,
  39010. bindingsForPath = new Array( nObjects );
  39011. index = bindings.length;
  39012. indicesByPath[ path ] = index;
  39013. paths.push( path );
  39014. parsedPaths.push( parsedPath );
  39015. bindings.push( bindingsForPath );
  39016. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  39017. const object = objects[ i ];
  39018. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  39019. }
  39020. return bindingsForPath;
  39021. }
  39022. unsubscribe_( path ) {
  39023. // tells the group to forget about a property path and no longer
  39024. // update the array previously obtained with 'subscribe_'
  39025. const indicesByPath = this._bindingsIndicesByPath,
  39026. index = indicesByPath[ path ];
  39027. if ( index !== undefined ) {
  39028. const paths = this._paths,
  39029. parsedPaths = this._parsedPaths,
  39030. bindings = this._bindings,
  39031. lastBindingsIndex = bindings.length - 1,
  39032. lastBindings = bindings[ lastBindingsIndex ],
  39033. lastBindingsPath = path[ lastBindingsIndex ];
  39034. indicesByPath[ lastBindingsPath ] = index;
  39035. bindings[ index ] = lastBindings;
  39036. bindings.pop();
  39037. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  39038. parsedPaths.pop();
  39039. paths[ index ] = paths[ lastBindingsIndex ];
  39040. paths.pop();
  39041. }
  39042. }
  39043. }
  39044. /**
  39045. * An instance of `AnimationAction` schedules the playback of an animation which is
  39046. * stored in {@link AnimationClip}.
  39047. */
  39048. class AnimationAction {
  39049. /**
  39050. * Constructs a new animation action.
  39051. *
  39052. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  39053. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  39054. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  39055. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39056. */
  39057. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  39058. this._mixer = mixer;
  39059. this._clip = clip;
  39060. this._localRoot = localRoot;
  39061. /**
  39062. * Defines how the animation is blended/combined when two or more animations
  39063. * are simultaneously played.
  39064. *
  39065. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  39066. */
  39067. this.blendMode = blendMode;
  39068. const tracks = clip.tracks,
  39069. nTracks = tracks.length,
  39070. interpolants = new Array( nTracks );
  39071. const interpolantSettings = {
  39072. endingStart: ZeroCurvatureEnding,
  39073. endingEnd: ZeroCurvatureEnding
  39074. };
  39075. for ( let i = 0; i !== nTracks; ++ i ) {
  39076. const interpolant = tracks[ i ].createInterpolant( null );
  39077. interpolants[ i ] = interpolant;
  39078. interpolant.settings = interpolantSettings;
  39079. }
  39080. this._interpolantSettings = interpolantSettings;
  39081. this._interpolants = interpolants; // bound by the mixer
  39082. // inside: PropertyMixer (managed by the mixer)
  39083. this._propertyBindings = new Array( nTracks );
  39084. this._cacheIndex = null; // for the memory manager
  39085. this._byClipCacheIndex = null; // for the memory manager
  39086. this._timeScaleInterpolant = null;
  39087. this._restoreTimeScale = null;
  39088. this._weightInterpolant = null;
  39089. /**
  39090. * The loop mode, set via {@link AnimationAction#setLoop}.
  39091. *
  39092. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  39093. * @default LoopRepeat
  39094. */
  39095. this.loop = LoopRepeat;
  39096. this._loopCount = -1;
  39097. // global mixer time when the action is to be started
  39098. // it's set back to 'null' upon start of the action
  39099. this._startTime = null;
  39100. /**
  39101. * The local time of this action (in seconds, starting with `0`).
  39102. *
  39103. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  39104. * loop state).
  39105. *
  39106. * @type {number}
  39107. * @default Infinity
  39108. */
  39109. this.time = 0;
  39110. /**
  39111. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  39112. * animation to pause. Negative values cause the animation to play backwards.
  39113. *
  39114. * @type {number}
  39115. * @default 1
  39116. */
  39117. this.timeScale = 1;
  39118. this._effectiveTimeScale = 1;
  39119. /**
  39120. * The degree of influence of this action (in the interval `[0, 1]`). Values
  39121. * between `0` (no impact) and `1` (full impact) can be used to blend between
  39122. * several actions.
  39123. *
  39124. * @type {number}
  39125. * @default 1
  39126. */
  39127. this.weight = 1;
  39128. this._effectiveWeight = 1;
  39129. /**
  39130. * The number of repetitions of the performed clip over the course of this action.
  39131. * Can be set via {@link AnimationAction#setLoop}.
  39132. *
  39133. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  39134. * `THREE:LoopOnce`.
  39135. *
  39136. * @type {number}
  39137. * @default Infinity
  39138. */
  39139. this.repetitions = Infinity;
  39140. /**
  39141. * If set to `true`, the playback of the action is paused.
  39142. *
  39143. * @type {boolean}
  39144. * @default false
  39145. */
  39146. this.paused = false;
  39147. /**
  39148. * If set to `false`, the action is disabled so it has no impact.
  39149. *
  39150. * When the action is re-enabled, the animation continues from its current
  39151. * time (setting `enabled` to `false` doesn't reset the action).
  39152. *
  39153. * @type {boolean}
  39154. * @default true
  39155. */
  39156. this.enabled = true;
  39157. /**
  39158. * If set to true the animation will automatically be paused on its last frame.
  39159. *
  39160. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  39161. * to `false` when the last loop of the action has finished, so that this action has
  39162. * no further impact.
  39163. *
  39164. * Note: This member has no impact if the action is interrupted (it
  39165. * has only an effect if its last loop has really finished).
  39166. *
  39167. * @type {boolean}
  39168. * @default false
  39169. */
  39170. this.clampWhenFinished = false;
  39171. /**
  39172. * Enables smooth interpolation without separate clips for start, loop and end.
  39173. *
  39174. * @type {boolean}
  39175. * @default true
  39176. */
  39177. this.zeroSlopeAtStart = true;
  39178. /**
  39179. * Enables smooth interpolation without separate clips for start, loop and end.
  39180. *
  39181. * @type {boolean}
  39182. * @default true
  39183. */
  39184. this.zeroSlopeAtEnd = true;
  39185. }
  39186. /**
  39187. * Starts the playback of the animation.
  39188. *
  39189. * @return {AnimationAction} A reference to this animation action.
  39190. */
  39191. play() {
  39192. this._mixer._activateAction( this );
  39193. return this;
  39194. }
  39195. /**
  39196. * Stops the playback of the animation.
  39197. *
  39198. * @return {AnimationAction} A reference to this animation action.
  39199. */
  39200. stop() {
  39201. this._mixer._deactivateAction( this );
  39202. return this.reset();
  39203. }
  39204. /**
  39205. * Resets the playback of the animation.
  39206. *
  39207. * @return {AnimationAction} A reference to this animation action.
  39208. */
  39209. reset() {
  39210. this.paused = false;
  39211. this.enabled = true;
  39212. this.time = 0; // restart clip
  39213. this._loopCount = -1;// forget previous loops
  39214. this._startTime = null;// forget scheduling
  39215. return this.stopFading().stopWarping();
  39216. }
  39217. /**
  39218. * Returns `true` if the animation is running.
  39219. *
  39220. * @return {boolean} Whether the animation is running or not.
  39221. */
  39222. isRunning() {
  39223. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  39224. this._startTime === null && this._mixer._isActiveAction( this );
  39225. }
  39226. /**
  39227. * Returns `true` when {@link AnimationAction#play} has been called.
  39228. *
  39229. * @return {boolean} Whether the animation is scheduled or not.
  39230. */
  39231. isScheduled() {
  39232. return this._mixer._isActiveAction( this );
  39233. }
  39234. /**
  39235. * Defines the time when the animation should start.
  39236. *
  39237. * @param {number} time - The start time in seconds.
  39238. * @return {AnimationAction} A reference to this animation action.
  39239. */
  39240. startAt( time ) {
  39241. this._startTime = time;
  39242. return this;
  39243. }
  39244. /**
  39245. * Configures the loop settings for this action.
  39246. *
  39247. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  39248. * @param {number} repetitions - The number of repetitions.
  39249. * @return {AnimationAction} A reference to this animation action.
  39250. */
  39251. setLoop( mode, repetitions ) {
  39252. this.loop = mode;
  39253. this.repetitions = repetitions;
  39254. return this;
  39255. }
  39256. /**
  39257. * Sets the effective weight of this action.
  39258. *
  39259. * An action has no effect and thus an effective weight of zero when the
  39260. * action is disabled.
  39261. *
  39262. * @param {number} weight - The weight to set.
  39263. * @return {AnimationAction} A reference to this animation action.
  39264. */
  39265. setEffectiveWeight( weight ) {
  39266. this.weight = weight;
  39267. // note: same logic as when updated at runtime
  39268. this._effectiveWeight = this.enabled ? weight : 0;
  39269. return this.stopFading();
  39270. }
  39271. /**
  39272. * Returns the effective weight of this action.
  39273. *
  39274. * @return {number} The effective weight.
  39275. */
  39276. getEffectiveWeight() {
  39277. return this._effectiveWeight;
  39278. }
  39279. /**
  39280. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  39281. * within the passed time interval.
  39282. *
  39283. * @param {number} duration - The duration of the fade.
  39284. * @return {AnimationAction} A reference to this animation action.
  39285. */
  39286. fadeIn( duration ) {
  39287. return this._scheduleFading( duration, 0, 1 );
  39288. }
  39289. /**
  39290. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  39291. * within the passed time interval.
  39292. *
  39293. * @param {number} duration - The duration of the fade.
  39294. * @return {AnimationAction} A reference to this animation action.
  39295. */
  39296. fadeOut( duration ) {
  39297. return this._scheduleFading( duration, 1, 0 );
  39298. }
  39299. /**
  39300. * Causes this action to fade in and the given action to fade out,
  39301. * within the passed time interval.
  39302. *
  39303. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  39304. * @param {number} duration - The duration of the fade.
  39305. * @param {boolean} [warp=false] - Whether warping should be used or not.
  39306. * @return {AnimationAction} A reference to this animation action.
  39307. */
  39308. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  39309. fadeOutAction.fadeOut( duration );
  39310. this.fadeIn( duration );
  39311. if ( warp === true ) {
  39312. const fadeInDuration = this._clip.duration,
  39313. fadeOutDuration = fadeOutAction._clip.duration,
  39314. startEndRatio = fadeOutDuration / fadeInDuration,
  39315. endStartRatio = fadeInDuration / fadeOutDuration;
  39316. fadeOutAction._restoreTimeScale = fadeOutAction.timeScale;
  39317. this._restoreTimeScale = this.timeScale;
  39318. fadeOutAction.warp( 1.0, startEndRatio, duration );
  39319. this.warp( endStartRatio, 1.0, duration );
  39320. }
  39321. return this;
  39322. }
  39323. /**
  39324. * Causes this action to fade out and the given action to fade in,
  39325. * within the passed time interval.
  39326. *
  39327. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  39328. * @param {number} duration - The duration of the fade.
  39329. * @param {boolean} [warp=false] - Whether warping should be used or not.
  39330. * @return {AnimationAction} A reference to this animation action.
  39331. */
  39332. crossFadeTo( fadeInAction, duration, warp = false ) {
  39333. return fadeInAction.crossFadeFrom( this, duration, warp );
  39334. }
  39335. /**
  39336. * Stops any fading which is applied to this action.
  39337. *
  39338. * @return {AnimationAction} A reference to this animation action.
  39339. */
  39340. stopFading() {
  39341. const weightInterpolant = this._weightInterpolant;
  39342. if ( weightInterpolant !== null ) {
  39343. this._weightInterpolant = null;
  39344. this._mixer._takeBackControlInterpolant( weightInterpolant );
  39345. }
  39346. return this;
  39347. }
  39348. /**
  39349. * Sets the effective time scale of this action.
  39350. *
  39351. * An action has no effect and thus an effective time scale of zero when the
  39352. * action is paused.
  39353. *
  39354. * @param {number} timeScale - The time scale to set.
  39355. * @return {AnimationAction} A reference to this animation action.
  39356. */
  39357. setEffectiveTimeScale( timeScale ) {
  39358. this.timeScale = timeScale;
  39359. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  39360. return this.stopWarping();
  39361. }
  39362. /**
  39363. * Returns the effective time scale of this action.
  39364. *
  39365. * @return {number} The effective time scale.
  39366. */
  39367. getEffectiveTimeScale() {
  39368. return this._effectiveTimeScale;
  39369. }
  39370. /**
  39371. * Sets the duration for a single loop of this action.
  39372. *
  39373. * @param {number} duration - The duration to set.
  39374. * @return {AnimationAction} A reference to this animation action.
  39375. */
  39376. setDuration( duration ) {
  39377. this.timeScale = this._clip.duration / duration;
  39378. return this.stopWarping();
  39379. }
  39380. /**
  39381. * Synchronizes this action with the passed other action.
  39382. *
  39383. * @param {AnimationAction} action - The action to sync with.
  39384. * @return {AnimationAction} A reference to this animation action.
  39385. */
  39386. syncWith( action ) {
  39387. this.time = action.time;
  39388. this.timeScale = action.timeScale;
  39389. return this.stopWarping();
  39390. }
  39391. /**
  39392. * Decelerates this animation's speed to `0` within the passed time interval.
  39393. *
  39394. * @param {number} duration - The duration.
  39395. * @return {AnimationAction} A reference to this animation action.
  39396. */
  39397. halt( duration ) {
  39398. return this.warp( this._effectiveTimeScale, 0, duration );
  39399. }
  39400. /**
  39401. * Changes the playback speed, within the passed time interval, by modifying
  39402. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  39403. * `endTimeScale`.
  39404. *
  39405. * @param {number} startTimeScale - The start time scale.
  39406. * @param {number} endTimeScale - The end time scale.
  39407. * @param {number} duration - The duration.
  39408. * @return {AnimationAction} A reference to this animation action.
  39409. */
  39410. warp( startTimeScale, endTimeScale, duration ) {
  39411. const mixer = this._mixer,
  39412. now = mixer.time,
  39413. timeScale = this.timeScale;
  39414. let interpolant = this._timeScaleInterpolant;
  39415. if ( interpolant === null ) {
  39416. interpolant = mixer._lendControlInterpolant();
  39417. this._timeScaleInterpolant = interpolant;
  39418. }
  39419. const times = interpolant.parameterPositions,
  39420. values = interpolant.sampleValues;
  39421. times[ 0 ] = now;
  39422. times[ 1 ] = now + duration;
  39423. values[ 0 ] = startTimeScale / timeScale;
  39424. values[ 1 ] = endTimeScale / timeScale;
  39425. return this;
  39426. }
  39427. /**
  39428. * Stops any scheduled warping which is applied to this action.
  39429. *
  39430. * @return {AnimationAction} A reference to this animation action.
  39431. */
  39432. stopWarping() {
  39433. const timeScaleInterpolant = this._timeScaleInterpolant;
  39434. if ( timeScaleInterpolant !== null ) {
  39435. this._timeScaleInterpolant = null;
  39436. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  39437. }
  39438. this._restoreTimeScale = null;
  39439. return this;
  39440. }
  39441. /**
  39442. * Returns the animation mixer of this animation action.
  39443. *
  39444. * @return {AnimationMixer} The animation mixer.
  39445. */
  39446. getMixer() {
  39447. return this._mixer;
  39448. }
  39449. /**
  39450. * Returns the animation clip of this animation action.
  39451. *
  39452. * @return {AnimationClip} The animation clip.
  39453. */
  39454. getClip() {
  39455. return this._clip;
  39456. }
  39457. /**
  39458. * Returns the root object of this animation action.
  39459. *
  39460. * @return {Object3D} The root object.
  39461. */
  39462. getRoot() {
  39463. return this._localRoot || this._mixer._root;
  39464. }
  39465. // Internal
  39466. _update( time, deltaTime, timeDirection, accuIndex ) {
  39467. // called by the mixer
  39468. if ( ! this.enabled ) {
  39469. // call ._updateWeight() to update ._effectiveWeight
  39470. this._updateWeight( time );
  39471. return;
  39472. }
  39473. const startTime = this._startTime;
  39474. if ( startTime !== null ) {
  39475. // check for scheduled start of action
  39476. const timeRunning = ( time - startTime ) * timeDirection;
  39477. if ( timeRunning < 0 || timeDirection === 0 ) {
  39478. deltaTime = 0;
  39479. } else {
  39480. this._startTime = null; // unschedule
  39481. deltaTime = timeDirection * timeRunning;
  39482. }
  39483. }
  39484. // apply time scale and advance time
  39485. deltaTime *= this._updateTimeScale( time );
  39486. const clipTime = this._updateTime( deltaTime );
  39487. // note: _updateTime may disable the action resulting in
  39488. // an effective weight of 0
  39489. const weight = this._updateWeight( time );
  39490. if ( weight > 0 ) {
  39491. const interpolants = this._interpolants;
  39492. const propertyMixers = this._propertyBindings;
  39493. switch ( this.blendMode ) {
  39494. case AdditiveAnimationBlendMode:
  39495. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  39496. interpolants[ j ].evaluate( clipTime );
  39497. propertyMixers[ j ].accumulateAdditive( weight );
  39498. }
  39499. break;
  39500. case NormalAnimationBlendMode:
  39501. default:
  39502. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  39503. interpolants[ j ].evaluate( clipTime );
  39504. propertyMixers[ j ].accumulate( accuIndex, weight );
  39505. }
  39506. }
  39507. }
  39508. }
  39509. _updateWeight( time ) {
  39510. let weight = 0;
  39511. if ( this.enabled ) {
  39512. weight = this.weight;
  39513. const interpolant = this._weightInterpolant;
  39514. if ( interpolant !== null ) {
  39515. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  39516. weight *= interpolantValue;
  39517. if ( time > interpolant.parameterPositions[ 1 ] ) {
  39518. this.stopFading();
  39519. if ( interpolantValue === 0 ) {
  39520. // faded out, disable
  39521. this.enabled = false;
  39522. }
  39523. }
  39524. }
  39525. }
  39526. this._effectiveWeight = weight;
  39527. return weight;
  39528. }
  39529. _updateTimeScale( time ) {
  39530. let timeScale = 0;
  39531. if ( ! this.paused ) {
  39532. timeScale = this.timeScale;
  39533. const interpolant = this._timeScaleInterpolant;
  39534. if ( interpolant !== null ) {
  39535. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  39536. timeScale *= interpolantValue;
  39537. if ( time > interpolant.parameterPositions[ 1 ] ) {
  39538. if ( timeScale === 0 ) {
  39539. // motion has halted, pause
  39540. this.paused = true;
  39541. } else {
  39542. if ( this._restoreTimeScale !== null ) {
  39543. timeScale = this._restoreTimeScale;
  39544. }
  39545. // warp done - apply final time scale
  39546. this.timeScale = timeScale;
  39547. }
  39548. this.stopWarping();
  39549. }
  39550. }
  39551. }
  39552. this._effectiveTimeScale = timeScale;
  39553. return timeScale;
  39554. }
  39555. _updateTime( deltaTime ) {
  39556. const duration = this._clip.duration;
  39557. const loop = this.loop;
  39558. let time = this.time + deltaTime;
  39559. let loopCount = this._loopCount;
  39560. const pingPong = ( loop === LoopPingPong );
  39561. if ( deltaTime === 0 ) {
  39562. if ( loopCount === -1 ) return time;
  39563. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  39564. }
  39565. if ( loop === LoopOnce ) {
  39566. if ( loopCount === -1 ) {
  39567. // just started
  39568. this._loopCount = 0;
  39569. this._setEndings( true, true, false );
  39570. }
  39571. handle_stop: {
  39572. if ( time >= duration ) {
  39573. time = duration;
  39574. } else if ( time < 0 ) {
  39575. time = 0;
  39576. } else {
  39577. this.time = time;
  39578. break handle_stop;
  39579. }
  39580. if ( this.clampWhenFinished ) this.paused = true;
  39581. else this.enabled = false;
  39582. this.time = time;
  39583. this._mixer.dispatchEvent( {
  39584. type: 'finished', action: this,
  39585. direction: deltaTime < 0 ? -1 : 1
  39586. } );
  39587. }
  39588. } else { // repetitive Repeat or PingPong
  39589. if ( loopCount === -1 ) {
  39590. // just started
  39591. if ( deltaTime >= 0 ) {
  39592. loopCount = 0;
  39593. this._setEndings( true, this.repetitions === 0, pingPong );
  39594. } else {
  39595. // when looping in reverse direction, the initial
  39596. // transition through zero counts as a repetition,
  39597. // so leave loopCount at -1
  39598. this._setEndings( this.repetitions === 0, true, pingPong );
  39599. }
  39600. }
  39601. if ( time >= duration || time < 0 ) {
  39602. // wrap around
  39603. const loopDelta = Math.floor( time / duration ); // signed
  39604. time -= duration * loopDelta;
  39605. loopCount += Math.abs( loopDelta );
  39606. const pending = this.repetitions - loopCount;
  39607. if ( pending <= 0 ) {
  39608. // have to stop (switch state, clamp time, fire event)
  39609. if ( this.clampWhenFinished ) this.paused = true;
  39610. else this.enabled = false;
  39611. time = deltaTime > 0 ? duration : 0;
  39612. this.time = time;
  39613. this._mixer.dispatchEvent( {
  39614. type: 'finished', action: this,
  39615. direction: deltaTime > 0 ? 1 : -1
  39616. } );
  39617. } else {
  39618. // keep running
  39619. if ( pending === 1 ) {
  39620. // entering the last round
  39621. const atStart = deltaTime < 0;
  39622. this._setEndings( atStart, ! atStart, pingPong );
  39623. } else {
  39624. this._setEndings( false, false, pingPong );
  39625. }
  39626. this._loopCount = loopCount;
  39627. this.time = time;
  39628. this._mixer.dispatchEvent( {
  39629. type: 'loop', action: this, loopDelta: loopDelta
  39630. } );
  39631. }
  39632. } else {
  39633. this._loopCount = loopCount;
  39634. this.time = time;
  39635. }
  39636. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  39637. // invert time for the "pong round"
  39638. return duration - time;
  39639. }
  39640. }
  39641. return time;
  39642. }
  39643. _setEndings( atStart, atEnd, pingPong ) {
  39644. const settings = this._interpolantSettings;
  39645. if ( pingPong ) {
  39646. settings.endingStart = ZeroSlopeEnding;
  39647. settings.endingEnd = ZeroSlopeEnding;
  39648. } else {
  39649. // assuming for LoopOnce atStart == atEnd == true
  39650. if ( atStart ) {
  39651. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  39652. } else {
  39653. settings.endingStart = WrapAroundEnding;
  39654. }
  39655. if ( atEnd ) {
  39656. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  39657. } else {
  39658. settings.endingEnd = WrapAroundEnding;
  39659. }
  39660. }
  39661. }
  39662. _scheduleFading( duration, weightNow, weightThen ) {
  39663. const mixer = this._mixer, now = mixer.time;
  39664. let interpolant = this._weightInterpolant;
  39665. if ( interpolant === null ) {
  39666. interpolant = mixer._lendControlInterpolant();
  39667. this._weightInterpolant = interpolant;
  39668. }
  39669. const times = interpolant.parameterPositions,
  39670. values = interpolant.sampleValues;
  39671. times[ 0 ] = now;
  39672. values[ 0 ] = weightNow;
  39673. times[ 1 ] = now + duration;
  39674. values[ 1 ] = weightThen;
  39675. return this;
  39676. }
  39677. }
  39678. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  39679. /**
  39680. * `AnimationMixer` is a player for animations on a particular object in
  39681. * the scene. When multiple objects in the scene are animated independently,
  39682. * one `AnimationMixer` may be used for each object.
  39683. */
  39684. class AnimationMixer extends EventDispatcher {
  39685. /**
  39686. * Constructs a new animation mixer.
  39687. *
  39688. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  39689. */
  39690. constructor( root ) {
  39691. super();
  39692. this._root = root;
  39693. this._initMemoryManager();
  39694. this._accuIndex = 0;
  39695. /**
  39696. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  39697. *
  39698. * @type {number}
  39699. * @default 0
  39700. */
  39701. this.time = 0;
  39702. /**
  39703. * A scaling factor for the global time.
  39704. *
  39705. * Note: Setting this member to `0` and later back to `1` is a
  39706. * possibility to pause/unpause all actions that are controlled by this
  39707. * mixer.
  39708. *
  39709. * @type {number}
  39710. * @default 1
  39711. */
  39712. this.timeScale = 1.0;
  39713. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  39714. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  39715. }
  39716. }
  39717. _bindAction( action, prototypeAction ) {
  39718. const root = action._localRoot || this._root,
  39719. tracks = action._clip.tracks,
  39720. nTracks = tracks.length,
  39721. bindings = action._propertyBindings,
  39722. interpolants = action._interpolants,
  39723. rootUuid = root.uuid,
  39724. bindingsByRoot = this._bindingsByRootAndName;
  39725. let bindingsByName = bindingsByRoot[ rootUuid ];
  39726. if ( bindingsByName === undefined ) {
  39727. bindingsByName = {};
  39728. bindingsByRoot[ rootUuid ] = bindingsByName;
  39729. }
  39730. for ( let i = 0; i !== nTracks; ++ i ) {
  39731. const track = tracks[ i ],
  39732. trackName = track.name;
  39733. let binding = bindingsByName[ trackName ];
  39734. if ( binding !== undefined ) {
  39735. ++ binding.referenceCount;
  39736. bindings[ i ] = binding;
  39737. } else {
  39738. binding = bindings[ i ];
  39739. if ( binding !== undefined ) {
  39740. // existing binding, make sure the cache knows
  39741. if ( binding._cacheIndex === null ) {
  39742. ++ binding.referenceCount;
  39743. this._addInactiveBinding( binding, rootUuid, trackName );
  39744. }
  39745. continue;
  39746. }
  39747. const path = prototypeAction && prototypeAction.
  39748. _propertyBindings[ i ].binding.parsedPath;
  39749. binding = new PropertyMixer(
  39750. PropertyBinding.create( root, trackName, path ),
  39751. track.ValueTypeName, track.getValueSize() );
  39752. ++ binding.referenceCount;
  39753. this._addInactiveBinding( binding, rootUuid, trackName );
  39754. bindings[ i ] = binding;
  39755. }
  39756. interpolants[ i ].resultBuffer = binding.buffer;
  39757. }
  39758. }
  39759. _activateAction( action ) {
  39760. if ( ! this._isActiveAction( action ) ) {
  39761. if ( action._cacheIndex === null ) {
  39762. // this action has been forgotten by the cache, but the user
  39763. // appears to be still using it -> rebind
  39764. const rootUuid = ( action._localRoot || this._root ).uuid,
  39765. clipUuid = action._clip.uuid,
  39766. actionsForClip = this._actionsByClip[ clipUuid ];
  39767. this._bindAction( action,
  39768. actionsForClip && actionsForClip.knownActions[ 0 ] );
  39769. this._addInactiveAction( action, clipUuid, rootUuid );
  39770. }
  39771. const bindings = action._propertyBindings;
  39772. // increment reference counts / sort out state
  39773. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39774. const binding = bindings[ i ];
  39775. if ( binding.useCount ++ === 0 ) {
  39776. this._lendBinding( binding );
  39777. binding.saveOriginalState();
  39778. }
  39779. }
  39780. this._lendAction( action );
  39781. }
  39782. }
  39783. _deactivateAction( action ) {
  39784. if ( this._isActiveAction( action ) ) {
  39785. const bindings = action._propertyBindings;
  39786. // decrement reference counts / sort out state
  39787. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39788. const binding = bindings[ i ];
  39789. if ( -- binding.useCount === 0 ) {
  39790. binding.restoreOriginalState();
  39791. this._takeBackBinding( binding );
  39792. }
  39793. }
  39794. this._takeBackAction( action );
  39795. }
  39796. }
  39797. // Memory manager
  39798. _initMemoryManager() {
  39799. this._actions = []; // 'nActiveActions' followed by inactive ones
  39800. this._nActiveActions = 0;
  39801. this._actionsByClip = {};
  39802. // inside:
  39803. // {
  39804. // knownActions: Array< AnimationAction > - used as prototypes
  39805. // actionByRoot: AnimationAction - lookup
  39806. // }
  39807. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  39808. this._nActiveBindings = 0;
  39809. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  39810. this._controlInterpolants = []; // same game as above
  39811. this._nActiveControlInterpolants = 0;
  39812. const scope = this;
  39813. this.stats = {
  39814. actions: {
  39815. get total() {
  39816. return scope._actions.length;
  39817. },
  39818. get inUse() {
  39819. return scope._nActiveActions;
  39820. }
  39821. },
  39822. bindings: {
  39823. get total() {
  39824. return scope._bindings.length;
  39825. },
  39826. get inUse() {
  39827. return scope._nActiveBindings;
  39828. }
  39829. },
  39830. controlInterpolants: {
  39831. get total() {
  39832. return scope._controlInterpolants.length;
  39833. },
  39834. get inUse() {
  39835. return scope._nActiveControlInterpolants;
  39836. }
  39837. }
  39838. };
  39839. }
  39840. // Memory management for AnimationAction objects
  39841. _isActiveAction( action ) {
  39842. const index = action._cacheIndex;
  39843. return index !== null && index < this._nActiveActions;
  39844. }
  39845. _addInactiveAction( action, clipUuid, rootUuid ) {
  39846. const actions = this._actions,
  39847. actionsByClip = this._actionsByClip;
  39848. let actionsForClip = actionsByClip[ clipUuid ];
  39849. if ( actionsForClip === undefined ) {
  39850. actionsForClip = {
  39851. knownActions: [ action ],
  39852. actionByRoot: {}
  39853. };
  39854. action._byClipCacheIndex = 0;
  39855. actionsByClip[ clipUuid ] = actionsForClip;
  39856. } else {
  39857. const knownActions = actionsForClip.knownActions;
  39858. action._byClipCacheIndex = knownActions.length;
  39859. knownActions.push( action );
  39860. }
  39861. action._cacheIndex = actions.length;
  39862. actions.push( action );
  39863. actionsForClip.actionByRoot[ rootUuid ] = action;
  39864. }
  39865. _removeInactiveAction( action ) {
  39866. const actions = this._actions,
  39867. lastInactiveAction = actions[ actions.length - 1 ],
  39868. cacheIndex = action._cacheIndex;
  39869. lastInactiveAction._cacheIndex = cacheIndex;
  39870. actions[ cacheIndex ] = lastInactiveAction;
  39871. actions.pop();
  39872. action._cacheIndex = null;
  39873. const clipUuid = action._clip.uuid,
  39874. actionsByClip = this._actionsByClip,
  39875. actionsForClip = actionsByClip[ clipUuid ],
  39876. knownActionsForClip = actionsForClip.knownActions,
  39877. lastKnownAction =
  39878. knownActionsForClip[ knownActionsForClip.length - 1 ],
  39879. byClipCacheIndex = action._byClipCacheIndex;
  39880. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  39881. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  39882. knownActionsForClip.pop();
  39883. action._byClipCacheIndex = null;
  39884. const actionByRoot = actionsForClip.actionByRoot,
  39885. rootUuid = ( action._localRoot || this._root ).uuid;
  39886. delete actionByRoot[ rootUuid ];
  39887. if ( knownActionsForClip.length === 0 ) {
  39888. delete actionsByClip[ clipUuid ];
  39889. }
  39890. this._removeInactiveBindingsForAction( action );
  39891. }
  39892. _removeInactiveBindingsForAction( action ) {
  39893. const bindings = action._propertyBindings;
  39894. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39895. const binding = bindings[ i ];
  39896. if ( -- binding.referenceCount === 0 ) {
  39897. this._removeInactiveBinding( binding );
  39898. }
  39899. }
  39900. }
  39901. _lendAction( action ) {
  39902. // [ active actions | inactive actions ]
  39903. // [ active actions >| inactive actions ]
  39904. // s a
  39905. // <-swap->
  39906. // a s
  39907. const actions = this._actions,
  39908. prevIndex = action._cacheIndex,
  39909. lastActiveIndex = this._nActiveActions ++,
  39910. firstInactiveAction = actions[ lastActiveIndex ];
  39911. action._cacheIndex = lastActiveIndex;
  39912. actions[ lastActiveIndex ] = action;
  39913. firstInactiveAction._cacheIndex = prevIndex;
  39914. actions[ prevIndex ] = firstInactiveAction;
  39915. }
  39916. _takeBackAction( action ) {
  39917. // [ active actions | inactive actions ]
  39918. // [ active actions |< inactive actions ]
  39919. // a s
  39920. // <-swap->
  39921. // s a
  39922. const actions = this._actions,
  39923. prevIndex = action._cacheIndex,
  39924. firstInactiveIndex = -- this._nActiveActions,
  39925. lastActiveAction = actions[ firstInactiveIndex ];
  39926. action._cacheIndex = firstInactiveIndex;
  39927. actions[ firstInactiveIndex ] = action;
  39928. lastActiveAction._cacheIndex = prevIndex;
  39929. actions[ prevIndex ] = lastActiveAction;
  39930. }
  39931. // Memory management for PropertyMixer objects
  39932. _addInactiveBinding( binding, rootUuid, trackName ) {
  39933. const bindingsByRoot = this._bindingsByRootAndName,
  39934. bindings = this._bindings;
  39935. let bindingByName = bindingsByRoot[ rootUuid ];
  39936. if ( bindingByName === undefined ) {
  39937. bindingByName = {};
  39938. bindingsByRoot[ rootUuid ] = bindingByName;
  39939. }
  39940. bindingByName[ trackName ] = binding;
  39941. binding._cacheIndex = bindings.length;
  39942. bindings.push( binding );
  39943. }
  39944. _removeInactiveBinding( binding ) {
  39945. const bindings = this._bindings,
  39946. propBinding = binding.binding,
  39947. rootUuid = propBinding.rootNode.uuid,
  39948. trackName = propBinding.path,
  39949. bindingsByRoot = this._bindingsByRootAndName,
  39950. bindingByName = bindingsByRoot[ rootUuid ],
  39951. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39952. cacheIndex = binding._cacheIndex;
  39953. lastInactiveBinding._cacheIndex = cacheIndex;
  39954. bindings[ cacheIndex ] = lastInactiveBinding;
  39955. bindings.pop();
  39956. delete bindingByName[ trackName ];
  39957. if ( Object.keys( bindingByName ).length === 0 ) {
  39958. delete bindingsByRoot[ rootUuid ];
  39959. }
  39960. }
  39961. _lendBinding( binding ) {
  39962. const bindings = this._bindings,
  39963. prevIndex = binding._cacheIndex,
  39964. lastActiveIndex = this._nActiveBindings ++,
  39965. firstInactiveBinding = bindings[ lastActiveIndex ];
  39966. binding._cacheIndex = lastActiveIndex;
  39967. bindings[ lastActiveIndex ] = binding;
  39968. firstInactiveBinding._cacheIndex = prevIndex;
  39969. bindings[ prevIndex ] = firstInactiveBinding;
  39970. }
  39971. _takeBackBinding( binding ) {
  39972. const bindings = this._bindings,
  39973. prevIndex = binding._cacheIndex,
  39974. firstInactiveIndex = -- this._nActiveBindings,
  39975. lastActiveBinding = bindings[ firstInactiveIndex ];
  39976. binding._cacheIndex = firstInactiveIndex;
  39977. bindings[ firstInactiveIndex ] = binding;
  39978. lastActiveBinding._cacheIndex = prevIndex;
  39979. bindings[ prevIndex ] = lastActiveBinding;
  39980. }
  39981. // Memory management of Interpolants for weight and time scale
  39982. _lendControlInterpolant() {
  39983. const interpolants = this._controlInterpolants,
  39984. lastActiveIndex = this._nActiveControlInterpolants ++;
  39985. let interpolant = interpolants[ lastActiveIndex ];
  39986. if ( interpolant === undefined ) {
  39987. interpolant = new LinearInterpolant(
  39988. new Float32Array( 2 ), new Float32Array( 2 ),
  39989. 1, _controlInterpolantsResultBuffer );
  39990. interpolant.__cacheIndex = lastActiveIndex;
  39991. interpolants[ lastActiveIndex ] = interpolant;
  39992. }
  39993. return interpolant;
  39994. }
  39995. _takeBackControlInterpolant( interpolant ) {
  39996. const interpolants = this._controlInterpolants,
  39997. prevIndex = interpolant.__cacheIndex,
  39998. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39999. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  40000. interpolant.__cacheIndex = firstInactiveIndex;
  40001. interpolants[ firstInactiveIndex ] = interpolant;
  40002. lastActiveInterpolant.__cacheIndex = prevIndex;
  40003. interpolants[ prevIndex ] = lastActiveInterpolant;
  40004. }
  40005. /**
  40006. * Returns an instance of {@link AnimationAction} for the passed clip.
  40007. *
  40008. * If an action fitting the clip and root parameters doesn't yet exist, it
  40009. * will be created by this method. Calling this method several times with the
  40010. * same clip and root parameters always returns the same action.
  40011. *
  40012. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  40013. * @param {Object3D} [optionalRoot] - An alternative root object.
  40014. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  40015. * @return {?AnimationAction} The animation action.
  40016. */
  40017. clipAction( clip, optionalRoot, blendMode ) {
  40018. const root = optionalRoot || this._root,
  40019. rootUuid = root.uuid;
  40020. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  40021. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  40022. const actionsForClip = this._actionsByClip[ clipUuid ];
  40023. let prototypeAction = null;
  40024. if ( blendMode === undefined ) {
  40025. if ( clipObject !== null ) {
  40026. blendMode = clipObject.blendMode;
  40027. } else {
  40028. blendMode = NormalAnimationBlendMode;
  40029. }
  40030. }
  40031. if ( actionsForClip !== undefined ) {
  40032. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  40033. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  40034. return existingAction;
  40035. }
  40036. // we know the clip, so we don't have to parse all
  40037. // the bindings again but can just copy
  40038. prototypeAction = actionsForClip.knownActions[ 0 ];
  40039. // also, take the clip from the prototype action
  40040. if ( clipObject === null )
  40041. clipObject = prototypeAction._clip;
  40042. }
  40043. // clip must be known when specified via string
  40044. if ( clipObject === null ) return null;
  40045. // allocate all resources required to run it
  40046. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  40047. this._bindAction( newAction, prototypeAction );
  40048. // and make the action known to the memory manager
  40049. this._addInactiveAction( newAction, clipUuid, rootUuid );
  40050. return newAction;
  40051. }
  40052. /**
  40053. * Returns an existing animation action for the passed clip.
  40054. *
  40055. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  40056. * @param {Object3D} [optionalRoot] - An alternative root object.
  40057. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  40058. */
  40059. existingAction( clip, optionalRoot ) {
  40060. const root = optionalRoot || this._root,
  40061. rootUuid = root.uuid,
  40062. clipObject = typeof clip === 'string' ?
  40063. AnimationClip.findByName( root, clip ) : clip,
  40064. clipUuid = clipObject ? clipObject.uuid : clip,
  40065. actionsForClip = this._actionsByClip[ clipUuid ];
  40066. if ( actionsForClip !== undefined ) {
  40067. return actionsForClip.actionByRoot[ rootUuid ] || null;
  40068. }
  40069. return null;
  40070. }
  40071. /**
  40072. * Deactivates all previously scheduled actions on this mixer.
  40073. *
  40074. * @return {AnimationMixer} A reference to this animation mixer.
  40075. */
  40076. stopAllAction() {
  40077. const actions = this._actions,
  40078. nActions = this._nActiveActions;
  40079. for ( let i = nActions - 1; i >= 0; -- i ) {
  40080. actions[ i ].stop();
  40081. }
  40082. return this;
  40083. }
  40084. /**
  40085. * Advances the global mixer time and updates the animation.
  40086. *
  40087. * This is usually done in the render loop by passing the delta
  40088. * time from {@link Clock} or {@link Timer}.
  40089. *
  40090. * @param {number} deltaTime - The delta time in seconds.
  40091. * @return {AnimationMixer} A reference to this animation mixer.
  40092. */
  40093. update( deltaTime ) {
  40094. deltaTime *= this.timeScale;
  40095. const actions = this._actions,
  40096. nActions = this._nActiveActions,
  40097. time = this.time += deltaTime,
  40098. timeDirection = Math.sign( deltaTime ),
  40099. accuIndex = this._accuIndex ^= 1;
  40100. // run active actions
  40101. for ( let i = 0; i !== nActions; ++ i ) {
  40102. const action = actions[ i ];
  40103. action._update( time, deltaTime, timeDirection, accuIndex );
  40104. }
  40105. // update scene graph
  40106. const bindings = this._bindings,
  40107. nBindings = this._nActiveBindings;
  40108. for ( let i = 0; i !== nBindings; ++ i ) {
  40109. bindings[ i ].apply( accuIndex );
  40110. }
  40111. return this;
  40112. }
  40113. /**
  40114. * Sets the global mixer to a specific time and updates the animation accordingly.
  40115. *
  40116. * This is useful when you need to jump to an exact time in an animation. The
  40117. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  40118. *
  40119. * @param {number} time - The time to set in seconds.
  40120. * @return {AnimationMixer} A reference to this animation mixer.
  40121. */
  40122. setTime( time ) {
  40123. this.time = 0; // Zero out time attribute for AnimationMixer object;
  40124. for ( let i = 0; i < this._actions.length; i ++ ) {
  40125. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  40126. }
  40127. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  40128. }
  40129. /**
  40130. * Returns this mixer's root object.
  40131. *
  40132. * @return {Object3D} The mixer's root object.
  40133. */
  40134. getRoot() {
  40135. return this._root;
  40136. }
  40137. /**
  40138. * Deallocates all memory resources for a clip. Before using this method make
  40139. * sure to call {@link AnimationAction#stop} for all related actions.
  40140. *
  40141. * @param {AnimationClip} clip - The clip to uncache.
  40142. */
  40143. uncacheClip( clip ) {
  40144. const actions = this._actions,
  40145. clipUuid = clip.uuid,
  40146. actionsByClip = this._actionsByClip,
  40147. actionsForClip = actionsByClip[ clipUuid ];
  40148. if ( actionsForClip !== undefined ) {
  40149. // note: just calling _removeInactiveAction would mess up the
  40150. // iteration state and also require updating the state we can
  40151. // just throw away
  40152. const actionsToRemove = actionsForClip.knownActions;
  40153. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  40154. const action = actionsToRemove[ i ];
  40155. this._deactivateAction( action );
  40156. const cacheIndex = action._cacheIndex,
  40157. lastInactiveAction = actions[ actions.length - 1 ];
  40158. action._cacheIndex = null;
  40159. action._byClipCacheIndex = null;
  40160. lastInactiveAction._cacheIndex = cacheIndex;
  40161. actions[ cacheIndex ] = lastInactiveAction;
  40162. actions.pop();
  40163. this._removeInactiveBindingsForAction( action );
  40164. }
  40165. delete actionsByClip[ clipUuid ];
  40166. }
  40167. }
  40168. /**
  40169. * Deallocates all memory resources for a root object. Before using this
  40170. * method make sure to call {@link AnimationAction#stop} for all related
  40171. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  40172. * mixer operates on a single root.
  40173. *
  40174. * @param {Object3D} root - The root object to uncache.
  40175. */
  40176. uncacheRoot( root ) {
  40177. const rootUuid = root.uuid,
  40178. actionsByClip = this._actionsByClip;
  40179. for ( const clipUuid in actionsByClip ) {
  40180. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  40181. action = actionByRoot[ rootUuid ];
  40182. if ( action !== undefined ) {
  40183. this._deactivateAction( action );
  40184. this._removeInactiveAction( action );
  40185. }
  40186. }
  40187. const bindingsByRoot = this._bindingsByRootAndName,
  40188. bindingByName = bindingsByRoot[ rootUuid ];
  40189. if ( bindingByName !== undefined ) {
  40190. for ( const trackName in bindingByName ) {
  40191. const binding = bindingByName[ trackName ];
  40192. binding.restoreOriginalState();
  40193. this._removeInactiveBinding( binding );
  40194. }
  40195. }
  40196. }
  40197. /**
  40198. * Deallocates all memory resources for an action. The action is identified by the
  40199. * given clip and an optional root object. Before using this method make
  40200. * sure to call {@link AnimationAction#stop} to deactivate the action.
  40201. *
  40202. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  40203. * @param {Object3D} [optionalRoot] - An alternative root object.
  40204. */
  40205. uncacheAction( clip, optionalRoot ) {
  40206. const action = this.existingAction( clip, optionalRoot );
  40207. if ( action !== null ) {
  40208. this._deactivateAction( action );
  40209. this._removeInactiveAction( action );
  40210. }
  40211. }
  40212. }
  40213. /**
  40214. * Represents a 3D render target.
  40215. *
  40216. * @augments RenderTarget
  40217. */
  40218. class RenderTarget3D extends RenderTarget {
  40219. /**
  40220. * Constructs a new 3D render target.
  40221. *
  40222. * @param {number} [width=1] - The width of the render target.
  40223. * @param {number} [height=1] - The height of the render target.
  40224. * @param {number} [depth=1] - The height of the render target.
  40225. * @param {RenderTarget~Options} [options] - The configuration object.
  40226. */
  40227. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  40228. super( width, height, options );
  40229. /**
  40230. * This flag can be used for type testing.
  40231. *
  40232. * @type {boolean}
  40233. * @readonly
  40234. * @default true
  40235. */
  40236. this.isRenderTarget3D = true;
  40237. this.depth = depth;
  40238. /**
  40239. * Overwritten with a different texture type.
  40240. *
  40241. * @type {Data3DTexture}
  40242. */
  40243. this.texture = new Data3DTexture( null, width, height, depth );
  40244. this._setTextureOptions( options );
  40245. this.texture.isRenderTargetTexture = true;
  40246. }
  40247. }
  40248. /**
  40249. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  40250. *
  40251. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  40252. * ```js
  40253. * uniforms: {
  40254. * time: { value: 1.0 },
  40255. * resolution: new Uniform( new Vector2() )
  40256. * };
  40257. * ```
  40258. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  40259. * in {@link WebGLRenderer}.
  40260. */
  40261. class Uniform {
  40262. /**
  40263. * Constructs a new uniform.
  40264. *
  40265. * @param {any} value - The uniform value.
  40266. */
  40267. constructor( value ) {
  40268. /**
  40269. * The uniform value.
  40270. *
  40271. * @type {any}
  40272. */
  40273. this.value = value;
  40274. }
  40275. /**
  40276. * Returns a new uniform with copied values from this instance.
  40277. * If the value has a `clone()` method, the value is cloned as well.
  40278. *
  40279. * @return {Uniform} A clone of this instance.
  40280. */
  40281. clone() {
  40282. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  40283. }
  40284. }
  40285. let _id = 0;
  40286. /**
  40287. * A class for managing multiple uniforms in a single group. The renderer will process
  40288. * such a definition as a single UBO.
  40289. *
  40290. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  40291. * in {@link WebGLRenderer}.
  40292. *
  40293. * @augments EventDispatcher
  40294. */
  40295. class UniformsGroup extends EventDispatcher {
  40296. /**
  40297. * Constructs a new uniforms group.
  40298. */
  40299. constructor() {
  40300. super();
  40301. /**
  40302. * This flag can be used for type testing.
  40303. *
  40304. * @type {boolean}
  40305. * @readonly
  40306. * @default true
  40307. */
  40308. this.isUniformsGroup = true;
  40309. /**
  40310. * The ID of the 3D object.
  40311. *
  40312. * @name UniformsGroup#id
  40313. * @type {number}
  40314. * @readonly
  40315. */
  40316. Object.defineProperty( this, 'id', { value: _id ++ } );
  40317. /**
  40318. * The name of the uniforms group.
  40319. *
  40320. * @type {string}
  40321. */
  40322. this.name = '';
  40323. /**
  40324. * The buffer usage.
  40325. *
  40326. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  40327. * @default StaticDrawUsage
  40328. */
  40329. this.usage = StaticDrawUsage;
  40330. /**
  40331. * An array holding the uniforms.
  40332. *
  40333. * @type {Array<Uniform>}
  40334. */
  40335. this.uniforms = [];
  40336. }
  40337. /**
  40338. * Adds the given uniform to this uniforms group.
  40339. *
  40340. * @param {Uniform} uniform - The uniform to add.
  40341. * @return {UniformsGroup} A reference to this uniforms group.
  40342. */
  40343. add( uniform ) {
  40344. this.uniforms.push( uniform );
  40345. return this;
  40346. }
  40347. /**
  40348. * Removes the given uniform from this uniforms group.
  40349. *
  40350. * @param {Uniform} uniform - The uniform to remove.
  40351. * @return {UniformsGroup} A reference to this uniforms group.
  40352. */
  40353. remove( uniform ) {
  40354. const index = this.uniforms.indexOf( uniform );
  40355. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  40356. return this;
  40357. }
  40358. /**
  40359. * Sets the name of this uniforms group.
  40360. *
  40361. * @param {string} name - The name to set.
  40362. * @return {UniformsGroup} A reference to this uniforms group.
  40363. */
  40364. setName( name ) {
  40365. this.name = name;
  40366. return this;
  40367. }
  40368. /**
  40369. * Sets the usage of this uniforms group.
  40370. *
  40371. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  40372. * @return {UniformsGroup} A reference to this uniforms group.
  40373. */
  40374. setUsage( value ) {
  40375. this.usage = value;
  40376. return this;
  40377. }
  40378. /**
  40379. * Frees the GPU-related resources allocated by this instance. Call this
  40380. * method whenever this instance is no longer used in your app.
  40381. *
  40382. * @fires Texture#dispose
  40383. */
  40384. dispose() {
  40385. this.dispatchEvent( { type: 'dispose' } );
  40386. }
  40387. /**
  40388. * Copies the values of the given uniforms group to this instance.
  40389. *
  40390. * @param {UniformsGroup} source - The uniforms group to copy.
  40391. * @return {UniformsGroup} A reference to this uniforms group.
  40392. */
  40393. copy( source ) {
  40394. this.name = source.name;
  40395. this.usage = source.usage;
  40396. const uniformsSource = source.uniforms;
  40397. this.uniforms.length = 0;
  40398. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  40399. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  40400. for ( let j = 0; j < uniforms.length; j ++ ) {
  40401. this.uniforms.push( uniforms[ j ].clone() );
  40402. }
  40403. }
  40404. return this;
  40405. }
  40406. /**
  40407. * Returns a new uniforms group with copied values from this instance.
  40408. *
  40409. * @return {UniformsGroup} A clone of this instance.
  40410. */
  40411. clone() {
  40412. return new this.constructor().copy( this );
  40413. }
  40414. }
  40415. /**
  40416. * An instanced version of an interleaved buffer.
  40417. *
  40418. * @augments InterleavedBuffer
  40419. */
  40420. class InstancedInterleavedBuffer extends InterleavedBuffer {
  40421. /**
  40422. * Constructs a new instanced interleaved buffer.
  40423. *
  40424. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  40425. * @param {number} stride - The number of typed-array elements per vertex.
  40426. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  40427. */
  40428. constructor( array, stride, meshPerAttribute = 1 ) {
  40429. super( array, stride );
  40430. /**
  40431. * This flag can be used for type testing.
  40432. *
  40433. * @type {boolean}
  40434. * @readonly
  40435. * @default true
  40436. */
  40437. this.isInstancedInterleavedBuffer = true;
  40438. /**
  40439. * Defines how often a value of this buffer attribute should be repeated,
  40440. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  40441. *
  40442. * @type {number}
  40443. * @default 1
  40444. */
  40445. this.meshPerAttribute = meshPerAttribute;
  40446. }
  40447. copy( source ) {
  40448. super.copy( source );
  40449. this.meshPerAttribute = source.meshPerAttribute;
  40450. return this;
  40451. }
  40452. clone( data ) {
  40453. const ib = super.clone( data );
  40454. ib.meshPerAttribute = this.meshPerAttribute;
  40455. return ib;
  40456. }
  40457. toJSON( data ) {
  40458. const json = super.toJSON( data );
  40459. json.isInstancedInterleavedBuffer = true;
  40460. json.meshPerAttribute = this.meshPerAttribute;
  40461. return json;
  40462. }
  40463. }
  40464. /**
  40465. * An alternative version of a buffer attribute with more control over the VBO.
  40466. *
  40467. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  40468. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  40469. *
  40470. * The most common use case for this class is when some kind of GPGPU calculation interferes
  40471. * or even produces the VBOs in question.
  40472. *
  40473. * Notice that this class can only be used with {@link WebGLRenderer}.
  40474. */
  40475. class GLBufferAttribute {
  40476. /**
  40477. * Constructs a new GL buffer attribute.
  40478. *
  40479. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  40480. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  40481. * @param {number} itemSize - The item size.
  40482. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  40483. * @param {number} count - The expected number of vertices in VBO.
  40484. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  40485. */
  40486. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  40487. /**
  40488. * This flag can be used for type testing.
  40489. *
  40490. * @type {boolean}
  40491. * @readonly
  40492. * @default true
  40493. */
  40494. this.isGLBufferAttribute = true;
  40495. /**
  40496. * The name of the buffer attribute.
  40497. *
  40498. * @type {string}
  40499. */
  40500. this.name = '';
  40501. /**
  40502. * The native WebGL buffer.
  40503. *
  40504. * @type {WebGLBuffer}
  40505. */
  40506. this.buffer = buffer;
  40507. /**
  40508. * The native data type.
  40509. *
  40510. * @type {number}
  40511. */
  40512. this.type = type;
  40513. /**
  40514. * The item size, see {@link BufferAttribute#itemSize}.
  40515. *
  40516. * @type {number}
  40517. */
  40518. this.itemSize = itemSize;
  40519. /**
  40520. * The corresponding size (in bytes) for the given `type` parameter.
  40521. *
  40522. * @type {number}
  40523. */
  40524. this.elementSize = elementSize;
  40525. /**
  40526. * The expected number of vertices in VBO.
  40527. *
  40528. * @type {number}
  40529. */
  40530. this.count = count;
  40531. /**
  40532. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  40533. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  40534. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  40535. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  40536. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  40537. *
  40538. * @type {boolean}
  40539. */
  40540. this.normalized = normalized;
  40541. /**
  40542. * A version number, incremented every time the `needsUpdate` is set to `true`.
  40543. *
  40544. * @type {number}
  40545. */
  40546. this.version = 0;
  40547. }
  40548. /**
  40549. * Flag to indicate that this attribute has changed and should be re-sent to
  40550. * the GPU. Set this to `true` when you modify the value of the array.
  40551. *
  40552. * @type {number}
  40553. * @default false
  40554. * @param {boolean} value
  40555. */
  40556. set needsUpdate( value ) {
  40557. if ( value === true ) this.version ++;
  40558. }
  40559. /**
  40560. * Sets the given native WebGL buffer.
  40561. *
  40562. * @param {WebGLBuffer} buffer - The buffer to set.
  40563. * @return {BufferAttribute} A reference to this instance.
  40564. */
  40565. setBuffer( buffer ) {
  40566. this.buffer = buffer;
  40567. return this;
  40568. }
  40569. /**
  40570. * Sets the given native data type and element size.
  40571. *
  40572. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  40573. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  40574. * @return {BufferAttribute} A reference to this instance.
  40575. */
  40576. setType( type, elementSize ) {
  40577. this.type = type;
  40578. this.elementSize = elementSize;
  40579. return this;
  40580. }
  40581. /**
  40582. * Sets the item size.
  40583. *
  40584. * @param {number} itemSize - The item size.
  40585. * @return {BufferAttribute} A reference to this instance.
  40586. */
  40587. setItemSize( itemSize ) {
  40588. this.itemSize = itemSize;
  40589. return this;
  40590. }
  40591. /**
  40592. * Sets the count (the expected number of vertices in VBO).
  40593. *
  40594. * @param {number} count - The count.
  40595. * @return {BufferAttribute} A reference to this instance.
  40596. */
  40597. setCount( count ) {
  40598. this.count = count;
  40599. return this;
  40600. }
  40601. }
  40602. const _matrix = /*@__PURE__*/ new Matrix4();
  40603. /**
  40604. * This class is designed to assist with raycasting. Raycasting is used for
  40605. * mouse picking (working out what objects in the 3d space the mouse is over)
  40606. * amongst other things.
  40607. */
  40608. class Raycaster {
  40609. /**
  40610. * Constructs a new raycaster.
  40611. *
  40612. * @param {Vector3} origin - The origin vector where the ray casts from.
  40613. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  40614. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  40615. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  40616. */
  40617. constructor( origin, direction, near = 0, far = Infinity ) {
  40618. /**
  40619. * The ray used for raycasting.
  40620. *
  40621. * @type {Ray}
  40622. */
  40623. this.ray = new Ray( origin, direction );
  40624. /**
  40625. * All results returned are further away than near. Near can't be negative.
  40626. *
  40627. * @type {number}
  40628. * @default 0
  40629. */
  40630. this.near = near;
  40631. /**
  40632. * All results returned are closer than far. Far can't be lower than near.
  40633. *
  40634. * @type {number}
  40635. * @default Infinity
  40636. */
  40637. this.far = far;
  40638. /**
  40639. * The camera to use when raycasting against view-dependent objects such as
  40640. * billboarded objects like sprites. This field can be set manually or
  40641. * is set when calling `setFromCamera()`.
  40642. *
  40643. * @type {?Camera}
  40644. * @default null
  40645. */
  40646. this.camera = null;
  40647. /**
  40648. * Allows to selectively ignore 3D objects when performing intersection tests.
  40649. * The following code example ensures that only 3D objects on layer `1` will be
  40650. * honored by raycaster.
  40651. * ```js
  40652. * raycaster.layers.set( 1 );
  40653. * object.layers.enable( 1 );
  40654. * ```
  40655. *
  40656. * @type {Layers}
  40657. */
  40658. this.layers = new Layers();
  40659. /**
  40660. * A parameter object that configures the raycasting. It has the structure:
  40661. *
  40662. * ```
  40663. * {
  40664. * Mesh: {},
  40665. * Line: { threshold: 1 },
  40666. * LOD: {},
  40667. * Points: { threshold: 1 },
  40668. * Sprite: {}
  40669. * }
  40670. * ```
  40671. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  40672. *
  40673. * @type {Object}
  40674. */
  40675. this.params = {
  40676. Mesh: {},
  40677. Line: { threshold: 1 },
  40678. LOD: {},
  40679. Points: { threshold: 1 },
  40680. Sprite: {}
  40681. };
  40682. }
  40683. /**
  40684. * Updates the ray with a new origin and direction by copying the values from the arguments.
  40685. *
  40686. * @param {Vector3} origin - The origin vector where the ray casts from.
  40687. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  40688. */
  40689. set( origin, direction ) {
  40690. // direction is assumed to be normalized (for accurate distance calculations)
  40691. this.ray.set( origin, direction );
  40692. }
  40693. /**
  40694. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  40695. *
  40696. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  40697. * X and Y components should be between `-1` and `1`.
  40698. * @param {Camera} camera - The camera from which the ray should originate.
  40699. */
  40700. setFromCamera( coords, camera ) {
  40701. if ( camera.isPerspectiveCamera ) {
  40702. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  40703. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  40704. this.camera = camera;
  40705. } else if ( camera.isOrthographicCamera ) {
  40706. this.ray.origin.set( coords.x, coords.y, camera.projectionMatrix.elements[ 14 ] ).unproject( camera ); // set origin in plane of camera
  40707. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  40708. this.camera = camera;
  40709. } else {
  40710. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  40711. }
  40712. }
  40713. /**
  40714. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  40715. *
  40716. * @param {WebXRController} controller - The controller to copy the position and direction from.
  40717. * @return {Raycaster} A reference to this raycaster.
  40718. */
  40719. setFromXRController( controller ) {
  40720. _matrix.identity().extractRotation( controller.matrixWorld );
  40721. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  40722. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  40723. return this;
  40724. }
  40725. /**
  40726. * The intersection point of a raycaster intersection test.
  40727. * @typedef {Object} Raycaster~Intersection
  40728. * @property {number} distance - The distance from the ray's origin to the intersection point.
  40729. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  40730. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  40731. * @property {Vector3} point - The intersection point, in world coordinates.
  40732. * @property {Object} face - The face that has been intersected.
  40733. * @property {number} faceIndex - The face index.
  40734. * @property {Object3D} object - The 3D object that has been intersected.
  40735. * @property {Vector2} uv - U,V coordinates at point of intersection.
  40736. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  40737. * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  40738. * @property {number} instanceId - The index number of the instance where the ray
  40739. * intersects the {@link InstancedMesh}.
  40740. */
  40741. /**
  40742. * Checks all intersection between the ray and the object with or without the
  40743. * descendants. Intersections are returned sorted by distance, closest first.
  40744. *
  40745. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  40746. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  40747. * differently to ray casting than lines or points.
  40748. *
  40749. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  40750. * to be detected; intersections of the ray passing through the back of a face will not
  40751. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  40752. * to `THREE.DoubleSide`.
  40753. *
  40754. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  40755. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  40756. * Otherwise it only checks intersection with the object.
  40757. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  40758. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  40759. */
  40760. intersectObject( object, recursive = true, intersects = [] ) {
  40761. intersect( object, this, intersects, recursive );
  40762. intersects.sort( ascSort );
  40763. return intersects;
  40764. }
  40765. /**
  40766. * Checks all intersection between the ray and the objects with or without
  40767. * the descendants. Intersections are returned sorted by distance, closest first.
  40768. *
  40769. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  40770. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  40771. * Otherwise it only checks intersection with the object.
  40772. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  40773. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  40774. */
  40775. intersectObjects( objects, recursive = true, intersects = [] ) {
  40776. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  40777. intersect( objects[ i ], this, intersects, recursive );
  40778. }
  40779. intersects.sort( ascSort );
  40780. return intersects;
  40781. }
  40782. }
  40783. function ascSort( a, b ) {
  40784. return a.distance - b.distance;
  40785. }
  40786. function intersect( object, raycaster, intersects, recursive ) {
  40787. let propagate = true;
  40788. if ( object.layers.test( raycaster.layers ) ) {
  40789. const result = object.raycast( raycaster, intersects );
  40790. if ( result === false ) propagate = false;
  40791. }
  40792. if ( propagate === true && recursive === true ) {
  40793. const children = object.children;
  40794. for ( let i = 0, l = children.length; i < l; i ++ ) {
  40795. intersect( children[ i ], raycaster, intersects, true );
  40796. }
  40797. }
  40798. }
  40799. /**
  40800. * Class for keeping track of time.
  40801. *
  40802. * @deprecated since r183.
  40803. */
  40804. class Clock {
  40805. /**
  40806. * Constructs a new clock.
  40807. *
  40808. * @deprecated since 183.
  40809. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  40810. * `getDelta()` is called for the first time.
  40811. */
  40812. constructor( autoStart = true ) {
  40813. /**
  40814. * If set to `true`, the clock starts automatically when `getDelta()` is called
  40815. * for the first time.
  40816. *
  40817. * @type {boolean}
  40818. * @default true
  40819. */
  40820. this.autoStart = autoStart;
  40821. /**
  40822. * Holds the time at which the clock's `start()` method was last called.
  40823. *
  40824. * @type {number}
  40825. * @default 0
  40826. */
  40827. this.startTime = 0;
  40828. /**
  40829. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  40830. * `getDelta()` methods were last called.
  40831. *
  40832. * @type {number}
  40833. * @default 0
  40834. */
  40835. this.oldTime = 0;
  40836. /**
  40837. * Keeps track of the total time that the clock has been running.
  40838. *
  40839. * @type {number}
  40840. * @default 0
  40841. */
  40842. this.elapsedTime = 0;
  40843. /**
  40844. * Whether the clock is running or not.
  40845. *
  40846. * @type {boolean}
  40847. * @default true
  40848. */
  40849. this.running = false;
  40850. warn( 'Clock: This module has been deprecated. Please use THREE.Timer instead.' ); // @deprecated, r183
  40851. }
  40852. /**
  40853. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  40854. * called by the class.
  40855. */
  40856. start() {
  40857. this.startTime = performance.now();
  40858. this.oldTime = this.startTime;
  40859. this.elapsedTime = 0;
  40860. this.running = true;
  40861. }
  40862. /**
  40863. * Stops the clock.
  40864. */
  40865. stop() {
  40866. this.getElapsedTime();
  40867. this.running = false;
  40868. this.autoStart = false;
  40869. }
  40870. /**
  40871. * Returns the elapsed time in seconds.
  40872. *
  40873. * @return {number} The elapsed time.
  40874. */
  40875. getElapsedTime() {
  40876. this.getDelta();
  40877. return this.elapsedTime;
  40878. }
  40879. /**
  40880. * Returns the delta time in seconds.
  40881. *
  40882. * @return {number} The delta time.
  40883. */
  40884. getDelta() {
  40885. let diff = 0;
  40886. if ( this.autoStart && ! this.running ) {
  40887. this.start();
  40888. return 0;
  40889. }
  40890. if ( this.running ) {
  40891. const newTime = performance.now();
  40892. diff = ( newTime - this.oldTime ) / 1000;
  40893. this.oldTime = newTime;
  40894. this.elapsedTime += diff;
  40895. }
  40896. return diff;
  40897. }
  40898. }
  40899. /**
  40900. * This class can be used to represent points in 3D space as
  40901. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40902. */
  40903. class Spherical {
  40904. /**
  40905. * Constructs a new spherical.
  40906. *
  40907. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40908. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40909. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40910. */
  40911. constructor( radius = 1, phi = 0, theta = 0 ) {
  40912. /**
  40913. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40914. *
  40915. * @type {number}
  40916. * @default 1
  40917. */
  40918. this.radius = radius;
  40919. /**
  40920. * The polar angle in radians from the y (up) axis.
  40921. *
  40922. * @type {number}
  40923. * @default 0
  40924. */
  40925. this.phi = phi;
  40926. /**
  40927. * The equator/azimuthal angle in radians around the y (up) axis.
  40928. *
  40929. * @type {number}
  40930. * @default 0
  40931. */
  40932. this.theta = theta;
  40933. }
  40934. /**
  40935. * Sets the spherical components by copying the given values.
  40936. *
  40937. * @param {number} radius - The radius.
  40938. * @param {number} phi - The polar angle.
  40939. * @param {number} theta - The azimuthal angle.
  40940. * @return {Spherical} A reference to this spherical.
  40941. */
  40942. set( radius, phi, theta ) {
  40943. this.radius = radius;
  40944. this.phi = phi;
  40945. this.theta = theta;
  40946. return this;
  40947. }
  40948. /**
  40949. * Copies the values of the given spherical to this instance.
  40950. *
  40951. * @param {Spherical} other - The spherical to copy.
  40952. * @return {Spherical} A reference to this spherical.
  40953. */
  40954. copy( other ) {
  40955. this.radius = other.radius;
  40956. this.phi = other.phi;
  40957. this.theta = other.theta;
  40958. return this;
  40959. }
  40960. /**
  40961. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40962. * `0.000001`.
  40963. *
  40964. * @return {Spherical} A reference to this spherical.
  40965. */
  40966. makeSafe() {
  40967. const EPS = 0.000001;
  40968. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40969. return this;
  40970. }
  40971. /**
  40972. * Sets the spherical components from the given vector which is assumed to hold
  40973. * Cartesian coordinates.
  40974. *
  40975. * @param {Vector3} v - The vector to set.
  40976. * @return {Spherical} A reference to this spherical.
  40977. */
  40978. setFromVector3( v ) {
  40979. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40980. }
  40981. /**
  40982. * Sets the spherical components from the given Cartesian coordinates.
  40983. *
  40984. * @param {number} x - The x value.
  40985. * @param {number} y - The y value.
  40986. * @param {number} z - The z value.
  40987. * @return {Spherical} A reference to this spherical.
  40988. */
  40989. setFromCartesianCoords( x, y, z ) {
  40990. this.radius = Math.sqrt( x * x + y * y + z * z );
  40991. if ( this.radius === 0 ) {
  40992. this.theta = 0;
  40993. this.phi = 0;
  40994. } else {
  40995. this.theta = Math.atan2( x, z );
  40996. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40997. }
  40998. return this;
  40999. }
  41000. /**
  41001. * Returns a new spherical with copied values from this instance.
  41002. *
  41003. * @return {Spherical} A clone of this instance.
  41004. */
  41005. clone() {
  41006. return new this.constructor().copy( this );
  41007. }
  41008. }
  41009. /**
  41010. * This class can be used to represent points in 3D space as
  41011. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  41012. */
  41013. class Cylindrical {
  41014. /**
  41015. * Constructs a new cylindrical.
  41016. *
  41017. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  41018. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  41019. * @param {number} [y=0] - The height above the x-z plane.
  41020. */
  41021. constructor( radius = 1, theta = 0, y = 0 ) {
  41022. /**
  41023. * The distance from the origin to a point in the x-z plane.
  41024. *
  41025. * @type {number}
  41026. * @default 1
  41027. */
  41028. this.radius = radius;
  41029. /**
  41030. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  41031. *
  41032. * @type {number}
  41033. * @default 0
  41034. */
  41035. this.theta = theta;
  41036. /**
  41037. * The height above the x-z plane.
  41038. *
  41039. * @type {number}
  41040. * @default 0
  41041. */
  41042. this.y = y;
  41043. }
  41044. /**
  41045. * Sets the cylindrical components by copying the given values.
  41046. *
  41047. * @param {number} radius - The radius.
  41048. * @param {number} theta - The theta angle.
  41049. * @param {number} y - The height value.
  41050. * @return {Cylindrical} A reference to this cylindrical.
  41051. */
  41052. set( radius, theta, y ) {
  41053. this.radius = radius;
  41054. this.theta = theta;
  41055. this.y = y;
  41056. return this;
  41057. }
  41058. /**
  41059. * Copies the values of the given cylindrical to this instance.
  41060. *
  41061. * @param {Cylindrical} other - The cylindrical to copy.
  41062. * @return {Cylindrical} A reference to this cylindrical.
  41063. */
  41064. copy( other ) {
  41065. this.radius = other.radius;
  41066. this.theta = other.theta;
  41067. this.y = other.y;
  41068. return this;
  41069. }
  41070. /**
  41071. * Sets the cylindrical components from the given vector which is assumed to hold
  41072. * Cartesian coordinates.
  41073. *
  41074. * @param {Vector3} v - The vector to set.
  41075. * @return {Cylindrical} A reference to this cylindrical.
  41076. */
  41077. setFromVector3( v ) {
  41078. return this.setFromCartesianCoords( v.x, v.y, v.z );
  41079. }
  41080. /**
  41081. * Sets the cylindrical components from the given Cartesian coordinates.
  41082. *
  41083. * @param {number} x - The x value.
  41084. * @param {number} y - The x value.
  41085. * @param {number} z - The x value.
  41086. * @return {Cylindrical} A reference to this cylindrical.
  41087. */
  41088. setFromCartesianCoords( x, y, z ) {
  41089. this.radius = Math.sqrt( x * x + z * z );
  41090. this.theta = Math.atan2( x, z );
  41091. this.y = y;
  41092. return this;
  41093. }
  41094. /**
  41095. * Returns a new cylindrical with copied values from this instance.
  41096. *
  41097. * @return {Cylindrical} A clone of this instance.
  41098. */
  41099. clone() {
  41100. return new this.constructor().copy( this );
  41101. }
  41102. }
  41103. /**
  41104. * Represents a 2x2 matrix.
  41105. *
  41106. * A Note on Row-Major and Column-Major Ordering:
  41107. *
  41108. * The constructor and {@link Matrix2#set} method take arguments in
  41109. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  41110. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  41111. * This means that calling:
  41112. * ```js
  41113. * const m = new THREE.Matrix2();
  41114. * m.set( 11, 12,
  41115. * 21, 22 );
  41116. * ```
  41117. * will result in the elements array containing:
  41118. * ```js
  41119. * m.elements = [ 11, 21,
  41120. * 12, 22 ];
  41121. * ```
  41122. * and internally all calculations are performed using column-major ordering.
  41123. * However, as the actual ordering makes no difference mathematically and
  41124. * most people are used to thinking about matrices in row-major order, the
  41125. * three.js documentation shows matrices in row-major order. Just bear in
  41126. * mind that if you are reading the source code, you'll have to take the
  41127. * transpose of any matrices outlined here to make sense of the calculations.
  41128. */
  41129. class Matrix2 {
  41130. static {
  41131. /**
  41132. * This flag can be used for type testing.
  41133. *
  41134. * @type {boolean}
  41135. * @readonly
  41136. * @default true
  41137. */
  41138. Matrix2.prototype.isMatrix2 = true;
  41139. }
  41140. /**
  41141. * Constructs a new 2x2 matrix. The arguments are supposed to be
  41142. * in row-major order. If no arguments are provided, the constructor
  41143. * initializes the matrix as an identity matrix.
  41144. *
  41145. * @param {number} [n11] - 1-1 matrix element.
  41146. * @param {number} [n12] - 1-2 matrix element.
  41147. * @param {number} [n21] - 2-1 matrix element.
  41148. * @param {number} [n22] - 2-2 matrix element.
  41149. */
  41150. constructor( n11, n12, n21, n22 ) {
  41151. /**
  41152. * A column-major list of matrix values.
  41153. *
  41154. * @type {Array<number>}
  41155. */
  41156. this.elements = [
  41157. 1, 0,
  41158. 0, 1,
  41159. ];
  41160. if ( n11 !== undefined ) {
  41161. this.set( n11, n12, n21, n22 );
  41162. }
  41163. }
  41164. /**
  41165. * Sets this matrix to the 2x2 identity matrix.
  41166. *
  41167. * @return {Matrix2} A reference to this matrix.
  41168. */
  41169. identity() {
  41170. this.set(
  41171. 1, 0,
  41172. 0, 1,
  41173. );
  41174. return this;
  41175. }
  41176. /**
  41177. * Sets the elements of the matrix from the given array.
  41178. *
  41179. * @param {Array<number>} array - The matrix elements in column-major order.
  41180. * @param {number} [offset=0] - Index of the first element in the array.
  41181. * @return {Matrix2} A reference to this matrix.
  41182. */
  41183. fromArray( array, offset = 0 ) {
  41184. for ( let i = 0; i < 4; i ++ ) {
  41185. this.elements[ i ] = array[ i + offset ];
  41186. }
  41187. return this;
  41188. }
  41189. /**
  41190. * Sets the elements of the matrix.The arguments are supposed to be
  41191. * in row-major order.
  41192. *
  41193. * @param {number} n11 - 1-1 matrix element.
  41194. * @param {number} n12 - 1-2 matrix element.
  41195. * @param {number} n21 - 2-1 matrix element.
  41196. * @param {number} n22 - 2-2 matrix element.
  41197. * @return {Matrix2} A reference to this matrix.
  41198. */
  41199. set( n11, n12, n21, n22 ) {
  41200. const te = this.elements;
  41201. te[ 0 ] = n11; te[ 2 ] = n12;
  41202. te[ 1 ] = n21; te[ 3 ] = n22;
  41203. return this;
  41204. }
  41205. }
  41206. const _vector$4 = /*@__PURE__*/ new Vector2();
  41207. /**
  41208. * Represents an axis-aligned bounding box (AABB) in 2D space.
  41209. */
  41210. class Box2 {
  41211. /**
  41212. * Constructs a new bounding box.
  41213. *
  41214. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  41215. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  41216. */
  41217. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  41218. /**
  41219. * This flag can be used for type testing.
  41220. *
  41221. * @type {boolean}
  41222. * @readonly
  41223. * @default true
  41224. */
  41225. this.isBox2 = true;
  41226. /**
  41227. * The lower boundary of the box.
  41228. *
  41229. * @type {Vector2}
  41230. */
  41231. this.min = min;
  41232. /**
  41233. * The upper boundary of the box.
  41234. *
  41235. * @type {Vector2}
  41236. */
  41237. this.max = max;
  41238. }
  41239. /**
  41240. * Sets the lower and upper boundaries of this box.
  41241. * Please note that this method only copies the values from the given objects.
  41242. *
  41243. * @param {Vector2} min - The lower boundary of the box.
  41244. * @param {Vector2} max - The upper boundary of the box.
  41245. * @return {Box2} A reference to this bounding box.
  41246. */
  41247. set( min, max ) {
  41248. this.min.copy( min );
  41249. this.max.copy( max );
  41250. return this;
  41251. }
  41252. /**
  41253. * Sets the upper and lower bounds of this box so it encloses the position data
  41254. * in the given array.
  41255. *
  41256. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  41257. * @return {Box2} A reference to this bounding box.
  41258. */
  41259. setFromPoints( points ) {
  41260. this.makeEmpty();
  41261. for ( let i = 0, il = points.length; i < il; i ++ ) {
  41262. this.expandByPoint( points[ i ] );
  41263. }
  41264. return this;
  41265. }
  41266. /**
  41267. * Centers this box on the given center vector and sets this box's width, height and
  41268. * depth to the given size values.
  41269. *
  41270. * @param {Vector2} center - The center of the box.
  41271. * @param {Vector2} size - The x and y dimensions of the box.
  41272. * @return {Box2} A reference to this bounding box.
  41273. */
  41274. setFromCenterAndSize( center, size ) {
  41275. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  41276. this.min.copy( center ).sub( halfSize );
  41277. this.max.copy( center ).add( halfSize );
  41278. return this;
  41279. }
  41280. /**
  41281. * Returns a new box with copied values from this instance.
  41282. *
  41283. * @return {Box2} A clone of this instance.
  41284. */
  41285. clone() {
  41286. return new this.constructor().copy( this );
  41287. }
  41288. /**
  41289. * Copies the values of the given box to this instance.
  41290. *
  41291. * @param {Box2} box - The box to copy.
  41292. * @return {Box2} A reference to this bounding box.
  41293. */
  41294. copy( box ) {
  41295. this.min.copy( box.min );
  41296. this.max.copy( box.max );
  41297. return this;
  41298. }
  41299. /**
  41300. * Makes this box empty which means in encloses a zero space in 2D.
  41301. *
  41302. * @return {Box2} A reference to this bounding box.
  41303. */
  41304. makeEmpty() {
  41305. this.min.x = this.min.y = + Infinity;
  41306. this.max.x = this.max.y = - Infinity;
  41307. return this;
  41308. }
  41309. /**
  41310. * Returns true if this box includes zero points within its bounds.
  41311. * Note that a box with equal lower and upper bounds still includes one
  41312. * point, the one both bounds share.
  41313. *
  41314. * @return {boolean} Whether this box is empty or not.
  41315. */
  41316. isEmpty() {
  41317. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  41318. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  41319. }
  41320. /**
  41321. * Returns the center point of this box.
  41322. *
  41323. * @param {Vector2} target - The target vector that is used to store the method's result.
  41324. * @return {Vector2} The center point.
  41325. */
  41326. getCenter( target ) {
  41327. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  41328. }
  41329. /**
  41330. * Returns the dimensions of this box.
  41331. *
  41332. * @param {Vector2} target - The target vector that is used to store the method's result.
  41333. * @return {Vector2} The size.
  41334. */
  41335. getSize( target ) {
  41336. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  41337. }
  41338. /**
  41339. * Expands the boundaries of this box to include the given point.
  41340. *
  41341. * @param {Vector2} point - The point that should be included by the bounding box.
  41342. * @return {Box2} A reference to this bounding box.
  41343. */
  41344. expandByPoint( point ) {
  41345. this.min.min( point );
  41346. this.max.max( point );
  41347. return this;
  41348. }
  41349. /**
  41350. * Expands this box equilaterally by the given vector. The width of this
  41351. * box will be expanded by the x component of the vector in both
  41352. * directions. The height of this box will be expanded by the y component of
  41353. * the vector in both directions.
  41354. *
  41355. * @param {Vector2} vector - The vector that should expand the bounding box.
  41356. * @return {Box2} A reference to this bounding box.
  41357. */
  41358. expandByVector( vector ) {
  41359. this.min.sub( vector );
  41360. this.max.add( vector );
  41361. return this;
  41362. }
  41363. /**
  41364. * Expands each dimension of the box by the given scalar. If negative, the
  41365. * dimensions of the box will be contracted.
  41366. *
  41367. * @param {number} scalar - The scalar value that should expand the bounding box.
  41368. * @return {Box2} A reference to this bounding box.
  41369. */
  41370. expandByScalar( scalar ) {
  41371. this.min.addScalar( - scalar );
  41372. this.max.addScalar( scalar );
  41373. return this;
  41374. }
  41375. /**
  41376. * Returns `true` if the given point lies within or on the boundaries of this box.
  41377. *
  41378. * @param {Vector2} point - The point to test.
  41379. * @return {boolean} Whether the bounding box contains the given point or not.
  41380. */
  41381. containsPoint( point ) {
  41382. return point.x >= this.min.x && point.x <= this.max.x &&
  41383. point.y >= this.min.y && point.y <= this.max.y;
  41384. }
  41385. /**
  41386. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  41387. * If this box and the given one are identical, this function also returns `true`.
  41388. *
  41389. * @param {Box2} box - The bounding box to test.
  41390. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  41391. */
  41392. containsBox( box ) {
  41393. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  41394. this.min.y <= box.min.y && box.max.y <= this.max.y;
  41395. }
  41396. /**
  41397. * Returns a point as a proportion of this box's width and height.
  41398. *
  41399. * @param {Vector2} point - A point in 2D space.
  41400. * @param {Vector2} target - The target vector that is used to store the method's result.
  41401. * @return {Vector2} A point as a proportion of this box's width and height.
  41402. */
  41403. getParameter( point, target ) {
  41404. // This can potentially have a divide by zero if the box
  41405. // has a size dimension of 0.
  41406. return target.set(
  41407. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  41408. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  41409. );
  41410. }
  41411. /**
  41412. * Returns `true` if the given bounding box intersects with this bounding box.
  41413. *
  41414. * @param {Box2} box - The bounding box to test.
  41415. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  41416. */
  41417. intersectsBox( box ) {
  41418. // using 4 splitting planes to rule out intersections
  41419. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  41420. box.max.y >= this.min.y && box.min.y <= this.max.y;
  41421. }
  41422. /**
  41423. * Clamps the given point within the bounds of this box.
  41424. *
  41425. * @param {Vector2} point - The point to clamp.
  41426. * @param {Vector2} target - The target vector that is used to store the method's result.
  41427. * @return {Vector2} The clamped point.
  41428. */
  41429. clampPoint( point, target ) {
  41430. return target.copy( point ).clamp( this.min, this.max );
  41431. }
  41432. /**
  41433. * Returns the euclidean distance from any edge of this box to the specified point. If
  41434. * the given point lies inside of this box, the distance will be `0`.
  41435. *
  41436. * @param {Vector2} point - The point to compute the distance to.
  41437. * @return {number} The euclidean distance.
  41438. */
  41439. distanceToPoint( point ) {
  41440. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  41441. }
  41442. /**
  41443. * Computes the intersection of this bounding box and the given one, setting the upper
  41444. * bound of this box to the lesser of the two boxes' upper bounds and the
  41445. * lower bound of this box to the greater of the two boxes' lower bounds. If
  41446. * there's no overlap, makes this box empty.
  41447. *
  41448. * @param {Box2} box - The bounding box to intersect with.
  41449. * @return {Box2} A reference to this bounding box.
  41450. */
  41451. intersect( box ) {
  41452. this.min.max( box.min );
  41453. this.max.min( box.max );
  41454. if ( this.isEmpty() ) this.makeEmpty();
  41455. return this;
  41456. }
  41457. /**
  41458. * Computes the union of this box and another and the given one, setting the upper
  41459. * bound of this box to the greater of the two boxes' upper bounds and the
  41460. * lower bound of this box to the lesser of the two boxes' lower bounds.
  41461. *
  41462. * @param {Box2} box - The bounding box that will be unioned with this instance.
  41463. * @return {Box2} A reference to this bounding box.
  41464. */
  41465. union( box ) {
  41466. this.min.min( box.min );
  41467. this.max.max( box.max );
  41468. return this;
  41469. }
  41470. /**
  41471. * Adds the given offset to both the upper and lower bounds of this bounding box,
  41472. * effectively moving it in 2D space.
  41473. *
  41474. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  41475. * @return {Box2} A reference to this bounding box.
  41476. */
  41477. translate( offset ) {
  41478. this.min.add( offset );
  41479. this.max.add( offset );
  41480. return this;
  41481. }
  41482. /**
  41483. * Returns `true` if this bounding box is equal with the given one.
  41484. *
  41485. * @param {Box2} box - The box to test for equality.
  41486. * @return {boolean} Whether this bounding box is equal with the given one.
  41487. */
  41488. equals( box ) {
  41489. return box.min.equals( this.min ) && box.max.equals( this.max );
  41490. }
  41491. }
  41492. const _startP = /*@__PURE__*/ new Vector3();
  41493. const _startEnd = /*@__PURE__*/ new Vector3();
  41494. const _d1 = /*@__PURE__*/ new Vector3();
  41495. const _d2 = /*@__PURE__*/ new Vector3();
  41496. const _r = /*@__PURE__*/ new Vector3();
  41497. const _c1 = /*@__PURE__*/ new Vector3();
  41498. const _c2 = /*@__PURE__*/ new Vector3();
  41499. /**
  41500. * An analytical line segment in 3D space represented by a start and end point.
  41501. */
  41502. class Line3 {
  41503. /**
  41504. * Constructs a new line segment.
  41505. *
  41506. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  41507. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  41508. */
  41509. constructor( start = new Vector3(), end = new Vector3() ) {
  41510. /**
  41511. * Start of the line segment.
  41512. *
  41513. * @type {Vector3}
  41514. */
  41515. this.start = start;
  41516. /**
  41517. * End of the line segment.
  41518. *
  41519. * @type {Vector3}
  41520. */
  41521. this.end = end;
  41522. }
  41523. /**
  41524. * Sets the start and end values by copying the given vectors.
  41525. *
  41526. * @param {Vector3} start - The start point.
  41527. * @param {Vector3} end - The end point.
  41528. * @return {Line3} A reference to this line segment.
  41529. */
  41530. set( start, end ) {
  41531. this.start.copy( start );
  41532. this.end.copy( end );
  41533. return this;
  41534. }
  41535. /**
  41536. * Copies the values of the given line segment to this instance.
  41537. *
  41538. * @param {Line3} line - The line segment to copy.
  41539. * @return {Line3} A reference to this line segment.
  41540. */
  41541. copy( line ) {
  41542. this.start.copy( line.start );
  41543. this.end.copy( line.end );
  41544. return this;
  41545. }
  41546. /**
  41547. * Returns the center of the line segment.
  41548. *
  41549. * @param {Vector3} target - The target vector that is used to store the method's result.
  41550. * @return {Vector3} The center point.
  41551. */
  41552. getCenter( target ) {
  41553. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  41554. }
  41555. /**
  41556. * Returns the delta vector of the line segment's start and end point.
  41557. *
  41558. * @param {Vector3} target - The target vector that is used to store the method's result.
  41559. * @return {Vector3} The delta vector.
  41560. */
  41561. delta( target ) {
  41562. return target.subVectors( this.end, this.start );
  41563. }
  41564. /**
  41565. * Returns the squared Euclidean distance between the line' start and end point.
  41566. *
  41567. * @return {number} The squared Euclidean distance.
  41568. */
  41569. distanceSq() {
  41570. return this.start.distanceToSquared( this.end );
  41571. }
  41572. /**
  41573. * Returns the Euclidean distance between the line' start and end point.
  41574. *
  41575. * @return {number} The Euclidean distance.
  41576. */
  41577. distance() {
  41578. return this.start.distanceTo( this.end );
  41579. }
  41580. /**
  41581. * Returns a vector at a certain position along the line segment.
  41582. *
  41583. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  41584. * @param {Vector3} target - The target vector that is used to store the method's result.
  41585. * @return {Vector3} The delta vector.
  41586. */
  41587. at( t, target ) {
  41588. return this.delta( target ).multiplyScalar( t ).add( this.start );
  41589. }
  41590. /**
  41591. * Returns a point parameter based on the closest point as projected on the line segment.
  41592. *
  41593. * @param {Vector3} point - The point for which to return a point parameter.
  41594. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  41595. * @return {number} The point parameter.
  41596. */
  41597. closestPointToPointParameter( point, clampToLine ) {
  41598. _startP.subVectors( point, this.start );
  41599. _startEnd.subVectors( this.end, this.start );
  41600. const startEnd2 = _startEnd.dot( _startEnd );
  41601. if ( startEnd2 === 0 ) return 0;
  41602. const startEnd_startP = _startEnd.dot( _startP );
  41603. let t = startEnd_startP / startEnd2;
  41604. if ( clampToLine ) {
  41605. t = clamp( t, 0, 1 );
  41606. }
  41607. return t;
  41608. }
  41609. /**
  41610. * Returns the closest point on the line for a given point.
  41611. *
  41612. * @param {Vector3} point - The point to compute the closest point on the line for.
  41613. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  41614. * @param {Vector3} target - The target vector that is used to store the method's result.
  41615. * @return {Vector3} The closest point on the line.
  41616. */
  41617. closestPointToPoint( point, clampToLine, target ) {
  41618. const t = this.closestPointToPointParameter( point, clampToLine );
  41619. return this.delta( target ).multiplyScalar( t ).add( this.start );
  41620. }
  41621. /**
  41622. * Returns the closest squared distance between this line segment and the given one.
  41623. *
  41624. * @param {Line3} line - The line segment to compute the closest squared distance to.
  41625. * @param {Vector3} [c1] - The closest point on this line segment.
  41626. * @param {Vector3} [c2] - The closest point on the given line segment.
  41627. * @return {number} The squared distance between this line segment and the given one.
  41628. */
  41629. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  41630. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  41631. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  41632. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  41633. // distance between between S1(s) and S2(t)
  41634. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  41635. let s, t;
  41636. const p1 = this.start;
  41637. const p2 = line.start;
  41638. const q1 = this.end;
  41639. const q2 = line.end;
  41640. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  41641. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  41642. _r.subVectors( p1, p2 );
  41643. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  41644. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  41645. const f = _d2.dot( _r );
  41646. // Check if either or both segments degenerate into points
  41647. if ( a <= EPSILON && e <= EPSILON ) {
  41648. // Both segments degenerate into points
  41649. c1.copy( p1 );
  41650. c2.copy( p2 );
  41651. c1.sub( c2 );
  41652. return c1.dot( c1 );
  41653. }
  41654. if ( a <= EPSILON ) {
  41655. // First segment degenerates into a point
  41656. s = 0;
  41657. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  41658. t = clamp( t, 0, 1 );
  41659. } else {
  41660. const c = _d1.dot( _r );
  41661. if ( e <= EPSILON ) {
  41662. // Second segment degenerates into a point
  41663. t = 0;
  41664. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  41665. } else {
  41666. // The general nondegenerate case starts here
  41667. const b = _d1.dot( _d2 );
  41668. const denom = a * e - b * b; // Always nonnegative
  41669. // If segments not parallel, compute closest point on L1 to L2 and
  41670. // clamp to segment S1. Else pick arbitrary s (here 0)
  41671. if ( denom !== 0 ) {
  41672. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  41673. } else {
  41674. s = 0;
  41675. }
  41676. // Compute point on L2 closest to S1(s) using
  41677. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  41678. t = ( b * s + f ) / e;
  41679. // If t in [0,1] done. Else clamp t, recompute s for the new value
  41680. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  41681. // and clamp s to [0, 1]
  41682. if ( t < 0 ) {
  41683. t = 0.;
  41684. s = clamp( - c / a, 0, 1 );
  41685. } else if ( t > 1 ) {
  41686. t = 1;
  41687. s = clamp( ( b - c ) / a, 0, 1 );
  41688. }
  41689. }
  41690. }
  41691. c1.copy( p1 ).addScaledVector( _d1, s );
  41692. c2.copy( p2 ).addScaledVector( _d2, t );
  41693. return c1.distanceToSquared( c2 );
  41694. }
  41695. /**
  41696. * Applies a 4x4 transformation matrix to this line segment.
  41697. *
  41698. * @param {Matrix4} matrix - The transformation matrix.
  41699. * @return {Line3} A reference to this line segment.
  41700. */
  41701. applyMatrix4( matrix ) {
  41702. this.start.applyMatrix4( matrix );
  41703. this.end.applyMatrix4( matrix );
  41704. return this;
  41705. }
  41706. /**
  41707. * Returns `true` if this line segment is equal with the given one.
  41708. *
  41709. * @param {Line3} line - The line segment to test for equality.
  41710. * @return {boolean} Whether this line segment is equal with the given one.
  41711. */
  41712. equals( line ) {
  41713. return line.start.equals( this.start ) && line.end.equals( this.end );
  41714. }
  41715. /**
  41716. * Returns a new line segment with copied values from this instance.
  41717. *
  41718. * @return {Line3} A clone of this instance.
  41719. */
  41720. clone() {
  41721. return new this.constructor().copy( this );
  41722. }
  41723. }
  41724. const _vector$3 = /*@__PURE__*/ new Vector3();
  41725. /**
  41726. * This displays a cone shaped helper object for a {@link SpotLight}.
  41727. *
  41728. * When the spot light or its target are transformed or light properties are
  41729. * changed, it's necessary to call the `update()` method of the respective helper.
  41730. *
  41731. * ```js
  41732. * const spotLight = new THREE.SpotLight( 0xffffff );
  41733. * spotLight.position.set( 10, 10, 10 );
  41734. * scene.add( spotLight );
  41735. *
  41736. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  41737. * scene.add( spotLightHelper );
  41738. * ```
  41739. *
  41740. * @augments Object3D
  41741. */
  41742. class SpotLightHelper extends Object3D {
  41743. /**
  41744. * Constructs a new spot light helper.
  41745. *
  41746. * @param {HemisphereLight} light - The light to be visualized.
  41747. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41748. * the color of the light.
  41749. */
  41750. constructor( light, color ) {
  41751. super();
  41752. /**
  41753. * The light being visualized.
  41754. *
  41755. * @type {SpotLight}
  41756. */
  41757. this.light = light;
  41758. this.matrixAutoUpdate = false;
  41759. /**
  41760. * The color parameter passed in the constructor.
  41761. * If not set, the helper will take the color of the light.
  41762. *
  41763. * @type {number|Color|string}
  41764. */
  41765. this.color = color;
  41766. this.type = 'SpotLightHelper';
  41767. const geometry = new BufferGeometry();
  41768. const positions = [
  41769. 0, 0, 0, 0, 0, 1,
  41770. 0, 0, 0, 1, 0, 1,
  41771. 0, 0, 0, -1, 0, 1,
  41772. 0, 0, 0, 0, 1, 1,
  41773. 0, 0, 0, 0, -1, 1
  41774. ];
  41775. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  41776. const p1 = ( i / l ) * Math.PI * 2;
  41777. const p2 = ( j / l ) * Math.PI * 2;
  41778. positions.push(
  41779. Math.cos( p1 ), Math.sin( p1 ), 1,
  41780. Math.cos( p2 ), Math.sin( p2 ), 1
  41781. );
  41782. }
  41783. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41784. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41785. this.cone = new LineSegments( geometry, material );
  41786. this.add( this.cone );
  41787. this.update();
  41788. }
  41789. /**
  41790. * Frees the GPU-related resources allocated by this instance. Call this
  41791. * method whenever this instance is no longer used in your app.
  41792. */
  41793. dispose() {
  41794. this.cone.geometry.dispose();
  41795. this.cone.material.dispose();
  41796. }
  41797. /**
  41798. * Updates the helper to match the position and direction of the
  41799. * light being visualized.
  41800. */
  41801. update() {
  41802. this.light.updateWorldMatrix( true, false );
  41803. this.light.target.updateWorldMatrix( true, false );
  41804. // update the local matrix based on the parent and light target transforms
  41805. if ( this.parent ) {
  41806. this.parent.updateWorldMatrix( true );
  41807. this.matrix
  41808. .copy( this.parent.matrixWorld )
  41809. .invert()
  41810. .multiply( this.light.matrixWorld );
  41811. } else {
  41812. this.matrix.copy( this.light.matrixWorld );
  41813. }
  41814. this.matrixWorldNeedsUpdate = true;
  41815. const coneLength = this.light.distance ? this.light.distance : 1000;
  41816. const coneWidth = coneLength * Math.tan( this.light.angle );
  41817. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  41818. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  41819. this.cone.lookAt( _vector$3 );
  41820. if ( this.color !== undefined ) {
  41821. this.cone.material.color.set( this.color );
  41822. } else {
  41823. this.cone.material.color.copy( this.light.color );
  41824. }
  41825. }
  41826. }
  41827. const _vector$2 = /*@__PURE__*/ new Vector3();
  41828. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  41829. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  41830. /**
  41831. * A helper object to assist with visualizing a {@link Skeleton}.
  41832. *
  41833. * ```js
  41834. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  41835. * scene.add( helper );
  41836. * ```
  41837. *
  41838. * @augments LineSegments
  41839. */
  41840. class SkeletonHelper extends LineSegments {
  41841. /**
  41842. * Constructs a new skeleton helper.
  41843. *
  41844. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  41845. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  41846. */
  41847. constructor( object ) {
  41848. const bones = getBoneList( object );
  41849. const geometry = new BufferGeometry();
  41850. const vertices = [];
  41851. const colors = [];
  41852. for ( let i = 0; i < bones.length; i ++ ) {
  41853. const bone = bones[ i ];
  41854. if ( bone.parent && bone.parent.isBone ) {
  41855. vertices.push( 0, 0, 0 );
  41856. vertices.push( 0, 0, 0 );
  41857. colors.push( 0, 0, 0 );
  41858. colors.push( 0, 0, 0 );
  41859. }
  41860. }
  41861. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41862. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41863. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  41864. super( geometry, material );
  41865. /**
  41866. * This flag can be used for type testing.
  41867. *
  41868. * @type {boolean}
  41869. * @readonly
  41870. * @default true
  41871. */
  41872. this.isSkeletonHelper = true;
  41873. this.type = 'SkeletonHelper';
  41874. /**
  41875. * The object being visualized.
  41876. *
  41877. * @type {Object3D}
  41878. */
  41879. this.root = object;
  41880. /**
  41881. * The list of bones that the helper visualizes.
  41882. *
  41883. * @type {Array<Bone>}
  41884. */
  41885. this.bones = bones;
  41886. this.matrix = object.matrixWorld;
  41887. this.matrixAutoUpdate = false;
  41888. // colors
  41889. const color1 = new Color( 0x0000ff );
  41890. const color2 = new Color( 0x00ff00 );
  41891. this.setColors( color1, color2 );
  41892. }
  41893. updateMatrixWorld( force ) {
  41894. const bones = this.bones;
  41895. const geometry = this.geometry;
  41896. const position = geometry.getAttribute( 'position' );
  41897. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41898. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41899. const bone = bones[ i ];
  41900. if ( bone.parent && bone.parent.isBone ) {
  41901. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41902. _vector$2.setFromMatrixPosition( _boneMatrix );
  41903. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41904. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41905. _vector$2.setFromMatrixPosition( _boneMatrix );
  41906. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41907. j += 2;
  41908. }
  41909. }
  41910. geometry.getAttribute( 'position' ).needsUpdate = true;
  41911. super.updateMatrixWorld( force );
  41912. }
  41913. /**
  41914. * Defines the colors of the helper.
  41915. *
  41916. * @param {Color} color1 - The first line color for each bone.
  41917. * @param {Color} color2 - The second line color for each bone.
  41918. * @return {SkeletonHelper} A reference to this helper.
  41919. */
  41920. setColors( color1, color2 ) {
  41921. const geometry = this.geometry;
  41922. const colorAttribute = geometry.getAttribute( 'color' );
  41923. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41924. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41925. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41926. }
  41927. colorAttribute.needsUpdate = true;
  41928. return this;
  41929. }
  41930. /**
  41931. * Frees the GPU-related resources allocated by this instance. Call this
  41932. * method whenever this instance is no longer used in your app.
  41933. */
  41934. dispose() {
  41935. this.geometry.dispose();
  41936. this.material.dispose();
  41937. }
  41938. }
  41939. function getBoneList( object ) {
  41940. const boneList = [];
  41941. if ( object.isBone === true ) {
  41942. boneList.push( object );
  41943. }
  41944. for ( let i = 0; i < object.children.length; i ++ ) {
  41945. boneList.push( ...getBoneList( object.children[ i ] ) );
  41946. }
  41947. return boneList;
  41948. }
  41949. /**
  41950. * This displays a helper object consisting of a spherical mesh for
  41951. * visualizing an instance of {@link PointLight}.
  41952. *
  41953. * ```js
  41954. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41955. * pointLight.position.set( 10, 10, 10 );
  41956. * scene.add( pointLight );
  41957. *
  41958. * const sphereSize = 1;
  41959. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41960. * scene.add( pointLightHelper );
  41961. * ```
  41962. *
  41963. * @augments Mesh
  41964. */
  41965. class PointLightHelper extends Mesh {
  41966. /**
  41967. * Constructs a new point light helper.
  41968. *
  41969. * @param {PointLight} light - The light to be visualized.
  41970. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41971. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41972. * the color of the light.
  41973. */
  41974. constructor( light, sphereSize, color ) {
  41975. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41976. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41977. super( geometry, material );
  41978. /**
  41979. * The light being visualized.
  41980. *
  41981. * @type {PointLight}
  41982. */
  41983. this.light = light;
  41984. /**
  41985. * The color parameter passed in the constructor.
  41986. * If not set, the helper will take the color of the light.
  41987. *
  41988. * @type {number|Color|string}
  41989. */
  41990. this.color = color;
  41991. this.type = 'PointLightHelper';
  41992. this.matrix = this.light.matrixWorld;
  41993. this.matrixAutoUpdate = false;
  41994. this.update();
  41995. }
  41996. /**
  41997. * Frees the GPU-related resources allocated by this instance. Call this
  41998. * method whenever this instance is no longer used in your app.
  41999. */
  42000. dispose() {
  42001. this.geometry.dispose();
  42002. this.material.dispose();
  42003. }
  42004. /**
  42005. * Updates the helper to match the position of the
  42006. * light being visualized.
  42007. */
  42008. update() {
  42009. this.matrixWorldNeedsUpdate = true;
  42010. this.light.updateWorldMatrix( true, false );
  42011. if ( this.color !== undefined ) {
  42012. this.material.color.set( this.color );
  42013. } else {
  42014. this.material.color.copy( this.light.color );
  42015. }
  42016. /*
  42017. const d = this.light.distance;
  42018. if ( d === 0.0 ) {
  42019. this.lightDistance.visible = false;
  42020. } else {
  42021. this.lightDistance.visible = true;
  42022. this.lightDistance.scale.set( d, d, d );
  42023. }
  42024. */
  42025. }
  42026. }
  42027. const _vector$1 = /*@__PURE__*/ new Vector3();
  42028. const _color1 = /*@__PURE__*/ new Color();
  42029. const _color2 = /*@__PURE__*/ new Color();
  42030. /**
  42031. * Creates a visual aid consisting of a spherical mesh for a
  42032. * given {@link HemisphereLight}.
  42033. *
  42034. * When the hemisphere light is transformed or its light properties are changed,
  42035. * it's necessary to call the `update()` method of the respective helper.
  42036. *
  42037. * ```js
  42038. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  42039. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  42040. * scene.add( helper );
  42041. * ```
  42042. *
  42043. * @augments Object3D
  42044. */
  42045. class HemisphereLightHelper extends Object3D {
  42046. /**
  42047. * Constructs a new hemisphere light helper.
  42048. *
  42049. * @param {HemisphereLight} light - The light to be visualized.
  42050. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  42051. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  42052. * the color of the light.
  42053. */
  42054. constructor( light, size, color ) {
  42055. super();
  42056. /**
  42057. * The light being visualized.
  42058. *
  42059. * @type {HemisphereLight}
  42060. */
  42061. this.light = light;
  42062. this.matrix = light.matrixWorld;
  42063. this.matrixAutoUpdate = false;
  42064. /**
  42065. * The color parameter passed in the constructor.
  42066. * If not set, the helper will take the color of the light.
  42067. *
  42068. * @type {number|Color|string}
  42069. */
  42070. this.color = color;
  42071. this.type = 'HemisphereLightHelper';
  42072. const geometry = new OctahedronGeometry( size );
  42073. geometry.rotateY( Math.PI * 0.5 );
  42074. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  42075. if ( this.color === undefined ) this.material.vertexColors = true;
  42076. const position = geometry.getAttribute( 'position' );
  42077. const colors = new Float32Array( position.count * 3 );
  42078. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  42079. this.add( new Mesh( geometry, this.material ) );
  42080. this.update();
  42081. }
  42082. /**
  42083. * Frees the GPU-related resources allocated by this instance. Call this
  42084. * method whenever this instance is no longer used in your app.
  42085. */
  42086. dispose() {
  42087. this.children[ 0 ].geometry.dispose();
  42088. this.children[ 0 ].material.dispose();
  42089. }
  42090. /**
  42091. * Updates the helper to match the position and direction of the
  42092. * light being visualized.
  42093. */
  42094. update() {
  42095. const mesh = this.children[ 0 ];
  42096. if ( this.color !== undefined ) {
  42097. this.material.color.set( this.color );
  42098. } else {
  42099. const colors = mesh.geometry.getAttribute( 'color' );
  42100. _color1.copy( this.light.color );
  42101. _color2.copy( this.light.groundColor );
  42102. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  42103. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  42104. colors.setXYZ( i, color.r, color.g, color.b );
  42105. }
  42106. colors.needsUpdate = true;
  42107. }
  42108. this.matrixWorldNeedsUpdate = true;
  42109. this.light.updateWorldMatrix( true, false );
  42110. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  42111. }
  42112. }
  42113. /**
  42114. * The helper is an object to define grids. Grids are two-dimensional
  42115. * arrays of lines.
  42116. *
  42117. * ```js
  42118. * const size = 10;
  42119. * const divisions = 10;
  42120. *
  42121. * const gridHelper = new THREE.GridHelper( size, divisions );
  42122. * scene.add( gridHelper );
  42123. * ```
  42124. *
  42125. * @augments LineSegments
  42126. */
  42127. class GridHelper extends LineSegments {
  42128. /**
  42129. * Constructs a new grid helper.
  42130. *
  42131. * @param {number} [size=10] - The size of the grid.
  42132. * @param {number} [divisions=10] - The number of divisions across the grid.
  42133. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  42134. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  42135. */
  42136. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  42137. color1 = new Color( color1 );
  42138. color2 = new Color( color2 );
  42139. const center = divisions / 2;
  42140. const step = size / divisions;
  42141. const halfSize = size / 2;
  42142. const vertices = [], colors = [];
  42143. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  42144. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  42145. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  42146. const color = i === center ? color1 : color2;
  42147. color.toArray( colors, j ); j += 3;
  42148. color.toArray( colors, j ); j += 3;
  42149. color.toArray( colors, j ); j += 3;
  42150. color.toArray( colors, j ); j += 3;
  42151. }
  42152. const geometry = new BufferGeometry();
  42153. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42154. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42155. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42156. super( geometry, material );
  42157. this.type = 'GridHelper';
  42158. }
  42159. /**
  42160. * Frees the GPU-related resources allocated by this instance. Call this
  42161. * method whenever this instance is no longer used in your app.
  42162. */
  42163. dispose() {
  42164. this.geometry.dispose();
  42165. this.material.dispose();
  42166. }
  42167. }
  42168. /**
  42169. * This helper is an object to define polar grids. Grids are
  42170. * two-dimensional arrays of lines.
  42171. *
  42172. * ```js
  42173. * const radius = 10;
  42174. * const sectors = 16;
  42175. * const rings = 8;
  42176. * const divisions = 64;
  42177. *
  42178. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  42179. * scene.add( helper );
  42180. * ```
  42181. *
  42182. * @augments LineSegments
  42183. */
  42184. class PolarGridHelper extends LineSegments {
  42185. /**
  42186. * Constructs a new polar grid helper.
  42187. *
  42188. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  42189. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  42190. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  42191. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  42192. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  42193. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  42194. */
  42195. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  42196. color1 = new Color( color1 );
  42197. color2 = new Color( color2 );
  42198. const vertices = [];
  42199. const colors = [];
  42200. // create the sectors
  42201. if ( sectors > 1 ) {
  42202. for ( let i = 0; i < sectors; i ++ ) {
  42203. const v = ( i / sectors ) * ( Math.PI * 2 );
  42204. const x = Math.sin( v ) * radius;
  42205. const z = Math.cos( v ) * radius;
  42206. vertices.push( 0, 0, 0 );
  42207. vertices.push( x, 0, z );
  42208. const color = ( i & 1 ) ? color1 : color2;
  42209. colors.push( color.r, color.g, color.b );
  42210. colors.push( color.r, color.g, color.b );
  42211. }
  42212. }
  42213. // create the rings
  42214. for ( let i = 0; i < rings; i ++ ) {
  42215. const color = ( i & 1 ) ? color1 : color2;
  42216. const r = radius - ( radius / rings * i );
  42217. for ( let j = 0; j < divisions; j ++ ) {
  42218. // first vertex
  42219. let v = ( j / divisions ) * ( Math.PI * 2 );
  42220. let x = Math.sin( v ) * r;
  42221. let z = Math.cos( v ) * r;
  42222. vertices.push( x, 0, z );
  42223. colors.push( color.r, color.g, color.b );
  42224. // second vertex
  42225. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  42226. x = Math.sin( v ) * r;
  42227. z = Math.cos( v ) * r;
  42228. vertices.push( x, 0, z );
  42229. colors.push( color.r, color.g, color.b );
  42230. }
  42231. }
  42232. const geometry = new BufferGeometry();
  42233. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42234. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42235. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42236. super( geometry, material );
  42237. this.type = 'PolarGridHelper';
  42238. }
  42239. /**
  42240. * Frees the GPU-related resources allocated by this instance. Call this
  42241. * method whenever this instance is no longer used in your app.
  42242. */
  42243. dispose() {
  42244. this.geometry.dispose();
  42245. this.material.dispose();
  42246. }
  42247. }
  42248. const _v1 = /*@__PURE__*/ new Vector3();
  42249. const _v2 = /*@__PURE__*/ new Vector3();
  42250. const _v3 = /*@__PURE__*/ new Vector3();
  42251. /**
  42252. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  42253. * effect on the scene. This consists of a plane and a line representing the
  42254. * light's position and direction.
  42255. *
  42256. * When the directional light or its target are transformed or light properties
  42257. * are changed, it's necessary to call the `update()` method of the respective helper.
  42258. *
  42259. * ```js
  42260. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  42261. * scene.add( light );
  42262. *
  42263. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  42264. * scene.add( helper );
  42265. * ```
  42266. *
  42267. * @augments Object3D
  42268. */
  42269. class DirectionalLightHelper extends Object3D {
  42270. /**
  42271. * Constructs a new directional light helper.
  42272. *
  42273. * @param {DirectionalLight} light - The light to be visualized.
  42274. * @param {number} [size=1] - The dimensions of the plane.
  42275. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  42276. * the color of the light.
  42277. */
  42278. constructor( light, size, color ) {
  42279. super();
  42280. /**
  42281. * The light being visualized.
  42282. *
  42283. * @type {DirectionalLight}
  42284. */
  42285. this.light = light;
  42286. this.matrix = light.matrixWorld;
  42287. this.matrixAutoUpdate = false;
  42288. /**
  42289. * The color parameter passed in the constructor.
  42290. * If not set, the helper will take the color of the light.
  42291. *
  42292. * @type {number|Color|string}
  42293. */
  42294. this.color = color;
  42295. this.type = 'DirectionalLightHelper';
  42296. if ( size === undefined ) size = 1;
  42297. let geometry = new BufferGeometry();
  42298. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  42299. - size, size, 0,
  42300. size, size, 0,
  42301. size, - size, 0,
  42302. - size, - size, 0,
  42303. - size, size, 0
  42304. ], 3 ) );
  42305. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  42306. /**
  42307. * Contains the line showing the location of the directional light.
  42308. *
  42309. * @type {Line}
  42310. */
  42311. this.lightPlane = new Line( geometry, material );
  42312. this.add( this.lightPlane );
  42313. geometry = new BufferGeometry();
  42314. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  42315. /**
  42316. * Represents the target line of the directional light.
  42317. *
  42318. * @type {Line}
  42319. */
  42320. this.targetLine = new Line( geometry, material );
  42321. this.add( this.targetLine );
  42322. this.update();
  42323. }
  42324. /**
  42325. * Frees the GPU-related resources allocated by this instance. Call this
  42326. * method whenever this instance is no longer used in your app.
  42327. */
  42328. dispose() {
  42329. this.lightPlane.geometry.dispose();
  42330. this.lightPlane.material.dispose();
  42331. this.targetLine.geometry.dispose();
  42332. this.targetLine.material.dispose();
  42333. }
  42334. /**
  42335. * Updates the helper to match the position and direction of the
  42336. * light being visualized.
  42337. */
  42338. update() {
  42339. this.matrixWorldNeedsUpdate = true;
  42340. this.light.updateWorldMatrix( true, false );
  42341. this.light.target.updateWorldMatrix( true, false );
  42342. _v1.setFromMatrixPosition( this.light.matrixWorld );
  42343. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  42344. _v3.subVectors( _v2, _v1 );
  42345. this.lightPlane.lookAt( _v2 );
  42346. if ( this.color !== undefined ) {
  42347. this.lightPlane.material.color.set( this.color );
  42348. this.targetLine.material.color.set( this.color );
  42349. } else {
  42350. this.lightPlane.material.color.copy( this.light.color );
  42351. this.targetLine.material.color.copy( this.light.color );
  42352. }
  42353. this.targetLine.lookAt( _v2 );
  42354. this.targetLine.scale.z = _v3.length();
  42355. }
  42356. }
  42357. const _vector = /*@__PURE__*/ new Vector3();
  42358. const _camera = /*@__PURE__*/ new Camera();
  42359. /**
  42360. * This helps with visualizing what a camera contains in its frustum. It
  42361. * visualizes the frustum of a camera using a line segments.
  42362. *
  42363. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  42364. *
  42365. * `CameraHelper` must be a child of the scene.
  42366. *
  42367. * When the camera is transformed or its projection matrix is changed, it's necessary
  42368. * to call the `update()` method of the respective helper.
  42369. *
  42370. * ```js
  42371. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  42372. * const helper = new THREE.CameraHelper( camera );
  42373. * scene.add( helper );
  42374. * ```
  42375. *
  42376. * @augments LineSegments
  42377. */
  42378. class CameraHelper extends LineSegments {
  42379. /**
  42380. * Constructs a new arrow helper.
  42381. *
  42382. * @param {Camera} camera - The camera to visualize.
  42383. */
  42384. constructor( camera ) {
  42385. const geometry = new BufferGeometry();
  42386. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  42387. const vertices = [];
  42388. const colors = [];
  42389. const pointMap = {};
  42390. // near
  42391. addLine( 'n1', 'n2' );
  42392. addLine( 'n2', 'n4' );
  42393. addLine( 'n4', 'n3' );
  42394. addLine( 'n3', 'n1' );
  42395. // far
  42396. addLine( 'f1', 'f2' );
  42397. addLine( 'f2', 'f4' );
  42398. addLine( 'f4', 'f3' );
  42399. addLine( 'f3', 'f1' );
  42400. // sides
  42401. addLine( 'n1', 'f1' );
  42402. addLine( 'n2', 'f2' );
  42403. addLine( 'n3', 'f3' );
  42404. addLine( 'n4', 'f4' );
  42405. // cone
  42406. addLine( 'p', 'n1' );
  42407. addLine( 'p', 'n2' );
  42408. addLine( 'p', 'n3' );
  42409. addLine( 'p', 'n4' );
  42410. // up
  42411. addLine( 'u1', 'u2' );
  42412. addLine( 'u2', 'u3' );
  42413. addLine( 'u3', 'u1' );
  42414. // target
  42415. addLine( 'c', 't' );
  42416. addLine( 'p', 'c' );
  42417. // cross
  42418. addLine( 'cn1', 'cn2' );
  42419. addLine( 'cn3', 'cn4' );
  42420. addLine( 'cf1', 'cf2' );
  42421. addLine( 'cf3', 'cf4' );
  42422. function addLine( a, b ) {
  42423. addPoint( a );
  42424. addPoint( b );
  42425. }
  42426. function addPoint( id ) {
  42427. vertices.push( 0, 0, 0 );
  42428. colors.push( 0, 0, 0 );
  42429. if ( pointMap[ id ] === undefined ) {
  42430. pointMap[ id ] = [];
  42431. }
  42432. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  42433. }
  42434. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42435. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42436. super( geometry, material );
  42437. this.type = 'CameraHelper';
  42438. /**
  42439. * The camera being visualized.
  42440. *
  42441. * @type {Camera}
  42442. */
  42443. this.camera = camera;
  42444. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  42445. this.matrix = camera.matrixWorld;
  42446. this.matrixAutoUpdate = false;
  42447. /**
  42448. * This contains the points used to visualize the camera.
  42449. *
  42450. * @type {Object<string,Array<number>>}
  42451. */
  42452. this.pointMap = pointMap;
  42453. this.update();
  42454. // colors
  42455. const colorFrustum = new Color( 0xffaa00 );
  42456. const colorCone = new Color( 0xff0000 );
  42457. const colorUp = new Color( 0x00aaff );
  42458. const colorTarget = new Color( 0xffffff );
  42459. const colorCross = new Color( 0x333333 );
  42460. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  42461. }
  42462. /**
  42463. * Defines the colors of the helper.
  42464. *
  42465. * @param {Color} frustum - The frustum line color.
  42466. * @param {Color} cone - The cone line color.
  42467. * @param {Color} up - The up line color.
  42468. * @param {Color} target - The target line color.
  42469. * @param {Color} cross - The cross line color.
  42470. * @return {CameraHelper} A reference to this helper.
  42471. */
  42472. setColors( frustum, cone, up, target, cross ) {
  42473. const geometry = this.geometry;
  42474. const colorAttribute = geometry.getAttribute( 'color' );
  42475. // near
  42476. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  42477. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  42478. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  42479. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  42480. // far
  42481. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  42482. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  42483. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  42484. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  42485. // sides
  42486. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  42487. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  42488. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  42489. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  42490. // cone
  42491. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  42492. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  42493. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  42494. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  42495. // up
  42496. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  42497. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  42498. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  42499. // target
  42500. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  42501. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  42502. // cross
  42503. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  42504. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  42505. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  42506. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  42507. colorAttribute.needsUpdate = true;
  42508. return this;
  42509. }
  42510. /**
  42511. * Updates the helper based on the projection matrix of the camera.
  42512. */
  42513. update() {
  42514. const geometry = this.geometry;
  42515. const pointMap = this.pointMap;
  42516. const w = 1, h = 1;
  42517. let nearZ, farZ;
  42518. // we need just camera projection matrix inverse
  42519. // world matrix must be identity
  42520. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  42521. // Adjust z values based on coordinate system
  42522. if ( this.camera.reversedDepth === true ) {
  42523. nearZ = 1;
  42524. farZ = 0;
  42525. } else {
  42526. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  42527. nearZ = -1;
  42528. farZ = 1;
  42529. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  42530. nearZ = 0;
  42531. farZ = 1;
  42532. } else {
  42533. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  42534. }
  42535. }
  42536. // center / target
  42537. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  42538. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  42539. // near
  42540. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  42541. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  42542. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  42543. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  42544. // far
  42545. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  42546. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  42547. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  42548. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  42549. // up
  42550. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  42551. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  42552. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  42553. // cross
  42554. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  42555. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  42556. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  42557. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  42558. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  42559. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  42560. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  42561. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  42562. geometry.getAttribute( 'position' ).needsUpdate = true;
  42563. }
  42564. /**
  42565. * Frees the GPU-related resources allocated by this instance. Call this
  42566. * method whenever this instance is no longer used in your app.
  42567. */
  42568. dispose() {
  42569. this.geometry.dispose();
  42570. this.material.dispose();
  42571. }
  42572. }
  42573. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  42574. _vector.set( x, y, z ).unproject( camera );
  42575. const points = pointMap[ point ];
  42576. if ( points !== undefined ) {
  42577. const position = geometry.getAttribute( 'position' );
  42578. for ( let i = 0, l = points.length; i < l; i ++ ) {
  42579. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  42580. }
  42581. }
  42582. }
  42583. const _box = /*@__PURE__*/ new Box3();
  42584. /**
  42585. * Helper object to graphically show the world-axis-aligned bounding box
  42586. * around an object. The actual bounding box is handled with {@link Box3},
  42587. * this is just a visual helper for debugging. It can be automatically
  42588. * resized with {@link BoxHelper#update} when the object it's created from
  42589. * is transformed. Note that the object must have a geometry for this to work,
  42590. * so it won't work with sprites.
  42591. *
  42592. * ```js
  42593. * const sphere = new THREE.SphereGeometry();
  42594. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  42595. * const box = new THREE.BoxHelper( object, 0xffff00 );
  42596. * scene.add( box );
  42597. * ```
  42598. *
  42599. * @augments LineSegments
  42600. */
  42601. class BoxHelper extends LineSegments {
  42602. /**
  42603. * Constructs a new box helper.
  42604. *
  42605. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  42606. * @param {number|Color|string} [color=0xffff00] - The box's color.
  42607. */
  42608. constructor( object, color = 0xffff00 ) {
  42609. 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 ] );
  42610. const positions = new Float32Array( 8 * 3 );
  42611. const geometry = new BufferGeometry();
  42612. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  42613. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  42614. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42615. /**
  42616. * The 3D object being visualized.
  42617. *
  42618. * @type {Object3D}
  42619. */
  42620. this.object = object;
  42621. this.type = 'BoxHelper';
  42622. this.matrixAutoUpdate = false;
  42623. this.update();
  42624. }
  42625. /**
  42626. * Updates the helper's geometry to match the dimensions of the object,
  42627. * including any children.
  42628. */
  42629. update() {
  42630. if ( this.object !== undefined ) {
  42631. _box.setFromObject( this.object );
  42632. }
  42633. if ( _box.isEmpty() ) return;
  42634. const min = _box.min;
  42635. const max = _box.max;
  42636. /*
  42637. 5____4
  42638. 1/___0/|
  42639. | 6__|_7
  42640. 2/___3/
  42641. 0: max.x, max.y, max.z
  42642. 1: min.x, max.y, max.z
  42643. 2: min.x, min.y, max.z
  42644. 3: max.x, min.y, max.z
  42645. 4: max.x, max.y, min.z
  42646. 5: min.x, max.y, min.z
  42647. 6: min.x, min.y, min.z
  42648. 7: max.x, min.y, min.z
  42649. */
  42650. const position = this.geometry.attributes.position;
  42651. const array = position.array;
  42652. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  42653. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  42654. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  42655. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  42656. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  42657. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  42658. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  42659. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  42660. position.needsUpdate = true;
  42661. this.geometry.computeBoundingSphere();
  42662. }
  42663. /**
  42664. * Updates the wireframe box for the passed object.
  42665. *
  42666. * @param {Object3D} object - The 3D object to create the helper for.
  42667. * @return {BoxHelper} A reference to this instance.
  42668. */
  42669. setFromObject( object ) {
  42670. this.object = object;
  42671. this.update();
  42672. return this;
  42673. }
  42674. copy( source, recursive ) {
  42675. super.copy( source, recursive );
  42676. this.object = source.object;
  42677. return this;
  42678. }
  42679. /**
  42680. * Frees the GPU-related resources allocated by this instance. Call this
  42681. * method whenever this instance is no longer used in your app.
  42682. */
  42683. dispose() {
  42684. this.geometry.dispose();
  42685. this.material.dispose();
  42686. }
  42687. }
  42688. /**
  42689. * A helper object to visualize an instance of {@link Box3}.
  42690. *
  42691. * ```js
  42692. * const box = new THREE.Box3();
  42693. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  42694. *
  42695. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  42696. * scene.add( helper )
  42697. * ```
  42698. *
  42699. * @augments LineSegments
  42700. */
  42701. class Box3Helper extends LineSegments {
  42702. /**
  42703. * Constructs a new box3 helper.
  42704. *
  42705. * @param {Box3} box - The box to visualize.
  42706. * @param {number|Color|string} [color=0xffff00] - The box's color.
  42707. */
  42708. constructor( box, color = 0xffff00 ) {
  42709. 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 ] );
  42710. 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 ];
  42711. const geometry = new BufferGeometry();
  42712. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  42713. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  42714. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42715. /**
  42716. * The box being visualized.
  42717. *
  42718. * @type {Box3}
  42719. */
  42720. this.box = box;
  42721. this.type = 'Box3Helper';
  42722. this.geometry.computeBoundingSphere();
  42723. }
  42724. updateMatrixWorld( force ) {
  42725. const box = this.box;
  42726. if ( box.isEmpty() ) return;
  42727. box.getCenter( this.position );
  42728. box.getSize( this.scale );
  42729. this.scale.multiplyScalar( 0.5 );
  42730. super.updateMatrixWorld( force );
  42731. }
  42732. /**
  42733. * Frees the GPU-related resources allocated by this instance. Call this
  42734. * method whenever this instance is no longer used in your app.
  42735. */
  42736. dispose() {
  42737. this.geometry.dispose();
  42738. this.material.dispose();
  42739. }
  42740. }
  42741. /**
  42742. * A helper object to visualize an instance of {@link Plane}.
  42743. *
  42744. * ```js
  42745. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  42746. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  42747. * scene.add( helper );
  42748. * ```
  42749. *
  42750. * @augments Line
  42751. */
  42752. class PlaneHelper extends Line {
  42753. /**
  42754. * Constructs a new plane helper.
  42755. *
  42756. * @param {Plane} plane - The plane to be visualized.
  42757. * @param {number} [size=1] - The side length of plane helper.
  42758. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  42759. */
  42760. constructor( plane, size = 1, hex = 0xffff00 ) {
  42761. const color = hex;
  42762. 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 ];
  42763. const geometry = new BufferGeometry();
  42764. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  42765. geometry.computeBoundingSphere();
  42766. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42767. this.type = 'PlaneHelper';
  42768. /**
  42769. * The plane being visualized.
  42770. *
  42771. * @type {Plane}
  42772. */
  42773. this.plane = plane;
  42774. /**
  42775. * The side length of plane helper.
  42776. *
  42777. * @type {number}
  42778. * @default 1
  42779. */
  42780. this.size = size;
  42781. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  42782. const geometry2 = new BufferGeometry();
  42783. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  42784. geometry2.computeBoundingSphere();
  42785. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  42786. }
  42787. updateMatrixWorld( force ) {
  42788. this.position.set( 0, 0, 0 );
  42789. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  42790. this.lookAt( this.plane.normal );
  42791. this.translateZ( - this.plane.constant );
  42792. super.updateMatrixWorld( force );
  42793. }
  42794. /**
  42795. * Updates the helper to match the position and direction of the
  42796. * light being visualized.
  42797. */
  42798. dispose() {
  42799. this.geometry.dispose();
  42800. this.material.dispose();
  42801. this.children[ 0 ].geometry.dispose();
  42802. this.children[ 0 ].material.dispose();
  42803. }
  42804. }
  42805. const _axis = /*@__PURE__*/ new Vector3();
  42806. let _lineGeometry, _coneGeometry;
  42807. /**
  42808. * An 3D arrow object for visualizing directions.
  42809. *
  42810. * ```js
  42811. * const dir = new THREE.Vector3( 1, 2, 0 );
  42812. *
  42813. * //normalize the direction vector (convert to vector of length 1)
  42814. * dir.normalize();
  42815. *
  42816. * const origin = new THREE.Vector3( 0, 0, 0 );
  42817. * const length = 1;
  42818. * const hex = 0xffff00;
  42819. *
  42820. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  42821. * scene.add( arrowHelper );
  42822. * ```
  42823. *
  42824. * @augments Object3D
  42825. */
  42826. class ArrowHelper extends Object3D {
  42827. /**
  42828. * Constructs a new arrow helper.
  42829. *
  42830. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  42831. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  42832. * @param {number} [length=1] - Length of the arrow in world units.
  42833. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  42834. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42835. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42836. */
  42837. 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 ) {
  42838. super();
  42839. this.type = 'ArrowHelper';
  42840. if ( _lineGeometry === undefined ) {
  42841. _lineGeometry = new BufferGeometry();
  42842. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  42843. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  42844. _coneGeometry.translate( 0, -0.5, 0 );
  42845. }
  42846. this.position.copy( origin );
  42847. /**
  42848. * The line part of the arrow helper.
  42849. *
  42850. * @type {Line}
  42851. */
  42852. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42853. this.line.matrixAutoUpdate = false;
  42854. this.add( this.line );
  42855. /**
  42856. * The cone part of the arrow helper.
  42857. *
  42858. * @type {Mesh}
  42859. */
  42860. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  42861. this.cone.matrixAutoUpdate = false;
  42862. this.add( this.cone );
  42863. this.setDirection( dir );
  42864. this.setLength( length, headLength, headWidth );
  42865. }
  42866. /**
  42867. * Sets the direction of the helper.
  42868. *
  42869. * @param {Vector3} dir - The normalized direction vector.
  42870. */
  42871. setDirection( dir ) {
  42872. // dir is assumed to be normalized
  42873. if ( dir.y > 0.99999 ) {
  42874. this.quaternion.set( 0, 0, 0, 1 );
  42875. } else if ( dir.y < -0.99999 ) {
  42876. this.quaternion.set( 1, 0, 0, 0 );
  42877. } else {
  42878. _axis.set( dir.z, 0, - dir.x ).normalize();
  42879. const radians = Math.acos( dir.y );
  42880. this.quaternion.setFromAxisAngle( _axis, radians );
  42881. }
  42882. }
  42883. /**
  42884. * Sets the length of the helper.
  42885. *
  42886. * @param {number} length - Length of the arrow in world units.
  42887. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42888. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42889. */
  42890. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42891. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42892. this.line.updateMatrix();
  42893. this.cone.scale.set( headWidth, headLength, headWidth );
  42894. this.cone.position.y = length;
  42895. this.cone.updateMatrix();
  42896. }
  42897. /**
  42898. * Sets the color of the helper.
  42899. *
  42900. * @param {number|Color|string} color - The color to set.
  42901. */
  42902. setColor( color ) {
  42903. this.line.material.color.set( color );
  42904. this.cone.material.color.set( color );
  42905. }
  42906. copy( source ) {
  42907. super.copy( source, false );
  42908. this.line.copy( source.line );
  42909. this.cone.copy( source.cone );
  42910. return this;
  42911. }
  42912. /**
  42913. * Frees the GPU-related resources allocated by this instance. Call this
  42914. * method whenever this instance is no longer used in your app.
  42915. */
  42916. dispose() {
  42917. this.line.geometry.dispose();
  42918. this.line.material.dispose();
  42919. this.cone.geometry.dispose();
  42920. this.cone.material.dispose();
  42921. }
  42922. }
  42923. /**
  42924. * An axis object to visualize the 3 axes in a simple way.
  42925. * The X axis is red. The Y axis is green. The Z axis is blue.
  42926. *
  42927. * ```js
  42928. * const axesHelper = new THREE.AxesHelper( 5 );
  42929. * scene.add( axesHelper );
  42930. * ```
  42931. *
  42932. * @augments LineSegments
  42933. */
  42934. class AxesHelper extends LineSegments {
  42935. /**
  42936. * Constructs a new axes helper.
  42937. *
  42938. * @param {number} [size=1] - Size of the lines representing the axes.
  42939. */
  42940. constructor( size = 1 ) {
  42941. const vertices = [
  42942. 0, 0, 0, size, 0, 0,
  42943. 0, 0, 0, 0, size, 0,
  42944. 0, 0, 0, 0, 0, size
  42945. ];
  42946. const colors = [
  42947. 1, 0, 0, 1, 0.6, 0,
  42948. 0, 1, 0, 0.6, 1, 0,
  42949. 0, 0, 1, 0, 0.6, 1
  42950. ];
  42951. const geometry = new BufferGeometry();
  42952. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42953. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42954. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42955. super( geometry, material );
  42956. this.type = 'AxesHelper';
  42957. }
  42958. /**
  42959. * Defines the colors of the axes helper.
  42960. *
  42961. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42962. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42963. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42964. * @return {AxesHelper} A reference to this axes helper.
  42965. */
  42966. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42967. const color = new Color();
  42968. const array = this.geometry.attributes.color.array;
  42969. color.set( xAxisColor );
  42970. color.toArray( array, 0 );
  42971. color.toArray( array, 3 );
  42972. color.set( yAxisColor );
  42973. color.toArray( array, 6 );
  42974. color.toArray( array, 9 );
  42975. color.set( zAxisColor );
  42976. color.toArray( array, 12 );
  42977. color.toArray( array, 15 );
  42978. this.geometry.attributes.color.needsUpdate = true;
  42979. return this;
  42980. }
  42981. /**
  42982. * Frees the GPU-related resources allocated by this instance. Call this
  42983. * method whenever this instance is no longer used in your app.
  42984. */
  42985. dispose() {
  42986. this.geometry.dispose();
  42987. this.material.dispose();
  42988. }
  42989. }
  42990. /**
  42991. * This class is used to convert a series of paths to an array of
  42992. * shapes. It is specifically used in context of fonts and SVG.
  42993. */
  42994. class ShapePath {
  42995. /**
  42996. * Constructs a new shape path.
  42997. */
  42998. constructor() {
  42999. this.type = 'ShapePath';
  43000. /**
  43001. * The color of the shape.
  43002. *
  43003. * @type {Color}
  43004. */
  43005. this.color = new Color();
  43006. /**
  43007. * The paths that have been generated for this shape.
  43008. *
  43009. * @type {Array<Path>}
  43010. * @default null
  43011. */
  43012. this.subPaths = [];
  43013. /**
  43014. * The current path that is being generated.
  43015. *
  43016. * @type {?Path}
  43017. * @default null
  43018. */
  43019. this.currentPath = null;
  43020. /**
  43021. * An object that can be used to store custom data about the shape path.
  43022. * Mainly used by SVGLoader to store style information.
  43023. *
  43024. * @type {Object}
  43025. */
  43026. this.userData = {};
  43027. }
  43028. /**
  43029. * Creates a new path and moves it current point to the given one.
  43030. *
  43031. * @param {number} x - The x coordinate.
  43032. * @param {number} y - The y coordinate.
  43033. * @return {ShapePath} A reference to this shape path.
  43034. */
  43035. moveTo( x, y ) {
  43036. this.currentPath = new Path();
  43037. this.subPaths.push( this.currentPath );
  43038. this.currentPath.moveTo( x, y );
  43039. return this;
  43040. }
  43041. /**
  43042. * Adds an instance of {@link LineCurve} to the path by connecting
  43043. * the current point with the given one.
  43044. *
  43045. * @param {number} x - The x coordinate of the end point.
  43046. * @param {number} y - The y coordinate of the end point.
  43047. * @return {ShapePath} A reference to this shape path.
  43048. */
  43049. lineTo( x, y ) {
  43050. this.currentPath.lineTo( x, y );
  43051. return this;
  43052. }
  43053. /**
  43054. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  43055. * the current point with the given one.
  43056. *
  43057. * @param {number} aCPx - The x coordinate of the control point.
  43058. * @param {number} aCPy - The y coordinate of the control point.
  43059. * @param {number} aX - The x coordinate of the end point.
  43060. * @param {number} aY - The y coordinate of the end point.
  43061. * @return {ShapePath} A reference to this shape path.
  43062. */
  43063. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  43064. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  43065. return this;
  43066. }
  43067. /**
  43068. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  43069. * the current point with the given one.
  43070. *
  43071. * @param {number} aCP1x - The x coordinate of the first control point.
  43072. * @param {number} aCP1y - The y coordinate of the first control point.
  43073. * @param {number} aCP2x - The x coordinate of the second control point.
  43074. * @param {number} aCP2y - The y coordinate of the second control point.
  43075. * @param {number} aX - The x coordinate of the end point.
  43076. * @param {number} aY - The y coordinate of the end point.
  43077. * @return {ShapePath} A reference to this shape path.
  43078. */
  43079. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  43080. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  43081. return this;
  43082. }
  43083. /**
  43084. * Adds an instance of {@link SplineCurve} to the path by connecting
  43085. * the current point with the given list of points.
  43086. *
  43087. * @param {Array<Vector2>} pts - An array of points in 2D space.
  43088. * @return {ShapePath} A reference to this shape path.
  43089. */
  43090. splineThru( pts ) {
  43091. this.currentPath.splineThru( pts );
  43092. return this;
  43093. }
  43094. /**
  43095. * Converts the paths into an array of shapes.
  43096. *
  43097. * @return {Array<Shape>} An array of shapes.
  43098. */
  43099. toShapes() {
  43100. // Point-in-polygon test using the even-odd ray-casting rule. Valid for
  43101. // simple (non self-intersecting) polygons.
  43102. function pointInPolygon( p, polygon ) {
  43103. let inside = false;
  43104. const n = polygon.length;
  43105. for ( let i = 0, j = n - 1; i < n; j = i ++ ) {
  43106. const a = polygon[ i ];
  43107. const b = polygon[ j ];
  43108. if ( ( a.y > p.y ) !== ( b.y > p.y ) &&
  43109. p.x < ( b.x - a.x ) * ( p.y - a.y ) / ( b.y - a.y ) + a.x ) {
  43110. inside = ! inside;
  43111. }
  43112. }
  43113. return inside;
  43114. }
  43115. // Returns a point guaranteed to be strictly inside the given simple
  43116. // polygon. First tries the bounding-box center; if that falls outside
  43117. // the polygon, casts a horizontal ray at the center's y and picks the
  43118. // midpoint between the first two sorted intercepts.
  43119. //
  43120. // Port of paper.js' Path#getInteriorPoint()
  43121. // https://github.com/paperjs/paper.js/blob/develop/src/path/PathItem.Boolean.js
  43122. function getInteriorPoint( polygon, boundingBox ) {
  43123. const point = boundingBox.getCenter( new Vector2() );
  43124. if ( pointInPolygon( point, polygon ) ) return point;
  43125. const y = point.y;
  43126. const intercepts = [];
  43127. const n = polygon.length;
  43128. for ( let i = 0; i < n; i ++ ) {
  43129. const a = polygon[ i ];
  43130. const b = polygon[ ( i + 1 ) % n ];
  43131. // Half-open crossing rule — counts each vertex exactly once and
  43132. // skips horizontal edges.
  43133. if ( ( a.y > y ) !== ( b.y > y ) ) {
  43134. const x = a.x + ( y - a.y ) * ( b.x - a.x ) / ( b.y - a.y );
  43135. intercepts.push( x );
  43136. }
  43137. }
  43138. if ( intercepts.length > 1 ) {
  43139. intercepts.sort( ( a, b ) => a - b );
  43140. point.x = ( intercepts[ 0 ] + intercepts[ 1 ] ) / 2;
  43141. }
  43142. return point;
  43143. }
  43144. // Resolve fill-rule. Defaults to 'nonzero'.
  43145. let fillRule = ( this.userData.style && this.userData.style.fillRule ) || 'nonzero';
  43146. if ( fillRule !== 'nonzero' && fillRule !== 'evenodd' ) {
  43147. warn( 'Fill-rule "' + fillRule + '" is not supported, falling back to "nonzero".' );
  43148. fillRule = 'nonzero';
  43149. }
  43150. // Predicate that decides whether a winding number falls inside the fill
  43151. // region, per the SVG fill-rule spec. Works for negative windings too,
  43152. // because JavaScript's bitwise AND preserves odd/even under two's
  43153. // complement.
  43154. const isInside = fillRule === 'nonzero'
  43155. ? ( w => w !== 0 )
  43156. : ( w => ( w & 1 ) !== 0 );
  43157. // Build an entry per usable subpath. Self-winding follows the standard
  43158. // convention used by ShapeUtils: counter-clockwise (signed area > 0)
  43159. // contributes +1 to the winding number at an interior point,
  43160. // clockwise contributes -1.
  43161. const entries = [];
  43162. for ( const subPath of this.subPaths ) {
  43163. const points = subPath.getPoints();
  43164. if ( points.length < 3 ) continue;
  43165. const area = ShapeUtils.area( points );
  43166. if ( area === 0 ) continue;
  43167. const boundingBox = new Box2();
  43168. for ( let i = 0; i < points.length; i ++ ) boundingBox.expandByPoint( points[ i ] );
  43169. entries.push( {
  43170. subPath: subPath,
  43171. points: points,
  43172. boundingBox: boundingBox,
  43173. interiorPoint: getInteriorPoint( points, boundingBox ),
  43174. absArea: Math.abs( area ),
  43175. winding: area < 0 ? -1 : 1,
  43176. container: null,
  43177. exclude: false,
  43178. role: null
  43179. } );
  43180. }
  43181. // Sort by area descending. This guarantees that any subpath that could
  43182. // contain `entries[i]` is located at a smaller index and has already
  43183. // been processed when it's entries[i]'s turn. Port of paper.js'
  43184. // reorientPaths() algorithm.
  43185. entries.sort( ( a, b ) => b.absArea - a.absArea );
  43186. // Walk already-processed entries from closest-in-size to largest,
  43187. // stopping at the innermost container. Accumulate the container's
  43188. // cumulative winding into this entry's winding so that the final value
  43189. // equals the winding number at this entry's interior point.
  43190. //
  43191. // A subpath only contributes to the fill boundary when crossing it
  43192. // actually flips the "insideness" per the fill rule; otherwise it's a
  43193. // redundant overlap and gets excluded to avoid double-counting.
  43194. for ( let i = 0; i < entries.length; i ++ ) {
  43195. const entry = entries[ i ];
  43196. let containerWinding = 0;
  43197. for ( let j = i - 1; j >= 0; j -- ) {
  43198. const candidate = entries[ j ];
  43199. if ( ! candidate.boundingBox.containsPoint( entry.interiorPoint ) ) continue;
  43200. if ( ! pointInPolygon( entry.interiorPoint, candidate.points ) ) continue;
  43201. entry.container = candidate.exclude ? candidate.container : candidate;
  43202. containerWinding = candidate.winding;
  43203. entry.winding += containerWinding;
  43204. break;
  43205. }
  43206. if ( isInside( entry.winding ) === isInside( containerWinding ) ) {
  43207. entry.exclude = true;
  43208. }
  43209. }
  43210. // Classify retained entries. An entry is an outer shape if it has no
  43211. // container or if its container is itself a hole (a solid nested inside
  43212. // a hole becomes a new top-level shape); otherwise it's a hole in its
  43213. // container. Entries were already sorted outermost-first, so each
  43214. // container's role is known by the time we look at it.
  43215. for ( const entry of entries ) {
  43216. if ( entry.exclude ) continue;
  43217. entry.role = ( entry.container === null || entry.container.role === 'hole' ) ? 'outer' : 'hole';
  43218. }
  43219. // Build Shapes for outers first, then attach holes to their container's
  43220. // Shape.
  43221. const shapes = [];
  43222. const shapeByEntry = new Map();
  43223. for ( const entry of entries ) {
  43224. if ( entry.exclude || entry.role !== 'outer' ) continue;
  43225. const shape = new Shape();
  43226. shape.curves = entry.subPath.curves;
  43227. shapes.push( shape );
  43228. shapeByEntry.set( entry, shape );
  43229. }
  43230. for ( const entry of entries ) {
  43231. if ( entry.exclude || entry.role !== 'hole' ) continue;
  43232. const shape = shapeByEntry.get( entry.container );
  43233. if ( ! shape ) continue;
  43234. const hole = new Path();
  43235. hole.curves = entry.subPath.curves;
  43236. shape.holes.push( hole );
  43237. }
  43238. return shapes;
  43239. }
  43240. }
  43241. /**
  43242. * Abstract base class for controls.
  43243. *
  43244. * @abstract
  43245. * @augments EventDispatcher
  43246. */
  43247. class Controls extends EventDispatcher {
  43248. /**
  43249. * Constructs a new controls instance.
  43250. *
  43251. * @param {Object3D} object - The object that is managed by the controls.
  43252. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  43253. */
  43254. constructor( object, domElement = null ) {
  43255. super();
  43256. /**
  43257. * The object that is managed by the controls.
  43258. *
  43259. * @type {Object3D}
  43260. */
  43261. this.object = object;
  43262. /**
  43263. * The HTML element used for event listeners.
  43264. *
  43265. * @type {?HTMLElement}
  43266. * @default null
  43267. */
  43268. this.domElement = domElement;
  43269. /**
  43270. * Whether the controls responds to user input or not.
  43271. *
  43272. * @type {boolean}
  43273. * @default true
  43274. */
  43275. this.enabled = true;
  43276. /**
  43277. * The internal state of the controls.
  43278. *
  43279. * @type {number}
  43280. * @default -1
  43281. */
  43282. this.state = -1;
  43283. /**
  43284. * This object defines the keyboard input of the controls.
  43285. *
  43286. * @type {Object}
  43287. */
  43288. this.keys = {};
  43289. /**
  43290. * This object defines what type of actions are assigned to the available mouse buttons.
  43291. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  43292. *
  43293. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  43294. */
  43295. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  43296. /**
  43297. * This object defines what type of actions are assigned to what kind of touch interaction.
  43298. * It depends on the control implementation what kind of touch interaction and actions are supported.
  43299. *
  43300. * @type {{ONE: ?number, TWO: ?number}}
  43301. */
  43302. this.touches = { ONE: null, TWO: null };
  43303. }
  43304. /**
  43305. * Connects the controls to the DOM. This method has so called "side effects" since
  43306. * it adds the module's event listeners to the DOM.
  43307. *
  43308. * @param {HTMLElement} element - The DOM element to connect to.
  43309. */
  43310. connect( element ) {
  43311. if ( element === undefined ) {
  43312. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  43313. return;
  43314. }
  43315. if ( this.domElement !== null ) this.disconnect();
  43316. this.domElement = element;
  43317. }
  43318. /**
  43319. * Disconnects the controls from the DOM.
  43320. */
  43321. disconnect() {}
  43322. /**
  43323. * Call this method if you no longer want use to the controls. It frees all internal
  43324. * resources and removes all event listeners.
  43325. */
  43326. dispose() {}
  43327. /**
  43328. * Controls should implement this method if they have to update their internal state
  43329. * per simulation step.
  43330. *
  43331. * @param {number} [delta] - The time delta in seconds.
  43332. */
  43333. update( /* delta */ ) {}
  43334. }
  43335. /**
  43336. * Scales the texture as large as possible within its surface without cropping
  43337. * or stretching the texture. The method preserves the original aspect ratio of
  43338. * the texture. Akin to CSS `object-fit: contain`
  43339. *
  43340. * @param {Texture} texture - The texture.
  43341. * @param {number} aspect - The texture's aspect ratio.
  43342. * @return {Texture} The updated texture.
  43343. */
  43344. function contain( texture, aspect ) {
  43345. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  43346. if ( imageAspect > aspect ) {
  43347. texture.repeat.x = 1;
  43348. texture.repeat.y = imageAspect / aspect;
  43349. texture.offset.x = 0;
  43350. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  43351. } else {
  43352. texture.repeat.x = aspect / imageAspect;
  43353. texture.repeat.y = 1;
  43354. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  43355. texture.offset.y = 0;
  43356. }
  43357. return texture;
  43358. }
  43359. /**
  43360. * Scales the texture to the smallest possible size to fill the surface, leaving
  43361. * no empty space. The method preserves the original aspect ratio of the texture.
  43362. * Akin to CSS `object-fit: cover`.
  43363. *
  43364. * @param {Texture} texture - The texture.
  43365. * @param {number} aspect - The texture's aspect ratio.
  43366. * @return {Texture} The updated texture.
  43367. */
  43368. function cover( texture, aspect ) {
  43369. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  43370. if ( imageAspect > aspect ) {
  43371. texture.repeat.x = aspect / imageAspect;
  43372. texture.repeat.y = 1;
  43373. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  43374. texture.offset.y = 0;
  43375. } else {
  43376. texture.repeat.x = 1;
  43377. texture.repeat.y = imageAspect / aspect;
  43378. texture.offset.x = 0;
  43379. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  43380. }
  43381. return texture;
  43382. }
  43383. /**
  43384. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  43385. *
  43386. * @param {Texture} texture - The texture.
  43387. * @return {Texture} The updated texture.
  43388. */
  43389. function fill( texture ) {
  43390. texture.repeat.x = 1;
  43391. texture.repeat.y = 1;
  43392. texture.offset.x = 0;
  43393. texture.offset.y = 0;
  43394. return texture;
  43395. }
  43396. /**
  43397. * Determines how many bytes must be used to represent the texture.
  43398. *
  43399. * @param {number} width - The width of the texture.
  43400. * @param {number} height - The height of the texture.
  43401. * @param {number} format - The texture's format.
  43402. * @param {number} type - The texture's type.
  43403. * @return {number} The byte length.
  43404. */
  43405. function getByteLength( width, height, format, type ) {
  43406. const typeByteLength = getTextureTypeByteLength( type );
  43407. switch ( format ) {
  43408. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  43409. case AlphaFormat:
  43410. return width * height;
  43411. case RedFormat:
  43412. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  43413. case RedIntegerFormat:
  43414. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  43415. case RGFormat:
  43416. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43417. case RGIntegerFormat:
  43418. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43419. case RGBFormat:
  43420. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43421. case RGBAFormat:
  43422. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43423. case RGBAIntegerFormat:
  43424. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43425. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  43426. case RGB_S3TC_DXT1_Format:
  43427. case RGBA_S3TC_DXT1_Format:
  43428. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  43429. case RGBA_S3TC_DXT3_Format:
  43430. case RGBA_S3TC_DXT5_Format:
  43431. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43432. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  43433. case RGB_PVRTC_2BPPV1_Format:
  43434. case RGBA_PVRTC_2BPPV1_Format:
  43435. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  43436. case RGB_PVRTC_4BPPV1_Format:
  43437. case RGBA_PVRTC_4BPPV1_Format:
  43438. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  43439. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  43440. case RGB_ETC1_Format:
  43441. case RGB_ETC2_Format:
  43442. case R11_EAC_Format:
  43443. case SIGNED_R11_EAC_Format:
  43444. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  43445. case RGBA_ETC2_EAC_Format:
  43446. case RG11_EAC_Format:
  43447. case SIGNED_RG11_EAC_Format:
  43448. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43449. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  43450. case RGBA_ASTC_4x4_Format:
  43451. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43452. case RGBA_ASTC_5x4_Format:
  43453. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43454. case RGBA_ASTC_5x5_Format:
  43455. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43456. case RGBA_ASTC_6x5_Format:
  43457. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43458. case RGBA_ASTC_6x6_Format:
  43459. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  43460. case RGBA_ASTC_8x5_Format:
  43461. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43462. case RGBA_ASTC_8x6_Format:
  43463. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  43464. case RGBA_ASTC_8x8_Format:
  43465. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  43466. case RGBA_ASTC_10x5_Format:
  43467. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43468. case RGBA_ASTC_10x6_Format:
  43469. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  43470. case RGBA_ASTC_10x8_Format:
  43471. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  43472. case RGBA_ASTC_10x10_Format:
  43473. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  43474. case RGBA_ASTC_12x10_Format:
  43475. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  43476. case RGBA_ASTC_12x12_Format:
  43477. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  43478. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  43479. case RGBA_BPTC_Format:
  43480. case RGB_BPTC_SIGNED_Format:
  43481. case RGB_BPTC_UNSIGNED_Format:
  43482. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  43483. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  43484. case RED_RGTC1_Format:
  43485. case SIGNED_RED_RGTC1_Format:
  43486. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  43487. case RED_GREEN_RGTC2_Format:
  43488. case SIGNED_RED_GREEN_RGTC2_Format:
  43489. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  43490. }
  43491. throw new Error(
  43492. `Unable to determine texture byte length for ${format} format.`,
  43493. );
  43494. }
  43495. function getTextureTypeByteLength( type ) {
  43496. switch ( type ) {
  43497. case UnsignedByteType:
  43498. case ByteType:
  43499. return { byteLength: 1, components: 1 };
  43500. case UnsignedShortType:
  43501. case ShortType:
  43502. case HalfFloatType:
  43503. return { byteLength: 2, components: 1 };
  43504. case UnsignedShort4444Type:
  43505. case UnsignedShort5551Type:
  43506. return { byteLength: 2, components: 4 };
  43507. case UnsignedIntType:
  43508. case IntType:
  43509. case FloatType:
  43510. return { byteLength: 4, components: 1 };
  43511. case UnsignedInt5999Type:
  43512. case UnsignedInt101111Type:
  43513. return { byteLength: 4, components: 3 };
  43514. }
  43515. throw new Error( `THREE.TextureUtils: Unknown texture type ${type}.` );
  43516. }
  43517. /**
  43518. * A class containing utility functions for textures.
  43519. *
  43520. * @hideconstructor
  43521. */
  43522. class TextureUtils {
  43523. /**
  43524. * Scales the texture as large as possible within its surface without cropping
  43525. * or stretching the texture. The method preserves the original aspect ratio of
  43526. * the texture. Akin to CSS `object-fit: contain`
  43527. *
  43528. * @param {Texture} texture - The texture.
  43529. * @param {number} aspect - The texture's aspect ratio.
  43530. * @return {Texture} The updated texture.
  43531. */
  43532. static contain( texture, aspect ) {
  43533. return contain( texture, aspect );
  43534. }
  43535. /**
  43536. * Scales the texture to the smallest possible size to fill the surface, leaving
  43537. * no empty space. The method preserves the original aspect ratio of the texture.
  43538. * Akin to CSS `object-fit: cover`.
  43539. *
  43540. * @param {Texture} texture - The texture.
  43541. * @param {number} aspect - The texture's aspect ratio.
  43542. * @return {Texture} The updated texture.
  43543. */
  43544. static cover( texture, aspect ) {
  43545. return cover( texture, aspect );
  43546. }
  43547. /**
  43548. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  43549. *
  43550. * @param {Texture} texture - The texture.
  43551. * @return {Texture} The updated texture.
  43552. */
  43553. static fill( texture ) {
  43554. return fill( texture );
  43555. }
  43556. /**
  43557. * Determines how many bytes must be used to represent the texture.
  43558. *
  43559. * @param {number} width - The width of the texture.
  43560. * @param {number} height - The height of the texture.
  43561. * @param {number} format - The texture's format.
  43562. * @param {number} type - The texture's type.
  43563. * @return {number} The byte length.
  43564. */
  43565. static getByteLength( width, height, format, type ) {
  43566. return getByteLength( width, height, format, type );
  43567. }
  43568. }
  43569. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  43570. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  43571. revision: REVISION,
  43572. } } ) );
  43573. }
  43574. if ( typeof window !== 'undefined' ) {
  43575. if ( window.__THREE__ ) {
  43576. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  43577. } else {
  43578. window.__THREE__ = REVISION;
  43579. }
  43580. }
  43581. 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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