three.core.js 1.3 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2025 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '176';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * A `source + destination` blending equation.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const AddEquation = 100;
  150. /**
  151. * A `source - destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const SubtractEquation = 101;
  157. /**
  158. * A `destination - source` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const ReverseSubtractEquation = 102;
  164. /**
  165. * A blend equation that uses the minimum of source and destination.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const MinEquation = 103;
  171. /**
  172. * A blend equation that uses the maximum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MaxEquation = 104;
  178. /**
  179. * Multiplies all colors by `0`.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const ZeroFactor = 200;
  185. /**
  186. * Multiplies all colors by `1`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const OneFactor = 201;
  192. /**
  193. * Multiplies all colors by the source colors.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const SrcColorFactor = 202;
  199. /**
  200. * Multiplies all colors by `1` minus each source color.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const OneMinusSrcColorFactor = 203;
  206. /**
  207. * Multiplies all colors by the source alpha value.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const SrcAlphaFactor = 204;
  213. /**
  214. * Multiplies all colors by 1 minus the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const OneMinusSrcAlphaFactor = 205;
  220. /**
  221. * Multiplies all colors by the destination alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const DstAlphaFactor = 206;
  227. /**
  228. * Multiplies all colors by `1` minus the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const OneMinusDstAlphaFactor = 207;
  234. /**
  235. * Multiplies all colors by the destination color.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const DstColorFactor = 208;
  241. /**
  242. * Multiplies all colors by `1` minus each destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const OneMinusDstColorFactor = 209;
  248. /**
  249. * Multiplies the RGB colors by the smaller of either the source alpha
  250. * value or the value of `1` minus the destination alpha value. The alpha
  251. * value is multiplied by `1`.
  252. *
  253. * @type {number}
  254. * @constant
  255. */
  256. const SrcAlphaSaturateFactor = 210;
  257. /**
  258. * Multiplies all colors by a constant color.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const ConstantColorFactor = 211;
  264. /**
  265. * Multiplies all colors by `1` minus a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const OneMinusConstantColorFactor = 212;
  271. /**
  272. * Multiplies all colors by a constant alpha value.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const ConstantAlphaFactor = 213;
  278. /**
  279. * Multiplies all colors by 1 minus a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const OneMinusConstantAlphaFactor = 214;
  285. /**
  286. * Never pass.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const NeverDepth = 0;
  292. /**
  293. * Always pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const AlwaysDepth = 1;
  299. /**
  300. * Pass if the incoming value is less than the depth buffer value.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const LessDepth = 2;
  306. /**
  307. * Pass if the incoming value is less than or equal to the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessEqualDepth = 3;
  313. /**
  314. * Pass if the incoming value equals the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const EqualDepth = 4;
  320. /**
  321. * Pass if the incoming value is greater than or equal to the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const GreaterEqualDepth = 5;
  327. /**
  328. * Pass if the incoming value is greater than the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterDepth = 6;
  334. /**
  335. * Pass if the incoming value is not equal to the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const NotEqualDepth = 7;
  341. /**
  342. * Multiplies the environment map color with the surface color.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const MultiplyOperation = 0;
  348. /**
  349. * Uses reflectivity to blend between the two colors.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MixOperation = 1;
  355. /**
  356. * Adds the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const AddOperation = 2;
  362. /**
  363. * No tone mapping is applied.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const NoToneMapping = 0;
  369. /**
  370. * Linear tone mapping.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const LinearToneMapping = 1;
  376. /**
  377. * Reinhard tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const ReinhardToneMapping = 2;
  383. /**
  384. * Cineon tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const CineonToneMapping = 3;
  390. /**
  391. * ACES Filmic tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const ACESFilmicToneMapping = 4;
  397. /**
  398. * Custom tone mapping.
  399. *
  400. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  401. *
  402. * @type {number}
  403. * @constant
  404. */
  405. const CustomToneMapping = 5;
  406. /**
  407. * AgX tone mapping.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const AgXToneMapping = 6;
  413. /**
  414. * Neutral tone mapping.
  415. *
  416. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  417. *
  418. * @type {number}
  419. * @constant
  420. */
  421. const NeutralToneMapping = 7;
  422. /**
  423. * The skinned mesh shares the same world space as the skeleton.
  424. *
  425. * @type {string}
  426. * @constant
  427. */
  428. const AttachedBindMode = 'attached';
  429. /**
  430. * The skinned mesh does not share the same world space as the skeleton.
  431. * This is useful when a skeleton is shared across multiple skinned meshes.
  432. *
  433. * @type {string}
  434. * @constant
  435. */
  436. const DetachedBindMode = 'detached';
  437. /**
  438. * Maps textures using the geometry's UV coordinates.
  439. *
  440. * @type {number}
  441. * @constant
  442. */
  443. const UVMapping = 300;
  444. /**
  445. * Reflection mapping for cube textures.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const CubeReflectionMapping = 301;
  451. /**
  452. * Refraction mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeRefractionMapping = 302;
  458. /**
  459. * Reflection mapping for equirectangular textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const EquirectangularReflectionMapping = 303;
  465. /**
  466. * Refraction mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularRefractionMapping = 304;
  472. /**
  473. * Reflection mapping for PMREM textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const CubeUVReflectionMapping = 306;
  479. /**
  480. * The texture will simply repeat to infinity.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const RepeatWrapping = 1000;
  486. /**
  487. * The last pixel of the texture stretches to the edge of the mesh.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const ClampToEdgeWrapping = 1001;
  493. /**
  494. * The texture will repeats to infinity, mirroring on each repeat.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const MirroredRepeatWrapping = 1002;
  500. /**
  501. * Returns the value of the texture element that is nearest (in Manhattan distance)
  502. * to the specified texture coordinates.
  503. *
  504. * @type {number}
  505. * @constant
  506. */
  507. const NearestFilter = 1003;
  508. /**
  509. * Chooses the mipmap that most closely matches the size of the pixel being textured
  510. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  511. * to produce a texture value.
  512. *
  513. * @type {number}
  514. * @constant
  515. */
  516. const NearestMipmapNearestFilter = 1004;
  517. const NearestMipMapNearestFilter = 1004; // legacy
  518. /**
  519. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  520. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  521. * The final texture value is a weighted average of those two values.
  522. *
  523. * @type {number}
  524. * @constant
  525. */
  526. const NearestMipmapLinearFilter = 1005;
  527. const NearestMipMapLinearFilter = 1005; // legacy
  528. /**
  529. * Returns the weighted average of the four texture elements that are closest to the specified
  530. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  531. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  532. *
  533. * @type {number}
  534. * @constant
  535. */
  536. const LinearFilter = 1006;
  537. /**
  538. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  539. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  540. * center of the pixel) to produce a texture value.
  541. *
  542. * @type {number}
  543. * @constant
  544. */
  545. const LinearMipmapNearestFilter = 1007;
  546. const LinearMipMapNearestFilter = 1007; // legacy
  547. /**
  548. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  549. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  550. * is a weighted average of those two values.
  551. *
  552. * @type {number}
  553. * @constant
  554. */
  555. const LinearMipmapLinearFilter = 1008;
  556. const LinearMipMapLinearFilter = 1008; // legacy
  557. /**
  558. * An unsigned byte data type for textures.
  559. *
  560. * @type {number}
  561. * @constant
  562. */
  563. const UnsignedByteType = 1009;
  564. /**
  565. * A byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const ByteType = 1010;
  571. /**
  572. * A short data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ShortType = 1011;
  578. /**
  579. * An unsigned short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const UnsignedShortType = 1012;
  585. /**
  586. * An int data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const IntType = 1013;
  592. /**
  593. * An unsigned int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const UnsignedIntType = 1014;
  599. /**
  600. * A float data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const FloatType = 1015;
  606. /**
  607. * A half float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const HalfFloatType = 1016;
  613. /**
  614. * An unsigned short 4_4_4_4 (packed) data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const UnsignedShort4444Type = 1017;
  620. /**
  621. * An unsigned short 5_5_5_1 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort5551Type = 1018;
  627. /**
  628. * An unsigned int 24_8 data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedInt248Type = 1020;
  634. /**
  635. * An unsigned int 5_9_9_9 (packed) data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt5999Type = 35902;
  641. /**
  642. * Discards the red, green and blue components and reads just the alpha component.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const AlphaFormat = 1021;
  648. /**
  649. * Discards the alpha component and reads the red, green and blue component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const RGBFormat = 1022;
  655. /**
  656. * Reads the red, green, blue and alpha components.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBAFormat = 1023;
  662. /**
  663. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const DepthFormat = 1026;
  669. /**
  670. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  671. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  672. *
  673. * @type {number}
  674. * @constant
  675. */
  676. const DepthStencilFormat = 1027;
  677. /**
  678. * Discards the green, blue and alpha components and reads just the red component.
  679. *
  680. * @type {number}
  681. * @constant
  682. */
  683. const RedFormat = 1028;
  684. /**
  685. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const RedIntegerFormat = 1029;
  691. /**
  692. * Discards the alpha, and blue components and reads the red, and green components.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RGFormat = 1030;
  698. /**
  699. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RGIntegerFormat = 1031;
  705. /**
  706. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGBIntegerFormat = 1032;
  712. /**
  713. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGBAIntegerFormat = 1033;
  719. /**
  720. * A DXT1-compressed image in an RGB image format.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGB_S3TC_DXT1_Format = 33776;
  726. /**
  727. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGBA_S3TC_DXT1_Format = 33777;
  733. /**
  734. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGBA_S3TC_DXT3_Format = 33778;
  740. /**
  741. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  742. * compression in how the alpha compression is done.
  743. *
  744. * @type {number}
  745. * @constant
  746. */
  747. const RGBA_S3TC_DXT5_Format = 33779;
  748. /**
  749. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  750. *
  751. * @type {number}
  752. * @constant
  753. */
  754. const RGB_PVRTC_4BPPV1_Format = 35840;
  755. /**
  756. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGB_PVRTC_2BPPV1_Format = 35841;
  762. /**
  763. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGBA_PVRTC_4BPPV1_Format = 35842;
  769. /**
  770. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGBA_PVRTC_2BPPV1_Format = 35843;
  776. /**
  777. * ETC1 RGB format.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGB_ETC1_Format = 36196;
  783. /**
  784. * ETC2 RGB format.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGB_ETC2_Format = 37492;
  790. /**
  791. * ETC2 RGBA format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGBA_ETC2_EAC_Format = 37496;
  797. /**
  798. * ASTC RGBA 4x4 format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGBA_ASTC_4x4_Format = 37808;
  804. /**
  805. * ASTC RGBA 5x4 format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ASTC_5x4_Format = 37809;
  811. /**
  812. * ASTC RGBA 5x5 format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const RGBA_ASTC_5x5_Format = 37810;
  818. /**
  819. * ASTC RGBA 6x5 format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RGBA_ASTC_6x5_Format = 37811;
  825. /**
  826. * ASTC RGBA 6x6 format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RGBA_ASTC_6x6_Format = 37812;
  832. /**
  833. * ASTC RGBA 8x5 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_8x5_Format = 37813;
  839. /**
  840. * ASTC RGBA 8x6 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_8x6_Format = 37814;
  846. /**
  847. * ASTC RGBA 8x8 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_8x8_Format = 37815;
  853. /**
  854. * ASTC RGBA 10x5 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_10x5_Format = 37816;
  860. /**
  861. * ASTC RGBA 10x6 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_10x6_Format = 37817;
  867. /**
  868. * ASTC RGBA 10x8 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_10x8_Format = 37818;
  874. /**
  875. * ASTC RGBA 10x10 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_10x10_Format = 37819;
  881. /**
  882. * ASTC RGBA 12x10 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_12x10_Format = 37820;
  888. /**
  889. * ASTC RGBA 12x12 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_12x12_Format = 37821;
  895. /**
  896. * BPTC RGBA format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_BPTC_Format = 36492;
  902. /**
  903. * BPTC Signed RGB format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGB_BPTC_SIGNED_Format = 36494;
  909. /**
  910. * BPTC Unsigned RGB format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGB_BPTC_UNSIGNED_Format = 36495;
  916. /**
  917. * RGTC1 Red format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RED_RGTC1_Format = 36283;
  923. /**
  924. * RGTC1 Signed Red format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const SIGNED_RED_RGTC1_Format = 36284;
  930. /**
  931. * RGTC2 Red Green format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const RED_GREEN_RGTC2_Format = 36285;
  937. /**
  938. * RGTC2 Signed Red Green format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  944. /**
  945. * Animations are played once.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const LoopOnce = 2200;
  951. /**
  952. * Animations are played with a chosen number of repetitions, each time jumping from
  953. * the end of the clip directly to its beginning.
  954. *
  955. * @type {number}
  956. * @constant
  957. */
  958. const LoopRepeat = 2201;
  959. /**
  960. * Animations are played with a chosen number of repetitions, alternately playing forward
  961. * and backward.
  962. *
  963. * @type {number}
  964. * @constant
  965. */
  966. const LoopPingPong = 2202;
  967. /**
  968. * Discrete interpolation mode for keyframe tracks.
  969. *
  970. * @type {number}
  971. * @constant
  972. */
  973. const InterpolateDiscrete = 2300;
  974. /**
  975. * Linear interpolation mode for keyframe tracks.
  976. *
  977. * @type {number}
  978. * @constant
  979. */
  980. const InterpolateLinear = 2301;
  981. /**
  982. * Smooth interpolation mode for keyframe tracks.
  983. *
  984. * @type {number}
  985. * @constant
  986. */
  987. const InterpolateSmooth = 2302;
  988. /**
  989. * Zero curvature ending for animations.
  990. *
  991. * @type {number}
  992. * @constant
  993. */
  994. const ZeroCurvatureEnding = 2400;
  995. /**
  996. * Zero slope ending for animations.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const ZeroSlopeEnding = 2401;
  1002. /**
  1003. * Wrap around ending for animations.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const WrapAroundEnding = 2402;
  1009. /**
  1010. * Default animation blend mode.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const NormalAnimationBlendMode = 2500;
  1016. /**
  1017. * Additive animation blend mode. Can be used to layer motions on top of
  1018. * each other to build complex performances from smaller re-usable assets.
  1019. *
  1020. * @type {number}
  1021. * @constant
  1022. */
  1023. const AdditiveAnimationBlendMode = 2501;
  1024. /**
  1025. * For every three vertices draw a single triangle.
  1026. *
  1027. * @type {number}
  1028. * @constant
  1029. */
  1030. const TrianglesDrawMode = 0;
  1031. /**
  1032. * For each vertex draw a triangle from the last three vertices.
  1033. *
  1034. * @type {number}
  1035. * @constant
  1036. */
  1037. const TriangleStripDrawMode = 1;
  1038. /**
  1039. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1040. *
  1041. * @type {number}
  1042. * @constant
  1043. */
  1044. const TriangleFanDrawMode = 2;
  1045. /**
  1046. * Basic depth packing.
  1047. *
  1048. * @type {number}
  1049. * @constant
  1050. */
  1051. const BasicDepthPacking = 3200;
  1052. /**
  1053. * A depth value is packed into 32 bit RGBA.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const RGBADepthPacking = 3201;
  1059. /**
  1060. * A depth value is packed into 24 bit RGB.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const RGBDepthPacking = 3202;
  1066. /**
  1067. * A depth value is packed into 16 bit RG.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const RGDepthPacking = 3203;
  1073. /**
  1074. * Normal information is relative to the underlying surface.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const TangentSpaceNormalMap = 0;
  1080. /**
  1081. * Normal information is relative to the object orientation.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const ObjectSpaceNormalMap = 1;
  1087. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1088. /**
  1089. * No color space.
  1090. *
  1091. * @type {string}
  1092. * @constant
  1093. */
  1094. const NoColorSpace = '';
  1095. /**
  1096. * sRGB color space.
  1097. *
  1098. * @type {string}
  1099. * @constant
  1100. */
  1101. const SRGBColorSpace = 'srgb';
  1102. /**
  1103. * sRGB-linear color space.
  1104. *
  1105. * @type {string}
  1106. * @constant
  1107. */
  1108. const LinearSRGBColorSpace = 'srgb-linear';
  1109. /**
  1110. * Linear transfer function.
  1111. *
  1112. * @type {string}
  1113. * @constant
  1114. */
  1115. const LinearTransfer = 'linear';
  1116. /**
  1117. * sRGB transfer function.
  1118. *
  1119. * @type {string}
  1120. * @constant
  1121. */
  1122. const SRGBTransfer = 'srgb';
  1123. /**
  1124. * Sets the stencil buffer value to `0`.
  1125. *
  1126. * @type {number}
  1127. * @constant
  1128. */
  1129. const ZeroStencilOp = 0;
  1130. /**
  1131. * Keeps the current value.
  1132. *
  1133. * @type {number}
  1134. * @constant
  1135. */
  1136. const KeepStencilOp = 7680;
  1137. /**
  1138. * Sets the stencil buffer value to the specified reference value.
  1139. *
  1140. * @type {number}
  1141. * @constant
  1142. */
  1143. const ReplaceStencilOp = 7681;
  1144. /**
  1145. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1146. *
  1147. * @type {number}
  1148. * @constant
  1149. */
  1150. const IncrementStencilOp = 7682;
  1151. /**
  1152. * Decrements the current stencil buffer value. Clamps to `0`.
  1153. *
  1154. * @type {number}
  1155. * @constant
  1156. */
  1157. const DecrementStencilOp = 7683;
  1158. /**
  1159. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1160. * the maximum representable unsigned value.
  1161. *
  1162. * @type {number}
  1163. * @constant
  1164. */
  1165. const IncrementWrapStencilOp = 34055;
  1166. /**
  1167. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1168. * unsigned value when decrementing a stencil buffer value of `0`.
  1169. *
  1170. * @type {number}
  1171. * @constant
  1172. */
  1173. const DecrementWrapStencilOp = 34056;
  1174. /**
  1175. * Inverts the current stencil buffer value bitwise.
  1176. *
  1177. * @type {number}
  1178. * @constant
  1179. */
  1180. const InvertStencilOp = 5386;
  1181. /**
  1182. * Will never return true.
  1183. *
  1184. * @type {number}
  1185. * @constant
  1186. */
  1187. const NeverStencilFunc = 512;
  1188. /**
  1189. * Will return true if the stencil reference value is less than the current stencil value.
  1190. *
  1191. * @type {number}
  1192. * @constant
  1193. */
  1194. const LessStencilFunc = 513;
  1195. /**
  1196. * Will return true if the stencil reference value is equal to the current stencil value.
  1197. *
  1198. * @type {number}
  1199. * @constant
  1200. */
  1201. const EqualStencilFunc = 514;
  1202. /**
  1203. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1204. *
  1205. * @type {number}
  1206. * @constant
  1207. */
  1208. const LessEqualStencilFunc = 515;
  1209. /**
  1210. * Will return true if the stencil reference value is greater than the current stencil value.
  1211. *
  1212. * @type {number}
  1213. * @constant
  1214. */
  1215. const GreaterStencilFunc = 516;
  1216. /**
  1217. * Will return true if the stencil reference value is not equal to the current stencil value.
  1218. *
  1219. * @type {number}
  1220. * @constant
  1221. */
  1222. const NotEqualStencilFunc = 517;
  1223. /**
  1224. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1225. *
  1226. * @type {number}
  1227. * @constant
  1228. */
  1229. const GreaterEqualStencilFunc = 518;
  1230. /**
  1231. * Will always return true.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const AlwaysStencilFunc = 519;
  1237. /**
  1238. * Never pass.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const NeverCompare = 512;
  1244. /**
  1245. * Pass if the incoming value is less than the texture value.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const LessCompare = 513;
  1251. /**
  1252. * Pass if the incoming value equals the texture value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const EqualCompare = 514;
  1258. /**
  1259. * Pass if the incoming value is less than or equal to the texture value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const LessEqualCompare = 515;
  1265. /**
  1266. * Pass if the incoming value is greater than the texture value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const GreaterCompare = 516;
  1272. /**
  1273. * Pass if the incoming value is not equal to the texture value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const NotEqualCompare = 517;
  1279. /**
  1280. * Pass if the incoming value is greater than or equal to the texture value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const GreaterEqualCompare = 518;
  1286. /**
  1287. * Always pass.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const AlwaysCompare = 519;
  1293. /**
  1294. * The contents are intended to be specified once by the application, and used many
  1295. * times as the source for drawing and image specification commands.
  1296. *
  1297. * @type {number}
  1298. * @constant
  1299. */
  1300. const StaticDrawUsage = 35044;
  1301. /**
  1302. * The contents are intended to be respecified repeatedly by the application, and
  1303. * used many times as the source for drawing and image specification commands.
  1304. *
  1305. * @type {number}
  1306. * @constant
  1307. */
  1308. const DynamicDrawUsage = 35048;
  1309. /**
  1310. * The contents are intended to be specified once by the application, and used at most
  1311. * a few times as the source for drawing and image specification commands.
  1312. *
  1313. * @type {number}
  1314. * @constant
  1315. */
  1316. const StreamDrawUsage = 35040;
  1317. /**
  1318. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1319. * many times by the application.
  1320. *
  1321. * @type {number}
  1322. * @constant
  1323. */
  1324. const StaticReadUsage = 35045;
  1325. /**
  1326. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1327. * many times by the application.
  1328. *
  1329. * @type {number}
  1330. * @constant
  1331. */
  1332. const DynamicReadUsage = 35049;
  1333. /**
  1334. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1335. * a few times by the application
  1336. *
  1337. * @type {number}
  1338. * @constant
  1339. */
  1340. const StreamReadUsage = 35041;
  1341. /**
  1342. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1343. * the source for WebGL drawing and image specification commands.
  1344. *
  1345. * @type {number}
  1346. * @constant
  1347. */
  1348. const StaticCopyUsage = 35046;
  1349. /**
  1350. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1351. * as the source for WebGL drawing and image specification commands.
  1352. *
  1353. * @type {number}
  1354. * @constant
  1355. */
  1356. const DynamicCopyUsage = 35050;
  1357. /**
  1358. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1359. * as the source for WebGL drawing and image specification commands.
  1360. *
  1361. * @type {number}
  1362. * @constant
  1363. */
  1364. const StreamCopyUsage = 35042;
  1365. /**
  1366. * GLSL 1 shader code.
  1367. *
  1368. * @type {string}
  1369. * @constant
  1370. */
  1371. const GLSL1 = '100';
  1372. /**
  1373. * GLSL 3 shader code.
  1374. *
  1375. * @type {string}
  1376. * @constant
  1377. */
  1378. const GLSL3 = '300 es';
  1379. /**
  1380. * WebGL coordinate system.
  1381. *
  1382. * @type {number}
  1383. * @constant
  1384. */
  1385. const WebGLCoordinateSystem = 2000;
  1386. /**
  1387. * WebGPU coordinate system.
  1388. *
  1389. * @type {number}
  1390. * @constant
  1391. */
  1392. const WebGPUCoordinateSystem = 2001;
  1393. /**
  1394. * Represents the different timestamp query types.
  1395. *
  1396. * @type {ConstantsTimestampQuery}
  1397. * @constant
  1398. */
  1399. const TimestampQuery = {
  1400. COMPUTE: 'compute',
  1401. RENDER: 'render'
  1402. };
  1403. /**
  1404. * Represents mouse buttons and interaction types in context of controls.
  1405. *
  1406. * @type {ConstantsInterpolationSamplingType}
  1407. * @constant
  1408. */
  1409. const InterpolationSamplingType = {
  1410. PERSPECTIVE: 'perspective',
  1411. LINEAR: 'linear',
  1412. FLAT: 'flat'
  1413. };
  1414. /**
  1415. * Represents the different interpolation sampling modes.
  1416. *
  1417. * @type {ConstantsInterpolationSamplingMode}
  1418. * @constant
  1419. */
  1420. const InterpolationSamplingMode = {
  1421. NORMAL: 'normal',
  1422. CENTROID: 'centroid',
  1423. SAMPLE: 'sample',
  1424. FLAT_FIRST: 'flat first',
  1425. FLAT_EITHER: 'flat either'
  1426. };
  1427. /**
  1428. * This type represents mouse buttons and interaction types in context of controls.
  1429. *
  1430. * @typedef {Object} ConstantsMouse
  1431. * @property {number} MIDDLE - The left mouse button.
  1432. * @property {number} LEFT - The middle mouse button.
  1433. * @property {number} RIGHT - The right mouse button.
  1434. * @property {number} ROTATE - A rotate interaction.
  1435. * @property {number} DOLLY - A dolly interaction.
  1436. * @property {number} PAN - A pan interaction.
  1437. **/
  1438. /**
  1439. * This type represents touch interaction types in context of controls.
  1440. *
  1441. * @typedef {Object} ConstantsTouch
  1442. * @property {number} ROTATE - A rotate interaction.
  1443. * @property {number} PAN - A pan interaction.
  1444. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1445. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1446. **/
  1447. /**
  1448. * This type represents the different timestamp query types.
  1449. *
  1450. * @typedef {Object} ConstantsTimestampQuery
  1451. * @property {string} COMPUTE - A `compute` timestamp query.
  1452. * @property {string} RENDER - A `render` timestamp query.
  1453. **/
  1454. /**
  1455. * Represents the different interpolation sampling types.
  1456. *
  1457. * @typedef {Object} ConstantsInterpolationSamplingType
  1458. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1459. * @property {string} LINEAR - Linear interpolation.
  1460. * @property {string} FLAT - Flat interpolation.
  1461. */
  1462. /**
  1463. * Represents the different interpolation sampling modes.
  1464. *
  1465. * @typedef {Object} ConstantsInterpolationSamplingMode
  1466. * @property {string} NORMAL - Normal sampling mode.
  1467. * @property {string} CENTROID - Centroid sampling mode.
  1468. * @property {string} SAMPLE - Sample-specific sampling mode.
  1469. * @property {string} FLAT_FIRST - Flat interpolation using the first vertex.
  1470. * @property {string} FLAT_EITHER - Flat interpolation using either vertex.
  1471. */
  1472. /**
  1473. * This modules allows to dispatch event objects on custom JavaScript objects.
  1474. *
  1475. * Main repository: [eventdispatcher.js]{@link https://github.com/mrdoob/eventdispatcher.js/}
  1476. *
  1477. * Code Example:
  1478. * ```js
  1479. * class Car extends EventDispatcher {
  1480. * start() {
  1481. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1482. * }
  1483. *};
  1484. *
  1485. * // Using events with the custom object
  1486. * const car = new Car();
  1487. * car.addEventListener( 'start', function ( event ) {
  1488. * alert( event.message );
  1489. * } );
  1490. *
  1491. * car.start();
  1492. * ```
  1493. */
  1494. class EventDispatcher {
  1495. /**
  1496. * Adds the given event listener to the given event type.
  1497. *
  1498. * @param {string} type - The type of event to listen to.
  1499. * @param {Function} listener - The function that gets called when the event is fired.
  1500. */
  1501. addEventListener( type, listener ) {
  1502. if ( this._listeners === undefined ) this._listeners = {};
  1503. const listeners = this._listeners;
  1504. if ( listeners[ type ] === undefined ) {
  1505. listeners[ type ] = [];
  1506. }
  1507. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1508. listeners[ type ].push( listener );
  1509. }
  1510. }
  1511. /**
  1512. * Returns `true` if the given event listener has been added to the given event type.
  1513. *
  1514. * @param {string} type - The type of event.
  1515. * @param {Function} listener - The listener to check.
  1516. * @return {boolean} Whether the given event listener has been added to the given event type.
  1517. */
  1518. hasEventListener( type, listener ) {
  1519. const listeners = this._listeners;
  1520. if ( listeners === undefined ) return false;
  1521. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1522. }
  1523. /**
  1524. * Removes the given event listener from the given event type.
  1525. *
  1526. * @param {string} type - The type of event.
  1527. * @param {Function} listener - The listener to remove.
  1528. */
  1529. removeEventListener( type, listener ) {
  1530. const listeners = this._listeners;
  1531. if ( listeners === undefined ) return;
  1532. const listenerArray = listeners[ type ];
  1533. if ( listenerArray !== undefined ) {
  1534. const index = listenerArray.indexOf( listener );
  1535. if ( index !== -1 ) {
  1536. listenerArray.splice( index, 1 );
  1537. }
  1538. }
  1539. }
  1540. /**
  1541. * Dispatches an event object.
  1542. *
  1543. * @param {Object} event - The event that gets fired.
  1544. */
  1545. dispatchEvent( event ) {
  1546. const listeners = this._listeners;
  1547. if ( listeners === undefined ) return;
  1548. const listenerArray = listeners[ event.type ];
  1549. if ( listenerArray !== undefined ) {
  1550. event.target = this;
  1551. // Make a copy, in case listeners are removed while iterating.
  1552. const array = listenerArray.slice( 0 );
  1553. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1554. array[ i ].call( this, event );
  1555. }
  1556. event.target = null;
  1557. }
  1558. }
  1559. }
  1560. const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
  1561. let _seed = 1234567;
  1562. const DEG2RAD = Math.PI / 180;
  1563. const RAD2DEG = 180 / Math.PI;
  1564. /**
  1565. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1566. * (universally unique identifier).
  1567. *
  1568. * @return {string} The UUID.
  1569. */
  1570. function generateUUID() {
  1571. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1572. const d0 = Math.random() * 0xffffffff | 0;
  1573. const d1 = Math.random() * 0xffffffff | 0;
  1574. const d2 = Math.random() * 0xffffffff | 0;
  1575. const d3 = Math.random() * 0xffffffff | 0;
  1576. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1577. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1578. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1579. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1580. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1581. return uuid.toLowerCase();
  1582. }
  1583. /**
  1584. * Clamps the given value between min and max.
  1585. *
  1586. * @param {number} value - The value to clamp.
  1587. * @param {number} min - The min value.
  1588. * @param {number} max - The max value.
  1589. * @return {number} The clamped value.
  1590. */
  1591. function clamp( value, min, max ) {
  1592. return Math.max( min, Math.min( max, value ) );
  1593. }
  1594. /**
  1595. * Computes the Euclidean modulo of the given parameters that
  1596. * is `( ( n % m ) + m ) % m`.
  1597. *
  1598. * @param {number} n - The first parameter.
  1599. * @param {number} m - The second parameter.
  1600. * @return {number} The Euclidean modulo.
  1601. */
  1602. function euclideanModulo( n, m ) {
  1603. // https://en.wikipedia.org/wiki/Modulo_operation
  1604. return ( ( n % m ) + m ) % m;
  1605. }
  1606. /**
  1607. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1608. * for the given value.
  1609. *
  1610. * @param {number} x - The value to be mapped.
  1611. * @param {number} a1 - Minimum value for range A.
  1612. * @param {number} a2 - Maximum value for range A.
  1613. * @param {number} b1 - Minimum value for range B.
  1614. * @param {number} b2 - Maximum value for range B.
  1615. * @return {number} The mapped value.
  1616. */
  1617. function mapLinear( x, a1, a2, b1, b2 ) {
  1618. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1619. }
  1620. /**
  1621. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1622. * between the start and end point.
  1623. *
  1624. * @param {number} x - The start point
  1625. * @param {number} y - The end point.
  1626. * @param {number} value - A value between start and end.
  1627. * @return {number} The interpolation factor.
  1628. */
  1629. function inverseLerp( x, y, value ) {
  1630. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1631. if ( x !== y ) {
  1632. return ( value - x ) / ( y - x );
  1633. } else {
  1634. return 0;
  1635. }
  1636. }
  1637. /**
  1638. * Returns a value linearly interpolated from two known points based on the given interval -
  1639. * `t = 0` will return `x` and `t = 1` will return `y`.
  1640. *
  1641. * @param {number} x - The start point
  1642. * @param {number} y - The end point.
  1643. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1644. * @return {number} The interpolated value.
  1645. */
  1646. function lerp( x, y, t ) {
  1647. return ( 1 - t ) * x + t * y;
  1648. }
  1649. /**
  1650. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1651. * time to maintain frame rate independent movement. For details, see
  1652. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1653. *
  1654. * @param {number} x - The current point.
  1655. * @param {number} y - The target point.
  1656. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1657. * and a lower value will make the movement more gradual.
  1658. * @param {number} dt - Delta time in seconds.
  1659. * @return {number} The interpolated value.
  1660. */
  1661. function damp( x, y, lambda, dt ) {
  1662. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1663. }
  1664. /**
  1665. * Returns a value that alternates between `0` and the given `length` parameter.
  1666. *
  1667. * @param {number} x - The value to pingpong.
  1668. * @param {number} [length=1] - The positive value the function will pingpong to.
  1669. * @return {number} The alternated value.
  1670. */
  1671. function pingpong( x, length = 1 ) {
  1672. // https://www.desmos.com/calculator/vcsjnyz7x4
  1673. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1674. }
  1675. /**
  1676. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1677. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1678. * the `min` and `max`.
  1679. *
  1680. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  1681. *
  1682. * @param {number} x - The value to evaluate based on its position between min and max.
  1683. * @param {number} min - The min value. Any x value below min will be `0`.
  1684. * @param {number} max - The max value. Any x value above max will be `1`.
  1685. * @return {number} The alternated value.
  1686. */
  1687. function smoothstep( x, min, max ) {
  1688. if ( x <= min ) return 0;
  1689. if ( x >= max ) return 1;
  1690. x = ( x - min ) / ( max - min );
  1691. return x * x * ( 3 - 2 * x );
  1692. }
  1693. /**
  1694. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  1695. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1696. *
  1697. * @param {number} x - The value to evaluate based on its position between min and max.
  1698. * @param {number} min - The min value. Any x value below min will be `0`.
  1699. * @param {number} max - The max value. Any x value above max will be `1`.
  1700. * @return {number} The alternated value.
  1701. */
  1702. function smootherstep( x, min, max ) {
  1703. if ( x <= min ) return 0;
  1704. if ( x >= max ) return 1;
  1705. x = ( x - min ) / ( max - min );
  1706. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1707. }
  1708. /**
  1709. * Returns a random integer from `<low, high>` interval.
  1710. *
  1711. * @param {number} low - The lower value boundary.
  1712. * @param {number} high - The upper value boundary
  1713. * @return {number} A random integer.
  1714. */
  1715. function randInt( low, high ) {
  1716. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1717. }
  1718. /**
  1719. * Returns a random float from `<low, high>` interval.
  1720. *
  1721. * @param {number} low - The lower value boundary.
  1722. * @param {number} high - The upper value boundary
  1723. * @return {number} A random float.
  1724. */
  1725. function randFloat( low, high ) {
  1726. return low + Math.random() * ( high - low );
  1727. }
  1728. /**
  1729. * Returns a random integer from `<-range/2, range/2>` interval.
  1730. *
  1731. * @param {number} range - Defines the value range.
  1732. * @return {number} A random float.
  1733. */
  1734. function randFloatSpread( range ) {
  1735. return range * ( 0.5 - Math.random() );
  1736. }
  1737. /**
  1738. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1739. *
  1740. * @param {number} [s] - The integer seed.
  1741. * @return {number} A random float.
  1742. */
  1743. function seededRandom( s ) {
  1744. if ( s !== undefined ) _seed = s;
  1745. // Mulberry32 generator
  1746. let t = _seed += 0x6D2B79F5;
  1747. t = Math.imul( t ^ t >>> 15, t | 1 );
  1748. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1749. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1750. }
  1751. /**
  1752. * Converts degrees to radians.
  1753. *
  1754. * @param {number} degrees - A value in degrees.
  1755. * @return {number} The converted value in radians.
  1756. */
  1757. function degToRad( degrees ) {
  1758. return degrees * DEG2RAD;
  1759. }
  1760. /**
  1761. * Converts radians to degrees.
  1762. *
  1763. * @param {number} radians - A value in radians.
  1764. * @return {number} The converted value in degrees.
  1765. */
  1766. function radToDeg( radians ) {
  1767. return radians * RAD2DEG;
  1768. }
  1769. /**
  1770. * Returns `true` if the given number is a power of two.
  1771. *
  1772. * @param {number} value - The value to check.
  1773. * @return {boolean} Whether the given number is a power of two or not.
  1774. */
  1775. function isPowerOfTwo( value ) {
  1776. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1777. }
  1778. /**
  1779. * Returns the smallest power of two that is greater than or equal to the given number.
  1780. *
  1781. * @param {number} value - The value to find a POT for.
  1782. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1783. */
  1784. function ceilPowerOfTwo( value ) {
  1785. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1786. }
  1787. /**
  1788. * Returns the largest power of two that is less than or equal to the given number.
  1789. *
  1790. * @param {number} value - The value to find a POT for.
  1791. * @return {number} The largest power of two that is less than or equal to the given number.
  1792. */
  1793. function floorPowerOfTwo( value ) {
  1794. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1795. }
  1796. /**
  1797. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  1798. * defined by the given angles and order.
  1799. *
  1800. * Rotations are applied to the axes in the order specified by order:
  1801. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1802. *
  1803. * @param {Quaternion} q - The quaternion to set.
  1804. * @param {number} a - The rotation applied to the first axis, in radians.
  1805. * @param {number} b - The rotation applied to the second axis, in radians.
  1806. * @param {number} c - The rotation applied to the third axis, in radians.
  1807. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1808. */
  1809. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1810. const cos = Math.cos;
  1811. const sin = Math.sin;
  1812. const c2 = cos( b / 2 );
  1813. const s2 = sin( b / 2 );
  1814. const c13 = cos( ( a + c ) / 2 );
  1815. const s13 = sin( ( a + c ) / 2 );
  1816. const c1_3 = cos( ( a - c ) / 2 );
  1817. const s1_3 = sin( ( a - c ) / 2 );
  1818. const c3_1 = cos( ( c - a ) / 2 );
  1819. const s3_1 = sin( ( c - a ) / 2 );
  1820. switch ( order ) {
  1821. case 'XYX':
  1822. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1823. break;
  1824. case 'YZY':
  1825. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1826. break;
  1827. case 'ZXZ':
  1828. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1829. break;
  1830. case 'XZX':
  1831. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1832. break;
  1833. case 'YXY':
  1834. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1835. break;
  1836. case 'ZYZ':
  1837. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1838. break;
  1839. default:
  1840. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1841. }
  1842. }
  1843. /**
  1844. * Denormalizes the given value according to the given typed array.
  1845. *
  1846. * @param {number} value - The value to denormalize.
  1847. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1848. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1849. */
  1850. function denormalize( value, array ) {
  1851. switch ( array.constructor ) {
  1852. case Float32Array:
  1853. return value;
  1854. case Uint32Array:
  1855. return value / 4294967295.0;
  1856. case Uint16Array:
  1857. return value / 65535.0;
  1858. case Uint8Array:
  1859. return value / 255.0;
  1860. case Int32Array:
  1861. return Math.max( value / 2147483647.0, -1 );
  1862. case Int16Array:
  1863. return Math.max( value / 32767.0, -1 );
  1864. case Int8Array:
  1865. return Math.max( value / 127.0, -1 );
  1866. default:
  1867. throw new Error( 'Invalid component type.' );
  1868. }
  1869. }
  1870. /**
  1871. * Normalizes the given value according to the given typed array.
  1872. *
  1873. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1874. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1875. * @return {number} The normalize value.
  1876. */
  1877. function normalize( value, array ) {
  1878. switch ( array.constructor ) {
  1879. case Float32Array:
  1880. return value;
  1881. case Uint32Array:
  1882. return Math.round( value * 4294967295.0 );
  1883. case Uint16Array:
  1884. return Math.round( value * 65535.0 );
  1885. case Uint8Array:
  1886. return Math.round( value * 255.0 );
  1887. case Int32Array:
  1888. return Math.round( value * 2147483647.0 );
  1889. case Int16Array:
  1890. return Math.round( value * 32767.0 );
  1891. case Int8Array:
  1892. return Math.round( value * 127.0 );
  1893. default:
  1894. throw new Error( 'Invalid component type.' );
  1895. }
  1896. }
  1897. /**
  1898. * @class
  1899. * @classdesc A collection of math utility functions.
  1900. * @hideconstructor
  1901. */
  1902. const MathUtils = {
  1903. DEG2RAD: DEG2RAD,
  1904. RAD2DEG: RAD2DEG,
  1905. /**
  1906. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1907. * (universally unique identifier).
  1908. *
  1909. * @static
  1910. * @method
  1911. * @return {string} The UUID.
  1912. */
  1913. generateUUID: generateUUID,
  1914. /**
  1915. * Clamps the given value between min and max.
  1916. *
  1917. * @static
  1918. * @method
  1919. * @param {number} value - The value to clamp.
  1920. * @param {number} min - The min value.
  1921. * @param {number} max - The max value.
  1922. * @return {number} The clamped value.
  1923. */
  1924. clamp: clamp,
  1925. /**
  1926. * Computes the Euclidean modulo of the given parameters that
  1927. * is `( ( n % m ) + m ) % m`.
  1928. *
  1929. * @static
  1930. * @method
  1931. * @param {number} n - The first parameter.
  1932. * @param {number} m - The second parameter.
  1933. * @return {number} The Euclidean modulo.
  1934. */
  1935. euclideanModulo: euclideanModulo,
  1936. /**
  1937. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1938. * for the given value.
  1939. *
  1940. * @static
  1941. * @method
  1942. * @param {number} x - The value to be mapped.
  1943. * @param {number} a1 - Minimum value for range A.
  1944. * @param {number} a2 - Maximum value for range A.
  1945. * @param {number} b1 - Minimum value for range B.
  1946. * @param {number} b2 - Maximum value for range B.
  1947. * @return {number} The mapped value.
  1948. */
  1949. mapLinear: mapLinear,
  1950. /**
  1951. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1952. * between the start and end point.
  1953. *
  1954. * @static
  1955. * @method
  1956. * @param {number} x - The start point
  1957. * @param {number} y - The end point.
  1958. * @param {number} value - A value between start and end.
  1959. * @return {number} The interpolation factor.
  1960. */
  1961. inverseLerp: inverseLerp,
  1962. /**
  1963. * Returns a value linearly interpolated from two known points based on the given interval -
  1964. * `t = 0` will return `x` and `t = 1` will return `y`.
  1965. *
  1966. * @static
  1967. * @method
  1968. * @param {number} x - The start point
  1969. * @param {number} y - The end point.
  1970. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1971. * @return {number} The interpolated value.
  1972. */
  1973. lerp: lerp,
  1974. /**
  1975. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1976. * time to maintain frame rate independent movement. For details, see
  1977. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1978. *
  1979. * @static
  1980. * @method
  1981. * @param {number} x - The current point.
  1982. * @param {number} y - The target point.
  1983. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1984. * and a lower value will make the movement more gradual.
  1985. * @param {number} dt - Delta time in seconds.
  1986. * @return {number} The interpolated value.
  1987. */
  1988. damp: damp,
  1989. /**
  1990. * Returns a value that alternates between `0` and the given `length` parameter.
  1991. *
  1992. * @static
  1993. * @method
  1994. * @param {number} x - The value to pingpong.
  1995. * @param {number} [length=1] - The positive value the function will pingpong to.
  1996. * @return {number} The alternated value.
  1997. */
  1998. pingpong: pingpong,
  1999. /**
  2000. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2001. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2002. * the `min` and `max`.
  2003. *
  2004. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  2005. *
  2006. * @static
  2007. * @method
  2008. * @param {number} x - The value to evaluate based on its position between min and max.
  2009. * @param {number} min - The min value. Any x value below min will be `0`.
  2010. * @param {number} max - The max value. Any x value above max will be `1`.
  2011. * @return {number} The alternated value.
  2012. */
  2013. smoothstep: smoothstep,
  2014. /**
  2015. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  2016. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2017. *
  2018. * @static
  2019. * @method
  2020. * @param {number} x - The value to evaluate based on its position between min and max.
  2021. * @param {number} min - The min value. Any x value below min will be `0`.
  2022. * @param {number} max - The max value. Any x value above max will be `1`.
  2023. * @return {number} The alternated value.
  2024. */
  2025. smootherstep: smootherstep,
  2026. /**
  2027. * Returns a random integer from `<low, high>` interval.
  2028. *
  2029. * @static
  2030. * @method
  2031. * @param {number} low - The lower value boundary.
  2032. * @param {number} high - The upper value boundary
  2033. * @return {number} A random integer.
  2034. */
  2035. randInt: randInt,
  2036. /**
  2037. * Returns a random float from `<low, high>` interval.
  2038. *
  2039. * @static
  2040. * @method
  2041. * @param {number} low - The lower value boundary.
  2042. * @param {number} high - The upper value boundary
  2043. * @return {number} A random float.
  2044. */
  2045. randFloat: randFloat,
  2046. /**
  2047. * Returns a random integer from `<-range/2, range/2>` interval.
  2048. *
  2049. * @static
  2050. * @method
  2051. * @param {number} range - Defines the value range.
  2052. * @return {number} A random float.
  2053. */
  2054. randFloatSpread: randFloatSpread,
  2055. /**
  2056. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2057. *
  2058. * @static
  2059. * @method
  2060. * @param {number} [s] - The integer seed.
  2061. * @return {number} A random float.
  2062. */
  2063. seededRandom: seededRandom,
  2064. /**
  2065. * Converts degrees to radians.
  2066. *
  2067. * @static
  2068. * @method
  2069. * @param {number} degrees - A value in degrees.
  2070. * @return {number} The converted value in radians.
  2071. */
  2072. degToRad: degToRad,
  2073. /**
  2074. * Converts radians to degrees.
  2075. *
  2076. * @static
  2077. * @method
  2078. * @param {number} radians - A value in radians.
  2079. * @return {number} The converted value in degrees.
  2080. */
  2081. radToDeg: radToDeg,
  2082. /**
  2083. * Returns `true` if the given number is a power of two.
  2084. *
  2085. * @static
  2086. * @method
  2087. * @param {number} value - The value to check.
  2088. * @return {boolean} Whether the given number is a power of two or not.
  2089. */
  2090. isPowerOfTwo: isPowerOfTwo,
  2091. /**
  2092. * Returns the smallest power of two that is greater than or equal to the given number.
  2093. *
  2094. * @static
  2095. * @method
  2096. * @param {number} value - The value to find a POT for.
  2097. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2098. */
  2099. ceilPowerOfTwo: ceilPowerOfTwo,
  2100. /**
  2101. * Returns the largest power of two that is less than or equal to the given number.
  2102. *
  2103. * @static
  2104. * @method
  2105. * @param {number} value - The value to find a POT for.
  2106. * @return {number} The largest power of two that is less than or equal to the given number.
  2107. */
  2108. floorPowerOfTwo: floorPowerOfTwo,
  2109. /**
  2110. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  2111. * defined by the given angles and order.
  2112. *
  2113. * Rotations are applied to the axes in the order specified by order:
  2114. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2115. *
  2116. * @static
  2117. * @method
  2118. * @param {Quaternion} q - The quaternion to set.
  2119. * @param {number} a - The rotation applied to the first axis, in radians.
  2120. * @param {number} b - The rotation applied to the second axis, in radians.
  2121. * @param {number} c - The rotation applied to the third axis, in radians.
  2122. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2123. */
  2124. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2125. /**
  2126. * Normalizes the given value according to the given typed array.
  2127. *
  2128. * @static
  2129. * @method
  2130. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2131. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2132. * @return {number} The normalize value.
  2133. */
  2134. normalize: normalize,
  2135. /**
  2136. * Denormalizes the given value according to the given typed array.
  2137. *
  2138. * @static
  2139. * @method
  2140. * @param {number} value - The value to denormalize.
  2141. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2142. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2143. */
  2144. denormalize: denormalize
  2145. };
  2146. /**
  2147. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2148. * (labeled x and y), which can be used to represent a number of things, such as:
  2149. *
  2150. * - A point in 2D space (i.e. a position on a plane).
  2151. * - A direction and length across a plane. In three.js the length will
  2152. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2153. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2154. * - Any arbitrary ordered pair of numbers.
  2155. *
  2156. * There are other things a 2D vector can be used to represent, such as
  2157. * momentum vectors, complex numbers and so on, however these are the most
  2158. * common uses in three.js.
  2159. *
  2160. * Iterating through a vector instance will yield its components `(x, y)` in
  2161. * the corresponding order.
  2162. * ```js
  2163. * const a = new THREE.Vector2( 0, 1 );
  2164. *
  2165. * //no arguments; will be initialised to (0, 0)
  2166. * const b = new THREE.Vector2( );
  2167. *
  2168. * const d = a.distanceTo( b );
  2169. * ```
  2170. */
  2171. class Vector2 {
  2172. /**
  2173. * Constructs a new 2D vector.
  2174. *
  2175. * @param {number} [x=0] - The x value of this vector.
  2176. * @param {number} [y=0] - The y value of this vector.
  2177. */
  2178. constructor( x = 0, y = 0 ) {
  2179. /**
  2180. * This flag can be used for type testing.
  2181. *
  2182. * @type {boolean}
  2183. * @readonly
  2184. * @default true
  2185. */
  2186. Vector2.prototype.isVector2 = true;
  2187. /**
  2188. * The x value of this vector.
  2189. *
  2190. * @type {number}
  2191. */
  2192. this.x = x;
  2193. /**
  2194. * The y value of this vector.
  2195. *
  2196. * @type {number}
  2197. */
  2198. this.y = y;
  2199. }
  2200. /**
  2201. * Alias for {@link Vector2#x}.
  2202. *
  2203. * @type {number}
  2204. */
  2205. get width() {
  2206. return this.x;
  2207. }
  2208. set width( value ) {
  2209. this.x = value;
  2210. }
  2211. /**
  2212. * Alias for {@link Vector2#y}.
  2213. *
  2214. * @type {number}
  2215. */
  2216. get height() {
  2217. return this.y;
  2218. }
  2219. set height( value ) {
  2220. this.y = value;
  2221. }
  2222. /**
  2223. * Sets the vector components.
  2224. *
  2225. * @param {number} x - The value of the x component.
  2226. * @param {number} y - The value of the y component.
  2227. * @return {Vector2} A reference to this vector.
  2228. */
  2229. set( x, y ) {
  2230. this.x = x;
  2231. this.y = y;
  2232. return this;
  2233. }
  2234. /**
  2235. * Sets the vector components to the same value.
  2236. *
  2237. * @param {number} scalar - The value to set for all vector components.
  2238. * @return {Vector2} A reference to this vector.
  2239. */
  2240. setScalar( scalar ) {
  2241. this.x = scalar;
  2242. this.y = scalar;
  2243. return this;
  2244. }
  2245. /**
  2246. * Sets the vector's x component to the given value
  2247. *
  2248. * @param {number} x - The value to set.
  2249. * @return {Vector2} A reference to this vector.
  2250. */
  2251. setX( x ) {
  2252. this.x = x;
  2253. return this;
  2254. }
  2255. /**
  2256. * Sets the vector's y component to the given value
  2257. *
  2258. * @param {number} y - The value to set.
  2259. * @return {Vector2} A reference to this vector.
  2260. */
  2261. setY( y ) {
  2262. this.y = y;
  2263. return this;
  2264. }
  2265. /**
  2266. * Allows to set a vector component with an index.
  2267. *
  2268. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2269. * @param {number} value - The value to set.
  2270. * @return {Vector2} A reference to this vector.
  2271. */
  2272. setComponent( index, value ) {
  2273. switch ( index ) {
  2274. case 0: this.x = value; break;
  2275. case 1: this.y = value; break;
  2276. default: throw new Error( 'index is out of range: ' + index );
  2277. }
  2278. return this;
  2279. }
  2280. /**
  2281. * Returns the value of the vector component which matches the given index.
  2282. *
  2283. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2284. * @return {number} A vector component value.
  2285. */
  2286. getComponent( index ) {
  2287. switch ( index ) {
  2288. case 0: return this.x;
  2289. case 1: return this.y;
  2290. default: throw new Error( 'index is out of range: ' + index );
  2291. }
  2292. }
  2293. /**
  2294. * Returns a new vector with copied values from this instance.
  2295. *
  2296. * @return {Vector2} A clone of this instance.
  2297. */
  2298. clone() {
  2299. return new this.constructor( this.x, this.y );
  2300. }
  2301. /**
  2302. * Copies the values of the given vector to this instance.
  2303. *
  2304. * @param {Vector2} v - The vector to copy.
  2305. * @return {Vector2} A reference to this vector.
  2306. */
  2307. copy( v ) {
  2308. this.x = v.x;
  2309. this.y = v.y;
  2310. return this;
  2311. }
  2312. /**
  2313. * Adds the given vector to this instance.
  2314. *
  2315. * @param {Vector2} v - The vector to add.
  2316. * @return {Vector2} A reference to this vector.
  2317. */
  2318. add( v ) {
  2319. this.x += v.x;
  2320. this.y += v.y;
  2321. return this;
  2322. }
  2323. /**
  2324. * Adds the given scalar value to all components of this instance.
  2325. *
  2326. * @param {number} s - The scalar to add.
  2327. * @return {Vector2} A reference to this vector.
  2328. */
  2329. addScalar( s ) {
  2330. this.x += s;
  2331. this.y += s;
  2332. return this;
  2333. }
  2334. /**
  2335. * Adds the given vectors and stores the result in this instance.
  2336. *
  2337. * @param {Vector2} a - The first vector.
  2338. * @param {Vector2} b - The second vector.
  2339. * @return {Vector2} A reference to this vector.
  2340. */
  2341. addVectors( a, b ) {
  2342. this.x = a.x + b.x;
  2343. this.y = a.y + b.y;
  2344. return this;
  2345. }
  2346. /**
  2347. * Adds the given vector scaled by the given factor to this instance.
  2348. *
  2349. * @param {Vector2} v - The vector.
  2350. * @param {number} s - The factor that scales `v`.
  2351. * @return {Vector2} A reference to this vector.
  2352. */
  2353. addScaledVector( v, s ) {
  2354. this.x += v.x * s;
  2355. this.y += v.y * s;
  2356. return this;
  2357. }
  2358. /**
  2359. * Subtracts the given vector from this instance.
  2360. *
  2361. * @param {Vector2} v - The vector to subtract.
  2362. * @return {Vector2} A reference to this vector.
  2363. */
  2364. sub( v ) {
  2365. this.x -= v.x;
  2366. this.y -= v.y;
  2367. return this;
  2368. }
  2369. /**
  2370. * Subtracts the given scalar value from all components of this instance.
  2371. *
  2372. * @param {number} s - The scalar to subtract.
  2373. * @return {Vector2} A reference to this vector.
  2374. */
  2375. subScalar( s ) {
  2376. this.x -= s;
  2377. this.y -= s;
  2378. return this;
  2379. }
  2380. /**
  2381. * Subtracts the given vectors and stores the result in this instance.
  2382. *
  2383. * @param {Vector2} a - The first vector.
  2384. * @param {Vector2} b - The second vector.
  2385. * @return {Vector2} A reference to this vector.
  2386. */
  2387. subVectors( a, b ) {
  2388. this.x = a.x - b.x;
  2389. this.y = a.y - b.y;
  2390. return this;
  2391. }
  2392. /**
  2393. * Multiplies the given vector with this instance.
  2394. *
  2395. * @param {Vector2} v - The vector to multiply.
  2396. * @return {Vector2} A reference to this vector.
  2397. */
  2398. multiply( v ) {
  2399. this.x *= v.x;
  2400. this.y *= v.y;
  2401. return this;
  2402. }
  2403. /**
  2404. * Multiplies the given scalar value with all components of this instance.
  2405. *
  2406. * @param {number} scalar - The scalar to multiply.
  2407. * @return {Vector2} A reference to this vector.
  2408. */
  2409. multiplyScalar( scalar ) {
  2410. this.x *= scalar;
  2411. this.y *= scalar;
  2412. return this;
  2413. }
  2414. /**
  2415. * Divides this instance by the given vector.
  2416. *
  2417. * @param {Vector2} v - The vector to divide.
  2418. * @return {Vector2} A reference to this vector.
  2419. */
  2420. divide( v ) {
  2421. this.x /= v.x;
  2422. this.y /= v.y;
  2423. return this;
  2424. }
  2425. /**
  2426. * Divides this vector by the given scalar.
  2427. *
  2428. * @param {number} scalar - The scalar to divide.
  2429. * @return {Vector2} A reference to this vector.
  2430. */
  2431. divideScalar( scalar ) {
  2432. return this.multiplyScalar( 1 / scalar );
  2433. }
  2434. /**
  2435. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2436. * the given 3x3 matrix.
  2437. *
  2438. * @param {Matrix3} m - The matrix to apply.
  2439. * @return {Vector2} A reference to this vector.
  2440. */
  2441. applyMatrix3( m ) {
  2442. const x = this.x, y = this.y;
  2443. const e = m.elements;
  2444. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2445. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2446. return this;
  2447. }
  2448. /**
  2449. * If this vector's x or y value is greater than the given vector's x or y
  2450. * value, replace that value with the corresponding min value.
  2451. *
  2452. * @param {Vector2} v - The vector.
  2453. * @return {Vector2} A reference to this vector.
  2454. */
  2455. min( v ) {
  2456. this.x = Math.min( this.x, v.x );
  2457. this.y = Math.min( this.y, v.y );
  2458. return this;
  2459. }
  2460. /**
  2461. * If this vector's x or y value is less than the given vector's x or y
  2462. * value, replace that value with the corresponding max value.
  2463. *
  2464. * @param {Vector2} v - The vector.
  2465. * @return {Vector2} A reference to this vector.
  2466. */
  2467. max( v ) {
  2468. this.x = Math.max( this.x, v.x );
  2469. this.y = Math.max( this.y, v.y );
  2470. return this;
  2471. }
  2472. /**
  2473. * If this vector's x or y value is greater than the max vector's x or y
  2474. * value, it is replaced by the corresponding value.
  2475. * If this vector's x or y value is less than the min vector's x or y value,
  2476. * it is replaced by the corresponding value.
  2477. *
  2478. * @param {Vector2} min - The minimum x and y values.
  2479. * @param {Vector2} max - The maximum x and y values in the desired range.
  2480. * @return {Vector2} A reference to this vector.
  2481. */
  2482. clamp( min, max ) {
  2483. // assumes min < max, componentwise
  2484. this.x = clamp( this.x, min.x, max.x );
  2485. this.y = clamp( this.y, min.y, max.y );
  2486. return this;
  2487. }
  2488. /**
  2489. * If this vector's x or y values are greater than the max value, they are
  2490. * replaced by the max value.
  2491. * If this vector's x or y values are less than the min value, they are
  2492. * replaced by the min value.
  2493. *
  2494. * @param {number} minVal - The minimum value the components will be clamped to.
  2495. * @param {number} maxVal - The maximum value the components will be clamped to.
  2496. * @return {Vector2} A reference to this vector.
  2497. */
  2498. clampScalar( minVal, maxVal ) {
  2499. this.x = clamp( this.x, minVal, maxVal );
  2500. this.y = clamp( this.y, minVal, maxVal );
  2501. return this;
  2502. }
  2503. /**
  2504. * If this vector's length is greater than the max value, it is replaced by
  2505. * the max value.
  2506. * If this vector's length is less than the min value, it is replaced by the
  2507. * min value.
  2508. *
  2509. * @param {number} min - The minimum value the vector length will be clamped to.
  2510. * @param {number} max - The maximum value the vector length will be clamped to.
  2511. * @return {Vector2} A reference to this vector.
  2512. */
  2513. clampLength( min, max ) {
  2514. const length = this.length();
  2515. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2516. }
  2517. /**
  2518. * The components of this vector are rounded down to the nearest integer value.
  2519. *
  2520. * @return {Vector2} A reference to this vector.
  2521. */
  2522. floor() {
  2523. this.x = Math.floor( this.x );
  2524. this.y = Math.floor( this.y );
  2525. return this;
  2526. }
  2527. /**
  2528. * The components of this vector are rounded up to the nearest integer value.
  2529. *
  2530. * @return {Vector2} A reference to this vector.
  2531. */
  2532. ceil() {
  2533. this.x = Math.ceil( this.x );
  2534. this.y = Math.ceil( this.y );
  2535. return this;
  2536. }
  2537. /**
  2538. * The components of this vector are rounded to the nearest integer value
  2539. *
  2540. * @return {Vector2} A reference to this vector.
  2541. */
  2542. round() {
  2543. this.x = Math.round( this.x );
  2544. this.y = Math.round( this.y );
  2545. return this;
  2546. }
  2547. /**
  2548. * The components of this vector are rounded towards zero (up if negative,
  2549. * down if positive) to an integer value.
  2550. *
  2551. * @return {Vector2} A reference to this vector.
  2552. */
  2553. roundToZero() {
  2554. this.x = Math.trunc( this.x );
  2555. this.y = Math.trunc( this.y );
  2556. return this;
  2557. }
  2558. /**
  2559. * Inverts this vector - i.e. sets x = -x and y = -y.
  2560. *
  2561. * @return {Vector2} A reference to this vector.
  2562. */
  2563. negate() {
  2564. this.x = - this.x;
  2565. this.y = - this.y;
  2566. return this;
  2567. }
  2568. /**
  2569. * Calculates the dot product of the given vector with this instance.
  2570. *
  2571. * @param {Vector2} v - The vector to compute the dot product with.
  2572. * @return {number} The result of the dot product.
  2573. */
  2574. dot( v ) {
  2575. return this.x * v.x + this.y * v.y;
  2576. }
  2577. /**
  2578. * Calculates the cross product of the given vector with this instance.
  2579. *
  2580. * @param {Vector2} v - The vector to compute the cross product with.
  2581. * @return {number} The result of the cross product.
  2582. */
  2583. cross( v ) {
  2584. return this.x * v.y - this.y * v.x;
  2585. }
  2586. /**
  2587. * Computes the square of the Euclidean length (straight-line length) from
  2588. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2589. * compare the length squared instead as it is slightly more efficient to calculate.
  2590. *
  2591. * @return {number} The square length of this vector.
  2592. */
  2593. lengthSq() {
  2594. return this.x * this.x + this.y * this.y;
  2595. }
  2596. /**
  2597. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2598. *
  2599. * @return {number} The length of this vector.
  2600. */
  2601. length() {
  2602. return Math.sqrt( this.x * this.x + this.y * this.y );
  2603. }
  2604. /**
  2605. * Computes the Manhattan length of this vector.
  2606. *
  2607. * @return {number} The length of this vector.
  2608. */
  2609. manhattanLength() {
  2610. return Math.abs( this.x ) + Math.abs( this.y );
  2611. }
  2612. /**
  2613. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2614. * with the same direction as this one, but with a vector length of `1`.
  2615. *
  2616. * @return {Vector2} A reference to this vector.
  2617. */
  2618. normalize() {
  2619. return this.divideScalar( this.length() || 1 );
  2620. }
  2621. /**
  2622. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2623. *
  2624. * @return {number} The angle in radians.
  2625. */
  2626. angle() {
  2627. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2628. return angle;
  2629. }
  2630. /**
  2631. * Returns the angle between the given vector and this instance in radians.
  2632. *
  2633. * @param {Vector2} v - The vector to compute the angle with.
  2634. * @return {number} The angle in radians.
  2635. */
  2636. angleTo( v ) {
  2637. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2638. if ( denominator === 0 ) return Math.PI / 2;
  2639. const theta = this.dot( v ) / denominator;
  2640. // clamp, to handle numerical problems
  2641. return Math.acos( clamp( theta, -1, 1 ) );
  2642. }
  2643. /**
  2644. * Computes the distance from the given vector to this instance.
  2645. *
  2646. * @param {Vector2} v - The vector to compute the distance to.
  2647. * @return {number} The distance.
  2648. */
  2649. distanceTo( v ) {
  2650. return Math.sqrt( this.distanceToSquared( v ) );
  2651. }
  2652. /**
  2653. * Computes the squared distance from the given vector to this instance.
  2654. * If you are just comparing the distance with another distance, you should compare
  2655. * the distance squared instead as it is slightly more efficient to calculate.
  2656. *
  2657. * @param {Vector2} v - The vector to compute the squared distance to.
  2658. * @return {number} The squared distance.
  2659. */
  2660. distanceToSquared( v ) {
  2661. const dx = this.x - v.x, dy = this.y - v.y;
  2662. return dx * dx + dy * dy;
  2663. }
  2664. /**
  2665. * Computes the Manhattan distance from the given vector to this instance.
  2666. *
  2667. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2668. * @return {number} The Manhattan distance.
  2669. */
  2670. manhattanDistanceTo( v ) {
  2671. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2672. }
  2673. /**
  2674. * Sets this vector to a vector with the same direction as this one, but
  2675. * with the specified length.
  2676. *
  2677. * @param {number} length - The new length of this vector.
  2678. * @return {Vector2} A reference to this vector.
  2679. */
  2680. setLength( length ) {
  2681. return this.normalize().multiplyScalar( length );
  2682. }
  2683. /**
  2684. * Linearly interpolates between the given vector and this instance, where
  2685. * alpha is the percent distance along the line - alpha = 0 will be this
  2686. * vector, and alpha = 1 will be the given one.
  2687. *
  2688. * @param {Vector2} v - The vector to interpolate towards.
  2689. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2690. * @return {Vector2} A reference to this vector.
  2691. */
  2692. lerp( v, alpha ) {
  2693. this.x += ( v.x - this.x ) * alpha;
  2694. this.y += ( v.y - this.y ) * alpha;
  2695. return this;
  2696. }
  2697. /**
  2698. * Linearly interpolates between the given vectors, where alpha is the percent
  2699. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2700. * be the second one. The result is stored in this instance.
  2701. *
  2702. * @param {Vector2} v1 - The first vector.
  2703. * @param {Vector2} v2 - The second vector.
  2704. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2705. * @return {Vector2} A reference to this vector.
  2706. */
  2707. lerpVectors( v1, v2, alpha ) {
  2708. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2709. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2710. return this;
  2711. }
  2712. /**
  2713. * Returns `true` if this vector is equal with the given one.
  2714. *
  2715. * @param {Vector2} v - The vector to test for equality.
  2716. * @return {boolean} Whether this vector is equal with the given one.
  2717. */
  2718. equals( v ) {
  2719. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2720. }
  2721. /**
  2722. * Sets this vector's x value to be `array[ offset ]` and y
  2723. * value to be `array[ offset + 1 ]`.
  2724. *
  2725. * @param {Array<number>} array - An array holding the vector component values.
  2726. * @param {number} [offset=0] - The offset into the array.
  2727. * @return {Vector2} A reference to this vector.
  2728. */
  2729. fromArray( array, offset = 0 ) {
  2730. this.x = array[ offset ];
  2731. this.y = array[ offset + 1 ];
  2732. return this;
  2733. }
  2734. /**
  2735. * Writes the components of this vector to the given array. If no array is provided,
  2736. * the method returns a new instance.
  2737. *
  2738. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2739. * @param {number} [offset=0] - Index of the first element in the array.
  2740. * @return {Array<number>} The vector components.
  2741. */
  2742. toArray( array = [], offset = 0 ) {
  2743. array[ offset ] = this.x;
  2744. array[ offset + 1 ] = this.y;
  2745. return array;
  2746. }
  2747. /**
  2748. * Sets the components of this vector from the given buffer attribute.
  2749. *
  2750. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2751. * @param {number} index - The index into the attribute.
  2752. * @return {Vector2} A reference to this vector.
  2753. */
  2754. fromBufferAttribute( attribute, index ) {
  2755. this.x = attribute.getX( index );
  2756. this.y = attribute.getY( index );
  2757. return this;
  2758. }
  2759. /**
  2760. * Rotates this vector around the given center by the given angle.
  2761. *
  2762. * @param {Vector2} center - The point around which to rotate.
  2763. * @param {number} angle - The angle to rotate, in radians.
  2764. * @return {Vector2} A reference to this vector.
  2765. */
  2766. rotateAround( center, angle ) {
  2767. const c = Math.cos( angle ), s = Math.sin( angle );
  2768. const x = this.x - center.x;
  2769. const y = this.y - center.y;
  2770. this.x = x * c - y * s + center.x;
  2771. this.y = x * s + y * c + center.y;
  2772. return this;
  2773. }
  2774. /**
  2775. * Sets each component of this vector to a pseudo-random value between `0` and
  2776. * `1`, excluding `1`.
  2777. *
  2778. * @return {Vector2} A reference to this vector.
  2779. */
  2780. random() {
  2781. this.x = Math.random();
  2782. this.y = Math.random();
  2783. return this;
  2784. }
  2785. *[ Symbol.iterator ]() {
  2786. yield this.x;
  2787. yield this.y;
  2788. }
  2789. }
  2790. /**
  2791. * Represents a 3x3 matrix.
  2792. *
  2793. * A Note on Row-Major and Column-Major Ordering:
  2794. *
  2795. * The constructor and {@link Matrix3#set} method take arguments in
  2796. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  2797. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  2798. * This means that calling:
  2799. * ```js
  2800. * const m = new THREE.Matrix();
  2801. * m.set( 11, 12, 13,
  2802. * 21, 22, 23,
  2803. * 31, 32, 33 );
  2804. * ```
  2805. * will result in the elements array containing:
  2806. * ```js
  2807. * m.elements = [ 11, 21, 31,
  2808. * 12, 22, 32,
  2809. * 13, 23, 33 ];
  2810. * ```
  2811. * and internally all calculations are performed using column-major ordering.
  2812. * However, as the actual ordering makes no difference mathematically and
  2813. * most people are used to thinking about matrices in row-major order, the
  2814. * three.js documentation shows matrices in row-major order. Just bear in
  2815. * mind that if you are reading the source code, you'll have to take the
  2816. * transpose of any matrices outlined here to make sense of the calculations.
  2817. */
  2818. class Matrix3 {
  2819. /**
  2820. * Constructs a new 3x3 matrix. The arguments are supposed to be
  2821. * in row-major order. If no arguments are provided, the constructor
  2822. * initializes the matrix as an identity matrix.
  2823. *
  2824. * @param {number} [n11] - 1-1 matrix element.
  2825. * @param {number} [n12] - 1-2 matrix element.
  2826. * @param {number} [n13] - 1-3 matrix element.
  2827. * @param {number} [n21] - 2-1 matrix element.
  2828. * @param {number} [n22] - 2-2 matrix element.
  2829. * @param {number} [n23] - 2-3 matrix element.
  2830. * @param {number} [n31] - 3-1 matrix element.
  2831. * @param {number} [n32] - 3-2 matrix element.
  2832. * @param {number} [n33] - 3-3 matrix element.
  2833. */
  2834. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2835. /**
  2836. * This flag can be used for type testing.
  2837. *
  2838. * @type {boolean}
  2839. * @readonly
  2840. * @default true
  2841. */
  2842. Matrix3.prototype.isMatrix3 = true;
  2843. /**
  2844. * A column-major list of matrix values.
  2845. *
  2846. * @type {Array<number>}
  2847. */
  2848. this.elements = [
  2849. 1, 0, 0,
  2850. 0, 1, 0,
  2851. 0, 0, 1
  2852. ];
  2853. if ( n11 !== undefined ) {
  2854. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  2855. }
  2856. }
  2857. /**
  2858. * Sets the elements of the matrix.The arguments are supposed to be
  2859. * in row-major order.
  2860. *
  2861. * @param {number} [n11] - 1-1 matrix element.
  2862. * @param {number} [n12] - 1-2 matrix element.
  2863. * @param {number} [n13] - 1-3 matrix element.
  2864. * @param {number} [n21] - 2-1 matrix element.
  2865. * @param {number} [n22] - 2-2 matrix element.
  2866. * @param {number} [n23] - 2-3 matrix element.
  2867. * @param {number} [n31] - 3-1 matrix element.
  2868. * @param {number} [n32] - 3-2 matrix element.
  2869. * @param {number} [n33] - 3-3 matrix element.
  2870. * @return {Matrix3} A reference to this matrix.
  2871. */
  2872. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2873. const te = this.elements;
  2874. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  2875. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  2876. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  2877. return this;
  2878. }
  2879. /**
  2880. * Sets this matrix to the 3x3 identity matrix.
  2881. *
  2882. * @return {Matrix3} A reference to this matrix.
  2883. */
  2884. identity() {
  2885. this.set(
  2886. 1, 0, 0,
  2887. 0, 1, 0,
  2888. 0, 0, 1
  2889. );
  2890. return this;
  2891. }
  2892. /**
  2893. * Copies the values of the given matrix to this instance.
  2894. *
  2895. * @param {Matrix3} m - The matrix to copy.
  2896. * @return {Matrix3} A reference to this matrix.
  2897. */
  2898. copy( m ) {
  2899. const te = this.elements;
  2900. const me = m.elements;
  2901. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  2902. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  2903. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  2904. return this;
  2905. }
  2906. /**
  2907. * Extracts the basis of this matrix into the three axis vectors provided.
  2908. *
  2909. * @param {Vector3} xAxis - The basis's x axis.
  2910. * @param {Vector3} yAxis - The basis's y axis.
  2911. * @param {Vector3} zAxis - The basis's z axis.
  2912. * @return {Matrix3} A reference to this matrix.
  2913. */
  2914. extractBasis( xAxis, yAxis, zAxis ) {
  2915. xAxis.setFromMatrix3Column( this, 0 );
  2916. yAxis.setFromMatrix3Column( this, 1 );
  2917. zAxis.setFromMatrix3Column( this, 2 );
  2918. return this;
  2919. }
  2920. /**
  2921. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  2922. *
  2923. * @param {Matrix4} m - The 4x4 matrix.
  2924. * @return {Matrix3} A reference to this matrix.
  2925. */
  2926. setFromMatrix4( m ) {
  2927. const me = m.elements;
  2928. this.set(
  2929. me[ 0 ], me[ 4 ], me[ 8 ],
  2930. me[ 1 ], me[ 5 ], me[ 9 ],
  2931. me[ 2 ], me[ 6 ], me[ 10 ]
  2932. );
  2933. return this;
  2934. }
  2935. /**
  2936. * Post-multiplies this matrix by the given 3x3 matrix.
  2937. *
  2938. * @param {Matrix3} m - The matrix to multiply with.
  2939. * @return {Matrix3} A reference to this matrix.
  2940. */
  2941. multiply( m ) {
  2942. return this.multiplyMatrices( this, m );
  2943. }
  2944. /**
  2945. * Pre-multiplies this matrix by the given 3x3 matrix.
  2946. *
  2947. * @param {Matrix3} m - The matrix to multiply with.
  2948. * @return {Matrix3} A reference to this matrix.
  2949. */
  2950. premultiply( m ) {
  2951. return this.multiplyMatrices( m, this );
  2952. }
  2953. /**
  2954. * Multiples the given 3x3 matrices and stores the result
  2955. * in this matrix.
  2956. *
  2957. * @param {Matrix3} a - The first matrix.
  2958. * @param {Matrix3} b - The second matrix.
  2959. * @return {Matrix3} A reference to this matrix.
  2960. */
  2961. multiplyMatrices( a, b ) {
  2962. const ae = a.elements;
  2963. const be = b.elements;
  2964. const te = this.elements;
  2965. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  2966. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  2967. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  2968. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  2969. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  2970. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  2971. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  2972. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  2973. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  2974. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  2975. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  2976. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  2977. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  2978. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  2979. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  2980. return this;
  2981. }
  2982. /**
  2983. * Multiplies every component of the matrix by the given scalar.
  2984. *
  2985. * @param {number} s - The scalar.
  2986. * @return {Matrix3} A reference to this matrix.
  2987. */
  2988. multiplyScalar( s ) {
  2989. const te = this.elements;
  2990. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  2991. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  2992. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  2993. return this;
  2994. }
  2995. /**
  2996. * Computes and returns the determinant of this matrix.
  2997. *
  2998. * @return {number} The determinant.
  2999. */
  3000. determinant() {
  3001. const te = this.elements;
  3002. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  3003. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  3004. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  3005. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  3006. }
  3007. /**
  3008. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  3009. * You can not invert with a determinant of zero. If you attempt this, the method produces
  3010. * a zero matrix instead.
  3011. *
  3012. * @return {Matrix3} A reference to this matrix.
  3013. */
  3014. invert() {
  3015. const te = this.elements,
  3016. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  3017. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  3018. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  3019. t11 = n33 * n22 - n32 * n23,
  3020. t12 = n32 * n13 - n33 * n12,
  3021. t13 = n23 * n12 - n22 * n13,
  3022. det = n11 * t11 + n21 * t12 + n31 * t13;
  3023. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  3024. const detInv = 1 / det;
  3025. te[ 0 ] = t11 * detInv;
  3026. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  3027. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  3028. te[ 3 ] = t12 * detInv;
  3029. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  3030. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  3031. te[ 6 ] = t13 * detInv;
  3032. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  3033. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  3034. return this;
  3035. }
  3036. /**
  3037. * Transposes this matrix in place.
  3038. *
  3039. * @return {Matrix3} A reference to this matrix.
  3040. */
  3041. transpose() {
  3042. let tmp;
  3043. const m = this.elements;
  3044. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  3045. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  3046. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  3047. return this;
  3048. }
  3049. /**
  3050. * Computes the normal matrix which is the inverse transpose of the upper
  3051. * left 3x3 portion of the given 4x4 matrix.
  3052. *
  3053. * @param {Matrix4} matrix4 - The 4x4 matrix.
  3054. * @return {Matrix3} A reference to this matrix.
  3055. */
  3056. getNormalMatrix( matrix4 ) {
  3057. return this.setFromMatrix4( matrix4 ).invert().transpose();
  3058. }
  3059. /**
  3060. * Transposes this matrix into the supplied array, and returns itself unchanged.
  3061. *
  3062. * @param {Array<number>} r - An array to store the transposed matrix elements.
  3063. * @return {Matrix3} A reference to this matrix.
  3064. */
  3065. transposeIntoArray( r ) {
  3066. const m = this.elements;
  3067. r[ 0 ] = m[ 0 ];
  3068. r[ 1 ] = m[ 3 ];
  3069. r[ 2 ] = m[ 6 ];
  3070. r[ 3 ] = m[ 1 ];
  3071. r[ 4 ] = m[ 4 ];
  3072. r[ 5 ] = m[ 7 ];
  3073. r[ 6 ] = m[ 2 ];
  3074. r[ 7 ] = m[ 5 ];
  3075. r[ 8 ] = m[ 8 ];
  3076. return this;
  3077. }
  3078. /**
  3079. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  3080. *
  3081. * @param {number} tx - Offset x.
  3082. * @param {number} ty - Offset y.
  3083. * @param {number} sx - Repeat x.
  3084. * @param {number} sy - Repeat y.
  3085. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  3086. * @param {number} cx - Center x of rotation.
  3087. * @param {number} cy - Center y of rotation
  3088. * @return {Matrix3} A reference to this matrix.
  3089. */
  3090. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  3091. const c = Math.cos( rotation );
  3092. const s = Math.sin( rotation );
  3093. this.set(
  3094. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  3095. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  3096. 0, 0, 1
  3097. );
  3098. return this;
  3099. }
  3100. /**
  3101. * Scales this matrix with the given scalar values.
  3102. *
  3103. * @param {number} sx - The amount to scale in the X axis.
  3104. * @param {number} sy - The amount to scale in the Y axis.
  3105. * @return {Matrix3} A reference to this matrix.
  3106. */
  3107. scale( sx, sy ) {
  3108. this.premultiply( _m3.makeScale( sx, sy ) );
  3109. return this;
  3110. }
  3111. /**
  3112. * Rotates this matrix by the given angle.
  3113. *
  3114. * @param {number} theta - The rotation in radians.
  3115. * @return {Matrix3} A reference to this matrix.
  3116. */
  3117. rotate( theta ) {
  3118. this.premultiply( _m3.makeRotation( - theta ) );
  3119. return this;
  3120. }
  3121. /**
  3122. * Translates this matrix by the given scalar values.
  3123. *
  3124. * @param {number} tx - The amount to translate in the X axis.
  3125. * @param {number} ty - The amount to translate in the Y axis.
  3126. * @return {Matrix3} A reference to this matrix.
  3127. */
  3128. translate( tx, ty ) {
  3129. this.premultiply( _m3.makeTranslation( tx, ty ) );
  3130. return this;
  3131. }
  3132. // for 2D Transforms
  3133. /**
  3134. * Sets this matrix as a 2D translation transform.
  3135. *
  3136. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  3137. * @param {number} y - The amount to translate in the Y axis.
  3138. * @return {Matrix3} A reference to this matrix.
  3139. */
  3140. makeTranslation( x, y ) {
  3141. if ( x.isVector2 ) {
  3142. this.set(
  3143. 1, 0, x.x,
  3144. 0, 1, x.y,
  3145. 0, 0, 1
  3146. );
  3147. } else {
  3148. this.set(
  3149. 1, 0, x,
  3150. 0, 1, y,
  3151. 0, 0, 1
  3152. );
  3153. }
  3154. return this;
  3155. }
  3156. /**
  3157. * Sets this matrix as a 2D rotational transformation.
  3158. *
  3159. * @param {number} theta - The rotation in radians.
  3160. * @return {Matrix3} A reference to this matrix.
  3161. */
  3162. makeRotation( theta ) {
  3163. // counterclockwise
  3164. const c = Math.cos( theta );
  3165. const s = Math.sin( theta );
  3166. this.set(
  3167. c, - s, 0,
  3168. s, c, 0,
  3169. 0, 0, 1
  3170. );
  3171. return this;
  3172. }
  3173. /**
  3174. * Sets this matrix as a 2D scale transform.
  3175. *
  3176. * @param {number} x - The amount to scale in the X axis.
  3177. * @param {number} y - The amount to scale in the Y axis.
  3178. * @return {Matrix3} A reference to this matrix.
  3179. */
  3180. makeScale( x, y ) {
  3181. this.set(
  3182. x, 0, 0,
  3183. 0, y, 0,
  3184. 0, 0, 1
  3185. );
  3186. return this;
  3187. }
  3188. /**
  3189. * Returns `true` if this matrix is equal with the given one.
  3190. *
  3191. * @param {Matrix3} matrix - The matrix to test for equality.
  3192. * @return {boolean} Whether this matrix is equal with the given one.
  3193. */
  3194. equals( matrix ) {
  3195. const te = this.elements;
  3196. const me = matrix.elements;
  3197. for ( let i = 0; i < 9; i ++ ) {
  3198. if ( te[ i ] !== me[ i ] ) return false;
  3199. }
  3200. return true;
  3201. }
  3202. /**
  3203. * Sets the elements of the matrix from the given array.
  3204. *
  3205. * @param {Array<number>} array - The matrix elements in column-major order.
  3206. * @param {number} [offset=0] - Index of the first element in the array.
  3207. * @return {Matrix3} A reference to this matrix.
  3208. */
  3209. fromArray( array, offset = 0 ) {
  3210. for ( let i = 0; i < 9; i ++ ) {
  3211. this.elements[ i ] = array[ i + offset ];
  3212. }
  3213. return this;
  3214. }
  3215. /**
  3216. * Writes the elements of this matrix to the given array. If no array is provided,
  3217. * the method returns a new instance.
  3218. *
  3219. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  3220. * @param {number} [offset=0] - Index of the first element in the array.
  3221. * @return {Array<number>} The matrix elements in column-major order.
  3222. */
  3223. toArray( array = [], offset = 0 ) {
  3224. const te = this.elements;
  3225. array[ offset ] = te[ 0 ];
  3226. array[ offset + 1 ] = te[ 1 ];
  3227. array[ offset + 2 ] = te[ 2 ];
  3228. array[ offset + 3 ] = te[ 3 ];
  3229. array[ offset + 4 ] = te[ 4 ];
  3230. array[ offset + 5 ] = te[ 5 ];
  3231. array[ offset + 6 ] = te[ 6 ];
  3232. array[ offset + 7 ] = te[ 7 ];
  3233. array[ offset + 8 ] = te[ 8 ];
  3234. return array;
  3235. }
  3236. /**
  3237. * Returns a matrix with copied values from this instance.
  3238. *
  3239. * @return {Matrix3} A clone of this instance.
  3240. */
  3241. clone() {
  3242. return new this.constructor().fromArray( this.elements );
  3243. }
  3244. }
  3245. const _m3 = /*@__PURE__*/ new Matrix3();
  3246. function arrayNeedsUint32( array ) {
  3247. // assumes larger values usually on last
  3248. for ( let i = array.length - 1; i >= 0; -- i ) {
  3249. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  3250. }
  3251. return false;
  3252. }
  3253. const TYPED_ARRAYS = {
  3254. Int8Array: Int8Array,
  3255. Uint8Array: Uint8Array,
  3256. Uint8ClampedArray: Uint8ClampedArray,
  3257. Int16Array: Int16Array,
  3258. Uint16Array: Uint16Array,
  3259. Int32Array: Int32Array,
  3260. Uint32Array: Uint32Array,
  3261. Float32Array: Float32Array,
  3262. Float64Array: Float64Array
  3263. };
  3264. function getTypedArray( type, buffer ) {
  3265. return new TYPED_ARRAYS[ type ]( buffer );
  3266. }
  3267. function createElementNS( name ) {
  3268. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  3269. }
  3270. function createCanvasElement() {
  3271. const canvas = createElementNS( 'canvas' );
  3272. canvas.style.display = 'block';
  3273. return canvas;
  3274. }
  3275. const _cache = {};
  3276. function warnOnce( message ) {
  3277. if ( message in _cache ) return;
  3278. _cache[ message ] = true;
  3279. console.warn( message );
  3280. }
  3281. function probeAsync( gl, sync, interval ) {
  3282. return new Promise( function ( resolve, reject ) {
  3283. function probe() {
  3284. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  3285. case gl.WAIT_FAILED:
  3286. reject();
  3287. break;
  3288. case gl.TIMEOUT_EXPIRED:
  3289. setTimeout( probe, interval );
  3290. break;
  3291. default:
  3292. resolve();
  3293. }
  3294. }
  3295. setTimeout( probe, interval );
  3296. } );
  3297. }
  3298. function toNormalizedProjectionMatrix( projectionMatrix ) {
  3299. const m = projectionMatrix.elements;
  3300. // Convert [-1, 1] to [0, 1] projection matrix
  3301. m[ 2 ] = 0.5 * m[ 2 ] + 0.5 * m[ 3 ];
  3302. m[ 6 ] = 0.5 * m[ 6 ] + 0.5 * m[ 7 ];
  3303. m[ 10 ] = 0.5 * m[ 10 ] + 0.5 * m[ 11 ];
  3304. m[ 14 ] = 0.5 * m[ 14 ] + 0.5 * m[ 15 ];
  3305. }
  3306. function toReversedProjectionMatrix( projectionMatrix ) {
  3307. const m = projectionMatrix.elements;
  3308. const isPerspectiveMatrix = m[ 11 ] === -1;
  3309. // Reverse [0, 1] projection matrix
  3310. if ( isPerspectiveMatrix ) {
  3311. m[ 10 ] = - m[ 10 ] - 1;
  3312. m[ 14 ] = - m[ 14 ];
  3313. } else {
  3314. m[ 10 ] = - m[ 10 ];
  3315. m[ 14 ] = - m[ 14 ] + 1;
  3316. }
  3317. }
  3318. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  3319. 0.4123908, 0.3575843, 0.1804808,
  3320. 0.2126390, 0.7151687, 0.0721923,
  3321. 0.0193308, 0.1191948, 0.9505322
  3322. );
  3323. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  3324. 3.2409699, -1.5373832, -0.4986108,
  3325. -0.9692436, 1.8759675, 0.0415551,
  3326. 0.0556301, -0.203977, 1.0569715
  3327. );
  3328. function createColorManagement() {
  3329. const ColorManagement = {
  3330. enabled: true,
  3331. workingColorSpace: LinearSRGBColorSpace,
  3332. /**
  3333. * Implementations of supported color spaces.
  3334. *
  3335. * Required:
  3336. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  3337. * - whitePoint: reference white [ x y ]
  3338. * - transfer: transfer function (pre-defined)
  3339. * - toXYZ: Matrix3 RGB to XYZ transform
  3340. * - fromXYZ: Matrix3 XYZ to RGB transform
  3341. * - luminanceCoefficients: RGB luminance coefficients
  3342. *
  3343. * Optional:
  3344. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace }
  3345. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  3346. *
  3347. * Reference:
  3348. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  3349. */
  3350. spaces: {},
  3351. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  3352. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  3353. return color;
  3354. }
  3355. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  3356. color.r = SRGBToLinear( color.r );
  3357. color.g = SRGBToLinear( color.g );
  3358. color.b = SRGBToLinear( color.b );
  3359. }
  3360. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  3361. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  3362. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  3363. }
  3364. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  3365. color.r = LinearToSRGB( color.r );
  3366. color.g = LinearToSRGB( color.g );
  3367. color.b = LinearToSRGB( color.b );
  3368. }
  3369. return color;
  3370. },
  3371. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  3372. return this.convert( color, this.workingColorSpace, targetColorSpace );
  3373. },
  3374. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  3375. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  3376. },
  3377. getPrimaries: function ( colorSpace ) {
  3378. return this.spaces[ colorSpace ].primaries;
  3379. },
  3380. getTransfer: function ( colorSpace ) {
  3381. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  3382. return this.spaces[ colorSpace ].transfer;
  3383. },
  3384. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  3385. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  3386. },
  3387. define: function ( colorSpaces ) {
  3388. Object.assign( this.spaces, colorSpaces );
  3389. },
  3390. // Internal APIs
  3391. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  3392. return targetMatrix
  3393. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  3394. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  3395. },
  3396. _getDrawingBufferColorSpace: function ( colorSpace ) {
  3397. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  3398. },
  3399. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  3400. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  3401. }
  3402. };
  3403. /******************************************************************************
  3404. * sRGB definitions
  3405. */
  3406. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  3407. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  3408. const D65 = [ 0.3127, 0.3290 ];
  3409. ColorManagement.define( {
  3410. [ LinearSRGBColorSpace ]: {
  3411. primaries: REC709_PRIMARIES,
  3412. whitePoint: D65,
  3413. transfer: LinearTransfer,
  3414. toXYZ: LINEAR_REC709_TO_XYZ,
  3415. fromXYZ: XYZ_TO_LINEAR_REC709,
  3416. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  3417. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  3418. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  3419. },
  3420. [ SRGBColorSpace ]: {
  3421. primaries: REC709_PRIMARIES,
  3422. whitePoint: D65,
  3423. transfer: SRGBTransfer,
  3424. toXYZ: LINEAR_REC709_TO_XYZ,
  3425. fromXYZ: XYZ_TO_LINEAR_REC709,
  3426. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  3427. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  3428. },
  3429. } );
  3430. return ColorManagement;
  3431. }
  3432. const ColorManagement = /*@__PURE__*/ createColorManagement();
  3433. function SRGBToLinear( c ) {
  3434. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  3435. }
  3436. function LinearToSRGB( c ) {
  3437. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  3438. }
  3439. let _canvas;
  3440. /**
  3441. * A class containing utility functions for images.
  3442. *
  3443. * @hideconstructor
  3444. */
  3445. class ImageUtils {
  3446. /**
  3447. * Returns a data URI containing a representation of the given image.
  3448. *
  3449. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  3450. * @param {string} [type='image/png'] - Indicates the image format.
  3451. * @return {string} The data URI.
  3452. */
  3453. static getDataURL( image, type = 'image/png' ) {
  3454. if ( /^data:/i.test( image.src ) ) {
  3455. return image.src;
  3456. }
  3457. if ( typeof HTMLCanvasElement === 'undefined' ) {
  3458. return image.src;
  3459. }
  3460. let canvas;
  3461. if ( image instanceof HTMLCanvasElement ) {
  3462. canvas = image;
  3463. } else {
  3464. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  3465. _canvas.width = image.width;
  3466. _canvas.height = image.height;
  3467. const context = _canvas.getContext( '2d' );
  3468. if ( image instanceof ImageData ) {
  3469. context.putImageData( image, 0, 0 );
  3470. } else {
  3471. context.drawImage( image, 0, 0, image.width, image.height );
  3472. }
  3473. canvas = _canvas;
  3474. }
  3475. return canvas.toDataURL( type );
  3476. }
  3477. /**
  3478. * Converts the given sRGB image data to linear color space.
  3479. *
  3480. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  3481. * @return {HTMLCanvasElement|Object} The converted image.
  3482. */
  3483. static sRGBToLinear( image ) {
  3484. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  3485. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  3486. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  3487. const canvas = createElementNS( 'canvas' );
  3488. canvas.width = image.width;
  3489. canvas.height = image.height;
  3490. const context = canvas.getContext( '2d' );
  3491. context.drawImage( image, 0, 0, image.width, image.height );
  3492. const imageData = context.getImageData( 0, 0, image.width, image.height );
  3493. const data = imageData.data;
  3494. for ( let i = 0; i < data.length; i ++ ) {
  3495. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  3496. }
  3497. context.putImageData( imageData, 0, 0 );
  3498. return canvas;
  3499. } else if ( image.data ) {
  3500. const data = image.data.slice( 0 );
  3501. for ( let i = 0; i < data.length; i ++ ) {
  3502. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  3503. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  3504. } else {
  3505. // assuming float
  3506. data[ i ] = SRGBToLinear( data[ i ] );
  3507. }
  3508. }
  3509. return {
  3510. data: data,
  3511. width: image.width,
  3512. height: image.height
  3513. };
  3514. } else {
  3515. console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  3516. return image;
  3517. }
  3518. }
  3519. }
  3520. let _sourceId = 0;
  3521. /**
  3522. * Represents the data source of a texture.
  3523. *
  3524. * The main purpose of this class is to decouple the data definition from the texture
  3525. * definition so the same data can be used with multiple texture instances.
  3526. */
  3527. class Source {
  3528. /**
  3529. * Constructs a new video texture.
  3530. *
  3531. * @param {any} [data=null] - The data definition of a texture.
  3532. */
  3533. constructor( data = null ) {
  3534. /**
  3535. * This flag can be used for type testing.
  3536. *
  3537. * @type {boolean}
  3538. * @readonly
  3539. * @default true
  3540. */
  3541. this.isSource = true;
  3542. /**
  3543. * The ID of the source.
  3544. *
  3545. * @name Source#id
  3546. * @type {number}
  3547. * @readonly
  3548. */
  3549. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  3550. /**
  3551. * The UUID of the source.
  3552. *
  3553. * @type {string}
  3554. * @readonly
  3555. */
  3556. this.uuid = generateUUID();
  3557. /**
  3558. * The data definition of a texture.
  3559. *
  3560. * @type {any}
  3561. */
  3562. this.data = data;
  3563. /**
  3564. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  3565. * provides more control on how texture data should be processed. When `dataReady` is set
  3566. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  3567. * the data into the GPU memory.
  3568. *
  3569. * @type {boolean}
  3570. * @default true
  3571. */
  3572. this.dataReady = true;
  3573. /**
  3574. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  3575. *
  3576. * @type {number}
  3577. * @readonly
  3578. * @default 0
  3579. */
  3580. this.version = 0;
  3581. }
  3582. /**
  3583. * When the property is set to `true`, the engine allocates the memory
  3584. * for the texture (if necessary) and triggers the actual texture upload
  3585. * to the GPU next time the source is used.
  3586. *
  3587. * @type {boolean}
  3588. * @default false
  3589. * @param {boolean} value
  3590. */
  3591. set needsUpdate( value ) {
  3592. if ( value === true ) this.version ++;
  3593. }
  3594. /**
  3595. * Serializes the source into JSON.
  3596. *
  3597. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  3598. * @return {Object} A JSON object representing the serialized source.
  3599. * @see {@link ObjectLoader#parse}
  3600. */
  3601. toJSON( meta ) {
  3602. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  3603. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  3604. return meta.images[ this.uuid ];
  3605. }
  3606. const output = {
  3607. uuid: this.uuid,
  3608. url: ''
  3609. };
  3610. const data = this.data;
  3611. if ( data !== null ) {
  3612. let url;
  3613. if ( Array.isArray( data ) ) {
  3614. // cube texture
  3615. url = [];
  3616. for ( let i = 0, l = data.length; i < l; i ++ ) {
  3617. if ( data[ i ].isDataTexture ) {
  3618. url.push( serializeImage( data[ i ].image ) );
  3619. } else {
  3620. url.push( serializeImage( data[ i ] ) );
  3621. }
  3622. }
  3623. } else {
  3624. // texture
  3625. url = serializeImage( data );
  3626. }
  3627. output.url = url;
  3628. }
  3629. if ( ! isRootObject ) {
  3630. meta.images[ this.uuid ] = output;
  3631. }
  3632. return output;
  3633. }
  3634. }
  3635. function serializeImage( image ) {
  3636. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  3637. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  3638. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  3639. // default images
  3640. return ImageUtils.getDataURL( image );
  3641. } else {
  3642. if ( image.data ) {
  3643. // images of DataTexture
  3644. return {
  3645. data: Array.from( image.data ),
  3646. width: image.width,
  3647. height: image.height,
  3648. type: image.data.constructor.name
  3649. };
  3650. } else {
  3651. console.warn( 'THREE.Texture: Unable to serialize Texture.' );
  3652. return {};
  3653. }
  3654. }
  3655. }
  3656. let _textureId = 0;
  3657. /**
  3658. * Base class for all textures.
  3659. *
  3660. * Note: After the initial use of a texture, its dimensions, format, and type
  3661. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  3662. *
  3663. * @augments EventDispatcher
  3664. */
  3665. class Texture extends EventDispatcher {
  3666. /**
  3667. * Constructs a new texture.
  3668. *
  3669. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  3670. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  3671. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  3672. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  3673. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  3674. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  3675. * @param {number} [format=RGBAFormat] - The texture format.
  3676. * @param {number} [type=UnsignedByteType] - The texture type.
  3677. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  3678. * @param {string} [colorSpace=NoColorSpace] - The color space.
  3679. */
  3680. 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 ) {
  3681. super();
  3682. /**
  3683. * This flag can be used for type testing.
  3684. *
  3685. * @type {boolean}
  3686. * @readonly
  3687. * @default true
  3688. */
  3689. this.isTexture = true;
  3690. /**
  3691. * The ID of the texture.
  3692. *
  3693. * @name Texture#id
  3694. * @type {number}
  3695. * @readonly
  3696. */
  3697. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  3698. /**
  3699. * The UUID of the material.
  3700. *
  3701. * @type {string}
  3702. * @readonly
  3703. */
  3704. this.uuid = generateUUID();
  3705. /**
  3706. * The name of the material.
  3707. *
  3708. * @type {string}
  3709. */
  3710. this.name = '';
  3711. /**
  3712. * The data definition of a texture. A reference to the data source can be
  3713. * shared across textures. This is often useful in context of spritesheets
  3714. * where multiple textures render the same data but with different texture
  3715. * transformations.
  3716. *
  3717. * @type {Source}
  3718. */
  3719. this.source = new Source( image );
  3720. /**
  3721. * An array holding user-defined mipmaps.
  3722. *
  3723. * @type {Array<Object>}
  3724. */
  3725. this.mipmaps = [];
  3726. /**
  3727. * How the texture is applied to the object. The value `UVMapping`
  3728. * is the default, where texture or uv coordinates are used to apply the map.
  3729. *
  3730. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  3731. * @default UVMapping
  3732. */
  3733. this.mapping = mapping;
  3734. /**
  3735. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  3736. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  3737. *
  3738. * @type {number}
  3739. * @default 0
  3740. */
  3741. this.channel = 0;
  3742. /**
  3743. * This defines how the texture is wrapped horizontally and corresponds to
  3744. * *U* in UV mapping.
  3745. *
  3746. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  3747. * @default ClampToEdgeWrapping
  3748. */
  3749. this.wrapS = wrapS;
  3750. /**
  3751. * This defines how the texture is wrapped horizontally and corresponds to
  3752. * *V* in UV mapping.
  3753. *
  3754. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  3755. * @default ClampToEdgeWrapping
  3756. */
  3757. this.wrapT = wrapT;
  3758. /**
  3759. * How the texture is sampled when a texel covers more than one pixel.
  3760. *
  3761. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  3762. * @default LinearFilter
  3763. */
  3764. this.magFilter = magFilter;
  3765. /**
  3766. * How the texture is sampled when a texel covers less than one pixel.
  3767. *
  3768. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  3769. * @default LinearMipmapLinearFilter
  3770. */
  3771. this.minFilter = minFilter;
  3772. /**
  3773. * The number of samples taken along the axis through the pixel that has the
  3774. * highest density of texels. By default, this value is `1`. A higher value
  3775. * gives a less blurry result than a basic mipmap, at the cost of more
  3776. * texture samples being used.
  3777. *
  3778. * @type {number}
  3779. * @default 0
  3780. */
  3781. this.anisotropy = anisotropy;
  3782. /**
  3783. * The format of the texture.
  3784. *
  3785. * @type {number}
  3786. * @default RGBAFormat
  3787. */
  3788. this.format = format;
  3789. /**
  3790. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  3791. * defines how the texture data is going to be stored on the GPU.
  3792. *
  3793. * This property allows to overwrite the default format.
  3794. *
  3795. * @type {?string}
  3796. * @default null
  3797. */
  3798. this.internalFormat = null;
  3799. /**
  3800. * The data type of the texture.
  3801. *
  3802. * @type {number}
  3803. * @default UnsignedByteType
  3804. */
  3805. this.type = type;
  3806. /**
  3807. * How much a single repetition of the texture is offset from the beginning,
  3808. * in each direction U and V. Typical range is `0.0` to `1.0`.
  3809. *
  3810. * @type {Vector2}
  3811. * @default (0,0)
  3812. */
  3813. this.offset = new Vector2( 0, 0 );
  3814. /**
  3815. * How many times the texture is repeated across the surface, in each
  3816. * direction U and V. If repeat is set greater than `1` in either direction,
  3817. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  3818. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  3819. *
  3820. * @type {Vector2}
  3821. * @default (1,1)
  3822. */
  3823. this.repeat = new Vector2( 1, 1 );
  3824. /**
  3825. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  3826. * to the center of the texture. Default is `(0, 0)`, the lower left.
  3827. *
  3828. * @type {Vector2}
  3829. * @default (0,0)
  3830. */
  3831. this.center = new Vector2( 0, 0 );
  3832. /**
  3833. * How much the texture is rotated around the center point, in radians.
  3834. * Positive values are counter-clockwise.
  3835. *
  3836. * @type {number}
  3837. * @default 0
  3838. */
  3839. this.rotation = 0;
  3840. /**
  3841. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  3842. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  3843. * {@link Texture#rotation}, and {@link Texture#center}.
  3844. *
  3845. * Set this to `false` if you are specifying the uv-transform matrix directly.
  3846. *
  3847. * @type {boolean}
  3848. * @default true
  3849. */
  3850. this.matrixAutoUpdate = true;
  3851. /**
  3852. * The uv-transformation matrix of the texture.
  3853. *
  3854. * @type {Matrix3}
  3855. */
  3856. this.matrix = new Matrix3();
  3857. /**
  3858. * Whether to generate mipmaps (if possible) for a texture.
  3859. *
  3860. * Set this to `false` if you are creating mipmaps manually.
  3861. *
  3862. * @type {boolean}
  3863. * @default true
  3864. */
  3865. this.generateMipmaps = true;
  3866. /**
  3867. * If set to `true`, the alpha channel, if present, is multiplied into the
  3868. * color channels when the texture is uploaded to the GPU.
  3869. *
  3870. * Note that this property has no effect when using `ImageBitmap`. You need to
  3871. * configure premultiply alpha on bitmap creation instead.
  3872. *
  3873. * @type {boolean}
  3874. * @default false
  3875. */
  3876. this.premultiplyAlpha = false;
  3877. /**
  3878. * If set to `true`, the texture is flipped along the vertical axis when
  3879. * uploaded to the GPU.
  3880. *
  3881. * Note that this property has no effect when using `ImageBitmap`. You need to
  3882. * configure the flip on bitmap creation instead.
  3883. *
  3884. * @type {boolean}
  3885. * @default true
  3886. */
  3887. this.flipY = true;
  3888. /**
  3889. * Specifies the alignment requirements for the start of each pixel row in memory.
  3890. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  3891. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  3892. *
  3893. * @type {number}
  3894. * @default 4
  3895. */
  3896. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  3897. /**
  3898. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  3899. *
  3900. * @type {string}
  3901. * @default NoColorSpace
  3902. */
  3903. this.colorSpace = colorSpace;
  3904. /**
  3905. * An object that can be used to store custom data about the texture. It
  3906. * should not hold references to functions as these will not be cloned.
  3907. *
  3908. * @type {Object}
  3909. */
  3910. this.userData = {};
  3911. /**
  3912. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  3913. *
  3914. * @type {number}
  3915. * @readonly
  3916. * @default 0
  3917. */
  3918. this.version = 0;
  3919. /**
  3920. * A callback function, called when the texture is updated (e.g., when
  3921. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  3922. *
  3923. * @type {?Function}
  3924. * @default null
  3925. */
  3926. this.onUpdate = null;
  3927. /**
  3928. * An optional back reference to the textures render target.
  3929. *
  3930. * @type {?(RenderTarget|WebGLRenderTarget)}
  3931. * @default null
  3932. */
  3933. this.renderTarget = null;
  3934. /**
  3935. * Indicates whether a texture belongs to a render target or not.
  3936. *
  3937. * @type {boolean}
  3938. * @readonly
  3939. * @default false
  3940. */
  3941. this.isRenderTargetTexture = false;
  3942. /**
  3943. * Indicates if a texture should be handled like a texture array.
  3944. *
  3945. * @type {boolean}
  3946. * @readonly
  3947. * @default false
  3948. */
  3949. this.isTextureArray = false;
  3950. /**
  3951. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  3952. * (only relevant for render target textures).
  3953. *
  3954. * @type {number}
  3955. * @readonly
  3956. * @default 0
  3957. */
  3958. this.pmremVersion = 0;
  3959. }
  3960. /**
  3961. * The image object holding the texture data.
  3962. *
  3963. * @type {?Object}
  3964. */
  3965. get image() {
  3966. return this.source.data;
  3967. }
  3968. set image( value = null ) {
  3969. this.source.data = value;
  3970. }
  3971. /**
  3972. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  3973. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  3974. */
  3975. updateMatrix() {
  3976. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  3977. }
  3978. /**
  3979. * Returns a new texture with copied values from this instance.
  3980. *
  3981. * @return {Texture} A clone of this instance.
  3982. */
  3983. clone() {
  3984. return new this.constructor().copy( this );
  3985. }
  3986. /**
  3987. * Copies the values of the given texture to this instance.
  3988. *
  3989. * @param {Texture} source - The texture to copy.
  3990. * @return {Texture} A reference to this instance.
  3991. */
  3992. copy( source ) {
  3993. this.name = source.name;
  3994. this.source = source.source;
  3995. this.mipmaps = source.mipmaps.slice( 0 );
  3996. this.mapping = source.mapping;
  3997. this.channel = source.channel;
  3998. this.wrapS = source.wrapS;
  3999. this.wrapT = source.wrapT;
  4000. this.magFilter = source.magFilter;
  4001. this.minFilter = source.minFilter;
  4002. this.anisotropy = source.anisotropy;
  4003. this.format = source.format;
  4004. this.internalFormat = source.internalFormat;
  4005. this.type = source.type;
  4006. this.offset.copy( source.offset );
  4007. this.repeat.copy( source.repeat );
  4008. this.center.copy( source.center );
  4009. this.rotation = source.rotation;
  4010. this.matrixAutoUpdate = source.matrixAutoUpdate;
  4011. this.matrix.copy( source.matrix );
  4012. this.generateMipmaps = source.generateMipmaps;
  4013. this.premultiplyAlpha = source.premultiplyAlpha;
  4014. this.flipY = source.flipY;
  4015. this.unpackAlignment = source.unpackAlignment;
  4016. this.colorSpace = source.colorSpace;
  4017. this.renderTarget = source.renderTarget;
  4018. this.isRenderTargetTexture = source.isRenderTargetTexture;
  4019. this.isTextureArray = source.isTextureArray;
  4020. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  4021. this.needsUpdate = true;
  4022. return this;
  4023. }
  4024. /**
  4025. * Serializes the texture into JSON.
  4026. *
  4027. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  4028. * @return {Object} A JSON object representing the serialized texture.
  4029. * @see {@link ObjectLoader#parse}
  4030. */
  4031. toJSON( meta ) {
  4032. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  4033. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  4034. return meta.textures[ this.uuid ];
  4035. }
  4036. const output = {
  4037. metadata: {
  4038. version: 4.6,
  4039. type: 'Texture',
  4040. generator: 'Texture.toJSON'
  4041. },
  4042. uuid: this.uuid,
  4043. name: this.name,
  4044. image: this.source.toJSON( meta ).uuid,
  4045. mapping: this.mapping,
  4046. channel: this.channel,
  4047. repeat: [ this.repeat.x, this.repeat.y ],
  4048. offset: [ this.offset.x, this.offset.y ],
  4049. center: [ this.center.x, this.center.y ],
  4050. rotation: this.rotation,
  4051. wrap: [ this.wrapS, this.wrapT ],
  4052. format: this.format,
  4053. internalFormat: this.internalFormat,
  4054. type: this.type,
  4055. colorSpace: this.colorSpace,
  4056. minFilter: this.minFilter,
  4057. magFilter: this.magFilter,
  4058. anisotropy: this.anisotropy,
  4059. flipY: this.flipY,
  4060. generateMipmaps: this.generateMipmaps,
  4061. premultiplyAlpha: this.premultiplyAlpha,
  4062. unpackAlignment: this.unpackAlignment
  4063. };
  4064. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  4065. if ( ! isRootObject ) {
  4066. meta.textures[ this.uuid ] = output;
  4067. }
  4068. return output;
  4069. }
  4070. /**
  4071. * Frees the GPU-related resources allocated by this instance. Call this
  4072. * method whenever this instance is no longer used in your app.
  4073. *
  4074. * @fires Texture#dispose
  4075. */
  4076. dispose() {
  4077. /**
  4078. * Fires when the texture has been disposed of.
  4079. *
  4080. * @event Texture#dispose
  4081. * @type {Object}
  4082. */
  4083. this.dispatchEvent( { type: 'dispose' } );
  4084. }
  4085. /**
  4086. * Transforms the given uv vector with the textures uv transformation matrix.
  4087. *
  4088. * @param {Vector2} uv - The uv vector.
  4089. * @return {Vector2} The transformed uv vector.
  4090. */
  4091. transformUv( uv ) {
  4092. if ( this.mapping !== UVMapping ) return uv;
  4093. uv.applyMatrix3( this.matrix );
  4094. if ( uv.x < 0 || uv.x > 1 ) {
  4095. switch ( this.wrapS ) {
  4096. case RepeatWrapping:
  4097. uv.x = uv.x - Math.floor( uv.x );
  4098. break;
  4099. case ClampToEdgeWrapping:
  4100. uv.x = uv.x < 0 ? 0 : 1;
  4101. break;
  4102. case MirroredRepeatWrapping:
  4103. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  4104. uv.x = Math.ceil( uv.x ) - uv.x;
  4105. } else {
  4106. uv.x = uv.x - Math.floor( uv.x );
  4107. }
  4108. break;
  4109. }
  4110. }
  4111. if ( uv.y < 0 || uv.y > 1 ) {
  4112. switch ( this.wrapT ) {
  4113. case RepeatWrapping:
  4114. uv.y = uv.y - Math.floor( uv.y );
  4115. break;
  4116. case ClampToEdgeWrapping:
  4117. uv.y = uv.y < 0 ? 0 : 1;
  4118. break;
  4119. case MirroredRepeatWrapping:
  4120. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  4121. uv.y = Math.ceil( uv.y ) - uv.y;
  4122. } else {
  4123. uv.y = uv.y - Math.floor( uv.y );
  4124. }
  4125. break;
  4126. }
  4127. }
  4128. if ( this.flipY ) {
  4129. uv.y = 1 - uv.y;
  4130. }
  4131. return uv;
  4132. }
  4133. /**
  4134. * Setting this property to `true` indicates the engine the texture
  4135. * must be updated in the next render. This triggers a texture upload
  4136. * to the GPU and ensures correct texture parameter configuration.
  4137. *
  4138. * @type {boolean}
  4139. * @default false
  4140. * @param {boolean} value
  4141. */
  4142. set needsUpdate( value ) {
  4143. if ( value === true ) {
  4144. this.version ++;
  4145. this.source.needsUpdate = true;
  4146. }
  4147. }
  4148. /**
  4149. * Setting this property to `true` indicates the engine the PMREM
  4150. * must be regenerated.
  4151. *
  4152. * @type {boolean}
  4153. * @default false
  4154. * @param {boolean} value
  4155. */
  4156. set needsPMREMUpdate( value ) {
  4157. if ( value === true ) {
  4158. this.pmremVersion ++;
  4159. }
  4160. }
  4161. }
  4162. /**
  4163. * The default image for all textures.
  4164. *
  4165. * @static
  4166. * @type {?Image}
  4167. * @default null
  4168. */
  4169. Texture.DEFAULT_IMAGE = null;
  4170. /**
  4171. * The default mapping for all textures.
  4172. *
  4173. * @static
  4174. * @type {number}
  4175. * @default UVMapping
  4176. */
  4177. Texture.DEFAULT_MAPPING = UVMapping;
  4178. /**
  4179. * The default anisotropy value for all textures.
  4180. *
  4181. * @static
  4182. * @type {number}
  4183. * @default 1
  4184. */
  4185. Texture.DEFAULT_ANISOTROPY = 1;
  4186. /**
  4187. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  4188. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  4189. *
  4190. * - A point in 4D space.
  4191. * - A direction and length in 4D space. In three.js the length will
  4192. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  4193. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  4194. * - Any arbitrary ordered quadruplet of numbers.
  4195. *
  4196. * There are other things a 4D vector can be used to represent, however these
  4197. * are the most common uses in *three.js*.
  4198. *
  4199. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  4200. * the corresponding order.
  4201. * ```js
  4202. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  4203. *
  4204. * //no arguments; will be initialised to (0, 0, 0, 1)
  4205. * const b = new THREE.Vector4( );
  4206. *
  4207. * const d = a.dot( b );
  4208. * ```
  4209. */
  4210. class Vector4 {
  4211. /**
  4212. * Constructs a new 4D vector.
  4213. *
  4214. * @param {number} [x=0] - The x value of this vector.
  4215. * @param {number} [y=0] - The y value of this vector.
  4216. * @param {number} [z=0] - The z value of this vector.
  4217. * @param {number} [w=1] - The w value of this vector.
  4218. */
  4219. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  4220. /**
  4221. * This flag can be used for type testing.
  4222. *
  4223. * @type {boolean}
  4224. * @readonly
  4225. * @default true
  4226. */
  4227. Vector4.prototype.isVector4 = true;
  4228. /**
  4229. * The x value of this vector.
  4230. *
  4231. * @type {number}
  4232. */
  4233. this.x = x;
  4234. /**
  4235. * The y value of this vector.
  4236. *
  4237. * @type {number}
  4238. */
  4239. this.y = y;
  4240. /**
  4241. * The z value of this vector.
  4242. *
  4243. * @type {number}
  4244. */
  4245. this.z = z;
  4246. /**
  4247. * The w value of this vector.
  4248. *
  4249. * @type {number}
  4250. */
  4251. this.w = w;
  4252. }
  4253. /**
  4254. * Alias for {@link Vector4#z}.
  4255. *
  4256. * @type {number}
  4257. */
  4258. get width() {
  4259. return this.z;
  4260. }
  4261. set width( value ) {
  4262. this.z = value;
  4263. }
  4264. /**
  4265. * Alias for {@link Vector4#w}.
  4266. *
  4267. * @type {number}
  4268. */
  4269. get height() {
  4270. return this.w;
  4271. }
  4272. set height( value ) {
  4273. this.w = value;
  4274. }
  4275. /**
  4276. * Sets the vector components.
  4277. *
  4278. * @param {number} x - The value of the x component.
  4279. * @param {number} y - The value of the y component.
  4280. * @param {number} z - The value of the z component.
  4281. * @param {number} w - The value of the w component.
  4282. * @return {Vector4} A reference to this vector.
  4283. */
  4284. set( x, y, z, w ) {
  4285. this.x = x;
  4286. this.y = y;
  4287. this.z = z;
  4288. this.w = w;
  4289. return this;
  4290. }
  4291. /**
  4292. * Sets the vector components to the same value.
  4293. *
  4294. * @param {number} scalar - The value to set for all vector components.
  4295. * @return {Vector4} A reference to this vector.
  4296. */
  4297. setScalar( scalar ) {
  4298. this.x = scalar;
  4299. this.y = scalar;
  4300. this.z = scalar;
  4301. this.w = scalar;
  4302. return this;
  4303. }
  4304. /**
  4305. * Sets the vector's x component to the given value
  4306. *
  4307. * @param {number} x - The value to set.
  4308. * @return {Vector4} A reference to this vector.
  4309. */
  4310. setX( x ) {
  4311. this.x = x;
  4312. return this;
  4313. }
  4314. /**
  4315. * Sets the vector's y component to the given value
  4316. *
  4317. * @param {number} y - The value to set.
  4318. * @return {Vector4} A reference to this vector.
  4319. */
  4320. setY( y ) {
  4321. this.y = y;
  4322. return this;
  4323. }
  4324. /**
  4325. * Sets the vector's z component to the given value
  4326. *
  4327. * @param {number} z - The value to set.
  4328. * @return {Vector4} A reference to this vector.
  4329. */
  4330. setZ( z ) {
  4331. this.z = z;
  4332. return this;
  4333. }
  4334. /**
  4335. * Sets the vector's w component to the given value
  4336. *
  4337. * @param {number} w - The value to set.
  4338. * @return {Vector4} A reference to this vector.
  4339. */
  4340. setW( w ) {
  4341. this.w = w;
  4342. return this;
  4343. }
  4344. /**
  4345. * Allows to set a vector component with an index.
  4346. *
  4347. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  4348. * `2` equals to z, `3` equals to w.
  4349. * @param {number} value - The value to set.
  4350. * @return {Vector4} A reference to this vector.
  4351. */
  4352. setComponent( index, value ) {
  4353. switch ( index ) {
  4354. case 0: this.x = value; break;
  4355. case 1: this.y = value; break;
  4356. case 2: this.z = value; break;
  4357. case 3: this.w = value; break;
  4358. default: throw new Error( 'index is out of range: ' + index );
  4359. }
  4360. return this;
  4361. }
  4362. /**
  4363. * Returns the value of the vector component which matches the given index.
  4364. *
  4365. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  4366. * `2` equals to z, `3` equals to w.
  4367. * @return {number} A vector component value.
  4368. */
  4369. getComponent( index ) {
  4370. switch ( index ) {
  4371. case 0: return this.x;
  4372. case 1: return this.y;
  4373. case 2: return this.z;
  4374. case 3: return this.w;
  4375. default: throw new Error( 'index is out of range: ' + index );
  4376. }
  4377. }
  4378. /**
  4379. * Returns a new vector with copied values from this instance.
  4380. *
  4381. * @return {Vector4} A clone of this instance.
  4382. */
  4383. clone() {
  4384. return new this.constructor( this.x, this.y, this.z, this.w );
  4385. }
  4386. /**
  4387. * Copies the values of the given vector to this instance.
  4388. *
  4389. * @param {Vector3|Vector4} v - The vector to copy.
  4390. * @return {Vector4} A reference to this vector.
  4391. */
  4392. copy( v ) {
  4393. this.x = v.x;
  4394. this.y = v.y;
  4395. this.z = v.z;
  4396. this.w = ( v.w !== undefined ) ? v.w : 1;
  4397. return this;
  4398. }
  4399. /**
  4400. * Adds the given vector to this instance.
  4401. *
  4402. * @param {Vector4} v - The vector to add.
  4403. * @return {Vector4} A reference to this vector.
  4404. */
  4405. add( v ) {
  4406. this.x += v.x;
  4407. this.y += v.y;
  4408. this.z += v.z;
  4409. this.w += v.w;
  4410. return this;
  4411. }
  4412. /**
  4413. * Adds the given scalar value to all components of this instance.
  4414. *
  4415. * @param {number} s - The scalar to add.
  4416. * @return {Vector4} A reference to this vector.
  4417. */
  4418. addScalar( s ) {
  4419. this.x += s;
  4420. this.y += s;
  4421. this.z += s;
  4422. this.w += s;
  4423. return this;
  4424. }
  4425. /**
  4426. * Adds the given vectors and stores the result in this instance.
  4427. *
  4428. * @param {Vector4} a - The first vector.
  4429. * @param {Vector4} b - The second vector.
  4430. * @return {Vector4} A reference to this vector.
  4431. */
  4432. addVectors( a, b ) {
  4433. this.x = a.x + b.x;
  4434. this.y = a.y + b.y;
  4435. this.z = a.z + b.z;
  4436. this.w = a.w + b.w;
  4437. return this;
  4438. }
  4439. /**
  4440. * Adds the given vector scaled by the given factor to this instance.
  4441. *
  4442. * @param {Vector4} v - The vector.
  4443. * @param {number} s - The factor that scales `v`.
  4444. * @return {Vector4} A reference to this vector.
  4445. */
  4446. addScaledVector( v, s ) {
  4447. this.x += v.x * s;
  4448. this.y += v.y * s;
  4449. this.z += v.z * s;
  4450. this.w += v.w * s;
  4451. return this;
  4452. }
  4453. /**
  4454. * Subtracts the given vector from this instance.
  4455. *
  4456. * @param {Vector4} v - The vector to subtract.
  4457. * @return {Vector4} A reference to this vector.
  4458. */
  4459. sub( v ) {
  4460. this.x -= v.x;
  4461. this.y -= v.y;
  4462. this.z -= v.z;
  4463. this.w -= v.w;
  4464. return this;
  4465. }
  4466. /**
  4467. * Subtracts the given scalar value from all components of this instance.
  4468. *
  4469. * @param {number} s - The scalar to subtract.
  4470. * @return {Vector4} A reference to this vector.
  4471. */
  4472. subScalar( s ) {
  4473. this.x -= s;
  4474. this.y -= s;
  4475. this.z -= s;
  4476. this.w -= s;
  4477. return this;
  4478. }
  4479. /**
  4480. * Subtracts the given vectors and stores the result in this instance.
  4481. *
  4482. * @param {Vector4} a - The first vector.
  4483. * @param {Vector4} b - The second vector.
  4484. * @return {Vector4} A reference to this vector.
  4485. */
  4486. subVectors( a, b ) {
  4487. this.x = a.x - b.x;
  4488. this.y = a.y - b.y;
  4489. this.z = a.z - b.z;
  4490. this.w = a.w - b.w;
  4491. return this;
  4492. }
  4493. /**
  4494. * Multiplies the given vector with this instance.
  4495. *
  4496. * @param {Vector4} v - The vector to multiply.
  4497. * @return {Vector4} A reference to this vector.
  4498. */
  4499. multiply( v ) {
  4500. this.x *= v.x;
  4501. this.y *= v.y;
  4502. this.z *= v.z;
  4503. this.w *= v.w;
  4504. return this;
  4505. }
  4506. /**
  4507. * Multiplies the given scalar value with all components of this instance.
  4508. *
  4509. * @param {number} scalar - The scalar to multiply.
  4510. * @return {Vector4} A reference to this vector.
  4511. */
  4512. multiplyScalar( scalar ) {
  4513. this.x *= scalar;
  4514. this.y *= scalar;
  4515. this.z *= scalar;
  4516. this.w *= scalar;
  4517. return this;
  4518. }
  4519. /**
  4520. * Multiplies this vector with the given 4x4 matrix.
  4521. *
  4522. * @param {Matrix4} m - The 4x4 matrix.
  4523. * @return {Vector4} A reference to this vector.
  4524. */
  4525. applyMatrix4( m ) {
  4526. const x = this.x, y = this.y, z = this.z, w = this.w;
  4527. const e = m.elements;
  4528. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  4529. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  4530. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  4531. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  4532. return this;
  4533. }
  4534. /**
  4535. * Divides this instance by the given vector.
  4536. *
  4537. * @param {Vector4} v - The vector to divide.
  4538. * @return {Vector4} A reference to this vector.
  4539. */
  4540. divide( v ) {
  4541. this.x /= v.x;
  4542. this.y /= v.y;
  4543. this.z /= v.z;
  4544. this.w /= v.w;
  4545. return this;
  4546. }
  4547. /**
  4548. * Divides this vector by the given scalar.
  4549. *
  4550. * @param {number} scalar - The scalar to divide.
  4551. * @return {Vector4} A reference to this vector.
  4552. */
  4553. divideScalar( scalar ) {
  4554. return this.multiplyScalar( 1 / scalar );
  4555. }
  4556. /**
  4557. * Sets the x, y and z components of this
  4558. * vector to the quaternion's axis and w to the angle.
  4559. *
  4560. * @param {Quaternion} q - The Quaternion to set.
  4561. * @return {Vector4} A reference to this vector.
  4562. */
  4563. setAxisAngleFromQuaternion( q ) {
  4564. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  4565. // q is assumed to be normalized
  4566. this.w = 2 * Math.acos( q.w );
  4567. const s = Math.sqrt( 1 - q.w * q.w );
  4568. if ( s < 0.0001 ) {
  4569. this.x = 1;
  4570. this.y = 0;
  4571. this.z = 0;
  4572. } else {
  4573. this.x = q.x / s;
  4574. this.y = q.y / s;
  4575. this.z = q.z / s;
  4576. }
  4577. return this;
  4578. }
  4579. /**
  4580. * Sets the x, y and z components of this
  4581. * vector to the axis of rotation and w to the angle.
  4582. *
  4583. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  4584. * @return {Vector4} A reference to this vector.
  4585. */
  4586. setAxisAngleFromRotationMatrix( m ) {
  4587. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  4588. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4589. let angle, x, y, z; // variables for result
  4590. const epsilon = 0.01, // margin to allow for rounding errors
  4591. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  4592. te = m.elements,
  4593. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  4594. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  4595. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4596. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  4597. ( Math.abs( m13 - m31 ) < epsilon ) &&
  4598. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  4599. // singularity found
  4600. // first check for identity matrix which must have +1 for all terms
  4601. // in leading diagonal and zero in other terms
  4602. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  4603. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  4604. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  4605. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  4606. // this singularity is identity matrix so angle = 0
  4607. this.set( 1, 0, 0, 0 );
  4608. return this; // zero angle, arbitrary axis
  4609. }
  4610. // otherwise this singularity is angle = 180
  4611. angle = Math.PI;
  4612. const xx = ( m11 + 1 ) / 2;
  4613. const yy = ( m22 + 1 ) / 2;
  4614. const zz = ( m33 + 1 ) / 2;
  4615. const xy = ( m12 + m21 ) / 4;
  4616. const xz = ( m13 + m31 ) / 4;
  4617. const yz = ( m23 + m32 ) / 4;
  4618. if ( ( xx > yy ) && ( xx > zz ) ) {
  4619. // m11 is the largest diagonal term
  4620. if ( xx < epsilon ) {
  4621. x = 0;
  4622. y = 0.707106781;
  4623. z = 0.707106781;
  4624. } else {
  4625. x = Math.sqrt( xx );
  4626. y = xy / x;
  4627. z = xz / x;
  4628. }
  4629. } else if ( yy > zz ) {
  4630. // m22 is the largest diagonal term
  4631. if ( yy < epsilon ) {
  4632. x = 0.707106781;
  4633. y = 0;
  4634. z = 0.707106781;
  4635. } else {
  4636. y = Math.sqrt( yy );
  4637. x = xy / y;
  4638. z = yz / y;
  4639. }
  4640. } else {
  4641. // m33 is the largest diagonal term so base result on this
  4642. if ( zz < epsilon ) {
  4643. x = 0.707106781;
  4644. y = 0.707106781;
  4645. z = 0;
  4646. } else {
  4647. z = Math.sqrt( zz );
  4648. x = xz / z;
  4649. y = yz / z;
  4650. }
  4651. }
  4652. this.set( x, y, z, angle );
  4653. return this; // return 180 deg rotation
  4654. }
  4655. // as we have reached here there are no singularities so we can handle normally
  4656. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  4657. ( m13 - m31 ) * ( m13 - m31 ) +
  4658. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  4659. if ( Math.abs( s ) < 0.001 ) s = 1;
  4660. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  4661. // caught by singularity test above, but I've left it in just in case
  4662. this.x = ( m32 - m23 ) / s;
  4663. this.y = ( m13 - m31 ) / s;
  4664. this.z = ( m21 - m12 ) / s;
  4665. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  4666. return this;
  4667. }
  4668. /**
  4669. * Sets the vector components to the position elements of the
  4670. * given transformation matrix.
  4671. *
  4672. * @param {Matrix4} m - The 4x4 matrix.
  4673. * @return {Vector4} A reference to this vector.
  4674. */
  4675. setFromMatrixPosition( m ) {
  4676. const e = m.elements;
  4677. this.x = e[ 12 ];
  4678. this.y = e[ 13 ];
  4679. this.z = e[ 14 ];
  4680. this.w = e[ 15 ];
  4681. return this;
  4682. }
  4683. /**
  4684. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  4685. * value, replace that value with the corresponding min value.
  4686. *
  4687. * @param {Vector4} v - The vector.
  4688. * @return {Vector4} A reference to this vector.
  4689. */
  4690. min( v ) {
  4691. this.x = Math.min( this.x, v.x );
  4692. this.y = Math.min( this.y, v.y );
  4693. this.z = Math.min( this.z, v.z );
  4694. this.w = Math.min( this.w, v.w );
  4695. return this;
  4696. }
  4697. /**
  4698. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  4699. * value, replace that value with the corresponding max value.
  4700. *
  4701. * @param {Vector4} v - The vector.
  4702. * @return {Vector4} A reference to this vector.
  4703. */
  4704. max( v ) {
  4705. this.x = Math.max( this.x, v.x );
  4706. this.y = Math.max( this.y, v.y );
  4707. this.z = Math.max( this.z, v.z );
  4708. this.w = Math.max( this.w, v.w );
  4709. return this;
  4710. }
  4711. /**
  4712. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  4713. * value, it is replaced by the corresponding value.
  4714. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  4715. * it is replaced by the corresponding value.
  4716. *
  4717. * @param {Vector4} min - The minimum x, y and z values.
  4718. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  4719. * @return {Vector4} A reference to this vector.
  4720. */
  4721. clamp( min, max ) {
  4722. // assumes min < max, componentwise
  4723. this.x = clamp( this.x, min.x, max.x );
  4724. this.y = clamp( this.y, min.y, max.y );
  4725. this.z = clamp( this.z, min.z, max.z );
  4726. this.w = clamp( this.w, min.w, max.w );
  4727. return this;
  4728. }
  4729. /**
  4730. * If this vector's x, y, z or w values are greater than the max value, they are
  4731. * replaced by the max value.
  4732. * If this vector's x, y, z or w values are less than the min value, they are
  4733. * replaced by the min value.
  4734. *
  4735. * @param {number} minVal - The minimum value the components will be clamped to.
  4736. * @param {number} maxVal - The maximum value the components will be clamped to.
  4737. * @return {Vector4} A reference to this vector.
  4738. */
  4739. clampScalar( minVal, maxVal ) {
  4740. this.x = clamp( this.x, minVal, maxVal );
  4741. this.y = clamp( this.y, minVal, maxVal );
  4742. this.z = clamp( this.z, minVal, maxVal );
  4743. this.w = clamp( this.w, minVal, maxVal );
  4744. return this;
  4745. }
  4746. /**
  4747. * If this vector's length is greater than the max value, it is replaced by
  4748. * the max value.
  4749. * If this vector's length is less than the min value, it is replaced by the
  4750. * min value.
  4751. *
  4752. * @param {number} min - The minimum value the vector length will be clamped to.
  4753. * @param {number} max - The maximum value the vector length will be clamped to.
  4754. * @return {Vector4} A reference to this vector.
  4755. */
  4756. clampLength( min, max ) {
  4757. const length = this.length();
  4758. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4759. }
  4760. /**
  4761. * The components of this vector are rounded down to the nearest integer value.
  4762. *
  4763. * @return {Vector4} A reference to this vector.
  4764. */
  4765. floor() {
  4766. this.x = Math.floor( this.x );
  4767. this.y = Math.floor( this.y );
  4768. this.z = Math.floor( this.z );
  4769. this.w = Math.floor( this.w );
  4770. return this;
  4771. }
  4772. /**
  4773. * The components of this vector are rounded up to the nearest integer value.
  4774. *
  4775. * @return {Vector4} A reference to this vector.
  4776. */
  4777. ceil() {
  4778. this.x = Math.ceil( this.x );
  4779. this.y = Math.ceil( this.y );
  4780. this.z = Math.ceil( this.z );
  4781. this.w = Math.ceil( this.w );
  4782. return this;
  4783. }
  4784. /**
  4785. * The components of this vector are rounded to the nearest integer value
  4786. *
  4787. * @return {Vector4} A reference to this vector.
  4788. */
  4789. round() {
  4790. this.x = Math.round( this.x );
  4791. this.y = Math.round( this.y );
  4792. this.z = Math.round( this.z );
  4793. this.w = Math.round( this.w );
  4794. return this;
  4795. }
  4796. /**
  4797. * The components of this vector are rounded towards zero (up if negative,
  4798. * down if positive) to an integer value.
  4799. *
  4800. * @return {Vector4} A reference to this vector.
  4801. */
  4802. roundToZero() {
  4803. this.x = Math.trunc( this.x );
  4804. this.y = Math.trunc( this.y );
  4805. this.z = Math.trunc( this.z );
  4806. this.w = Math.trunc( this.w );
  4807. return this;
  4808. }
  4809. /**
  4810. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  4811. *
  4812. * @return {Vector4} A reference to this vector.
  4813. */
  4814. negate() {
  4815. this.x = - this.x;
  4816. this.y = - this.y;
  4817. this.z = - this.z;
  4818. this.w = - this.w;
  4819. return this;
  4820. }
  4821. /**
  4822. * Calculates the dot product of the given vector with this instance.
  4823. *
  4824. * @param {Vector4} v - The vector to compute the dot product with.
  4825. * @return {number} The result of the dot product.
  4826. */
  4827. dot( v ) {
  4828. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  4829. }
  4830. /**
  4831. * Computes the square of the Euclidean length (straight-line length) from
  4832. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  4833. * compare the length squared instead as it is slightly more efficient to calculate.
  4834. *
  4835. * @return {number} The square length of this vector.
  4836. */
  4837. lengthSq() {
  4838. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  4839. }
  4840. /**
  4841. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  4842. *
  4843. * @return {number} The length of this vector.
  4844. */
  4845. length() {
  4846. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  4847. }
  4848. /**
  4849. * Computes the Manhattan length of this vector.
  4850. *
  4851. * @return {number} The length of this vector.
  4852. */
  4853. manhattanLength() {
  4854. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  4855. }
  4856. /**
  4857. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4858. * with the same direction as this one, but with a vector length of `1`.
  4859. *
  4860. * @return {Vector4} A reference to this vector.
  4861. */
  4862. normalize() {
  4863. return this.divideScalar( this.length() || 1 );
  4864. }
  4865. /**
  4866. * Sets this vector to a vector with the same direction as this one, but
  4867. * with the specified length.
  4868. *
  4869. * @param {number} length - The new length of this vector.
  4870. * @return {Vector4} A reference to this vector.
  4871. */
  4872. setLength( length ) {
  4873. return this.normalize().multiplyScalar( length );
  4874. }
  4875. /**
  4876. * Linearly interpolates between the given vector and this instance, where
  4877. * alpha is the percent distance along the line - alpha = 0 will be this
  4878. * vector, and alpha = 1 will be the given one.
  4879. *
  4880. * @param {Vector4} v - The vector to interpolate towards.
  4881. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4882. * @return {Vector4} A reference to this vector.
  4883. */
  4884. lerp( v, alpha ) {
  4885. this.x += ( v.x - this.x ) * alpha;
  4886. this.y += ( v.y - this.y ) * alpha;
  4887. this.z += ( v.z - this.z ) * alpha;
  4888. this.w += ( v.w - this.w ) * alpha;
  4889. return this;
  4890. }
  4891. /**
  4892. * Linearly interpolates between the given vectors, where alpha is the percent
  4893. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4894. * be the second one. The result is stored in this instance.
  4895. *
  4896. * @param {Vector4} v1 - The first vector.
  4897. * @param {Vector4} v2 - The second vector.
  4898. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4899. * @return {Vector4} A reference to this vector.
  4900. */
  4901. lerpVectors( v1, v2, alpha ) {
  4902. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4903. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4904. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4905. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  4906. return this;
  4907. }
  4908. /**
  4909. * Returns `true` if this vector is equal with the given one.
  4910. *
  4911. * @param {Vector4} v - The vector to test for equality.
  4912. * @return {boolean} Whether this vector is equal with the given one.
  4913. */
  4914. equals( v ) {
  4915. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  4916. }
  4917. /**
  4918. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  4919. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  4920. *
  4921. * @param {Array<number>} array - An array holding the vector component values.
  4922. * @param {number} [offset=0] - The offset into the array.
  4923. * @return {Vector4} A reference to this vector.
  4924. */
  4925. fromArray( array, offset = 0 ) {
  4926. this.x = array[ offset ];
  4927. this.y = array[ offset + 1 ];
  4928. this.z = array[ offset + 2 ];
  4929. this.w = array[ offset + 3 ];
  4930. return this;
  4931. }
  4932. /**
  4933. * Writes the components of this vector to the given array. If no array is provided,
  4934. * the method returns a new instance.
  4935. *
  4936. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4937. * @param {number} [offset=0] - Index of the first element in the array.
  4938. * @return {Array<number>} The vector components.
  4939. */
  4940. toArray( array = [], offset = 0 ) {
  4941. array[ offset ] = this.x;
  4942. array[ offset + 1 ] = this.y;
  4943. array[ offset + 2 ] = this.z;
  4944. array[ offset + 3 ] = this.w;
  4945. return array;
  4946. }
  4947. /**
  4948. * Sets the components of this vector from the given buffer attribute.
  4949. *
  4950. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4951. * @param {number} index - The index into the attribute.
  4952. * @return {Vector4} A reference to this vector.
  4953. */
  4954. fromBufferAttribute( attribute, index ) {
  4955. this.x = attribute.getX( index );
  4956. this.y = attribute.getY( index );
  4957. this.z = attribute.getZ( index );
  4958. this.w = attribute.getW( index );
  4959. return this;
  4960. }
  4961. /**
  4962. * Sets each component of this vector to a pseudo-random value between `0` and
  4963. * `1`, excluding `1`.
  4964. *
  4965. * @return {Vector4} A reference to this vector.
  4966. */
  4967. random() {
  4968. this.x = Math.random();
  4969. this.y = Math.random();
  4970. this.z = Math.random();
  4971. this.w = Math.random();
  4972. return this;
  4973. }
  4974. *[ Symbol.iterator ]() {
  4975. yield this.x;
  4976. yield this.y;
  4977. yield this.z;
  4978. yield this.w;
  4979. }
  4980. }
  4981. /**
  4982. * A render target is a buffer where the video card draws pixels for a scene
  4983. * that is being rendered in the background. It is used in different effects,
  4984. * such as applying postprocessing to a rendered image before displaying it
  4985. * on the screen.
  4986. *
  4987. * @augments EventDispatcher
  4988. */
  4989. class RenderTarget extends EventDispatcher {
  4990. /**
  4991. * Render target options.
  4992. *
  4993. * @typedef {Object} RenderTarget~Options
  4994. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  4995. * @property {number} [magFilter=LinearFilter] - The mag filter.
  4996. * @property {number} [minFilter=LinearFilter] - The min filter.
  4997. * @property {number} [format=RGBAFormat] - The texture format.
  4998. * @property {number} [type=UnsignedByteType] - The texture type.
  4999. * @property {?string} [internalFormat=null] - The texture's internal format.
  5000. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  5001. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  5002. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  5003. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  5004. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  5005. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  5006. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  5007. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  5008. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  5009. * @property {number} [samples=0] - The MSAA samples count.
  5010. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  5011. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  5012. */
  5013. /**
  5014. * Constructs a new render target.
  5015. *
  5016. * @param {number} [width=1] - The width of the render target.
  5017. * @param {number} [height=1] - The height of the render target.
  5018. * @param {RenderTarget~Options} [options] - The configuration object.
  5019. */
  5020. constructor( width = 1, height = 1, options = {} ) {
  5021. super();
  5022. /**
  5023. * This flag can be used for type testing.
  5024. *
  5025. * @type {boolean}
  5026. * @readonly
  5027. * @default true
  5028. */
  5029. this.isRenderTarget = true;
  5030. /**
  5031. * The width of the render target.
  5032. *
  5033. * @type {number}
  5034. * @default 1
  5035. */
  5036. this.width = width;
  5037. /**
  5038. * The height of the render target.
  5039. *
  5040. * @type {number}
  5041. * @default 1
  5042. */
  5043. this.height = height;
  5044. /**
  5045. * The depth of the render target.
  5046. *
  5047. * @type {number}
  5048. * @default 1
  5049. */
  5050. this.depth = options.depth ? options.depth : 1;
  5051. /**
  5052. * A rectangular area inside the render target's viewport. Fragments that are
  5053. * outside the area will be discarded.
  5054. *
  5055. * @type {Vector4}
  5056. * @default (0,0,width,height)
  5057. */
  5058. this.scissor = new Vector4( 0, 0, width, height );
  5059. /**
  5060. * Indicates whether the scissor test should be enabled when rendering into
  5061. * this render target or not.
  5062. *
  5063. * @type {boolean}
  5064. * @default false
  5065. */
  5066. this.scissorTest = false;
  5067. /**
  5068. * A rectangular area representing the render target's viewport.
  5069. *
  5070. * @type {Vector4}
  5071. * @default (0,0,width,height)
  5072. */
  5073. this.viewport = new Vector4( 0, 0, width, height );
  5074. const image = { width: width, height: height, depth: this.depth };
  5075. options = Object.assign( {
  5076. generateMipmaps: false,
  5077. internalFormat: null,
  5078. minFilter: LinearFilter,
  5079. depthBuffer: true,
  5080. stencilBuffer: false,
  5081. resolveDepthBuffer: true,
  5082. resolveStencilBuffer: true,
  5083. depthTexture: null,
  5084. samples: 0,
  5085. count: 1,
  5086. multiview: false
  5087. }, options );
  5088. const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  5089. texture.flipY = false;
  5090. texture.generateMipmaps = options.generateMipmaps;
  5091. texture.internalFormat = options.internalFormat;
  5092. /**
  5093. * An array of textures. Each color attachment is represented as a separate texture.
  5094. * Has at least a single entry for the default color attachment.
  5095. *
  5096. * @type {Array<Texture>}
  5097. */
  5098. this.textures = [];
  5099. const count = options.count;
  5100. for ( let i = 0; i < count; i ++ ) {
  5101. this.textures[ i ] = texture.clone();
  5102. this.textures[ i ].isRenderTargetTexture = true;
  5103. this.textures[ i ].renderTarget = this;
  5104. }
  5105. /**
  5106. * Whether to allocate a depth buffer or not.
  5107. *
  5108. * @type {boolean}
  5109. * @default true
  5110. */
  5111. this.depthBuffer = options.depthBuffer;
  5112. /**
  5113. * Whether to allocate a stencil buffer or not.
  5114. *
  5115. * @type {boolean}
  5116. * @default false
  5117. */
  5118. this.stencilBuffer = options.stencilBuffer;
  5119. /**
  5120. * Whether to resolve the depth buffer or not.
  5121. *
  5122. * @type {boolean}
  5123. * @default true
  5124. */
  5125. this.resolveDepthBuffer = options.resolveDepthBuffer;
  5126. /**
  5127. * Whether to resolve the stencil buffer or not.
  5128. *
  5129. * @type {boolean}
  5130. * @default true
  5131. */
  5132. this.resolveStencilBuffer = options.resolveStencilBuffer;
  5133. this._depthTexture = null;
  5134. this.depthTexture = options.depthTexture;
  5135. /**
  5136. * The number of MSAA samples.
  5137. *
  5138. * A value of `0` disables MSAA.
  5139. *
  5140. * @type {number}
  5141. * @default 0
  5142. */
  5143. this.samples = options.samples;
  5144. /**
  5145. * Whether to this target is used in multiview rendering.
  5146. *
  5147. * @type {boolean}
  5148. * @default false
  5149. */
  5150. this.multiview = options.multiview;
  5151. }
  5152. /**
  5153. * The texture representing the default color attachment.
  5154. *
  5155. * @type {Texture}
  5156. */
  5157. get texture() {
  5158. return this.textures[ 0 ];
  5159. }
  5160. set texture( value ) {
  5161. this.textures[ 0 ] = value;
  5162. }
  5163. set depthTexture( current ) {
  5164. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  5165. if ( current !== null ) current.renderTarget = this;
  5166. this._depthTexture = current;
  5167. }
  5168. /**
  5169. * Instead of saving the depth in a renderbuffer, a texture
  5170. * can be used instead which is useful for further processing
  5171. * e.g. in context of post-processing.
  5172. *
  5173. * @type {?DepthTexture}
  5174. * @default null
  5175. */
  5176. get depthTexture() {
  5177. return this._depthTexture;
  5178. }
  5179. /**
  5180. * Sets the size of this render target.
  5181. *
  5182. * @param {number} width - The width.
  5183. * @param {number} height - The height.
  5184. * @param {number} [depth=1] - The depth.
  5185. */
  5186. setSize( width, height, depth = 1 ) {
  5187. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  5188. this.width = width;
  5189. this.height = height;
  5190. this.depth = depth;
  5191. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  5192. this.textures[ i ].image.width = width;
  5193. this.textures[ i ].image.height = height;
  5194. this.textures[ i ].image.depth = depth;
  5195. }
  5196. this.dispose();
  5197. }
  5198. this.viewport.set( 0, 0, width, height );
  5199. this.scissor.set( 0, 0, width, height );
  5200. }
  5201. /**
  5202. * Returns a new render target with copied values from this instance.
  5203. *
  5204. * @return {RenderTarget} A clone of this instance.
  5205. */
  5206. clone() {
  5207. return new this.constructor().copy( this );
  5208. }
  5209. /**
  5210. * Copies the settings of the given render target. This is a structural copy so
  5211. * no resources are shared between render targets after the copy. That includes
  5212. * all MRT textures and the depth texture.
  5213. *
  5214. * @param {RenderTarget} source - The render target to copy.
  5215. * @return {RenderTarget} A reference to this instance.
  5216. */
  5217. copy( source ) {
  5218. this.width = source.width;
  5219. this.height = source.height;
  5220. this.depth = source.depth;
  5221. this.scissor.copy( source.scissor );
  5222. this.scissorTest = source.scissorTest;
  5223. this.viewport.copy( source.viewport );
  5224. this.textures.length = 0;
  5225. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  5226. this.textures[ i ] = source.textures[ i ].clone();
  5227. this.textures[ i ].isRenderTargetTexture = true;
  5228. this.textures[ i ].renderTarget = this;
  5229. // ensure image object is not shared, see #20328
  5230. const image = Object.assign( {}, source.textures[ i ].image );
  5231. this.textures[ i ].source = new Source( image );
  5232. }
  5233. this.depthBuffer = source.depthBuffer;
  5234. this.stencilBuffer = source.stencilBuffer;
  5235. this.resolveDepthBuffer = source.resolveDepthBuffer;
  5236. this.resolveStencilBuffer = source.resolveStencilBuffer;
  5237. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  5238. this.samples = source.samples;
  5239. return this;
  5240. }
  5241. /**
  5242. * Frees the GPU-related resources allocated by this instance. Call this
  5243. * method whenever this instance is no longer used in your app.
  5244. *
  5245. * @fires RenderTarget#dispose
  5246. */
  5247. dispose() {
  5248. this.dispatchEvent( { type: 'dispose' } );
  5249. }
  5250. }
  5251. /**
  5252. * A render target used in context of {@link WebGLRenderer}.
  5253. *
  5254. * @augments RenderTarget
  5255. */
  5256. class WebGLRenderTarget extends RenderTarget {
  5257. /**
  5258. * Constructs a new 3D render target.
  5259. *
  5260. * @param {number} [width=1] - The width of the render target.
  5261. * @param {number} [height=1] - The height of the render target.
  5262. * @param {RenderTarget~Options} [options] - The configuration object.
  5263. */
  5264. constructor( width = 1, height = 1, options = {} ) {
  5265. super( width, height, options );
  5266. /**
  5267. * This flag can be used for type testing.
  5268. *
  5269. * @type {boolean}
  5270. * @readonly
  5271. * @default true
  5272. */
  5273. this.isWebGLRenderTarget = true;
  5274. }
  5275. }
  5276. /**
  5277. * Creates an array of textures directly from raw buffer data.
  5278. *
  5279. * @augments Texture
  5280. */
  5281. class DataArrayTexture extends Texture {
  5282. /**
  5283. * Constructs a new data array texture.
  5284. *
  5285. * @param {?TypedArray} [data=null] - The buffer data.
  5286. * @param {number} [width=1] - The width of the texture.
  5287. * @param {number} [height=1] - The height of the texture.
  5288. * @param {number} [depth=1] - The depth of the texture.
  5289. */
  5290. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  5291. super( null );
  5292. /**
  5293. * This flag can be used for type testing.
  5294. *
  5295. * @type {boolean}
  5296. * @readonly
  5297. * @default true
  5298. */
  5299. this.isDataArrayTexture = true;
  5300. /**
  5301. * The image definition of a data texture.
  5302. *
  5303. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  5304. */
  5305. this.image = { data, width, height, depth };
  5306. /**
  5307. * How the texture is sampled when a texel covers more than one pixel.
  5308. *
  5309. * Overwritten and set to `NearestFilter` by default.
  5310. *
  5311. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5312. * @default NearestFilter
  5313. */
  5314. this.magFilter = NearestFilter;
  5315. /**
  5316. * How the texture is sampled when a texel covers less than one pixel.
  5317. *
  5318. * Overwritten and set to `NearestFilter` by default.
  5319. *
  5320. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5321. * @default NearestFilter
  5322. */
  5323. this.minFilter = NearestFilter;
  5324. /**
  5325. * This defines how the texture is wrapped in the depth and corresponds to
  5326. * *W* in UVW mapping.
  5327. *
  5328. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5329. * @default ClampToEdgeWrapping
  5330. */
  5331. this.wrapR = ClampToEdgeWrapping;
  5332. /**
  5333. * Whether to generate mipmaps (if possible) for a texture.
  5334. *
  5335. * Overwritten and set to `false` by default.
  5336. *
  5337. * @type {boolean}
  5338. * @default false
  5339. */
  5340. this.generateMipmaps = false;
  5341. /**
  5342. * If set to `true`, the texture is flipped along the vertical axis when
  5343. * uploaded to the GPU.
  5344. *
  5345. * Overwritten and set to `false` by default.
  5346. *
  5347. * @type {boolean}
  5348. * @default false
  5349. */
  5350. this.flipY = false;
  5351. /**
  5352. * Specifies the alignment requirements for the start of each pixel row in memory.
  5353. *
  5354. * Overwritten and set to `1` by default.
  5355. *
  5356. * @type {boolean}
  5357. * @default 1
  5358. */
  5359. this.unpackAlignment = 1;
  5360. /**
  5361. * A set of all layers which need to be updated in the texture.
  5362. *
  5363. * @type {Set<number>}
  5364. */
  5365. this.layerUpdates = new Set();
  5366. }
  5367. /**
  5368. * Describes that a specific layer of the texture needs to be updated.
  5369. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  5370. * entire data texture array is sent to the GPU. Marking specific
  5371. * layers will only transmit subsets of all mipmaps associated with a
  5372. * specific depth in the array which is often much more performant.
  5373. *
  5374. * @param {number} layerIndex - The layer index that should be updated.
  5375. */
  5376. addLayerUpdate( layerIndex ) {
  5377. this.layerUpdates.add( layerIndex );
  5378. }
  5379. /**
  5380. * Resets the layer updates registry.
  5381. */
  5382. clearLayerUpdates() {
  5383. this.layerUpdates.clear();
  5384. }
  5385. }
  5386. /**
  5387. * An array render target used in context of {@link WebGLRenderer}.
  5388. *
  5389. * @augments WebGLRenderTarget
  5390. */
  5391. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  5392. /**
  5393. * Constructs a new array render target.
  5394. *
  5395. * @param {number} [width=1] - The width of the render target.
  5396. * @param {number} [height=1] - The height of the render target.
  5397. * @param {number} [depth=1] - The height of the render target.
  5398. * @param {RenderTarget~Options} [options] - The configuration object.
  5399. */
  5400. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  5401. super( width, height, options );
  5402. /**
  5403. * This flag can be used for type testing.
  5404. *
  5405. * @type {boolean}
  5406. * @readonly
  5407. * @default true
  5408. */
  5409. this.isWebGLArrayRenderTarget = true;
  5410. this.depth = depth;
  5411. /**
  5412. * Overwritten with a different texture type.
  5413. *
  5414. * @type {DataArrayTexture}
  5415. */
  5416. this.texture = new DataArrayTexture( null, width, height, depth );
  5417. this.texture.isRenderTargetTexture = true;
  5418. }
  5419. }
  5420. /**
  5421. * Creates a three-dimensional texture from raw data, with parameters to
  5422. * divide it into width, height, and depth.
  5423. *
  5424. * @augments Texture
  5425. */
  5426. class Data3DTexture extends Texture {
  5427. /**
  5428. * Constructs a new data array texture.
  5429. *
  5430. * @param {?TypedArray} [data=null] - The buffer data.
  5431. * @param {number} [width=1] - The width of the texture.
  5432. * @param {number} [height=1] - The height of the texture.
  5433. * @param {number} [depth=1] - The depth of the texture.
  5434. */
  5435. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  5436. // We're going to add .setXXX() methods for setting properties later.
  5437. // Users can still set in Data3DTexture directly.
  5438. //
  5439. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  5440. // texture.anisotropy = 16;
  5441. //
  5442. // See #14839
  5443. super( null );
  5444. /**
  5445. * This flag can be used for type testing.
  5446. *
  5447. * @type {boolean}
  5448. * @readonly
  5449. * @default true
  5450. */
  5451. this.isData3DTexture = true;
  5452. /**
  5453. * The image definition of a data texture.
  5454. *
  5455. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  5456. */
  5457. this.image = { data, width, height, depth };
  5458. /**
  5459. * How the texture is sampled when a texel covers more than one pixel.
  5460. *
  5461. * Overwritten and set to `NearestFilter` by default.
  5462. *
  5463. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5464. * @default NearestFilter
  5465. */
  5466. this.magFilter = NearestFilter;
  5467. /**
  5468. * How the texture is sampled when a texel covers less than one pixel.
  5469. *
  5470. * Overwritten and set to `NearestFilter` by default.
  5471. *
  5472. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5473. * @default NearestFilter
  5474. */
  5475. this.minFilter = NearestFilter;
  5476. /**
  5477. * This defines how the texture is wrapped in the depth and corresponds to
  5478. * *W* in UVW mapping.
  5479. *
  5480. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5481. * @default ClampToEdgeWrapping
  5482. */
  5483. this.wrapR = ClampToEdgeWrapping;
  5484. /**
  5485. * Whether to generate mipmaps (if possible) for a texture.
  5486. *
  5487. * Overwritten and set to `false` by default.
  5488. *
  5489. * @type {boolean}
  5490. * @default false
  5491. */
  5492. this.generateMipmaps = false;
  5493. /**
  5494. * If set to `true`, the texture is flipped along the vertical axis when
  5495. * uploaded to the GPU.
  5496. *
  5497. * Overwritten and set to `false` by default.
  5498. *
  5499. * @type {boolean}
  5500. * @default false
  5501. */
  5502. this.flipY = false;
  5503. /**
  5504. * Specifies the alignment requirements for the start of each pixel row in memory.
  5505. *
  5506. * Overwritten and set to `1` by default.
  5507. *
  5508. * @type {boolean}
  5509. * @default 1
  5510. */
  5511. this.unpackAlignment = 1;
  5512. }
  5513. }
  5514. /**
  5515. * A 3D render target used in context of {@link WebGLRenderer}.
  5516. *
  5517. * @augments WebGLRenderTarget
  5518. */
  5519. class WebGL3DRenderTarget extends WebGLRenderTarget {
  5520. /**
  5521. * Constructs a new 3D render target.
  5522. *
  5523. * @param {number} [width=1] - The width of the render target.
  5524. * @param {number} [height=1] - The height of the render target.
  5525. * @param {number} [depth=1] - The height of the render target.
  5526. * @param {RenderTarget~Options} [options] - The configuration object.
  5527. */
  5528. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  5529. super( width, height, options );
  5530. /**
  5531. * This flag can be used for type testing.
  5532. *
  5533. * @type {boolean}
  5534. * @readonly
  5535. * @default true
  5536. */
  5537. this.isWebGL3DRenderTarget = true;
  5538. this.depth = depth;
  5539. /**
  5540. * Overwritten with a different texture type.
  5541. *
  5542. * @type {Data3DTexture}
  5543. */
  5544. this.texture = new Data3DTexture( null, width, height, depth );
  5545. this.texture.isRenderTargetTexture = true;
  5546. }
  5547. }
  5548. /**
  5549. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  5550. *
  5551. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  5552. * the corresponding order.
  5553. *
  5554. * Note that three.js expects Quaternions to be normalized.
  5555. * ```js
  5556. * const quaternion = new THREE.Quaternion();
  5557. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  5558. *
  5559. * const vector = new THREE.Vector3( 1, 0, 0 );
  5560. * vector.applyQuaternion( quaternion );
  5561. * ```
  5562. */
  5563. class Quaternion {
  5564. /**
  5565. * Constructs a new quaternion.
  5566. *
  5567. * @param {number} [x=0] - The x value of this quaternion.
  5568. * @param {number} [y=0] - The y value of this quaternion.
  5569. * @param {number} [z=0] - The z value of this quaternion.
  5570. * @param {number} [w=1] - The w value of this quaternion.
  5571. */
  5572. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  5573. /**
  5574. * This flag can be used for type testing.
  5575. *
  5576. * @type {boolean}
  5577. * @readonly
  5578. * @default true
  5579. */
  5580. this.isQuaternion = true;
  5581. this._x = x;
  5582. this._y = y;
  5583. this._z = z;
  5584. this._w = w;
  5585. }
  5586. /**
  5587. * Interpolates between two quaternions via SLERP. This implementation assumes the
  5588. * quaternion data are managed in flat arrays.
  5589. *
  5590. * @param {Array<number>} dst - The destination array.
  5591. * @param {number} dstOffset - An offset into the destination array.
  5592. * @param {Array<number>} src0 - The source array of the first quaternion.
  5593. * @param {number} srcOffset0 - An offset into the first source array.
  5594. * @param {Array<number>} src1 - The source array of the second quaternion.
  5595. * @param {number} srcOffset1 - An offset into the second source array.
  5596. * @param {number} t - The interpolation factor in the range `[0,1]`.
  5597. * @see {@link Quaternion#slerp}
  5598. */
  5599. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  5600. // fuzz-free, array-based Quaternion SLERP operation
  5601. let x0 = src0[ srcOffset0 + 0 ],
  5602. y0 = src0[ srcOffset0 + 1 ],
  5603. z0 = src0[ srcOffset0 + 2 ],
  5604. w0 = src0[ srcOffset0 + 3 ];
  5605. const x1 = src1[ srcOffset1 + 0 ],
  5606. y1 = src1[ srcOffset1 + 1 ],
  5607. z1 = src1[ srcOffset1 + 2 ],
  5608. w1 = src1[ srcOffset1 + 3 ];
  5609. if ( t === 0 ) {
  5610. dst[ dstOffset + 0 ] = x0;
  5611. dst[ dstOffset + 1 ] = y0;
  5612. dst[ dstOffset + 2 ] = z0;
  5613. dst[ dstOffset + 3 ] = w0;
  5614. return;
  5615. }
  5616. if ( t === 1 ) {
  5617. dst[ dstOffset + 0 ] = x1;
  5618. dst[ dstOffset + 1 ] = y1;
  5619. dst[ dstOffset + 2 ] = z1;
  5620. dst[ dstOffset + 3 ] = w1;
  5621. return;
  5622. }
  5623. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  5624. let s = 1 - t;
  5625. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  5626. dir = ( cos >= 0 ? 1 : -1 ),
  5627. sqrSin = 1 - cos * cos;
  5628. // Skip the Slerp for tiny steps to avoid numeric problems:
  5629. if ( sqrSin > Number.EPSILON ) {
  5630. const sin = Math.sqrt( sqrSin ),
  5631. len = Math.atan2( sin, cos * dir );
  5632. s = Math.sin( s * len ) / sin;
  5633. t = Math.sin( t * len ) / sin;
  5634. }
  5635. const tDir = t * dir;
  5636. x0 = x0 * s + x1 * tDir;
  5637. y0 = y0 * s + y1 * tDir;
  5638. z0 = z0 * s + z1 * tDir;
  5639. w0 = w0 * s + w1 * tDir;
  5640. // Normalize in case we just did a lerp:
  5641. if ( s === 1 - t ) {
  5642. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  5643. x0 *= f;
  5644. y0 *= f;
  5645. z0 *= f;
  5646. w0 *= f;
  5647. }
  5648. }
  5649. dst[ dstOffset ] = x0;
  5650. dst[ dstOffset + 1 ] = y0;
  5651. dst[ dstOffset + 2 ] = z0;
  5652. dst[ dstOffset + 3 ] = w0;
  5653. }
  5654. /**
  5655. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  5656. * in flat arrays.
  5657. *
  5658. * @param {Array<number>} dst - The destination array.
  5659. * @param {number} dstOffset - An offset into the destination array.
  5660. * @param {Array<number>} src0 - The source array of the first quaternion.
  5661. * @param {number} srcOffset0 - An offset into the first source array.
  5662. * @param {Array<number>} src1 - The source array of the second quaternion.
  5663. * @param {number} srcOffset1 - An offset into the second source array.
  5664. * @return {Array<number>} The destination array.
  5665. * @see {@link Quaternion#multiplyQuaternions}.
  5666. */
  5667. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  5668. const x0 = src0[ srcOffset0 ];
  5669. const y0 = src0[ srcOffset0 + 1 ];
  5670. const z0 = src0[ srcOffset0 + 2 ];
  5671. const w0 = src0[ srcOffset0 + 3 ];
  5672. const x1 = src1[ srcOffset1 ];
  5673. const y1 = src1[ srcOffset1 + 1 ];
  5674. const z1 = src1[ srcOffset1 + 2 ];
  5675. const w1 = src1[ srcOffset1 + 3 ];
  5676. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  5677. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  5678. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  5679. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  5680. return dst;
  5681. }
  5682. /**
  5683. * The x value of this quaternion.
  5684. *
  5685. * @type {number}
  5686. * @default 0
  5687. */
  5688. get x() {
  5689. return this._x;
  5690. }
  5691. set x( value ) {
  5692. this._x = value;
  5693. this._onChangeCallback();
  5694. }
  5695. /**
  5696. * The y value of this quaternion.
  5697. *
  5698. * @type {number}
  5699. * @default 0
  5700. */
  5701. get y() {
  5702. return this._y;
  5703. }
  5704. set y( value ) {
  5705. this._y = value;
  5706. this._onChangeCallback();
  5707. }
  5708. /**
  5709. * The z value of this quaternion.
  5710. *
  5711. * @type {number}
  5712. * @default 0
  5713. */
  5714. get z() {
  5715. return this._z;
  5716. }
  5717. set z( value ) {
  5718. this._z = value;
  5719. this._onChangeCallback();
  5720. }
  5721. /**
  5722. * The w value of this quaternion.
  5723. *
  5724. * @type {number}
  5725. * @default 1
  5726. */
  5727. get w() {
  5728. return this._w;
  5729. }
  5730. set w( value ) {
  5731. this._w = value;
  5732. this._onChangeCallback();
  5733. }
  5734. /**
  5735. * Sets the quaternion components.
  5736. *
  5737. * @param {number} x - The x value of this quaternion.
  5738. * @param {number} y - The y value of this quaternion.
  5739. * @param {number} z - The z value of this quaternion.
  5740. * @param {number} w - The w value of this quaternion.
  5741. * @return {Quaternion} A reference to this quaternion.
  5742. */
  5743. set( x, y, z, w ) {
  5744. this._x = x;
  5745. this._y = y;
  5746. this._z = z;
  5747. this._w = w;
  5748. this._onChangeCallback();
  5749. return this;
  5750. }
  5751. /**
  5752. * Returns a new quaternion with copied values from this instance.
  5753. *
  5754. * @return {Quaternion} A clone of this instance.
  5755. */
  5756. clone() {
  5757. return new this.constructor( this._x, this._y, this._z, this._w );
  5758. }
  5759. /**
  5760. * Copies the values of the given quaternion to this instance.
  5761. *
  5762. * @param {Quaternion} quaternion - The quaternion to copy.
  5763. * @return {Quaternion} A reference to this quaternion.
  5764. */
  5765. copy( quaternion ) {
  5766. this._x = quaternion.x;
  5767. this._y = quaternion.y;
  5768. this._z = quaternion.z;
  5769. this._w = quaternion.w;
  5770. this._onChangeCallback();
  5771. return this;
  5772. }
  5773. /**
  5774. * Sets this quaternion from the rotation specified by the given
  5775. * Euler angles.
  5776. *
  5777. * @param {Euler} euler - The Euler angles.
  5778. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  5779. * @return {Quaternion} A reference to this quaternion.
  5780. */
  5781. setFromEuler( euler, update = true ) {
  5782. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  5783. // http://www.mathworks.com/matlabcentral/fileexchange/
  5784. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  5785. // content/SpinCalc.m
  5786. const cos = Math.cos;
  5787. const sin = Math.sin;
  5788. const c1 = cos( x / 2 );
  5789. const c2 = cos( y / 2 );
  5790. const c3 = cos( z / 2 );
  5791. const s1 = sin( x / 2 );
  5792. const s2 = sin( y / 2 );
  5793. const s3 = sin( z / 2 );
  5794. switch ( order ) {
  5795. case 'XYZ':
  5796. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  5797. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  5798. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  5799. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  5800. break;
  5801. case 'YXZ':
  5802. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  5803. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  5804. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  5805. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  5806. break;
  5807. case 'ZXY':
  5808. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  5809. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  5810. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  5811. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  5812. break;
  5813. case 'ZYX':
  5814. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  5815. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  5816. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  5817. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  5818. break;
  5819. case 'YZX':
  5820. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  5821. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  5822. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  5823. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  5824. break;
  5825. case 'XZY':
  5826. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  5827. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  5828. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  5829. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  5830. break;
  5831. default:
  5832. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  5833. }
  5834. if ( update === true ) this._onChangeCallback();
  5835. return this;
  5836. }
  5837. /**
  5838. * Sets this quaternion from the given axis and angle.
  5839. *
  5840. * @param {Vector3} axis - The normalized axis.
  5841. * @param {number} angle - The angle in radians.
  5842. * @return {Quaternion} A reference to this quaternion.
  5843. */
  5844. setFromAxisAngle( axis, angle ) {
  5845. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  5846. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  5847. this._x = axis.x * s;
  5848. this._y = axis.y * s;
  5849. this._z = axis.z * s;
  5850. this._w = Math.cos( halfAngle );
  5851. this._onChangeCallback();
  5852. return this;
  5853. }
  5854. /**
  5855. * Sets this quaternion from the given rotation matrix.
  5856. *
  5857. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  5858. * @return {Quaternion} A reference to this quaternion.
  5859. */
  5860. setFromRotationMatrix( m ) {
  5861. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  5862. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  5863. const te = m.elements,
  5864. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  5865. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  5866. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  5867. trace = m11 + m22 + m33;
  5868. if ( trace > 0 ) {
  5869. const s = 0.5 / Math.sqrt( trace + 1.0 );
  5870. this._w = 0.25 / s;
  5871. this._x = ( m32 - m23 ) * s;
  5872. this._y = ( m13 - m31 ) * s;
  5873. this._z = ( m21 - m12 ) * s;
  5874. } else if ( m11 > m22 && m11 > m33 ) {
  5875. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  5876. this._w = ( m32 - m23 ) / s;
  5877. this._x = 0.25 * s;
  5878. this._y = ( m12 + m21 ) / s;
  5879. this._z = ( m13 + m31 ) / s;
  5880. } else if ( m22 > m33 ) {
  5881. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  5882. this._w = ( m13 - m31 ) / s;
  5883. this._x = ( m12 + m21 ) / s;
  5884. this._y = 0.25 * s;
  5885. this._z = ( m23 + m32 ) / s;
  5886. } else {
  5887. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  5888. this._w = ( m21 - m12 ) / s;
  5889. this._x = ( m13 + m31 ) / s;
  5890. this._y = ( m23 + m32 ) / s;
  5891. this._z = 0.25 * s;
  5892. }
  5893. this._onChangeCallback();
  5894. return this;
  5895. }
  5896. /**
  5897. * Sets this quaternion to the rotation required to rotate the direction vector
  5898. * `vFrom` to the direction vector `vTo`.
  5899. *
  5900. * @param {Vector3} vFrom - The first (normalized) direction vector.
  5901. * @param {Vector3} vTo - The second (normalized) direction vector.
  5902. * @return {Quaternion} A reference to this quaternion.
  5903. */
  5904. setFromUnitVectors( vFrom, vTo ) {
  5905. // assumes direction vectors vFrom and vTo are normalized
  5906. let r = vFrom.dot( vTo ) + 1;
  5907. if ( r < Number.EPSILON ) {
  5908. // vFrom and vTo point in opposite directions
  5909. r = 0;
  5910. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  5911. this._x = - vFrom.y;
  5912. this._y = vFrom.x;
  5913. this._z = 0;
  5914. this._w = r;
  5915. } else {
  5916. this._x = 0;
  5917. this._y = - vFrom.z;
  5918. this._z = vFrom.y;
  5919. this._w = r;
  5920. }
  5921. } else {
  5922. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  5923. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  5924. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  5925. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  5926. this._w = r;
  5927. }
  5928. return this.normalize();
  5929. }
  5930. /**
  5931. * Returns the angle between this quaternion and the given one in radians.
  5932. *
  5933. * @param {Quaternion} q - The quaternion to compute the angle with.
  5934. * @return {number} The angle in radians.
  5935. */
  5936. angleTo( q ) {
  5937. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  5938. }
  5939. /**
  5940. * Rotates this quaternion by a given angular step to the given quaternion.
  5941. * The method ensures that the final quaternion will not overshoot `q`.
  5942. *
  5943. * @param {Quaternion} q - The target quaternion.
  5944. * @param {number} step - The angular step in radians.
  5945. * @return {Quaternion} A reference to this quaternion.
  5946. */
  5947. rotateTowards( q, step ) {
  5948. const angle = this.angleTo( q );
  5949. if ( angle === 0 ) return this;
  5950. const t = Math.min( 1, step / angle );
  5951. this.slerp( q, t );
  5952. return this;
  5953. }
  5954. /**
  5955. * Sets this quaternion to the identity quaternion; that is, to the
  5956. * quaternion that represents "no rotation".
  5957. *
  5958. * @return {Quaternion} A reference to this quaternion.
  5959. */
  5960. identity() {
  5961. return this.set( 0, 0, 0, 1 );
  5962. }
  5963. /**
  5964. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  5965. * quaternion is assumed to have unit length.
  5966. *
  5967. * @return {Quaternion} A reference to this quaternion.
  5968. */
  5969. invert() {
  5970. return this.conjugate();
  5971. }
  5972. /**
  5973. * Returns the rotational conjugate of this quaternion. The conjugate of a
  5974. * quaternion represents the same rotation in the opposite direction about
  5975. * the rotational axis.
  5976. *
  5977. * @return {Quaternion} A reference to this quaternion.
  5978. */
  5979. conjugate() {
  5980. this._x *= -1;
  5981. this._y *= -1;
  5982. this._z *= -1;
  5983. this._onChangeCallback();
  5984. return this;
  5985. }
  5986. /**
  5987. * Calculates the dot product of this quaternion and the given one.
  5988. *
  5989. * @param {Quaternion} v - The quaternion to compute the dot product with.
  5990. * @return {number} The result of the dot product.
  5991. */
  5992. dot( v ) {
  5993. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  5994. }
  5995. /**
  5996. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  5997. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  5998. * lengths of two quaternions, as this is a slightly more efficient calculation than
  5999. * {@link Quaternion#length}.
  6000. *
  6001. * @return {number} The squared Euclidean length.
  6002. */
  6003. lengthSq() {
  6004. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  6005. }
  6006. /**
  6007. * Computes the Euclidean length (straight-line length) of this quaternion,
  6008. * considered as a 4 dimensional vector.
  6009. *
  6010. * @return {number} The Euclidean length.
  6011. */
  6012. length() {
  6013. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  6014. }
  6015. /**
  6016. * Normalizes this quaternion - that is, calculated the quaternion that performs
  6017. * the same rotation as this one, but has a length equal to `1`.
  6018. *
  6019. * @return {Quaternion} A reference to this quaternion.
  6020. */
  6021. normalize() {
  6022. let l = this.length();
  6023. if ( l === 0 ) {
  6024. this._x = 0;
  6025. this._y = 0;
  6026. this._z = 0;
  6027. this._w = 1;
  6028. } else {
  6029. l = 1 / l;
  6030. this._x = this._x * l;
  6031. this._y = this._y * l;
  6032. this._z = this._z * l;
  6033. this._w = this._w * l;
  6034. }
  6035. this._onChangeCallback();
  6036. return this;
  6037. }
  6038. /**
  6039. * Multiplies this quaternion by the given one.
  6040. *
  6041. * @param {Quaternion} q - The quaternion.
  6042. * @return {Quaternion} A reference to this quaternion.
  6043. */
  6044. multiply( q ) {
  6045. return this.multiplyQuaternions( this, q );
  6046. }
  6047. /**
  6048. * Pre-multiplies this quaternion by the given one.
  6049. *
  6050. * @param {Quaternion} q - The quaternion.
  6051. * @return {Quaternion} A reference to this quaternion.
  6052. */
  6053. premultiply( q ) {
  6054. return this.multiplyQuaternions( q, this );
  6055. }
  6056. /**
  6057. * Multiplies the given quaternions and stores the result in this instance.
  6058. *
  6059. * @param {Quaternion} a - The first quaternion.
  6060. * @param {Quaternion} b - The second quaternion.
  6061. * @return {Quaternion} A reference to this quaternion.
  6062. */
  6063. multiplyQuaternions( a, b ) {
  6064. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  6065. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  6066. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  6067. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  6068. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  6069. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  6070. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  6071. this._onChangeCallback();
  6072. return this;
  6073. }
  6074. /**
  6075. * Performs a spherical linear interpolation between quaternions.
  6076. *
  6077. * @param {Quaternion} qb - The target quaternion.
  6078. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  6079. * @return {Quaternion} A reference to this quaternion.
  6080. */
  6081. slerp( qb, t ) {
  6082. if ( t === 0 ) return this;
  6083. if ( t === 1 ) return this.copy( qb );
  6084. const x = this._x, y = this._y, z = this._z, w = this._w;
  6085. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  6086. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  6087. if ( cosHalfTheta < 0 ) {
  6088. this._w = - qb._w;
  6089. this._x = - qb._x;
  6090. this._y = - qb._y;
  6091. this._z = - qb._z;
  6092. cosHalfTheta = - cosHalfTheta;
  6093. } else {
  6094. this.copy( qb );
  6095. }
  6096. if ( cosHalfTheta >= 1.0 ) {
  6097. this._w = w;
  6098. this._x = x;
  6099. this._y = y;
  6100. this._z = z;
  6101. return this;
  6102. }
  6103. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  6104. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  6105. const s = 1 - t;
  6106. this._w = s * w + t * this._w;
  6107. this._x = s * x + t * this._x;
  6108. this._y = s * y + t * this._y;
  6109. this._z = s * z + t * this._z;
  6110. this.normalize(); // normalize calls _onChangeCallback()
  6111. return this;
  6112. }
  6113. const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  6114. const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  6115. const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  6116. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  6117. this._w = ( w * ratioA + this._w * ratioB );
  6118. this._x = ( x * ratioA + this._x * ratioB );
  6119. this._y = ( y * ratioA + this._y * ratioB );
  6120. this._z = ( z * ratioA + this._z * ratioB );
  6121. this._onChangeCallback();
  6122. return this;
  6123. }
  6124. /**
  6125. * Performs a spherical linear interpolation between the given quaternions
  6126. * and stores the result in this quaternion.
  6127. *
  6128. * @param {Quaternion} qa - The source quaternion.
  6129. * @param {Quaternion} qb - The target quaternion.
  6130. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  6131. * @return {Quaternion} A reference to this quaternion.
  6132. */
  6133. slerpQuaternions( qa, qb, t ) {
  6134. return this.copy( qa ).slerp( qb, t );
  6135. }
  6136. /**
  6137. * Sets this quaternion to a uniformly random, normalized quaternion.
  6138. *
  6139. * @return {Quaternion} A reference to this quaternion.
  6140. */
  6141. random() {
  6142. // Ken Shoemake
  6143. // Uniform random rotations
  6144. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  6145. const theta1 = 2 * Math.PI * Math.random();
  6146. const theta2 = 2 * Math.PI * Math.random();
  6147. const x0 = Math.random();
  6148. const r1 = Math.sqrt( 1 - x0 );
  6149. const r2 = Math.sqrt( x0 );
  6150. return this.set(
  6151. r1 * Math.sin( theta1 ),
  6152. r1 * Math.cos( theta1 ),
  6153. r2 * Math.sin( theta2 ),
  6154. r2 * Math.cos( theta2 ),
  6155. );
  6156. }
  6157. /**
  6158. * Returns `true` if this quaternion is equal with the given one.
  6159. *
  6160. * @param {Quaternion} quaternion - The quaternion to test for equality.
  6161. * @return {boolean} Whether this quaternion is equal with the given one.
  6162. */
  6163. equals( quaternion ) {
  6164. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  6165. }
  6166. /**
  6167. * Sets this quaternion's components from the given array.
  6168. *
  6169. * @param {Array<number>} array - An array holding the quaternion component values.
  6170. * @param {number} [offset=0] - The offset into the array.
  6171. * @return {Quaternion} A reference to this quaternion.
  6172. */
  6173. fromArray( array, offset = 0 ) {
  6174. this._x = array[ offset ];
  6175. this._y = array[ offset + 1 ];
  6176. this._z = array[ offset + 2 ];
  6177. this._w = array[ offset + 3 ];
  6178. this._onChangeCallback();
  6179. return this;
  6180. }
  6181. /**
  6182. * Writes the components of this quaternion to the given array. If no array is provided,
  6183. * the method returns a new instance.
  6184. *
  6185. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  6186. * @param {number} [offset=0] - Index of the first element in the array.
  6187. * @return {Array<number>} The quaternion components.
  6188. */
  6189. toArray( array = [], offset = 0 ) {
  6190. array[ offset ] = this._x;
  6191. array[ offset + 1 ] = this._y;
  6192. array[ offset + 2 ] = this._z;
  6193. array[ offset + 3 ] = this._w;
  6194. return array;
  6195. }
  6196. /**
  6197. * Sets the components of this quaternion from the given buffer attribute.
  6198. *
  6199. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  6200. * @param {number} index - The index into the attribute.
  6201. * @return {Quaternion} A reference to this quaternion.
  6202. */
  6203. fromBufferAttribute( attribute, index ) {
  6204. this._x = attribute.getX( index );
  6205. this._y = attribute.getY( index );
  6206. this._z = attribute.getZ( index );
  6207. this._w = attribute.getW( index );
  6208. this._onChangeCallback();
  6209. return this;
  6210. }
  6211. /**
  6212. * This methods defines the serialization result of this class. Returns the
  6213. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  6214. *
  6215. * @return {Array<number>} The serialized quaternion.
  6216. */
  6217. toJSON() {
  6218. return this.toArray();
  6219. }
  6220. _onChange( callback ) {
  6221. this._onChangeCallback = callback;
  6222. return this;
  6223. }
  6224. _onChangeCallback() {}
  6225. *[ Symbol.iterator ]() {
  6226. yield this._x;
  6227. yield this._y;
  6228. yield this._z;
  6229. yield this._w;
  6230. }
  6231. }
  6232. /**
  6233. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  6234. * (labeled x, y and z), which can be used to represent a number of things, such as:
  6235. *
  6236. * - A point in 3D space.
  6237. * - A direction and length in 3D space. In three.js the length will
  6238. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  6239. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  6240. * - Any arbitrary ordered triplet of numbers.
  6241. *
  6242. * There are other things a 3D vector can be used to represent, such as
  6243. * momentum vectors and so on, however these are the most
  6244. * common uses in three.js.
  6245. *
  6246. * Iterating through a vector instance will yield its components `(x, y, z)` in
  6247. * the corresponding order.
  6248. * ```js
  6249. * const a = new THREE.Vector3( 0, 1, 0 );
  6250. *
  6251. * //no arguments; will be initialised to (0, 0, 0)
  6252. * const b = new THREE.Vector3( );
  6253. *
  6254. * const d = a.distanceTo( b );
  6255. * ```
  6256. */
  6257. class Vector3 {
  6258. /**
  6259. * Constructs a new 3D vector.
  6260. *
  6261. * @param {number} [x=0] - The x value of this vector.
  6262. * @param {number} [y=0] - The y value of this vector.
  6263. * @param {number} [z=0] - The z value of this vector.
  6264. */
  6265. constructor( x = 0, y = 0, z = 0 ) {
  6266. /**
  6267. * This flag can be used for type testing.
  6268. *
  6269. * @type {boolean}
  6270. * @readonly
  6271. * @default true
  6272. */
  6273. Vector3.prototype.isVector3 = true;
  6274. /**
  6275. * The x value of this vector.
  6276. *
  6277. * @type {number}
  6278. */
  6279. this.x = x;
  6280. /**
  6281. * The y value of this vector.
  6282. *
  6283. * @type {number}
  6284. */
  6285. this.y = y;
  6286. /**
  6287. * The z value of this vector.
  6288. *
  6289. * @type {number}
  6290. */
  6291. this.z = z;
  6292. }
  6293. /**
  6294. * Sets the vector components.
  6295. *
  6296. * @param {number} x - The value of the x component.
  6297. * @param {number} y - The value of the y component.
  6298. * @param {number} z - The value of the z component.
  6299. * @return {Vector3} A reference to this vector.
  6300. */
  6301. set( x, y, z ) {
  6302. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  6303. this.x = x;
  6304. this.y = y;
  6305. this.z = z;
  6306. return this;
  6307. }
  6308. /**
  6309. * Sets the vector components to the same value.
  6310. *
  6311. * @param {number} scalar - The value to set for all vector components.
  6312. * @return {Vector3} A reference to this vector.
  6313. */
  6314. setScalar( scalar ) {
  6315. this.x = scalar;
  6316. this.y = scalar;
  6317. this.z = scalar;
  6318. return this;
  6319. }
  6320. /**
  6321. * Sets the vector's x component to the given value
  6322. *
  6323. * @param {number} x - The value to set.
  6324. * @return {Vector3} A reference to this vector.
  6325. */
  6326. setX( x ) {
  6327. this.x = x;
  6328. return this;
  6329. }
  6330. /**
  6331. * Sets the vector's y component to the given value
  6332. *
  6333. * @param {number} y - The value to set.
  6334. * @return {Vector3} A reference to this vector.
  6335. */
  6336. setY( y ) {
  6337. this.y = y;
  6338. return this;
  6339. }
  6340. /**
  6341. * Sets the vector's z component to the given value
  6342. *
  6343. * @param {number} z - The value to set.
  6344. * @return {Vector3} A reference to this vector.
  6345. */
  6346. setZ( z ) {
  6347. this.z = z;
  6348. return this;
  6349. }
  6350. /**
  6351. * Allows to set a vector component with an index.
  6352. *
  6353. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  6354. * @param {number} value - The value to set.
  6355. * @return {Vector3} A reference to this vector.
  6356. */
  6357. setComponent( index, value ) {
  6358. switch ( index ) {
  6359. case 0: this.x = value; break;
  6360. case 1: this.y = value; break;
  6361. case 2: this.z = value; break;
  6362. default: throw new Error( 'index is out of range: ' + index );
  6363. }
  6364. return this;
  6365. }
  6366. /**
  6367. * Returns the value of the vector component which matches the given index.
  6368. *
  6369. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  6370. * @return {number} A vector component value.
  6371. */
  6372. getComponent( index ) {
  6373. switch ( index ) {
  6374. case 0: return this.x;
  6375. case 1: return this.y;
  6376. case 2: return this.z;
  6377. default: throw new Error( 'index is out of range: ' + index );
  6378. }
  6379. }
  6380. /**
  6381. * Returns a new vector with copied values from this instance.
  6382. *
  6383. * @return {Vector3} A clone of this instance.
  6384. */
  6385. clone() {
  6386. return new this.constructor( this.x, this.y, this.z );
  6387. }
  6388. /**
  6389. * Copies the values of the given vector to this instance.
  6390. *
  6391. * @param {Vector3} v - The vector to copy.
  6392. * @return {Vector3} A reference to this vector.
  6393. */
  6394. copy( v ) {
  6395. this.x = v.x;
  6396. this.y = v.y;
  6397. this.z = v.z;
  6398. return this;
  6399. }
  6400. /**
  6401. * Adds the given vector to this instance.
  6402. *
  6403. * @param {Vector3} v - The vector to add.
  6404. * @return {Vector3} A reference to this vector.
  6405. */
  6406. add( v ) {
  6407. this.x += v.x;
  6408. this.y += v.y;
  6409. this.z += v.z;
  6410. return this;
  6411. }
  6412. /**
  6413. * Adds the given scalar value to all components of this instance.
  6414. *
  6415. * @param {number} s - The scalar to add.
  6416. * @return {Vector3} A reference to this vector.
  6417. */
  6418. addScalar( s ) {
  6419. this.x += s;
  6420. this.y += s;
  6421. this.z += s;
  6422. return this;
  6423. }
  6424. /**
  6425. * Adds the given vectors and stores the result in this instance.
  6426. *
  6427. * @param {Vector3} a - The first vector.
  6428. * @param {Vector3} b - The second vector.
  6429. * @return {Vector3} A reference to this vector.
  6430. */
  6431. addVectors( a, b ) {
  6432. this.x = a.x + b.x;
  6433. this.y = a.y + b.y;
  6434. this.z = a.z + b.z;
  6435. return this;
  6436. }
  6437. /**
  6438. * Adds the given vector scaled by the given factor to this instance.
  6439. *
  6440. * @param {Vector3|Vector4} v - The vector.
  6441. * @param {number} s - The factor that scales `v`.
  6442. * @return {Vector3} A reference to this vector.
  6443. */
  6444. addScaledVector( v, s ) {
  6445. this.x += v.x * s;
  6446. this.y += v.y * s;
  6447. this.z += v.z * s;
  6448. return this;
  6449. }
  6450. /**
  6451. * Subtracts the given vector from this instance.
  6452. *
  6453. * @param {Vector3} v - The vector to subtract.
  6454. * @return {Vector3} A reference to this vector.
  6455. */
  6456. sub( v ) {
  6457. this.x -= v.x;
  6458. this.y -= v.y;
  6459. this.z -= v.z;
  6460. return this;
  6461. }
  6462. /**
  6463. * Subtracts the given scalar value from all components of this instance.
  6464. *
  6465. * @param {number} s - The scalar to subtract.
  6466. * @return {Vector3} A reference to this vector.
  6467. */
  6468. subScalar( s ) {
  6469. this.x -= s;
  6470. this.y -= s;
  6471. this.z -= s;
  6472. return this;
  6473. }
  6474. /**
  6475. * Subtracts the given vectors and stores the result in this instance.
  6476. *
  6477. * @param {Vector3} a - The first vector.
  6478. * @param {Vector3} b - The second vector.
  6479. * @return {Vector3} A reference to this vector.
  6480. */
  6481. subVectors( a, b ) {
  6482. this.x = a.x - b.x;
  6483. this.y = a.y - b.y;
  6484. this.z = a.z - b.z;
  6485. return this;
  6486. }
  6487. /**
  6488. * Multiplies the given vector with this instance.
  6489. *
  6490. * @param {Vector3} v - The vector to multiply.
  6491. * @return {Vector3} A reference to this vector.
  6492. */
  6493. multiply( v ) {
  6494. this.x *= v.x;
  6495. this.y *= v.y;
  6496. this.z *= v.z;
  6497. return this;
  6498. }
  6499. /**
  6500. * Multiplies the given scalar value with all components of this instance.
  6501. *
  6502. * @param {number} scalar - The scalar to multiply.
  6503. * @return {Vector3} A reference to this vector.
  6504. */
  6505. multiplyScalar( scalar ) {
  6506. this.x *= scalar;
  6507. this.y *= scalar;
  6508. this.z *= scalar;
  6509. return this;
  6510. }
  6511. /**
  6512. * Multiplies the given vectors and stores the result in this instance.
  6513. *
  6514. * @param {Vector3} a - The first vector.
  6515. * @param {Vector3} b - The second vector.
  6516. * @return {Vector3} A reference to this vector.
  6517. */
  6518. multiplyVectors( a, b ) {
  6519. this.x = a.x * b.x;
  6520. this.y = a.y * b.y;
  6521. this.z = a.z * b.z;
  6522. return this;
  6523. }
  6524. /**
  6525. * Applies the given Euler rotation to this vector.
  6526. *
  6527. * @param {Euler} euler - The Euler angles.
  6528. * @return {Vector3} A reference to this vector.
  6529. */
  6530. applyEuler( euler ) {
  6531. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  6532. }
  6533. /**
  6534. * Applies a rotation specified by an axis and an angle to this vector.
  6535. *
  6536. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  6537. * @param {number} angle - The angle in radians.
  6538. * @return {Vector3} A reference to this vector.
  6539. */
  6540. applyAxisAngle( axis, angle ) {
  6541. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  6542. }
  6543. /**
  6544. * Multiplies this vector with the given 3x3 matrix.
  6545. *
  6546. * @param {Matrix3} m - The 3x3 matrix.
  6547. * @return {Vector3} A reference to this vector.
  6548. */
  6549. applyMatrix3( m ) {
  6550. const x = this.x, y = this.y, z = this.z;
  6551. const e = m.elements;
  6552. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  6553. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  6554. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  6555. return this;
  6556. }
  6557. /**
  6558. * Multiplies this vector by the given normal matrix and normalizes
  6559. * the result.
  6560. *
  6561. * @param {Matrix3} m - The normal matrix.
  6562. * @return {Vector3} A reference to this vector.
  6563. */
  6564. applyNormalMatrix( m ) {
  6565. return this.applyMatrix3( m ).normalize();
  6566. }
  6567. /**
  6568. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  6569. * divides by perspective.
  6570. *
  6571. * @param {Matrix4} m - The matrix to apply.
  6572. * @return {Vector3} A reference to this vector.
  6573. */
  6574. applyMatrix4( m ) {
  6575. const x = this.x, y = this.y, z = this.z;
  6576. const e = m.elements;
  6577. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  6578. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  6579. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  6580. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  6581. return this;
  6582. }
  6583. /**
  6584. * Applies the given Quaternion to this vector.
  6585. *
  6586. * @param {Quaternion} q - The Quaternion.
  6587. * @return {Vector3} A reference to this vector.
  6588. */
  6589. applyQuaternion( q ) {
  6590. // quaternion q is assumed to have unit length
  6591. const vx = this.x, vy = this.y, vz = this.z;
  6592. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  6593. // t = 2 * cross( q.xyz, v );
  6594. const tx = 2 * ( qy * vz - qz * vy );
  6595. const ty = 2 * ( qz * vx - qx * vz );
  6596. const tz = 2 * ( qx * vy - qy * vx );
  6597. // v + q.w * t + cross( q.xyz, t );
  6598. this.x = vx + qw * tx + qy * tz - qz * ty;
  6599. this.y = vy + qw * ty + qz * tx - qx * tz;
  6600. this.z = vz + qw * tz + qx * ty - qy * tx;
  6601. return this;
  6602. }
  6603. /**
  6604. * Projects this vector from world space into the camera's normalized
  6605. * device coordinate (NDC) space.
  6606. *
  6607. * @param {Camera} camera - The camera.
  6608. * @return {Vector3} A reference to this vector.
  6609. */
  6610. project( camera ) {
  6611. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  6612. }
  6613. /**
  6614. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  6615. * space into world space.
  6616. *
  6617. * @param {Camera} camera - The camera.
  6618. * @return {Vector3} A reference to this vector.
  6619. */
  6620. unproject( camera ) {
  6621. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  6622. }
  6623. /**
  6624. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  6625. * subset of the given 4x4 matrix and then normalizes the result.
  6626. *
  6627. * @param {Matrix4} m - The matrix.
  6628. * @return {Vector3} A reference to this vector.
  6629. */
  6630. transformDirection( m ) {
  6631. // input: THREE.Matrix4 affine matrix
  6632. // vector interpreted as a direction
  6633. const x = this.x, y = this.y, z = this.z;
  6634. const e = m.elements;
  6635. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  6636. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  6637. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  6638. return this.normalize();
  6639. }
  6640. /**
  6641. * Divides this instance by the given vector.
  6642. *
  6643. * @param {Vector3} v - The vector to divide.
  6644. * @return {Vector3} A reference to this vector.
  6645. */
  6646. divide( v ) {
  6647. this.x /= v.x;
  6648. this.y /= v.y;
  6649. this.z /= v.z;
  6650. return this;
  6651. }
  6652. /**
  6653. * Divides this vector by the given scalar.
  6654. *
  6655. * @param {number} scalar - The scalar to divide.
  6656. * @return {Vector3} A reference to this vector.
  6657. */
  6658. divideScalar( scalar ) {
  6659. return this.multiplyScalar( 1 / scalar );
  6660. }
  6661. /**
  6662. * If this vector's x, y or z value is greater than the given vector's x, y or z
  6663. * value, replace that value with the corresponding min value.
  6664. *
  6665. * @param {Vector3} v - The vector.
  6666. * @return {Vector3} A reference to this vector.
  6667. */
  6668. min( v ) {
  6669. this.x = Math.min( this.x, v.x );
  6670. this.y = Math.min( this.y, v.y );
  6671. this.z = Math.min( this.z, v.z );
  6672. return this;
  6673. }
  6674. /**
  6675. * If this vector's x, y or z value is less than the given vector's x, y or z
  6676. * value, replace that value with the corresponding max value.
  6677. *
  6678. * @param {Vector3} v - The vector.
  6679. * @return {Vector3} A reference to this vector.
  6680. */
  6681. max( v ) {
  6682. this.x = Math.max( this.x, v.x );
  6683. this.y = Math.max( this.y, v.y );
  6684. this.z = Math.max( this.z, v.z );
  6685. return this;
  6686. }
  6687. /**
  6688. * If this vector's x, y or z value is greater than the max vector's x, y or z
  6689. * value, it is replaced by the corresponding value.
  6690. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  6691. * it is replaced by the corresponding value.
  6692. *
  6693. * @param {Vector3} min - The minimum x, y and z values.
  6694. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  6695. * @return {Vector3} A reference to this vector.
  6696. */
  6697. clamp( min, max ) {
  6698. // assumes min < max, componentwise
  6699. this.x = clamp( this.x, min.x, max.x );
  6700. this.y = clamp( this.y, min.y, max.y );
  6701. this.z = clamp( this.z, min.z, max.z );
  6702. return this;
  6703. }
  6704. /**
  6705. * If this vector's x, y or z values are greater than the max value, they are
  6706. * replaced by the max value.
  6707. * If this vector's x, y or z values are less than the min value, they are
  6708. * replaced by the min value.
  6709. *
  6710. * @param {number} minVal - The minimum value the components will be clamped to.
  6711. * @param {number} maxVal - The maximum value the components will be clamped to.
  6712. * @return {Vector3} A reference to this vector.
  6713. */
  6714. clampScalar( minVal, maxVal ) {
  6715. this.x = clamp( this.x, minVal, maxVal );
  6716. this.y = clamp( this.y, minVal, maxVal );
  6717. this.z = clamp( this.z, minVal, maxVal );
  6718. return this;
  6719. }
  6720. /**
  6721. * If this vector's length is greater than the max value, it is replaced by
  6722. * the max value.
  6723. * If this vector's length is less than the min value, it is replaced by the
  6724. * min value.
  6725. *
  6726. * @param {number} min - The minimum value the vector length will be clamped to.
  6727. * @param {number} max - The maximum value the vector length will be clamped to.
  6728. * @return {Vector3} A reference to this vector.
  6729. */
  6730. clampLength( min, max ) {
  6731. const length = this.length();
  6732. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6733. }
  6734. /**
  6735. * The components of this vector are rounded down to the nearest integer value.
  6736. *
  6737. * @return {Vector3} A reference to this vector.
  6738. */
  6739. floor() {
  6740. this.x = Math.floor( this.x );
  6741. this.y = Math.floor( this.y );
  6742. this.z = Math.floor( this.z );
  6743. return this;
  6744. }
  6745. /**
  6746. * The components of this vector are rounded up to the nearest integer value.
  6747. *
  6748. * @return {Vector3} A reference to this vector.
  6749. */
  6750. ceil() {
  6751. this.x = Math.ceil( this.x );
  6752. this.y = Math.ceil( this.y );
  6753. this.z = Math.ceil( this.z );
  6754. return this;
  6755. }
  6756. /**
  6757. * The components of this vector are rounded to the nearest integer value
  6758. *
  6759. * @return {Vector3} A reference to this vector.
  6760. */
  6761. round() {
  6762. this.x = Math.round( this.x );
  6763. this.y = Math.round( this.y );
  6764. this.z = Math.round( this.z );
  6765. return this;
  6766. }
  6767. /**
  6768. * The components of this vector are rounded towards zero (up if negative,
  6769. * down if positive) to an integer value.
  6770. *
  6771. * @return {Vector3} A reference to this vector.
  6772. */
  6773. roundToZero() {
  6774. this.x = Math.trunc( this.x );
  6775. this.y = Math.trunc( this.y );
  6776. this.z = Math.trunc( this.z );
  6777. return this;
  6778. }
  6779. /**
  6780. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  6781. *
  6782. * @return {Vector3} A reference to this vector.
  6783. */
  6784. negate() {
  6785. this.x = - this.x;
  6786. this.y = - this.y;
  6787. this.z = - this.z;
  6788. return this;
  6789. }
  6790. /**
  6791. * Calculates the dot product of the given vector with this instance.
  6792. *
  6793. * @param {Vector3} v - The vector to compute the dot product with.
  6794. * @return {number} The result of the dot product.
  6795. */
  6796. dot( v ) {
  6797. return this.x * v.x + this.y * v.y + this.z * v.z;
  6798. }
  6799. // TODO lengthSquared?
  6800. /**
  6801. * Computes the square of the Euclidean length (straight-line length) from
  6802. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  6803. * compare the length squared instead as it is slightly more efficient to calculate.
  6804. *
  6805. * @return {number} The square length of this vector.
  6806. */
  6807. lengthSq() {
  6808. return this.x * this.x + this.y * this.y + this.z * this.z;
  6809. }
  6810. /**
  6811. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  6812. *
  6813. * @return {number} The length of this vector.
  6814. */
  6815. length() {
  6816. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  6817. }
  6818. /**
  6819. * Computes the Manhattan length of this vector.
  6820. *
  6821. * @return {number} The length of this vector.
  6822. */
  6823. manhattanLength() {
  6824. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  6825. }
  6826. /**
  6827. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6828. * with the same direction as this one, but with a vector length of `1`.
  6829. *
  6830. * @return {Vector3} A reference to this vector.
  6831. */
  6832. normalize() {
  6833. return this.divideScalar( this.length() || 1 );
  6834. }
  6835. /**
  6836. * Sets this vector to a vector with the same direction as this one, but
  6837. * with the specified length.
  6838. *
  6839. * @param {number} length - The new length of this vector.
  6840. * @return {Vector3} A reference to this vector.
  6841. */
  6842. setLength( length ) {
  6843. return this.normalize().multiplyScalar( length );
  6844. }
  6845. /**
  6846. * Linearly interpolates between the given vector and this instance, where
  6847. * alpha is the percent distance along the line - alpha = 0 will be this
  6848. * vector, and alpha = 1 will be the given one.
  6849. *
  6850. * @param {Vector3} v - The vector to interpolate towards.
  6851. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6852. * @return {Vector3} A reference to this vector.
  6853. */
  6854. lerp( v, alpha ) {
  6855. this.x += ( v.x - this.x ) * alpha;
  6856. this.y += ( v.y - this.y ) * alpha;
  6857. this.z += ( v.z - this.z ) * alpha;
  6858. return this;
  6859. }
  6860. /**
  6861. * Linearly interpolates between the given vectors, where alpha is the percent
  6862. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6863. * be the second one. The result is stored in this instance.
  6864. *
  6865. * @param {Vector3} v1 - The first vector.
  6866. * @param {Vector3} v2 - The second vector.
  6867. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6868. * @return {Vector3} A reference to this vector.
  6869. */
  6870. lerpVectors( v1, v2, alpha ) {
  6871. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6872. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6873. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6874. return this;
  6875. }
  6876. /**
  6877. * Calculates the cross product of the given vector with this instance.
  6878. *
  6879. * @param {Vector3} v - The vector to compute the cross product with.
  6880. * @return {Vector3} The result of the cross product.
  6881. */
  6882. cross( v ) {
  6883. return this.crossVectors( this, v );
  6884. }
  6885. /**
  6886. * Calculates the cross product of the given vectors and stores the result
  6887. * in this instance.
  6888. *
  6889. * @param {Vector3} a - The first vector.
  6890. * @param {Vector3} b - The second vector.
  6891. * @return {Vector3} A reference to this vector.
  6892. */
  6893. crossVectors( a, b ) {
  6894. const ax = a.x, ay = a.y, az = a.z;
  6895. const bx = b.x, by = b.y, bz = b.z;
  6896. this.x = ay * bz - az * by;
  6897. this.y = az * bx - ax * bz;
  6898. this.z = ax * by - ay * bx;
  6899. return this;
  6900. }
  6901. /**
  6902. * Projects this vector onto the given one.
  6903. *
  6904. * @param {Vector3} v - The vector to project to.
  6905. * @return {Vector3} A reference to this vector.
  6906. */
  6907. projectOnVector( v ) {
  6908. const denominator = v.lengthSq();
  6909. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  6910. const scalar = v.dot( this ) / denominator;
  6911. return this.copy( v ).multiplyScalar( scalar );
  6912. }
  6913. /**
  6914. * Projects this vector onto a plane by subtracting this
  6915. * vector projected onto the plane's normal from this vector.
  6916. *
  6917. * @param {Vector3} planeNormal - The plane normal.
  6918. * @return {Vector3} A reference to this vector.
  6919. */
  6920. projectOnPlane( planeNormal ) {
  6921. _vector$c.copy( this ).projectOnVector( planeNormal );
  6922. return this.sub( _vector$c );
  6923. }
  6924. /**
  6925. * Reflects this vector off a plane orthogonal to the given normal vector.
  6926. *
  6927. * @param {Vector3} normal - The (normalized) normal vector.
  6928. * @return {Vector3} A reference to this vector.
  6929. */
  6930. reflect( normal ) {
  6931. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  6932. }
  6933. /**
  6934. * Returns the angle between the given vector and this instance in radians.
  6935. *
  6936. * @param {Vector3} v - The vector to compute the angle with.
  6937. * @return {number} The angle in radians.
  6938. */
  6939. angleTo( v ) {
  6940. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  6941. if ( denominator === 0 ) return Math.PI / 2;
  6942. const theta = this.dot( v ) / denominator;
  6943. // clamp, to handle numerical problems
  6944. return Math.acos( clamp( theta, -1, 1 ) );
  6945. }
  6946. /**
  6947. * Computes the distance from the given vector to this instance.
  6948. *
  6949. * @param {Vector3} v - The vector to compute the distance to.
  6950. * @return {number} The distance.
  6951. */
  6952. distanceTo( v ) {
  6953. return Math.sqrt( this.distanceToSquared( v ) );
  6954. }
  6955. /**
  6956. * Computes the squared distance from the given vector to this instance.
  6957. * If you are just comparing the distance with another distance, you should compare
  6958. * the distance squared instead as it is slightly more efficient to calculate.
  6959. *
  6960. * @param {Vector3} v - The vector to compute the squared distance to.
  6961. * @return {number} The squared distance.
  6962. */
  6963. distanceToSquared( v ) {
  6964. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  6965. return dx * dx + dy * dy + dz * dz;
  6966. }
  6967. /**
  6968. * Computes the Manhattan distance from the given vector to this instance.
  6969. *
  6970. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  6971. * @return {number} The Manhattan distance.
  6972. */
  6973. manhattanDistanceTo( v ) {
  6974. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  6975. }
  6976. /**
  6977. * Sets the vector components from the given spherical coordinates.
  6978. *
  6979. * @param {Spherical} s - The spherical coordinates.
  6980. * @return {Vector3} A reference to this vector.
  6981. */
  6982. setFromSpherical( s ) {
  6983. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  6984. }
  6985. /**
  6986. * Sets the vector components from the given spherical coordinates.
  6987. *
  6988. * @param {number} radius - The radius.
  6989. * @param {number} phi - The phi angle in radians.
  6990. * @param {number} theta - The theta angle in radians.
  6991. * @return {Vector3} A reference to this vector.
  6992. */
  6993. setFromSphericalCoords( radius, phi, theta ) {
  6994. const sinPhiRadius = Math.sin( phi ) * radius;
  6995. this.x = sinPhiRadius * Math.sin( theta );
  6996. this.y = Math.cos( phi ) * radius;
  6997. this.z = sinPhiRadius * Math.cos( theta );
  6998. return this;
  6999. }
  7000. /**
  7001. * Sets the vector components from the given cylindrical coordinates.
  7002. *
  7003. * @param {Cylindrical} c - The cylindrical coordinates.
  7004. * @return {Vector3} A reference to this vector.
  7005. */
  7006. setFromCylindrical( c ) {
  7007. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  7008. }
  7009. /**
  7010. * Sets the vector components from the given cylindrical coordinates.
  7011. *
  7012. * @param {number} radius - The radius.
  7013. * @param {number} theta - The theta angle in radians.
  7014. * @param {number} y - The y value.
  7015. * @return {Vector3} A reference to this vector.
  7016. */
  7017. setFromCylindricalCoords( radius, theta, y ) {
  7018. this.x = radius * Math.sin( theta );
  7019. this.y = y;
  7020. this.z = radius * Math.cos( theta );
  7021. return this;
  7022. }
  7023. /**
  7024. * Sets the vector components to the position elements of the
  7025. * given transformation matrix.
  7026. *
  7027. * @param {Matrix4} m - The 4x4 matrix.
  7028. * @return {Vector3} A reference to this vector.
  7029. */
  7030. setFromMatrixPosition( m ) {
  7031. const e = m.elements;
  7032. this.x = e[ 12 ];
  7033. this.y = e[ 13 ];
  7034. this.z = e[ 14 ];
  7035. return this;
  7036. }
  7037. /**
  7038. * Sets the vector components to the scale elements of the
  7039. * given transformation matrix.
  7040. *
  7041. * @param {Matrix4} m - The 4x4 matrix.
  7042. * @return {Vector3} A reference to this vector.
  7043. */
  7044. setFromMatrixScale( m ) {
  7045. const sx = this.setFromMatrixColumn( m, 0 ).length();
  7046. const sy = this.setFromMatrixColumn( m, 1 ).length();
  7047. const sz = this.setFromMatrixColumn( m, 2 ).length();
  7048. this.x = sx;
  7049. this.y = sy;
  7050. this.z = sz;
  7051. return this;
  7052. }
  7053. /**
  7054. * Sets the vector components from the specified matrix column.
  7055. *
  7056. * @param {Matrix4} m - The 4x4 matrix.
  7057. * @param {number} index - The column index.
  7058. * @return {Vector3} A reference to this vector.
  7059. */
  7060. setFromMatrixColumn( m, index ) {
  7061. return this.fromArray( m.elements, index * 4 );
  7062. }
  7063. /**
  7064. * Sets the vector components from the specified matrix column.
  7065. *
  7066. * @param {Matrix3} m - The 3x3 matrix.
  7067. * @param {number} index - The column index.
  7068. * @return {Vector3} A reference to this vector.
  7069. */
  7070. setFromMatrix3Column( m, index ) {
  7071. return this.fromArray( m.elements, index * 3 );
  7072. }
  7073. /**
  7074. * Sets the vector components from the given Euler angles.
  7075. *
  7076. * @param {Euler} e - The Euler angles to set.
  7077. * @return {Vector3} A reference to this vector.
  7078. */
  7079. setFromEuler( e ) {
  7080. this.x = e._x;
  7081. this.y = e._y;
  7082. this.z = e._z;
  7083. return this;
  7084. }
  7085. /**
  7086. * Sets the vector components from the RGB components of the
  7087. * given color.
  7088. *
  7089. * @param {Color} c - The color to set.
  7090. * @return {Vector3} A reference to this vector.
  7091. */
  7092. setFromColor( c ) {
  7093. this.x = c.r;
  7094. this.y = c.g;
  7095. this.z = c.b;
  7096. return this;
  7097. }
  7098. /**
  7099. * Returns `true` if this vector is equal with the given one.
  7100. *
  7101. * @param {Vector3} v - The vector to test for equality.
  7102. * @return {boolean} Whether this vector is equal with the given one.
  7103. */
  7104. equals( v ) {
  7105. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  7106. }
  7107. /**
  7108. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  7109. * and z value to be `array[ offset + 2 ]`.
  7110. *
  7111. * @param {Array<number>} array - An array holding the vector component values.
  7112. * @param {number} [offset=0] - The offset into the array.
  7113. * @return {Vector3} A reference to this vector.
  7114. */
  7115. fromArray( array, offset = 0 ) {
  7116. this.x = array[ offset ];
  7117. this.y = array[ offset + 1 ];
  7118. this.z = array[ offset + 2 ];
  7119. return this;
  7120. }
  7121. /**
  7122. * Writes the components of this vector to the given array. If no array is provided,
  7123. * the method returns a new instance.
  7124. *
  7125. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  7126. * @param {number} [offset=0] - Index of the first element in the array.
  7127. * @return {Array<number>} The vector components.
  7128. */
  7129. toArray( array = [], offset = 0 ) {
  7130. array[ offset ] = this.x;
  7131. array[ offset + 1 ] = this.y;
  7132. array[ offset + 2 ] = this.z;
  7133. return array;
  7134. }
  7135. /**
  7136. * Sets the components of this vector from the given buffer attribute.
  7137. *
  7138. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  7139. * @param {number} index - The index into the attribute.
  7140. * @return {Vector3} A reference to this vector.
  7141. */
  7142. fromBufferAttribute( attribute, index ) {
  7143. this.x = attribute.getX( index );
  7144. this.y = attribute.getY( index );
  7145. this.z = attribute.getZ( index );
  7146. return this;
  7147. }
  7148. /**
  7149. * Sets each component of this vector to a pseudo-random value between `0` and
  7150. * `1`, excluding `1`.
  7151. *
  7152. * @return {Vector3} A reference to this vector.
  7153. */
  7154. random() {
  7155. this.x = Math.random();
  7156. this.y = Math.random();
  7157. this.z = Math.random();
  7158. return this;
  7159. }
  7160. /**
  7161. * Sets this vector to a uniformly random point on a unit sphere.
  7162. *
  7163. * @return {Vector3} A reference to this vector.
  7164. */
  7165. randomDirection() {
  7166. // https://mathworld.wolfram.com/SpherePointPicking.html
  7167. const theta = Math.random() * Math.PI * 2;
  7168. const u = Math.random() * 2 - 1;
  7169. const c = Math.sqrt( 1 - u * u );
  7170. this.x = c * Math.cos( theta );
  7171. this.y = u;
  7172. this.z = c * Math.sin( theta );
  7173. return this;
  7174. }
  7175. *[ Symbol.iterator ]() {
  7176. yield this.x;
  7177. yield this.y;
  7178. yield this.z;
  7179. }
  7180. }
  7181. const _vector$c = /*@__PURE__*/ new Vector3();
  7182. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  7183. /**
  7184. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7185. */
  7186. class Box3 {
  7187. /**
  7188. * Constructs a new bounding box.
  7189. *
  7190. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7191. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7192. */
  7193. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7194. /**
  7195. * This flag can be used for type testing.
  7196. *
  7197. * @type {boolean}
  7198. * @readonly
  7199. * @default true
  7200. */
  7201. this.isBox3 = true;
  7202. /**
  7203. * The lower boundary of the box.
  7204. *
  7205. * @type {Vector3}
  7206. */
  7207. this.min = min;
  7208. /**
  7209. * The upper boundary of the box.
  7210. *
  7211. * @type {Vector3}
  7212. */
  7213. this.max = max;
  7214. }
  7215. /**
  7216. * Sets the lower and upper boundaries of this box.
  7217. * Please note that this method only copies the values from the given objects.
  7218. *
  7219. * @param {Vector3} min - The lower boundary of the box.
  7220. * @param {Vector3} max - The upper boundary of the box.
  7221. * @return {Box3} A reference to this bounding box.
  7222. */
  7223. set( min, max ) {
  7224. this.min.copy( min );
  7225. this.max.copy( max );
  7226. return this;
  7227. }
  7228. /**
  7229. * Sets the upper and lower bounds of this box so it encloses the position data
  7230. * in the given array.
  7231. *
  7232. * @param {Array<number>} array - An array holding 3D position data.
  7233. * @return {Box3} A reference to this bounding box.
  7234. */
  7235. setFromArray( array ) {
  7236. this.makeEmpty();
  7237. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7238. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7239. }
  7240. return this;
  7241. }
  7242. /**
  7243. * Sets the upper and lower bounds of this box so it encloses the position data
  7244. * in the given buffer attribute.
  7245. *
  7246. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7247. * @return {Box3} A reference to this bounding box.
  7248. */
  7249. setFromBufferAttribute( attribute ) {
  7250. this.makeEmpty();
  7251. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7252. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7253. }
  7254. return this;
  7255. }
  7256. /**
  7257. * Sets the upper and lower bounds of this box so it encloses the position data
  7258. * in the given array.
  7259. *
  7260. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7261. * @return {Box3} A reference to this bounding box.
  7262. */
  7263. setFromPoints( points ) {
  7264. this.makeEmpty();
  7265. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7266. this.expandByPoint( points[ i ] );
  7267. }
  7268. return this;
  7269. }
  7270. /**
  7271. * Centers this box on the given center vector and sets this box's width, height and
  7272. * depth to the given size values.
  7273. *
  7274. * @param {Vector3} center - The center of the box.
  7275. * @param {Vector3} size - The x, y and z dimensions of the box.
  7276. * @return {Box3} A reference to this bounding box.
  7277. */
  7278. setFromCenterAndSize( center, size ) {
  7279. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7280. this.min.copy( center ).sub( halfSize );
  7281. this.max.copy( center ).add( halfSize );
  7282. return this;
  7283. }
  7284. /**
  7285. * Computes the world-axis-aligned bounding box for the given 3D object
  7286. * (including its children), accounting for the object's, and children's,
  7287. * world transforms. The function may result in a larger box than strictly necessary.
  7288. *
  7289. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7290. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7291. * world-axis-aligned bounding box at the expense of more computation.
  7292. * @return {Box3} A reference to this bounding box.
  7293. */
  7294. setFromObject( object, precise = false ) {
  7295. this.makeEmpty();
  7296. return this.expandByObject( object, precise );
  7297. }
  7298. /**
  7299. * Returns a new box with copied values from this instance.
  7300. *
  7301. * @return {Box3} A clone of this instance.
  7302. */
  7303. clone() {
  7304. return new this.constructor().copy( this );
  7305. }
  7306. /**
  7307. * Copies the values of the given box to this instance.
  7308. *
  7309. * @param {Box3} box - The box to copy.
  7310. * @return {Box3} A reference to this bounding box.
  7311. */
  7312. copy( box ) {
  7313. this.min.copy( box.min );
  7314. this.max.copy( box.max );
  7315. return this;
  7316. }
  7317. /**
  7318. * Makes this box empty which means in encloses a zero space in 3D.
  7319. *
  7320. * @return {Box3} A reference to this bounding box.
  7321. */
  7322. makeEmpty() {
  7323. this.min.x = this.min.y = this.min.z = + Infinity;
  7324. this.max.x = this.max.y = this.max.z = - Infinity;
  7325. return this;
  7326. }
  7327. /**
  7328. * Returns true if this box includes zero points within its bounds.
  7329. * Note that a box with equal lower and upper bounds still includes one
  7330. * point, the one both bounds share.
  7331. *
  7332. * @return {boolean} Whether this box is empty or not.
  7333. */
  7334. isEmpty() {
  7335. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7336. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7337. }
  7338. /**
  7339. * Returns the center point of this box.
  7340. *
  7341. * @param {Vector3} target - The target vector that is used to store the method's result.
  7342. * @return {Vector3} The center point.
  7343. */
  7344. getCenter( target ) {
  7345. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7346. }
  7347. /**
  7348. * Returns the dimensions of this box.
  7349. *
  7350. * @param {Vector3} target - The target vector that is used to store the method's result.
  7351. * @return {Vector3} The size.
  7352. */
  7353. getSize( target ) {
  7354. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7355. }
  7356. /**
  7357. * Expands the boundaries of this box to include the given point.
  7358. *
  7359. * @param {Vector3} point - The point that should be included by the bounding box.
  7360. * @return {Box3} A reference to this bounding box.
  7361. */
  7362. expandByPoint( point ) {
  7363. this.min.min( point );
  7364. this.max.max( point );
  7365. return this;
  7366. }
  7367. /**
  7368. * Expands this box equilaterally by the given vector. The width of this
  7369. * box will be expanded by the x component of the vector in both
  7370. * directions. The height of this box will be expanded by the y component of
  7371. * the vector in both directions. The depth of this box will be
  7372. * expanded by the z component of the vector in both directions.
  7373. *
  7374. * @param {Vector3} vector - The vector that should expand the bounding box.
  7375. * @return {Box3} A reference to this bounding box.
  7376. */
  7377. expandByVector( vector ) {
  7378. this.min.sub( vector );
  7379. this.max.add( vector );
  7380. return this;
  7381. }
  7382. /**
  7383. * Expands each dimension of the box by the given scalar. If negative, the
  7384. * dimensions of the box will be contracted.
  7385. *
  7386. * @param {number} scalar - The scalar value that should expand the bounding box.
  7387. * @return {Box3} A reference to this bounding box.
  7388. */
  7389. expandByScalar( scalar ) {
  7390. this.min.addScalar( - scalar );
  7391. this.max.addScalar( scalar );
  7392. return this;
  7393. }
  7394. /**
  7395. * Expands the boundaries of this box to include the given 3D object and
  7396. * its children, accounting for the object's, and children's, world
  7397. * transforms. The function may result in a larger box than strictly
  7398. * necessary (unless the precise parameter is set to true).
  7399. *
  7400. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7401. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7402. * as little as necessary at the expense of more computation.
  7403. * @return {Box3} A reference to this bounding box.
  7404. */
  7405. expandByObject( object, precise = false ) {
  7406. // Computes the world-axis-aligned bounding box of an object (including its children),
  7407. // accounting for both the object's, and children's, world transforms
  7408. object.updateWorldMatrix( false, false );
  7409. const geometry = object.geometry;
  7410. if ( geometry !== undefined ) {
  7411. const positionAttribute = geometry.getAttribute( 'position' );
  7412. // precise AABB computation based on vertex data requires at least a position attribute.
  7413. // instancing isn't supported so far and uses the normal (conservative) code path.
  7414. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7415. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7416. if ( object.isMesh === true ) {
  7417. object.getVertexPosition( i, _vector$b );
  7418. } else {
  7419. _vector$b.fromBufferAttribute( positionAttribute, i );
  7420. }
  7421. _vector$b.applyMatrix4( object.matrixWorld );
  7422. this.expandByPoint( _vector$b );
  7423. }
  7424. } else {
  7425. if ( object.boundingBox !== undefined ) {
  7426. // object-level bounding box
  7427. if ( object.boundingBox === null ) {
  7428. object.computeBoundingBox();
  7429. }
  7430. _box$4.copy( object.boundingBox );
  7431. } else {
  7432. // geometry-level bounding box
  7433. if ( geometry.boundingBox === null ) {
  7434. geometry.computeBoundingBox();
  7435. }
  7436. _box$4.copy( geometry.boundingBox );
  7437. }
  7438. _box$4.applyMatrix4( object.matrixWorld );
  7439. this.union( _box$4 );
  7440. }
  7441. }
  7442. const children = object.children;
  7443. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7444. this.expandByObject( children[ i ], precise );
  7445. }
  7446. return this;
  7447. }
  7448. /**
  7449. * Returns `true` if the given point lies within or on the boundaries of this box.
  7450. *
  7451. * @param {Vector3} point - The point to test.
  7452. * @return {boolean} Whether the bounding box contains the given point or not.
  7453. */
  7454. containsPoint( point ) {
  7455. return point.x >= this.min.x && point.x <= this.max.x &&
  7456. point.y >= this.min.y && point.y <= this.max.y &&
  7457. point.z >= this.min.z && point.z <= this.max.z;
  7458. }
  7459. /**
  7460. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7461. * If this box and the given one are identical, this function also returns `true`.
  7462. *
  7463. * @param {Box3} box - The bounding box to test.
  7464. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7465. */
  7466. containsBox( box ) {
  7467. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7468. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7469. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7470. }
  7471. /**
  7472. * Returns a point as a proportion of this box's width, height and depth.
  7473. *
  7474. * @param {Vector3} point - A point in 3D space.
  7475. * @param {Vector3} target - The target vector that is used to store the method's result.
  7476. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7477. */
  7478. getParameter( point, target ) {
  7479. // This can potentially have a divide by zero if the box
  7480. // has a size dimension of 0.
  7481. return target.set(
  7482. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7483. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7484. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7485. );
  7486. }
  7487. /**
  7488. * Returns `true` if the given bounding box intersects with this bounding box.
  7489. *
  7490. * @param {Box3} box - The bounding box to test.
  7491. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7492. */
  7493. intersectsBox( box ) {
  7494. // using 6 splitting planes to rule out intersections.
  7495. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7496. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7497. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7498. }
  7499. /**
  7500. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7501. *
  7502. * @param {Sphere} sphere - The bounding sphere to test.
  7503. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7504. */
  7505. intersectsSphere( sphere ) {
  7506. // Find the point on the AABB closest to the sphere center.
  7507. this.clampPoint( sphere.center, _vector$b );
  7508. // If that point is inside the sphere, the AABB and sphere intersect.
  7509. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7510. }
  7511. /**
  7512. * Returns `true` if the given plane intersects with this bounding box.
  7513. *
  7514. * @param {Plane} plane - The plane to test.
  7515. * @return {boolean} Whether the given plane intersects with this bounding box.
  7516. */
  7517. intersectsPlane( plane ) {
  7518. // We compute the minimum and maximum dot product values. If those values
  7519. // are on the same side (back or front) of the plane, then there is no intersection.
  7520. let min, max;
  7521. if ( plane.normal.x > 0 ) {
  7522. min = plane.normal.x * this.min.x;
  7523. max = plane.normal.x * this.max.x;
  7524. } else {
  7525. min = plane.normal.x * this.max.x;
  7526. max = plane.normal.x * this.min.x;
  7527. }
  7528. if ( plane.normal.y > 0 ) {
  7529. min += plane.normal.y * this.min.y;
  7530. max += plane.normal.y * this.max.y;
  7531. } else {
  7532. min += plane.normal.y * this.max.y;
  7533. max += plane.normal.y * this.min.y;
  7534. }
  7535. if ( plane.normal.z > 0 ) {
  7536. min += plane.normal.z * this.min.z;
  7537. max += plane.normal.z * this.max.z;
  7538. } else {
  7539. min += plane.normal.z * this.max.z;
  7540. max += plane.normal.z * this.min.z;
  7541. }
  7542. return ( min <= - plane.constant && max >= - plane.constant );
  7543. }
  7544. /**
  7545. * Returns `true` if the given triangle intersects with this bounding box.
  7546. *
  7547. * @param {Triangle} triangle - The triangle to test.
  7548. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7549. */
  7550. intersectsTriangle( triangle ) {
  7551. if ( this.isEmpty() ) {
  7552. return false;
  7553. }
  7554. // compute box center and extents
  7555. this.getCenter( _center );
  7556. _extents.subVectors( this.max, _center );
  7557. // translate triangle to aabb origin
  7558. _v0$2.subVectors( triangle.a, _center );
  7559. _v1$7.subVectors( triangle.b, _center );
  7560. _v2$4.subVectors( triangle.c, _center );
  7561. // compute edge vectors for triangle
  7562. _f0.subVectors( _v1$7, _v0$2 );
  7563. _f1.subVectors( _v2$4, _v1$7 );
  7564. _f2.subVectors( _v0$2, _v2$4 );
  7565. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7566. // 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
  7567. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7568. let axes = [
  7569. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7570. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7571. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7572. ];
  7573. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7574. return false;
  7575. }
  7576. // test 3 face normals from the aabb
  7577. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7578. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7579. return false;
  7580. }
  7581. // finally testing the face normal of the triangle
  7582. // use already existing triangle edge vectors here
  7583. _triangleNormal.crossVectors( _f0, _f1 );
  7584. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7585. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7586. }
  7587. /**
  7588. * Clamps the given point within the bounds of this box.
  7589. *
  7590. * @param {Vector3} point - The point to clamp.
  7591. * @param {Vector3} target - The target vector that is used to store the method's result.
  7592. * @return {Vector3} The clamped point.
  7593. */
  7594. clampPoint( point, target ) {
  7595. return target.copy( point ).clamp( this.min, this.max );
  7596. }
  7597. /**
  7598. * Returns the euclidean distance from any edge of this box to the specified point. If
  7599. * the given point lies inside of this box, the distance will be `0`.
  7600. *
  7601. * @param {Vector3} point - The point to compute the distance to.
  7602. * @return {number} The euclidean distance.
  7603. */
  7604. distanceToPoint( point ) {
  7605. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7606. }
  7607. /**
  7608. * Returns a bounding sphere that encloses this bounding box.
  7609. *
  7610. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7611. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7612. */
  7613. getBoundingSphere( target ) {
  7614. if ( this.isEmpty() ) {
  7615. target.makeEmpty();
  7616. } else {
  7617. this.getCenter( target.center );
  7618. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7619. }
  7620. return target;
  7621. }
  7622. /**
  7623. * Computes the intersection of this bounding box and the given one, setting the upper
  7624. * bound of this box to the lesser of the two boxes' upper bounds and the
  7625. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7626. * there's no overlap, makes this box empty.
  7627. *
  7628. * @param {Box3} box - The bounding box to intersect with.
  7629. * @return {Box3} A reference to this bounding box.
  7630. */
  7631. intersect( box ) {
  7632. this.min.max( box.min );
  7633. this.max.min( box.max );
  7634. // 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.
  7635. if ( this.isEmpty() ) this.makeEmpty();
  7636. return this;
  7637. }
  7638. /**
  7639. * Computes the union of this box and another and the given one, setting the upper
  7640. * bound of this box to the greater of the two boxes' upper bounds and the
  7641. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7642. *
  7643. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7644. * @return {Box3} A reference to this bounding box.
  7645. */
  7646. union( box ) {
  7647. this.min.min( box.min );
  7648. this.max.max( box.max );
  7649. return this;
  7650. }
  7651. /**
  7652. * Transforms this bounding box by the given 4x4 transformation matrix.
  7653. *
  7654. * @param {Matrix4} matrix - The transformation matrix.
  7655. * @return {Box3} A reference to this bounding box.
  7656. */
  7657. applyMatrix4( matrix ) {
  7658. // transform of empty box is an empty box.
  7659. if ( this.isEmpty() ) return this;
  7660. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7661. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7662. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7663. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7664. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7665. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7666. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7667. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7668. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7669. this.setFromPoints( _points );
  7670. return this;
  7671. }
  7672. /**
  7673. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7674. * effectively moving it in 3D space.
  7675. *
  7676. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7677. * @return {Box3} A reference to this bounding box.
  7678. */
  7679. translate( offset ) {
  7680. this.min.add( offset );
  7681. this.max.add( offset );
  7682. return this;
  7683. }
  7684. /**
  7685. * Returns `true` if this bounding box is equal with the given one.
  7686. *
  7687. * @param {Box3} box - The box to test for equality.
  7688. * @return {boolean} Whether this bounding box is equal with the given one.
  7689. */
  7690. equals( box ) {
  7691. return box.min.equals( this.min ) && box.max.equals( this.max );
  7692. }
  7693. }
  7694. const _points = [
  7695. /*@__PURE__*/ new Vector3(),
  7696. /*@__PURE__*/ new Vector3(),
  7697. /*@__PURE__*/ new Vector3(),
  7698. /*@__PURE__*/ new Vector3(),
  7699. /*@__PURE__*/ new Vector3(),
  7700. /*@__PURE__*/ new Vector3(),
  7701. /*@__PURE__*/ new Vector3(),
  7702. /*@__PURE__*/ new Vector3()
  7703. ];
  7704. const _vector$b = /*@__PURE__*/ new Vector3();
  7705. const _box$4 = /*@__PURE__*/ new Box3();
  7706. // triangle centered vertices
  7707. const _v0$2 = /*@__PURE__*/ new Vector3();
  7708. const _v1$7 = /*@__PURE__*/ new Vector3();
  7709. const _v2$4 = /*@__PURE__*/ new Vector3();
  7710. // triangle edge vectors
  7711. const _f0 = /*@__PURE__*/ new Vector3();
  7712. const _f1 = /*@__PURE__*/ new Vector3();
  7713. const _f2 = /*@__PURE__*/ new Vector3();
  7714. const _center = /*@__PURE__*/ new Vector3();
  7715. const _extents = /*@__PURE__*/ new Vector3();
  7716. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7717. const _testAxis = /*@__PURE__*/ new Vector3();
  7718. function satForAxes( axes, v0, v1, v2, extents ) {
  7719. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7720. _testAxis.fromArray( axes, i );
  7721. // project the aabb onto the separating axis
  7722. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7723. // project all 3 vertices of the triangle onto the separating axis
  7724. const p0 = v0.dot( _testAxis );
  7725. const p1 = v1.dot( _testAxis );
  7726. const p2 = v2.dot( _testAxis );
  7727. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7728. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7729. // points of the projected triangle are outside the projected half-length of the aabb
  7730. // the axis is separating and we can exit
  7731. return false;
  7732. }
  7733. }
  7734. return true;
  7735. }
  7736. const _box$3 = /*@__PURE__*/ new Box3();
  7737. const _v1$6 = /*@__PURE__*/ new Vector3();
  7738. const _v2$3 = /*@__PURE__*/ new Vector3();
  7739. /**
  7740. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7741. * used as a Bounding Sphere for 3D objects.
  7742. */
  7743. class Sphere {
  7744. /**
  7745. * Constructs a new sphere.
  7746. *
  7747. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7748. * @param {number} [radius=-1] - The radius of the sphere.
  7749. */
  7750. constructor( center = new Vector3(), radius = -1 ) {
  7751. /**
  7752. * This flag can be used for type testing.
  7753. *
  7754. * @type {boolean}
  7755. * @readonly
  7756. * @default true
  7757. */
  7758. this.isSphere = true;
  7759. /**
  7760. * The center of the sphere
  7761. *
  7762. * @type {Vector3}
  7763. */
  7764. this.center = center;
  7765. /**
  7766. * The radius of the sphere.
  7767. *
  7768. * @type {number}
  7769. */
  7770. this.radius = radius;
  7771. }
  7772. /**
  7773. * Sets the sphere's components by copying the given values.
  7774. *
  7775. * @param {Vector3} center - The center.
  7776. * @param {number} radius - The radius.
  7777. * @return {Sphere} A reference to this sphere.
  7778. */
  7779. set( center, radius ) {
  7780. this.center.copy( center );
  7781. this.radius = radius;
  7782. return this;
  7783. }
  7784. /**
  7785. * Computes the minimum bounding sphere for list of points.
  7786. * If the optional center point is given, it is used as the sphere's
  7787. * center. Otherwise, the center of the axis-aligned bounding box
  7788. * encompassing the points is calculated.
  7789. *
  7790. * @param {Array<Vector3>} points - A list of points in 3D space.
  7791. * @param {Vector3} [optionalCenter] - The center of the sphere.
  7792. * @return {Sphere} A reference to this sphere.
  7793. */
  7794. setFromPoints( points, optionalCenter ) {
  7795. const center = this.center;
  7796. if ( optionalCenter !== undefined ) {
  7797. center.copy( optionalCenter );
  7798. } else {
  7799. _box$3.setFromPoints( points ).getCenter( center );
  7800. }
  7801. let maxRadiusSq = 0;
  7802. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7803. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  7804. }
  7805. this.radius = Math.sqrt( maxRadiusSq );
  7806. return this;
  7807. }
  7808. /**
  7809. * Copies the values of the given sphere to this instance.
  7810. *
  7811. * @param {Sphere} sphere - The sphere to copy.
  7812. * @return {Sphere} A reference to this sphere.
  7813. */
  7814. copy( sphere ) {
  7815. this.center.copy( sphere.center );
  7816. this.radius = sphere.radius;
  7817. return this;
  7818. }
  7819. /**
  7820. * Returns `true` if the sphere is empty (the radius set to a negative number).
  7821. *
  7822. * Spheres with a radius of `0` contain only their center point and are not
  7823. * considered to be empty.
  7824. *
  7825. * @return {boolean} Whether this sphere is empty or not.
  7826. */
  7827. isEmpty() {
  7828. return ( this.radius < 0 );
  7829. }
  7830. /**
  7831. * Makes this sphere empty which means in encloses a zero space in 3D.
  7832. *
  7833. * @return {Sphere} A reference to this sphere.
  7834. */
  7835. makeEmpty() {
  7836. this.center.set( 0, 0, 0 );
  7837. this.radius = -1;
  7838. return this;
  7839. }
  7840. /**
  7841. * Returns `true` if this sphere contains the given point inclusive of
  7842. * the surface of the sphere.
  7843. *
  7844. * @param {Vector3} point - The point to check.
  7845. * @return {boolean} Whether this sphere contains the given point or not.
  7846. */
  7847. containsPoint( point ) {
  7848. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  7849. }
  7850. /**
  7851. * Returns the closest distance from the boundary of the sphere to the
  7852. * given point. If the sphere contains the point, the distance will
  7853. * be negative.
  7854. *
  7855. * @param {Vector3} point - The point to compute the distance to.
  7856. * @return {number} The distance to the point.
  7857. */
  7858. distanceToPoint( point ) {
  7859. return ( point.distanceTo( this.center ) - this.radius );
  7860. }
  7861. /**
  7862. * Returns `true` if this sphere intersects with the given one.
  7863. *
  7864. * @param {Sphere} sphere - The sphere to test.
  7865. * @return {boolean} Whether this sphere intersects with the given one or not.
  7866. */
  7867. intersectsSphere( sphere ) {
  7868. const radiusSum = this.radius + sphere.radius;
  7869. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  7870. }
  7871. /**
  7872. * Returns `true` if this sphere intersects with the given box.
  7873. *
  7874. * @param {Box3} box - The box to test.
  7875. * @return {boolean} Whether this sphere intersects with the given box or not.
  7876. */
  7877. intersectsBox( box ) {
  7878. return box.intersectsSphere( this );
  7879. }
  7880. /**
  7881. * Returns `true` if this sphere intersects with the given plane.
  7882. *
  7883. * @param {Plane} plane - The plane to test.
  7884. * @return {boolean} Whether this sphere intersects with the given plane or not.
  7885. */
  7886. intersectsPlane( plane ) {
  7887. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  7888. }
  7889. /**
  7890. * Clamps a point within the sphere. If the point is outside the sphere, it
  7891. * will clamp it to the closest point on the edge of the sphere. Points
  7892. * already inside the sphere will not be affected.
  7893. *
  7894. * @param {Vector3} point - The plane to clamp.
  7895. * @param {Vector3} target - The target vector that is used to store the method's result.
  7896. * @return {Vector3} The clamped point.
  7897. */
  7898. clampPoint( point, target ) {
  7899. const deltaLengthSq = this.center.distanceToSquared( point );
  7900. target.copy( point );
  7901. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  7902. target.sub( this.center ).normalize();
  7903. target.multiplyScalar( this.radius ).add( this.center );
  7904. }
  7905. return target;
  7906. }
  7907. /**
  7908. * Returns a bounding box that encloses this sphere.
  7909. *
  7910. * @param {Box3} target - The target box that is used to store the method's result.
  7911. * @return {Box3} The bounding box that encloses this sphere.
  7912. */
  7913. getBoundingBox( target ) {
  7914. if ( this.isEmpty() ) {
  7915. // Empty sphere produces empty bounding box
  7916. target.makeEmpty();
  7917. return target;
  7918. }
  7919. target.set( this.center, this.center );
  7920. target.expandByScalar( this.radius );
  7921. return target;
  7922. }
  7923. /**
  7924. * Transforms this sphere with the given 4x4 transformation matrix.
  7925. *
  7926. * @param {Matrix4} matrix - The transformation matrix.
  7927. * @return {Sphere} A reference to this sphere.
  7928. */
  7929. applyMatrix4( matrix ) {
  7930. this.center.applyMatrix4( matrix );
  7931. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  7932. return this;
  7933. }
  7934. /**
  7935. * Translates the sphere's center by the given offset.
  7936. *
  7937. * @param {Vector3} offset - The offset.
  7938. * @return {Sphere} A reference to this sphere.
  7939. */
  7940. translate( offset ) {
  7941. this.center.add( offset );
  7942. return this;
  7943. }
  7944. /**
  7945. * Expands the boundaries of this sphere to include the given point.
  7946. *
  7947. * @param {Vector3} point - The point to include.
  7948. * @return {Sphere} A reference to this sphere.
  7949. */
  7950. expandByPoint( point ) {
  7951. if ( this.isEmpty() ) {
  7952. this.center.copy( point );
  7953. this.radius = 0;
  7954. return this;
  7955. }
  7956. _v1$6.subVectors( point, this.center );
  7957. const lengthSq = _v1$6.lengthSq();
  7958. if ( lengthSq > ( this.radius * this.radius ) ) {
  7959. // calculate the minimal sphere
  7960. const length = Math.sqrt( lengthSq );
  7961. const delta = ( length - this.radius ) * 0.5;
  7962. this.center.addScaledVector( _v1$6, delta / length );
  7963. this.radius += delta;
  7964. }
  7965. return this;
  7966. }
  7967. /**
  7968. * Expands this sphere to enclose both the original sphere and the given sphere.
  7969. *
  7970. * @param {Sphere} sphere - The sphere to include.
  7971. * @return {Sphere} A reference to this sphere.
  7972. */
  7973. union( sphere ) {
  7974. if ( sphere.isEmpty() ) {
  7975. return this;
  7976. }
  7977. if ( this.isEmpty() ) {
  7978. this.copy( sphere );
  7979. return this;
  7980. }
  7981. if ( this.center.equals( sphere.center ) === true ) {
  7982. this.radius = Math.max( this.radius, sphere.radius );
  7983. } else {
  7984. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  7985. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  7986. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  7987. }
  7988. return this;
  7989. }
  7990. /**
  7991. * Returns `true` if this sphere is equal with the given one.
  7992. *
  7993. * @param {Sphere} sphere - The sphere to test for equality.
  7994. * @return {boolean} Whether this bounding sphere is equal with the given one.
  7995. */
  7996. equals( sphere ) {
  7997. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  7998. }
  7999. /**
  8000. * Returns a new sphere with copied values from this instance.
  8001. *
  8002. * @return {Sphere} A clone of this instance.
  8003. */
  8004. clone() {
  8005. return new this.constructor().copy( this );
  8006. }
  8007. }
  8008. const _vector$a = /*@__PURE__*/ new Vector3();
  8009. const _segCenter = /*@__PURE__*/ new Vector3();
  8010. const _segDir = /*@__PURE__*/ new Vector3();
  8011. const _diff = /*@__PURE__*/ new Vector3();
  8012. const _edge1 = /*@__PURE__*/ new Vector3();
  8013. const _edge2 = /*@__PURE__*/ new Vector3();
  8014. const _normal$1 = /*@__PURE__*/ new Vector3();
  8015. /**
  8016. * A ray that emits from an origin in a certain direction. The class is used by
  8017. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8018. * mouse picking (working out what objects in the 3D space the mouse is over)
  8019. * amongst other things.
  8020. */
  8021. class Ray {
  8022. /**
  8023. * Constructs a new ray.
  8024. *
  8025. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8026. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8027. */
  8028. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8029. /**
  8030. * The origin of the ray.
  8031. *
  8032. * @type {Vector3}
  8033. */
  8034. this.origin = origin;
  8035. /**
  8036. * The (normalized) direction of the ray.
  8037. *
  8038. * @type {Vector3}
  8039. */
  8040. this.direction = direction;
  8041. }
  8042. /**
  8043. * Sets the ray's components by copying the given values.
  8044. *
  8045. * @param {Vector3} origin - The origin.
  8046. * @param {Vector3} direction - The direction.
  8047. * @return {Ray} A reference to this ray.
  8048. */
  8049. set( origin, direction ) {
  8050. this.origin.copy( origin );
  8051. this.direction.copy( direction );
  8052. return this;
  8053. }
  8054. /**
  8055. * Copies the values of the given ray to this instance.
  8056. *
  8057. * @param {Ray} ray - The ray to copy.
  8058. * @return {Ray} A reference to this ray.
  8059. */
  8060. copy( ray ) {
  8061. this.origin.copy( ray.origin );
  8062. this.direction.copy( ray.direction );
  8063. return this;
  8064. }
  8065. /**
  8066. * Returns a vector that is located at a given distance along this ray.
  8067. *
  8068. * @param {number} t - The distance along the ray to retrieve a position for.
  8069. * @param {Vector3} target - The target vector that is used to store the method's result.
  8070. * @return {Vector3} A position on the ray.
  8071. */
  8072. at( t, target ) {
  8073. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8074. }
  8075. /**
  8076. * Adjusts the direction of the ray to point at the given vector in world space.
  8077. *
  8078. * @param {Vector3} v - The target position.
  8079. * @return {Ray} A reference to this ray.
  8080. */
  8081. lookAt( v ) {
  8082. this.direction.copy( v ).sub( this.origin ).normalize();
  8083. return this;
  8084. }
  8085. /**
  8086. * Shift the origin of this ray along its direction by the given distance.
  8087. *
  8088. * @param {number} t - The distance along the ray to interpolate.
  8089. * @return {Ray} A reference to this ray.
  8090. */
  8091. recast( t ) {
  8092. this.origin.copy( this.at( t, _vector$a ) );
  8093. return this;
  8094. }
  8095. /**
  8096. * Returns the point along this ray that is closest to the given point.
  8097. *
  8098. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8099. * @param {Vector3} target - The target vector that is used to store the method's result.
  8100. * @return {Vector3} The closest point on this ray.
  8101. */
  8102. closestPointToPoint( point, target ) {
  8103. target.subVectors( point, this.origin );
  8104. const directionDistance = target.dot( this.direction );
  8105. if ( directionDistance < 0 ) {
  8106. return target.copy( this.origin );
  8107. }
  8108. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8109. }
  8110. /**
  8111. * Returns the distance of the closest approach between this ray and the given point.
  8112. *
  8113. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8114. * @return {number} The distance.
  8115. */
  8116. distanceToPoint( point ) {
  8117. return Math.sqrt( this.distanceSqToPoint( point ) );
  8118. }
  8119. /**
  8120. * Returns the squared distance of the closest approach between this ray and the given point.
  8121. *
  8122. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8123. * @return {number} The squared distance.
  8124. */
  8125. distanceSqToPoint( point ) {
  8126. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8127. // point behind the ray
  8128. if ( directionDistance < 0 ) {
  8129. return this.origin.distanceToSquared( point );
  8130. }
  8131. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8132. return _vector$a.distanceToSquared( point );
  8133. }
  8134. /**
  8135. * Returns the squared distance between this ray and the given line segment.
  8136. *
  8137. * @param {Vector3} v0 - The start point of the line segment.
  8138. * @param {Vector3} v1 - The end point of the line segment.
  8139. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8140. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8141. * @return {number} The squared distance.
  8142. */
  8143. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8144. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8145. // It returns the min distance between the ray and the segment
  8146. // defined by v0 and v1
  8147. // It can also set two optional targets :
  8148. // - The closest point on the ray
  8149. // - The closest point on the segment
  8150. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8151. _segDir.copy( v1 ).sub( v0 ).normalize();
  8152. _diff.copy( this.origin ).sub( _segCenter );
  8153. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8154. const a01 = - this.direction.dot( _segDir );
  8155. const b0 = _diff.dot( this.direction );
  8156. const b1 = - _diff.dot( _segDir );
  8157. const c = _diff.lengthSq();
  8158. const det = Math.abs( 1 - a01 * a01 );
  8159. let s0, s1, sqrDist, extDet;
  8160. if ( det > 0 ) {
  8161. // The ray and segment are not parallel.
  8162. s0 = a01 * b1 - b0;
  8163. s1 = a01 * b0 - b1;
  8164. extDet = segExtent * det;
  8165. if ( s0 >= 0 ) {
  8166. if ( s1 >= - extDet ) {
  8167. if ( s1 <= extDet ) {
  8168. // region 0
  8169. // Minimum at interior points of ray and segment.
  8170. const invDet = 1 / det;
  8171. s0 *= invDet;
  8172. s1 *= invDet;
  8173. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8174. } else {
  8175. // region 1
  8176. s1 = segExtent;
  8177. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8178. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8179. }
  8180. } else {
  8181. // region 5
  8182. s1 = - segExtent;
  8183. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8184. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8185. }
  8186. } else {
  8187. if ( s1 <= - extDet ) {
  8188. // region 4
  8189. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8190. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8191. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8192. } else if ( s1 <= extDet ) {
  8193. // region 3
  8194. s0 = 0;
  8195. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8196. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8197. } else {
  8198. // region 2
  8199. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8200. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8201. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8202. }
  8203. }
  8204. } else {
  8205. // Ray and segment are parallel.
  8206. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8207. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8208. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8209. }
  8210. if ( optionalPointOnRay ) {
  8211. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8212. }
  8213. if ( optionalPointOnSegment ) {
  8214. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8215. }
  8216. return sqrDist;
  8217. }
  8218. /**
  8219. * Intersects this ray with the given sphere, returning the intersection
  8220. * point or `null` if there is no intersection.
  8221. *
  8222. * @param {Sphere} sphere - The sphere to intersect.
  8223. * @param {Vector3} target - The target vector that is used to store the method's result.
  8224. * @return {?Vector3} The intersection point.
  8225. */
  8226. intersectSphere( sphere, target ) {
  8227. _vector$a.subVectors( sphere.center, this.origin );
  8228. const tca = _vector$a.dot( this.direction );
  8229. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8230. const radius2 = sphere.radius * sphere.radius;
  8231. if ( d2 > radius2 ) return null;
  8232. const thc = Math.sqrt( radius2 - d2 );
  8233. // t0 = first intersect point - entrance on front of sphere
  8234. const t0 = tca - thc;
  8235. // t1 = second intersect point - exit point on back of sphere
  8236. const t1 = tca + thc;
  8237. // test to see if t1 is behind the ray - if so, return null
  8238. if ( t1 < 0 ) return null;
  8239. // test to see if t0 is behind the ray:
  8240. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8241. // in order to always return an intersect point that is in front of the ray.
  8242. if ( t0 < 0 ) return this.at( t1, target );
  8243. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8244. return this.at( t0, target );
  8245. }
  8246. /**
  8247. * Returns `true` if this ray intersects with the given sphere.
  8248. *
  8249. * @param {Sphere} sphere - The sphere to intersect.
  8250. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8251. */
  8252. intersectsSphere( sphere ) {
  8253. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8254. }
  8255. /**
  8256. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8257. * does not intersect with the plane.
  8258. *
  8259. * @param {Plane} plane - The plane to compute the distance to.
  8260. * @return {?number} Whether this ray intersects with the given sphere or not.
  8261. */
  8262. distanceToPlane( plane ) {
  8263. const denominator = plane.normal.dot( this.direction );
  8264. if ( denominator === 0 ) {
  8265. // line is coplanar, return origin
  8266. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8267. return 0;
  8268. }
  8269. // Null is preferable to undefined since undefined means.... it is undefined
  8270. return null;
  8271. }
  8272. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8273. // Return if the ray never intersects the plane
  8274. return t >= 0 ? t : null;
  8275. }
  8276. /**
  8277. * Intersects this ray with the given plane, returning the intersection
  8278. * point or `null` if there is no intersection.
  8279. *
  8280. * @param {Plane} plane - The plane to intersect.
  8281. * @param {Vector3} target - The target vector that is used to store the method's result.
  8282. * @return {?Vector3} The intersection point.
  8283. */
  8284. intersectPlane( plane, target ) {
  8285. const t = this.distanceToPlane( plane );
  8286. if ( t === null ) {
  8287. return null;
  8288. }
  8289. return this.at( t, target );
  8290. }
  8291. /**
  8292. * Returns `true` if this ray intersects with the given plane.
  8293. *
  8294. * @param {Plane} plane - The plane to intersect.
  8295. * @return {boolean} Whether this ray intersects with the given plane or not.
  8296. */
  8297. intersectsPlane( plane ) {
  8298. // check if the ray lies on the plane first
  8299. const distToPoint = plane.distanceToPoint( this.origin );
  8300. if ( distToPoint === 0 ) {
  8301. return true;
  8302. }
  8303. const denominator = plane.normal.dot( this.direction );
  8304. if ( denominator * distToPoint < 0 ) {
  8305. return true;
  8306. }
  8307. // ray origin is behind the plane (and is pointing behind it)
  8308. return false;
  8309. }
  8310. /**
  8311. * Intersects this ray with the given bounding box, returning the intersection
  8312. * point or `null` if there is no intersection.
  8313. *
  8314. * @param {Box3} box - The box to intersect.
  8315. * @param {Vector3} target - The target vector that is used to store the method's result.
  8316. * @return {?Vector3} The intersection point.
  8317. */
  8318. intersectBox( box, target ) {
  8319. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8320. const invdirx = 1 / this.direction.x,
  8321. invdiry = 1 / this.direction.y,
  8322. invdirz = 1 / this.direction.z;
  8323. const origin = this.origin;
  8324. if ( invdirx >= 0 ) {
  8325. tmin = ( box.min.x - origin.x ) * invdirx;
  8326. tmax = ( box.max.x - origin.x ) * invdirx;
  8327. } else {
  8328. tmin = ( box.max.x - origin.x ) * invdirx;
  8329. tmax = ( box.min.x - origin.x ) * invdirx;
  8330. }
  8331. if ( invdiry >= 0 ) {
  8332. tymin = ( box.min.y - origin.y ) * invdiry;
  8333. tymax = ( box.max.y - origin.y ) * invdiry;
  8334. } else {
  8335. tymin = ( box.max.y - origin.y ) * invdiry;
  8336. tymax = ( box.min.y - origin.y ) * invdiry;
  8337. }
  8338. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8339. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8340. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8341. if ( invdirz >= 0 ) {
  8342. tzmin = ( box.min.z - origin.z ) * invdirz;
  8343. tzmax = ( box.max.z - origin.z ) * invdirz;
  8344. } else {
  8345. tzmin = ( box.max.z - origin.z ) * invdirz;
  8346. tzmax = ( box.min.z - origin.z ) * invdirz;
  8347. }
  8348. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8349. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8350. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8351. //return point closest to the ray (positive side)
  8352. if ( tmax < 0 ) return null;
  8353. return this.at( tmin >= 0 ? tmin : tmax, target );
  8354. }
  8355. /**
  8356. * Returns `true` if this ray intersects with the given box.
  8357. *
  8358. * @param {Box3} box - The box to intersect.
  8359. * @return {boolean} Whether this ray intersects with the given box or not.
  8360. */
  8361. intersectsBox( box ) {
  8362. return this.intersectBox( box, _vector$a ) !== null;
  8363. }
  8364. /**
  8365. * Intersects this ray with the given triangle, returning the intersection
  8366. * point or `null` if there is no intersection.
  8367. *
  8368. * @param {Vector3} a - The first vertex of the triangle.
  8369. * @param {Vector3} b - The second vertex of the triangle.
  8370. * @param {Vector3} c - The third vertex of the triangle.
  8371. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8372. * @param {Vector3} target - The target vector that is used to store the method's result.
  8373. * @return {?Vector3} The intersection point.
  8374. */
  8375. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8376. // Compute the offset origin, edges, and normal.
  8377. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8378. _edge1.subVectors( b, a );
  8379. _edge2.subVectors( c, a );
  8380. _normal$1.crossVectors( _edge1, _edge2 );
  8381. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8382. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8383. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8384. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8385. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8386. let DdN = this.direction.dot( _normal$1 );
  8387. let sign;
  8388. if ( DdN > 0 ) {
  8389. if ( backfaceCulling ) return null;
  8390. sign = 1;
  8391. } else if ( DdN < 0 ) {
  8392. sign = -1;
  8393. DdN = - DdN;
  8394. } else {
  8395. return null;
  8396. }
  8397. _diff.subVectors( this.origin, a );
  8398. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8399. // b1 < 0, no intersection
  8400. if ( DdQxE2 < 0 ) {
  8401. return null;
  8402. }
  8403. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8404. // b2 < 0, no intersection
  8405. if ( DdE1xQ < 0 ) {
  8406. return null;
  8407. }
  8408. // b1+b2 > 1, no intersection
  8409. if ( DdQxE2 + DdE1xQ > DdN ) {
  8410. return null;
  8411. }
  8412. // Line intersects triangle, check if ray does.
  8413. const QdN = - sign * _diff.dot( _normal$1 );
  8414. // t < 0, no intersection
  8415. if ( QdN < 0 ) {
  8416. return null;
  8417. }
  8418. // Ray intersects triangle.
  8419. return this.at( QdN / DdN, target );
  8420. }
  8421. /**
  8422. * Transforms this ray with the given 4x4 transformation matrix.
  8423. *
  8424. * @param {Matrix4} matrix4 - The transformation matrix.
  8425. * @return {Ray} A reference to this ray.
  8426. */
  8427. applyMatrix4( matrix4 ) {
  8428. this.origin.applyMatrix4( matrix4 );
  8429. this.direction.transformDirection( matrix4 );
  8430. return this;
  8431. }
  8432. /**
  8433. * Returns `true` if this ray is equal with the given one.
  8434. *
  8435. * @param {Ray} ray - The ray to test for equality.
  8436. * @return {boolean} Whether this ray is equal with the given one.
  8437. */
  8438. equals( ray ) {
  8439. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8440. }
  8441. /**
  8442. * Returns a new ray with copied values from this instance.
  8443. *
  8444. * @return {Ray} A clone of this instance.
  8445. */
  8446. clone() {
  8447. return new this.constructor().copy( this );
  8448. }
  8449. }
  8450. /**
  8451. * Represents a 4x4 matrix.
  8452. *
  8453. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8454. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial]{@link https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices}
  8455. *
  8456. * This allows a 3D vector representing a point in 3D space to undergo
  8457. * transformations such as translation, rotation, shear, scale, reflection,
  8458. * orthogonal or perspective projection and so on, by being multiplied by the
  8459. * matrix. This is known as `applying` the matrix to the vector.
  8460. *
  8461. * A Note on Row-Major and Column-Major Ordering:
  8462. *
  8463. * The constructor and {@link Matrix3#set} method take arguments in
  8464. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  8465. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8466. * This means that calling:
  8467. * ```js
  8468. * const m = new THREE.Matrix4();
  8469. * m.set( 11, 12, 13, 14,
  8470. * 21, 22, 23, 24,
  8471. * 31, 32, 33, 34,
  8472. * 41, 42, 43, 44 );
  8473. * ```
  8474. * will result in the elements array containing:
  8475. * ```js
  8476. * m.elements = [ 11, 21, 31, 41,
  8477. * 12, 22, 32, 42,
  8478. * 13, 23, 33, 43,
  8479. * 14, 24, 34, 44 ];
  8480. * ```
  8481. * and internally all calculations are performed using column-major ordering.
  8482. * However, as the actual ordering makes no difference mathematically and
  8483. * most people are used to thinking about matrices in row-major order, the
  8484. * three.js documentation shows matrices in row-major order. Just bear in
  8485. * mind that if you are reading the source code, you'll have to take the
  8486. * transpose of any matrices outlined here to make sense of the calculations.
  8487. */
  8488. class Matrix4 {
  8489. /**
  8490. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8491. * in row-major order. If no arguments are provided, the constructor
  8492. * initializes the matrix as an identity matrix.
  8493. *
  8494. * @param {number} [n11] - 1-1 matrix element.
  8495. * @param {number} [n12] - 1-2 matrix element.
  8496. * @param {number} [n13] - 1-3 matrix element.
  8497. * @param {number} [n14] - 1-4 matrix element.
  8498. * @param {number} [n21] - 2-1 matrix element.
  8499. * @param {number} [n22] - 2-2 matrix element.
  8500. * @param {number} [n23] - 2-3 matrix element.
  8501. * @param {number} [n24] - 2-4 matrix element.
  8502. * @param {number} [n31] - 3-1 matrix element.
  8503. * @param {number} [n32] - 3-2 matrix element.
  8504. * @param {number} [n33] - 3-3 matrix element.
  8505. * @param {number} [n34] - 3-4 matrix element.
  8506. * @param {number} [n41] - 4-1 matrix element.
  8507. * @param {number} [n42] - 4-2 matrix element.
  8508. * @param {number} [n43] - 4-3 matrix element.
  8509. * @param {number} [n44] - 4-4 matrix element.
  8510. */
  8511. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8512. /**
  8513. * This flag can be used for type testing.
  8514. *
  8515. * @type {boolean}
  8516. * @readonly
  8517. * @default true
  8518. */
  8519. Matrix4.prototype.isMatrix4 = true;
  8520. /**
  8521. * A column-major list of matrix values.
  8522. *
  8523. * @type {Array<number>}
  8524. */
  8525. this.elements = [
  8526. 1, 0, 0, 0,
  8527. 0, 1, 0, 0,
  8528. 0, 0, 1, 0,
  8529. 0, 0, 0, 1
  8530. ];
  8531. if ( n11 !== undefined ) {
  8532. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8533. }
  8534. }
  8535. /**
  8536. * Sets the elements of the matrix.The arguments are supposed to be
  8537. * in row-major order.
  8538. *
  8539. * @param {number} [n11] - 1-1 matrix element.
  8540. * @param {number} [n12] - 1-2 matrix element.
  8541. * @param {number} [n13] - 1-3 matrix element.
  8542. * @param {number} [n14] - 1-4 matrix element.
  8543. * @param {number} [n21] - 2-1 matrix element.
  8544. * @param {number} [n22] - 2-2 matrix element.
  8545. * @param {number} [n23] - 2-3 matrix element.
  8546. * @param {number} [n24] - 2-4 matrix element.
  8547. * @param {number} [n31] - 3-1 matrix element.
  8548. * @param {number} [n32] - 3-2 matrix element.
  8549. * @param {number} [n33] - 3-3 matrix element.
  8550. * @param {number} [n34] - 3-4 matrix element.
  8551. * @param {number} [n41] - 4-1 matrix element.
  8552. * @param {number} [n42] - 4-2 matrix element.
  8553. * @param {number} [n43] - 4-3 matrix element.
  8554. * @param {number} [n44] - 4-4 matrix element.
  8555. * @return {Matrix4} A reference to this matrix.
  8556. */
  8557. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8558. const te = this.elements;
  8559. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8560. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8561. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8562. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8563. return this;
  8564. }
  8565. /**
  8566. * Sets this matrix to the 4x4 identity matrix.
  8567. *
  8568. * @return {Matrix4} A reference to this matrix.
  8569. */
  8570. identity() {
  8571. this.set(
  8572. 1, 0, 0, 0,
  8573. 0, 1, 0, 0,
  8574. 0, 0, 1, 0,
  8575. 0, 0, 0, 1
  8576. );
  8577. return this;
  8578. }
  8579. /**
  8580. * Returns a matrix with copied values from this instance.
  8581. *
  8582. * @return {Matrix4} A clone of this instance.
  8583. */
  8584. clone() {
  8585. return new Matrix4().fromArray( this.elements );
  8586. }
  8587. /**
  8588. * Copies the values of the given matrix to this instance.
  8589. *
  8590. * @param {Matrix4} m - The matrix to copy.
  8591. * @return {Matrix4} A reference to this matrix.
  8592. */
  8593. copy( m ) {
  8594. const te = this.elements;
  8595. const me = m.elements;
  8596. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8597. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8598. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8599. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8600. return this;
  8601. }
  8602. /**
  8603. * Copies the translation component of the given matrix
  8604. * into this matrix's translation component.
  8605. *
  8606. * @param {Matrix4} m - The matrix to copy the translation component.
  8607. * @return {Matrix4} A reference to this matrix.
  8608. */
  8609. copyPosition( m ) {
  8610. const te = this.elements, me = m.elements;
  8611. te[ 12 ] = me[ 12 ];
  8612. te[ 13 ] = me[ 13 ];
  8613. te[ 14 ] = me[ 14 ];
  8614. return this;
  8615. }
  8616. /**
  8617. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8618. *
  8619. * @param {Matrix3} m - The 3x3 matrix.
  8620. * @return {Matrix4} A reference to this matrix.
  8621. */
  8622. setFromMatrix3( m ) {
  8623. const me = m.elements;
  8624. this.set(
  8625. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8626. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8627. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8628. 0, 0, 0, 1
  8629. );
  8630. return this;
  8631. }
  8632. /**
  8633. * Extracts the basis of this matrix into the three axis vectors provided.
  8634. *
  8635. * @param {Vector3} xAxis - The basis's x axis.
  8636. * @param {Vector3} yAxis - The basis's y axis.
  8637. * @param {Vector3} zAxis - The basis's z axis.
  8638. * @return {Matrix4} A reference to this matrix.
  8639. */
  8640. extractBasis( xAxis, yAxis, zAxis ) {
  8641. xAxis.setFromMatrixColumn( this, 0 );
  8642. yAxis.setFromMatrixColumn( this, 1 );
  8643. zAxis.setFromMatrixColumn( this, 2 );
  8644. return this;
  8645. }
  8646. /**
  8647. * Sets the given basis vectors to this matrix.
  8648. *
  8649. * @param {Vector3} xAxis - The basis's x axis.
  8650. * @param {Vector3} yAxis - The basis's y axis.
  8651. * @param {Vector3} zAxis - The basis's z axis.
  8652. * @return {Matrix4} A reference to this matrix.
  8653. */
  8654. makeBasis( xAxis, yAxis, zAxis ) {
  8655. this.set(
  8656. xAxis.x, yAxis.x, zAxis.x, 0,
  8657. xAxis.y, yAxis.y, zAxis.y, 0,
  8658. xAxis.z, yAxis.z, zAxis.z, 0,
  8659. 0, 0, 0, 1
  8660. );
  8661. return this;
  8662. }
  8663. /**
  8664. * Extracts the rotation component of the given matrix
  8665. * into this matrix's rotation component.
  8666. *
  8667. * Note: This method does not support reflection matrices.
  8668. *
  8669. * @param {Matrix4} m - The matrix.
  8670. * @return {Matrix4} A reference to this matrix.
  8671. */
  8672. extractRotation( m ) {
  8673. const te = this.elements;
  8674. const me = m.elements;
  8675. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8676. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8677. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8678. te[ 0 ] = me[ 0 ] * scaleX;
  8679. te[ 1 ] = me[ 1 ] * scaleX;
  8680. te[ 2 ] = me[ 2 ] * scaleX;
  8681. te[ 3 ] = 0;
  8682. te[ 4 ] = me[ 4 ] * scaleY;
  8683. te[ 5 ] = me[ 5 ] * scaleY;
  8684. te[ 6 ] = me[ 6 ] * scaleY;
  8685. te[ 7 ] = 0;
  8686. te[ 8 ] = me[ 8 ] * scaleZ;
  8687. te[ 9 ] = me[ 9 ] * scaleZ;
  8688. te[ 10 ] = me[ 10 ] * scaleZ;
  8689. te[ 11 ] = 0;
  8690. te[ 12 ] = 0;
  8691. te[ 13 ] = 0;
  8692. te[ 14 ] = 0;
  8693. te[ 15 ] = 1;
  8694. return this;
  8695. }
  8696. /**
  8697. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8698. * the rotation specified by the given Euler angles. The rest of
  8699. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8700. * there are six possible outcomes. See [this page]{@link https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix}
  8701. * for a complete list.
  8702. *
  8703. * @param {Euler} euler - The Euler angles.
  8704. * @return {Matrix4} A reference to this matrix.
  8705. */
  8706. makeRotationFromEuler( euler ) {
  8707. const te = this.elements;
  8708. const x = euler.x, y = euler.y, z = euler.z;
  8709. const a = Math.cos( x ), b = Math.sin( x );
  8710. const c = Math.cos( y ), d = Math.sin( y );
  8711. const e = Math.cos( z ), f = Math.sin( z );
  8712. if ( euler.order === 'XYZ' ) {
  8713. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8714. te[ 0 ] = c * e;
  8715. te[ 4 ] = - c * f;
  8716. te[ 8 ] = d;
  8717. te[ 1 ] = af + be * d;
  8718. te[ 5 ] = ae - bf * d;
  8719. te[ 9 ] = - b * c;
  8720. te[ 2 ] = bf - ae * d;
  8721. te[ 6 ] = be + af * d;
  8722. te[ 10 ] = a * c;
  8723. } else if ( euler.order === 'YXZ' ) {
  8724. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8725. te[ 0 ] = ce + df * b;
  8726. te[ 4 ] = de * b - cf;
  8727. te[ 8 ] = a * d;
  8728. te[ 1 ] = a * f;
  8729. te[ 5 ] = a * e;
  8730. te[ 9 ] = - b;
  8731. te[ 2 ] = cf * b - de;
  8732. te[ 6 ] = df + ce * b;
  8733. te[ 10 ] = a * c;
  8734. } else if ( euler.order === 'ZXY' ) {
  8735. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8736. te[ 0 ] = ce - df * b;
  8737. te[ 4 ] = - a * f;
  8738. te[ 8 ] = de + cf * b;
  8739. te[ 1 ] = cf + de * b;
  8740. te[ 5 ] = a * e;
  8741. te[ 9 ] = df - ce * b;
  8742. te[ 2 ] = - a * d;
  8743. te[ 6 ] = b;
  8744. te[ 10 ] = a * c;
  8745. } else if ( euler.order === 'ZYX' ) {
  8746. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8747. te[ 0 ] = c * e;
  8748. te[ 4 ] = be * d - af;
  8749. te[ 8 ] = ae * d + bf;
  8750. te[ 1 ] = c * f;
  8751. te[ 5 ] = bf * d + ae;
  8752. te[ 9 ] = af * d - be;
  8753. te[ 2 ] = - d;
  8754. te[ 6 ] = b * c;
  8755. te[ 10 ] = a * c;
  8756. } else if ( euler.order === 'YZX' ) {
  8757. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8758. te[ 0 ] = c * e;
  8759. te[ 4 ] = bd - ac * f;
  8760. te[ 8 ] = bc * f + ad;
  8761. te[ 1 ] = f;
  8762. te[ 5 ] = a * e;
  8763. te[ 9 ] = - b * e;
  8764. te[ 2 ] = - d * e;
  8765. te[ 6 ] = ad * f + bc;
  8766. te[ 10 ] = ac - bd * f;
  8767. } else if ( euler.order === 'XZY' ) {
  8768. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8769. te[ 0 ] = c * e;
  8770. te[ 4 ] = - f;
  8771. te[ 8 ] = d * e;
  8772. te[ 1 ] = ac * f + bd;
  8773. te[ 5 ] = a * e;
  8774. te[ 9 ] = ad * f - bc;
  8775. te[ 2 ] = bc * f - ad;
  8776. te[ 6 ] = b * e;
  8777. te[ 10 ] = bd * f + ac;
  8778. }
  8779. // bottom row
  8780. te[ 3 ] = 0;
  8781. te[ 7 ] = 0;
  8782. te[ 11 ] = 0;
  8783. // last column
  8784. te[ 12 ] = 0;
  8785. te[ 13 ] = 0;
  8786. te[ 14 ] = 0;
  8787. te[ 15 ] = 1;
  8788. return this;
  8789. }
  8790. /**
  8791. * Sets the rotation component of this matrix to the rotation specified by
  8792. * the given Quaternion as outlined [here]{@link https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion}
  8793. * The rest of the matrix is set to the identity.
  8794. *
  8795. * @param {Quaternion} q - The Quaternion.
  8796. * @return {Matrix4} A reference to this matrix.
  8797. */
  8798. makeRotationFromQuaternion( q ) {
  8799. return this.compose( _zero, q, _one );
  8800. }
  8801. /**
  8802. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  8803. * `target`, and oriented by the up-direction.
  8804. *
  8805. * @param {Vector3} eye - The eye vector.
  8806. * @param {Vector3} target - The target vector.
  8807. * @param {Vector3} up - The up vector.
  8808. * @return {Matrix4} A reference to this matrix.
  8809. */
  8810. lookAt( eye, target, up ) {
  8811. const te = this.elements;
  8812. _z.subVectors( eye, target );
  8813. if ( _z.lengthSq() === 0 ) {
  8814. // eye and target are in the same position
  8815. _z.z = 1;
  8816. }
  8817. _z.normalize();
  8818. _x.crossVectors( up, _z );
  8819. if ( _x.lengthSq() === 0 ) {
  8820. // up and z are parallel
  8821. if ( Math.abs( up.z ) === 1 ) {
  8822. _z.x += 0.0001;
  8823. } else {
  8824. _z.z += 0.0001;
  8825. }
  8826. _z.normalize();
  8827. _x.crossVectors( up, _z );
  8828. }
  8829. _x.normalize();
  8830. _y.crossVectors( _z, _x );
  8831. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  8832. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  8833. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  8834. return this;
  8835. }
  8836. /**
  8837. * Post-multiplies this matrix by the given 4x4 matrix.
  8838. *
  8839. * @param {Matrix4} m - The matrix to multiply with.
  8840. * @return {Matrix4} A reference to this matrix.
  8841. */
  8842. multiply( m ) {
  8843. return this.multiplyMatrices( this, m );
  8844. }
  8845. /**
  8846. * Pre-multiplies this matrix by the given 4x4 matrix.
  8847. *
  8848. * @param {Matrix4} m - The matrix to multiply with.
  8849. * @return {Matrix4} A reference to this matrix.
  8850. */
  8851. premultiply( m ) {
  8852. return this.multiplyMatrices( m, this );
  8853. }
  8854. /**
  8855. * Multiples the given 4x4 matrices and stores the result
  8856. * in this matrix.
  8857. *
  8858. * @param {Matrix4} a - The first matrix.
  8859. * @param {Matrix4} b - The second matrix.
  8860. * @return {Matrix4} A reference to this matrix.
  8861. */
  8862. multiplyMatrices( a, b ) {
  8863. const ae = a.elements;
  8864. const be = b.elements;
  8865. const te = this.elements;
  8866. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  8867. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  8868. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  8869. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  8870. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  8871. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  8872. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  8873. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  8874. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  8875. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  8876. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  8877. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  8878. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  8879. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  8880. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  8881. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  8882. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  8883. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  8884. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  8885. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  8886. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  8887. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  8888. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  8889. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  8890. return this;
  8891. }
  8892. /**
  8893. * Multiplies every component of the matrix by the given scalar.
  8894. *
  8895. * @param {number} s - The scalar.
  8896. * @return {Matrix4} A reference to this matrix.
  8897. */
  8898. multiplyScalar( s ) {
  8899. const te = this.elements;
  8900. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  8901. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  8902. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  8903. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  8904. return this;
  8905. }
  8906. /**
  8907. * Computes and returns the determinant of this matrix.
  8908. *
  8909. * Based on the method outlined [here]{@link http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html}.
  8910. *
  8911. * @return {number} The determinant.
  8912. */
  8913. determinant() {
  8914. const te = this.elements;
  8915. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  8916. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  8917. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  8918. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  8919. //TODO: make this more efficient
  8920. return (
  8921. n41 * (
  8922. + n14 * n23 * n32
  8923. - n13 * n24 * n32
  8924. - n14 * n22 * n33
  8925. + n12 * n24 * n33
  8926. + n13 * n22 * n34
  8927. - n12 * n23 * n34
  8928. ) +
  8929. n42 * (
  8930. + n11 * n23 * n34
  8931. - n11 * n24 * n33
  8932. + n14 * n21 * n33
  8933. - n13 * n21 * n34
  8934. + n13 * n24 * n31
  8935. - n14 * n23 * n31
  8936. ) +
  8937. n43 * (
  8938. + n11 * n24 * n32
  8939. - n11 * n22 * n34
  8940. - n14 * n21 * n32
  8941. + n12 * n21 * n34
  8942. + n14 * n22 * n31
  8943. - n12 * n24 * n31
  8944. ) +
  8945. n44 * (
  8946. - n13 * n22 * n31
  8947. - n11 * n23 * n32
  8948. + n11 * n22 * n33
  8949. + n13 * n21 * n32
  8950. - n12 * n21 * n33
  8951. + n12 * n23 * n31
  8952. )
  8953. );
  8954. }
  8955. /**
  8956. * Transposes this matrix in place.
  8957. *
  8958. * @return {Matrix4} A reference to this matrix.
  8959. */
  8960. transpose() {
  8961. const te = this.elements;
  8962. let tmp;
  8963. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  8964. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  8965. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  8966. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  8967. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  8968. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  8969. return this;
  8970. }
  8971. /**
  8972. * Sets the position component for this matrix from the given vector,
  8973. * without affecting the rest of the matrix.
  8974. *
  8975. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  8976. * @param {number} y - The y component of the vector.
  8977. * @param {number} z - The z component of the vector.
  8978. * @return {Matrix4} A reference to this matrix.
  8979. */
  8980. setPosition( x, y, z ) {
  8981. const te = this.elements;
  8982. if ( x.isVector3 ) {
  8983. te[ 12 ] = x.x;
  8984. te[ 13 ] = x.y;
  8985. te[ 14 ] = x.z;
  8986. } else {
  8987. te[ 12 ] = x;
  8988. te[ 13 ] = y;
  8989. te[ 14 ] = z;
  8990. }
  8991. return this;
  8992. }
  8993. /**
  8994. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  8995. * You can not invert with a determinant of zero. If you attempt this, the method produces
  8996. * a zero matrix instead.
  8997. *
  8998. * @return {Matrix4} A reference to this matrix.
  8999. */
  9000. invert() {
  9001. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9002. const te = this.elements,
  9003. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9004. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9005. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9006. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9007. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9008. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9009. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9010. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9011. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9012. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9013. const detInv = 1 / det;
  9014. te[ 0 ] = t11 * detInv;
  9015. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9016. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9017. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9018. te[ 4 ] = t12 * detInv;
  9019. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9020. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9021. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9022. te[ 8 ] = t13 * detInv;
  9023. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9024. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9025. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9026. te[ 12 ] = t14 * detInv;
  9027. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9028. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9029. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9030. return this;
  9031. }
  9032. /**
  9033. * Multiplies the columns of this matrix by the given vector.
  9034. *
  9035. * @param {Vector3} v - The scale vector.
  9036. * @return {Matrix4} A reference to this matrix.
  9037. */
  9038. scale( v ) {
  9039. const te = this.elements;
  9040. const x = v.x, y = v.y, z = v.z;
  9041. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9042. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9043. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9044. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9045. return this;
  9046. }
  9047. /**
  9048. * Gets the maximum scale value of the three axes.
  9049. *
  9050. * @return {number} The maximum scale.
  9051. */
  9052. getMaxScaleOnAxis() {
  9053. const te = this.elements;
  9054. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9055. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9056. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9057. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9058. }
  9059. /**
  9060. * Sets this matrix as a translation transform from the given vector.
  9061. *
  9062. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9063. * @param {number} y - The amount to translate in the Y axis.
  9064. * @param {number} z - The amount to translate in the z axis.
  9065. * @return {Matrix4} A reference to this matrix.
  9066. */
  9067. makeTranslation( x, y, z ) {
  9068. if ( x.isVector3 ) {
  9069. this.set(
  9070. 1, 0, 0, x.x,
  9071. 0, 1, 0, x.y,
  9072. 0, 0, 1, x.z,
  9073. 0, 0, 0, 1
  9074. );
  9075. } else {
  9076. this.set(
  9077. 1, 0, 0, x,
  9078. 0, 1, 0, y,
  9079. 0, 0, 1, z,
  9080. 0, 0, 0, 1
  9081. );
  9082. }
  9083. return this;
  9084. }
  9085. /**
  9086. * Sets this matrix as a rotational transformation around the X axis by
  9087. * the given angle.
  9088. *
  9089. * @param {number} theta - The rotation in radians.
  9090. * @return {Matrix4} A reference to this matrix.
  9091. */
  9092. makeRotationX( theta ) {
  9093. const c = Math.cos( theta ), s = Math.sin( theta );
  9094. this.set(
  9095. 1, 0, 0, 0,
  9096. 0, c, - s, 0,
  9097. 0, s, c, 0,
  9098. 0, 0, 0, 1
  9099. );
  9100. return this;
  9101. }
  9102. /**
  9103. * Sets this matrix as a rotational transformation around the Y axis by
  9104. * the given angle.
  9105. *
  9106. * @param {number} theta - The rotation in radians.
  9107. * @return {Matrix4} A reference to this matrix.
  9108. */
  9109. makeRotationY( theta ) {
  9110. const c = Math.cos( theta ), s = Math.sin( theta );
  9111. this.set(
  9112. c, 0, s, 0,
  9113. 0, 1, 0, 0,
  9114. - s, 0, c, 0,
  9115. 0, 0, 0, 1
  9116. );
  9117. return this;
  9118. }
  9119. /**
  9120. * Sets this matrix as a rotational transformation around the Z axis by
  9121. * the given angle.
  9122. *
  9123. * @param {number} theta - The rotation in radians.
  9124. * @return {Matrix4} A reference to this matrix.
  9125. */
  9126. makeRotationZ( theta ) {
  9127. const c = Math.cos( theta ), s = Math.sin( theta );
  9128. this.set(
  9129. c, - s, 0, 0,
  9130. s, c, 0, 0,
  9131. 0, 0, 1, 0,
  9132. 0, 0, 0, 1
  9133. );
  9134. return this;
  9135. }
  9136. /**
  9137. * Sets this matrix as a rotational transformation around the given axis by
  9138. * the given angle.
  9139. *
  9140. * This is a somewhat controversial but mathematically sound alternative to
  9141. * rotating via Quaternions. See the discussion [here]{@link https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199}.
  9142. *
  9143. * @param {Vector3} axis - The normalized rotation axis.
  9144. * @param {number} angle - The rotation in radians.
  9145. * @return {Matrix4} A reference to this matrix.
  9146. */
  9147. makeRotationAxis( axis, angle ) {
  9148. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9149. const c = Math.cos( angle );
  9150. const s = Math.sin( angle );
  9151. const t = 1 - c;
  9152. const x = axis.x, y = axis.y, z = axis.z;
  9153. const tx = t * x, ty = t * y;
  9154. this.set(
  9155. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9156. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9157. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9158. 0, 0, 0, 1
  9159. );
  9160. return this;
  9161. }
  9162. /**
  9163. * Sets this matrix as a scale transformation.
  9164. *
  9165. * @param {number} x - The amount to scale in the X axis.
  9166. * @param {number} y - The amount to scale in the Y axis.
  9167. * @param {number} z - The amount to scale in the Z axis.
  9168. * @return {Matrix4} A reference to this matrix.
  9169. */
  9170. makeScale( x, y, z ) {
  9171. this.set(
  9172. x, 0, 0, 0,
  9173. 0, y, 0, 0,
  9174. 0, 0, z, 0,
  9175. 0, 0, 0, 1
  9176. );
  9177. return this;
  9178. }
  9179. /**
  9180. * Sets this matrix as a shear transformation.
  9181. *
  9182. * @param {number} xy - The amount to shear X by Y.
  9183. * @param {number} xz - The amount to shear X by Z.
  9184. * @param {number} yx - The amount to shear Y by X.
  9185. * @param {number} yz - The amount to shear Y by Z.
  9186. * @param {number} zx - The amount to shear Z by X.
  9187. * @param {number} zy - The amount to shear Z by Y.
  9188. * @return {Matrix4} A reference to this matrix.
  9189. */
  9190. makeShear( xy, xz, yx, yz, zx, zy ) {
  9191. this.set(
  9192. 1, yx, zx, 0,
  9193. xy, 1, zy, 0,
  9194. xz, yz, 1, 0,
  9195. 0, 0, 0, 1
  9196. );
  9197. return this;
  9198. }
  9199. /**
  9200. * Sets this matrix to the transformation composed of the given position,
  9201. * rotation (Quaternion) and scale.
  9202. *
  9203. * @param {Vector3} position - The position vector.
  9204. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9205. * @param {Vector3} scale - The scale vector.
  9206. * @return {Matrix4} A reference to this matrix.
  9207. */
  9208. compose( position, quaternion, scale ) {
  9209. const te = this.elements;
  9210. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9211. const x2 = x + x, y2 = y + y, z2 = z + z;
  9212. const xx = x * x2, xy = x * y2, xz = x * z2;
  9213. const yy = y * y2, yz = y * z2, zz = z * z2;
  9214. const wx = w * x2, wy = w * y2, wz = w * z2;
  9215. const sx = scale.x, sy = scale.y, sz = scale.z;
  9216. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9217. te[ 1 ] = ( xy + wz ) * sx;
  9218. te[ 2 ] = ( xz - wy ) * sx;
  9219. te[ 3 ] = 0;
  9220. te[ 4 ] = ( xy - wz ) * sy;
  9221. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9222. te[ 6 ] = ( yz + wx ) * sy;
  9223. te[ 7 ] = 0;
  9224. te[ 8 ] = ( xz + wy ) * sz;
  9225. te[ 9 ] = ( yz - wx ) * sz;
  9226. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9227. te[ 11 ] = 0;
  9228. te[ 12 ] = position.x;
  9229. te[ 13 ] = position.y;
  9230. te[ 14 ] = position.z;
  9231. te[ 15 ] = 1;
  9232. return this;
  9233. }
  9234. /**
  9235. * Decomposes this matrix into its position, rotation and scale components
  9236. * and provides the result in the given objects.
  9237. *
  9238. * Note: Not all matrices are decomposable in this way. For example, if an
  9239. * object has a non-uniformly scaled parent, then the object's world matrix
  9240. * may not be decomposable, and this method may not be appropriate.
  9241. *
  9242. * @param {Vector3} position - The position vector.
  9243. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9244. * @param {Vector3} scale - The scale vector.
  9245. * @return {Matrix4} A reference to this matrix.
  9246. */
  9247. decompose( position, quaternion, scale ) {
  9248. const te = this.elements;
  9249. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9250. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9251. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9252. // if determine is negative, we need to invert one scale
  9253. const det = this.determinant();
  9254. if ( det < 0 ) sx = - sx;
  9255. position.x = te[ 12 ];
  9256. position.y = te[ 13 ];
  9257. position.z = te[ 14 ];
  9258. // scale the rotation part
  9259. _m1$2.copy( this );
  9260. const invSX = 1 / sx;
  9261. const invSY = 1 / sy;
  9262. const invSZ = 1 / sz;
  9263. _m1$2.elements[ 0 ] *= invSX;
  9264. _m1$2.elements[ 1 ] *= invSX;
  9265. _m1$2.elements[ 2 ] *= invSX;
  9266. _m1$2.elements[ 4 ] *= invSY;
  9267. _m1$2.elements[ 5 ] *= invSY;
  9268. _m1$2.elements[ 6 ] *= invSY;
  9269. _m1$2.elements[ 8 ] *= invSZ;
  9270. _m1$2.elements[ 9 ] *= invSZ;
  9271. _m1$2.elements[ 10 ] *= invSZ;
  9272. quaternion.setFromRotationMatrix( _m1$2 );
  9273. scale.x = sx;
  9274. scale.y = sy;
  9275. scale.z = sz;
  9276. return this;
  9277. }
  9278. /**
  9279. * Creates a perspective projection matrix. This is used internally by
  9280. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9281. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9282. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9283. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9284. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9285. * @param {number} near - The distance from the camera to the near plane.
  9286. * @param {number} far - The distance from the camera to the far plane.
  9287. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9288. * @return {Matrix4} A reference to this matrix.
  9289. */
  9290. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  9291. const te = this.elements;
  9292. const x = 2 * near / ( right - left );
  9293. const y = 2 * near / ( top - bottom );
  9294. const a = ( right + left ) / ( right - left );
  9295. const b = ( top + bottom ) / ( top - bottom );
  9296. let c, d;
  9297. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9298. c = - ( far + near ) / ( far - near );
  9299. d = ( -2 * far * near ) / ( far - near );
  9300. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9301. c = - far / ( far - near );
  9302. d = ( - far * near ) / ( far - near );
  9303. } else {
  9304. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9305. }
  9306. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9307. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9308. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9309. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9310. return this;
  9311. }
  9312. /**
  9313. * Creates a orthographic projection matrix. This is used internally by
  9314. * {@link OrthographicCamera#updateProjectionMatrix}.
  9315. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9316. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9317. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9318. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9319. * @param {number} near - The distance from the camera to the near plane.
  9320. * @param {number} far - The distance from the camera to the far plane.
  9321. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9322. * @return {Matrix4} A reference to this matrix.
  9323. */
  9324. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  9325. const te = this.elements;
  9326. const w = 1.0 / ( right - left );
  9327. const h = 1.0 / ( top - bottom );
  9328. const p = 1.0 / ( far - near );
  9329. const x = ( right + left ) * w;
  9330. const y = ( top + bottom ) * h;
  9331. let z, zInv;
  9332. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9333. z = ( far + near ) * p;
  9334. zInv = -2 * p;
  9335. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9336. z = near * p;
  9337. zInv = -1 * p;
  9338. } else {
  9339. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9340. }
  9341. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  9342. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  9343. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z;
  9344. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9345. return this;
  9346. }
  9347. /**
  9348. * Returns `true` if this matrix is equal with the given one.
  9349. *
  9350. * @param {Matrix4} matrix - The matrix to test for equality.
  9351. * @return {boolean} Whether this matrix is equal with the given one.
  9352. */
  9353. equals( matrix ) {
  9354. const te = this.elements;
  9355. const me = matrix.elements;
  9356. for ( let i = 0; i < 16; i ++ ) {
  9357. if ( te[ i ] !== me[ i ] ) return false;
  9358. }
  9359. return true;
  9360. }
  9361. /**
  9362. * Sets the elements of the matrix from the given array.
  9363. *
  9364. * @param {Array<number>} array - The matrix elements in column-major order.
  9365. * @param {number} [offset=0] - Index of the first element in the array.
  9366. * @return {Matrix4} A reference to this matrix.
  9367. */
  9368. fromArray( array, offset = 0 ) {
  9369. for ( let i = 0; i < 16; i ++ ) {
  9370. this.elements[ i ] = array[ i + offset ];
  9371. }
  9372. return this;
  9373. }
  9374. /**
  9375. * Writes the elements of this matrix to the given array. If no array is provided,
  9376. * the method returns a new instance.
  9377. *
  9378. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9379. * @param {number} [offset=0] - Index of the first element in the array.
  9380. * @return {Array<number>} The matrix elements in column-major order.
  9381. */
  9382. toArray( array = [], offset = 0 ) {
  9383. const te = this.elements;
  9384. array[ offset ] = te[ 0 ];
  9385. array[ offset + 1 ] = te[ 1 ];
  9386. array[ offset + 2 ] = te[ 2 ];
  9387. array[ offset + 3 ] = te[ 3 ];
  9388. array[ offset + 4 ] = te[ 4 ];
  9389. array[ offset + 5 ] = te[ 5 ];
  9390. array[ offset + 6 ] = te[ 6 ];
  9391. array[ offset + 7 ] = te[ 7 ];
  9392. array[ offset + 8 ] = te[ 8 ];
  9393. array[ offset + 9 ] = te[ 9 ];
  9394. array[ offset + 10 ] = te[ 10 ];
  9395. array[ offset + 11 ] = te[ 11 ];
  9396. array[ offset + 12 ] = te[ 12 ];
  9397. array[ offset + 13 ] = te[ 13 ];
  9398. array[ offset + 14 ] = te[ 14 ];
  9399. array[ offset + 15 ] = te[ 15 ];
  9400. return array;
  9401. }
  9402. }
  9403. const _v1$5 = /*@__PURE__*/ new Vector3();
  9404. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9405. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9406. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9407. const _x = /*@__PURE__*/ new Vector3();
  9408. const _y = /*@__PURE__*/ new Vector3();
  9409. const _z = /*@__PURE__*/ new Vector3();
  9410. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9411. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9412. /**
  9413. * A class representing Euler angles.
  9414. *
  9415. * Euler angles describe a rotational transformation by rotating an object on
  9416. * its various axes in specified amounts per axis, and a specified axis
  9417. * order.
  9418. *
  9419. * Iterating through an instance will yield its components (x, y, z,
  9420. * order) in the corresponding order.
  9421. *
  9422. * ```js
  9423. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9424. * const b = new THREE.Vector3( 1, 0, 1 );
  9425. * b.applyEuler(a);
  9426. * ```
  9427. */
  9428. class Euler {
  9429. /**
  9430. * Constructs a new euler instance.
  9431. *
  9432. * @param {number} [x=0] - The angle of the x axis in radians.
  9433. * @param {number} [y=0] - The angle of the y axis in radians.
  9434. * @param {number} [z=0] - The angle of the z axis in radians.
  9435. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9436. */
  9437. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9438. /**
  9439. * This flag can be used for type testing.
  9440. *
  9441. * @type {boolean}
  9442. * @readonly
  9443. * @default true
  9444. */
  9445. this.isEuler = true;
  9446. this._x = x;
  9447. this._y = y;
  9448. this._z = z;
  9449. this._order = order;
  9450. }
  9451. /**
  9452. * The angle of the x axis in radians.
  9453. *
  9454. * @type {number}
  9455. * @default 0
  9456. */
  9457. get x() {
  9458. return this._x;
  9459. }
  9460. set x( value ) {
  9461. this._x = value;
  9462. this._onChangeCallback();
  9463. }
  9464. /**
  9465. * The angle of the y axis in radians.
  9466. *
  9467. * @type {number}
  9468. * @default 0
  9469. */
  9470. get y() {
  9471. return this._y;
  9472. }
  9473. set y( value ) {
  9474. this._y = value;
  9475. this._onChangeCallback();
  9476. }
  9477. /**
  9478. * The angle of the z axis in radians.
  9479. *
  9480. * @type {number}
  9481. * @default 0
  9482. */
  9483. get z() {
  9484. return this._z;
  9485. }
  9486. set z( value ) {
  9487. this._z = value;
  9488. this._onChangeCallback();
  9489. }
  9490. /**
  9491. * A string representing the order that the rotations are applied.
  9492. *
  9493. * @type {string}
  9494. * @default 'XYZ'
  9495. */
  9496. get order() {
  9497. return this._order;
  9498. }
  9499. set order( value ) {
  9500. this._order = value;
  9501. this._onChangeCallback();
  9502. }
  9503. /**
  9504. * Sets the Euler components.
  9505. *
  9506. * @param {number} x - The angle of the x axis in radians.
  9507. * @param {number} y - The angle of the y axis in radians.
  9508. * @param {number} z - The angle of the z axis in radians.
  9509. * @param {string} [order] - A string representing the order that the rotations are applied.
  9510. * @return {Euler} A reference to this Euler instance.
  9511. */
  9512. set( x, y, z, order = this._order ) {
  9513. this._x = x;
  9514. this._y = y;
  9515. this._z = z;
  9516. this._order = order;
  9517. this._onChangeCallback();
  9518. return this;
  9519. }
  9520. /**
  9521. * Returns a new Euler instance with copied values from this instance.
  9522. *
  9523. * @return {Euler} A clone of this instance.
  9524. */
  9525. clone() {
  9526. return new this.constructor( this._x, this._y, this._z, this._order );
  9527. }
  9528. /**
  9529. * Copies the values of the given Euler instance to this instance.
  9530. *
  9531. * @param {Euler} euler - The Euler instance to copy.
  9532. * @return {Euler} A reference to this Euler instance.
  9533. */
  9534. copy( euler ) {
  9535. this._x = euler._x;
  9536. this._y = euler._y;
  9537. this._z = euler._z;
  9538. this._order = euler._order;
  9539. this._onChangeCallback();
  9540. return this;
  9541. }
  9542. /**
  9543. * Sets the angles of this Euler instance from a pure rotation matrix.
  9544. *
  9545. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9546. * @param {string} [order] - A string representing the order that the rotations are applied.
  9547. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9548. * @return {Euler} A reference to this Euler instance.
  9549. */
  9550. setFromRotationMatrix( m, order = this._order, update = true ) {
  9551. const te = m.elements;
  9552. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9553. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9554. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9555. switch ( order ) {
  9556. case 'XYZ':
  9557. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9558. if ( Math.abs( m13 ) < 0.9999999 ) {
  9559. this._x = Math.atan2( - m23, m33 );
  9560. this._z = Math.atan2( - m12, m11 );
  9561. } else {
  9562. this._x = Math.atan2( m32, m22 );
  9563. this._z = 0;
  9564. }
  9565. break;
  9566. case 'YXZ':
  9567. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9568. if ( Math.abs( m23 ) < 0.9999999 ) {
  9569. this._y = Math.atan2( m13, m33 );
  9570. this._z = Math.atan2( m21, m22 );
  9571. } else {
  9572. this._y = Math.atan2( - m31, m11 );
  9573. this._z = 0;
  9574. }
  9575. break;
  9576. case 'ZXY':
  9577. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9578. if ( Math.abs( m32 ) < 0.9999999 ) {
  9579. this._y = Math.atan2( - m31, m33 );
  9580. this._z = Math.atan2( - m12, m22 );
  9581. } else {
  9582. this._y = 0;
  9583. this._z = Math.atan2( m21, m11 );
  9584. }
  9585. break;
  9586. case 'ZYX':
  9587. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9588. if ( Math.abs( m31 ) < 0.9999999 ) {
  9589. this._x = Math.atan2( m32, m33 );
  9590. this._z = Math.atan2( m21, m11 );
  9591. } else {
  9592. this._x = 0;
  9593. this._z = Math.atan2( - m12, m22 );
  9594. }
  9595. break;
  9596. case 'YZX':
  9597. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9598. if ( Math.abs( m21 ) < 0.9999999 ) {
  9599. this._x = Math.atan2( - m23, m22 );
  9600. this._y = Math.atan2( - m31, m11 );
  9601. } else {
  9602. this._x = 0;
  9603. this._y = Math.atan2( m13, m33 );
  9604. }
  9605. break;
  9606. case 'XZY':
  9607. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9608. if ( Math.abs( m12 ) < 0.9999999 ) {
  9609. this._x = Math.atan2( m32, m22 );
  9610. this._y = Math.atan2( m13, m11 );
  9611. } else {
  9612. this._x = Math.atan2( - m23, m33 );
  9613. this._y = 0;
  9614. }
  9615. break;
  9616. default:
  9617. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9618. }
  9619. this._order = order;
  9620. if ( update === true ) this._onChangeCallback();
  9621. return this;
  9622. }
  9623. /**
  9624. * Sets the angles of this Euler instance from a normalized quaternion.
  9625. *
  9626. * @param {Quaternion} q - A normalized Quaternion.
  9627. * @param {string} [order] - A string representing the order that the rotations are applied.
  9628. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9629. * @return {Euler} A reference to this Euler instance.
  9630. */
  9631. setFromQuaternion( q, order, update ) {
  9632. _matrix$2.makeRotationFromQuaternion( q );
  9633. return this.setFromRotationMatrix( _matrix$2, order, update );
  9634. }
  9635. /**
  9636. * Sets the angles of this Euler instance from the given vector.
  9637. *
  9638. * @param {Vector3} v - The vector.
  9639. * @param {string} [order] - A string representing the order that the rotations are applied.
  9640. * @return {Euler} A reference to this Euler instance.
  9641. */
  9642. setFromVector3( v, order = this._order ) {
  9643. return this.set( v.x, v.y, v.z, order );
  9644. }
  9645. /**
  9646. * Resets the euler angle with a new order by creating a quaternion from this
  9647. * euler angle and then setting this euler angle with the quaternion and the
  9648. * new order.
  9649. *
  9650. * Warning: This discards revolution information.
  9651. *
  9652. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9653. * @return {Euler} A reference to this Euler instance.
  9654. */
  9655. reorder( newOrder ) {
  9656. _quaternion$3.setFromEuler( this );
  9657. return this.setFromQuaternion( _quaternion$3, newOrder );
  9658. }
  9659. /**
  9660. * Returns `true` if this Euler instance is equal with the given one.
  9661. *
  9662. * @param {Euler} euler - The Euler instance to test for equality.
  9663. * @return {boolean} Whether this Euler instance is equal with the given one.
  9664. */
  9665. equals( euler ) {
  9666. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9667. }
  9668. /**
  9669. * Sets this Euler instance's components to values from the given array. The first three
  9670. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9671. * defines the Euler order.
  9672. *
  9673. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9674. * @return {Euler} A reference to this Euler instance.
  9675. */
  9676. fromArray( array ) {
  9677. this._x = array[ 0 ];
  9678. this._y = array[ 1 ];
  9679. this._z = array[ 2 ];
  9680. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9681. this._onChangeCallback();
  9682. return this;
  9683. }
  9684. /**
  9685. * Writes the components of this Euler instance to the given array. If no array is provided,
  9686. * the method returns a new instance.
  9687. *
  9688. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9689. * @param {number} [offset=0] - Index of the first element in the array.
  9690. * @return {Array<number,number,number,string>} The Euler components.
  9691. */
  9692. toArray( array = [], offset = 0 ) {
  9693. array[ offset ] = this._x;
  9694. array[ offset + 1 ] = this._y;
  9695. array[ offset + 2 ] = this._z;
  9696. array[ offset + 3 ] = this._order;
  9697. return array;
  9698. }
  9699. _onChange( callback ) {
  9700. this._onChangeCallback = callback;
  9701. return this;
  9702. }
  9703. _onChangeCallback() {}
  9704. *[ Symbol.iterator ]() {
  9705. yield this._x;
  9706. yield this._y;
  9707. yield this._z;
  9708. yield this._order;
  9709. }
  9710. }
  9711. /**
  9712. * The default Euler angle order.
  9713. *
  9714. * @static
  9715. * @type {string}
  9716. * @default 'XYZ'
  9717. */
  9718. Euler.DEFAULT_ORDER = 'XYZ';
  9719. /**
  9720. * A layers object assigns an 3D object to 1 or more of 32
  9721. * layers numbered `0` to `31` - internally the layers are stored as a
  9722. * bit mask], and by default all 3D objects are a member of layer `0`.
  9723. *
  9724. * This can be used to control visibility - an object must share a layer with
  9725. * a camera to be visible when that camera's view is
  9726. * rendered.
  9727. *
  9728. * All classes that inherit from {@link Object3D} have an `layers` property which
  9729. * is an instance of this class.
  9730. */
  9731. class Layers {
  9732. /**
  9733. * Constructs a new layers instance, with membership
  9734. * initially set to layer `0`.
  9735. */
  9736. constructor() {
  9737. /**
  9738. * A bit mask storing which of the 32 layers this layers object is currently
  9739. * a member of.
  9740. *
  9741. * @type {number}
  9742. */
  9743. this.mask = 1 | 0;
  9744. }
  9745. /**
  9746. * Sets membership to the given layer, and remove membership all other layers.
  9747. *
  9748. * @param {number} layer - The layer to set.
  9749. */
  9750. set( layer ) {
  9751. this.mask = ( 1 << layer | 0 ) >>> 0;
  9752. }
  9753. /**
  9754. * Adds membership of the given layer.
  9755. *
  9756. * @param {number} layer - The layer to enable.
  9757. */
  9758. enable( layer ) {
  9759. this.mask |= 1 << layer | 0;
  9760. }
  9761. /**
  9762. * Adds membership to all layers.
  9763. */
  9764. enableAll() {
  9765. this.mask = 0xffffffff | 0;
  9766. }
  9767. /**
  9768. * Toggles the membership of the given layer.
  9769. *
  9770. * @param {number} layer - The layer to toggle.
  9771. */
  9772. toggle( layer ) {
  9773. this.mask ^= 1 << layer | 0;
  9774. }
  9775. /**
  9776. * Removes membership of the given layer.
  9777. *
  9778. * @param {number} layer - The layer to enable.
  9779. */
  9780. disable( layer ) {
  9781. this.mask &= ~ ( 1 << layer | 0 );
  9782. }
  9783. /**
  9784. * Removes the membership from all layers.
  9785. */
  9786. disableAll() {
  9787. this.mask = 0;
  9788. }
  9789. /**
  9790. * Returns `true` if this and the given layers object have at least one
  9791. * layer in common.
  9792. *
  9793. * @param {Layers} layers - The layers to test.
  9794. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  9795. */
  9796. test( layers ) {
  9797. return ( this.mask & layers.mask ) !== 0;
  9798. }
  9799. /**
  9800. * Returns `true` if the given layer is enabled.
  9801. *
  9802. * @param {number} layer - The layer to test.
  9803. * @return {boolean } Whether the given layer is enabled or not.
  9804. */
  9805. isEnabled( layer ) {
  9806. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  9807. }
  9808. }
  9809. let _object3DId = 0;
  9810. const _v1$4 = /*@__PURE__*/ new Vector3();
  9811. const _q1 = /*@__PURE__*/ new Quaternion();
  9812. const _m1$1 = /*@__PURE__*/ new Matrix4();
  9813. const _target = /*@__PURE__*/ new Vector3();
  9814. const _position$3 = /*@__PURE__*/ new Vector3();
  9815. const _scale$2 = /*@__PURE__*/ new Vector3();
  9816. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  9817. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  9818. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  9819. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  9820. /**
  9821. * Fires when the object has been added to its parent object.
  9822. *
  9823. * @event Object3D#added
  9824. * @type {Object}
  9825. */
  9826. const _addedEvent = { type: 'added' };
  9827. /**
  9828. * Fires when the object has been removed from its parent object.
  9829. *
  9830. * @event Object3D#removed
  9831. * @type {Object}
  9832. */
  9833. const _removedEvent = { type: 'removed' };
  9834. /**
  9835. * Fires when a new child object has been added.
  9836. *
  9837. * @event Object3D#childadded
  9838. * @type {Object}
  9839. */
  9840. const _childaddedEvent = { type: 'childadded', child: null };
  9841. /**
  9842. * Fires when a new child object has been added.
  9843. *
  9844. * @event Object3D#childremoved
  9845. * @type {Object}
  9846. */
  9847. const _childremovedEvent = { type: 'childremoved', child: null };
  9848. /**
  9849. * This is the base class for most objects in three.js and provides a set of
  9850. * properties and methods for manipulating objects in 3D space.
  9851. *
  9852. * @augments EventDispatcher
  9853. */
  9854. class Object3D extends EventDispatcher {
  9855. /**
  9856. * Constructs a new 3D object.
  9857. */
  9858. constructor() {
  9859. super();
  9860. /**
  9861. * This flag can be used for type testing.
  9862. *
  9863. * @type {boolean}
  9864. * @readonly
  9865. * @default true
  9866. */
  9867. this.isObject3D = true;
  9868. /**
  9869. * The ID of the 3D object.
  9870. *
  9871. * @name Object3D#id
  9872. * @type {number}
  9873. * @readonly
  9874. */
  9875. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  9876. /**
  9877. * The UUID of the 3D object.
  9878. *
  9879. * @type {string}
  9880. * @readonly
  9881. */
  9882. this.uuid = generateUUID();
  9883. /**
  9884. * The name of the 3D object.
  9885. *
  9886. * @type {string}
  9887. */
  9888. this.name = '';
  9889. /**
  9890. * The type property is used for detecting the object type
  9891. * in context of serialization/deserialization.
  9892. *
  9893. * @type {string}
  9894. * @readonly
  9895. */
  9896. this.type = 'Object3D';
  9897. /**
  9898. * A reference to the parent object.
  9899. *
  9900. * @type {?Object3D}
  9901. * @default null
  9902. */
  9903. this.parent = null;
  9904. /**
  9905. * An array holding the child 3D objects of this instance.
  9906. *
  9907. * @type {Array<Object3D>}
  9908. */
  9909. this.children = [];
  9910. /**
  9911. * Defines the `up` direction of the 3D object which influences
  9912. * the orientation via methods like {@link Object3D#lookAt}.
  9913. *
  9914. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  9915. *
  9916. * @type {Vector3}
  9917. */
  9918. this.up = Object3D.DEFAULT_UP.clone();
  9919. const position = new Vector3();
  9920. const rotation = new Euler();
  9921. const quaternion = new Quaternion();
  9922. const scale = new Vector3( 1, 1, 1 );
  9923. function onRotationChange() {
  9924. quaternion.setFromEuler( rotation, false );
  9925. }
  9926. function onQuaternionChange() {
  9927. rotation.setFromQuaternion( quaternion, undefined, false );
  9928. }
  9929. rotation._onChange( onRotationChange );
  9930. quaternion._onChange( onQuaternionChange );
  9931. Object.defineProperties( this, {
  9932. /**
  9933. * Represents the object's local position.
  9934. *
  9935. * @name Object3D#position
  9936. * @type {Vector3}
  9937. * @default (0,0,0)
  9938. */
  9939. position: {
  9940. configurable: true,
  9941. enumerable: true,
  9942. value: position
  9943. },
  9944. /**
  9945. * Represents the object's local rotation as Euler angles, in radians.
  9946. *
  9947. * @name Object3D#rotation
  9948. * @type {Euler}
  9949. * @default (0,0,0)
  9950. */
  9951. rotation: {
  9952. configurable: true,
  9953. enumerable: true,
  9954. value: rotation
  9955. },
  9956. /**
  9957. * Represents the object's local rotation as Quaternions.
  9958. *
  9959. * @name Object3D#quaternion
  9960. * @type {Quaternion}
  9961. */
  9962. quaternion: {
  9963. configurable: true,
  9964. enumerable: true,
  9965. value: quaternion
  9966. },
  9967. /**
  9968. * Represents the object's local scale.
  9969. *
  9970. * @name Object3D#scale
  9971. * @type {Vector3}
  9972. * @default (1,1,1)
  9973. */
  9974. scale: {
  9975. configurable: true,
  9976. enumerable: true,
  9977. value: scale
  9978. },
  9979. /**
  9980. * Represents the object's model-view matrix.
  9981. *
  9982. * @name Object3D#modelViewMatrix
  9983. * @type {Matrix4}
  9984. */
  9985. modelViewMatrix: {
  9986. value: new Matrix4()
  9987. },
  9988. /**
  9989. * Represents the object's normal matrix.
  9990. *
  9991. * @name Object3D#normalMatrix
  9992. * @type {Matrix3}
  9993. */
  9994. normalMatrix: {
  9995. value: new Matrix3()
  9996. }
  9997. } );
  9998. /**
  9999. * Represents the object's transformation matrix in local space.
  10000. *
  10001. * @type {Matrix4}
  10002. */
  10003. this.matrix = new Matrix4();
  10004. /**
  10005. * Represents the object's transformation matrix in world space.
  10006. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10007. *
  10008. * @type {Matrix4}
  10009. */
  10010. this.matrixWorld = new Matrix4();
  10011. /**
  10012. * When set to `true`, the engine automatically computes the local matrix from position,
  10013. * rotation and scale every frame.
  10014. *
  10015. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10016. *
  10017. * @type {boolean}
  10018. * @default true
  10019. */
  10020. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10021. /**
  10022. * When set to `true`, the engine automatically computes the world matrix from the current local
  10023. * matrix and the object's transformation hierarchy.
  10024. *
  10025. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10026. *
  10027. * @type {boolean}
  10028. * @default true
  10029. */
  10030. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10031. /**
  10032. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10033. * to `false`.
  10034. *
  10035. * @type {boolean}
  10036. * @default false
  10037. */
  10038. this.matrixWorldNeedsUpdate = false;
  10039. /**
  10040. * The layer membership of the 3D object. The 3D object is only visible if it has
  10041. * at least one layer in common with the camera in use. This property can also be
  10042. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10043. *
  10044. * @type {Layers}
  10045. */
  10046. this.layers = new Layers();
  10047. /**
  10048. * When set to `true`, the 3D object gets rendered.
  10049. *
  10050. * @type {boolean}
  10051. * @default true
  10052. */
  10053. this.visible = true;
  10054. /**
  10055. * When set to `true`, the 3D object gets rendered into shadow maps.
  10056. *
  10057. * @type {boolean}
  10058. * @default false
  10059. */
  10060. this.castShadow = false;
  10061. /**
  10062. * When set to `true`, the 3D object is affected by shadows in the scene.
  10063. *
  10064. * @type {boolean}
  10065. * @default false
  10066. */
  10067. this.receiveShadow = false;
  10068. /**
  10069. * When set to `true`, the 3D object is honored by view frustum culling.
  10070. *
  10071. * @type {boolean}
  10072. * @default true
  10073. */
  10074. this.frustumCulled = true;
  10075. /**
  10076. * This value allows the default rendering order of scene graph objects to be
  10077. * overridden although opaque and transparent objects remain sorted independently.
  10078. * When this property is set for an instance of {@link Group},all descendants
  10079. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10080. * render order.
  10081. *
  10082. * @type {number}
  10083. * @default 0
  10084. */
  10085. this.renderOrder = 0;
  10086. /**
  10087. * An array holding the animation clips of the 3D object.
  10088. *
  10089. * @type {Array<AnimationClip>}
  10090. */
  10091. this.animations = [];
  10092. /**
  10093. * Custom depth material to be used when rendering to the depth map. Can only be used
  10094. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10095. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10096. * material for proper shadows.
  10097. *
  10098. * Only relevant in context of {@link WebGLRenderer}.
  10099. *
  10100. * @type {(Material|undefined)}
  10101. * @default undefined
  10102. */
  10103. this.customDepthMaterial = undefined;
  10104. /**
  10105. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10106. *
  10107. * Only relevant in context of {@link WebGLRenderer}.
  10108. *
  10109. * @type {(Material|undefined)}
  10110. * @default undefined
  10111. */
  10112. this.customDistanceMaterial = undefined;
  10113. /**
  10114. * An object that can be used to store custom data about the 3D object. It
  10115. * should not hold references to functions as these will not be cloned.
  10116. *
  10117. * @type {Object}
  10118. */
  10119. this.userData = {};
  10120. }
  10121. /**
  10122. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10123. *
  10124. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10125. * @param {Object3D} object - The 3D object.
  10126. * @param {Camera} camera - The camera that is used to render the scene.
  10127. * @param {Camera} shadowCamera - The shadow camera.
  10128. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10129. * @param {Material} depthMaterial - The depth material.
  10130. * @param {Object} group - The geometry group data.
  10131. */
  10132. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10133. /**
  10134. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10135. *
  10136. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10137. * @param {Object3D} object - The 3D object.
  10138. * @param {Camera} camera - The camera that is used to render the scene.
  10139. * @param {Camera} shadowCamera - The shadow camera.
  10140. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10141. * @param {Material} depthMaterial - The depth material.
  10142. * @param {Object} group - The geometry group data.
  10143. */
  10144. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10145. /**
  10146. * A callback that is executed immediately before a 3D object is rendered.
  10147. *
  10148. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10149. * @param {Object3D} object - The 3D object.
  10150. * @param {Camera} camera - The camera that is used to render the scene.
  10151. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10152. * @param {Material} material - The 3D object's material.
  10153. * @param {Object} group - The geometry group data.
  10154. */
  10155. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10156. /**
  10157. * A callback that is executed immediately after a 3D object is rendered.
  10158. *
  10159. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10160. * @param {Object3D} object - The 3D object.
  10161. * @param {Camera} camera - The camera that is used to render the scene.
  10162. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10163. * @param {Material} material - The 3D object's material.
  10164. * @param {Object} group - The geometry group data.
  10165. */
  10166. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10167. /**
  10168. * Applies the given transformation matrix to the object and updates the object's position,
  10169. * rotation and scale.
  10170. *
  10171. * @param {Matrix4} matrix - The transformation matrix.
  10172. */
  10173. applyMatrix4( matrix ) {
  10174. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10175. this.matrix.premultiply( matrix );
  10176. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10177. }
  10178. /**
  10179. * Applies a rotation represented by given the quaternion to the 3D object.
  10180. *
  10181. * @param {Quaternion} q - The quaternion.
  10182. * @return {Object3D} A reference to this instance.
  10183. */
  10184. applyQuaternion( q ) {
  10185. this.quaternion.premultiply( q );
  10186. return this;
  10187. }
  10188. /**
  10189. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10190. *
  10191. * @param {Vector3} axis - The (normalized) axis vector.
  10192. * @param {number} angle - The angle in radians.
  10193. */
  10194. setRotationFromAxisAngle( axis, angle ) {
  10195. // assumes axis is normalized
  10196. this.quaternion.setFromAxisAngle( axis, angle );
  10197. }
  10198. /**
  10199. * Sets the given rotation represented as Euler angles to the 3D object.
  10200. *
  10201. * @param {Euler} euler - The Euler angles.
  10202. */
  10203. setRotationFromEuler( euler ) {
  10204. this.quaternion.setFromEuler( euler, true );
  10205. }
  10206. /**
  10207. * Sets the given rotation represented as rotation matrix to the 3D object.
  10208. *
  10209. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10210. * a pure rotation matrix (i.e, unscaled).
  10211. */
  10212. setRotationFromMatrix( m ) {
  10213. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10214. this.quaternion.setFromRotationMatrix( m );
  10215. }
  10216. /**
  10217. * Sets the given rotation represented as a Quaternion to the 3D object.
  10218. *
  10219. * @param {Quaternion} q - The Quaternion
  10220. */
  10221. setRotationFromQuaternion( q ) {
  10222. // assumes q is normalized
  10223. this.quaternion.copy( q );
  10224. }
  10225. /**
  10226. * Rotates the 3D object along an axis in local space.
  10227. *
  10228. * @param {Vector3} axis - The (normalized) axis vector.
  10229. * @param {number} angle - The angle in radians.
  10230. * @return {Object3D} A reference to this instance.
  10231. */
  10232. rotateOnAxis( axis, angle ) {
  10233. // rotate object on axis in object space
  10234. // axis is assumed to be normalized
  10235. _q1.setFromAxisAngle( axis, angle );
  10236. this.quaternion.multiply( _q1 );
  10237. return this;
  10238. }
  10239. /**
  10240. * Rotates the 3D object along an axis in world space.
  10241. *
  10242. * @param {Vector3} axis - The (normalized) axis vector.
  10243. * @param {number} angle - The angle in radians.
  10244. * @return {Object3D} A reference to this instance.
  10245. */
  10246. rotateOnWorldAxis( axis, angle ) {
  10247. // rotate object on axis in world space
  10248. // axis is assumed to be normalized
  10249. // method assumes no rotated parent
  10250. _q1.setFromAxisAngle( axis, angle );
  10251. this.quaternion.premultiply( _q1 );
  10252. return this;
  10253. }
  10254. /**
  10255. * Rotates the 3D object around its X axis in local space.
  10256. *
  10257. * @param {number} angle - The angle in radians.
  10258. * @return {Object3D} A reference to this instance.
  10259. */
  10260. rotateX( angle ) {
  10261. return this.rotateOnAxis( _xAxis, angle );
  10262. }
  10263. /**
  10264. * Rotates the 3D object around its Y axis in local space.
  10265. *
  10266. * @param {number} angle - The angle in radians.
  10267. * @return {Object3D} A reference to this instance.
  10268. */
  10269. rotateY( angle ) {
  10270. return this.rotateOnAxis( _yAxis, angle );
  10271. }
  10272. /**
  10273. * Rotates the 3D object around its Z axis in local space.
  10274. *
  10275. * @param {number} angle - The angle in radians.
  10276. * @return {Object3D} A reference to this instance.
  10277. */
  10278. rotateZ( angle ) {
  10279. return this.rotateOnAxis( _zAxis, angle );
  10280. }
  10281. /**
  10282. * Translate the 3D object by a distance along the given axis in local space.
  10283. *
  10284. * @param {Vector3} axis - The (normalized) axis vector.
  10285. * @param {number} distance - The distance in world units.
  10286. * @return {Object3D} A reference to this instance.
  10287. */
  10288. translateOnAxis( axis, distance ) {
  10289. // translate object by distance along axis in object space
  10290. // axis is assumed to be normalized
  10291. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10292. this.position.add( _v1$4.multiplyScalar( distance ) );
  10293. return this;
  10294. }
  10295. /**
  10296. * Translate the 3D object by a distance along its X-axis in local space.
  10297. *
  10298. * @param {number} distance - The distance in world units.
  10299. * @return {Object3D} A reference to this instance.
  10300. */
  10301. translateX( distance ) {
  10302. return this.translateOnAxis( _xAxis, distance );
  10303. }
  10304. /**
  10305. * Translate the 3D object by a distance along its Y-axis in local space.
  10306. *
  10307. * @param {number} distance - The distance in world units.
  10308. * @return {Object3D} A reference to this instance.
  10309. */
  10310. translateY( distance ) {
  10311. return this.translateOnAxis( _yAxis, distance );
  10312. }
  10313. /**
  10314. * Translate the 3D object by a distance along its Z-axis in local space.
  10315. *
  10316. * @param {number} distance - The distance in world units.
  10317. * @return {Object3D} A reference to this instance.
  10318. */
  10319. translateZ( distance ) {
  10320. return this.translateOnAxis( _zAxis, distance );
  10321. }
  10322. /**
  10323. * Converts the given vector from this 3D object's local space to world space.
  10324. *
  10325. * @param {Vector3} vector - The vector to convert.
  10326. * @return {Vector3} The converted vector.
  10327. */
  10328. localToWorld( vector ) {
  10329. this.updateWorldMatrix( true, false );
  10330. return vector.applyMatrix4( this.matrixWorld );
  10331. }
  10332. /**
  10333. * Converts the given vector from this 3D object's word space to local space.
  10334. *
  10335. * @param {Vector3} vector - The vector to convert.
  10336. * @return {Vector3} The converted vector.
  10337. */
  10338. worldToLocal( vector ) {
  10339. this.updateWorldMatrix( true, false );
  10340. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10341. }
  10342. /**
  10343. * Rotates the object to face a point in world space.
  10344. *
  10345. * This method does not support objects having non-uniformly-scaled parent(s).
  10346. *
  10347. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10348. * @param {number} [y] - The y coordinate in world space.
  10349. * @param {number} [z] - The z coordinate in world space.
  10350. */
  10351. lookAt( x, y, z ) {
  10352. // This method does not support objects having non-uniformly-scaled parent(s)
  10353. if ( x.isVector3 ) {
  10354. _target.copy( x );
  10355. } else {
  10356. _target.set( x, y, z );
  10357. }
  10358. const parent = this.parent;
  10359. this.updateWorldMatrix( true, false );
  10360. _position$3.setFromMatrixPosition( this.matrixWorld );
  10361. if ( this.isCamera || this.isLight ) {
  10362. _m1$1.lookAt( _position$3, _target, this.up );
  10363. } else {
  10364. _m1$1.lookAt( _target, _position$3, this.up );
  10365. }
  10366. this.quaternion.setFromRotationMatrix( _m1$1 );
  10367. if ( parent ) {
  10368. _m1$1.extractRotation( parent.matrixWorld );
  10369. _q1.setFromRotationMatrix( _m1$1 );
  10370. this.quaternion.premultiply( _q1.invert() );
  10371. }
  10372. }
  10373. /**
  10374. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10375. * objects may be added. Any current parent on an object passed in here will be
  10376. * removed, since an object can have at most one parent.
  10377. *
  10378. * @fires Object3D#added
  10379. * @fires Object3D#childadded
  10380. * @param {Object3D} object - The 3D object to add.
  10381. * @return {Object3D} A reference to this instance.
  10382. */
  10383. add( object ) {
  10384. if ( arguments.length > 1 ) {
  10385. for ( let i = 0; i < arguments.length; i ++ ) {
  10386. this.add( arguments[ i ] );
  10387. }
  10388. return this;
  10389. }
  10390. if ( object === this ) {
  10391. console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
  10392. return this;
  10393. }
  10394. if ( object && object.isObject3D ) {
  10395. object.removeFromParent();
  10396. object.parent = this;
  10397. this.children.push( object );
  10398. object.dispatchEvent( _addedEvent );
  10399. _childaddedEvent.child = object;
  10400. this.dispatchEvent( _childaddedEvent );
  10401. _childaddedEvent.child = null;
  10402. } else {
  10403. console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
  10404. }
  10405. return this;
  10406. }
  10407. /**
  10408. * Removes the given 3D object as child from this 3D object.
  10409. * An arbitrary number of objects may be removed.
  10410. *
  10411. * @fires Object3D#removed
  10412. * @fires Object3D#childremoved
  10413. * @param {Object3D} object - The 3D object to remove.
  10414. * @return {Object3D} A reference to this instance.
  10415. */
  10416. remove( object ) {
  10417. if ( arguments.length > 1 ) {
  10418. for ( let i = 0; i < arguments.length; i ++ ) {
  10419. this.remove( arguments[ i ] );
  10420. }
  10421. return this;
  10422. }
  10423. const index = this.children.indexOf( object );
  10424. if ( index !== -1 ) {
  10425. object.parent = null;
  10426. this.children.splice( index, 1 );
  10427. object.dispatchEvent( _removedEvent );
  10428. _childremovedEvent.child = object;
  10429. this.dispatchEvent( _childremovedEvent );
  10430. _childremovedEvent.child = null;
  10431. }
  10432. return this;
  10433. }
  10434. /**
  10435. * Removes this 3D object from its current parent.
  10436. *
  10437. * @fires Object3D#removed
  10438. * @fires Object3D#childremoved
  10439. * @return {Object3D} A reference to this instance.
  10440. */
  10441. removeFromParent() {
  10442. const parent = this.parent;
  10443. if ( parent !== null ) {
  10444. parent.remove( this );
  10445. }
  10446. return this;
  10447. }
  10448. /**
  10449. * Removes all child objects.
  10450. *
  10451. * @fires Object3D#removed
  10452. * @fires Object3D#childremoved
  10453. * @return {Object3D} A reference to this instance.
  10454. */
  10455. clear() {
  10456. return this.remove( ... this.children );
  10457. }
  10458. /**
  10459. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10460. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10461. *
  10462. * @fires Object3D#added
  10463. * @fires Object3D#childadded
  10464. * @param {Object3D} object - The 3D object to attach.
  10465. * @return {Object3D} A reference to this instance.
  10466. */
  10467. attach( object ) {
  10468. // adds object as a child of this, while maintaining the object's world transform
  10469. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10470. this.updateWorldMatrix( true, false );
  10471. _m1$1.copy( this.matrixWorld ).invert();
  10472. if ( object.parent !== null ) {
  10473. object.parent.updateWorldMatrix( true, false );
  10474. _m1$1.multiply( object.parent.matrixWorld );
  10475. }
  10476. object.applyMatrix4( _m1$1 );
  10477. object.removeFromParent();
  10478. object.parent = this;
  10479. this.children.push( object );
  10480. object.updateWorldMatrix( false, true );
  10481. object.dispatchEvent( _addedEvent );
  10482. _childaddedEvent.child = object;
  10483. this.dispatchEvent( _childaddedEvent );
  10484. _childaddedEvent.child = null;
  10485. return this;
  10486. }
  10487. /**
  10488. * Searches through the 3D object and its children, starting with the 3D object
  10489. * itself, and returns the first with a matching ID.
  10490. *
  10491. * @param {number} id - The id.
  10492. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10493. */
  10494. getObjectById( id ) {
  10495. return this.getObjectByProperty( 'id', id );
  10496. }
  10497. /**
  10498. * Searches through the 3D object and its children, starting with the 3D object
  10499. * itself, and returns the first with a matching name.
  10500. *
  10501. * @param {string} name - The name.
  10502. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10503. */
  10504. getObjectByName( name ) {
  10505. return this.getObjectByProperty( 'name', name );
  10506. }
  10507. /**
  10508. * Searches through the 3D object and its children, starting with the 3D object
  10509. * itself, and returns the first with a matching property value.
  10510. *
  10511. * @param {string} name - The name of the property.
  10512. * @param {any} value - The value.
  10513. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10514. */
  10515. getObjectByProperty( name, value ) {
  10516. if ( this[ name ] === value ) return this;
  10517. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10518. const child = this.children[ i ];
  10519. const object = child.getObjectByProperty( name, value );
  10520. if ( object !== undefined ) {
  10521. return object;
  10522. }
  10523. }
  10524. return undefined;
  10525. }
  10526. /**
  10527. * Searches through the 3D object and its children, starting with the 3D object
  10528. * itself, and returns all 3D objects with a matching property value.
  10529. *
  10530. * @param {string} name - The name of the property.
  10531. * @param {any} value - The value.
  10532. * @param {Array<Object3D>} result - The method stores the result in this array.
  10533. * @return {Array<Object3D>} The found 3D objects.
  10534. */
  10535. getObjectsByProperty( name, value, result = [] ) {
  10536. if ( this[ name ] === value ) result.push( this );
  10537. const children = this.children;
  10538. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10539. children[ i ].getObjectsByProperty( name, value, result );
  10540. }
  10541. return result;
  10542. }
  10543. /**
  10544. * Returns a vector representing the position of the 3D object in world space.
  10545. *
  10546. * @param {Vector3} target - The target vector the result is stored to.
  10547. * @return {Vector3} The 3D object's position in world space.
  10548. */
  10549. getWorldPosition( target ) {
  10550. this.updateWorldMatrix( true, false );
  10551. return target.setFromMatrixPosition( this.matrixWorld );
  10552. }
  10553. /**
  10554. * Returns a Quaternion representing the position of the 3D object in world space.
  10555. *
  10556. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10557. * @return {Quaternion} The 3D object's rotation in world space.
  10558. */
  10559. getWorldQuaternion( target ) {
  10560. this.updateWorldMatrix( true, false );
  10561. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10562. return target;
  10563. }
  10564. /**
  10565. * Returns a vector representing the scale of the 3D object in world space.
  10566. *
  10567. * @param {Vector3} target - The target vector the result is stored to.
  10568. * @return {Vector3} The 3D object's scale in world space.
  10569. */
  10570. getWorldScale( target ) {
  10571. this.updateWorldMatrix( true, false );
  10572. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10573. return target;
  10574. }
  10575. /**
  10576. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10577. *
  10578. * @param {Vector3} target - The target vector the result is stored to.
  10579. * @return {Vector3} The 3D object's direction in world space.
  10580. */
  10581. getWorldDirection( target ) {
  10582. this.updateWorldMatrix( true, false );
  10583. const e = this.matrixWorld.elements;
  10584. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10585. }
  10586. /**
  10587. * Abstract method to get intersections between a casted ray and this
  10588. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10589. * implement this method in order to use raycasting.
  10590. *
  10591. * @abstract
  10592. * @param {Raycaster} raycaster - The raycaster.
  10593. * @param {Array<Object>} intersects - An array holding the result of the method.
  10594. */
  10595. raycast( /* raycaster, intersects */ ) {}
  10596. /**
  10597. * Executes the callback on this 3D object and all descendants.
  10598. *
  10599. * Note: Modifying the scene graph inside the callback is discouraged.
  10600. *
  10601. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10602. */
  10603. traverse( callback ) {
  10604. callback( this );
  10605. const children = this.children;
  10606. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10607. children[ i ].traverse( callback );
  10608. }
  10609. }
  10610. /**
  10611. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10612. * Descendants of invisible 3D objects are not traversed.
  10613. *
  10614. * Note: Modifying the scene graph inside the callback is discouraged.
  10615. *
  10616. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10617. */
  10618. traverseVisible( callback ) {
  10619. if ( this.visible === false ) return;
  10620. callback( this );
  10621. const children = this.children;
  10622. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10623. children[ i ].traverseVisible( callback );
  10624. }
  10625. }
  10626. /**
  10627. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10628. *
  10629. * Note: Modifying the scene graph inside the callback is discouraged.
  10630. *
  10631. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10632. */
  10633. traverseAncestors( callback ) {
  10634. const parent = this.parent;
  10635. if ( parent !== null ) {
  10636. callback( parent );
  10637. parent.traverseAncestors( callback );
  10638. }
  10639. }
  10640. /**
  10641. * Updates the transformation matrix in local space by computing it from the current
  10642. * position, rotation and scale values.
  10643. */
  10644. updateMatrix() {
  10645. this.matrix.compose( this.position, this.quaternion, this.scale );
  10646. this.matrixWorldNeedsUpdate = true;
  10647. }
  10648. /**
  10649. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10650. *
  10651. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10652. * local space. The computation of the local and world matrix can be controlled with the
  10653. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10654. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10655. *
  10656. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10657. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10658. */
  10659. updateMatrixWorld( force ) {
  10660. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10661. if ( this.matrixWorldNeedsUpdate || force ) {
  10662. if ( this.matrixWorldAutoUpdate === true ) {
  10663. if ( this.parent === null ) {
  10664. this.matrixWorld.copy( this.matrix );
  10665. } else {
  10666. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10667. }
  10668. }
  10669. this.matrixWorldNeedsUpdate = false;
  10670. force = true;
  10671. }
  10672. // make sure descendants are updated if required
  10673. const children = this.children;
  10674. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10675. const child = children[ i ];
  10676. child.updateMatrixWorld( force );
  10677. }
  10678. }
  10679. /**
  10680. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10681. * update of ancestor and descendant nodes.
  10682. *
  10683. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10684. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10685. */
  10686. updateWorldMatrix( updateParents, updateChildren ) {
  10687. const parent = this.parent;
  10688. if ( updateParents === true && parent !== null ) {
  10689. parent.updateWorldMatrix( true, false );
  10690. }
  10691. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10692. if ( this.matrixWorldAutoUpdate === true ) {
  10693. if ( this.parent === null ) {
  10694. this.matrixWorld.copy( this.matrix );
  10695. } else {
  10696. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10697. }
  10698. }
  10699. // make sure descendants are updated
  10700. if ( updateChildren === true ) {
  10701. const children = this.children;
  10702. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10703. const child = children[ i ];
  10704. child.updateWorldMatrix( false, true );
  10705. }
  10706. }
  10707. }
  10708. /**
  10709. * Serializes the 3D object into JSON.
  10710. *
  10711. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10712. * @return {Object} A JSON object representing the serialized 3D object.
  10713. * @see {@link ObjectLoader#parse}
  10714. */
  10715. toJSON( meta ) {
  10716. // meta is a string when called from JSON.stringify
  10717. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10718. const output = {};
  10719. // meta is a hash used to collect geometries, materials.
  10720. // not providing it implies that this is the root object
  10721. // being serialized.
  10722. if ( isRootObject ) {
  10723. // initialize meta obj
  10724. meta = {
  10725. geometries: {},
  10726. materials: {},
  10727. textures: {},
  10728. images: {},
  10729. shapes: {},
  10730. skeletons: {},
  10731. animations: {},
  10732. nodes: {}
  10733. };
  10734. output.metadata = {
  10735. version: 4.6,
  10736. type: 'Object',
  10737. generator: 'Object3D.toJSON'
  10738. };
  10739. }
  10740. // standard Object3D serialization
  10741. const object = {};
  10742. object.uuid = this.uuid;
  10743. object.type = this.type;
  10744. if ( this.name !== '' ) object.name = this.name;
  10745. if ( this.castShadow === true ) object.castShadow = true;
  10746. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10747. if ( this.visible === false ) object.visible = false;
  10748. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10749. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10750. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10751. object.layers = this.layers.mask;
  10752. object.matrix = this.matrix.toArray();
  10753. object.up = this.up.toArray();
  10754. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10755. // object specific properties
  10756. if ( this.isInstancedMesh ) {
  10757. object.type = 'InstancedMesh';
  10758. object.count = this.count;
  10759. object.instanceMatrix = this.instanceMatrix.toJSON();
  10760. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10761. }
  10762. if ( this.isBatchedMesh ) {
  10763. object.type = 'BatchedMesh';
  10764. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  10765. object.sortObjects = this.sortObjects;
  10766. object.drawRanges = this._drawRanges;
  10767. object.reservedRanges = this._reservedRanges;
  10768. object.geometryInfo = this._geometryInfo.map( info => ( {
  10769. ...info,
  10770. boundingBox: info.boundingBox ? {
  10771. min: info.boundingBox.min.toArray(),
  10772. max: info.boundingBox.max.toArray()
  10773. } : undefined,
  10774. boundingSphere: info.boundingSphere ? {
  10775. radius: info.boundingSphere.radius,
  10776. center: info.boundingSphere.center.toArray()
  10777. } : undefined
  10778. } ) );
  10779. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  10780. object.availableInstanceIds = this._availableInstanceIds.slice();
  10781. object.availableGeometryIds = this._availableGeometryIds.slice();
  10782. object.nextIndexStart = this._nextIndexStart;
  10783. object.nextVertexStart = this._nextVertexStart;
  10784. object.geometryCount = this._geometryCount;
  10785. object.maxInstanceCount = this._maxInstanceCount;
  10786. object.maxVertexCount = this._maxVertexCount;
  10787. object.maxIndexCount = this._maxIndexCount;
  10788. object.geometryInitialized = this._geometryInitialized;
  10789. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10790. object.indirectTexture = this._indirectTexture.toJSON( meta );
  10791. if ( this._colorsTexture !== null ) {
  10792. object.colorsTexture = this._colorsTexture.toJSON( meta );
  10793. }
  10794. if ( this.boundingSphere !== null ) {
  10795. object.boundingSphere = {
  10796. center: this.boundingSphere.center.toArray(),
  10797. radius: this.boundingSphere.radius
  10798. };
  10799. }
  10800. if ( this.boundingBox !== null ) {
  10801. object.boundingBox = {
  10802. min: this.boundingBox.min.toArray(),
  10803. max: this.boundingBox.max.toArray()
  10804. };
  10805. }
  10806. }
  10807. //
  10808. function serialize( library, element ) {
  10809. if ( library[ element.uuid ] === undefined ) {
  10810. library[ element.uuid ] = element.toJSON( meta );
  10811. }
  10812. return element.uuid;
  10813. }
  10814. if ( this.isScene ) {
  10815. if ( this.background ) {
  10816. if ( this.background.isColor ) {
  10817. object.background = this.background.toJSON();
  10818. } else if ( this.background.isTexture ) {
  10819. object.background = this.background.toJSON( meta ).uuid;
  10820. }
  10821. }
  10822. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  10823. object.environment = this.environment.toJSON( meta ).uuid;
  10824. }
  10825. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  10826. object.geometry = serialize( meta.geometries, this.geometry );
  10827. const parameters = this.geometry.parameters;
  10828. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  10829. const shapes = parameters.shapes;
  10830. if ( Array.isArray( shapes ) ) {
  10831. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  10832. const shape = shapes[ i ];
  10833. serialize( meta.shapes, shape );
  10834. }
  10835. } else {
  10836. serialize( meta.shapes, shapes );
  10837. }
  10838. }
  10839. }
  10840. if ( this.isSkinnedMesh ) {
  10841. object.bindMode = this.bindMode;
  10842. object.bindMatrix = this.bindMatrix.toArray();
  10843. if ( this.skeleton !== undefined ) {
  10844. serialize( meta.skeletons, this.skeleton );
  10845. object.skeleton = this.skeleton.uuid;
  10846. }
  10847. }
  10848. if ( this.material !== undefined ) {
  10849. if ( Array.isArray( this.material ) ) {
  10850. const uuids = [];
  10851. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  10852. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  10853. }
  10854. object.material = uuids;
  10855. } else {
  10856. object.material = serialize( meta.materials, this.material );
  10857. }
  10858. }
  10859. //
  10860. if ( this.children.length > 0 ) {
  10861. object.children = [];
  10862. for ( let i = 0; i < this.children.length; i ++ ) {
  10863. object.children.push( this.children[ i ].toJSON( meta ).object );
  10864. }
  10865. }
  10866. //
  10867. if ( this.animations.length > 0 ) {
  10868. object.animations = [];
  10869. for ( let i = 0; i < this.animations.length; i ++ ) {
  10870. const animation = this.animations[ i ];
  10871. object.animations.push( serialize( meta.animations, animation ) );
  10872. }
  10873. }
  10874. if ( isRootObject ) {
  10875. const geometries = extractFromCache( meta.geometries );
  10876. const materials = extractFromCache( meta.materials );
  10877. const textures = extractFromCache( meta.textures );
  10878. const images = extractFromCache( meta.images );
  10879. const shapes = extractFromCache( meta.shapes );
  10880. const skeletons = extractFromCache( meta.skeletons );
  10881. const animations = extractFromCache( meta.animations );
  10882. const nodes = extractFromCache( meta.nodes );
  10883. if ( geometries.length > 0 ) output.geometries = geometries;
  10884. if ( materials.length > 0 ) output.materials = materials;
  10885. if ( textures.length > 0 ) output.textures = textures;
  10886. if ( images.length > 0 ) output.images = images;
  10887. if ( shapes.length > 0 ) output.shapes = shapes;
  10888. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  10889. if ( animations.length > 0 ) output.animations = animations;
  10890. if ( nodes.length > 0 ) output.nodes = nodes;
  10891. }
  10892. output.object = object;
  10893. return output;
  10894. // extract data from the cache hash
  10895. // remove metadata on each item
  10896. // and return as array
  10897. function extractFromCache( cache ) {
  10898. const values = [];
  10899. for ( const key in cache ) {
  10900. const data = cache[ key ];
  10901. delete data.metadata;
  10902. values.push( data );
  10903. }
  10904. return values;
  10905. }
  10906. }
  10907. /**
  10908. * Returns a new 3D object with copied values from this instance.
  10909. *
  10910. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  10911. * @return {Object3D} A clone of this instance.
  10912. */
  10913. clone( recursive ) {
  10914. return new this.constructor().copy( this, recursive );
  10915. }
  10916. /**
  10917. * Copies the values of the given 3D object to this instance.
  10918. *
  10919. * @param {Object3D} source - The 3D object to copy.
  10920. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  10921. * @return {Object3D} A reference to this instance.
  10922. */
  10923. copy( source, recursive = true ) {
  10924. this.name = source.name;
  10925. this.up.copy( source.up );
  10926. this.position.copy( source.position );
  10927. this.rotation.order = source.rotation.order;
  10928. this.quaternion.copy( source.quaternion );
  10929. this.scale.copy( source.scale );
  10930. this.matrix.copy( source.matrix );
  10931. this.matrixWorld.copy( source.matrixWorld );
  10932. this.matrixAutoUpdate = source.matrixAutoUpdate;
  10933. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  10934. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  10935. this.layers.mask = source.layers.mask;
  10936. this.visible = source.visible;
  10937. this.castShadow = source.castShadow;
  10938. this.receiveShadow = source.receiveShadow;
  10939. this.frustumCulled = source.frustumCulled;
  10940. this.renderOrder = source.renderOrder;
  10941. this.animations = source.animations.slice();
  10942. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  10943. if ( recursive === true ) {
  10944. for ( let i = 0; i < source.children.length; i ++ ) {
  10945. const child = source.children[ i ];
  10946. this.add( child.clone() );
  10947. }
  10948. }
  10949. return this;
  10950. }
  10951. }
  10952. /**
  10953. * The default up direction for objects, also used as the default
  10954. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  10955. *
  10956. * @static
  10957. * @type {Vector3}
  10958. * @default (0,1,0)
  10959. */
  10960. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10961. /**
  10962. * The default setting for {@link Object3D#matrixAutoUpdate} for
  10963. * newly created 3D objects.
  10964. *
  10965. * @static
  10966. * @type {boolean}
  10967. * @default true
  10968. */
  10969. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  10970. /**
  10971. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  10972. * newly created 3D objects.
  10973. *
  10974. * @static
  10975. * @type {boolean}
  10976. * @default true
  10977. */
  10978. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  10979. const _v0$1 = /*@__PURE__*/ new Vector3();
  10980. const _v1$3 = /*@__PURE__*/ new Vector3();
  10981. const _v2$2 = /*@__PURE__*/ new Vector3();
  10982. const _v3$2 = /*@__PURE__*/ new Vector3();
  10983. const _vab = /*@__PURE__*/ new Vector3();
  10984. const _vac = /*@__PURE__*/ new Vector3();
  10985. const _vbc = /*@__PURE__*/ new Vector3();
  10986. const _vap = /*@__PURE__*/ new Vector3();
  10987. const _vbp = /*@__PURE__*/ new Vector3();
  10988. const _vcp = /*@__PURE__*/ new Vector3();
  10989. const _v40 = /*@__PURE__*/ new Vector4();
  10990. const _v41 = /*@__PURE__*/ new Vector4();
  10991. const _v42 = /*@__PURE__*/ new Vector4();
  10992. /**
  10993. * A geometric triangle as defined by three vectors representing its three corners.
  10994. */
  10995. class Triangle {
  10996. /**
  10997. * Constructs a new triangle.
  10998. *
  10999. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11000. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11001. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11002. */
  11003. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11004. /**
  11005. * The first corner of the triangle.
  11006. *
  11007. * @type {Vector3}
  11008. */
  11009. this.a = a;
  11010. /**
  11011. * The second corner of the triangle.
  11012. *
  11013. * @type {Vector3}
  11014. */
  11015. this.b = b;
  11016. /**
  11017. * The third corner of the triangle.
  11018. *
  11019. * @type {Vector3}
  11020. */
  11021. this.c = c;
  11022. }
  11023. /**
  11024. * Computes the normal vector of a triangle.
  11025. *
  11026. * @param {Vector3} a - The first corner of the triangle.
  11027. * @param {Vector3} b - The second corner of the triangle.
  11028. * @param {Vector3} c - The third corner of the triangle.
  11029. * @param {Vector3} target - The target vector that is used to store the method's result.
  11030. * @return {Vector3} The triangle's normal.
  11031. */
  11032. static getNormal( a, b, c, target ) {
  11033. target.subVectors( c, b );
  11034. _v0$1.subVectors( a, b );
  11035. target.cross( _v0$1 );
  11036. const targetLengthSq = target.lengthSq();
  11037. if ( targetLengthSq > 0 ) {
  11038. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11039. }
  11040. return target.set( 0, 0, 0 );
  11041. }
  11042. /**
  11043. * Computes a barycentric coordinates from the given vector.
  11044. * Returns `null` if the triangle is degenerate.
  11045. *
  11046. * @param {Vector3} point - A point in 3D space.
  11047. * @param {Vector3} a - The first corner of the triangle.
  11048. * @param {Vector3} b - The second corner of the triangle.
  11049. * @param {Vector3} c - The third corner of the triangle.
  11050. * @param {Vector3} target - The target vector that is used to store the method's result.
  11051. * @return {?Vector3} The barycentric coordinates for the given point
  11052. */
  11053. static getBarycoord( point, a, b, c, target ) {
  11054. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11055. _v0$1.subVectors( c, a );
  11056. _v1$3.subVectors( b, a );
  11057. _v2$2.subVectors( point, a );
  11058. const dot00 = _v0$1.dot( _v0$1 );
  11059. const dot01 = _v0$1.dot( _v1$3 );
  11060. const dot02 = _v0$1.dot( _v2$2 );
  11061. const dot11 = _v1$3.dot( _v1$3 );
  11062. const dot12 = _v1$3.dot( _v2$2 );
  11063. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11064. // collinear or singular triangle
  11065. if ( denom === 0 ) {
  11066. target.set( 0, 0, 0 );
  11067. return null;
  11068. }
  11069. const invDenom = 1 / denom;
  11070. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11071. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11072. // barycentric coordinates must always sum to 1
  11073. return target.set( 1 - u - v, v, u );
  11074. }
  11075. /**
  11076. * Returns `true` if the given point, when projected onto the plane of the
  11077. * triangle, lies within the triangle.
  11078. *
  11079. * @param {Vector3} point - The point in 3D space to test.
  11080. * @param {Vector3} a - The first corner of the triangle.
  11081. * @param {Vector3} b - The second corner of the triangle.
  11082. * @param {Vector3} c - The third corner of the triangle.
  11083. * @return {boolean} Whether the given point, when projected onto the plane of the
  11084. * triangle, lies within the triangle or not.
  11085. */
  11086. static containsPoint( point, a, b, c ) {
  11087. // if the triangle is degenerate then we can't contain a point
  11088. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11089. return false;
  11090. }
  11091. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11092. }
  11093. /**
  11094. * Computes the value barycentrically interpolated for the given point on the
  11095. * triangle. Returns `null` if the triangle is degenerate.
  11096. *
  11097. * @param {Vector3} point - Position of interpolated point.
  11098. * @param {Vector3} p1 - The first corner of the triangle.
  11099. * @param {Vector3} p2 - The second corner of the triangle.
  11100. * @param {Vector3} p3 - The third corner of the triangle.
  11101. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11102. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11103. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11104. * @param {Vector3} target - The target vector that is used to store the method's result.
  11105. * @return {?Vector3} The interpolated value.
  11106. */
  11107. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11108. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11109. target.x = 0;
  11110. target.y = 0;
  11111. if ( 'z' in target ) target.z = 0;
  11112. if ( 'w' in target ) target.w = 0;
  11113. return null;
  11114. }
  11115. target.setScalar( 0 );
  11116. target.addScaledVector( v1, _v3$2.x );
  11117. target.addScaledVector( v2, _v3$2.y );
  11118. target.addScaledVector( v3, _v3$2.z );
  11119. return target;
  11120. }
  11121. /**
  11122. * Computes the value barycentrically interpolated for the given attribute and indices.
  11123. *
  11124. * @param {BufferAttribute} attr - The attribute to interpolate.
  11125. * @param {number} i1 - Index of first vertex.
  11126. * @param {number} i2 - Index of second vertex.
  11127. * @param {number} i3 - Index of third vertex.
  11128. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11129. * @param {Vector3} target - The target vector that is used to store the method's result.
  11130. * @return {Vector3} The interpolated attribute value.
  11131. */
  11132. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11133. _v40.setScalar( 0 );
  11134. _v41.setScalar( 0 );
  11135. _v42.setScalar( 0 );
  11136. _v40.fromBufferAttribute( attr, i1 );
  11137. _v41.fromBufferAttribute( attr, i2 );
  11138. _v42.fromBufferAttribute( attr, i3 );
  11139. target.setScalar( 0 );
  11140. target.addScaledVector( _v40, barycoord.x );
  11141. target.addScaledVector( _v41, barycoord.y );
  11142. target.addScaledVector( _v42, barycoord.z );
  11143. return target;
  11144. }
  11145. /**
  11146. * Returns `true` if the triangle is oriented towards the given direction.
  11147. *
  11148. * @param {Vector3} a - The first corner of the triangle.
  11149. * @param {Vector3} b - The second corner of the triangle.
  11150. * @param {Vector3} c - The third corner of the triangle.
  11151. * @param {Vector3} direction - The (normalized) direction vector.
  11152. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11153. */
  11154. static isFrontFacing( a, b, c, direction ) {
  11155. _v0$1.subVectors( c, b );
  11156. _v1$3.subVectors( a, b );
  11157. // strictly front facing
  11158. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11159. }
  11160. /**
  11161. * Sets the triangle's vertices by copying the given values.
  11162. *
  11163. * @param {Vector3} a - The first corner of the triangle.
  11164. * @param {Vector3} b - The second corner of the triangle.
  11165. * @param {Vector3} c - The third corner of the triangle.
  11166. * @return {Triangle} A reference to this triangle.
  11167. */
  11168. set( a, b, c ) {
  11169. this.a.copy( a );
  11170. this.b.copy( b );
  11171. this.c.copy( c );
  11172. return this;
  11173. }
  11174. /**
  11175. * Sets the triangle's vertices by copying the given array values.
  11176. *
  11177. * @param {Array<Vector3>} points - An array with 3D points.
  11178. * @param {number} i0 - The array index representing the first corner of the triangle.
  11179. * @param {number} i1 - The array index representing the second corner of the triangle.
  11180. * @param {number} i2 - The array index representing the third corner of the triangle.
  11181. * @return {Triangle} A reference to this triangle.
  11182. */
  11183. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11184. this.a.copy( points[ i0 ] );
  11185. this.b.copy( points[ i1 ] );
  11186. this.c.copy( points[ i2 ] );
  11187. return this;
  11188. }
  11189. /**
  11190. * Sets the triangle's vertices by copying the given attribute values.
  11191. *
  11192. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11193. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11194. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11195. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11196. * @return {Triangle} A reference to this triangle.
  11197. */
  11198. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11199. this.a.fromBufferAttribute( attribute, i0 );
  11200. this.b.fromBufferAttribute( attribute, i1 );
  11201. this.c.fromBufferAttribute( attribute, i2 );
  11202. return this;
  11203. }
  11204. /**
  11205. * Returns a new triangle with copied values from this instance.
  11206. *
  11207. * @return {Triangle} A clone of this instance.
  11208. */
  11209. clone() {
  11210. return new this.constructor().copy( this );
  11211. }
  11212. /**
  11213. * Copies the values of the given triangle to this instance.
  11214. *
  11215. * @param {Triangle} triangle - The triangle to copy.
  11216. * @return {Triangle} A reference to this triangle.
  11217. */
  11218. copy( triangle ) {
  11219. this.a.copy( triangle.a );
  11220. this.b.copy( triangle.b );
  11221. this.c.copy( triangle.c );
  11222. return this;
  11223. }
  11224. /**
  11225. * Computes the area of the triangle.
  11226. *
  11227. * @return {number} The triangle's area.
  11228. */
  11229. getArea() {
  11230. _v0$1.subVectors( this.c, this.b );
  11231. _v1$3.subVectors( this.a, this.b );
  11232. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11233. }
  11234. /**
  11235. * Computes the midpoint of the triangle.
  11236. *
  11237. * @param {Vector3} target - The target vector that is used to store the method's result.
  11238. * @return {Vector3} The triangle's midpoint.
  11239. */
  11240. getMidpoint( target ) {
  11241. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11242. }
  11243. /**
  11244. * Computes the normal of the triangle.
  11245. *
  11246. * @param {Vector3} target - The target vector that is used to store the method's result.
  11247. * @return {Vector3} The triangle's normal.
  11248. */
  11249. getNormal( target ) {
  11250. return Triangle.getNormal( this.a, this.b, this.c, target );
  11251. }
  11252. /**
  11253. * Computes a plane the triangle lies within.
  11254. *
  11255. * @param {Plane} target - The target vector that is used to store the method's result.
  11256. * @return {Plane} The plane the triangle lies within.
  11257. */
  11258. getPlane( target ) {
  11259. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11260. }
  11261. /**
  11262. * Computes a barycentric coordinates from the given vector.
  11263. * Returns `null` if the triangle is degenerate.
  11264. *
  11265. * @param {Vector3} point - A point in 3D space.
  11266. * @param {Vector3} target - The target vector that is used to store the method's result.
  11267. * @return {?Vector3} The barycentric coordinates for the given point
  11268. */
  11269. getBarycoord( point, target ) {
  11270. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11271. }
  11272. /**
  11273. * Computes the value barycentrically interpolated for the given point on the
  11274. * triangle. Returns `null` if the triangle is degenerate.
  11275. *
  11276. * @param {Vector3} point - Position of interpolated point.
  11277. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11278. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11279. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11280. * @param {Vector3} target - The target vector that is used to store the method's result.
  11281. * @return {?Vector3} The interpolated value.
  11282. */
  11283. getInterpolation( point, v1, v2, v3, target ) {
  11284. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11285. }
  11286. /**
  11287. * Returns `true` if the given point, when projected onto the plane of the
  11288. * triangle, lies within the triangle.
  11289. *
  11290. * @param {Vector3} point - The point in 3D space to test.
  11291. * @return {boolean} Whether the given point, when projected onto the plane of the
  11292. * triangle, lies within the triangle or not.
  11293. */
  11294. containsPoint( point ) {
  11295. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11296. }
  11297. /**
  11298. * Returns `true` if the triangle is oriented towards the given direction.
  11299. *
  11300. * @param {Vector3} direction - The (normalized) direction vector.
  11301. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11302. */
  11303. isFrontFacing( direction ) {
  11304. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11305. }
  11306. /**
  11307. * Returns `true` if this triangle intersects with the given box.
  11308. *
  11309. * @param {Box3} box - The box to intersect.
  11310. * @return {boolean} Whether this triangle intersects with the given box or not.
  11311. */
  11312. intersectsBox( box ) {
  11313. return box.intersectsTriangle( this );
  11314. }
  11315. /**
  11316. * Returns the closest point on the triangle to the given point.
  11317. *
  11318. * @param {Vector3} p - The point to compute the closest point for.
  11319. * @param {Vector3} target - The target vector that is used to store the method's result.
  11320. * @return {Vector3} The closest point on the triangle.
  11321. */
  11322. closestPointToPoint( p, target ) {
  11323. const a = this.a, b = this.b, c = this.c;
  11324. let v, w;
  11325. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11326. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11327. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11328. // basically, we're distinguishing which of the voronoi regions of the triangle
  11329. // the point lies in with the minimum amount of redundant computation.
  11330. _vab.subVectors( b, a );
  11331. _vac.subVectors( c, a );
  11332. _vap.subVectors( p, a );
  11333. const d1 = _vab.dot( _vap );
  11334. const d2 = _vac.dot( _vap );
  11335. if ( d1 <= 0 && d2 <= 0 ) {
  11336. // vertex region of A; barycentric coords (1, 0, 0)
  11337. return target.copy( a );
  11338. }
  11339. _vbp.subVectors( p, b );
  11340. const d3 = _vab.dot( _vbp );
  11341. const d4 = _vac.dot( _vbp );
  11342. if ( d3 >= 0 && d4 <= d3 ) {
  11343. // vertex region of B; barycentric coords (0, 1, 0)
  11344. return target.copy( b );
  11345. }
  11346. const vc = d1 * d4 - d3 * d2;
  11347. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11348. v = d1 / ( d1 - d3 );
  11349. // edge region of AB; barycentric coords (1-v, v, 0)
  11350. return target.copy( a ).addScaledVector( _vab, v );
  11351. }
  11352. _vcp.subVectors( p, c );
  11353. const d5 = _vab.dot( _vcp );
  11354. const d6 = _vac.dot( _vcp );
  11355. if ( d6 >= 0 && d5 <= d6 ) {
  11356. // vertex region of C; barycentric coords (0, 0, 1)
  11357. return target.copy( c );
  11358. }
  11359. const vb = d5 * d2 - d1 * d6;
  11360. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11361. w = d2 / ( d2 - d6 );
  11362. // edge region of AC; barycentric coords (1-w, 0, w)
  11363. return target.copy( a ).addScaledVector( _vac, w );
  11364. }
  11365. const va = d3 * d6 - d5 * d4;
  11366. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11367. _vbc.subVectors( c, b );
  11368. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11369. // edge region of BC; barycentric coords (0, 1-w, w)
  11370. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11371. }
  11372. // face region
  11373. const denom = 1 / ( va + vb + vc );
  11374. // u = va * denom
  11375. v = vb * denom;
  11376. w = vc * denom;
  11377. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11378. }
  11379. /**
  11380. * Returns `true` if this triangle is equal with the given one.
  11381. *
  11382. * @param {Triangle} triangle - The triangle to test for equality.
  11383. * @return {boolean} Whether this triangle is equal with the given one.
  11384. */
  11385. equals( triangle ) {
  11386. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11387. }
  11388. }
  11389. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11390. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11391. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11392. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11393. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11394. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11395. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11396. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11397. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11398. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11399. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11400. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11401. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11402. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11403. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11404. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11405. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11406. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11407. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11408. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11409. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11410. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11411. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11412. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11413. const _hslA = { h: 0, s: 0, l: 0 };
  11414. const _hslB = { h: 0, s: 0, l: 0 };
  11415. function hue2rgb( p, q, t ) {
  11416. if ( t < 0 ) t += 1;
  11417. if ( t > 1 ) t -= 1;
  11418. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11419. if ( t < 1 / 2 ) return q;
  11420. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11421. return p;
  11422. }
  11423. /**
  11424. * A Color instance is represented by RGB components in the linear <i>working
  11425. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11426. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11427. * strings) are converted to the working color space automatically.
  11428. *
  11429. * ```js
  11430. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11431. * const color = new THREE.Color().setHex( 0x112233 );
  11432. * ```
  11433. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11434. * ```js
  11435. * // assumed already LinearSRGBColorSpace; no conversion
  11436. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11437. *
  11438. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11439. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11440. * ```
  11441. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11442. * see <i>Color management</i>. Iterating through a Color instance will yield
  11443. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11444. * in any of the following ways:
  11445. * ```js
  11446. * //empty constructor - will default white
  11447. * const color1 = new THREE.Color();
  11448. *
  11449. * //Hexadecimal color (recommended)
  11450. * const color2 = new THREE.Color( 0xff0000 );
  11451. *
  11452. * //RGB string
  11453. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11454. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11455. *
  11456. * //X11 color name - all 140 color names are supported.
  11457. * //Note the lack of CamelCase in the name
  11458. * const color5 = new THREE.Color( 'skyblue' );
  11459. * //HSL string
  11460. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11461. *
  11462. * //Separate RGB values between 0 and 1
  11463. * const color7 = new THREE.Color( 1, 0, 0 );
  11464. * ```
  11465. */
  11466. class Color {
  11467. /**
  11468. * Constructs a new color.
  11469. *
  11470. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11471. * and that method is used throughout the rest of the documentation.
  11472. *
  11473. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11474. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11475. * @param {number} [g] - The green component.
  11476. * @param {number} [b] - The blue component.
  11477. */
  11478. constructor( r, g, b ) {
  11479. /**
  11480. * This flag can be used for type testing.
  11481. *
  11482. * @type {boolean}
  11483. * @readonly
  11484. * @default true
  11485. */
  11486. this.isColor = true;
  11487. /**
  11488. * The red component.
  11489. *
  11490. * @type {number}
  11491. * @default 1
  11492. */
  11493. this.r = 1;
  11494. /**
  11495. * The green component.
  11496. *
  11497. * @type {number}
  11498. * @default 1
  11499. */
  11500. this.g = 1;
  11501. /**
  11502. * The blue component.
  11503. *
  11504. * @type {number}
  11505. * @default 1
  11506. */
  11507. this.b = 1;
  11508. return this.set( r, g, b );
  11509. }
  11510. /**
  11511. * Sets the colors's components from the given values.
  11512. *
  11513. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11514. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11515. * @param {number} [g] - The green component.
  11516. * @param {number} [b] - The blue component.
  11517. * @return {Color} A reference to this color.
  11518. */
  11519. set( r, g, b ) {
  11520. if ( g === undefined && b === undefined ) {
  11521. // r is THREE.Color, hex or string
  11522. const value = r;
  11523. if ( value && value.isColor ) {
  11524. this.copy( value );
  11525. } else if ( typeof value === 'number' ) {
  11526. this.setHex( value );
  11527. } else if ( typeof value === 'string' ) {
  11528. this.setStyle( value );
  11529. }
  11530. } else {
  11531. this.setRGB( r, g, b );
  11532. }
  11533. return this;
  11534. }
  11535. /**
  11536. * Sets the colors's components to the given scalar value.
  11537. *
  11538. * @param {number} scalar - The scalar value.
  11539. * @return {Color} A reference to this color.
  11540. */
  11541. setScalar( scalar ) {
  11542. this.r = scalar;
  11543. this.g = scalar;
  11544. this.b = scalar;
  11545. return this;
  11546. }
  11547. /**
  11548. * Sets this color from a hexadecimal value.
  11549. *
  11550. * @param {number} hex - The hexadecimal value.
  11551. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11552. * @return {Color} A reference to this color.
  11553. */
  11554. setHex( hex, colorSpace = SRGBColorSpace ) {
  11555. hex = Math.floor( hex );
  11556. this.r = ( hex >> 16 & 255 ) / 255;
  11557. this.g = ( hex >> 8 & 255 ) / 255;
  11558. this.b = ( hex & 255 ) / 255;
  11559. ColorManagement.toWorkingColorSpace( this, colorSpace );
  11560. return this;
  11561. }
  11562. /**
  11563. * Sets this color from RGB values.
  11564. *
  11565. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11566. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11567. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11568. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11569. * @return {Color} A reference to this color.
  11570. */
  11571. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11572. this.r = r;
  11573. this.g = g;
  11574. this.b = b;
  11575. ColorManagement.toWorkingColorSpace( this, colorSpace );
  11576. return this;
  11577. }
  11578. /**
  11579. * Sets this color from RGB values.
  11580. *
  11581. * @param {number} h - Hue value between `0.0` and `1.0`.
  11582. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11583. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11584. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11585. * @return {Color} A reference to this color.
  11586. */
  11587. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11588. // h,s,l ranges are in 0.0 - 1.0
  11589. h = euclideanModulo( h, 1 );
  11590. s = clamp( s, 0, 1 );
  11591. l = clamp( l, 0, 1 );
  11592. if ( s === 0 ) {
  11593. this.r = this.g = this.b = l;
  11594. } else {
  11595. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11596. const q = ( 2 * l ) - p;
  11597. this.r = hue2rgb( q, p, h + 1 / 3 );
  11598. this.g = hue2rgb( q, p, h );
  11599. this.b = hue2rgb( q, p, h - 1 / 3 );
  11600. }
  11601. ColorManagement.toWorkingColorSpace( this, colorSpace );
  11602. return this;
  11603. }
  11604. /**
  11605. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11606. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11607. * any [X11 color name]{@link https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart} -
  11608. * all 140 color names are supported).
  11609. *
  11610. * @param {string} style - Color as a CSS-style string.
  11611. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11612. * @return {Color} A reference to this color.
  11613. */
  11614. setStyle( style, colorSpace = SRGBColorSpace ) {
  11615. function handleAlpha( string ) {
  11616. if ( string === undefined ) return;
  11617. if ( parseFloat( string ) < 1 ) {
  11618. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  11619. }
  11620. }
  11621. let m;
  11622. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11623. // rgb / hsl
  11624. let color;
  11625. const name = m[ 1 ];
  11626. const components = m[ 2 ];
  11627. switch ( name ) {
  11628. case 'rgb':
  11629. case 'rgba':
  11630. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11631. // rgb(255,0,0) rgba(255,0,0,0.5)
  11632. handleAlpha( color[ 4 ] );
  11633. return this.setRGB(
  11634. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11635. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11636. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11637. colorSpace
  11638. );
  11639. }
  11640. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11641. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11642. handleAlpha( color[ 4 ] );
  11643. return this.setRGB(
  11644. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11645. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11646. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11647. colorSpace
  11648. );
  11649. }
  11650. break;
  11651. case 'hsl':
  11652. case 'hsla':
  11653. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11654. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11655. handleAlpha( color[ 4 ] );
  11656. return this.setHSL(
  11657. parseFloat( color[ 1 ] ) / 360,
  11658. parseFloat( color[ 2 ] ) / 100,
  11659. parseFloat( color[ 3 ] ) / 100,
  11660. colorSpace
  11661. );
  11662. }
  11663. break;
  11664. default:
  11665. console.warn( 'THREE.Color: Unknown color model ' + style );
  11666. }
  11667. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11668. // hex color
  11669. const hex = m[ 1 ];
  11670. const size = hex.length;
  11671. if ( size === 3 ) {
  11672. // #ff0
  11673. return this.setRGB(
  11674. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11675. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11676. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11677. colorSpace
  11678. );
  11679. } else if ( size === 6 ) {
  11680. // #ff0000
  11681. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11682. } else {
  11683. console.warn( 'THREE.Color: Invalid hex color ' + style );
  11684. }
  11685. } else if ( style && style.length > 0 ) {
  11686. return this.setColorName( style, colorSpace );
  11687. }
  11688. return this;
  11689. }
  11690. /**
  11691. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11692. * you don't need the other CSS-style formats.
  11693. *
  11694. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11695. * ```js
  11696. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11697. * ```
  11698. *
  11699. * @param {string} style - The color name.
  11700. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11701. * @return {Color} A reference to this color.
  11702. */
  11703. setColorName( style, colorSpace = SRGBColorSpace ) {
  11704. // color keywords
  11705. const hex = _colorKeywords[ style.toLowerCase() ];
  11706. if ( hex !== undefined ) {
  11707. // red
  11708. this.setHex( hex, colorSpace );
  11709. } else {
  11710. // unknown color
  11711. console.warn( 'THREE.Color: Unknown color ' + style );
  11712. }
  11713. return this;
  11714. }
  11715. /**
  11716. * Returns a new color with copied values from this instance.
  11717. *
  11718. * @return {Color} A clone of this instance.
  11719. */
  11720. clone() {
  11721. return new this.constructor( this.r, this.g, this.b );
  11722. }
  11723. /**
  11724. * Copies the values of the given color to this instance.
  11725. *
  11726. * @param {Color} color - The color to copy.
  11727. * @return {Color} A reference to this color.
  11728. */
  11729. copy( color ) {
  11730. this.r = color.r;
  11731. this.g = color.g;
  11732. this.b = color.b;
  11733. return this;
  11734. }
  11735. /**
  11736. * Copies the given color into this color, and then converts this color from
  11737. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11738. *
  11739. * @param {Color} color - The color to copy/convert.
  11740. * @return {Color} A reference to this color.
  11741. */
  11742. copySRGBToLinear( color ) {
  11743. this.r = SRGBToLinear( color.r );
  11744. this.g = SRGBToLinear( color.g );
  11745. this.b = SRGBToLinear( color.b );
  11746. return this;
  11747. }
  11748. /**
  11749. * Copies the given color into this color, and then converts this color from
  11750. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11751. *
  11752. * @param {Color} color - The color to copy/convert.
  11753. * @return {Color} A reference to this color.
  11754. */
  11755. copyLinearToSRGB( color ) {
  11756. this.r = LinearToSRGB( color.r );
  11757. this.g = LinearToSRGB( color.g );
  11758. this.b = LinearToSRGB( color.b );
  11759. return this;
  11760. }
  11761. /**
  11762. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11763. *
  11764. * @return {Color} A reference to this color.
  11765. */
  11766. convertSRGBToLinear() {
  11767. this.copySRGBToLinear( this );
  11768. return this;
  11769. }
  11770. /**
  11771. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11772. *
  11773. * @return {Color} A reference to this color.
  11774. */
  11775. convertLinearToSRGB() {
  11776. this.copyLinearToSRGB( this );
  11777. return this;
  11778. }
  11779. /**
  11780. * Returns the hexadecimal value of this color.
  11781. *
  11782. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11783. * @return {number} The hexadecimal value.
  11784. */
  11785. getHex( colorSpace = SRGBColorSpace ) {
  11786. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  11787. 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 ) );
  11788. }
  11789. /**
  11790. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  11791. *
  11792. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11793. * @return {string} The hexadecimal value as a string.
  11794. */
  11795. getHexString( colorSpace = SRGBColorSpace ) {
  11796. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  11797. }
  11798. /**
  11799. * Converts the colors RGB values into the HSL format and stores them into the
  11800. * given target object.
  11801. *
  11802. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  11803. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11804. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  11805. */
  11806. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  11807. // h,s,l ranges are in 0.0 - 1.0
  11808. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  11809. const r = _color.r, g = _color.g, b = _color.b;
  11810. const max = Math.max( r, g, b );
  11811. const min = Math.min( r, g, b );
  11812. let hue, saturation;
  11813. const lightness = ( min + max ) / 2.0;
  11814. if ( min === max ) {
  11815. hue = 0;
  11816. saturation = 0;
  11817. } else {
  11818. const delta = max - min;
  11819. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  11820. switch ( max ) {
  11821. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  11822. case g: hue = ( b - r ) / delta + 2; break;
  11823. case b: hue = ( r - g ) / delta + 4; break;
  11824. }
  11825. hue /= 6;
  11826. }
  11827. target.h = hue;
  11828. target.s = saturation;
  11829. target.l = lightness;
  11830. return target;
  11831. }
  11832. /**
  11833. * Returns the RGB values of this color and stores them into the given target object.
  11834. *
  11835. * @param {Color} target - The target color that is used to store the method's result.
  11836. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11837. * @return {Color} The RGB representation of this color.
  11838. */
  11839. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  11840. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  11841. target.r = _color.r;
  11842. target.g = _color.g;
  11843. target.b = _color.b;
  11844. return target;
  11845. }
  11846. /**
  11847. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  11848. *
  11849. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11850. * @return {string} The CSS representation of this color.
  11851. */
  11852. getStyle( colorSpace = SRGBColorSpace ) {
  11853. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  11854. const r = _color.r, g = _color.g, b = _color.b;
  11855. if ( colorSpace !== SRGBColorSpace ) {
  11856. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  11857. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  11858. }
  11859. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  11860. }
  11861. /**
  11862. * Adds the given HSL values to this color's values.
  11863. * Internally, this converts the color's RGB values to HSL, adds HSL
  11864. * and then converts the color back to RGB.
  11865. *
  11866. * @param {number} h - Hue value between `0.0` and `1.0`.
  11867. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11868. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11869. * @return {Color} A reference to this color.
  11870. */
  11871. offsetHSL( h, s, l ) {
  11872. this.getHSL( _hslA );
  11873. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  11874. }
  11875. /**
  11876. * Adds the RGB values of the given color to the RGB values of this color.
  11877. *
  11878. * @param {Color} color - The color to add.
  11879. * @return {Color} A reference to this color.
  11880. */
  11881. add( color ) {
  11882. this.r += color.r;
  11883. this.g += color.g;
  11884. this.b += color.b;
  11885. return this;
  11886. }
  11887. /**
  11888. * Adds the RGB values of the given colors and stores the result in this instance.
  11889. *
  11890. * @param {Color} color1 - The first color.
  11891. * @param {Color} color2 - The second color.
  11892. * @return {Color} A reference to this color.
  11893. */
  11894. addColors( color1, color2 ) {
  11895. this.r = color1.r + color2.r;
  11896. this.g = color1.g + color2.g;
  11897. this.b = color1.b + color2.b;
  11898. return this;
  11899. }
  11900. /**
  11901. * Adds the given scalar value to the RGB values of this color.
  11902. *
  11903. * @param {number} s - The scalar to add.
  11904. * @return {Color} A reference to this color.
  11905. */
  11906. addScalar( s ) {
  11907. this.r += s;
  11908. this.g += s;
  11909. this.b += s;
  11910. return this;
  11911. }
  11912. /**
  11913. * Subtracts the RGB values of the given color from the RGB values of this color.
  11914. *
  11915. * @param {Color} color - The color to subtract.
  11916. * @return {Color} A reference to this color.
  11917. */
  11918. sub( color ) {
  11919. this.r = Math.max( 0, this.r - color.r );
  11920. this.g = Math.max( 0, this.g - color.g );
  11921. this.b = Math.max( 0, this.b - color.b );
  11922. return this;
  11923. }
  11924. /**
  11925. * Multiplies the RGB values of the given color with the RGB values of this color.
  11926. *
  11927. * @param {Color} color - The color to multiply.
  11928. * @return {Color} A reference to this color.
  11929. */
  11930. multiply( color ) {
  11931. this.r *= color.r;
  11932. this.g *= color.g;
  11933. this.b *= color.b;
  11934. return this;
  11935. }
  11936. /**
  11937. * Multiplies the given scalar value with the RGB values of this color.
  11938. *
  11939. * @param {number} s - The scalar to multiply.
  11940. * @return {Color} A reference to this color.
  11941. */
  11942. multiplyScalar( s ) {
  11943. this.r *= s;
  11944. this.g *= s;
  11945. this.b *= s;
  11946. return this;
  11947. }
  11948. /**
  11949. * Linearly interpolates this color's RGB values toward the RGB values of the
  11950. * given color. The alpha argument can be thought of as the ratio between
  11951. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  11952. *
  11953. * @param {Color} color - The color to converge on.
  11954. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11955. * @return {Color} A reference to this color.
  11956. */
  11957. lerp( color, alpha ) {
  11958. this.r += ( color.r - this.r ) * alpha;
  11959. this.g += ( color.g - this.g ) * alpha;
  11960. this.b += ( color.b - this.b ) * alpha;
  11961. return this;
  11962. }
  11963. /**
  11964. * Linearly interpolates between the given colors and stores the result in this instance.
  11965. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  11966. * is the first and `1.0` is the second color.
  11967. *
  11968. * @param {Color} color1 - The first color.
  11969. * @param {Color} color2 - The second color.
  11970. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11971. * @return {Color} A reference to this color.
  11972. */
  11973. lerpColors( color1, color2, alpha ) {
  11974. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  11975. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  11976. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  11977. return this;
  11978. }
  11979. /**
  11980. * Linearly interpolates this color's HSL values toward the HSL values of the
  11981. * given color. It differs from {@link Color#lerp} by not interpolating straight
  11982. * from one color to the other, but instead going through all the hues in between
  11983. * those two colors. The alpha argument can be thought of as the ratio between
  11984. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  11985. *
  11986. * @param {Color} color - The color to converge on.
  11987. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11988. * @return {Color} A reference to this color.
  11989. */
  11990. lerpHSL( color, alpha ) {
  11991. this.getHSL( _hslA );
  11992. color.getHSL( _hslB );
  11993. const h = lerp( _hslA.h, _hslB.h, alpha );
  11994. const s = lerp( _hslA.s, _hslB.s, alpha );
  11995. const l = lerp( _hslA.l, _hslB.l, alpha );
  11996. this.setHSL( h, s, l );
  11997. return this;
  11998. }
  11999. /**
  12000. * Sets the color's RGB components from the given 3D vector.
  12001. *
  12002. * @param {Vector3} v - The vector to set.
  12003. * @return {Color} A reference to this color.
  12004. */
  12005. setFromVector3( v ) {
  12006. this.r = v.x;
  12007. this.g = v.y;
  12008. this.b = v.z;
  12009. return this;
  12010. }
  12011. /**
  12012. * Transforms this color with the given 3x3 matrix.
  12013. *
  12014. * @param {Matrix3} m - The matrix.
  12015. * @return {Color} A reference to this color.
  12016. */
  12017. applyMatrix3( m ) {
  12018. const r = this.r, g = this.g, b = this.b;
  12019. const e = m.elements;
  12020. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12021. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12022. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12023. return this;
  12024. }
  12025. /**
  12026. * Returns `true` if this color is equal with the given one.
  12027. *
  12028. * @param {Color} c - The color to test for equality.
  12029. * @return {boolean} Whether this bounding color is equal with the given one.
  12030. */
  12031. equals( c ) {
  12032. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12033. }
  12034. /**
  12035. * Sets this color's RGB components from the given array.
  12036. *
  12037. * @param {Array<number>} array - An array holding the RGB values.
  12038. * @param {number} [offset=0] - The offset into the array.
  12039. * @return {Color} A reference to this color.
  12040. */
  12041. fromArray( array, offset = 0 ) {
  12042. this.r = array[ offset ];
  12043. this.g = array[ offset + 1 ];
  12044. this.b = array[ offset + 2 ];
  12045. return this;
  12046. }
  12047. /**
  12048. * Writes the RGB components of this color to the given array. If no array is provided,
  12049. * the method returns a new instance.
  12050. *
  12051. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12052. * @param {number} [offset=0] - Index of the first element in the array.
  12053. * @return {Array<number>} The color components.
  12054. */
  12055. toArray( array = [], offset = 0 ) {
  12056. array[ offset ] = this.r;
  12057. array[ offset + 1 ] = this.g;
  12058. array[ offset + 2 ] = this.b;
  12059. return array;
  12060. }
  12061. /**
  12062. * Sets the components of this color from the given buffer attribute.
  12063. *
  12064. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12065. * @param {number} index - The index into the attribute.
  12066. * @return {Color} A reference to this color.
  12067. */
  12068. fromBufferAttribute( attribute, index ) {
  12069. this.r = attribute.getX( index );
  12070. this.g = attribute.getY( index );
  12071. this.b = attribute.getZ( index );
  12072. return this;
  12073. }
  12074. /**
  12075. * This methods defines the serialization result of this class. Returns the color
  12076. * as a hexadecimal value.
  12077. *
  12078. * @return {number} The hexadecimal value.
  12079. */
  12080. toJSON() {
  12081. return this.getHex();
  12082. }
  12083. *[ Symbol.iterator ]() {
  12084. yield this.r;
  12085. yield this.g;
  12086. yield this.b;
  12087. }
  12088. }
  12089. const _color = /*@__PURE__*/ new Color();
  12090. /**
  12091. * A dictionary with X11 color names.
  12092. *
  12093. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12094. *
  12095. * @static
  12096. * @type {Object}
  12097. */
  12098. Color.NAMES = _colorKeywords;
  12099. let _materialId = 0;
  12100. /**
  12101. * Abstract base class for materials.
  12102. *
  12103. * Materials define the appearance of renderable 3D objects.
  12104. *
  12105. * @abstract
  12106. * @augments EventDispatcher
  12107. */
  12108. class Material extends EventDispatcher {
  12109. /**
  12110. * Constructs a new material.
  12111. */
  12112. constructor() {
  12113. super();
  12114. /**
  12115. * This flag can be used for type testing.
  12116. *
  12117. * @type {boolean}
  12118. * @readonly
  12119. * @default true
  12120. */
  12121. this.isMaterial = true;
  12122. /**
  12123. * The ID of the material.
  12124. *
  12125. * @name Material#id
  12126. * @type {number}
  12127. * @readonly
  12128. */
  12129. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12130. /**
  12131. * The UUID of the material.
  12132. *
  12133. * @type {string}
  12134. * @readonly
  12135. */
  12136. this.uuid = generateUUID();
  12137. /**
  12138. * The name of the material.
  12139. *
  12140. * @type {string}
  12141. */
  12142. this.name = '';
  12143. /**
  12144. * The type property is used for detecting the object type
  12145. * in context of serialization/deserialization.
  12146. *
  12147. * @type {string}
  12148. * @readonly
  12149. */
  12150. this.type = 'Material';
  12151. /**
  12152. * Defines the blending type of the material.
  12153. *
  12154. * It must be set to `CustomBlending` if custom blending properties like
  12155. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12156. * should have any effect.
  12157. *
  12158. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12159. * @default NormalBlending
  12160. */
  12161. this.blending = NormalBlending;
  12162. /**
  12163. * Defines which side of faces will be rendered - front, back or both.
  12164. *
  12165. * @type {(FrontSide|BackSide|DoubleSide)}
  12166. * @default FrontSide
  12167. */
  12168. this.side = FrontSide;
  12169. /**
  12170. * If set to `true`, vertex colors should be used.
  12171. *
  12172. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12173. * four (RGBA) component color buffer attribute is used.
  12174. *
  12175. * @type {boolean}
  12176. * @default false
  12177. */
  12178. this.vertexColors = false;
  12179. /**
  12180. * Defines how transparent the material is.
  12181. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12182. *
  12183. * If the {@link Material#transparent} is not set to `true`,
  12184. * the material will remain fully opaque and this value will only affect its color.
  12185. *
  12186. * @type {number}
  12187. * @default 1
  12188. */
  12189. this.opacity = 1;
  12190. /**
  12191. * Defines whether this material is transparent. This has an effect on
  12192. * rendering as transparent objects need special treatment and are rendered
  12193. * after non-transparent objects.
  12194. *
  12195. * When set to true, the extent to which the material is transparent is
  12196. * controlled by {@link Material#opacity}.
  12197. *
  12198. * @type {boolean}
  12199. * @default false
  12200. */
  12201. this.transparent = false;
  12202. /**
  12203. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12204. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12205. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12206. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12207. *
  12208. * @type {boolean}
  12209. * @default false
  12210. */
  12211. this.alphaHash = false;
  12212. /**
  12213. * Defines the blending source factor.
  12214. *
  12215. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12216. * @default SrcAlphaFactor
  12217. */
  12218. this.blendSrc = SrcAlphaFactor;
  12219. /**
  12220. * Defines the blending destination factor.
  12221. *
  12222. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12223. * @default OneMinusSrcAlphaFactor
  12224. */
  12225. this.blendDst = OneMinusSrcAlphaFactor;
  12226. /**
  12227. * Defines the blending equation.
  12228. *
  12229. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12230. * @default AddEquation
  12231. */
  12232. this.blendEquation = AddEquation;
  12233. /**
  12234. * Defines the blending source alpha factor.
  12235. *
  12236. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12237. * @default null
  12238. */
  12239. this.blendSrcAlpha = null;
  12240. /**
  12241. * Defines the blending destination alpha factor.
  12242. *
  12243. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12244. * @default null
  12245. */
  12246. this.blendDstAlpha = null;
  12247. /**
  12248. * Defines the blending equation of the alpha channel.
  12249. *
  12250. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12251. * @default null
  12252. */
  12253. this.blendEquationAlpha = null;
  12254. /**
  12255. * Represents the RGB values of the constant blend color.
  12256. *
  12257. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12258. *
  12259. * @type {Color}
  12260. * @default (0,0,0)
  12261. */
  12262. this.blendColor = new Color( 0, 0, 0 );
  12263. /**
  12264. * Represents the alpha value of the constant blend color.
  12265. *
  12266. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12267. *
  12268. * @type {number}
  12269. * @default 0
  12270. */
  12271. this.blendAlpha = 0;
  12272. /**
  12273. * Defines the depth function.
  12274. *
  12275. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12276. * @default LessEqualDepth
  12277. */
  12278. this.depthFunc = LessEqualDepth;
  12279. /**
  12280. * Whether to have depth test enabled when rendering this material.
  12281. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12282. *
  12283. * @type {boolean}
  12284. * @default true
  12285. */
  12286. this.depthTest = true;
  12287. /**
  12288. * Whether rendering this material has any effect on the depth buffer.
  12289. *
  12290. * When drawing 2D overlays it can be useful to disable the depth writing in
  12291. * order to layer several things together without creating z-index artifacts.
  12292. *
  12293. * @type {boolean}
  12294. * @default true
  12295. */
  12296. this.depthWrite = true;
  12297. /**
  12298. * The bit mask to use when writing to the stencil buffer.
  12299. *
  12300. * @type {number}
  12301. * @default 0xff
  12302. */
  12303. this.stencilWriteMask = 0xff;
  12304. /**
  12305. * The stencil comparison function to use.
  12306. *
  12307. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12308. * @default AlwaysStencilFunc
  12309. */
  12310. this.stencilFunc = AlwaysStencilFunc;
  12311. /**
  12312. * The value to use when performing stencil comparisons or stencil operations.
  12313. *
  12314. * @type {number}
  12315. * @default 0
  12316. */
  12317. this.stencilRef = 0;
  12318. /**
  12319. * The bit mask to use when comparing against the stencil buffer.
  12320. *
  12321. * @type {number}
  12322. * @default 0xff
  12323. */
  12324. this.stencilFuncMask = 0xff;
  12325. /**
  12326. * Which stencil operation to perform when the comparison function returns `false`.
  12327. *
  12328. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12329. * @default KeepStencilOp
  12330. */
  12331. this.stencilFail = KeepStencilOp;
  12332. /**
  12333. * Which stencil operation to perform when the comparison function returns
  12334. * `true` but the depth test fails.
  12335. *
  12336. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12337. * @default KeepStencilOp
  12338. */
  12339. this.stencilZFail = KeepStencilOp;
  12340. /**
  12341. * Which stencil operation to perform when the comparison function returns
  12342. * `true` and the depth test passes.
  12343. *
  12344. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12345. * @default KeepStencilOp
  12346. */
  12347. this.stencilZPass = KeepStencilOp;
  12348. /**
  12349. * Whether stencil operations are performed against the stencil buffer. In
  12350. * order to perform writes or comparisons against the stencil buffer this
  12351. * value must be `true`.
  12352. *
  12353. * @type {boolean}
  12354. * @default false
  12355. */
  12356. this.stencilWrite = false;
  12357. /**
  12358. * User-defined clipping planes specified as THREE.Plane objects in world
  12359. * space. These planes apply to the objects this material is attached to.
  12360. * Points in space whose signed distance to the plane is negative are clipped
  12361. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12362. * be `true`.
  12363. *
  12364. * @type {?Array<Plane>}
  12365. * @default null
  12366. */
  12367. this.clippingPlanes = null;
  12368. /**
  12369. * Changes the behavior of clipping planes so that only their intersection is
  12370. * clipped, rather than their union.
  12371. *
  12372. * @type {boolean}
  12373. * @default false
  12374. */
  12375. this.clipIntersection = false;
  12376. /**
  12377. * Defines whether to clip shadows according to the clipping planes specified
  12378. * on this material.
  12379. *
  12380. * @type {boolean}
  12381. * @default false
  12382. */
  12383. this.clipShadows = false;
  12384. /**
  12385. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12386. * is determined as follows:
  12387. *
  12388. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12389. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12390. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12391. *
  12392. * @type {?(FrontSide|BackSide|DoubleSide)}
  12393. * @default null
  12394. */
  12395. this.shadowSide = null;
  12396. /**
  12397. * Whether to render the material's color.
  12398. *
  12399. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12400. * objects that occlude other objects.
  12401. *
  12402. * @type {boolean}
  12403. * @default true
  12404. */
  12405. this.colorWrite = true;
  12406. /**
  12407. * Override the renderer's default precision for this material.
  12408. *
  12409. * @type {?('highp'|'mediump'|'lowp')}
  12410. * @default null
  12411. */
  12412. this.precision = null;
  12413. /**
  12414. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12415. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12416. * The offset is added before the depth test is performed and before the value is written
  12417. * into the depth buffer.
  12418. *
  12419. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12420. * rendering solids with highlighted edges.
  12421. *
  12422. * @type {boolean}
  12423. * @default false
  12424. */
  12425. this.polygonOffset = false;
  12426. /**
  12427. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12428. *
  12429. * @type {number}
  12430. * @default 0
  12431. */
  12432. this.polygonOffsetFactor = 0;
  12433. /**
  12434. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12435. *
  12436. * @type {number}
  12437. * @default 0
  12438. */
  12439. this.polygonOffsetUnits = 0;
  12440. /**
  12441. * Whether to apply dithering to the color to remove the appearance of banding.
  12442. *
  12443. * @type {boolean}
  12444. * @default false
  12445. */
  12446. this.dithering = false;
  12447. /**
  12448. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12449. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12450. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12451. *
  12452. * @type {boolean}
  12453. * @default false
  12454. */
  12455. this.alphaToCoverage = false;
  12456. /**
  12457. * Whether to premultiply the alpha (transparency) value.
  12458. *
  12459. * @type {boolean}
  12460. * @default false
  12461. */
  12462. this.premultipliedAlpha = false;
  12463. /**
  12464. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12465. *
  12466. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12467. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12468. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12469. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12470. * disable the two pass rendering to avoid performance issues.
  12471. *
  12472. * @type {boolean}
  12473. * @default false
  12474. */
  12475. this.forceSinglePass = false;
  12476. /**
  12477. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12478. *
  12479. * @type {boolean}
  12480. * @default true
  12481. */
  12482. this.allowOverride = true;
  12483. /**
  12484. * Defines whether 3D objects using this material are visible.
  12485. *
  12486. * @type {boolean}
  12487. * @default true
  12488. */
  12489. this.visible = true;
  12490. /**
  12491. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12492. *
  12493. * It is ignored when rendering to a render target or using post processing or when using
  12494. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12495. *
  12496. * @type {boolean}
  12497. * @default true
  12498. */
  12499. this.toneMapped = true;
  12500. /**
  12501. * An object that can be used to store custom data about the Material. It
  12502. * should not hold references to functions as these will not be cloned.
  12503. *
  12504. * @type {Object}
  12505. */
  12506. this.userData = {};
  12507. /**
  12508. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12509. *
  12510. * @type {number}
  12511. * @readonly
  12512. * @default 0
  12513. */
  12514. this.version = 0;
  12515. this._alphaTest = 0;
  12516. }
  12517. /**
  12518. * Sets the alpha value to be used when running an alpha test. The material
  12519. * will not be rendered if the opacity is lower than this value.
  12520. *
  12521. * @type {number}
  12522. * @readonly
  12523. * @default 0
  12524. */
  12525. get alphaTest() {
  12526. return this._alphaTest;
  12527. }
  12528. set alphaTest( value ) {
  12529. if ( this._alphaTest > 0 !== value > 0 ) {
  12530. this.version ++;
  12531. }
  12532. this._alphaTest = value;
  12533. }
  12534. /**
  12535. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12536. *
  12537. * This method can only be used when rendering with {@link WebGLRenderer}.
  12538. *
  12539. * @param {WebGLRenderer} renderer - The renderer.
  12540. * @param {Scene} scene - The scene.
  12541. * @param {Camera} camera - The camera that is used to render the scene.
  12542. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12543. * @param {Object3D} object - The 3D object.
  12544. * @param {Object} group - The geometry group data.
  12545. */
  12546. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12547. /**
  12548. * An optional callback that is executed immediately before the shader
  12549. * program is compiled. This function is called with the shader source code
  12550. * as a parameter. Useful for the modification of built-in materials.
  12551. *
  12552. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12553. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12554. * Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.
  12555. *
  12556. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12557. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12558. */
  12559. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12560. /**
  12561. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12562. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12563. * shader or recompile the shader for this material as needed.
  12564. *
  12565. * This method can only be used when rendering with {@link WebGLRenderer}.
  12566. *
  12567. * @return {string} The custom program cache key.
  12568. */
  12569. customProgramCacheKey() {
  12570. return this.onBeforeCompile.toString();
  12571. }
  12572. /**
  12573. * This method can be used to set default values from parameter objects.
  12574. * It is a generic implementation so it can be used with different types
  12575. * of materials.
  12576. *
  12577. * @param {Object} [values] - The material values to set.
  12578. */
  12579. setValues( values ) {
  12580. if ( values === undefined ) return;
  12581. for ( const key in values ) {
  12582. const newValue = values[ key ];
  12583. if ( newValue === undefined ) {
  12584. console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
  12585. continue;
  12586. }
  12587. const currentValue = this[ key ];
  12588. if ( currentValue === undefined ) {
  12589. console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12590. continue;
  12591. }
  12592. if ( currentValue && currentValue.isColor ) {
  12593. currentValue.set( newValue );
  12594. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12595. currentValue.copy( newValue );
  12596. } else {
  12597. this[ key ] = newValue;
  12598. }
  12599. }
  12600. }
  12601. /**
  12602. * Serializes the material into JSON.
  12603. *
  12604. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12605. * @return {Object} A JSON object representing the serialized material.
  12606. * @see {@link ObjectLoader#parse}
  12607. */
  12608. toJSON( meta ) {
  12609. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12610. if ( isRootObject ) {
  12611. meta = {
  12612. textures: {},
  12613. images: {}
  12614. };
  12615. }
  12616. const data = {
  12617. metadata: {
  12618. version: 4.6,
  12619. type: 'Material',
  12620. generator: 'Material.toJSON'
  12621. }
  12622. };
  12623. // standard Material serialization
  12624. data.uuid = this.uuid;
  12625. data.type = this.type;
  12626. if ( this.name !== '' ) data.name = this.name;
  12627. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12628. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12629. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12630. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12631. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12632. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12633. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12634. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12635. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12636. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12637. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12638. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12639. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12640. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12641. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12642. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12643. }
  12644. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12645. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12646. }
  12647. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12648. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12649. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12650. }
  12651. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12652. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12653. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12654. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12655. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12656. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12657. }
  12658. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12659. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12660. }
  12661. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12662. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12663. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12664. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12665. }
  12666. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12667. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12668. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12669. if ( this.lightMap && this.lightMap.isTexture ) {
  12670. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12671. data.lightMapIntensity = this.lightMapIntensity;
  12672. }
  12673. if ( this.aoMap && this.aoMap.isTexture ) {
  12674. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12675. data.aoMapIntensity = this.aoMapIntensity;
  12676. }
  12677. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12678. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12679. data.bumpScale = this.bumpScale;
  12680. }
  12681. if ( this.normalMap && this.normalMap.isTexture ) {
  12682. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12683. data.normalMapType = this.normalMapType;
  12684. data.normalScale = this.normalScale.toArray();
  12685. }
  12686. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12687. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12688. data.displacementScale = this.displacementScale;
  12689. data.displacementBias = this.displacementBias;
  12690. }
  12691. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12692. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12693. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12694. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12695. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12696. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12697. if ( this.envMap && this.envMap.isTexture ) {
  12698. data.envMap = this.envMap.toJSON( meta ).uuid;
  12699. if ( this.combine !== undefined ) data.combine = this.combine;
  12700. }
  12701. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12702. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12703. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12704. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12705. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12706. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12707. }
  12708. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12709. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12710. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12711. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12712. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12713. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12714. if ( this.size !== undefined ) data.size = this.size;
  12715. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12716. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12717. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12718. if ( this.side !== FrontSide ) data.side = this.side;
  12719. if ( this.vertexColors === true ) data.vertexColors = true;
  12720. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12721. if ( this.transparent === true ) data.transparent = true;
  12722. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12723. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12724. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12725. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12726. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12727. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12728. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12729. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12730. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12731. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12732. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12733. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12734. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12735. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12736. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12737. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12738. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12739. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12740. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12741. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12742. // rotation (SpriteMaterial)
  12743. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12744. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12745. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12746. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12747. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12748. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12749. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12750. if ( this.scale !== undefined ) data.scale = this.scale;
  12751. if ( this.dithering === true ) data.dithering = true;
  12752. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12753. if ( this.alphaHash === true ) data.alphaHash = true;
  12754. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12755. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12756. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12757. if ( this.wireframe === true ) data.wireframe = true;
  12758. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12759. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12760. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12761. if ( this.flatShading === true ) data.flatShading = true;
  12762. if ( this.visible === false ) data.visible = false;
  12763. if ( this.toneMapped === false ) data.toneMapped = false;
  12764. if ( this.fog === false ) data.fog = false;
  12765. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12766. // TODO: Copied from Object3D.toJSON
  12767. function extractFromCache( cache ) {
  12768. const values = [];
  12769. for ( const key in cache ) {
  12770. const data = cache[ key ];
  12771. delete data.metadata;
  12772. values.push( data );
  12773. }
  12774. return values;
  12775. }
  12776. if ( isRootObject ) {
  12777. const textures = extractFromCache( meta.textures );
  12778. const images = extractFromCache( meta.images );
  12779. if ( textures.length > 0 ) data.textures = textures;
  12780. if ( images.length > 0 ) data.images = images;
  12781. }
  12782. return data;
  12783. }
  12784. /**
  12785. * Returns a new material with copied values from this instance.
  12786. *
  12787. * @return {Material} A clone of this instance.
  12788. */
  12789. clone() {
  12790. return new this.constructor().copy( this );
  12791. }
  12792. /**
  12793. * Copies the values of the given material to this instance.
  12794. *
  12795. * @param {Material} source - The material to copy.
  12796. * @return {Material} A reference to this instance.
  12797. */
  12798. copy( source ) {
  12799. this.name = source.name;
  12800. this.blending = source.blending;
  12801. this.side = source.side;
  12802. this.vertexColors = source.vertexColors;
  12803. this.opacity = source.opacity;
  12804. this.transparent = source.transparent;
  12805. this.blendSrc = source.blendSrc;
  12806. this.blendDst = source.blendDst;
  12807. this.blendEquation = source.blendEquation;
  12808. this.blendSrcAlpha = source.blendSrcAlpha;
  12809. this.blendDstAlpha = source.blendDstAlpha;
  12810. this.blendEquationAlpha = source.blendEquationAlpha;
  12811. this.blendColor.copy( source.blendColor );
  12812. this.blendAlpha = source.blendAlpha;
  12813. this.depthFunc = source.depthFunc;
  12814. this.depthTest = source.depthTest;
  12815. this.depthWrite = source.depthWrite;
  12816. this.stencilWriteMask = source.stencilWriteMask;
  12817. this.stencilFunc = source.stencilFunc;
  12818. this.stencilRef = source.stencilRef;
  12819. this.stencilFuncMask = source.stencilFuncMask;
  12820. this.stencilFail = source.stencilFail;
  12821. this.stencilZFail = source.stencilZFail;
  12822. this.stencilZPass = source.stencilZPass;
  12823. this.stencilWrite = source.stencilWrite;
  12824. const srcPlanes = source.clippingPlanes;
  12825. let dstPlanes = null;
  12826. if ( srcPlanes !== null ) {
  12827. const n = srcPlanes.length;
  12828. dstPlanes = new Array( n );
  12829. for ( let i = 0; i !== n; ++ i ) {
  12830. dstPlanes[ i ] = srcPlanes[ i ].clone();
  12831. }
  12832. }
  12833. this.clippingPlanes = dstPlanes;
  12834. this.clipIntersection = source.clipIntersection;
  12835. this.clipShadows = source.clipShadows;
  12836. this.shadowSide = source.shadowSide;
  12837. this.colorWrite = source.colorWrite;
  12838. this.precision = source.precision;
  12839. this.polygonOffset = source.polygonOffset;
  12840. this.polygonOffsetFactor = source.polygonOffsetFactor;
  12841. this.polygonOffsetUnits = source.polygonOffsetUnits;
  12842. this.dithering = source.dithering;
  12843. this.alphaTest = source.alphaTest;
  12844. this.alphaHash = source.alphaHash;
  12845. this.alphaToCoverage = source.alphaToCoverage;
  12846. this.premultipliedAlpha = source.premultipliedAlpha;
  12847. this.forceSinglePass = source.forceSinglePass;
  12848. this.visible = source.visible;
  12849. this.toneMapped = source.toneMapped;
  12850. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  12851. return this;
  12852. }
  12853. /**
  12854. * Frees the GPU-related resources allocated by this instance. Call this
  12855. * method whenever this instance is no longer used in your app.
  12856. *
  12857. * @fires Material#dispose
  12858. */
  12859. dispose() {
  12860. /**
  12861. * Fires when the material has been disposed of.
  12862. *
  12863. * @event Material#dispose
  12864. * @type {Object}
  12865. */
  12866. this.dispatchEvent( { type: 'dispose' } );
  12867. }
  12868. /**
  12869. * Setting this property to `true` indicates the engine the material
  12870. * needs to be recompiled.
  12871. *
  12872. * @type {boolean}
  12873. * @default false
  12874. * @param {boolean} value
  12875. */
  12876. set needsUpdate( value ) {
  12877. if ( value === true ) this.version ++;
  12878. }
  12879. }
  12880. /**
  12881. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  12882. *
  12883. * This material is not affected by lights.
  12884. *
  12885. * @augments Material
  12886. */
  12887. class MeshBasicMaterial extends Material {
  12888. /**
  12889. * Constructs a new mesh basic material.
  12890. *
  12891. * @param {Object} [parameters] - An object with one or more properties
  12892. * defining the material's appearance. Any property of the material
  12893. * (including any property from inherited materials) can be passed
  12894. * in here. Color values can be passed any type of value accepted
  12895. * by {@link Color#set}.
  12896. */
  12897. constructor( parameters ) {
  12898. super();
  12899. /**
  12900. * This flag can be used for type testing.
  12901. *
  12902. * @type {boolean}
  12903. * @readonly
  12904. * @default true
  12905. */
  12906. this.isMeshBasicMaterial = true;
  12907. this.type = 'MeshBasicMaterial';
  12908. /**
  12909. * Color of the material.
  12910. *
  12911. * @type {Color}
  12912. * @default (1,1,1)
  12913. */
  12914. this.color = new Color( 0xffffff ); // emissive
  12915. /**
  12916. * The color map. May optionally include an alpha channel, typically combined
  12917. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  12918. * color is modulated by the diffuse `color`.
  12919. *
  12920. * @type {?Texture}
  12921. * @default null
  12922. */
  12923. this.map = null;
  12924. /**
  12925. * The light map. Requires a second set of UVs.
  12926. *
  12927. * @type {?Texture}
  12928. * @default null
  12929. */
  12930. this.lightMap = null;
  12931. /**
  12932. * Intensity of the baked light.
  12933. *
  12934. * @type {number}
  12935. * @default 1
  12936. */
  12937. this.lightMapIntensity = 1.0;
  12938. /**
  12939. * The red channel of this texture is used as the ambient occlusion map.
  12940. * Requires a second set of UVs.
  12941. *
  12942. * @type {?Texture}
  12943. * @default null
  12944. */
  12945. this.aoMap = null;
  12946. /**
  12947. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  12948. * disables ambient occlusion. Where intensity is `1` and the AO map's
  12949. * red channel is also `1`, ambient light is fully occluded on a surface.
  12950. *
  12951. * @type {number}
  12952. * @default 1
  12953. */
  12954. this.aoMapIntensity = 1.0;
  12955. /**
  12956. * Specular map used by the material.
  12957. *
  12958. * @type {?Texture}
  12959. * @default null
  12960. */
  12961. this.specularMap = null;
  12962. /**
  12963. * The alpha map is a grayscale texture that controls the opacity across the
  12964. * surface (black: fully transparent; white: fully opaque).
  12965. *
  12966. * Only the color of the texture is used, ignoring the alpha channel if one
  12967. * exists. For RGB and RGBA textures, the renderer will use the green channel
  12968. * when sampling this texture due to the extra bit of precision provided for
  12969. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  12970. * luminance/alpha textures will also still work as expected.
  12971. *
  12972. * @type {?Texture}
  12973. * @default null
  12974. */
  12975. this.alphaMap = null;
  12976. /**
  12977. * The environment map.
  12978. *
  12979. * @type {?Texture}
  12980. * @default null
  12981. */
  12982. this.envMap = null;
  12983. /**
  12984. * The rotation of the environment map in radians.
  12985. *
  12986. * @type {Euler}
  12987. * @default (0,0,0)
  12988. */
  12989. this.envMapRotation = new Euler();
  12990. /**
  12991. * How to combine the result of the surface's color with the environment map, if any.
  12992. *
  12993. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  12994. * blend between the two colors.
  12995. *
  12996. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  12997. * @default MultiplyOperation
  12998. */
  12999. this.combine = MultiplyOperation;
  13000. /**
  13001. * How much the environment map affects the surface.
  13002. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13003. *
  13004. * @type {number}
  13005. * @default 1
  13006. */
  13007. this.reflectivity = 1;
  13008. /**
  13009. * The index of refraction (IOR) of air (approximately 1) divided by the
  13010. * index of refraction of the material. It is used with environment mapping
  13011. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13012. * The refraction ratio should not exceed `1`.
  13013. *
  13014. * @type {number}
  13015. * @default 0.98
  13016. */
  13017. this.refractionRatio = 0.98;
  13018. /**
  13019. * Renders the geometry as a wireframe.
  13020. *
  13021. * @type {boolean}
  13022. * @default false
  13023. */
  13024. this.wireframe = false;
  13025. /**
  13026. * Controls the thickness of the wireframe.
  13027. *
  13028. * Can only be used with {@link SVGRenderer}.
  13029. *
  13030. * @type {number}
  13031. * @default 1
  13032. */
  13033. this.wireframeLinewidth = 1;
  13034. /**
  13035. * Defines appearance of wireframe ends.
  13036. *
  13037. * Can only be used with {@link SVGRenderer}.
  13038. *
  13039. * @type {('round'|'bevel'|'miter')}
  13040. * @default 'round'
  13041. */
  13042. this.wireframeLinecap = 'round';
  13043. /**
  13044. * Defines appearance of wireframe joints.
  13045. *
  13046. * Can only be used with {@link SVGRenderer}.
  13047. *
  13048. * @type {('round'|'bevel'|'miter')}
  13049. * @default 'round'
  13050. */
  13051. this.wireframeLinejoin = 'round';
  13052. /**
  13053. * Whether the material is affected by fog or not.
  13054. *
  13055. * @type {boolean}
  13056. * @default true
  13057. */
  13058. this.fog = true;
  13059. this.setValues( parameters );
  13060. }
  13061. copy( source ) {
  13062. super.copy( source );
  13063. this.color.copy( source.color );
  13064. this.map = source.map;
  13065. this.lightMap = source.lightMap;
  13066. this.lightMapIntensity = source.lightMapIntensity;
  13067. this.aoMap = source.aoMap;
  13068. this.aoMapIntensity = source.aoMapIntensity;
  13069. this.specularMap = source.specularMap;
  13070. this.alphaMap = source.alphaMap;
  13071. this.envMap = source.envMap;
  13072. this.envMapRotation.copy( source.envMapRotation );
  13073. this.combine = source.combine;
  13074. this.reflectivity = source.reflectivity;
  13075. this.refractionRatio = source.refractionRatio;
  13076. this.wireframe = source.wireframe;
  13077. this.wireframeLinewidth = source.wireframeLinewidth;
  13078. this.wireframeLinecap = source.wireframeLinecap;
  13079. this.wireframeLinejoin = source.wireframeLinejoin;
  13080. this.fog = source.fog;
  13081. return this;
  13082. }
  13083. }
  13084. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13085. const _tables = /*@__PURE__*/ _generateTables();
  13086. function _generateTables() {
  13087. // float32 to float16 helpers
  13088. const buffer = new ArrayBuffer( 4 );
  13089. const floatView = new Float32Array( buffer );
  13090. const uint32View = new Uint32Array( buffer );
  13091. const baseTable = new Uint32Array( 512 );
  13092. const shiftTable = new Uint32Array( 512 );
  13093. for ( let i = 0; i < 256; ++ i ) {
  13094. const e = i - 127;
  13095. // very small number (0, -0)
  13096. if ( e < -27 ) {
  13097. baseTable[ i ] = 0x0000;
  13098. baseTable[ i | 0x100 ] = 0x8000;
  13099. shiftTable[ i ] = 24;
  13100. shiftTable[ i | 0x100 ] = 24;
  13101. // small number (denorm)
  13102. } else if ( e < -14 ) {
  13103. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13104. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13105. shiftTable[ i ] = - e - 1;
  13106. shiftTable[ i | 0x100 ] = - e - 1;
  13107. // normal number
  13108. } else if ( e <= 15 ) {
  13109. baseTable[ i ] = ( e + 15 ) << 10;
  13110. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13111. shiftTable[ i ] = 13;
  13112. shiftTable[ i | 0x100 ] = 13;
  13113. // large number (Infinity, -Infinity)
  13114. } else if ( e < 128 ) {
  13115. baseTable[ i ] = 0x7c00;
  13116. baseTable[ i | 0x100 ] = 0xfc00;
  13117. shiftTable[ i ] = 24;
  13118. shiftTable[ i | 0x100 ] = 24;
  13119. // stay (NaN, Infinity, -Infinity)
  13120. } else {
  13121. baseTable[ i ] = 0x7c00;
  13122. baseTable[ i | 0x100 ] = 0xfc00;
  13123. shiftTable[ i ] = 13;
  13124. shiftTable[ i | 0x100 ] = 13;
  13125. }
  13126. }
  13127. // float16 to float32 helpers
  13128. const mantissaTable = new Uint32Array( 2048 );
  13129. const exponentTable = new Uint32Array( 64 );
  13130. const offsetTable = new Uint32Array( 64 );
  13131. for ( let i = 1; i < 1024; ++ i ) {
  13132. let m = i << 13; // zero pad mantissa bits
  13133. let e = 0; // zero exponent
  13134. // normalized
  13135. while ( ( m & 0x00800000 ) === 0 ) {
  13136. m <<= 1;
  13137. e -= 0x00800000; // decrement exponent
  13138. }
  13139. m &= -8388609; // clear leading 1 bit
  13140. e += 0x38800000; // adjust bias
  13141. mantissaTable[ i ] = m | e;
  13142. }
  13143. for ( let i = 1024; i < 2048; ++ i ) {
  13144. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13145. }
  13146. for ( let i = 1; i < 31; ++ i ) {
  13147. exponentTable[ i ] = i << 23;
  13148. }
  13149. exponentTable[ 31 ] = 0x47800000;
  13150. exponentTable[ 32 ] = 0x80000000;
  13151. for ( let i = 33; i < 63; ++ i ) {
  13152. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13153. }
  13154. exponentTable[ 63 ] = 0xc7800000;
  13155. for ( let i = 1; i < 64; ++ i ) {
  13156. if ( i !== 32 ) {
  13157. offsetTable[ i ] = 1024;
  13158. }
  13159. }
  13160. return {
  13161. floatView: floatView,
  13162. uint32View: uint32View,
  13163. baseTable: baseTable,
  13164. shiftTable: shiftTable,
  13165. mantissaTable: mantissaTable,
  13166. exponentTable: exponentTable,
  13167. offsetTable: offsetTable
  13168. };
  13169. }
  13170. /**
  13171. * Returns a half precision floating point value (FP16) from the given single
  13172. * precision floating point value (FP32).
  13173. *
  13174. * @param {number} val - A single precision floating point value.
  13175. * @return {number} The FP16 value.
  13176. */
  13177. function toHalfFloat( val ) {
  13178. if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
  13179. val = clamp( val, -65504, 65504 );
  13180. _tables.floatView[ 0 ] = val;
  13181. const f = _tables.uint32View[ 0 ];
  13182. const e = ( f >> 23 ) & 0x1ff;
  13183. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13184. }
  13185. /**
  13186. * Returns a single precision floating point value (FP32) from the given half
  13187. * precision floating point value (FP16).
  13188. *
  13189. * @param {number} val - A half precision floating point value.
  13190. * @return {number} The FP32 value.
  13191. */
  13192. function fromHalfFloat( val ) {
  13193. const m = val >> 10;
  13194. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13195. return _tables.floatView[ 0 ];
  13196. }
  13197. /**
  13198. * A class containing utility functions for data.
  13199. *
  13200. * @hideconstructor
  13201. */
  13202. class DataUtils {
  13203. /**
  13204. * Returns a half precision floating point value (FP16) from the given single
  13205. * precision floating point value (FP32).
  13206. *
  13207. * @param {number} val - A single precision floating point value.
  13208. * @return {number} The FP16 value.
  13209. */
  13210. static toHalfFloat( val ) {
  13211. return toHalfFloat( val );
  13212. }
  13213. /**
  13214. * Returns a single precision floating point value (FP32) from the given half
  13215. * precision floating point value (FP16).
  13216. *
  13217. * @param {number} val - A half precision floating point value.
  13218. * @return {number} The FP32 value.
  13219. */
  13220. static fromHalfFloat( val ) {
  13221. return fromHalfFloat( val );
  13222. }
  13223. }
  13224. const _vector$9 = /*@__PURE__*/ new Vector3();
  13225. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13226. let _id$2 = 0;
  13227. /**
  13228. * This class stores data for an attribute (such as vertex positions, face
  13229. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13230. * a geometry, which allows for more efficient passing of data to the GPU.
  13231. *
  13232. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13233. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13234. */
  13235. class BufferAttribute {
  13236. /**
  13237. * Constructs a new buffer attribute.
  13238. *
  13239. * @param {TypedArray} array - The array holding the attribute data.
  13240. * @param {number} itemSize - The item size.
  13241. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13242. */
  13243. constructor( array, itemSize, normalized = false ) {
  13244. if ( Array.isArray( array ) ) {
  13245. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13246. }
  13247. /**
  13248. * This flag can be used for type testing.
  13249. *
  13250. * @type {boolean}
  13251. * @readonly
  13252. * @default true
  13253. */
  13254. this.isBufferAttribute = true;
  13255. /**
  13256. * The ID of the buffer attribute.
  13257. *
  13258. * @name BufferAttribute#id
  13259. * @type {number}
  13260. * @readonly
  13261. */
  13262. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13263. /**
  13264. * The name of the buffer attribute.
  13265. *
  13266. * @type {string}
  13267. */
  13268. this.name = '';
  13269. /**
  13270. * The array holding the attribute data. It should have `itemSize * numVertices`
  13271. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13272. *
  13273. * @type {TypedArray}
  13274. */
  13275. this.array = array;
  13276. /**
  13277. * The number of values of the array that should be associated with a particular vertex.
  13278. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13279. * normal, or color), then the value should be `3`.
  13280. *
  13281. * @type {number}
  13282. */
  13283. this.itemSize = itemSize;
  13284. /**
  13285. * Represents the number of items this buffer attribute stores. It is internally computed
  13286. * by dividing the `array` length by the `itemSize`.
  13287. *
  13288. * @type {number}
  13289. * @readonly
  13290. */
  13291. this.count = array !== undefined ? array.length / itemSize : 0;
  13292. /**
  13293. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13294. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13295. * and `normalized` is `true`, the values `0 -+65535` in the array data will be mapped to
  13296. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13297. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13298. *
  13299. * @type {boolean}
  13300. */
  13301. this.normalized = normalized;
  13302. /**
  13303. * Defines the intended usage pattern of the data store for optimization purposes.
  13304. *
  13305. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13306. * instantiate a new one and set the desired usage before the next render.
  13307. *
  13308. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13309. * @default StaticDrawUsage
  13310. */
  13311. this.usage = StaticDrawUsage;
  13312. /**
  13313. * This can be used to only update some components of stored vectors (for example, just the
  13314. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13315. *
  13316. * @type {Array<Object>}
  13317. */
  13318. this.updateRanges = [];
  13319. /**
  13320. * Configures the bound GPU type for use in shaders.
  13321. *
  13322. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13323. * For lower precision float types, use `Float16BufferAttribute`.
  13324. *
  13325. * @type {(FloatType|IntType)}
  13326. * @default FloatType
  13327. */
  13328. this.gpuType = FloatType;
  13329. /**
  13330. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13331. *
  13332. * @type {number}
  13333. */
  13334. this.version = 0;
  13335. }
  13336. /**
  13337. * A callback function that is executed after the renderer has transferred the attribute
  13338. * array data to the GPU.
  13339. */
  13340. onUploadCallback() {}
  13341. /**
  13342. * Flag to indicate that this attribute has changed and should be re-sent to
  13343. * the GPU. Set this to `true` when you modify the value of the array.
  13344. *
  13345. * @type {number}
  13346. * @default false
  13347. * @param {boolean} value
  13348. */
  13349. set needsUpdate( value ) {
  13350. if ( value === true ) this.version ++;
  13351. }
  13352. /**
  13353. * Sets the usage of this buffer attribute.
  13354. *
  13355. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13356. * @return {BufferAttribute} A reference to this buffer attribute.
  13357. */
  13358. setUsage( value ) {
  13359. this.usage = value;
  13360. return this;
  13361. }
  13362. /**
  13363. * Adds a range of data in the data array to be updated on the GPU.
  13364. *
  13365. * @param {number} start - Position at which to start update.
  13366. * @param {number} count - The number of components to update.
  13367. */
  13368. addUpdateRange( start, count ) {
  13369. this.updateRanges.push( { start, count } );
  13370. }
  13371. /**
  13372. * Clears the update ranges.
  13373. */
  13374. clearUpdateRanges() {
  13375. this.updateRanges.length = 0;
  13376. }
  13377. /**
  13378. * Copies the values of the given buffer attribute to this instance.
  13379. *
  13380. * @param {BufferAttribute} source - The buffer attribute to copy.
  13381. * @return {BufferAttribute} A reference to this instance.
  13382. */
  13383. copy( source ) {
  13384. this.name = source.name;
  13385. this.array = new source.array.constructor( source.array );
  13386. this.itemSize = source.itemSize;
  13387. this.count = source.count;
  13388. this.normalized = source.normalized;
  13389. this.usage = source.usage;
  13390. this.gpuType = source.gpuType;
  13391. return this;
  13392. }
  13393. /**
  13394. * Copies a vector from the given buffer attribute to this one. The start
  13395. * and destination position in the attribute buffers are represented by the
  13396. * given indices.
  13397. *
  13398. * @param {number} index1 - The destination index into this buffer attribute.
  13399. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13400. * @param {number} index2 - The source index into the given buffer attribute.
  13401. * @return {BufferAttribute} A reference to this instance.
  13402. */
  13403. copyAt( index1, attribute, index2 ) {
  13404. index1 *= this.itemSize;
  13405. index2 *= attribute.itemSize;
  13406. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13407. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13408. }
  13409. return this;
  13410. }
  13411. /**
  13412. * Copies the given array data into this buffer attribute.
  13413. *
  13414. * @param {(TypedArray|Array)} array - The array to copy.
  13415. * @return {BufferAttribute} A reference to this instance.
  13416. */
  13417. copyArray( array ) {
  13418. this.array.set( array );
  13419. return this;
  13420. }
  13421. /**
  13422. * Applies the given 3x3 matrix to the given attribute. Works with
  13423. * item size `2` and `3`.
  13424. *
  13425. * @param {Matrix3} m - The matrix to apply.
  13426. * @return {BufferAttribute} A reference to this instance.
  13427. */
  13428. applyMatrix3( m ) {
  13429. if ( this.itemSize === 2 ) {
  13430. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13431. _vector2$1.fromBufferAttribute( this, i );
  13432. _vector2$1.applyMatrix3( m );
  13433. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13434. }
  13435. } else if ( this.itemSize === 3 ) {
  13436. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13437. _vector$9.fromBufferAttribute( this, i );
  13438. _vector$9.applyMatrix3( m );
  13439. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13440. }
  13441. }
  13442. return this;
  13443. }
  13444. /**
  13445. * Applies the given 4x4 matrix to the given attribute. Only works with
  13446. * item size `3`.
  13447. *
  13448. * @param {Matrix4} m - The matrix to apply.
  13449. * @return {BufferAttribute} A reference to this instance.
  13450. */
  13451. applyMatrix4( m ) {
  13452. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13453. _vector$9.fromBufferAttribute( this, i );
  13454. _vector$9.applyMatrix4( m );
  13455. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13456. }
  13457. return this;
  13458. }
  13459. /**
  13460. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13461. * item size `3`.
  13462. *
  13463. * @param {Matrix3} m - The normal matrix to apply.
  13464. * @return {BufferAttribute} A reference to this instance.
  13465. */
  13466. applyNormalMatrix( m ) {
  13467. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13468. _vector$9.fromBufferAttribute( this, i );
  13469. _vector$9.applyNormalMatrix( m );
  13470. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13471. }
  13472. return this;
  13473. }
  13474. /**
  13475. * Applies the given 4x4 matrix to the given attribute. Only works with
  13476. * item size `3` and with direction vectors.
  13477. *
  13478. * @param {Matrix4} m - The matrix to apply.
  13479. * @return {BufferAttribute} A reference to this instance.
  13480. */
  13481. transformDirection( m ) {
  13482. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13483. _vector$9.fromBufferAttribute( this, i );
  13484. _vector$9.transformDirection( m );
  13485. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13486. }
  13487. return this;
  13488. }
  13489. /**
  13490. * Sets the given array data in the buffer attribute.
  13491. *
  13492. * @param {(TypedArray|Array)} value - The array data to set.
  13493. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13494. * @return {BufferAttribute} A reference to this instance.
  13495. */
  13496. set( value, offset = 0 ) {
  13497. // Matching BufferAttribute constructor, do not normalize the array.
  13498. this.array.set( value, offset );
  13499. return this;
  13500. }
  13501. /**
  13502. * Returns the given component of the vector at the given index.
  13503. *
  13504. * @param {number} index - The index into the buffer attribute.
  13505. * @param {number} component - The component index.
  13506. * @return {number} The returned value.
  13507. */
  13508. getComponent( index, component ) {
  13509. let value = this.array[ index * this.itemSize + component ];
  13510. if ( this.normalized ) value = denormalize( value, this.array );
  13511. return value;
  13512. }
  13513. /**
  13514. * Sets the given value to the given component of the vector at the given index.
  13515. *
  13516. * @param {number} index - The index into the buffer attribute.
  13517. * @param {number} component - The component index.
  13518. * @param {number} value - The value to set.
  13519. * @return {BufferAttribute} A reference to this instance.
  13520. */
  13521. setComponent( index, component, value ) {
  13522. if ( this.normalized ) value = normalize( value, this.array );
  13523. this.array[ index * this.itemSize + component ] = value;
  13524. return this;
  13525. }
  13526. /**
  13527. * Returns the x component of the vector at the given index.
  13528. *
  13529. * @param {number} index - The index into the buffer attribute.
  13530. * @return {number} The x component.
  13531. */
  13532. getX( index ) {
  13533. let x = this.array[ index * this.itemSize ];
  13534. if ( this.normalized ) x = denormalize( x, this.array );
  13535. return x;
  13536. }
  13537. /**
  13538. * Sets the x component of the vector at the given index.
  13539. *
  13540. * @param {number} index - The index into the buffer attribute.
  13541. * @param {number} x - The value to set.
  13542. * @return {BufferAttribute} A reference to this instance.
  13543. */
  13544. setX( index, x ) {
  13545. if ( this.normalized ) x = normalize( x, this.array );
  13546. this.array[ index * this.itemSize ] = x;
  13547. return this;
  13548. }
  13549. /**
  13550. * Returns the y component of the vector at the given index.
  13551. *
  13552. * @param {number} index - The index into the buffer attribute.
  13553. * @return {number} The y component.
  13554. */
  13555. getY( index ) {
  13556. let y = this.array[ index * this.itemSize + 1 ];
  13557. if ( this.normalized ) y = denormalize( y, this.array );
  13558. return y;
  13559. }
  13560. /**
  13561. * Sets the y component of the vector at the given index.
  13562. *
  13563. * @param {number} index - The index into the buffer attribute.
  13564. * @param {number} y - The value to set.
  13565. * @return {BufferAttribute} A reference to this instance.
  13566. */
  13567. setY( index, y ) {
  13568. if ( this.normalized ) y = normalize( y, this.array );
  13569. this.array[ index * this.itemSize + 1 ] = y;
  13570. return this;
  13571. }
  13572. /**
  13573. * Returns the z component of the vector at the given index.
  13574. *
  13575. * @param {number} index - The index into the buffer attribute.
  13576. * @return {number} The z component.
  13577. */
  13578. getZ( index ) {
  13579. let z = this.array[ index * this.itemSize + 2 ];
  13580. if ( this.normalized ) z = denormalize( z, this.array );
  13581. return z;
  13582. }
  13583. /**
  13584. * Sets the z component of the vector at the given index.
  13585. *
  13586. * @param {number} index - The index into the buffer attribute.
  13587. * @param {number} z - The value to set.
  13588. * @return {BufferAttribute} A reference to this instance.
  13589. */
  13590. setZ( index, z ) {
  13591. if ( this.normalized ) z = normalize( z, this.array );
  13592. this.array[ index * this.itemSize + 2 ] = z;
  13593. return this;
  13594. }
  13595. /**
  13596. * Returns the w component of the vector at the given index.
  13597. *
  13598. * @param {number} index - The index into the buffer attribute.
  13599. * @return {number} The w component.
  13600. */
  13601. getW( index ) {
  13602. let w = this.array[ index * this.itemSize + 3 ];
  13603. if ( this.normalized ) w = denormalize( w, this.array );
  13604. return w;
  13605. }
  13606. /**
  13607. * Sets the w component of the vector at the given index.
  13608. *
  13609. * @param {number} index - The index into the buffer attribute.
  13610. * @param {number} w - The value to set.
  13611. * @return {BufferAttribute} A reference to this instance.
  13612. */
  13613. setW( index, w ) {
  13614. if ( this.normalized ) w = normalize( w, this.array );
  13615. this.array[ index * this.itemSize + 3 ] = w;
  13616. return this;
  13617. }
  13618. /**
  13619. * Sets the x and y component of the vector at the given index.
  13620. *
  13621. * @param {number} index - The index into the buffer attribute.
  13622. * @param {number} x - The value for the x component to set.
  13623. * @param {number} y - The value for the y component to set.
  13624. * @return {BufferAttribute} A reference to this instance.
  13625. */
  13626. setXY( index, x, y ) {
  13627. index *= this.itemSize;
  13628. if ( this.normalized ) {
  13629. x = normalize( x, this.array );
  13630. y = normalize( y, this.array );
  13631. }
  13632. this.array[ index + 0 ] = x;
  13633. this.array[ index + 1 ] = y;
  13634. return this;
  13635. }
  13636. /**
  13637. * Sets the x, y and z component of the vector at the given index.
  13638. *
  13639. * @param {number} index - The index into the buffer attribute.
  13640. * @param {number} x - The value for the x component to set.
  13641. * @param {number} y - The value for the y component to set.
  13642. * @param {number} z - The value for the z component to set.
  13643. * @return {BufferAttribute} A reference to this instance.
  13644. */
  13645. setXYZ( index, x, y, z ) {
  13646. index *= this.itemSize;
  13647. if ( this.normalized ) {
  13648. x = normalize( x, this.array );
  13649. y = normalize( y, this.array );
  13650. z = normalize( z, this.array );
  13651. }
  13652. this.array[ index + 0 ] = x;
  13653. this.array[ index + 1 ] = y;
  13654. this.array[ index + 2 ] = z;
  13655. return this;
  13656. }
  13657. /**
  13658. * Sets the x, y, z and w component of the vector at the given index.
  13659. *
  13660. * @param {number} index - The index into the buffer attribute.
  13661. * @param {number} x - The value for the x component to set.
  13662. * @param {number} y - The value for the y component to set.
  13663. * @param {number} z - The value for the z component to set.
  13664. * @param {number} w - The value for the w component to set.
  13665. * @return {BufferAttribute} A reference to this instance.
  13666. */
  13667. setXYZW( index, x, y, z, w ) {
  13668. index *= this.itemSize;
  13669. if ( this.normalized ) {
  13670. x = normalize( x, this.array );
  13671. y = normalize( y, this.array );
  13672. z = normalize( z, this.array );
  13673. w = normalize( w, this.array );
  13674. }
  13675. this.array[ index + 0 ] = x;
  13676. this.array[ index + 1 ] = y;
  13677. this.array[ index + 2 ] = z;
  13678. this.array[ index + 3 ] = w;
  13679. return this;
  13680. }
  13681. /**
  13682. * Sets the given callback function that is executed after the Renderer has transferred
  13683. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13684. * the upload when attribute data are not needed anymore on the CPU side.
  13685. *
  13686. * @param {Function} callback - The `onUpload()` callback.
  13687. * @return {BufferAttribute} A reference to this instance.
  13688. */
  13689. onUpload( callback ) {
  13690. this.onUploadCallback = callback;
  13691. return this;
  13692. }
  13693. /**
  13694. * Returns a new buffer attribute with copied values from this instance.
  13695. *
  13696. * @return {BufferAttribute} A clone of this instance.
  13697. */
  13698. clone() {
  13699. return new this.constructor( this.array, this.itemSize ).copy( this );
  13700. }
  13701. /**
  13702. * Serializes the buffer attribute into JSON.
  13703. *
  13704. * @return {Object} A JSON object representing the serialized buffer attribute.
  13705. */
  13706. toJSON() {
  13707. const data = {
  13708. itemSize: this.itemSize,
  13709. type: this.array.constructor.name,
  13710. array: Array.from( this.array ),
  13711. normalized: this.normalized
  13712. };
  13713. if ( this.name !== '' ) data.name = this.name;
  13714. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13715. return data;
  13716. }
  13717. }
  13718. /**
  13719. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13720. * a plain `Array` instance.
  13721. *
  13722. * @augments BufferAttribute
  13723. */
  13724. class Int8BufferAttribute extends BufferAttribute {
  13725. /**
  13726. * Constructs a new buffer attribute.
  13727. *
  13728. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13729. * @param {number} itemSize - The item size.
  13730. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13731. */
  13732. constructor( array, itemSize, normalized ) {
  13733. super( new Int8Array( array ), itemSize, normalized );
  13734. }
  13735. }
  13736. /**
  13737. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13738. * a plain `Array` instance.
  13739. *
  13740. * @augments BufferAttribute
  13741. */
  13742. class Uint8BufferAttribute extends BufferAttribute {
  13743. /**
  13744. * Constructs a new buffer attribute.
  13745. *
  13746. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13747. * @param {number} itemSize - The item size.
  13748. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13749. */
  13750. constructor( array, itemSize, normalized ) {
  13751. super( new Uint8Array( array ), itemSize, normalized );
  13752. }
  13753. }
  13754. /**
  13755. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13756. * a plain `Array` instance.
  13757. *
  13758. * @augments BufferAttribute
  13759. */
  13760. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13761. /**
  13762. * Constructs a new buffer attribute.
  13763. *
  13764. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13765. * @param {number} itemSize - The item size.
  13766. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13767. */
  13768. constructor( array, itemSize, normalized ) {
  13769. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13770. }
  13771. }
  13772. /**
  13773. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13774. * a plain `Array` instance.
  13775. *
  13776. * @augments BufferAttribute
  13777. */
  13778. class Int16BufferAttribute extends BufferAttribute {
  13779. /**
  13780. * Constructs a new buffer attribute.
  13781. *
  13782. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13783. * @param {number} itemSize - The item size.
  13784. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13785. */
  13786. constructor( array, itemSize, normalized ) {
  13787. super( new Int16Array( array ), itemSize, normalized );
  13788. }
  13789. }
  13790. /**
  13791. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13792. * a plain `Array` instance.
  13793. *
  13794. * @augments BufferAttribute
  13795. */
  13796. class Uint16BufferAttribute extends BufferAttribute {
  13797. /**
  13798. * Constructs a new buffer attribute.
  13799. *
  13800. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13801. * @param {number} itemSize - The item size.
  13802. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13803. */
  13804. constructor( array, itemSize, normalized ) {
  13805. super( new Uint16Array( array ), itemSize, normalized );
  13806. }
  13807. }
  13808. /**
  13809. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13810. * a plain `Array` instance.
  13811. *
  13812. * @augments BufferAttribute
  13813. */
  13814. class Int32BufferAttribute extends BufferAttribute {
  13815. /**
  13816. * Constructs a new buffer attribute.
  13817. *
  13818. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13819. * @param {number} itemSize - The item size.
  13820. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13821. */
  13822. constructor( array, itemSize, normalized ) {
  13823. super( new Int32Array( array ), itemSize, normalized );
  13824. }
  13825. }
  13826. /**
  13827. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  13828. * a plain `Array` instance.
  13829. *
  13830. * @augments BufferAttribute
  13831. */
  13832. class Uint32BufferAttribute extends BufferAttribute {
  13833. /**
  13834. * Constructs a new buffer attribute.
  13835. *
  13836. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  13837. * @param {number} itemSize - The item size.
  13838. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13839. */
  13840. constructor( array, itemSize, normalized ) {
  13841. super( new Uint32Array( array ), itemSize, normalized );
  13842. }
  13843. }
  13844. /**
  13845. * Convenient class that can be used when creating a `Float16` buffer attribute with
  13846. * a plain `Array` instance.
  13847. *
  13848. * This class automatically converts to and from FP16 since `Float16Array` is not
  13849. * natively supported in JavaScript.
  13850. *
  13851. * @augments BufferAttribute
  13852. */
  13853. class Float16BufferAttribute extends BufferAttribute {
  13854. /**
  13855. * Constructs a new buffer attribute.
  13856. *
  13857. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13858. * @param {number} itemSize - The item size.
  13859. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13860. */
  13861. constructor( array, itemSize, normalized ) {
  13862. super( new Uint16Array( array ), itemSize, normalized );
  13863. this.isFloat16BufferAttribute = true;
  13864. }
  13865. getX( index ) {
  13866. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  13867. if ( this.normalized ) x = denormalize( x, this.array );
  13868. return x;
  13869. }
  13870. setX( index, x ) {
  13871. if ( this.normalized ) x = normalize( x, this.array );
  13872. this.array[ index * this.itemSize ] = toHalfFloat( x );
  13873. return this;
  13874. }
  13875. getY( index ) {
  13876. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  13877. if ( this.normalized ) y = denormalize( y, this.array );
  13878. return y;
  13879. }
  13880. setY( index, y ) {
  13881. if ( this.normalized ) y = normalize( y, this.array );
  13882. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  13883. return this;
  13884. }
  13885. getZ( index ) {
  13886. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  13887. if ( this.normalized ) z = denormalize( z, this.array );
  13888. return z;
  13889. }
  13890. setZ( index, z ) {
  13891. if ( this.normalized ) z = normalize( z, this.array );
  13892. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  13893. return this;
  13894. }
  13895. getW( index ) {
  13896. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  13897. if ( this.normalized ) w = denormalize( w, this.array );
  13898. return w;
  13899. }
  13900. setW( index, w ) {
  13901. if ( this.normalized ) w = normalize( w, this.array );
  13902. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  13903. return this;
  13904. }
  13905. setXY( index, x, y ) {
  13906. index *= this.itemSize;
  13907. if ( this.normalized ) {
  13908. x = normalize( x, this.array );
  13909. y = normalize( y, this.array );
  13910. }
  13911. this.array[ index + 0 ] = toHalfFloat( x );
  13912. this.array[ index + 1 ] = toHalfFloat( y );
  13913. return this;
  13914. }
  13915. setXYZ( index, x, y, z ) {
  13916. index *= this.itemSize;
  13917. if ( this.normalized ) {
  13918. x = normalize( x, this.array );
  13919. y = normalize( y, this.array );
  13920. z = normalize( z, this.array );
  13921. }
  13922. this.array[ index + 0 ] = toHalfFloat( x );
  13923. this.array[ index + 1 ] = toHalfFloat( y );
  13924. this.array[ index + 2 ] = toHalfFloat( z );
  13925. return this;
  13926. }
  13927. setXYZW( index, x, y, z, w ) {
  13928. index *= this.itemSize;
  13929. if ( this.normalized ) {
  13930. x = normalize( x, this.array );
  13931. y = normalize( y, this.array );
  13932. z = normalize( z, this.array );
  13933. w = normalize( w, this.array );
  13934. }
  13935. this.array[ index + 0 ] = toHalfFloat( x );
  13936. this.array[ index + 1 ] = toHalfFloat( y );
  13937. this.array[ index + 2 ] = toHalfFloat( z );
  13938. this.array[ index + 3 ] = toHalfFloat( w );
  13939. return this;
  13940. }
  13941. }
  13942. /**
  13943. * Convenient class that can be used when creating a `Float32` buffer attribute with
  13944. * a plain `Array` instance.
  13945. *
  13946. * @augments BufferAttribute
  13947. */
  13948. class Float32BufferAttribute extends BufferAttribute {
  13949. /**
  13950. * Constructs a new buffer attribute.
  13951. *
  13952. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  13953. * @param {number} itemSize - The item size.
  13954. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13955. */
  13956. constructor( array, itemSize, normalized ) {
  13957. super( new Float32Array( array ), itemSize, normalized );
  13958. }
  13959. }
  13960. let _id$1 = 0;
  13961. const _m1 = /*@__PURE__*/ new Matrix4();
  13962. const _obj = /*@__PURE__*/ new Object3D();
  13963. const _offset = /*@__PURE__*/ new Vector3();
  13964. const _box$2 = /*@__PURE__*/ new Box3();
  13965. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  13966. const _vector$8 = /*@__PURE__*/ new Vector3();
  13967. /**
  13968. * A representation of mesh, line, or point geometry. Includes vertex
  13969. * positions, face indices, normals, colors, UVs, and custom attributes
  13970. * within buffers, reducing the cost of passing all this data to the GPU.
  13971. *
  13972. * ```js
  13973. * const geometry = new THREE.BufferGeometry();
  13974. * // create a simple square shape. We duplicate the top left and bottom right
  13975. * // vertices because each vertex needs to appear once per triangle.
  13976. * const vertices = new Float32Array( [
  13977. * -1.0, -1.0, 1.0, // v0
  13978. * 1.0, -1.0, 1.0, // v1
  13979. * 1.0, 1.0, 1.0, // v2
  13980. *
  13981. * 1.0, 1.0, 1.0, // v3
  13982. * -1.0, 1.0, 1.0, // v4
  13983. * -1.0, -1.0, 1.0 // v5
  13984. * ] );
  13985. * // itemSize = 3 because there are 3 values (components) per vertex
  13986. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  13987. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  13988. * const mesh = new THREE.Mesh( geometry, material );
  13989. * ```
  13990. *
  13991. * @augments EventDispatcher
  13992. */
  13993. class BufferGeometry extends EventDispatcher {
  13994. /**
  13995. * Constructs a new geometry.
  13996. */
  13997. constructor() {
  13998. super();
  13999. /**
  14000. * This flag can be used for type testing.
  14001. *
  14002. * @type {boolean}
  14003. * @readonly
  14004. * @default true
  14005. */
  14006. this.isBufferGeometry = true;
  14007. /**
  14008. * The ID of the geometry.
  14009. *
  14010. * @name BufferGeometry#id
  14011. * @type {number}
  14012. * @readonly
  14013. */
  14014. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14015. /**
  14016. * The UUID of the geometry.
  14017. *
  14018. * @type {string}
  14019. * @readonly
  14020. */
  14021. this.uuid = generateUUID();
  14022. /**
  14023. * The name of the geometry.
  14024. *
  14025. * @type {string}
  14026. */
  14027. this.name = '';
  14028. this.type = 'BufferGeometry';
  14029. /**
  14030. * Allows for vertices to be re-used across multiple triangles; this is
  14031. * called using "indexed triangles". Each triangle is associated with the
  14032. * indices of three vertices. This attribute therefore stores the index of
  14033. * each vertex for each triangular face. If this attribute is not set, the
  14034. * renderer assumes that each three contiguous positions represent a single triangle.
  14035. *
  14036. * @type {?BufferAttribute}
  14037. * @default null
  14038. */
  14039. this.index = null;
  14040. /**
  14041. * A (storage) buffer attribute which was generated with a compute shader and
  14042. * now defines indirect draw calls.
  14043. *
  14044. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14045. *
  14046. * @type {?BufferAttribute}
  14047. * @default null
  14048. */
  14049. this.indirect = null;
  14050. /**
  14051. * This dictionary has as id the name of the attribute to be set and as value
  14052. * the buffer attribute to set it to. Rather than accessing this property directly,
  14053. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14054. *
  14055. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14056. */
  14057. this.attributes = {};
  14058. /**
  14059. * This dictionary holds the morph targets of the geometry.
  14060. *
  14061. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14062. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14063. *
  14064. * @type {Object}
  14065. */
  14066. this.morphAttributes = {};
  14067. /**
  14068. * Used to control the morph target behavior; when set to `true`, the morph
  14069. * target data is treated as relative offsets, rather than as absolute
  14070. * positions/normals.
  14071. *
  14072. * @type {boolean}
  14073. * @default false
  14074. */
  14075. this.morphTargetsRelative = false;
  14076. /**
  14077. * Split the geometry into groups, each of which will be rendered in a
  14078. * separate draw call. This allows an array of materials to be used with the geometry.
  14079. *
  14080. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14081. *
  14082. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14083. * indices, and must not leave vertices or indices unused.
  14084. *
  14085. * @type {Array<Object>}
  14086. */
  14087. this.groups = [];
  14088. /**
  14089. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14090. *
  14091. * @type {Box3}
  14092. * @default null
  14093. */
  14094. this.boundingBox = null;
  14095. /**
  14096. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14097. *
  14098. * @type {Sphere}
  14099. * @default null
  14100. */
  14101. this.boundingSphere = null;
  14102. /**
  14103. * Determines the part of the geometry to render. This should not be set directly,
  14104. * instead use `setDrawRange()`.
  14105. *
  14106. * @type {{start:number,count:number}}
  14107. */
  14108. this.drawRange = { start: 0, count: Infinity };
  14109. /**
  14110. * An object that can be used to store custom data about the geometry.
  14111. * It should not hold references to functions as these will not be cloned.
  14112. *
  14113. * @type {Object}
  14114. */
  14115. this.userData = {};
  14116. }
  14117. /**
  14118. * Returns the index of this geometry.
  14119. *
  14120. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14121. */
  14122. getIndex() {
  14123. return this.index;
  14124. }
  14125. /**
  14126. * Sets the given index to this geometry.
  14127. *
  14128. * @param {Array<number>|BufferAttribute} index - The index to set.
  14129. * @return {BufferGeometry} A reference to this instance.
  14130. */
  14131. setIndex( index ) {
  14132. if ( Array.isArray( index ) ) {
  14133. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14134. } else {
  14135. this.index = index;
  14136. }
  14137. return this;
  14138. }
  14139. /**
  14140. * Sets the given indirect attribute to this geometry.
  14141. *
  14142. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14143. * @return {BufferGeometry} A reference to this instance.
  14144. */
  14145. setIndirect( indirect ) {
  14146. this.indirect = indirect;
  14147. return this;
  14148. }
  14149. /**
  14150. * Returns the indirect attribute of this geometry.
  14151. *
  14152. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14153. */
  14154. getIndirect() {
  14155. return this.indirect;
  14156. }
  14157. /**
  14158. * Returns the buffer attribute for the given name.
  14159. *
  14160. * @param {string} name - The attribute name.
  14161. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14162. * Returns `undefined` if not attribute has been found.
  14163. */
  14164. getAttribute( name ) {
  14165. return this.attributes[ name ];
  14166. }
  14167. /**
  14168. * Sets the given attribute for the given name.
  14169. *
  14170. * @param {string} name - The attribute name.
  14171. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14172. * @return {BufferGeometry} A reference to this instance.
  14173. */
  14174. setAttribute( name, attribute ) {
  14175. this.attributes[ name ] = attribute;
  14176. return this;
  14177. }
  14178. /**
  14179. * Deletes the attribute for the given name.
  14180. *
  14181. * @param {string} name - The attribute name to delete.
  14182. * @return {BufferGeometry} A reference to this instance.
  14183. */
  14184. deleteAttribute( name ) {
  14185. delete this.attributes[ name ];
  14186. return this;
  14187. }
  14188. /**
  14189. * Returns `true` if this geometry has an attribute for the given name.
  14190. *
  14191. * @param {string} name - The attribute name.
  14192. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14193. */
  14194. hasAttribute( name ) {
  14195. return this.attributes[ name ] !== undefined;
  14196. }
  14197. /**
  14198. * Adds a group to this geometry.
  14199. *
  14200. * @param {number} start - The first element in this draw call. That is the first
  14201. * vertex for non-indexed geometry, otherwise the first triangle index.
  14202. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14203. * @param {number} [materialIndex=0] - The material array index to use.
  14204. */
  14205. addGroup( start, count, materialIndex = 0 ) {
  14206. this.groups.push( {
  14207. start: start,
  14208. count: count,
  14209. materialIndex: materialIndex
  14210. } );
  14211. }
  14212. /**
  14213. * Clears all groups.
  14214. */
  14215. clearGroups() {
  14216. this.groups = [];
  14217. }
  14218. /**
  14219. * Sets the draw range for this geometry.
  14220. *
  14221. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14222. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14223. * For indexed BufferGeometry, `count` is the number of indices to render.
  14224. */
  14225. setDrawRange( start, count ) {
  14226. this.drawRange.start = start;
  14227. this.drawRange.count = count;
  14228. }
  14229. /**
  14230. * Applies the given 4x4 transformation matrix to the geometry.
  14231. *
  14232. * @param {Matrix4} matrix - The matrix to apply.
  14233. * @return {BufferGeometry} A reference to this instance.
  14234. */
  14235. applyMatrix4( matrix ) {
  14236. const position = this.attributes.position;
  14237. if ( position !== undefined ) {
  14238. position.applyMatrix4( matrix );
  14239. position.needsUpdate = true;
  14240. }
  14241. const normal = this.attributes.normal;
  14242. if ( normal !== undefined ) {
  14243. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14244. normal.applyNormalMatrix( normalMatrix );
  14245. normal.needsUpdate = true;
  14246. }
  14247. const tangent = this.attributes.tangent;
  14248. if ( tangent !== undefined ) {
  14249. tangent.transformDirection( matrix );
  14250. tangent.needsUpdate = true;
  14251. }
  14252. if ( this.boundingBox !== null ) {
  14253. this.computeBoundingBox();
  14254. }
  14255. if ( this.boundingSphere !== null ) {
  14256. this.computeBoundingSphere();
  14257. }
  14258. return this;
  14259. }
  14260. /**
  14261. * Applies the rotation represented by the Quaternion to the geometry.
  14262. *
  14263. * @param {Quaternion} q - The Quaternion to apply.
  14264. * @return {BufferGeometry} A reference to this instance.
  14265. */
  14266. applyQuaternion( q ) {
  14267. _m1.makeRotationFromQuaternion( q );
  14268. this.applyMatrix4( _m1 );
  14269. return this;
  14270. }
  14271. /**
  14272. * Rotates the geometry about the X axis. This is typically done as a one time
  14273. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14274. * real-time mesh rotation.
  14275. *
  14276. * @param {number} angle - The angle in radians.
  14277. * @return {BufferGeometry} A reference to this instance.
  14278. */
  14279. rotateX( angle ) {
  14280. // rotate geometry around world x-axis
  14281. _m1.makeRotationX( angle );
  14282. this.applyMatrix4( _m1 );
  14283. return this;
  14284. }
  14285. /**
  14286. * Rotates the geometry about the Y axis. This is typically done as a one time
  14287. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14288. * real-time mesh rotation.
  14289. *
  14290. * @param {number} angle - The angle in radians.
  14291. * @return {BufferGeometry} A reference to this instance.
  14292. */
  14293. rotateY( angle ) {
  14294. // rotate geometry around world y-axis
  14295. _m1.makeRotationY( angle );
  14296. this.applyMatrix4( _m1 );
  14297. return this;
  14298. }
  14299. /**
  14300. * Rotates the geometry about the Z axis. This is typically done as a one time
  14301. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14302. * real-time mesh rotation.
  14303. *
  14304. * @param {number} angle - The angle in radians.
  14305. * @return {BufferGeometry} A reference to this instance.
  14306. */
  14307. rotateZ( angle ) {
  14308. // rotate geometry around world z-axis
  14309. _m1.makeRotationZ( angle );
  14310. this.applyMatrix4( _m1 );
  14311. return this;
  14312. }
  14313. /**
  14314. * Translates the geometry. This is typically done as a one time
  14315. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14316. * real-time mesh rotation.
  14317. *
  14318. * @param {number} x - The x offset.
  14319. * @param {number} y - The y offset.
  14320. * @param {number} z - The z offset.
  14321. * @return {BufferGeometry} A reference to this instance.
  14322. */
  14323. translate( x, y, z ) {
  14324. // translate geometry
  14325. _m1.makeTranslation( x, y, z );
  14326. this.applyMatrix4( _m1 );
  14327. return this;
  14328. }
  14329. /**
  14330. * Scales the geometry. This is typically done as a one time
  14331. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14332. * real-time mesh rotation.
  14333. *
  14334. * @param {number} x - The x scale.
  14335. * @param {number} y - The y scale.
  14336. * @param {number} z - The z scale.
  14337. * @return {BufferGeometry} A reference to this instance.
  14338. */
  14339. scale( x, y, z ) {
  14340. // scale geometry
  14341. _m1.makeScale( x, y, z );
  14342. this.applyMatrix4( _m1 );
  14343. return this;
  14344. }
  14345. /**
  14346. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14347. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14348. * real-time mesh rotation.
  14349. *
  14350. * @param {Vector3} vector - The target point.
  14351. * @return {BufferGeometry} A reference to this instance.
  14352. */
  14353. lookAt( vector ) {
  14354. _obj.lookAt( vector );
  14355. _obj.updateMatrix();
  14356. this.applyMatrix4( _obj.matrix );
  14357. return this;
  14358. }
  14359. /**
  14360. * Center the geometry based on its bounding box.
  14361. *
  14362. * @return {BufferGeometry} A reference to this instance.
  14363. */
  14364. center() {
  14365. this.computeBoundingBox();
  14366. this.boundingBox.getCenter( _offset ).negate();
  14367. this.translate( _offset.x, _offset.y, _offset.z );
  14368. return this;
  14369. }
  14370. /**
  14371. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14372. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14373. * set to `0`.
  14374. *
  14375. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14376. * data from the array. The length of the array must match the vertex count.
  14377. *
  14378. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14379. * @return {BufferGeometry} A reference to this instance.
  14380. */
  14381. setFromPoints( points ) {
  14382. const positionAttribute = this.getAttribute( 'position' );
  14383. if ( positionAttribute === undefined ) {
  14384. const position = [];
  14385. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14386. const point = points[ i ];
  14387. position.push( point.x, point.y, point.z || 0 );
  14388. }
  14389. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14390. } else {
  14391. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14392. for ( let i = 0; i < l; i ++ ) {
  14393. const point = points[ i ];
  14394. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14395. }
  14396. if ( points.length > positionAttribute.count ) {
  14397. console.warn( 'THREE.BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14398. }
  14399. positionAttribute.needsUpdate = true;
  14400. }
  14401. return this;
  14402. }
  14403. /**
  14404. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14405. * The bounding box is not computed by the engine; it must be computed by your app.
  14406. * You may need to recompute the bounding box if the geometry vertices are modified.
  14407. */
  14408. computeBoundingBox() {
  14409. if ( this.boundingBox === null ) {
  14410. this.boundingBox = new Box3();
  14411. }
  14412. const position = this.attributes.position;
  14413. const morphAttributesPosition = this.morphAttributes.position;
  14414. if ( position && position.isGLBufferAttribute ) {
  14415. console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14416. this.boundingBox.set(
  14417. new Vector3( - Infinity, - Infinity, - Infinity ),
  14418. new Vector3( + Infinity, + Infinity, + Infinity )
  14419. );
  14420. return;
  14421. }
  14422. if ( position !== undefined ) {
  14423. this.boundingBox.setFromBufferAttribute( position );
  14424. // process morph attributes if present
  14425. if ( morphAttributesPosition ) {
  14426. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14427. const morphAttribute = morphAttributesPosition[ i ];
  14428. _box$2.setFromBufferAttribute( morphAttribute );
  14429. if ( this.morphTargetsRelative ) {
  14430. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14431. this.boundingBox.expandByPoint( _vector$8 );
  14432. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14433. this.boundingBox.expandByPoint( _vector$8 );
  14434. } else {
  14435. this.boundingBox.expandByPoint( _box$2.min );
  14436. this.boundingBox.expandByPoint( _box$2.max );
  14437. }
  14438. }
  14439. }
  14440. } else {
  14441. this.boundingBox.makeEmpty();
  14442. }
  14443. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14444. console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14445. }
  14446. }
  14447. /**
  14448. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14449. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14450. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14451. */
  14452. computeBoundingSphere() {
  14453. if ( this.boundingSphere === null ) {
  14454. this.boundingSphere = new Sphere();
  14455. }
  14456. const position = this.attributes.position;
  14457. const morphAttributesPosition = this.morphAttributes.position;
  14458. if ( position && position.isGLBufferAttribute ) {
  14459. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14460. this.boundingSphere.set( new Vector3(), Infinity );
  14461. return;
  14462. }
  14463. if ( position ) {
  14464. // first, find the center of the bounding sphere
  14465. const center = this.boundingSphere.center;
  14466. _box$2.setFromBufferAttribute( position );
  14467. // process morph attributes if present
  14468. if ( morphAttributesPosition ) {
  14469. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14470. const morphAttribute = morphAttributesPosition[ i ];
  14471. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14472. if ( this.morphTargetsRelative ) {
  14473. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14474. _box$2.expandByPoint( _vector$8 );
  14475. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14476. _box$2.expandByPoint( _vector$8 );
  14477. } else {
  14478. _box$2.expandByPoint( _boxMorphTargets.min );
  14479. _box$2.expandByPoint( _boxMorphTargets.max );
  14480. }
  14481. }
  14482. }
  14483. _box$2.getCenter( center );
  14484. // second, try to find a boundingSphere with a radius smaller than the
  14485. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14486. let maxRadiusSq = 0;
  14487. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14488. _vector$8.fromBufferAttribute( position, i );
  14489. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14490. }
  14491. // process morph attributes if present
  14492. if ( morphAttributesPosition ) {
  14493. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14494. const morphAttribute = morphAttributesPosition[ i ];
  14495. const morphTargetsRelative = this.morphTargetsRelative;
  14496. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14497. _vector$8.fromBufferAttribute( morphAttribute, j );
  14498. if ( morphTargetsRelative ) {
  14499. _offset.fromBufferAttribute( position, j );
  14500. _vector$8.add( _offset );
  14501. }
  14502. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14503. }
  14504. }
  14505. }
  14506. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14507. if ( isNaN( this.boundingSphere.radius ) ) {
  14508. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14509. }
  14510. }
  14511. }
  14512. /**
  14513. * Calculates and adds a tangent attribute to this geometry.
  14514. *
  14515. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14516. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14517. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14518. */
  14519. computeTangents() {
  14520. const index = this.index;
  14521. const attributes = this.attributes;
  14522. // based on http://www.terathon.com/code/tangent.html
  14523. // (per vertex tangents)
  14524. if ( index === null ||
  14525. attributes.position === undefined ||
  14526. attributes.normal === undefined ||
  14527. attributes.uv === undefined ) {
  14528. console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14529. return;
  14530. }
  14531. const positionAttribute = attributes.position;
  14532. const normalAttribute = attributes.normal;
  14533. const uvAttribute = attributes.uv;
  14534. if ( this.hasAttribute( 'tangent' ) === false ) {
  14535. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14536. }
  14537. const tangentAttribute = this.getAttribute( 'tangent' );
  14538. const tan1 = [], tan2 = [];
  14539. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14540. tan1[ i ] = new Vector3();
  14541. tan2[ i ] = new Vector3();
  14542. }
  14543. const vA = new Vector3(),
  14544. vB = new Vector3(),
  14545. vC = new Vector3(),
  14546. uvA = new Vector2(),
  14547. uvB = new Vector2(),
  14548. uvC = new Vector2(),
  14549. sdir = new Vector3(),
  14550. tdir = new Vector3();
  14551. function handleTriangle( a, b, c ) {
  14552. vA.fromBufferAttribute( positionAttribute, a );
  14553. vB.fromBufferAttribute( positionAttribute, b );
  14554. vC.fromBufferAttribute( positionAttribute, c );
  14555. uvA.fromBufferAttribute( uvAttribute, a );
  14556. uvB.fromBufferAttribute( uvAttribute, b );
  14557. uvC.fromBufferAttribute( uvAttribute, c );
  14558. vB.sub( vA );
  14559. vC.sub( vA );
  14560. uvB.sub( uvA );
  14561. uvC.sub( uvA );
  14562. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14563. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14564. if ( ! isFinite( r ) ) return;
  14565. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14566. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14567. tan1[ a ].add( sdir );
  14568. tan1[ b ].add( sdir );
  14569. tan1[ c ].add( sdir );
  14570. tan2[ a ].add( tdir );
  14571. tan2[ b ].add( tdir );
  14572. tan2[ c ].add( tdir );
  14573. }
  14574. let groups = this.groups;
  14575. if ( groups.length === 0 ) {
  14576. groups = [ {
  14577. start: 0,
  14578. count: index.count
  14579. } ];
  14580. }
  14581. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14582. const group = groups[ i ];
  14583. const start = group.start;
  14584. const count = group.count;
  14585. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14586. handleTriangle(
  14587. index.getX( j + 0 ),
  14588. index.getX( j + 1 ),
  14589. index.getX( j + 2 )
  14590. );
  14591. }
  14592. }
  14593. const tmp = new Vector3(), tmp2 = new Vector3();
  14594. const n = new Vector3(), n2 = new Vector3();
  14595. function handleVertex( v ) {
  14596. n.fromBufferAttribute( normalAttribute, v );
  14597. n2.copy( n );
  14598. const t = tan1[ v ];
  14599. // Gram-Schmidt orthogonalize
  14600. tmp.copy( t );
  14601. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14602. // Calculate handedness
  14603. tmp2.crossVectors( n2, t );
  14604. const test = tmp2.dot( tan2[ v ] );
  14605. const w = ( test < 0.0 ) ? -1 : 1.0;
  14606. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14607. }
  14608. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14609. const group = groups[ i ];
  14610. const start = group.start;
  14611. const count = group.count;
  14612. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14613. handleVertex( index.getX( j + 0 ) );
  14614. handleVertex( index.getX( j + 1 ) );
  14615. handleVertex( index.getX( j + 2 ) );
  14616. }
  14617. }
  14618. }
  14619. /**
  14620. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14621. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14622. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14623. * to be the same as the face normal.
  14624. */
  14625. computeVertexNormals() {
  14626. const index = this.index;
  14627. const positionAttribute = this.getAttribute( 'position' );
  14628. if ( positionAttribute !== undefined ) {
  14629. let normalAttribute = this.getAttribute( 'normal' );
  14630. if ( normalAttribute === undefined ) {
  14631. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14632. this.setAttribute( 'normal', normalAttribute );
  14633. } else {
  14634. // reset existing normals to zero
  14635. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14636. normalAttribute.setXYZ( i, 0, 0, 0 );
  14637. }
  14638. }
  14639. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14640. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14641. const cb = new Vector3(), ab = new Vector3();
  14642. // indexed elements
  14643. if ( index ) {
  14644. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14645. const vA = index.getX( i + 0 );
  14646. const vB = index.getX( i + 1 );
  14647. const vC = index.getX( i + 2 );
  14648. pA.fromBufferAttribute( positionAttribute, vA );
  14649. pB.fromBufferAttribute( positionAttribute, vB );
  14650. pC.fromBufferAttribute( positionAttribute, vC );
  14651. cb.subVectors( pC, pB );
  14652. ab.subVectors( pA, pB );
  14653. cb.cross( ab );
  14654. nA.fromBufferAttribute( normalAttribute, vA );
  14655. nB.fromBufferAttribute( normalAttribute, vB );
  14656. nC.fromBufferAttribute( normalAttribute, vC );
  14657. nA.add( cb );
  14658. nB.add( cb );
  14659. nC.add( cb );
  14660. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14661. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14662. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14663. }
  14664. } else {
  14665. // non-indexed elements (unconnected triangle soup)
  14666. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14667. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14668. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14669. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14670. cb.subVectors( pC, pB );
  14671. ab.subVectors( pA, pB );
  14672. cb.cross( ab );
  14673. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14674. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14675. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14676. }
  14677. }
  14678. this.normalizeNormals();
  14679. normalAttribute.needsUpdate = true;
  14680. }
  14681. }
  14682. /**
  14683. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14684. * correct lighting on the geometry surfaces.
  14685. */
  14686. normalizeNormals() {
  14687. const normals = this.attributes.normal;
  14688. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14689. _vector$8.fromBufferAttribute( normals, i );
  14690. _vector$8.normalize();
  14691. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14692. }
  14693. }
  14694. /**
  14695. * Return a new non-index version of this indexed geometry. If the geometry
  14696. * is already non-indexed, the method is a NOOP.
  14697. *
  14698. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14699. */
  14700. toNonIndexed() {
  14701. function convertBufferAttribute( attribute, indices ) {
  14702. const array = attribute.array;
  14703. const itemSize = attribute.itemSize;
  14704. const normalized = attribute.normalized;
  14705. const array2 = new array.constructor( indices.length * itemSize );
  14706. let index = 0, index2 = 0;
  14707. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14708. if ( attribute.isInterleavedBufferAttribute ) {
  14709. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14710. } else {
  14711. index = indices[ i ] * itemSize;
  14712. }
  14713. for ( let j = 0; j < itemSize; j ++ ) {
  14714. array2[ index2 ++ ] = array[ index ++ ];
  14715. }
  14716. }
  14717. return new BufferAttribute( array2, itemSize, normalized );
  14718. }
  14719. //
  14720. if ( this.index === null ) {
  14721. console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14722. return this;
  14723. }
  14724. const geometry2 = new BufferGeometry();
  14725. const indices = this.index.array;
  14726. const attributes = this.attributes;
  14727. // attributes
  14728. for ( const name in attributes ) {
  14729. const attribute = attributes[ name ];
  14730. const newAttribute = convertBufferAttribute( attribute, indices );
  14731. geometry2.setAttribute( name, newAttribute );
  14732. }
  14733. // morph attributes
  14734. const morphAttributes = this.morphAttributes;
  14735. for ( const name in morphAttributes ) {
  14736. const morphArray = [];
  14737. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14738. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14739. const attribute = morphAttribute[ i ];
  14740. const newAttribute = convertBufferAttribute( attribute, indices );
  14741. morphArray.push( newAttribute );
  14742. }
  14743. geometry2.morphAttributes[ name ] = morphArray;
  14744. }
  14745. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14746. // groups
  14747. const groups = this.groups;
  14748. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14749. const group = groups[ i ];
  14750. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14751. }
  14752. return geometry2;
  14753. }
  14754. /**
  14755. * Serializes the geometry into JSON.
  14756. *
  14757. * @return {Object} A JSON object representing the serialized geometry.
  14758. */
  14759. toJSON() {
  14760. const data = {
  14761. metadata: {
  14762. version: 4.6,
  14763. type: 'BufferGeometry',
  14764. generator: 'BufferGeometry.toJSON'
  14765. }
  14766. };
  14767. // standard BufferGeometry serialization
  14768. data.uuid = this.uuid;
  14769. data.type = this.type;
  14770. if ( this.name !== '' ) data.name = this.name;
  14771. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14772. if ( this.parameters !== undefined ) {
  14773. const parameters = this.parameters;
  14774. for ( const key in parameters ) {
  14775. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14776. }
  14777. return data;
  14778. }
  14779. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14780. data.data = { attributes: {} };
  14781. const index = this.index;
  14782. if ( index !== null ) {
  14783. data.data.index = {
  14784. type: index.array.constructor.name,
  14785. array: Array.prototype.slice.call( index.array )
  14786. };
  14787. }
  14788. const attributes = this.attributes;
  14789. for ( const key in attributes ) {
  14790. const attribute = attributes[ key ];
  14791. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14792. }
  14793. const morphAttributes = {};
  14794. let hasMorphAttributes = false;
  14795. for ( const key in this.morphAttributes ) {
  14796. const attributeArray = this.morphAttributes[ key ];
  14797. const array = [];
  14798. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14799. const attribute = attributeArray[ i ];
  14800. array.push( attribute.toJSON( data.data ) );
  14801. }
  14802. if ( array.length > 0 ) {
  14803. morphAttributes[ key ] = array;
  14804. hasMorphAttributes = true;
  14805. }
  14806. }
  14807. if ( hasMorphAttributes ) {
  14808. data.data.morphAttributes = morphAttributes;
  14809. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14810. }
  14811. const groups = this.groups;
  14812. if ( groups.length > 0 ) {
  14813. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14814. }
  14815. const boundingSphere = this.boundingSphere;
  14816. if ( boundingSphere !== null ) {
  14817. data.data.boundingSphere = {
  14818. center: boundingSphere.center.toArray(),
  14819. radius: boundingSphere.radius
  14820. };
  14821. }
  14822. return data;
  14823. }
  14824. /**
  14825. * Returns a new geometry with copied values from this instance.
  14826. *
  14827. * @return {BufferGeometry} A clone of this instance.
  14828. */
  14829. clone() {
  14830. return new this.constructor().copy( this );
  14831. }
  14832. /**
  14833. * Copies the values of the given geometry to this instance.
  14834. *
  14835. * @param {BufferGeometry} source - The geometry to copy.
  14836. * @return {BufferGeometry} A reference to this instance.
  14837. */
  14838. copy( source ) {
  14839. // reset
  14840. this.index = null;
  14841. this.attributes = {};
  14842. this.morphAttributes = {};
  14843. this.groups = [];
  14844. this.boundingBox = null;
  14845. this.boundingSphere = null;
  14846. // used for storing cloned, shared data
  14847. const data = {};
  14848. // name
  14849. this.name = source.name;
  14850. // index
  14851. const index = source.index;
  14852. if ( index !== null ) {
  14853. this.setIndex( index.clone() );
  14854. }
  14855. // attributes
  14856. const attributes = source.attributes;
  14857. for ( const name in attributes ) {
  14858. const attribute = attributes[ name ];
  14859. this.setAttribute( name, attribute.clone( data ) );
  14860. }
  14861. // morph attributes
  14862. const morphAttributes = source.morphAttributes;
  14863. for ( const name in morphAttributes ) {
  14864. const array = [];
  14865. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14866. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  14867. array.push( morphAttribute[ i ].clone( data ) );
  14868. }
  14869. this.morphAttributes[ name ] = array;
  14870. }
  14871. this.morphTargetsRelative = source.morphTargetsRelative;
  14872. // groups
  14873. const groups = source.groups;
  14874. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14875. const group = groups[ i ];
  14876. this.addGroup( group.start, group.count, group.materialIndex );
  14877. }
  14878. // bounding box
  14879. const boundingBox = source.boundingBox;
  14880. if ( boundingBox !== null ) {
  14881. this.boundingBox = boundingBox.clone();
  14882. }
  14883. // bounding sphere
  14884. const boundingSphere = source.boundingSphere;
  14885. if ( boundingSphere !== null ) {
  14886. this.boundingSphere = boundingSphere.clone();
  14887. }
  14888. // draw range
  14889. this.drawRange.start = source.drawRange.start;
  14890. this.drawRange.count = source.drawRange.count;
  14891. // user data
  14892. this.userData = source.userData;
  14893. return this;
  14894. }
  14895. /**
  14896. * Frees the GPU-related resources allocated by this instance. Call this
  14897. * method whenever this instance is no longer used in your app.
  14898. *
  14899. * @fires BufferGeometry#dispose
  14900. */
  14901. dispose() {
  14902. this.dispatchEvent( { type: 'dispose' } );
  14903. }
  14904. }
  14905. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  14906. const _ray$3 = /*@__PURE__*/ new Ray();
  14907. const _sphere$6 = /*@__PURE__*/ new Sphere();
  14908. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  14909. const _vA$1 = /*@__PURE__*/ new Vector3();
  14910. const _vB$1 = /*@__PURE__*/ new Vector3();
  14911. const _vC$1 = /*@__PURE__*/ new Vector3();
  14912. const _tempA = /*@__PURE__*/ new Vector3();
  14913. const _morphA = /*@__PURE__*/ new Vector3();
  14914. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  14915. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  14916. /**
  14917. * Class representing triangular polygon mesh based objects.
  14918. *
  14919. * ```js
  14920. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  14921. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  14922. * const mesh = new THREE.Mesh( geometry, material );
  14923. * scene.add( mesh );
  14924. * ```
  14925. *
  14926. * @augments Object3D
  14927. */
  14928. class Mesh extends Object3D {
  14929. /**
  14930. * Constructs a new mesh.
  14931. *
  14932. * @param {BufferGeometry} [geometry] - The mesh geometry.
  14933. * @param {Material|Array<Material>} [material] - The mesh material.
  14934. */
  14935. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  14936. super();
  14937. /**
  14938. * This flag can be used for type testing.
  14939. *
  14940. * @type {boolean}
  14941. * @readonly
  14942. * @default true
  14943. */
  14944. this.isMesh = true;
  14945. this.type = 'Mesh';
  14946. /**
  14947. * The mesh geometry.
  14948. *
  14949. * @type {BufferGeometry}
  14950. */
  14951. this.geometry = geometry;
  14952. /**
  14953. * The mesh material.
  14954. *
  14955. * @type {Material|Array<Material>}
  14956. * @default MeshBasicMaterial
  14957. */
  14958. this.material = material;
  14959. /**
  14960. * A dictionary representing the morph targets in the geometry. The key is the
  14961. * morph targets name, the value its attribute index. This member is `undefined`
  14962. * by default and only set when morph targets are detected in the geometry.
  14963. *
  14964. * @type {Object<String,number>|undefined}
  14965. * @default undefined
  14966. */
  14967. this.morphTargetDictionary = undefined;
  14968. /**
  14969. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  14970. * is applied. This member is `undefined` by default and only set when morph targets are
  14971. * detected in the geometry.
  14972. *
  14973. * @type {Array<number>|undefined}
  14974. * @default undefined
  14975. */
  14976. this.morphTargetInfluences = undefined;
  14977. this.updateMorphTargets();
  14978. }
  14979. copy( source, recursive ) {
  14980. super.copy( source, recursive );
  14981. if ( source.morphTargetInfluences !== undefined ) {
  14982. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  14983. }
  14984. if ( source.morphTargetDictionary !== undefined ) {
  14985. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  14986. }
  14987. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  14988. this.geometry = source.geometry;
  14989. return this;
  14990. }
  14991. /**
  14992. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  14993. * to make sure existing morph targets can influence this 3D object.
  14994. */
  14995. updateMorphTargets() {
  14996. const geometry = this.geometry;
  14997. const morphAttributes = geometry.morphAttributes;
  14998. const keys = Object.keys( morphAttributes );
  14999. if ( keys.length > 0 ) {
  15000. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15001. if ( morphAttribute !== undefined ) {
  15002. this.morphTargetInfluences = [];
  15003. this.morphTargetDictionary = {};
  15004. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15005. const name = morphAttribute[ m ].name || String( m );
  15006. this.morphTargetInfluences.push( 0 );
  15007. this.morphTargetDictionary[ name ] = m;
  15008. }
  15009. }
  15010. }
  15011. }
  15012. /**
  15013. * Returns the local-space position of the vertex at the given index, taking into
  15014. * account the current animation state of both morph targets and skinning.
  15015. *
  15016. * @param {number} index - The vertex index.
  15017. * @param {Vector3} target - The target object that is used to store the method's result.
  15018. * @return {Vector3} The vertex position in local space.
  15019. */
  15020. getVertexPosition( index, target ) {
  15021. const geometry = this.geometry;
  15022. const position = geometry.attributes.position;
  15023. const morphPosition = geometry.morphAttributes.position;
  15024. const morphTargetsRelative = geometry.morphTargetsRelative;
  15025. target.fromBufferAttribute( position, index );
  15026. const morphInfluences = this.morphTargetInfluences;
  15027. if ( morphPosition && morphInfluences ) {
  15028. _morphA.set( 0, 0, 0 );
  15029. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15030. const influence = morphInfluences[ i ];
  15031. const morphAttribute = morphPosition[ i ];
  15032. if ( influence === 0 ) continue;
  15033. _tempA.fromBufferAttribute( morphAttribute, index );
  15034. if ( morphTargetsRelative ) {
  15035. _morphA.addScaledVector( _tempA, influence );
  15036. } else {
  15037. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15038. }
  15039. }
  15040. target.add( _morphA );
  15041. }
  15042. return target;
  15043. }
  15044. /**
  15045. * Computes intersection points between a casted ray and this line.
  15046. *
  15047. * @param {Raycaster} raycaster - The raycaster.
  15048. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15049. */
  15050. raycast( raycaster, intersects ) {
  15051. const geometry = this.geometry;
  15052. const material = this.material;
  15053. const matrixWorld = this.matrixWorld;
  15054. if ( material === undefined ) return;
  15055. // test with bounding sphere in world space
  15056. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15057. _sphere$6.copy( geometry.boundingSphere );
  15058. _sphere$6.applyMatrix4( matrixWorld );
  15059. // check distance from ray origin to bounding sphere
  15060. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15061. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15062. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15063. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15064. }
  15065. // convert ray to local space of mesh
  15066. _inverseMatrix$3.copy( matrixWorld ).invert();
  15067. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15068. // test with bounding box in local space
  15069. if ( geometry.boundingBox !== null ) {
  15070. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15071. }
  15072. // test for intersections with geometry
  15073. this._computeIntersections( raycaster, intersects, _ray$3 );
  15074. }
  15075. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15076. let intersection;
  15077. const geometry = this.geometry;
  15078. const material = this.material;
  15079. const index = geometry.index;
  15080. const position = geometry.attributes.position;
  15081. const uv = geometry.attributes.uv;
  15082. const uv1 = geometry.attributes.uv1;
  15083. const normal = geometry.attributes.normal;
  15084. const groups = geometry.groups;
  15085. const drawRange = geometry.drawRange;
  15086. if ( index !== null ) {
  15087. // indexed buffer geometry
  15088. if ( Array.isArray( material ) ) {
  15089. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15090. const group = groups[ i ];
  15091. const groupMaterial = material[ group.materialIndex ];
  15092. const start = Math.max( group.start, drawRange.start );
  15093. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15094. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15095. const a = index.getX( j );
  15096. const b = index.getX( j + 1 );
  15097. const c = index.getX( j + 2 );
  15098. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15099. if ( intersection ) {
  15100. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15101. intersection.face.materialIndex = group.materialIndex;
  15102. intersects.push( intersection );
  15103. }
  15104. }
  15105. }
  15106. } else {
  15107. const start = Math.max( 0, drawRange.start );
  15108. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15109. for ( let i = start, il = end; i < il; i += 3 ) {
  15110. const a = index.getX( i );
  15111. const b = index.getX( i + 1 );
  15112. const c = index.getX( i + 2 );
  15113. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15114. if ( intersection ) {
  15115. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15116. intersects.push( intersection );
  15117. }
  15118. }
  15119. }
  15120. } else if ( position !== undefined ) {
  15121. // non-indexed buffer geometry
  15122. if ( Array.isArray( material ) ) {
  15123. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15124. const group = groups[ i ];
  15125. const groupMaterial = material[ group.materialIndex ];
  15126. const start = Math.max( group.start, drawRange.start );
  15127. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15128. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15129. const a = j;
  15130. const b = j + 1;
  15131. const c = j + 2;
  15132. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15133. if ( intersection ) {
  15134. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15135. intersection.face.materialIndex = group.materialIndex;
  15136. intersects.push( intersection );
  15137. }
  15138. }
  15139. }
  15140. } else {
  15141. const start = Math.max( 0, drawRange.start );
  15142. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15143. for ( let i = start, il = end; i < il; i += 3 ) {
  15144. const a = i;
  15145. const b = i + 1;
  15146. const c = i + 2;
  15147. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15148. if ( intersection ) {
  15149. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15150. intersects.push( intersection );
  15151. }
  15152. }
  15153. }
  15154. }
  15155. }
  15156. }
  15157. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15158. let intersect;
  15159. if ( material.side === BackSide ) {
  15160. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15161. } else {
  15162. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15163. }
  15164. if ( intersect === null ) return null;
  15165. _intersectionPointWorld.copy( point );
  15166. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15167. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15168. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15169. return {
  15170. distance: distance,
  15171. point: _intersectionPointWorld.clone(),
  15172. object: object
  15173. };
  15174. }
  15175. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15176. object.getVertexPosition( a, _vA$1 );
  15177. object.getVertexPosition( b, _vB$1 );
  15178. object.getVertexPosition( c, _vC$1 );
  15179. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15180. if ( intersection ) {
  15181. const barycoord = new Vector3();
  15182. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15183. if ( uv ) {
  15184. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15185. }
  15186. if ( uv1 ) {
  15187. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15188. }
  15189. if ( normal ) {
  15190. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15191. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15192. intersection.normal.multiplyScalar( -1 );
  15193. }
  15194. }
  15195. const face = {
  15196. a: a,
  15197. b: b,
  15198. c: c,
  15199. normal: new Vector3(),
  15200. materialIndex: 0
  15201. };
  15202. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15203. intersection.face = face;
  15204. intersection.barycoord = barycoord;
  15205. }
  15206. return intersection;
  15207. }
  15208. /**
  15209. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15210. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15211. * of the axes.
  15212. *
  15213. * ```js
  15214. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15215. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15216. * const cube = new THREE.Mesh( geometry, material );
  15217. * scene.add( cube );
  15218. * ```
  15219. *
  15220. * @augments BufferGeometry
  15221. */
  15222. class BoxGeometry extends BufferGeometry {
  15223. /**
  15224. * Constructs a new box geometry.
  15225. *
  15226. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15227. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15228. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15229. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15230. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15231. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15232. */
  15233. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15234. super();
  15235. this.type = 'BoxGeometry';
  15236. /**
  15237. * Holds the constructor parameters that have been
  15238. * used to generate the geometry. Any modification
  15239. * after instantiation does not change the geometry.
  15240. *
  15241. * @type {Object}
  15242. */
  15243. this.parameters = {
  15244. width: width,
  15245. height: height,
  15246. depth: depth,
  15247. widthSegments: widthSegments,
  15248. heightSegments: heightSegments,
  15249. depthSegments: depthSegments
  15250. };
  15251. const scope = this;
  15252. // segments
  15253. widthSegments = Math.floor( widthSegments );
  15254. heightSegments = Math.floor( heightSegments );
  15255. depthSegments = Math.floor( depthSegments );
  15256. // buffers
  15257. const indices = [];
  15258. const vertices = [];
  15259. const normals = [];
  15260. const uvs = [];
  15261. // helper variables
  15262. let numberOfVertices = 0;
  15263. let groupStart = 0;
  15264. // build each side of the box geometry
  15265. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15266. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15267. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15268. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15269. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15270. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15271. // build geometry
  15272. this.setIndex( indices );
  15273. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15274. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15275. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15276. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15277. const segmentWidth = width / gridX;
  15278. const segmentHeight = height / gridY;
  15279. const widthHalf = width / 2;
  15280. const heightHalf = height / 2;
  15281. const depthHalf = depth / 2;
  15282. const gridX1 = gridX + 1;
  15283. const gridY1 = gridY + 1;
  15284. let vertexCounter = 0;
  15285. let groupCount = 0;
  15286. const vector = new Vector3();
  15287. // generate vertices, normals and uvs
  15288. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15289. const y = iy * segmentHeight - heightHalf;
  15290. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15291. const x = ix * segmentWidth - widthHalf;
  15292. // set values to correct vector component
  15293. vector[ u ] = x * udir;
  15294. vector[ v ] = y * vdir;
  15295. vector[ w ] = depthHalf;
  15296. // now apply vector to vertex buffer
  15297. vertices.push( vector.x, vector.y, vector.z );
  15298. // set values to correct vector component
  15299. vector[ u ] = 0;
  15300. vector[ v ] = 0;
  15301. vector[ w ] = depth > 0 ? 1 : -1;
  15302. // now apply vector to normal buffer
  15303. normals.push( vector.x, vector.y, vector.z );
  15304. // uvs
  15305. uvs.push( ix / gridX );
  15306. uvs.push( 1 - ( iy / gridY ) );
  15307. // counters
  15308. vertexCounter += 1;
  15309. }
  15310. }
  15311. // indices
  15312. // 1. you need three indices to draw a single face
  15313. // 2. a single segment consists of two faces
  15314. // 3. so we need to generate six (2*3) indices per segment
  15315. for ( let iy = 0; iy < gridY; iy ++ ) {
  15316. for ( let ix = 0; ix < gridX; ix ++ ) {
  15317. const a = numberOfVertices + ix + gridX1 * iy;
  15318. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15319. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15320. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15321. // faces
  15322. indices.push( a, b, d );
  15323. indices.push( b, c, d );
  15324. // increase counter
  15325. groupCount += 6;
  15326. }
  15327. }
  15328. // add a group to the geometry. this will ensure multi material support
  15329. scope.addGroup( groupStart, groupCount, materialIndex );
  15330. // calculate new start value for groups
  15331. groupStart += groupCount;
  15332. // update total number of vertices
  15333. numberOfVertices += vertexCounter;
  15334. }
  15335. }
  15336. copy( source ) {
  15337. super.copy( source );
  15338. this.parameters = Object.assign( {}, source.parameters );
  15339. return this;
  15340. }
  15341. /**
  15342. * Factory method for creating an instance of this class from the given
  15343. * JSON object.
  15344. *
  15345. * @param {Object} data - A JSON object representing the serialized geometry.
  15346. * @return {BoxGeometry} A new instance.
  15347. */
  15348. static fromJSON( data ) {
  15349. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15350. }
  15351. }
  15352. // Uniform Utilities
  15353. function cloneUniforms( src ) {
  15354. const dst = {};
  15355. for ( const u in src ) {
  15356. dst[ u ] = {};
  15357. for ( const p in src[ u ] ) {
  15358. const property = src[ u ][ p ];
  15359. if ( property && ( property.isColor ||
  15360. property.isMatrix3 || property.isMatrix4 ||
  15361. property.isVector2 || property.isVector3 || property.isVector4 ||
  15362. property.isTexture || property.isQuaternion ) ) {
  15363. if ( property.isRenderTargetTexture ) {
  15364. console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15365. dst[ u ][ p ] = null;
  15366. } else {
  15367. dst[ u ][ p ] = property.clone();
  15368. }
  15369. } else if ( Array.isArray( property ) ) {
  15370. dst[ u ][ p ] = property.slice();
  15371. } else {
  15372. dst[ u ][ p ] = property;
  15373. }
  15374. }
  15375. }
  15376. return dst;
  15377. }
  15378. function mergeUniforms( uniforms ) {
  15379. const merged = {};
  15380. for ( let u = 0; u < uniforms.length; u ++ ) {
  15381. const tmp = cloneUniforms( uniforms[ u ] );
  15382. for ( const p in tmp ) {
  15383. merged[ p ] = tmp[ p ];
  15384. }
  15385. }
  15386. return merged;
  15387. }
  15388. function cloneUniformsGroups( src ) {
  15389. const dst = [];
  15390. for ( let u = 0; u < src.length; u ++ ) {
  15391. dst.push( src[ u ].clone() );
  15392. }
  15393. return dst;
  15394. }
  15395. function getUnlitUniformColorSpace( renderer ) {
  15396. const currentRenderTarget = renderer.getRenderTarget();
  15397. if ( currentRenderTarget === null ) {
  15398. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15399. return renderer.outputColorSpace;
  15400. }
  15401. // https://github.com/mrdoob/three.js/issues/27868
  15402. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15403. return currentRenderTarget.texture.colorSpace;
  15404. }
  15405. return ColorManagement.workingColorSpace;
  15406. }
  15407. // Legacy
  15408. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15409. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15410. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15411. /**
  15412. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15413. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15414. * effect not included with any of the built-in materials.
  15415. *
  15416. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15417. *
  15418. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15419. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15420. * you don't want that, use {@link RawShaderMaterial} instead.
  15421. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15422. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15423. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15424. * - The loop has to be [normalized]{@link https://en.wikipedia.org/wiki/Normalized_loop}.
  15425. * - The loop variable has to be *i*.
  15426. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15427. * value of *i* for the given iteration and can be used in preprocessor
  15428. * statements.
  15429. *
  15430. * ```js
  15431. * const material = new THREE.ShaderMaterial( {
  15432. * uniforms: {
  15433. * time: { value: 1.0 },
  15434. * resolution: { value: new THREE.Vector2() }
  15435. * },
  15436. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15437. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15438. * } );
  15439. * ```
  15440. *
  15441. * @augments Material
  15442. */
  15443. class ShaderMaterial extends Material {
  15444. /**
  15445. * Constructs a new shader material.
  15446. *
  15447. * @param {Object} [parameters] - An object with one or more properties
  15448. * defining the material's appearance. Any property of the material
  15449. * (including any property from inherited materials) can be passed
  15450. * in here. Color values can be passed any type of value accepted
  15451. * by {@link Color#set}.
  15452. */
  15453. constructor( parameters ) {
  15454. super();
  15455. /**
  15456. * This flag can be used for type testing.
  15457. *
  15458. * @type {boolean}
  15459. * @readonly
  15460. * @default true
  15461. */
  15462. this.isShaderMaterial = true;
  15463. this.type = 'ShaderMaterial';
  15464. /**
  15465. * Defines custom constants using `#define` directives within the GLSL code
  15466. * for both the vertex shader and the fragment shader; each key/value pair
  15467. * yields another directive.
  15468. * ```js
  15469. * defines: {
  15470. * FOO: 15,
  15471. * BAR: true
  15472. * }
  15473. * ```
  15474. * Yields the lines:
  15475. * ```
  15476. * #define FOO 15
  15477. * #define BAR true
  15478. * ```
  15479. *
  15480. * @type {Object}
  15481. */
  15482. this.defines = {};
  15483. /**
  15484. * An object of the form:
  15485. * ```js
  15486. * {
  15487. * "uniform1": { value: 1.0 },
  15488. * "uniform2": { value: 2 }
  15489. * }
  15490. * ```
  15491. * specifying the uniforms to be passed to the shader code; keys are uniform
  15492. * names, values are definitions of the form
  15493. * ```
  15494. * {
  15495. * value: 1.0
  15496. * }
  15497. * ```
  15498. * where `value` is the value of the uniform. Names must match the name of
  15499. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15500. * on every frame, so updating the value of the uniform will immediately
  15501. * update the value available to the GLSL code.
  15502. *
  15503. * @type {Object}
  15504. */
  15505. this.uniforms = {};
  15506. /**
  15507. * An array holding uniforms groups for configuring UBOs.
  15508. *
  15509. * @type {Array<UniformsGroup>}
  15510. */
  15511. this.uniformsGroups = [];
  15512. /**
  15513. * Vertex shader GLSL code. This is the actual code for the shader.
  15514. *
  15515. * @type {string}
  15516. */
  15517. this.vertexShader = default_vertex;
  15518. /**
  15519. * Fragment shader GLSL code. This is the actual code for the shader.
  15520. *
  15521. * @type {string}
  15522. */
  15523. this.fragmentShader = default_fragment;
  15524. /**
  15525. * Controls line thickness or lines.
  15526. *
  15527. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15528. * width of one pixel.
  15529. *
  15530. * @type {number}
  15531. * @default 1
  15532. */
  15533. this.linewidth = 1;
  15534. /**
  15535. * Renders the geometry as a wireframe.
  15536. *
  15537. * @type {boolean}
  15538. * @default false
  15539. */
  15540. this.wireframe = false;
  15541. /**
  15542. * Controls the thickness of the wireframe.
  15543. *
  15544. * WebGL and WebGPU ignore this property and always render
  15545. * 1 pixel wide lines.
  15546. *
  15547. * @type {number}
  15548. * @default 1
  15549. */
  15550. this.wireframeLinewidth = 1;
  15551. /**
  15552. * Define whether the material color is affected by global fog settings; `true`
  15553. * to pass fog uniforms to the shader.
  15554. *
  15555. * @type {boolean}
  15556. * @default false
  15557. */
  15558. this.fog = false;
  15559. /**
  15560. * Defines whether this material uses lighting; `true` to pass uniform data
  15561. * related to lighting to this shader.
  15562. *
  15563. * @type {boolean}
  15564. * @default false
  15565. */
  15566. this.lights = false;
  15567. /**
  15568. * Defines whether this material supports clipping; `true` to let the renderer
  15569. * pass the clippingPlanes uniform.
  15570. *
  15571. * @type {boolean}
  15572. * @default false
  15573. */
  15574. this.clipping = false;
  15575. /**
  15576. * Overwritten and set to `true` by default.
  15577. *
  15578. * @type {boolean}
  15579. * @default true
  15580. */
  15581. this.forceSinglePass = true;
  15582. /**
  15583. * This object allows to enable certain WebGL 2 extensions.
  15584. *
  15585. * - clipCullDistance: set to `true` to use vertex shader clipping
  15586. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15587. *
  15588. * @type {{clipCullDistance:false,multiDraw:false}}
  15589. */
  15590. this.extensions = {
  15591. clipCullDistance: false, // set to use vertex shader clipping
  15592. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15593. };
  15594. /**
  15595. * When the rendered geometry doesn't include these attributes but the
  15596. * material does, these default values will be passed to the shaders. This
  15597. * avoids errors when buffer data is missing.
  15598. *
  15599. * - color: [ 1, 1, 1 ]
  15600. * - uv: [ 0, 0 ]
  15601. * - uv1: [ 0, 0 ]
  15602. *
  15603. * @type {Object}
  15604. */
  15605. this.defaultAttributeValues = {
  15606. 'color': [ 1, 1, 1 ],
  15607. 'uv': [ 0, 0 ],
  15608. 'uv1': [ 0, 0 ]
  15609. };
  15610. /**
  15611. * If set, this calls [gl.bindAttribLocation]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation}
  15612. * to bind a generic vertex index to an attribute variable.
  15613. *
  15614. * @type {string|undefined}
  15615. * @default undefined
  15616. */
  15617. this.index0AttributeName = undefined;
  15618. /**
  15619. * Can be used to force a uniform update while changing uniforms in
  15620. * {@link Object3D#onBeforeRender}.
  15621. *
  15622. * @type {boolean}
  15623. * @default false
  15624. */
  15625. this.uniformsNeedUpdate = false;
  15626. /**
  15627. * Defines the GLSL version of custom shader code.
  15628. *
  15629. * @type {?(GLSL1|GLSL3)}
  15630. * @default null
  15631. */
  15632. this.glslVersion = null;
  15633. if ( parameters !== undefined ) {
  15634. this.setValues( parameters );
  15635. }
  15636. }
  15637. copy( source ) {
  15638. super.copy( source );
  15639. this.fragmentShader = source.fragmentShader;
  15640. this.vertexShader = source.vertexShader;
  15641. this.uniforms = cloneUniforms( source.uniforms );
  15642. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15643. this.defines = Object.assign( {}, source.defines );
  15644. this.wireframe = source.wireframe;
  15645. this.wireframeLinewidth = source.wireframeLinewidth;
  15646. this.fog = source.fog;
  15647. this.lights = source.lights;
  15648. this.clipping = source.clipping;
  15649. this.extensions = Object.assign( {}, source.extensions );
  15650. this.glslVersion = source.glslVersion;
  15651. return this;
  15652. }
  15653. toJSON( meta ) {
  15654. const data = super.toJSON( meta );
  15655. data.glslVersion = this.glslVersion;
  15656. data.uniforms = {};
  15657. for ( const name in this.uniforms ) {
  15658. const uniform = this.uniforms[ name ];
  15659. const value = uniform.value;
  15660. if ( value && value.isTexture ) {
  15661. data.uniforms[ name ] = {
  15662. type: 't',
  15663. value: value.toJSON( meta ).uuid
  15664. };
  15665. } else if ( value && value.isColor ) {
  15666. data.uniforms[ name ] = {
  15667. type: 'c',
  15668. value: value.getHex()
  15669. };
  15670. } else if ( value && value.isVector2 ) {
  15671. data.uniforms[ name ] = {
  15672. type: 'v2',
  15673. value: value.toArray()
  15674. };
  15675. } else if ( value && value.isVector3 ) {
  15676. data.uniforms[ name ] = {
  15677. type: 'v3',
  15678. value: value.toArray()
  15679. };
  15680. } else if ( value && value.isVector4 ) {
  15681. data.uniforms[ name ] = {
  15682. type: 'v4',
  15683. value: value.toArray()
  15684. };
  15685. } else if ( value && value.isMatrix3 ) {
  15686. data.uniforms[ name ] = {
  15687. type: 'm3',
  15688. value: value.toArray()
  15689. };
  15690. } else if ( value && value.isMatrix4 ) {
  15691. data.uniforms[ name ] = {
  15692. type: 'm4',
  15693. value: value.toArray()
  15694. };
  15695. } else {
  15696. data.uniforms[ name ] = {
  15697. value: value
  15698. };
  15699. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15700. }
  15701. }
  15702. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15703. data.vertexShader = this.vertexShader;
  15704. data.fragmentShader = this.fragmentShader;
  15705. data.lights = this.lights;
  15706. data.clipping = this.clipping;
  15707. const extensions = {};
  15708. for ( const key in this.extensions ) {
  15709. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15710. }
  15711. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15712. return data;
  15713. }
  15714. }
  15715. /**
  15716. * Abstract base class for cameras. This class should always be inherited
  15717. * when you build a new camera.
  15718. *
  15719. * @abstract
  15720. * @augments Object3D
  15721. */
  15722. class Camera extends Object3D {
  15723. /**
  15724. * Constructs a new camera.
  15725. */
  15726. constructor() {
  15727. super();
  15728. /**
  15729. * This flag can be used for type testing.
  15730. *
  15731. * @type {boolean}
  15732. * @readonly
  15733. * @default true
  15734. */
  15735. this.isCamera = true;
  15736. this.type = 'Camera';
  15737. /**
  15738. * The inverse of the camera's world matrix.
  15739. *
  15740. * @type {Matrix4}
  15741. */
  15742. this.matrixWorldInverse = new Matrix4();
  15743. /**
  15744. * The camera's projection matrix.
  15745. *
  15746. * @type {Matrix4}
  15747. */
  15748. this.projectionMatrix = new Matrix4();
  15749. /**
  15750. * The inverse of the camera's projection matrix.
  15751. *
  15752. * @type {Matrix4}
  15753. */
  15754. this.projectionMatrixInverse = new Matrix4();
  15755. /**
  15756. * The coordinate system in which the camera is used.
  15757. *
  15758. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  15759. */
  15760. this.coordinateSystem = WebGLCoordinateSystem;
  15761. }
  15762. copy( source, recursive ) {
  15763. super.copy( source, recursive );
  15764. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  15765. this.projectionMatrix.copy( source.projectionMatrix );
  15766. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  15767. this.coordinateSystem = source.coordinateSystem;
  15768. return this;
  15769. }
  15770. /**
  15771. * Returns a vector representing the ("look") direction of the 3D object in world space.
  15772. *
  15773. * This method is overwritten since cameras have a different forward vector compared to other
  15774. * 3D objects. A camera looks down its local, negative z-axis by default.
  15775. *
  15776. * @param {Vector3} target - The target vector the result is stored to.
  15777. * @return {Vector3} The 3D object's direction in world space.
  15778. */
  15779. getWorldDirection( target ) {
  15780. return super.getWorldDirection( target ).negate();
  15781. }
  15782. updateMatrixWorld( force ) {
  15783. super.updateMatrixWorld( force );
  15784. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15785. }
  15786. updateWorldMatrix( updateParents, updateChildren ) {
  15787. super.updateWorldMatrix( updateParents, updateChildren );
  15788. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15789. }
  15790. clone() {
  15791. return new this.constructor().copy( this );
  15792. }
  15793. }
  15794. const _v3$1 = /*@__PURE__*/ new Vector3();
  15795. const _minTarget = /*@__PURE__*/ new Vector2();
  15796. const _maxTarget = /*@__PURE__*/ new Vector2();
  15797. /**
  15798. * Camera that uses [perspective projection]{@link https://en.wikipedia.org/wiki/Perspective_(graphical)}.
  15799. *
  15800. * This projection mode is designed to mimic the way the human eye sees. It
  15801. * is the most common projection mode used for rendering a 3D scene.
  15802. *
  15803. * ```js
  15804. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  15805. * scene.add( camera );
  15806. * ```
  15807. *
  15808. * @augments Camera
  15809. */
  15810. class PerspectiveCamera extends Camera {
  15811. /**
  15812. * Constructs a new perspective camera.
  15813. *
  15814. * @param {number} [fov=50] - The vertical field of view.
  15815. * @param {number} [aspect=1] - The aspect ratio.
  15816. * @param {number} [near=0.1] - The camera's near plane.
  15817. * @param {number} [far=2000] - The camera's far plane.
  15818. */
  15819. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  15820. super();
  15821. /**
  15822. * This flag can be used for type testing.
  15823. *
  15824. * @type {boolean}
  15825. * @readonly
  15826. * @default true
  15827. */
  15828. this.isPerspectiveCamera = true;
  15829. this.type = 'PerspectiveCamera';
  15830. /**
  15831. * The vertical field of view, from bottom to top of view,
  15832. * in degrees.
  15833. *
  15834. * @type {number}
  15835. * @default 50
  15836. */
  15837. this.fov = fov;
  15838. /**
  15839. * The zoom factor of the camera.
  15840. *
  15841. * @type {number}
  15842. * @default 1
  15843. */
  15844. this.zoom = 1;
  15845. /**
  15846. * The camera's near plane. The valid range is greater than `0`
  15847. * and less than the current value of {@link PerspectiveCamera#far}.
  15848. *
  15849. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  15850. * valid value for a perspective camera's near plane.
  15851. *
  15852. * @type {number}
  15853. * @default 0.1
  15854. */
  15855. this.near = near;
  15856. /**
  15857. * The camera's far plane. Must be greater than the
  15858. * current value of {@link PerspectiveCamera#near}.
  15859. *
  15860. * @type {number}
  15861. * @default 2000
  15862. */
  15863. this.far = far;
  15864. /**
  15865. * Object distance used for stereoscopy and depth-of-field effects. This
  15866. * parameter does not influence the projection matrix unless a
  15867. * {@link StereoCamera} is being used.
  15868. *
  15869. * @type {number}
  15870. * @default 10
  15871. */
  15872. this.focus = 10;
  15873. /**
  15874. * The aspect ratio, usually the canvas width / canvas height.
  15875. *
  15876. * @type {number}
  15877. * @default 1
  15878. */
  15879. this.aspect = aspect;
  15880. /**
  15881. * Represents the frustum window specification. This property should not be edited
  15882. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  15883. *
  15884. * @type {?Object}
  15885. * @default null
  15886. */
  15887. this.view = null;
  15888. /**
  15889. * Film size used for the larger axis. Default is `35` (millimeters). This
  15890. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  15891. * is set to a nonzero value.
  15892. *
  15893. * @type {number}
  15894. * @default 35
  15895. */
  15896. this.filmGauge = 35;
  15897. /**
  15898. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  15899. *
  15900. * @type {number}
  15901. * @default 0
  15902. */
  15903. this.filmOffset = 0;
  15904. this.updateProjectionMatrix();
  15905. }
  15906. copy( source, recursive ) {
  15907. super.copy( source, recursive );
  15908. this.fov = source.fov;
  15909. this.zoom = source.zoom;
  15910. this.near = source.near;
  15911. this.far = source.far;
  15912. this.focus = source.focus;
  15913. this.aspect = source.aspect;
  15914. this.view = source.view === null ? null : Object.assign( {}, source.view );
  15915. this.filmGauge = source.filmGauge;
  15916. this.filmOffset = source.filmOffset;
  15917. return this;
  15918. }
  15919. /**
  15920. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  15921. *
  15922. * The default film gauge is 35, so that the focal length can be specified for
  15923. * a 35mm (full frame) camera.
  15924. *
  15925. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  15926. */
  15927. setFocalLength( focalLength ) {
  15928. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  15929. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  15930. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  15931. this.updateProjectionMatrix();
  15932. }
  15933. /**
  15934. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  15935. * {@link PerspectiveCamera#filmGauge}.
  15936. *
  15937. * @return {number} The computed focal length.
  15938. */
  15939. getFocalLength() {
  15940. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  15941. return 0.5 * this.getFilmHeight() / vExtentSlope;
  15942. }
  15943. /**
  15944. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  15945. *
  15946. * @return {number} The effective FOV.
  15947. */
  15948. getEffectiveFOV() {
  15949. return RAD2DEG * 2 * Math.atan(
  15950. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  15951. }
  15952. /**
  15953. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  15954. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  15955. *
  15956. * @return {number} The film width.
  15957. */
  15958. getFilmWidth() {
  15959. // film not completely covered in portrait format (aspect < 1)
  15960. return this.filmGauge * Math.min( this.aspect, 1 );
  15961. }
  15962. /**
  15963. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  15964. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  15965. *
  15966. * @return {number} The film width.
  15967. */
  15968. getFilmHeight() {
  15969. // film not completely covered in landscape format (aspect > 1)
  15970. return this.filmGauge / Math.max( this.aspect, 1 );
  15971. }
  15972. /**
  15973. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  15974. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  15975. *
  15976. * @param {number} distance - The viewing distance.
  15977. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  15978. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  15979. */
  15980. getViewBounds( distance, minTarget, maxTarget ) {
  15981. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  15982. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  15983. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  15984. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  15985. }
  15986. /**
  15987. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  15988. *
  15989. * @param {number} distance - The viewing distance.
  15990. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  15991. * @returns {Vector2} The view size.
  15992. */
  15993. getViewSize( distance, target ) {
  15994. this.getViewBounds( distance, _minTarget, _maxTarget );
  15995. return target.subVectors( _maxTarget, _minTarget );
  15996. }
  15997. /**
  15998. * Sets an offset in a larger frustum. This is useful for multi-window or
  15999. * multi-monitor/multi-machine setups.
  16000. *
  16001. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16002. * the monitors are in grid like this
  16003. *```
  16004. * +---+---+---+
  16005. * | A | B | C |
  16006. * +---+---+---+
  16007. * | D | E | F |
  16008. * +---+---+---+
  16009. *```
  16010. * then for each monitor you would call it like this:
  16011. *```js
  16012. * const w = 1920;
  16013. * const h = 1080;
  16014. * const fullWidth = w * 3;
  16015. * const fullHeight = h * 2;
  16016. *
  16017. * // --A--
  16018. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16019. * // --B--
  16020. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16021. * // --C--
  16022. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16023. * // --D--
  16024. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16025. * // --E--
  16026. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16027. * // --F--
  16028. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16029. * ```
  16030. *
  16031. * Note there is no reason monitors have to be the same size or in a grid.
  16032. *
  16033. * @param {number} fullWidth - The full width of multiview setup.
  16034. * @param {number} fullHeight - The full height of multiview setup.
  16035. * @param {number} x - The horizontal offset of the subcamera.
  16036. * @param {number} y - The vertical offset of the subcamera.
  16037. * @param {number} width - The width of subcamera.
  16038. * @param {number} height - The height of subcamera.
  16039. */
  16040. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16041. this.aspect = fullWidth / fullHeight;
  16042. if ( this.view === null ) {
  16043. this.view = {
  16044. enabled: true,
  16045. fullWidth: 1,
  16046. fullHeight: 1,
  16047. offsetX: 0,
  16048. offsetY: 0,
  16049. width: 1,
  16050. height: 1
  16051. };
  16052. }
  16053. this.view.enabled = true;
  16054. this.view.fullWidth = fullWidth;
  16055. this.view.fullHeight = fullHeight;
  16056. this.view.offsetX = x;
  16057. this.view.offsetY = y;
  16058. this.view.width = width;
  16059. this.view.height = height;
  16060. this.updateProjectionMatrix();
  16061. }
  16062. /**
  16063. * Removes the view offset from the projection matrix.
  16064. */
  16065. clearViewOffset() {
  16066. if ( this.view !== null ) {
  16067. this.view.enabled = false;
  16068. }
  16069. this.updateProjectionMatrix();
  16070. }
  16071. /**
  16072. * Updates the camera's projection matrix. Must be called after any change of
  16073. * camera properties.
  16074. */
  16075. updateProjectionMatrix() {
  16076. const near = this.near;
  16077. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16078. let height = 2 * top;
  16079. let width = this.aspect * height;
  16080. let left = -0.5 * width;
  16081. const view = this.view;
  16082. if ( this.view !== null && this.view.enabled ) {
  16083. const fullWidth = view.fullWidth,
  16084. fullHeight = view.fullHeight;
  16085. left += view.offsetX * width / fullWidth;
  16086. top -= view.offsetY * height / fullHeight;
  16087. width *= view.width / fullWidth;
  16088. height *= view.height / fullHeight;
  16089. }
  16090. const skew = this.filmOffset;
  16091. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16092. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );
  16093. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16094. }
  16095. toJSON( meta ) {
  16096. const data = super.toJSON( meta );
  16097. data.object.fov = this.fov;
  16098. data.object.zoom = this.zoom;
  16099. data.object.near = this.near;
  16100. data.object.far = this.far;
  16101. data.object.focus = this.focus;
  16102. data.object.aspect = this.aspect;
  16103. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16104. data.object.filmGauge = this.filmGauge;
  16105. data.object.filmOffset = this.filmOffset;
  16106. return data;
  16107. }
  16108. }
  16109. const fov = -90; // negative fov is not an error
  16110. const aspect = 1;
  16111. /**
  16112. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16113. * cube render target. The render target can then be used as an environment map for rendering
  16114. * realtime reflections in your scene.
  16115. *
  16116. * ```js
  16117. * // Create cube render target
  16118. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16119. *
  16120. * // Create cube camera
  16121. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16122. * scene.add( cubeCamera );
  16123. *
  16124. * // Create car
  16125. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16126. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16127. * scene.add( car );
  16128. *
  16129. * // Update the render target cube
  16130. * car.visible = false;
  16131. * cubeCamera.position.copy( car.position );
  16132. * cubeCamera.update( renderer, scene );
  16133. *
  16134. * // Render the scene
  16135. * car.visible = true;
  16136. * renderer.render( scene, camera );
  16137. * ```
  16138. *
  16139. * @augments Object3D
  16140. */
  16141. class CubeCamera extends Object3D {
  16142. /**
  16143. * Constructs a new cube camera.
  16144. *
  16145. * @param {number} near - The camera's near plane.
  16146. * @param {number} far - The camera's far plane.
  16147. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16148. */
  16149. constructor( near, far, renderTarget ) {
  16150. super();
  16151. this.type = 'CubeCamera';
  16152. /**
  16153. * A reference to the cube render target.
  16154. *
  16155. * @type {WebGLCubeRenderTarget}
  16156. */
  16157. this.renderTarget = renderTarget;
  16158. /**
  16159. * The current active coordinate system.
  16160. *
  16161. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16162. * @default null
  16163. */
  16164. this.coordinateSystem = null;
  16165. /**
  16166. * The current active mipmap level
  16167. *
  16168. * @type {number}
  16169. * @default 0
  16170. */
  16171. this.activeMipmapLevel = 0;
  16172. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16173. cameraPX.layers = this.layers;
  16174. this.add( cameraPX );
  16175. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16176. cameraNX.layers = this.layers;
  16177. this.add( cameraNX );
  16178. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16179. cameraPY.layers = this.layers;
  16180. this.add( cameraPY );
  16181. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16182. cameraNY.layers = this.layers;
  16183. this.add( cameraNY );
  16184. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16185. cameraPZ.layers = this.layers;
  16186. this.add( cameraPZ );
  16187. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16188. cameraNZ.layers = this.layers;
  16189. this.add( cameraNZ );
  16190. }
  16191. /**
  16192. * Must be called when the coordinate system of the cube camera is changed.
  16193. */
  16194. updateCoordinateSystem() {
  16195. const coordinateSystem = this.coordinateSystem;
  16196. const cameras = this.children.concat();
  16197. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16198. for ( const camera of cameras ) this.remove( camera );
  16199. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16200. cameraPX.up.set( 0, 1, 0 );
  16201. cameraPX.lookAt( 1, 0, 0 );
  16202. cameraNX.up.set( 0, 1, 0 );
  16203. cameraNX.lookAt( -1, 0, 0 );
  16204. cameraPY.up.set( 0, 0, -1 );
  16205. cameraPY.lookAt( 0, 1, 0 );
  16206. cameraNY.up.set( 0, 0, 1 );
  16207. cameraNY.lookAt( 0, -1, 0 );
  16208. cameraPZ.up.set( 0, 1, 0 );
  16209. cameraPZ.lookAt( 0, 0, 1 );
  16210. cameraNZ.up.set( 0, 1, 0 );
  16211. cameraNZ.lookAt( 0, 0, -1 );
  16212. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16213. cameraPX.up.set( 0, -1, 0 );
  16214. cameraPX.lookAt( -1, 0, 0 );
  16215. cameraNX.up.set( 0, -1, 0 );
  16216. cameraNX.lookAt( 1, 0, 0 );
  16217. cameraPY.up.set( 0, 0, 1 );
  16218. cameraPY.lookAt( 0, 1, 0 );
  16219. cameraNY.up.set( 0, 0, -1 );
  16220. cameraNY.lookAt( 0, -1, 0 );
  16221. cameraPZ.up.set( 0, -1, 0 );
  16222. cameraPZ.lookAt( 0, 0, 1 );
  16223. cameraNZ.up.set( 0, -1, 0 );
  16224. cameraNZ.lookAt( 0, 0, -1 );
  16225. } else {
  16226. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16227. }
  16228. for ( const camera of cameras ) {
  16229. this.add( camera );
  16230. camera.updateMatrixWorld();
  16231. }
  16232. }
  16233. /**
  16234. * Calling this method will render the given scene with the given renderer
  16235. * into the cube render target of the camera.
  16236. *
  16237. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16238. * @param {Scene} scene - The scene to render.
  16239. */
  16240. update( renderer, scene ) {
  16241. if ( this.parent === null ) this.updateMatrixWorld();
  16242. const { renderTarget, activeMipmapLevel } = this;
  16243. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16244. this.coordinateSystem = renderer.coordinateSystem;
  16245. this.updateCoordinateSystem();
  16246. }
  16247. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16248. const currentRenderTarget = renderer.getRenderTarget();
  16249. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16250. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16251. const currentXrEnabled = renderer.xr.enabled;
  16252. renderer.xr.enabled = false;
  16253. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16254. renderTarget.texture.generateMipmaps = false;
  16255. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16256. renderer.render( scene, cameraPX );
  16257. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16258. renderer.render( scene, cameraNX );
  16259. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16260. renderer.render( scene, cameraPY );
  16261. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16262. renderer.render( scene, cameraNY );
  16263. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16264. renderer.render( scene, cameraPZ );
  16265. // mipmaps are generated during the last call of render()
  16266. // at this point, all sides of the cube render target are defined
  16267. renderTarget.texture.generateMipmaps = generateMipmaps;
  16268. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16269. renderer.render( scene, cameraNZ );
  16270. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16271. renderer.xr.enabled = currentXrEnabled;
  16272. renderTarget.texture.needsPMREMUpdate = true;
  16273. }
  16274. }
  16275. /**
  16276. * Creates a cube texture made up of six images.
  16277. *
  16278. * ```js
  16279. * const loader = new THREE.CubeTextureLoader();
  16280. * loader.setPath( 'textures/cube/pisa/' );
  16281. *
  16282. * const textureCube = loader.load( [
  16283. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16284. * ] );
  16285. *
  16286. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16287. * ```
  16288. *
  16289. * @augments Texture
  16290. */
  16291. class CubeTexture extends Texture {
  16292. /**
  16293. * Constructs a new cube texture.
  16294. *
  16295. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16296. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16297. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16298. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16299. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16300. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16301. * @param {number} [format=RGBAFormat] - The texture format.
  16302. * @param {number} [type=UnsignedByteType] - The texture type.
  16303. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16304. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16305. */
  16306. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16307. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16308. /**
  16309. * This flag can be used for type testing.
  16310. *
  16311. * @type {boolean}
  16312. * @readonly
  16313. * @default true
  16314. */
  16315. this.isCubeTexture = true;
  16316. /**
  16317. * If set to `true`, the texture is flipped along the vertical axis when
  16318. * uploaded to the GPU.
  16319. *
  16320. * Overwritten and set to `false` by default.
  16321. *
  16322. * @type {boolean}
  16323. * @default false
  16324. */
  16325. this.flipY = false;
  16326. }
  16327. /**
  16328. * Alias for {@link CubeTexture#image}.
  16329. *
  16330. * @type {Array<Image>}
  16331. */
  16332. get images() {
  16333. return this.image;
  16334. }
  16335. set images( value ) {
  16336. this.image = value;
  16337. }
  16338. }
  16339. /**
  16340. * A cube render target used in context of {@link WebGLRenderer}.
  16341. *
  16342. * @augments WebGLRenderTarget
  16343. */
  16344. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16345. /**
  16346. * Constructs a new cube render target.
  16347. *
  16348. * @param {number} [size=1] - The size of the render target.
  16349. * @param {RenderTarget~Options} [options] - The configuration object.
  16350. */
  16351. constructor( size = 1, options = {} ) {
  16352. super( size, size, options );
  16353. /**
  16354. * This flag can be used for type testing.
  16355. *
  16356. * @type {boolean}
  16357. * @readonly
  16358. * @default true
  16359. */
  16360. this.isWebGLCubeRenderTarget = true;
  16361. const image = { width: size, height: size, depth: 1 };
  16362. const images = [ image, image, image, image, image, image ];
  16363. /**
  16364. * Overwritten with a different texture type.
  16365. *
  16366. * @type {DataArrayTexture}
  16367. */
  16368. this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  16369. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16370. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16371. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16372. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16373. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16374. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16375. this.texture.isRenderTargetTexture = true;
  16376. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  16377. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  16378. }
  16379. /**
  16380. * Converts the given equirectangular texture to a cube map.
  16381. *
  16382. * @param {WebGLRenderer} renderer - The renderer.
  16383. * @param {Texture} texture - The equirectangular texture.
  16384. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16385. */
  16386. fromEquirectangularTexture( renderer, texture ) {
  16387. this.texture.type = texture.type;
  16388. this.texture.colorSpace = texture.colorSpace;
  16389. this.texture.generateMipmaps = texture.generateMipmaps;
  16390. this.texture.minFilter = texture.minFilter;
  16391. this.texture.magFilter = texture.magFilter;
  16392. const shader = {
  16393. uniforms: {
  16394. tEquirect: { value: null },
  16395. },
  16396. vertexShader: /* glsl */`
  16397. varying vec3 vWorldDirection;
  16398. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16399. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16400. }
  16401. void main() {
  16402. vWorldDirection = transformDirection( position, modelMatrix );
  16403. #include <begin_vertex>
  16404. #include <project_vertex>
  16405. }
  16406. `,
  16407. fragmentShader: /* glsl */`
  16408. uniform sampler2D tEquirect;
  16409. varying vec3 vWorldDirection;
  16410. #include <common>
  16411. void main() {
  16412. vec3 direction = normalize( vWorldDirection );
  16413. vec2 sampleUV = equirectUv( direction );
  16414. gl_FragColor = texture2D( tEquirect, sampleUV );
  16415. }
  16416. `
  16417. };
  16418. const geometry = new BoxGeometry( 5, 5, 5 );
  16419. const material = new ShaderMaterial( {
  16420. name: 'CubemapFromEquirect',
  16421. uniforms: cloneUniforms( shader.uniforms ),
  16422. vertexShader: shader.vertexShader,
  16423. fragmentShader: shader.fragmentShader,
  16424. side: BackSide,
  16425. blending: NoBlending
  16426. } );
  16427. material.uniforms.tEquirect.value = texture;
  16428. const mesh = new Mesh( geometry, material );
  16429. const currentMinFilter = texture.minFilter;
  16430. // Avoid blurred poles
  16431. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16432. const camera = new CubeCamera( 1, 10, this );
  16433. camera.update( renderer, mesh );
  16434. texture.minFilter = currentMinFilter;
  16435. mesh.geometry.dispose();
  16436. mesh.material.dispose();
  16437. return this;
  16438. }
  16439. /**
  16440. * Clears this cube render target.
  16441. *
  16442. * @param {WebGLRenderer} renderer - The renderer.
  16443. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16444. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16445. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16446. */
  16447. clear( renderer, color = true, depth = true, stencil = true ) {
  16448. const currentRenderTarget = renderer.getRenderTarget();
  16449. for ( let i = 0; i < 6; i ++ ) {
  16450. renderer.setRenderTarget( this, i );
  16451. renderer.clear( color, depth, stencil );
  16452. }
  16453. renderer.setRenderTarget( currentRenderTarget );
  16454. }
  16455. }
  16456. /**
  16457. * This is almost identical to an {@link Object3D}. Its purpose is to
  16458. * make working with groups of objects syntactically clearer.
  16459. *
  16460. * ```js
  16461. * // Create a group and add the two cubes.
  16462. * // These cubes can now be rotated / scaled etc as a group.
  16463. * const group = new THREE.Group();
  16464. *
  16465. * group.add( meshA );
  16466. * group.add( meshB );
  16467. *
  16468. * scene.add( group );
  16469. * ```
  16470. *
  16471. * @augments Object3D
  16472. */
  16473. class Group extends Object3D {
  16474. constructor() {
  16475. super();
  16476. /**
  16477. * This flag can be used for type testing.
  16478. *
  16479. * @type {boolean}
  16480. * @readonly
  16481. * @default true
  16482. */
  16483. this.isGroup = true;
  16484. this.type = 'Group';
  16485. }
  16486. }
  16487. const _moveEvent = { type: 'move' };
  16488. /**
  16489. * Class for representing a XR controller with its
  16490. * different coordinate systems.
  16491. *
  16492. * @private
  16493. */
  16494. class WebXRController {
  16495. /**
  16496. * Constructs a new XR controller.
  16497. */
  16498. constructor() {
  16499. /**
  16500. * A group representing the target ray space
  16501. * of the XR controller.
  16502. *
  16503. * @private
  16504. * @type {?Group}
  16505. * @default null
  16506. */
  16507. this._targetRay = null;
  16508. /**
  16509. * A group representing the grip space
  16510. * of the XR controller.
  16511. *
  16512. * @private
  16513. * @type {?Group}
  16514. * @default null
  16515. */
  16516. this._grip = null;
  16517. /**
  16518. * A group representing the hand space
  16519. * of the XR controller.
  16520. *
  16521. * @private
  16522. * @type {?Group}
  16523. * @default null
  16524. */
  16525. this._hand = null;
  16526. }
  16527. /**
  16528. * Returns a group representing the hand space of the XR controller.
  16529. *
  16530. * @return {Group} A group representing the hand space of the XR controller.
  16531. */
  16532. getHandSpace() {
  16533. if ( this._hand === null ) {
  16534. this._hand = new Group();
  16535. this._hand.matrixAutoUpdate = false;
  16536. this._hand.visible = false;
  16537. this._hand.joints = {};
  16538. this._hand.inputState = { pinching: false };
  16539. }
  16540. return this._hand;
  16541. }
  16542. /**
  16543. * Returns a group representing the target ray space of the XR controller.
  16544. *
  16545. * @return {Group} A group representing the target ray space of the XR controller.
  16546. */
  16547. getTargetRaySpace() {
  16548. if ( this._targetRay === null ) {
  16549. this._targetRay = new Group();
  16550. this._targetRay.matrixAutoUpdate = false;
  16551. this._targetRay.visible = false;
  16552. this._targetRay.hasLinearVelocity = false;
  16553. this._targetRay.linearVelocity = new Vector3();
  16554. this._targetRay.hasAngularVelocity = false;
  16555. this._targetRay.angularVelocity = new Vector3();
  16556. }
  16557. return this._targetRay;
  16558. }
  16559. /**
  16560. * Returns a group representing the grip space of the XR controller.
  16561. *
  16562. * @return {Group} A group representing the grip space of the XR controller.
  16563. */
  16564. getGripSpace() {
  16565. if ( this._grip === null ) {
  16566. this._grip = new Group();
  16567. this._grip.matrixAutoUpdate = false;
  16568. this._grip.visible = false;
  16569. this._grip.hasLinearVelocity = false;
  16570. this._grip.linearVelocity = new Vector3();
  16571. this._grip.hasAngularVelocity = false;
  16572. this._grip.angularVelocity = new Vector3();
  16573. }
  16574. return this._grip;
  16575. }
  16576. /**
  16577. * Dispatches the given event to the groups representing
  16578. * the different coordinate spaces of the XR controller.
  16579. *
  16580. * @param {Object} event - The event to dispatch.
  16581. * @return {WebXRController} A reference to this instance.
  16582. */
  16583. dispatchEvent( event ) {
  16584. if ( this._targetRay !== null ) {
  16585. this._targetRay.dispatchEvent( event );
  16586. }
  16587. if ( this._grip !== null ) {
  16588. this._grip.dispatchEvent( event );
  16589. }
  16590. if ( this._hand !== null ) {
  16591. this._hand.dispatchEvent( event );
  16592. }
  16593. return this;
  16594. }
  16595. /**
  16596. * Connects the controller with the given XR input source.
  16597. *
  16598. * @param {XRInputSource} inputSource - The input source.
  16599. * @return {WebXRController} A reference to this instance.
  16600. */
  16601. connect( inputSource ) {
  16602. if ( inputSource && inputSource.hand ) {
  16603. const hand = this._hand;
  16604. if ( hand ) {
  16605. for ( const inputjoint of inputSource.hand.values() ) {
  16606. // Initialize hand with joints when connected
  16607. this._getHandJoint( hand, inputjoint );
  16608. }
  16609. }
  16610. }
  16611. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16612. return this;
  16613. }
  16614. /**
  16615. * Disconnects the controller from the given XR input source.
  16616. *
  16617. * @param {XRInputSource} inputSource - The input source.
  16618. * @return {WebXRController} A reference to this instance.
  16619. */
  16620. disconnect( inputSource ) {
  16621. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16622. if ( this._targetRay !== null ) {
  16623. this._targetRay.visible = false;
  16624. }
  16625. if ( this._grip !== null ) {
  16626. this._grip.visible = false;
  16627. }
  16628. if ( this._hand !== null ) {
  16629. this._hand.visible = false;
  16630. }
  16631. return this;
  16632. }
  16633. /**
  16634. * Updates the controller with the given input source, XR frame and reference space.
  16635. * This updates the transformations of the groups that represent the different
  16636. * coordinate systems of the controller.
  16637. *
  16638. * @param {XRInputSource} inputSource - The input source.
  16639. * @param {XRFrame} frame - The XR frame.
  16640. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16641. * @return {WebXRController} A reference to this instance.
  16642. */
  16643. update( inputSource, frame, referenceSpace ) {
  16644. let inputPose = null;
  16645. let gripPose = null;
  16646. let handPose = null;
  16647. const targetRay = this._targetRay;
  16648. const grip = this._grip;
  16649. const hand = this._hand;
  16650. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16651. if ( hand && inputSource.hand ) {
  16652. handPose = true;
  16653. for ( const inputjoint of inputSource.hand.values() ) {
  16654. // Update the joints groups with the XRJoint poses
  16655. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16656. // The transform of this joint will be updated with the joint pose on each frame
  16657. const joint = this._getHandJoint( hand, inputjoint );
  16658. if ( jointPose !== null ) {
  16659. joint.matrix.fromArray( jointPose.transform.matrix );
  16660. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16661. joint.matrixWorldNeedsUpdate = true;
  16662. joint.jointRadius = jointPose.radius;
  16663. }
  16664. joint.visible = jointPose !== null;
  16665. }
  16666. // Custom events
  16667. // Check pinchz
  16668. const indexTip = hand.joints[ 'index-finger-tip' ];
  16669. const thumbTip = hand.joints[ 'thumb-tip' ];
  16670. const distance = indexTip.position.distanceTo( thumbTip.position );
  16671. const distanceToPinch = 0.02;
  16672. const threshold = 0.005;
  16673. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16674. hand.inputState.pinching = false;
  16675. this.dispatchEvent( {
  16676. type: 'pinchend',
  16677. handedness: inputSource.handedness,
  16678. target: this
  16679. } );
  16680. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16681. hand.inputState.pinching = true;
  16682. this.dispatchEvent( {
  16683. type: 'pinchstart',
  16684. handedness: inputSource.handedness,
  16685. target: this
  16686. } );
  16687. }
  16688. } else {
  16689. if ( grip !== null && inputSource.gripSpace ) {
  16690. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16691. if ( gripPose !== null ) {
  16692. grip.matrix.fromArray( gripPose.transform.matrix );
  16693. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16694. grip.matrixWorldNeedsUpdate = true;
  16695. if ( gripPose.linearVelocity ) {
  16696. grip.hasLinearVelocity = true;
  16697. grip.linearVelocity.copy( gripPose.linearVelocity );
  16698. } else {
  16699. grip.hasLinearVelocity = false;
  16700. }
  16701. if ( gripPose.angularVelocity ) {
  16702. grip.hasAngularVelocity = true;
  16703. grip.angularVelocity.copy( gripPose.angularVelocity );
  16704. } else {
  16705. grip.hasAngularVelocity = false;
  16706. }
  16707. }
  16708. }
  16709. }
  16710. if ( targetRay !== null ) {
  16711. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16712. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16713. if ( inputPose === null && gripPose !== null ) {
  16714. inputPose = gripPose;
  16715. }
  16716. if ( inputPose !== null ) {
  16717. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16718. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16719. targetRay.matrixWorldNeedsUpdate = true;
  16720. if ( inputPose.linearVelocity ) {
  16721. targetRay.hasLinearVelocity = true;
  16722. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16723. } else {
  16724. targetRay.hasLinearVelocity = false;
  16725. }
  16726. if ( inputPose.angularVelocity ) {
  16727. targetRay.hasAngularVelocity = true;
  16728. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16729. } else {
  16730. targetRay.hasAngularVelocity = false;
  16731. }
  16732. this.dispatchEvent( _moveEvent );
  16733. }
  16734. }
  16735. }
  16736. if ( targetRay !== null ) {
  16737. targetRay.visible = ( inputPose !== null );
  16738. }
  16739. if ( grip !== null ) {
  16740. grip.visible = ( gripPose !== null );
  16741. }
  16742. if ( hand !== null ) {
  16743. hand.visible = ( handPose !== null );
  16744. }
  16745. return this;
  16746. }
  16747. /**
  16748. * Returns a group representing the hand joint for the given input joint.
  16749. *
  16750. * @private
  16751. * @param {Group} hand - The group representing the hand space.
  16752. * @param {XRJointSpace} inputjoint - The hand joint data.
  16753. * @return {Group} A group representing the hand joint for the given input joint.
  16754. */
  16755. _getHandJoint( hand, inputjoint ) {
  16756. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  16757. const joint = new Group();
  16758. joint.matrixAutoUpdate = false;
  16759. joint.visible = false;
  16760. hand.joints[ inputjoint.jointName ] = joint;
  16761. hand.add( joint );
  16762. }
  16763. return hand.joints[ inputjoint.jointName ];
  16764. }
  16765. }
  16766. /**
  16767. * This class can be used to define an exponential squared fog,
  16768. * which gives a clear view near the camera and a faster than exponentially
  16769. * densening fog farther from the camera.
  16770. *
  16771. * ```js
  16772. * const scene = new THREE.Scene();
  16773. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  16774. * ```
  16775. */
  16776. class FogExp2 {
  16777. /**
  16778. * Constructs a new fog.
  16779. *
  16780. * @param {number|Color} color - The fog's color.
  16781. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  16782. */
  16783. constructor( color, density = 0.00025 ) {
  16784. /**
  16785. * This flag can be used for type testing.
  16786. *
  16787. * @type {boolean}
  16788. * @readonly
  16789. * @default true
  16790. */
  16791. this.isFogExp2 = true;
  16792. /**
  16793. * The name of the fog.
  16794. *
  16795. * @type {string}
  16796. */
  16797. this.name = '';
  16798. /**
  16799. * The fog's color.
  16800. *
  16801. * @type {Color}
  16802. */
  16803. this.color = new Color( color );
  16804. /**
  16805. * Defines how fast the fog will grow dense.
  16806. *
  16807. * @type {number}
  16808. * @default 0.00025
  16809. */
  16810. this.density = density;
  16811. }
  16812. /**
  16813. * Returns a new fog with copied values from this instance.
  16814. *
  16815. * @return {FogExp2} A clone of this instance.
  16816. */
  16817. clone() {
  16818. return new FogExp2( this.color, this.density );
  16819. }
  16820. /**
  16821. * Serializes the fog into JSON.
  16822. *
  16823. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  16824. * @return {Object} A JSON object representing the serialized fog
  16825. */
  16826. toJSON( /* meta */ ) {
  16827. return {
  16828. type: 'FogExp2',
  16829. name: this.name,
  16830. color: this.color.getHex(),
  16831. density: this.density
  16832. };
  16833. }
  16834. }
  16835. /**
  16836. * This class can be used to define a linear fog that grows linearly denser
  16837. * with the distance.
  16838. *
  16839. * ```js
  16840. * const scene = new THREE.Scene();
  16841. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  16842. * ```
  16843. */
  16844. class Fog {
  16845. /**
  16846. * Constructs a new fog.
  16847. *
  16848. * @param {number|Color} color - The fog's color.
  16849. * @param {number} [near=1] - The minimum distance to start applying fog.
  16850. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  16851. */
  16852. constructor( color, near = 1, far = 1000 ) {
  16853. /**
  16854. * This flag can be used for type testing.
  16855. *
  16856. * @type {boolean}
  16857. * @readonly
  16858. * @default true
  16859. */
  16860. this.isFog = true;
  16861. /**
  16862. * The name of the fog.
  16863. *
  16864. * @type {string}
  16865. */
  16866. this.name = '';
  16867. /**
  16868. * The fog's color.
  16869. *
  16870. * @type {Color}
  16871. */
  16872. this.color = new Color( color );
  16873. /**
  16874. * The minimum distance to start applying fog. Objects that are less than
  16875. * `near` units from the active camera won't be affected by fog.
  16876. *
  16877. * @type {number}
  16878. * @default 1
  16879. */
  16880. this.near = near;
  16881. /**
  16882. * The maximum distance at which fog stops being calculated and applied.
  16883. * Objects that are more than `far` units away from the active camera won't
  16884. * be affected by fog.
  16885. *
  16886. * @type {number}
  16887. * @default 1000
  16888. */
  16889. this.far = far;
  16890. }
  16891. /**
  16892. * Returns a new fog with copied values from this instance.
  16893. *
  16894. * @return {Fog} A clone of this instance.
  16895. */
  16896. clone() {
  16897. return new Fog( this.color, this.near, this.far );
  16898. }
  16899. /**
  16900. * Serializes the fog into JSON.
  16901. *
  16902. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  16903. * @return {Object} A JSON object representing the serialized fog
  16904. */
  16905. toJSON( /* meta */ ) {
  16906. return {
  16907. type: 'Fog',
  16908. name: this.name,
  16909. color: this.color.getHex(),
  16910. near: this.near,
  16911. far: this.far
  16912. };
  16913. }
  16914. }
  16915. /**
  16916. * Scenes allow you to set up what is to be rendered and where by three.js.
  16917. * This is where you place 3D objects like meshes, lines or lights.
  16918. *
  16919. * @augments Object3D
  16920. */
  16921. class Scene extends Object3D {
  16922. /**
  16923. * Constructs a new scene.
  16924. */
  16925. constructor() {
  16926. super();
  16927. /**
  16928. * This flag can be used for type testing.
  16929. *
  16930. * @type {boolean}
  16931. * @readonly
  16932. * @default true
  16933. */
  16934. this.isScene = true;
  16935. this.type = 'Scene';
  16936. /**
  16937. * Defines the background of the scene. Valid inputs are:
  16938. *
  16939. * - A color for defining a uniform colored background.
  16940. * - A texture for defining a (flat) textured background.
  16941. * - Cube textures or equirectangular textures for defining a skybox.
  16942. *
  16943. * @type {?(Color|Texture)}
  16944. * @default null
  16945. */
  16946. this.background = null;
  16947. /**
  16948. * Sets the environment map for all physical materials in the scene. However,
  16949. * it's not possible to overwrite an existing texture assigned to the `envMap`
  16950. * material property.
  16951. *
  16952. * @type {?Texture}
  16953. * @default null
  16954. */
  16955. this.environment = null;
  16956. /**
  16957. * A fog instance defining the type of fog that affects everything
  16958. * rendered in the scene.
  16959. *
  16960. * @type {?(Fog|FogExp2)}
  16961. * @default null
  16962. */
  16963. this.fog = null;
  16964. /**
  16965. * Sets the blurriness of the background. Only influences environment maps
  16966. * assigned to {@link Scene#background}. Valid input is a float between `0`
  16967. * and `1`.
  16968. *
  16969. * @type {number}
  16970. * @default 0
  16971. */
  16972. this.backgroundBlurriness = 0;
  16973. /**
  16974. * Attenuates the color of the background. Only applies to background textures.
  16975. *
  16976. * @type {number}
  16977. * @default 1
  16978. */
  16979. this.backgroundIntensity = 1;
  16980. /**
  16981. * The rotation of the background in radians. Only influences environment maps
  16982. * assigned to {@link Scene#background}.
  16983. *
  16984. * @type {Euler}
  16985. * @default (0,0,0)
  16986. */
  16987. this.backgroundRotation = new Euler();
  16988. /**
  16989. * Attenuates the color of the environment. Only influences environment maps
  16990. * assigned to {@link Scene#environment}.
  16991. *
  16992. * @type {number}
  16993. * @default 1
  16994. */
  16995. this.environmentIntensity = 1;
  16996. /**
  16997. * The rotation of the environment map in radians. Only influences physical materials
  16998. * in the scene when {@link Scene#environment} is used.
  16999. *
  17000. * @type {Euler}
  17001. * @default (0,0,0)
  17002. */
  17003. this.environmentRotation = new Euler();
  17004. /**
  17005. * Forces everything in the scene to be rendered with the defined material. It is possible
  17006. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17007. *
  17008. * @type {?Material}
  17009. * @default null
  17010. */
  17011. this.overrideMaterial = null;
  17012. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17013. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17014. }
  17015. }
  17016. copy( source, recursive ) {
  17017. super.copy( source, recursive );
  17018. if ( source.background !== null ) this.background = source.background.clone();
  17019. if ( source.environment !== null ) this.environment = source.environment.clone();
  17020. if ( source.fog !== null ) this.fog = source.fog.clone();
  17021. this.backgroundBlurriness = source.backgroundBlurriness;
  17022. this.backgroundIntensity = source.backgroundIntensity;
  17023. this.backgroundRotation.copy( source.backgroundRotation );
  17024. this.environmentIntensity = source.environmentIntensity;
  17025. this.environmentRotation.copy( source.environmentRotation );
  17026. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17027. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17028. return this;
  17029. }
  17030. toJSON( meta ) {
  17031. const data = super.toJSON( meta );
  17032. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17033. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17034. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17035. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17036. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17037. data.object.environmentRotation = this.environmentRotation.toArray();
  17038. return data;
  17039. }
  17040. }
  17041. /**
  17042. * "Interleaved" means that multiple attributes, possibly of different types,
  17043. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17044. *
  17045. * An introduction into interleaved arrays can be found here: [Interleaved array basics]{@link https://blog.tojicode.com/2011/05/interleaved-array-basics.html}
  17046. */
  17047. class InterleavedBuffer {
  17048. /**
  17049. * Constructs a new interleaved buffer.
  17050. *
  17051. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17052. * @param {number} stride - The number of typed-array elements per vertex.
  17053. */
  17054. constructor( array, stride ) {
  17055. /**
  17056. * This flag can be used for type testing.
  17057. *
  17058. * @type {boolean}
  17059. * @readonly
  17060. * @default true
  17061. */
  17062. this.isInterleavedBuffer = true;
  17063. /**
  17064. * A typed array with a shared buffer storing attribute data.
  17065. *
  17066. * @type {TypedArray}
  17067. */
  17068. this.array = array;
  17069. /**
  17070. * The number of typed-array elements per vertex.
  17071. *
  17072. * @type {number}
  17073. */
  17074. this.stride = stride;
  17075. /**
  17076. * The total number of elements in the array
  17077. *
  17078. * @type {number}
  17079. * @readonly
  17080. */
  17081. this.count = array !== undefined ? array.length / stride : 0;
  17082. /**
  17083. * Defines the intended usage pattern of the data store for optimization purposes.
  17084. *
  17085. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17086. * instantiate a new one and set the desired usage before the next render.
  17087. *
  17088. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17089. * @default StaticDrawUsage
  17090. */
  17091. this.usage = StaticDrawUsage;
  17092. /**
  17093. * This can be used to only update some components of stored vectors (for example, just the
  17094. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17095. *
  17096. * @type {Array<Object>}
  17097. */
  17098. this.updateRanges = [];
  17099. /**
  17100. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17101. *
  17102. * @type {number}
  17103. */
  17104. this.version = 0;
  17105. /**
  17106. * The UUID of the interleaved buffer.
  17107. *
  17108. * @type {string}
  17109. * @readonly
  17110. */
  17111. this.uuid = generateUUID();
  17112. }
  17113. /**
  17114. * A callback function that is executed after the renderer has transferred the attribute array
  17115. * data to the GPU.
  17116. */
  17117. onUploadCallback() {}
  17118. /**
  17119. * Flag to indicate that this attribute has changed and should be re-sent to
  17120. * the GPU. Set this to `true` when you modify the value of the array.
  17121. *
  17122. * @type {number}
  17123. * @default false
  17124. * @param {boolean} value
  17125. */
  17126. set needsUpdate( value ) {
  17127. if ( value === true ) this.version ++;
  17128. }
  17129. /**
  17130. * Sets the usage of this interleaved buffer.
  17131. *
  17132. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17133. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17134. */
  17135. setUsage( value ) {
  17136. this.usage = value;
  17137. return this;
  17138. }
  17139. /**
  17140. * Adds a range of data in the data array to be updated on the GPU.
  17141. *
  17142. * @param {number} start - Position at which to start update.
  17143. * @param {number} count - The number of components to update.
  17144. */
  17145. addUpdateRange( start, count ) {
  17146. this.updateRanges.push( { start, count } );
  17147. }
  17148. /**
  17149. * Clears the update ranges.
  17150. */
  17151. clearUpdateRanges() {
  17152. this.updateRanges.length = 0;
  17153. }
  17154. /**
  17155. * Copies the values of the given interleaved buffer to this instance.
  17156. *
  17157. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17158. * @return {InterleavedBuffer} A reference to this instance.
  17159. */
  17160. copy( source ) {
  17161. this.array = new source.array.constructor( source.array );
  17162. this.count = source.count;
  17163. this.stride = source.stride;
  17164. this.usage = source.usage;
  17165. return this;
  17166. }
  17167. /**
  17168. * Copies a vector from the given interleaved buffer to this one. The start
  17169. * and destination position in the attribute buffers are represented by the
  17170. * given indices.
  17171. *
  17172. * @param {number} index1 - The destination index into this interleaved buffer.
  17173. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17174. * @param {number} index2 - The source index into the given interleaved buffer.
  17175. * @return {InterleavedBuffer} A reference to this instance.
  17176. */
  17177. copyAt( index1, interleavedBuffer, index2 ) {
  17178. index1 *= this.stride;
  17179. index2 *= interleavedBuffer.stride;
  17180. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17181. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17182. }
  17183. return this;
  17184. }
  17185. /**
  17186. * Sets the given array data in the interleaved buffer.
  17187. *
  17188. * @param {(TypedArray|Array)} value - The array data to set.
  17189. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17190. * @return {InterleavedBuffer} A reference to this instance.
  17191. */
  17192. set( value, offset = 0 ) {
  17193. this.array.set( value, offset );
  17194. return this;
  17195. }
  17196. /**
  17197. * Returns a new interleaved buffer with copied values from this instance.
  17198. *
  17199. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17200. * @return {InterleavedBuffer} A clone of this instance.
  17201. */
  17202. clone( data ) {
  17203. if ( data.arrayBuffers === undefined ) {
  17204. data.arrayBuffers = {};
  17205. }
  17206. if ( this.array.buffer._uuid === undefined ) {
  17207. this.array.buffer._uuid = generateUUID();
  17208. }
  17209. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17210. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17211. }
  17212. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17213. const ib = new this.constructor( array, this.stride );
  17214. ib.setUsage( this.usage );
  17215. return ib;
  17216. }
  17217. /**
  17218. * Sets the given callback function that is executed after the Renderer has transferred
  17219. * the array data to the GPU. Can be used to perform clean-up operations after
  17220. * the upload when data are not needed anymore on the CPU side.
  17221. *
  17222. * @param {Function} callback - The `onUpload()` callback.
  17223. * @return {InterleavedBuffer} A reference to this instance.
  17224. */
  17225. onUpload( callback ) {
  17226. this.onUploadCallback = callback;
  17227. return this;
  17228. }
  17229. /**
  17230. * Serializes the interleaved buffer into JSON.
  17231. *
  17232. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17233. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17234. */
  17235. toJSON( data ) {
  17236. if ( data.arrayBuffers === undefined ) {
  17237. data.arrayBuffers = {};
  17238. }
  17239. // generate UUID for array buffer if necessary
  17240. if ( this.array.buffer._uuid === undefined ) {
  17241. this.array.buffer._uuid = generateUUID();
  17242. }
  17243. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17244. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17245. }
  17246. //
  17247. return {
  17248. uuid: this.uuid,
  17249. buffer: this.array.buffer._uuid,
  17250. type: this.array.constructor.name,
  17251. stride: this.stride
  17252. };
  17253. }
  17254. }
  17255. const _vector$7 = /*@__PURE__*/ new Vector3();
  17256. /**
  17257. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17258. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17259. * different offsets into the buffer.
  17260. */
  17261. class InterleavedBufferAttribute {
  17262. /**
  17263. * Constructs a new interleaved buffer attribute.
  17264. *
  17265. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17266. * @param {number} itemSize - The item size.
  17267. * @param {number} offset - The attribute offset into the buffer.
  17268. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17269. */
  17270. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17271. /**
  17272. * This flag can be used for type testing.
  17273. *
  17274. * @type {boolean}
  17275. * @readonly
  17276. * @default true
  17277. */
  17278. this.isInterleavedBufferAttribute = true;
  17279. /**
  17280. * The name of the buffer attribute.
  17281. *
  17282. * @type {string}
  17283. */
  17284. this.name = '';
  17285. /**
  17286. * The buffer holding the interleaved data.
  17287. *
  17288. * @type {InterleavedBuffer}
  17289. */
  17290. this.data = interleavedBuffer;
  17291. /**
  17292. * The item size, see {@link BufferAttribute#itemSize}.
  17293. *
  17294. * @type {number}
  17295. */
  17296. this.itemSize = itemSize;
  17297. /**
  17298. * The attribute offset into the buffer.
  17299. *
  17300. * @type {number}
  17301. */
  17302. this.offset = offset;
  17303. /**
  17304. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17305. *
  17306. * @type {InterleavedBuffer}
  17307. */
  17308. this.normalized = normalized;
  17309. }
  17310. /**
  17311. * The item count of this buffer attribute.
  17312. *
  17313. * @type {number}
  17314. * @readonly
  17315. */
  17316. get count() {
  17317. return this.data.count;
  17318. }
  17319. /**
  17320. * The array holding the interleaved buffer attribute data.
  17321. *
  17322. * @type {TypedArray}
  17323. */
  17324. get array() {
  17325. return this.data.array;
  17326. }
  17327. /**
  17328. * Flag to indicate that this attribute has changed and should be re-sent to
  17329. * the GPU. Set this to `true` when you modify the value of the array.
  17330. *
  17331. * @type {number}
  17332. * @default false
  17333. * @param {boolean} value
  17334. */
  17335. set needsUpdate( value ) {
  17336. this.data.needsUpdate = value;
  17337. }
  17338. /**
  17339. * Applies the given 4x4 matrix to the given attribute. Only works with
  17340. * item size `3`.
  17341. *
  17342. * @param {Matrix4} m - The matrix to apply.
  17343. * @return {InterleavedBufferAttribute} A reference to this instance.
  17344. */
  17345. applyMatrix4( m ) {
  17346. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17347. _vector$7.fromBufferAttribute( this, i );
  17348. _vector$7.applyMatrix4( m );
  17349. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17350. }
  17351. return this;
  17352. }
  17353. /**
  17354. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17355. * item size `3`.
  17356. *
  17357. * @param {Matrix3} m - The normal matrix to apply.
  17358. * @return {InterleavedBufferAttribute} A reference to this instance.
  17359. */
  17360. applyNormalMatrix( m ) {
  17361. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17362. _vector$7.fromBufferAttribute( this, i );
  17363. _vector$7.applyNormalMatrix( m );
  17364. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17365. }
  17366. return this;
  17367. }
  17368. /**
  17369. * Applies the given 4x4 matrix to the given attribute. Only works with
  17370. * item size `3` and with direction vectors.
  17371. *
  17372. * @param {Matrix4} m - The matrix to apply.
  17373. * @return {InterleavedBufferAttribute} A reference to this instance.
  17374. */
  17375. transformDirection( m ) {
  17376. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17377. _vector$7.fromBufferAttribute( this, i );
  17378. _vector$7.transformDirection( m );
  17379. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17380. }
  17381. return this;
  17382. }
  17383. /**
  17384. * Returns the given component of the vector at the given index.
  17385. *
  17386. * @param {number} index - The index into the buffer attribute.
  17387. * @param {number} component - The component index.
  17388. * @return {number} The returned value.
  17389. */
  17390. getComponent( index, component ) {
  17391. let value = this.array[ index * this.data.stride + this.offset + component ];
  17392. if ( this.normalized ) value = denormalize( value, this.array );
  17393. return value;
  17394. }
  17395. /**
  17396. * Sets the given value to the given component of the vector at the given index.
  17397. *
  17398. * @param {number} index - The index into the buffer attribute.
  17399. * @param {number} component - The component index.
  17400. * @param {number} value - The value to set.
  17401. * @return {InterleavedBufferAttribute} A reference to this instance.
  17402. */
  17403. setComponent( index, component, value ) {
  17404. if ( this.normalized ) value = normalize( value, this.array );
  17405. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17406. return this;
  17407. }
  17408. /**
  17409. * Sets the x component of the vector at the given index.
  17410. *
  17411. * @param {number} index - The index into the buffer attribute.
  17412. * @param {number} x - The value to set.
  17413. * @return {InterleavedBufferAttribute} A reference to this instance.
  17414. */
  17415. setX( index, x ) {
  17416. if ( this.normalized ) x = normalize( x, this.array );
  17417. this.data.array[ index * this.data.stride + this.offset ] = x;
  17418. return this;
  17419. }
  17420. /**
  17421. * Sets the y component of the vector at the given index.
  17422. *
  17423. * @param {number} index - The index into the buffer attribute.
  17424. * @param {number} y - The value to set.
  17425. * @return {InterleavedBufferAttribute} A reference to this instance.
  17426. */
  17427. setY( index, y ) {
  17428. if ( this.normalized ) y = normalize( y, this.array );
  17429. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17430. return this;
  17431. }
  17432. /**
  17433. * Sets the z component of the vector at the given index.
  17434. *
  17435. * @param {number} index - The index into the buffer attribute.
  17436. * @param {number} z - The value to set.
  17437. * @return {InterleavedBufferAttribute} A reference to this instance.
  17438. */
  17439. setZ( index, z ) {
  17440. if ( this.normalized ) z = normalize( z, this.array );
  17441. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17442. return this;
  17443. }
  17444. /**
  17445. * Sets the w component of the vector at the given index.
  17446. *
  17447. * @param {number} index - The index into the buffer attribute.
  17448. * @param {number} w - The value to set.
  17449. * @return {InterleavedBufferAttribute} A reference to this instance.
  17450. */
  17451. setW( index, w ) {
  17452. if ( this.normalized ) w = normalize( w, this.array );
  17453. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17454. return this;
  17455. }
  17456. /**
  17457. * Returns the x component of the vector at the given index.
  17458. *
  17459. * @param {number} index - The index into the buffer attribute.
  17460. * @return {number} The x component.
  17461. */
  17462. getX( index ) {
  17463. let x = this.data.array[ index * this.data.stride + this.offset ];
  17464. if ( this.normalized ) x = denormalize( x, this.array );
  17465. return x;
  17466. }
  17467. /**
  17468. * Returns the y component of the vector at the given index.
  17469. *
  17470. * @param {number} index - The index into the buffer attribute.
  17471. * @return {number} The y component.
  17472. */
  17473. getY( index ) {
  17474. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17475. if ( this.normalized ) y = denormalize( y, this.array );
  17476. return y;
  17477. }
  17478. /**
  17479. * Returns the z component of the vector at the given index.
  17480. *
  17481. * @param {number} index - The index into the buffer attribute.
  17482. * @return {number} The z component.
  17483. */
  17484. getZ( index ) {
  17485. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17486. if ( this.normalized ) z = denormalize( z, this.array );
  17487. return z;
  17488. }
  17489. /**
  17490. * Returns the w component of the vector at the given index.
  17491. *
  17492. * @param {number} index - The index into the buffer attribute.
  17493. * @return {number} The w component.
  17494. */
  17495. getW( index ) {
  17496. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17497. if ( this.normalized ) w = denormalize( w, this.array );
  17498. return w;
  17499. }
  17500. /**
  17501. * Sets the x and y component of the vector at the given index.
  17502. *
  17503. * @param {number} index - The index into the buffer attribute.
  17504. * @param {number} x - The value for the x component to set.
  17505. * @param {number} y - The value for the y component to set.
  17506. * @return {InterleavedBufferAttribute} A reference to this instance.
  17507. */
  17508. setXY( index, x, y ) {
  17509. index = index * this.data.stride + this.offset;
  17510. if ( this.normalized ) {
  17511. x = normalize( x, this.array );
  17512. y = normalize( y, this.array );
  17513. }
  17514. this.data.array[ index + 0 ] = x;
  17515. this.data.array[ index + 1 ] = y;
  17516. return this;
  17517. }
  17518. /**
  17519. * Sets the x, y and z component of the vector at the given index.
  17520. *
  17521. * @param {number} index - The index into the buffer attribute.
  17522. * @param {number} x - The value for the x component to set.
  17523. * @param {number} y - The value for the y component to set.
  17524. * @param {number} z - The value for the z component to set.
  17525. * @return {InterleavedBufferAttribute} A reference to this instance.
  17526. */
  17527. setXYZ( index, x, y, z ) {
  17528. index = index * this.data.stride + this.offset;
  17529. if ( this.normalized ) {
  17530. x = normalize( x, this.array );
  17531. y = normalize( y, this.array );
  17532. z = normalize( z, this.array );
  17533. }
  17534. this.data.array[ index + 0 ] = x;
  17535. this.data.array[ index + 1 ] = y;
  17536. this.data.array[ index + 2 ] = z;
  17537. return this;
  17538. }
  17539. /**
  17540. * Sets the x, y, z and w component of the vector at the given index.
  17541. *
  17542. * @param {number} index - The index into the buffer attribute.
  17543. * @param {number} x - The value for the x component to set.
  17544. * @param {number} y - The value for the y component to set.
  17545. * @param {number} z - The value for the z component to set.
  17546. * @param {number} w - The value for the w component to set.
  17547. * @return {InterleavedBufferAttribute} A reference to this instance.
  17548. */
  17549. setXYZW( index, x, y, z, w ) {
  17550. index = index * this.data.stride + this.offset;
  17551. if ( this.normalized ) {
  17552. x = normalize( x, this.array );
  17553. y = normalize( y, this.array );
  17554. z = normalize( z, this.array );
  17555. w = normalize( w, this.array );
  17556. }
  17557. this.data.array[ index + 0 ] = x;
  17558. this.data.array[ index + 1 ] = y;
  17559. this.data.array[ index + 2 ] = z;
  17560. this.data.array[ index + 3 ] = w;
  17561. return this;
  17562. }
  17563. /**
  17564. * Returns a new buffer attribute with copied values from this instance.
  17565. *
  17566. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17567. *
  17568. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17569. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17570. */
  17571. clone( data ) {
  17572. if ( data === undefined ) {
  17573. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17574. const array = [];
  17575. for ( let i = 0; i < this.count; i ++ ) {
  17576. const index = i * this.data.stride + this.offset;
  17577. for ( let j = 0; j < this.itemSize; j ++ ) {
  17578. array.push( this.data.array[ index + j ] );
  17579. }
  17580. }
  17581. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17582. } else {
  17583. if ( data.interleavedBuffers === undefined ) {
  17584. data.interleavedBuffers = {};
  17585. }
  17586. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17587. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17588. }
  17589. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17590. }
  17591. }
  17592. /**
  17593. * Serializes the buffer attribute into JSON.
  17594. *
  17595. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17596. *
  17597. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17598. * @return {Object} A JSON object representing the serialized buffer attribute.
  17599. */
  17600. toJSON( data ) {
  17601. if ( data === undefined ) {
  17602. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17603. const array = [];
  17604. for ( let i = 0; i < this.count; i ++ ) {
  17605. const index = i * this.data.stride + this.offset;
  17606. for ( let j = 0; j < this.itemSize; j ++ ) {
  17607. array.push( this.data.array[ index + j ] );
  17608. }
  17609. }
  17610. // de-interleave data and save it as an ordinary buffer attribute for now
  17611. return {
  17612. itemSize: this.itemSize,
  17613. type: this.array.constructor.name,
  17614. array: array,
  17615. normalized: this.normalized
  17616. };
  17617. } else {
  17618. // save as true interleaved attribute
  17619. if ( data.interleavedBuffers === undefined ) {
  17620. data.interleavedBuffers = {};
  17621. }
  17622. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17623. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17624. }
  17625. return {
  17626. isInterleavedBufferAttribute: true,
  17627. itemSize: this.itemSize,
  17628. data: this.data.uuid,
  17629. offset: this.offset,
  17630. normalized: this.normalized
  17631. };
  17632. }
  17633. }
  17634. }
  17635. /**
  17636. * A material for rendering instances of {@link Sprite}.
  17637. *
  17638. * ```js
  17639. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17640. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17641. *
  17642. * const sprite = new THREE.Sprite( material );
  17643. * sprite.scale.set(200, 200, 1)
  17644. * scene.add( sprite );
  17645. * ```
  17646. *
  17647. * @augments Material
  17648. */
  17649. class SpriteMaterial extends Material {
  17650. /**
  17651. * Constructs a new sprite material.
  17652. *
  17653. * @param {Object} [parameters] - An object with one or more properties
  17654. * defining the material's appearance. Any property of the material
  17655. * (including any property from inherited materials) can be passed
  17656. * in here. Color values can be passed any type of value accepted
  17657. * by {@link Color#set}.
  17658. */
  17659. constructor( parameters ) {
  17660. super();
  17661. /**
  17662. * This flag can be used for type testing.
  17663. *
  17664. * @type {boolean}
  17665. * @readonly
  17666. * @default true
  17667. */
  17668. this.isSpriteMaterial = true;
  17669. this.type = 'SpriteMaterial';
  17670. /**
  17671. * Color of the material.
  17672. *
  17673. * @type {Color}
  17674. * @default (1,1,1)
  17675. */
  17676. this.color = new Color( 0xffffff );
  17677. /**
  17678. * The color map. May optionally include an alpha channel, typically combined
  17679. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17680. * color is modulated by the diffuse `color`.
  17681. *
  17682. * @type {?Texture}
  17683. * @default null
  17684. */
  17685. this.map = null;
  17686. /**
  17687. * The alpha map is a grayscale texture that controls the opacity across the
  17688. * surface (black: fully transparent; white: fully opaque).
  17689. *
  17690. * Only the color of the texture is used, ignoring the alpha channel if one
  17691. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17692. * when sampling this texture due to the extra bit of precision provided for
  17693. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17694. * luminance/alpha textures will also still work as expected.
  17695. *
  17696. * @type {?Texture}
  17697. * @default null
  17698. */
  17699. this.alphaMap = null;
  17700. /**
  17701. * The rotation of the sprite in radians.
  17702. *
  17703. * @type {number}
  17704. * @default 0
  17705. */
  17706. this.rotation = 0;
  17707. /**
  17708. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17709. *
  17710. * @type {boolean}
  17711. * @default true
  17712. */
  17713. this.sizeAttenuation = true;
  17714. /**
  17715. * Overwritten since sprite materials are transparent
  17716. * by default.
  17717. *
  17718. * @type {boolean}
  17719. * @default true
  17720. */
  17721. this.transparent = true;
  17722. /**
  17723. * Whether the material is affected by fog or not.
  17724. *
  17725. * @type {boolean}
  17726. * @default true
  17727. */
  17728. this.fog = true;
  17729. this.setValues( parameters );
  17730. }
  17731. copy( source ) {
  17732. super.copy( source );
  17733. this.color.copy( source.color );
  17734. this.map = source.map;
  17735. this.alphaMap = source.alphaMap;
  17736. this.rotation = source.rotation;
  17737. this.sizeAttenuation = source.sizeAttenuation;
  17738. this.fog = source.fog;
  17739. return this;
  17740. }
  17741. }
  17742. let _geometry;
  17743. const _intersectPoint = /*@__PURE__*/ new Vector3();
  17744. const _worldScale = /*@__PURE__*/ new Vector3();
  17745. const _mvPosition = /*@__PURE__*/ new Vector3();
  17746. const _alignedPosition = /*@__PURE__*/ new Vector2();
  17747. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  17748. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  17749. const _vA = /*@__PURE__*/ new Vector3();
  17750. const _vB = /*@__PURE__*/ new Vector3();
  17751. const _vC = /*@__PURE__*/ new Vector3();
  17752. const _uvA = /*@__PURE__*/ new Vector2();
  17753. const _uvB = /*@__PURE__*/ new Vector2();
  17754. const _uvC = /*@__PURE__*/ new Vector2();
  17755. /**
  17756. * A sprite is a plane that always faces towards the camera, generally with a
  17757. * partially transparent texture applied.
  17758. *
  17759. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  17760. * have no effect.
  17761. *
  17762. * ```js
  17763. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  17764. * const material = new THREE.SpriteMaterial( { map: map } );
  17765. *
  17766. * const sprite = new THREE.Sprite( material );
  17767. * scene.add( sprite );
  17768. * ```
  17769. *
  17770. * @augments Object3D
  17771. */
  17772. class Sprite extends Object3D {
  17773. /**
  17774. * Constructs a new sprite.
  17775. *
  17776. * @param {SpriteMaterial} [material] - The sprite material.
  17777. */
  17778. constructor( material = new SpriteMaterial() ) {
  17779. super();
  17780. /**
  17781. * This flag can be used for type testing.
  17782. *
  17783. * @type {boolean}
  17784. * @readonly
  17785. * @default true
  17786. */
  17787. this.isSprite = true;
  17788. this.type = 'Sprite';
  17789. if ( _geometry === undefined ) {
  17790. _geometry = new BufferGeometry();
  17791. const float32Array = new Float32Array( [
  17792. -0.5, -0.5, 0, 0, 0,
  17793. 0.5, -0.5, 0, 1, 0,
  17794. 0.5, 0.5, 0, 1, 1,
  17795. -0.5, 0.5, 0, 0, 1
  17796. ] );
  17797. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  17798. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  17799. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  17800. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  17801. }
  17802. /**
  17803. * The sprite geometry.
  17804. *
  17805. * @type {BufferGeometry}
  17806. */
  17807. this.geometry = _geometry;
  17808. /**
  17809. * The sprite material.
  17810. *
  17811. * @type {SpriteMaterial}
  17812. */
  17813. this.material = material;
  17814. /**
  17815. * The sprite's anchor point, and the point around which the sprite rotates.
  17816. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  17817. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  17818. *
  17819. * @type {Vector2}
  17820. * @default (0.5,0.5)
  17821. */
  17822. this.center = new Vector2( 0.5, 0.5 );
  17823. }
  17824. /**
  17825. * Computes intersection points between a casted ray and this sprite.
  17826. *
  17827. * @param {Raycaster} raycaster - The raycaster.
  17828. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  17829. */
  17830. raycast( raycaster, intersects ) {
  17831. if ( raycaster.camera === null ) {
  17832. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  17833. }
  17834. _worldScale.setFromMatrixScale( this.matrixWorld );
  17835. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  17836. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  17837. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  17838. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  17839. _worldScale.multiplyScalar( - _mvPosition.z );
  17840. }
  17841. const rotation = this.material.rotation;
  17842. let sin, cos;
  17843. if ( rotation !== 0 ) {
  17844. cos = Math.cos( rotation );
  17845. sin = Math.sin( rotation );
  17846. }
  17847. const center = this.center;
  17848. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  17849. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  17850. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  17851. _uvA.set( 0, 0 );
  17852. _uvB.set( 1, 0 );
  17853. _uvC.set( 1, 1 );
  17854. // check first triangle
  17855. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  17856. if ( intersect === null ) {
  17857. // check second triangle
  17858. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  17859. _uvB.set( 0, 1 );
  17860. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  17861. if ( intersect === null ) {
  17862. return;
  17863. }
  17864. }
  17865. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  17866. if ( distance < raycaster.near || distance > raycaster.far ) return;
  17867. intersects.push( {
  17868. distance: distance,
  17869. point: _intersectPoint.clone(),
  17870. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  17871. face: null,
  17872. object: this
  17873. } );
  17874. }
  17875. copy( source, recursive ) {
  17876. super.copy( source, recursive );
  17877. if ( source.center !== undefined ) this.center.copy( source.center );
  17878. this.material = source.material;
  17879. return this;
  17880. }
  17881. }
  17882. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  17883. // compute position in camera space
  17884. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  17885. // to check if rotation is not zero
  17886. if ( sin !== undefined ) {
  17887. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  17888. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  17889. } else {
  17890. _rotatedPosition.copy( _alignedPosition );
  17891. }
  17892. vertexPosition.copy( mvPosition );
  17893. vertexPosition.x += _rotatedPosition.x;
  17894. vertexPosition.y += _rotatedPosition.y;
  17895. // transform to world space
  17896. vertexPosition.applyMatrix4( _viewWorldMatrix );
  17897. }
  17898. const _v1$2 = /*@__PURE__*/ new Vector3();
  17899. const _v2$1 = /*@__PURE__*/ new Vector3();
  17900. /**
  17901. * A component for providing a basic Level of Detail (LOD) mechanism.
  17902. *
  17903. * Every LOD level is associated with an object, and rendering can be switched
  17904. * between them at the distances specified. Typically you would create, say,
  17905. * three meshes, one for far away (low detail), one for mid range (medium
  17906. * detail) and one for close up (high detail).
  17907. *
  17908. * ```js
  17909. * const lod = new THREE.LOD();
  17910. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  17911. *
  17912. * //Create spheres with 3 levels of detail and create new LOD levels for them
  17913. * for( let i = 0; i < 3; i++ ) {
  17914. *
  17915. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  17916. * const mesh = new THREE.Mesh( geometry, material );
  17917. * lod.addLevel( mesh, i * 75 );
  17918. *
  17919. * }
  17920. *
  17921. * scene.add( lod );
  17922. * ```
  17923. *
  17924. * @augments Object3D
  17925. */
  17926. class LOD extends Object3D {
  17927. /**
  17928. * Constructs a new LOD.
  17929. */
  17930. constructor() {
  17931. super();
  17932. /**
  17933. * This flag can be used for type testing.
  17934. *
  17935. * @type {boolean}
  17936. * @readonly
  17937. * @default true
  17938. */
  17939. this.isLOD = true;
  17940. /**
  17941. * The current LOD index.
  17942. *
  17943. * @private
  17944. * @type {number}
  17945. * @default 0
  17946. */
  17947. this._currentLevel = 0;
  17948. this.type = 'LOD';
  17949. Object.defineProperties( this, {
  17950. /**
  17951. * This array holds the LOD levels.
  17952. *
  17953. * @name LOD#levels
  17954. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  17955. */
  17956. levels: {
  17957. enumerable: true,
  17958. value: []
  17959. }
  17960. } );
  17961. /**
  17962. * Whether the LOD object is updated automatically by the renderer per frame
  17963. * or not. If set to `false`, you have to call {@link LOD#update} in the
  17964. * render loop by yourself.
  17965. *
  17966. * @type {boolean}
  17967. * @default true
  17968. */
  17969. this.autoUpdate = true;
  17970. }
  17971. copy( source ) {
  17972. super.copy( source, false );
  17973. const levels = source.levels;
  17974. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  17975. const level = levels[ i ];
  17976. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  17977. }
  17978. this.autoUpdate = source.autoUpdate;
  17979. return this;
  17980. }
  17981. /**
  17982. * Adds a mesh that will display at a certain distance and greater. Typically
  17983. * the further away the distance, the lower the detail on the mesh.
  17984. *
  17985. * @param {Object3D} object - The 3D object to display at this level.
  17986. * @param {number} [distance=0] - The distance at which to display this level of detail.
  17987. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  17988. * @return {LOD} A reference to this instance.
  17989. */
  17990. addLevel( object, distance = 0, hysteresis = 0 ) {
  17991. distance = Math.abs( distance );
  17992. const levels = this.levels;
  17993. let l;
  17994. for ( l = 0; l < levels.length; l ++ ) {
  17995. if ( distance < levels[ l ].distance ) {
  17996. break;
  17997. }
  17998. }
  17999. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18000. this.add( object );
  18001. return this;
  18002. }
  18003. /**
  18004. * Removes an existing level, based on the distance from the camera.
  18005. * Returns `true` when the level has been removed. Otherwise `false`.
  18006. *
  18007. * @param {number} distance - Distance of the level to remove.
  18008. * @return {boolean} Whether the level has been removed or not.
  18009. */
  18010. removeLevel( distance ) {
  18011. const levels = this.levels;
  18012. for ( let i = 0; i < levels.length; i ++ ) {
  18013. if ( levels[ i ].distance === distance ) {
  18014. const removedElements = levels.splice( i, 1 );
  18015. this.remove( removedElements[ 0 ].object );
  18016. return true;
  18017. }
  18018. }
  18019. return false;
  18020. }
  18021. /**
  18022. * Returns the currently active LOD level index.
  18023. *
  18024. * @return {number} The current active LOD level index.
  18025. */
  18026. getCurrentLevel() {
  18027. return this._currentLevel;
  18028. }
  18029. /**
  18030. * Returns a reference to the first 3D object that is greater than
  18031. * the given distance.
  18032. *
  18033. * @param {number} distance - The LOD distance.
  18034. * @return {Object3D|null} The found 3D object. `null` if no 3D object has been found.
  18035. */
  18036. getObjectForDistance( distance ) {
  18037. const levels = this.levels;
  18038. if ( levels.length > 0 ) {
  18039. let i, l;
  18040. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18041. let levelDistance = levels[ i ].distance;
  18042. if ( levels[ i ].object.visible ) {
  18043. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18044. }
  18045. if ( distance < levelDistance ) {
  18046. break;
  18047. }
  18048. }
  18049. return levels[ i - 1 ].object;
  18050. }
  18051. return null;
  18052. }
  18053. /**
  18054. * Computes intersection points between a casted ray and this LOD.
  18055. *
  18056. * @param {Raycaster} raycaster - The raycaster.
  18057. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18058. */
  18059. raycast( raycaster, intersects ) {
  18060. const levels = this.levels;
  18061. if ( levels.length > 0 ) {
  18062. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18063. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18064. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18065. }
  18066. }
  18067. /**
  18068. * Updates the LOD by computing which LOD level should be visible according
  18069. * to the current distance of the given camera.
  18070. *
  18071. * @param {Camera} camera - The camera the scene is rendered with.
  18072. */
  18073. update( camera ) {
  18074. const levels = this.levels;
  18075. if ( levels.length > 1 ) {
  18076. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18077. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18078. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18079. levels[ 0 ].object.visible = true;
  18080. let i, l;
  18081. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18082. let levelDistance = levels[ i ].distance;
  18083. if ( levels[ i ].object.visible ) {
  18084. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18085. }
  18086. if ( distance >= levelDistance ) {
  18087. levels[ i - 1 ].object.visible = false;
  18088. levels[ i ].object.visible = true;
  18089. } else {
  18090. break;
  18091. }
  18092. }
  18093. this._currentLevel = i - 1;
  18094. for ( ; i < l; i ++ ) {
  18095. levels[ i ].object.visible = false;
  18096. }
  18097. }
  18098. }
  18099. toJSON( meta ) {
  18100. const data = super.toJSON( meta );
  18101. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18102. data.object.levels = [];
  18103. const levels = this.levels;
  18104. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18105. const level = levels[ i ];
  18106. data.object.levels.push( {
  18107. object: level.object.uuid,
  18108. distance: level.distance,
  18109. hysteresis: level.hysteresis
  18110. } );
  18111. }
  18112. return data;
  18113. }
  18114. }
  18115. const _basePosition = /*@__PURE__*/ new Vector3();
  18116. const _skinIndex = /*@__PURE__*/ new Vector4();
  18117. const _skinWeight = /*@__PURE__*/ new Vector4();
  18118. const _vector3 = /*@__PURE__*/ new Vector3();
  18119. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18120. const _vertex = /*@__PURE__*/ new Vector3();
  18121. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18122. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18123. const _ray$2 = /*@__PURE__*/ new Ray();
  18124. /**
  18125. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18126. * vertices of the geometry with skinning/skeleton animation.
  18127. *
  18128. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18129. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18130. * vertex to a certain extend.
  18131. *
  18132. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18133. * or {@link FBXLoader } import respective models.
  18134. *
  18135. * @augments Mesh
  18136. */
  18137. class SkinnedMesh extends Mesh {
  18138. /**
  18139. * Constructs a new skinned mesh.
  18140. *
  18141. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18142. * @param {Material|Array<Material>} [material] - The mesh material.
  18143. */
  18144. constructor( geometry, material ) {
  18145. super( geometry, material );
  18146. /**
  18147. * This flag can be used for type testing.
  18148. *
  18149. * @type {boolean}
  18150. * @readonly
  18151. * @default true
  18152. */
  18153. this.isSkinnedMesh = true;
  18154. this.type = 'SkinnedMesh';
  18155. /**
  18156. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18157. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18158. * across multiple skinned meshes.
  18159. *
  18160. * @type {(AttachedBindMode|DetachedBindMode)}
  18161. * @default AttachedBindMode
  18162. */
  18163. this.bindMode = AttachedBindMode;
  18164. /**
  18165. * The base matrix that is used for the bound bone transforms.
  18166. *
  18167. * @type {Matrix4}
  18168. */
  18169. this.bindMatrix = new Matrix4();
  18170. /**
  18171. * The base matrix that is used for resetting the bound bone transforms.
  18172. *
  18173. * @type {Matrix4}
  18174. */
  18175. this.bindMatrixInverse = new Matrix4();
  18176. /**
  18177. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18178. *
  18179. * @type {?Box3}
  18180. * @default null
  18181. */
  18182. this.boundingBox = null;
  18183. /**
  18184. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18185. *
  18186. * @type {?Sphere}
  18187. * @default null
  18188. */
  18189. this.boundingSphere = null;
  18190. }
  18191. /**
  18192. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18193. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18194. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18195. * the current animation state.
  18196. */
  18197. computeBoundingBox() {
  18198. const geometry = this.geometry;
  18199. if ( this.boundingBox === null ) {
  18200. this.boundingBox = new Box3();
  18201. }
  18202. this.boundingBox.makeEmpty();
  18203. const positionAttribute = geometry.getAttribute( 'position' );
  18204. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18205. this.getVertexPosition( i, _vertex );
  18206. this.boundingBox.expandByPoint( _vertex );
  18207. }
  18208. }
  18209. /**
  18210. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18211. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18212. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18213. * per frame in order to reflect the current animation state.
  18214. */
  18215. computeBoundingSphere() {
  18216. const geometry = this.geometry;
  18217. if ( this.boundingSphere === null ) {
  18218. this.boundingSphere = new Sphere();
  18219. }
  18220. this.boundingSphere.makeEmpty();
  18221. const positionAttribute = geometry.getAttribute( 'position' );
  18222. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18223. this.getVertexPosition( i, _vertex );
  18224. this.boundingSphere.expandByPoint( _vertex );
  18225. }
  18226. }
  18227. copy( source, recursive ) {
  18228. super.copy( source, recursive );
  18229. this.bindMode = source.bindMode;
  18230. this.bindMatrix.copy( source.bindMatrix );
  18231. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18232. this.skeleton = source.skeleton;
  18233. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18234. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18235. return this;
  18236. }
  18237. raycast( raycaster, intersects ) {
  18238. const material = this.material;
  18239. const matrixWorld = this.matrixWorld;
  18240. if ( material === undefined ) return;
  18241. // test with bounding sphere in world space
  18242. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18243. _sphere$5.copy( this.boundingSphere );
  18244. _sphere$5.applyMatrix4( matrixWorld );
  18245. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18246. // convert ray to local space of skinned mesh
  18247. _inverseMatrix$2.copy( matrixWorld ).invert();
  18248. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18249. // test with bounding box in local space
  18250. if ( this.boundingBox !== null ) {
  18251. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18252. }
  18253. // test for intersections with geometry
  18254. this._computeIntersections( raycaster, intersects, _ray$2 );
  18255. }
  18256. getVertexPosition( index, target ) {
  18257. super.getVertexPosition( index, target );
  18258. this.applyBoneTransform( index, target );
  18259. return target;
  18260. }
  18261. /**
  18262. * Binds the given skeleton to the skinned mesh.
  18263. *
  18264. * @param {Skeleton} skeleton - The skeleton to bind.
  18265. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18266. * the skinned mesh's world matrix will be used instead.
  18267. */
  18268. bind( skeleton, bindMatrix ) {
  18269. this.skeleton = skeleton;
  18270. if ( bindMatrix === undefined ) {
  18271. this.updateMatrixWorld( true );
  18272. this.skeleton.calculateInverses();
  18273. bindMatrix = this.matrixWorld;
  18274. }
  18275. this.bindMatrix.copy( bindMatrix );
  18276. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18277. }
  18278. /**
  18279. * This method sets the skinned mesh in the rest pose).
  18280. */
  18281. pose() {
  18282. this.skeleton.pose();
  18283. }
  18284. /**
  18285. * Normalizes the skin weights which are defined as a buffer attribute
  18286. * in the skinned mesh's geometry.
  18287. */
  18288. normalizeSkinWeights() {
  18289. const vector = new Vector4();
  18290. const skinWeight = this.geometry.attributes.skinWeight;
  18291. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18292. vector.fromBufferAttribute( skinWeight, i );
  18293. const scale = 1.0 / vector.manhattanLength();
  18294. if ( scale !== Infinity ) {
  18295. vector.multiplyScalar( scale );
  18296. } else {
  18297. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18298. }
  18299. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18300. }
  18301. }
  18302. updateMatrixWorld( force ) {
  18303. super.updateMatrixWorld( force );
  18304. if ( this.bindMode === AttachedBindMode ) {
  18305. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18306. } else if ( this.bindMode === DetachedBindMode ) {
  18307. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18308. } else {
  18309. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18310. }
  18311. }
  18312. /**
  18313. * Applies the bone transform associated with the given index to the given
  18314. * vertex position. Returns the updated vector.
  18315. *
  18316. * @param {number} index - The vertex index.
  18317. * @param {Vector3} target - The target object that is used to store the method's result.
  18318. * the skinned mesh's world matrix will be used instead.
  18319. * @return {Vector3} The updated vertex position.
  18320. */
  18321. applyBoneTransform( index, target ) {
  18322. const skeleton = this.skeleton;
  18323. const geometry = this.geometry;
  18324. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18325. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18326. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18327. target.set( 0, 0, 0 );
  18328. for ( let i = 0; i < 4; i ++ ) {
  18329. const weight = _skinWeight.getComponent( i );
  18330. if ( weight !== 0 ) {
  18331. const boneIndex = _skinIndex.getComponent( i );
  18332. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18333. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18334. }
  18335. }
  18336. return target.applyMatrix4( this.bindMatrixInverse );
  18337. }
  18338. }
  18339. /**
  18340. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18341. * the {@link SkinnedMesh}.
  18342. *
  18343. * ```js
  18344. * const root = new THREE.Bone();
  18345. * const child = new THREE.Bone();
  18346. *
  18347. * root.add( child );
  18348. * child.position.y = 5;
  18349. * ```
  18350. *
  18351. * @augments Object3D
  18352. */
  18353. class Bone extends Object3D {
  18354. /**
  18355. * Constructs a new bone.
  18356. */
  18357. constructor() {
  18358. super();
  18359. /**
  18360. * This flag can be used for type testing.
  18361. *
  18362. * @type {boolean}
  18363. * @readonly
  18364. * @default true
  18365. */
  18366. this.isBone = true;
  18367. this.type = 'Bone';
  18368. }
  18369. }
  18370. /**
  18371. * Creates a texture directly from raw buffer data.
  18372. *
  18373. * The interpretation of the data depends on type and format: If the type is
  18374. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18375. * texel data. If the format is `RGBAFormat`, data needs four values for
  18376. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18377. *
  18378. * @augments Texture
  18379. */
  18380. class DataTexture extends Texture {
  18381. /**
  18382. * Constructs a new data texture.
  18383. *
  18384. * @param {?TypedArray} [data=null] - The buffer data.
  18385. * @param {number} [width=1] - The width of the texture.
  18386. * @param {number} [height=1] - The height of the texture.
  18387. * @param {number} [format=RGBAFormat] - The texture format.
  18388. * @param {number} [type=UnsignedByteType] - The texture type.
  18389. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18390. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18391. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18392. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18393. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18394. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18395. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18396. */
  18397. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18398. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18399. /**
  18400. * This flag can be used for type testing.
  18401. *
  18402. * @type {boolean}
  18403. * @readonly
  18404. * @default true
  18405. */
  18406. this.isDataTexture = true;
  18407. /**
  18408. * The image definition of a data texture.
  18409. *
  18410. * @type {{data:TypedArray,width:number,height:number}}
  18411. */
  18412. this.image = { data: data, width: width, height: height };
  18413. /**
  18414. * Whether to generate mipmaps (if possible) for a texture.
  18415. *
  18416. * Overwritten and set to `false` by default.
  18417. *
  18418. * @type {boolean}
  18419. * @default false
  18420. */
  18421. this.generateMipmaps = false;
  18422. /**
  18423. * If set to `true`, the texture is flipped along the vertical axis when
  18424. * uploaded to the GPU.
  18425. *
  18426. * Overwritten and set to `false` by default.
  18427. *
  18428. * @type {boolean}
  18429. * @default false
  18430. */
  18431. this.flipY = false;
  18432. /**
  18433. * Specifies the alignment requirements for the start of each pixel row in memory.
  18434. *
  18435. * Overwritten and set to `1` by default.
  18436. *
  18437. * @type {boolean}
  18438. * @default 1
  18439. */
  18440. this.unpackAlignment = 1;
  18441. }
  18442. }
  18443. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18444. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18445. /**
  18446. * Class for representing the armatures in `three.js`. The skeleton
  18447. * is defined by a hierarchy of bones.
  18448. *
  18449. * ```js
  18450. * const bones = [];
  18451. *
  18452. * const shoulder = new THREE.Bone();
  18453. * const elbow = new THREE.Bone();
  18454. * const hand = new THREE.Bone();
  18455. *
  18456. * shoulder.add( elbow );
  18457. * elbow.add( hand );
  18458. *
  18459. * bones.push( shoulder , elbow, hand);
  18460. *
  18461. * shoulder.position.y = -5;
  18462. * elbow.position.y = 0;
  18463. * hand.position.y = 5;
  18464. *
  18465. * const armSkeleton = new THREE.Skeleton( bones );
  18466. * ```
  18467. */
  18468. class Skeleton {
  18469. /**
  18470. * Constructs a new skeleton.
  18471. *
  18472. * @param {Array<Bone>} [bones] - An array of bones.
  18473. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18474. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18475. */
  18476. constructor( bones = [], boneInverses = [] ) {
  18477. this.uuid = generateUUID();
  18478. /**
  18479. * An array of bones defining the skeleton.
  18480. *
  18481. * @type {Array<Bone>}
  18482. */
  18483. this.bones = bones.slice( 0 );
  18484. /**
  18485. * An array of bone inverse matrices.
  18486. *
  18487. * @type {Array<Matrix4>}
  18488. */
  18489. this.boneInverses = boneInverses;
  18490. /**
  18491. * An array buffer holding the bone data.
  18492. * Input data for {@link Skeleton#boneTexture}.
  18493. *
  18494. * @type {?Float32Array}
  18495. * @default null
  18496. */
  18497. this.boneMatrices = null;
  18498. /**
  18499. * A texture holding the bone data for use
  18500. * in the vertex shader.
  18501. *
  18502. * @type {?DataTexture}
  18503. * @default null
  18504. */
  18505. this.boneTexture = null;
  18506. this.init();
  18507. }
  18508. /**
  18509. * Initializes the skeleton. This method gets automatically called by the constructor
  18510. * but depending on how the skeleton is created it might be necessary to call this method
  18511. * manually.
  18512. */
  18513. init() {
  18514. const bones = this.bones;
  18515. const boneInverses = this.boneInverses;
  18516. this.boneMatrices = new Float32Array( bones.length * 16 );
  18517. // calculate inverse bone matrices if necessary
  18518. if ( boneInverses.length === 0 ) {
  18519. this.calculateInverses();
  18520. } else {
  18521. // handle special case
  18522. if ( bones.length !== boneInverses.length ) {
  18523. console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18524. this.boneInverses = [];
  18525. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18526. this.boneInverses.push( new Matrix4() );
  18527. }
  18528. }
  18529. }
  18530. }
  18531. /**
  18532. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18533. * and fills it with new matrices.
  18534. */
  18535. calculateInverses() {
  18536. this.boneInverses.length = 0;
  18537. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18538. const inverse = new Matrix4();
  18539. if ( this.bones[ i ] ) {
  18540. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18541. }
  18542. this.boneInverses.push( inverse );
  18543. }
  18544. }
  18545. /**
  18546. * Resets the skeleton to the base pose.
  18547. */
  18548. pose() {
  18549. // recover the bind-time world matrices
  18550. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18551. const bone = this.bones[ i ];
  18552. if ( bone ) {
  18553. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18554. }
  18555. }
  18556. // compute the local matrices, positions, rotations and scales
  18557. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18558. const bone = this.bones[ i ];
  18559. if ( bone ) {
  18560. if ( bone.parent && bone.parent.isBone ) {
  18561. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18562. bone.matrix.multiply( bone.matrixWorld );
  18563. } else {
  18564. bone.matrix.copy( bone.matrixWorld );
  18565. }
  18566. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18567. }
  18568. }
  18569. }
  18570. /**
  18571. * Resets the skeleton to the base pose.
  18572. */
  18573. update() {
  18574. const bones = this.bones;
  18575. const boneInverses = this.boneInverses;
  18576. const boneMatrices = this.boneMatrices;
  18577. const boneTexture = this.boneTexture;
  18578. // flatten bone matrices to array
  18579. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18580. // compute the offset between the current and the original transform
  18581. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18582. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18583. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18584. }
  18585. if ( boneTexture !== null ) {
  18586. boneTexture.needsUpdate = true;
  18587. }
  18588. }
  18589. /**
  18590. * Returns a new skeleton with copied values from this instance.
  18591. *
  18592. * @return {Skeleton} A clone of this instance.
  18593. */
  18594. clone() {
  18595. return new Skeleton( this.bones, this.boneInverses );
  18596. }
  18597. /**
  18598. * Computes a data texture for passing bone data to the vertex shader.
  18599. *
  18600. * @return {Skeleton} A reference of this instance.
  18601. */
  18602. computeBoneTexture() {
  18603. // layout (1 matrix = 4 pixels)
  18604. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18605. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18606. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18607. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18608. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18609. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18610. size = Math.ceil( size / 4 ) * 4;
  18611. size = Math.max( size, 4 );
  18612. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18613. boneMatrices.set( this.boneMatrices ); // copy current values
  18614. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18615. boneTexture.needsUpdate = true;
  18616. this.boneMatrices = boneMatrices;
  18617. this.boneTexture = boneTexture;
  18618. return this;
  18619. }
  18620. /**
  18621. * Searches through the skeleton's bone array and returns the first with a
  18622. * matching name.
  18623. *
  18624. * @param {string} name - The name of the bone.
  18625. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18626. */
  18627. getBoneByName( name ) {
  18628. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18629. const bone = this.bones[ i ];
  18630. if ( bone.name === name ) {
  18631. return bone;
  18632. }
  18633. }
  18634. return undefined;
  18635. }
  18636. /**
  18637. * Frees the GPU-related resources allocated by this instance. Call this
  18638. * method whenever this instance is no longer used in your app.
  18639. */
  18640. dispose( ) {
  18641. if ( this.boneTexture !== null ) {
  18642. this.boneTexture.dispose();
  18643. this.boneTexture = null;
  18644. }
  18645. }
  18646. /**
  18647. * Setups the skeleton by the given JSON and bones.
  18648. *
  18649. * @param {Object} json - The skeleton as serialized JSON.
  18650. * @param {Object<string, Bone>} bones - An array of bones.
  18651. * @return {Skeleton} A reference of this instance.
  18652. */
  18653. fromJSON( json, bones ) {
  18654. this.uuid = json.uuid;
  18655. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18656. const uuid = json.bones[ i ];
  18657. let bone = bones[ uuid ];
  18658. if ( bone === undefined ) {
  18659. console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
  18660. bone = new Bone();
  18661. }
  18662. this.bones.push( bone );
  18663. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18664. }
  18665. this.init();
  18666. return this;
  18667. }
  18668. /**
  18669. * Serializes the skeleton into JSON.
  18670. *
  18671. * @return {Object} A JSON object representing the serialized skeleton.
  18672. * @see {@link ObjectLoader#parse}
  18673. */
  18674. toJSON() {
  18675. const data = {
  18676. metadata: {
  18677. version: 4.6,
  18678. type: 'Skeleton',
  18679. generator: 'Skeleton.toJSON'
  18680. },
  18681. bones: [],
  18682. boneInverses: []
  18683. };
  18684. data.uuid = this.uuid;
  18685. const bones = this.bones;
  18686. const boneInverses = this.boneInverses;
  18687. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18688. const bone = bones[ i ];
  18689. data.bones.push( bone.uuid );
  18690. const boneInverse = boneInverses[ i ];
  18691. data.boneInverses.push( boneInverse.toArray() );
  18692. }
  18693. return data;
  18694. }
  18695. }
  18696. /**
  18697. * An instanced version of a buffer attribute.
  18698. *
  18699. * @augments BufferAttribute
  18700. */
  18701. class InstancedBufferAttribute extends BufferAttribute {
  18702. /**
  18703. * Constructs a new instanced buffer attribute.
  18704. *
  18705. * @param {TypedArray} array - The array holding the attribute data.
  18706. * @param {number} itemSize - The item size.
  18707. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18708. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18709. */
  18710. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18711. super( array, itemSize, normalized );
  18712. /**
  18713. * This flag can be used for type testing.
  18714. *
  18715. * @type {boolean}
  18716. * @readonly
  18717. * @default true
  18718. */
  18719. this.isInstancedBufferAttribute = true;
  18720. /**
  18721. * Defines how often a value of this buffer attribute should be repeated. A
  18722. * value of one means that each value of the instanced attribute is used for
  18723. * a single instance. A value of two means that each value is used for two
  18724. * consecutive instances (and so on).
  18725. *
  18726. * @type {number}
  18727. * @default 1
  18728. */
  18729. this.meshPerAttribute = meshPerAttribute;
  18730. }
  18731. copy( source ) {
  18732. super.copy( source );
  18733. this.meshPerAttribute = source.meshPerAttribute;
  18734. return this;
  18735. }
  18736. toJSON() {
  18737. const data = super.toJSON();
  18738. data.meshPerAttribute = this.meshPerAttribute;
  18739. data.isInstancedBufferAttribute = true;
  18740. return data;
  18741. }
  18742. }
  18743. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18744. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18745. const _instanceIntersects = [];
  18746. const _box3 = /*@__PURE__*/ new Box3();
  18747. const _identity = /*@__PURE__*/ new Matrix4();
  18748. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18749. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18750. /**
  18751. * A special version of a mesh with instanced rendering support. Use
  18752. * this class if you have to render a large number of objects with the same
  18753. * geometry and material(s) but with different world transformations. The usage
  18754. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18755. * improve the overall rendering performance in your application.
  18756. *
  18757. * @augments Mesh
  18758. */
  18759. class InstancedMesh extends Mesh {
  18760. /**
  18761. * Constructs a new instanced mesh.
  18762. *
  18763. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18764. * @param {Material|Array<Material>} [material] - The mesh material.
  18765. * @param {number} count - The number of instances.
  18766. */
  18767. constructor( geometry, material, count ) {
  18768. super( geometry, material );
  18769. /**
  18770. * This flag can be used for type testing.
  18771. *
  18772. * @type {boolean}
  18773. * @readonly
  18774. * @default true
  18775. */
  18776. this.isInstancedMesh = true;
  18777. /**
  18778. * Represents the local transformation of all instances. You have to set its
  18779. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18780. * via {@link InstancedMesh#setMatrixAt}.
  18781. *
  18782. * @type {InstancedBufferAttribute}
  18783. */
  18784. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  18785. /**
  18786. * Represents the color of all instances. You have to set its
  18787. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18788. * via {@link InstancedMesh#setColorAt}.
  18789. *
  18790. * @type {?InstancedBufferAttribute}
  18791. * @default null
  18792. */
  18793. this.instanceColor = null;
  18794. /**
  18795. * Represents the morph target weights of all instances. You have to set its
  18796. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  18797. * via {@link InstancedMesh#setMorphAt}.
  18798. *
  18799. * @type {?DataTexture}
  18800. * @default null
  18801. */
  18802. this.morphTexture = null;
  18803. /**
  18804. * The number of instances.
  18805. *
  18806. * @type {number}
  18807. */
  18808. this.count = count;
  18809. /**
  18810. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  18811. *
  18812. * @type {?Box3}
  18813. * @default null
  18814. */
  18815. this.boundingBox = null;
  18816. /**
  18817. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  18818. *
  18819. * @type {?Sphere}
  18820. * @default null
  18821. */
  18822. this.boundingSphere = null;
  18823. for ( let i = 0; i < count; i ++ ) {
  18824. this.setMatrixAt( i, _identity );
  18825. }
  18826. }
  18827. /**
  18828. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  18829. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18830. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18831. */
  18832. computeBoundingBox() {
  18833. const geometry = this.geometry;
  18834. const count = this.count;
  18835. if ( this.boundingBox === null ) {
  18836. this.boundingBox = new Box3();
  18837. }
  18838. if ( geometry.boundingBox === null ) {
  18839. geometry.computeBoundingBox();
  18840. }
  18841. this.boundingBox.makeEmpty();
  18842. for ( let i = 0; i < count; i ++ ) {
  18843. this.getMatrixAt( i, _instanceLocalMatrix );
  18844. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  18845. this.boundingBox.union( _box3 );
  18846. }
  18847. }
  18848. /**
  18849. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  18850. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  18851. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18852. */
  18853. computeBoundingSphere() {
  18854. const geometry = this.geometry;
  18855. const count = this.count;
  18856. if ( this.boundingSphere === null ) {
  18857. this.boundingSphere = new Sphere();
  18858. }
  18859. if ( geometry.boundingSphere === null ) {
  18860. geometry.computeBoundingSphere();
  18861. }
  18862. this.boundingSphere.makeEmpty();
  18863. for ( let i = 0; i < count; i ++ ) {
  18864. this.getMatrixAt( i, _instanceLocalMatrix );
  18865. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  18866. this.boundingSphere.union( _sphere$4 );
  18867. }
  18868. }
  18869. copy( source, recursive ) {
  18870. super.copy( source, recursive );
  18871. this.instanceMatrix.copy( source.instanceMatrix );
  18872. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  18873. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  18874. this.count = source.count;
  18875. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18876. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18877. return this;
  18878. }
  18879. /**
  18880. * Gets the color of the defined instance.
  18881. *
  18882. * @param {number} index - The instance index.
  18883. * @param {Color} color - The target object that is used to store the method's result.
  18884. */
  18885. getColorAt( index, color ) {
  18886. color.fromArray( this.instanceColor.array, index * 3 );
  18887. }
  18888. /**
  18889. * Gets the local transformation matrix of the defined instance.
  18890. *
  18891. * @param {number} index - The instance index.
  18892. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  18893. */
  18894. getMatrixAt( index, matrix ) {
  18895. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  18896. }
  18897. /**
  18898. * Gets the morph target weights of the defined instance.
  18899. *
  18900. * @param {number} index - The instance index.
  18901. * @param {Mesh} object - The target object that is used to store the method's result.
  18902. */
  18903. getMorphAt( index, object ) {
  18904. const objectInfluences = object.morphTargetInfluences;
  18905. const array = this.morphTexture.source.data.data;
  18906. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  18907. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  18908. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18909. objectInfluences[ i ] = array[ dataIndex + i ];
  18910. }
  18911. }
  18912. raycast( raycaster, intersects ) {
  18913. const matrixWorld = this.matrixWorld;
  18914. const raycastTimes = this.count;
  18915. _mesh$1.geometry = this.geometry;
  18916. _mesh$1.material = this.material;
  18917. if ( _mesh$1.material === undefined ) return;
  18918. // test with bounding sphere first
  18919. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18920. _sphere$4.copy( this.boundingSphere );
  18921. _sphere$4.applyMatrix4( matrixWorld );
  18922. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  18923. // now test each instance
  18924. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  18925. // calculate the world matrix for each instance
  18926. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  18927. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  18928. // the mesh represents this single instance
  18929. _mesh$1.matrixWorld = _instanceWorldMatrix;
  18930. _mesh$1.raycast( raycaster, _instanceIntersects );
  18931. // process the result of raycast
  18932. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  18933. const intersect = _instanceIntersects[ i ];
  18934. intersect.instanceId = instanceId;
  18935. intersect.object = this;
  18936. intersects.push( intersect );
  18937. }
  18938. _instanceIntersects.length = 0;
  18939. }
  18940. }
  18941. /**
  18942. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  18943. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  18944. *
  18945. * @param {number} index - The instance index.
  18946. * @param {Color} color - The instance color.
  18947. */
  18948. setColorAt( index, color ) {
  18949. if ( this.instanceColor === null ) {
  18950. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  18951. }
  18952. color.toArray( this.instanceColor.array, index * 3 );
  18953. }
  18954. /**
  18955. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  18956. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  18957. *
  18958. * @param {number} index - The instance index.
  18959. * @param {Matrix4} matrix - The local transformation.
  18960. */
  18961. setMatrixAt( index, matrix ) {
  18962. matrix.toArray( this.instanceMatrix.array, index * 16 );
  18963. }
  18964. /**
  18965. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  18966. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  18967. *
  18968. * @param {number} index - The instance index.
  18969. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  18970. * of a single instance.
  18971. */
  18972. setMorphAt( index, object ) {
  18973. const objectInfluences = object.morphTargetInfluences;
  18974. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  18975. if ( this.morphTexture === null ) {
  18976. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  18977. }
  18978. const array = this.morphTexture.source.data.data;
  18979. let morphInfluencesSum = 0;
  18980. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18981. morphInfluencesSum += objectInfluences[ i ];
  18982. }
  18983. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  18984. const dataIndex = len * index;
  18985. array[ dataIndex ] = morphBaseInfluence;
  18986. array.set( objectInfluences, dataIndex + 1 );
  18987. }
  18988. updateMorphTargets() {
  18989. }
  18990. /**
  18991. * Frees the GPU-related resources allocated by this instance. Call this
  18992. * method whenever this instance is no longer used in your app.
  18993. */
  18994. dispose() {
  18995. this.dispatchEvent( { type: 'dispose' } );
  18996. if ( this.morphTexture !== null ) {
  18997. this.morphTexture.dispose();
  18998. this.morphTexture = null;
  18999. }
  19000. }
  19001. }
  19002. const _vector1 = /*@__PURE__*/ new Vector3();
  19003. const _vector2 = /*@__PURE__*/ new Vector3();
  19004. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19005. /**
  19006. * A two dimensional surface that extends infinitely in 3D space, represented
  19007. * in [Hessian normal form]{@link http://mathworld.wolfram.com/HessianNormalForm.html}
  19008. * by a unit length normal vector and a constant.
  19009. */
  19010. class Plane {
  19011. /**
  19012. * Constructs a new plane.
  19013. *
  19014. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19015. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19016. */
  19017. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19018. /**
  19019. * This flag can be used for type testing.
  19020. *
  19021. * @type {boolean}
  19022. * @readonly
  19023. * @default true
  19024. */
  19025. this.isPlane = true;
  19026. /**
  19027. * A unit length vector defining the normal of the plane.
  19028. *
  19029. * @type {Vector3}
  19030. */
  19031. this.normal = normal;
  19032. /**
  19033. * The signed distance from the origin to the plane.
  19034. *
  19035. * @type {number}
  19036. * @default 0
  19037. */
  19038. this.constant = constant;
  19039. }
  19040. /**
  19041. * Sets the plane components by copying the given values.
  19042. *
  19043. * @param {Vector3} normal - The normal.
  19044. * @param {number} constant - The constant.
  19045. * @return {Plane} A reference to this plane.
  19046. */
  19047. set( normal, constant ) {
  19048. this.normal.copy( normal );
  19049. this.constant = constant;
  19050. return this;
  19051. }
  19052. /**
  19053. * Sets the plane components by defining `x`, `y`, `z` as the
  19054. * plane normal and `w` as the constant.
  19055. *
  19056. * @param {number} x - The value for the normal's x component.
  19057. * @param {number} y - The value for the normal's y component.
  19058. * @param {number} z - The value for the normal's z component.
  19059. * @param {number} w - The constant value.
  19060. * @return {Plane} A reference to this plane.
  19061. */
  19062. setComponents( x, y, z, w ) {
  19063. this.normal.set( x, y, z );
  19064. this.constant = w;
  19065. return this;
  19066. }
  19067. /**
  19068. * Sets the plane from the given normal and coplanar point (that is a point
  19069. * that lies onto the plane).
  19070. *
  19071. * @param {Vector3} normal - The normal.
  19072. * @param {Vector3} point - A coplanar point.
  19073. * @return {Plane} A reference to this plane.
  19074. */
  19075. setFromNormalAndCoplanarPoint( normal, point ) {
  19076. this.normal.copy( normal );
  19077. this.constant = - point.dot( this.normal );
  19078. return this;
  19079. }
  19080. /**
  19081. * Sets the plane from three coplanar points. The winding order is
  19082. * assumed to be counter-clockwise, and determines the direction of
  19083. * the plane normal.
  19084. *
  19085. * @param {Vector3} a - The first coplanar point.
  19086. * @param {Vector3} b - The second coplanar point.
  19087. * @param {Vector3} c - The third coplanar point.
  19088. * @return {Plane} A reference to this plane.
  19089. */
  19090. setFromCoplanarPoints( a, b, c ) {
  19091. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19092. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19093. this.setFromNormalAndCoplanarPoint( normal, a );
  19094. return this;
  19095. }
  19096. /**
  19097. * Copies the values of the given plane to this instance.
  19098. *
  19099. * @param {Plane} plane - The plane to copy.
  19100. * @return {Plane} A reference to this plane.
  19101. */
  19102. copy( plane ) {
  19103. this.normal.copy( plane.normal );
  19104. this.constant = plane.constant;
  19105. return this;
  19106. }
  19107. /**
  19108. * Normalizes the plane normal and adjusts the constant accordingly.
  19109. *
  19110. * @return {Plane} A reference to this plane.
  19111. */
  19112. normalize() {
  19113. // Note: will lead to a divide by zero if the plane is invalid.
  19114. const inverseNormalLength = 1.0 / this.normal.length();
  19115. this.normal.multiplyScalar( inverseNormalLength );
  19116. this.constant *= inverseNormalLength;
  19117. return this;
  19118. }
  19119. /**
  19120. * Negates both the plane normal and the constant.
  19121. *
  19122. * @return {Plane} A reference to this plane.
  19123. */
  19124. negate() {
  19125. this.constant *= -1;
  19126. this.normal.negate();
  19127. return this;
  19128. }
  19129. /**
  19130. * Returns the signed distance from the given point to this plane.
  19131. *
  19132. * @param {Vector3} point - The point to compute the distance for.
  19133. * @return {number} The signed distance.
  19134. */
  19135. distanceToPoint( point ) {
  19136. return this.normal.dot( point ) + this.constant;
  19137. }
  19138. /**
  19139. * Returns the signed distance from the given sphere to this plane.
  19140. *
  19141. * @param {Sphere} sphere - The sphere to compute the distance for.
  19142. * @return {number} The signed distance.
  19143. */
  19144. distanceToSphere( sphere ) {
  19145. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19146. }
  19147. /**
  19148. * Projects a the given point onto the plane.
  19149. *
  19150. * @param {Vector3} point - The point to project.
  19151. * @param {Vector3} target - The target vector that is used to store the method's result.
  19152. * @return {Vector3} The projected point on the plane.
  19153. */
  19154. projectPoint( point, target ) {
  19155. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19156. }
  19157. /**
  19158. * Returns the intersection point of the passed line and the plane. Returns
  19159. * `null` if the line does not intersect. Returns the line's starting point if
  19160. * the line is coplanar with the plane.
  19161. *
  19162. * @param {Line3} line - The line to compute the intersection for.
  19163. * @param {Vector3} target - The target vector that is used to store the method's result.
  19164. * @return {?Vector3} The intersection point.
  19165. */
  19166. intersectLine( line, target ) {
  19167. const direction = line.delta( _vector1 );
  19168. const denominator = this.normal.dot( direction );
  19169. if ( denominator === 0 ) {
  19170. // line is coplanar, return origin
  19171. if ( this.distanceToPoint( line.start ) === 0 ) {
  19172. return target.copy( line.start );
  19173. }
  19174. // Unsure if this is the correct method to handle this case.
  19175. return null;
  19176. }
  19177. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19178. if ( t < 0 || t > 1 ) {
  19179. return null;
  19180. }
  19181. return target.copy( line.start ).addScaledVector( direction, t );
  19182. }
  19183. /**
  19184. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19185. *
  19186. * @param {Line3} line - The line to test.
  19187. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19188. */
  19189. intersectsLine( line ) {
  19190. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19191. const startSign = this.distanceToPoint( line.start );
  19192. const endSign = this.distanceToPoint( line.end );
  19193. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19194. }
  19195. /**
  19196. * Returns `true` if the given bounding box intersects with the plane.
  19197. *
  19198. * @param {Box3} box - The bounding box to test.
  19199. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19200. */
  19201. intersectsBox( box ) {
  19202. return box.intersectsPlane( this );
  19203. }
  19204. /**
  19205. * Returns `true` if the given bounding sphere intersects with the plane.
  19206. *
  19207. * @param {Sphere} sphere - The bounding sphere to test.
  19208. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19209. */
  19210. intersectsSphere( sphere ) {
  19211. return sphere.intersectsPlane( this );
  19212. }
  19213. /**
  19214. * Returns a coplanar vector to the plane, by calculating the
  19215. * projection of the normal at the origin onto the plane.
  19216. *
  19217. * @param {Vector3} target - The target vector that is used to store the method's result.
  19218. * @return {Vector3} The coplanar point.
  19219. */
  19220. coplanarPoint( target ) {
  19221. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19222. }
  19223. /**
  19224. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19225. *
  19226. * The optional normal matrix can be pre-computed like so:
  19227. * ```js
  19228. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19229. * ```
  19230. *
  19231. * @param {Matrix4} matrix - The transformation matrix.
  19232. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19233. * @return {Plane} A reference to this plane.
  19234. */
  19235. applyMatrix4( matrix, optionalNormalMatrix ) {
  19236. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19237. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19238. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19239. this.constant = - referencePoint.dot( normal );
  19240. return this;
  19241. }
  19242. /**
  19243. * Translates the plane by the distance defined by the given offset vector.
  19244. * Note that this only affects the plane constant and will not affect the normal vector.
  19245. *
  19246. * @param {Vector3} offset - The offset vector.
  19247. * @return {Plane} A reference to this plane.
  19248. */
  19249. translate( offset ) {
  19250. this.constant -= offset.dot( this.normal );
  19251. return this;
  19252. }
  19253. /**
  19254. * Returns `true` if this plane is equal with the given one.
  19255. *
  19256. * @param {Plane} plane - The plane to test for equality.
  19257. * @return {boolean} Whether this plane is equal with the given one.
  19258. */
  19259. equals( plane ) {
  19260. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19261. }
  19262. /**
  19263. * Returns a new plane with copied values from this instance.
  19264. *
  19265. * @return {Plane} A clone of this instance.
  19266. */
  19267. clone() {
  19268. return new this.constructor().copy( this );
  19269. }
  19270. }
  19271. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19272. const _vector$6 = /*@__PURE__*/ new Vector3();
  19273. /**
  19274. * Frustums are used to determine what is inside the camera's field of view.
  19275. * They help speed up the rendering process - objects which lie outside a camera's
  19276. * frustum can safely be excluded from rendering.
  19277. *
  19278. * This class is mainly intended for use internally by a renderer.
  19279. */
  19280. class Frustum {
  19281. /**
  19282. * Constructs a new frustum.
  19283. *
  19284. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19285. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19286. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19287. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19288. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19289. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19290. */
  19291. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19292. /**
  19293. * This array holds the planes that enclose the frustum.
  19294. *
  19295. * @type {Array<Plane>}
  19296. */
  19297. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19298. }
  19299. /**
  19300. * Sets the frustum planes by copying the given planes.
  19301. *
  19302. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19303. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19304. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19305. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19306. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19307. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19308. * @return {Frustum} A reference to this frustum.
  19309. */
  19310. set( p0, p1, p2, p3, p4, p5 ) {
  19311. const planes = this.planes;
  19312. planes[ 0 ].copy( p0 );
  19313. planes[ 1 ].copy( p1 );
  19314. planes[ 2 ].copy( p2 );
  19315. planes[ 3 ].copy( p3 );
  19316. planes[ 4 ].copy( p4 );
  19317. planes[ 5 ].copy( p5 );
  19318. return this;
  19319. }
  19320. /**
  19321. * Copies the values of the given frustum to this instance.
  19322. *
  19323. * @param {Frustum} frustum - The frustum to copy.
  19324. * @return {Frustum} A reference to this frustum.
  19325. */
  19326. copy( frustum ) {
  19327. const planes = this.planes;
  19328. for ( let i = 0; i < 6; i ++ ) {
  19329. planes[ i ].copy( frustum.planes[ i ] );
  19330. }
  19331. return this;
  19332. }
  19333. /**
  19334. * Sets the frustum planes from the given projection matrix.
  19335. *
  19336. * @param {Matrix4} m - The projection matrix.
  19337. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19338. * @return {Frustum} A reference to this frustum.
  19339. */
  19340. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {
  19341. const planes = this.planes;
  19342. const me = m.elements;
  19343. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19344. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19345. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19346. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19347. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19348. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19349. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19350. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19351. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  19352. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19353. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  19354. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19355. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
  19356. } else {
  19357. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19358. }
  19359. return this;
  19360. }
  19361. /**
  19362. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19363. *
  19364. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19365. *
  19366. * @param {Object3D} object - The 3D object to test.
  19367. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19368. */
  19369. intersectsObject( object ) {
  19370. if ( object.boundingSphere !== undefined ) {
  19371. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19372. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19373. } else {
  19374. const geometry = object.geometry;
  19375. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19376. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19377. }
  19378. return this.intersectsSphere( _sphere$3 );
  19379. }
  19380. /**
  19381. * Returns `true` if the given sprite is intersecting this frustum.
  19382. *
  19383. * @param {Sprite} sprite - The sprite to test.
  19384. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19385. */
  19386. intersectsSprite( sprite ) {
  19387. _sphere$3.center.set( 0, 0, 0 );
  19388. _sphere$3.radius = 0.7071067811865476;
  19389. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19390. return this.intersectsSphere( _sphere$3 );
  19391. }
  19392. /**
  19393. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19394. *
  19395. * @param {Sphere} sphere - The bounding sphere to test.
  19396. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19397. */
  19398. intersectsSphere( sphere ) {
  19399. const planes = this.planes;
  19400. const center = sphere.center;
  19401. const negRadius = - sphere.radius;
  19402. for ( let i = 0; i < 6; i ++ ) {
  19403. const distance = planes[ i ].distanceToPoint( center );
  19404. if ( distance < negRadius ) {
  19405. return false;
  19406. }
  19407. }
  19408. return true;
  19409. }
  19410. /**
  19411. * Returns `true` if the given bounding box is intersecting this frustum.
  19412. *
  19413. * @param {Box3} box - The bounding box to test.
  19414. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19415. */
  19416. intersectsBox( box ) {
  19417. const planes = this.planes;
  19418. for ( let i = 0; i < 6; i ++ ) {
  19419. const plane = planes[ i ];
  19420. // corner at max distance
  19421. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19422. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19423. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19424. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19425. return false;
  19426. }
  19427. }
  19428. return true;
  19429. }
  19430. /**
  19431. * Returns `true` if the given point lies within the frustum.
  19432. *
  19433. * @param {Vector3} point - The point to test.
  19434. * @return {boolean} Whether the point lies within this frustum or not.
  19435. */
  19436. containsPoint( point ) {
  19437. const planes = this.planes;
  19438. for ( let i = 0; i < 6; i ++ ) {
  19439. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19440. return false;
  19441. }
  19442. }
  19443. return true;
  19444. }
  19445. /**
  19446. * Returns a new frustum with copied values from this instance.
  19447. *
  19448. * @return {Frustum} A clone of this instance.
  19449. */
  19450. clone() {
  19451. return new this.constructor().copy( this );
  19452. }
  19453. }
  19454. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19455. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19456. /**
  19457. * FrustumArray is used to determine if an object is visible in at least one camera
  19458. * from an array of cameras. This is particularly useful for multi-view renderers.
  19459. */
  19460. class FrustumArray {
  19461. /**
  19462. * Constructs a new frustum array.
  19463. *
  19464. */
  19465. constructor() {
  19466. /**
  19467. * The coordinate system to use.
  19468. *
  19469. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19470. * @default WebGLCoordinateSystem
  19471. */
  19472. this.coordinateSystem = WebGLCoordinateSystem;
  19473. }
  19474. /**
  19475. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19476. * from the camera array.
  19477. *
  19478. * @param {Object3D} object - The 3D object to test.
  19479. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19480. * @return {boolean} Whether the 3D object is visible in any camera.
  19481. */
  19482. intersectsObject( object, cameraArray ) {
  19483. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19484. return false;
  19485. }
  19486. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19487. const camera = cameraArray.cameras[ i ];
  19488. _projScreenMatrix$2.multiplyMatrices(
  19489. camera.projectionMatrix,
  19490. camera.matrixWorldInverse
  19491. );
  19492. _frustum$1.setFromProjectionMatrix(
  19493. _projScreenMatrix$2,
  19494. this.coordinateSystem
  19495. );
  19496. if ( _frustum$1.intersectsObject( object ) ) {
  19497. return true; // Object is visible in at least one camera
  19498. }
  19499. }
  19500. return false; // Not visible in any camera
  19501. }
  19502. /**
  19503. * Returns `true` if the given sprite is intersecting any frustum
  19504. * from the camera array.
  19505. *
  19506. * @param {Sprite} sprite - The sprite to test.
  19507. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19508. * @return {boolean} Whether the sprite is visible in any camera.
  19509. */
  19510. intersectsSprite( sprite, cameraArray ) {
  19511. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19512. return false;
  19513. }
  19514. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19515. const camera = cameraArray.cameras[ i ];
  19516. _projScreenMatrix$2.multiplyMatrices(
  19517. camera.projectionMatrix,
  19518. camera.matrixWorldInverse
  19519. );
  19520. _frustum$1.setFromProjectionMatrix(
  19521. _projScreenMatrix$2,
  19522. this.coordinateSystem
  19523. );
  19524. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19525. return true; // Sprite is visible in at least one camera
  19526. }
  19527. }
  19528. return false; // Not visible in any camera
  19529. }
  19530. /**
  19531. * Returns `true` if the given bounding sphere is intersecting any frustum
  19532. * from the camera array.
  19533. *
  19534. * @param {Sphere} sphere - The bounding sphere to test.
  19535. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19536. * @return {boolean} Whether the sphere is visible in any camera.
  19537. */
  19538. intersectsSphere( sphere, cameraArray ) {
  19539. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19540. return false;
  19541. }
  19542. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19543. const camera = cameraArray.cameras[ i ];
  19544. _projScreenMatrix$2.multiplyMatrices(
  19545. camera.projectionMatrix,
  19546. camera.matrixWorldInverse
  19547. );
  19548. _frustum$1.setFromProjectionMatrix(
  19549. _projScreenMatrix$2,
  19550. this.coordinateSystem
  19551. );
  19552. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19553. return true; // Sphere is visible in at least one camera
  19554. }
  19555. }
  19556. return false; // Not visible in any camera
  19557. }
  19558. /**
  19559. * Returns `true` if the given bounding box is intersecting any frustum
  19560. * from the camera array.
  19561. *
  19562. * @param {Box3} box - The bounding box to test.
  19563. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19564. * @return {boolean} Whether the box is visible in any camera.
  19565. */
  19566. intersectsBox( box, cameraArray ) {
  19567. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19568. return false;
  19569. }
  19570. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19571. const camera = cameraArray.cameras[ i ];
  19572. _projScreenMatrix$2.multiplyMatrices(
  19573. camera.projectionMatrix,
  19574. camera.matrixWorldInverse
  19575. );
  19576. _frustum$1.setFromProjectionMatrix(
  19577. _projScreenMatrix$2,
  19578. this.coordinateSystem
  19579. );
  19580. if ( _frustum$1.intersectsBox( box ) ) {
  19581. return true; // Box is visible in at least one camera
  19582. }
  19583. }
  19584. return false; // Not visible in any camera
  19585. }
  19586. /**
  19587. * Returns `true` if the given point lies within any frustum
  19588. * from the camera array.
  19589. *
  19590. * @param {Vector3} point - The point to test.
  19591. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19592. * @return {boolean} Whether the point is visible in any camera.
  19593. */
  19594. containsPoint( point, cameraArray ) {
  19595. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19596. return false;
  19597. }
  19598. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19599. const camera = cameraArray.cameras[ i ];
  19600. _projScreenMatrix$2.multiplyMatrices(
  19601. camera.projectionMatrix,
  19602. camera.matrixWorldInverse
  19603. );
  19604. _frustum$1.setFromProjectionMatrix(
  19605. _projScreenMatrix$2,
  19606. this.coordinateSystem
  19607. );
  19608. if ( _frustum$1.containsPoint( point ) ) {
  19609. return true; // Point is visible in at least one camera
  19610. }
  19611. }
  19612. return false; // Not visible in any camera
  19613. }
  19614. /**
  19615. * Returns a new frustum array with copied values from this instance.
  19616. *
  19617. * @return {FrustumArray} A clone of this instance.
  19618. */
  19619. clone() {
  19620. return new FrustumArray();
  19621. }
  19622. }
  19623. function ascIdSort( a, b ) {
  19624. return a - b;
  19625. }
  19626. function sortOpaque( a, b ) {
  19627. return a.z - b.z;
  19628. }
  19629. function sortTransparent( a, b ) {
  19630. return b.z - a.z;
  19631. }
  19632. class MultiDrawRenderList {
  19633. constructor() {
  19634. this.index = 0;
  19635. this.pool = [];
  19636. this.list = [];
  19637. }
  19638. push( start, count, z, index ) {
  19639. const pool = this.pool;
  19640. const list = this.list;
  19641. if ( this.index >= pool.length ) {
  19642. pool.push( {
  19643. start: -1,
  19644. count: -1,
  19645. z: -1,
  19646. index: -1,
  19647. } );
  19648. }
  19649. const item = pool[ this.index ];
  19650. list.push( item );
  19651. this.index ++;
  19652. item.start = start;
  19653. item.count = count;
  19654. item.z = z;
  19655. item.index = index;
  19656. }
  19657. reset() {
  19658. this.list.length = 0;
  19659. this.index = 0;
  19660. }
  19661. }
  19662. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19663. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19664. const _frustum = /*@__PURE__*/ new Frustum();
  19665. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19666. const _box$1 = /*@__PURE__*/ new Box3();
  19667. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19668. const _vector$5 = /*@__PURE__*/ new Vector3();
  19669. const _forward = /*@__PURE__*/ new Vector3();
  19670. const _temp = /*@__PURE__*/ new Vector3();
  19671. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19672. const _mesh = /*@__PURE__*/ new Mesh();
  19673. const _batchIntersects = [];
  19674. // copies data from attribute "src" into "target" starting at "targetOffset"
  19675. function copyAttributeData( src, target, targetOffset = 0 ) {
  19676. const itemSize = target.itemSize;
  19677. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19678. // use the component getters and setters if the array data cannot
  19679. // be copied directly
  19680. const vertexCount = src.count;
  19681. for ( let i = 0; i < vertexCount; i ++ ) {
  19682. for ( let c = 0; c < itemSize; c ++ ) {
  19683. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19684. }
  19685. }
  19686. } else {
  19687. // faster copy approach using typed array set function
  19688. target.array.set( src.array, targetOffset * itemSize );
  19689. }
  19690. target.needsUpdate = true;
  19691. }
  19692. // safely copies array contents to a potentially smaller array
  19693. function copyArrayContents( src, target ) {
  19694. if ( src.constructor !== target.constructor ) {
  19695. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19696. const len = Math.min( src.length, target.length );
  19697. for ( let i = 0; i < len; i ++ ) {
  19698. target[ i ] = src[ i ];
  19699. }
  19700. } else {
  19701. // if the arrays use the same data layout we can use a fast block copy
  19702. const len = Math.min( src.length, target.length );
  19703. target.set( new src.constructor( src.buffer, 0, len ) );
  19704. }
  19705. }
  19706. /**
  19707. * A special version of a mesh with multi draw batch rendering support. Use
  19708. * this class if you have to render a large number of objects with the same
  19709. * material but with different geometries or world transformations. The usage of
  19710. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19711. * rendering performance in your application.
  19712. *
  19713. * ```js
  19714. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19715. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19716. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19717. *
  19718. * // initialize and add geometries into the batched mesh
  19719. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19720. * const boxGeometryId = batchedMesh.addGeometry( box );
  19721. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19722. *
  19723. * // create instances of those geometries
  19724. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19725. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19726. *
  19727. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19728. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19729. *
  19730. * // position the geometries
  19731. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19732. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19733. *
  19734. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19735. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19736. *
  19737. * scene.add( batchedMesh );
  19738. * ```
  19739. *
  19740. * @augments Mesh
  19741. */
  19742. class BatchedMesh extends Mesh {
  19743. /**
  19744. * Constructs a new batched mesh.
  19745. *
  19746. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19747. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19748. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19749. * @param {Material|Array<Material>} [material] - The mesh material.
  19750. */
  19751. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19752. super( new BufferGeometry(), material );
  19753. /**
  19754. * This flag can be used for type testing.
  19755. *
  19756. * @type {boolean}
  19757. * @readonly
  19758. * @default true
  19759. */
  19760. this.isBatchedMesh = true;
  19761. /**
  19762. * When set ot `true`, the individual objects of a batch are frustum culled.
  19763. *
  19764. * @type {boolean}
  19765. * @default true
  19766. */
  19767. this.perObjectFrustumCulled = true;
  19768. /**
  19769. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  19770. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  19771. * rendered front to back.
  19772. *
  19773. * @type {boolean}
  19774. * @default true
  19775. */
  19776. this.sortObjects = true;
  19777. /**
  19778. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  19779. *
  19780. * @type {?Box3}
  19781. * @default null
  19782. */
  19783. this.boundingBox = null;
  19784. /**
  19785. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  19786. *
  19787. * @type {?Sphere}
  19788. * @default null
  19789. */
  19790. this.boundingSphere = null;
  19791. /**
  19792. * Takes a sort a function that is run before render. The function takes a list of instances to
  19793. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  19794. * sort with.
  19795. *
  19796. * @type {?Function}
  19797. * @default null
  19798. */
  19799. this.customSort = null;
  19800. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  19801. this._instanceInfo = [];
  19802. this._geometryInfo = [];
  19803. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  19804. this._availableInstanceIds = [];
  19805. this._availableGeometryIds = [];
  19806. // used to track where the next point is that geometry should be inserted
  19807. this._nextIndexStart = 0;
  19808. this._nextVertexStart = 0;
  19809. this._geometryCount = 0;
  19810. // flags
  19811. this._visibilityChanged = true;
  19812. this._geometryInitialized = false;
  19813. // cached user options
  19814. this._maxInstanceCount = maxInstanceCount;
  19815. this._maxVertexCount = maxVertexCount;
  19816. this._maxIndexCount = maxIndexCount;
  19817. // buffers for multi draw
  19818. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  19819. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  19820. this._multiDrawCount = 0;
  19821. this._multiDrawInstances = null;
  19822. // Local matrix per geometry by using data texture
  19823. this._matricesTexture = null;
  19824. this._indirectTexture = null;
  19825. this._colorsTexture = null;
  19826. this._initMatricesTexture();
  19827. this._initIndirectTexture();
  19828. }
  19829. /**
  19830. * The maximum number of individual instances that can be stored in the batch.
  19831. *
  19832. * @type {number}
  19833. * @readonly
  19834. */
  19835. get maxInstanceCount() {
  19836. return this._maxInstanceCount;
  19837. }
  19838. /**
  19839. * The instance count.
  19840. *
  19841. * @type {number}
  19842. * @readonly
  19843. */
  19844. get instanceCount() {
  19845. return this._instanceInfo.length - this._availableInstanceIds.length;
  19846. }
  19847. /**
  19848. * The number of unused vertices.
  19849. *
  19850. * @type {number}
  19851. * @readonly
  19852. */
  19853. get unusedVertexCount() {
  19854. return this._maxVertexCount - this._nextVertexStart;
  19855. }
  19856. /**
  19857. * The number of unused indices.
  19858. *
  19859. * @type {number}
  19860. * @readonly
  19861. */
  19862. get unusedIndexCount() {
  19863. return this._maxIndexCount - this._nextIndexStart;
  19864. }
  19865. _initMatricesTexture() {
  19866. // layout (1 matrix = 4 pixels)
  19867. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  19868. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  19869. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  19870. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  19871. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  19872. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  19873. size = Math.ceil( size / 4 ) * 4;
  19874. size = Math.max( size, 4 );
  19875. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  19876. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  19877. this._matricesTexture = matricesTexture;
  19878. }
  19879. _initIndirectTexture() {
  19880. let size = Math.sqrt( this._maxInstanceCount );
  19881. size = Math.ceil( size );
  19882. const indirectArray = new Uint32Array( size * size );
  19883. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  19884. this._indirectTexture = indirectTexture;
  19885. }
  19886. _initColorsTexture() {
  19887. let size = Math.sqrt( this._maxInstanceCount );
  19888. size = Math.ceil( size );
  19889. // 4 floats per RGBA pixel initialized to white
  19890. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  19891. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  19892. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  19893. this._colorsTexture = colorsTexture;
  19894. }
  19895. _initializeGeometry( reference ) {
  19896. const geometry = this.geometry;
  19897. const maxVertexCount = this._maxVertexCount;
  19898. const maxIndexCount = this._maxIndexCount;
  19899. if ( this._geometryInitialized === false ) {
  19900. for ( const attributeName in reference.attributes ) {
  19901. const srcAttribute = reference.getAttribute( attributeName );
  19902. const { array, itemSize, normalized } = srcAttribute;
  19903. const dstArray = new array.constructor( maxVertexCount * itemSize );
  19904. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  19905. geometry.setAttribute( attributeName, dstAttribute );
  19906. }
  19907. if ( reference.getIndex() !== null ) {
  19908. // Reserve last u16 index for primitive restart.
  19909. const indexArray = maxVertexCount > 65535
  19910. ? new Uint32Array( maxIndexCount )
  19911. : new Uint16Array( maxIndexCount );
  19912. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  19913. }
  19914. this._geometryInitialized = true;
  19915. }
  19916. }
  19917. // Make sure the geometry is compatible with the existing combined geometry attributes
  19918. _validateGeometry( geometry ) {
  19919. // check to ensure the geometries are using consistent attributes and indices
  19920. const batchGeometry = this.geometry;
  19921. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  19922. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  19923. }
  19924. for ( const attributeName in batchGeometry.attributes ) {
  19925. if ( ! geometry.hasAttribute( attributeName ) ) {
  19926. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  19927. }
  19928. const srcAttribute = geometry.getAttribute( attributeName );
  19929. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19930. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  19931. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  19932. }
  19933. }
  19934. }
  19935. /**
  19936. * Validates the instance defined by the given ID.
  19937. *
  19938. * @param {number} instanceId - The instance to validate.
  19939. */
  19940. validateInstanceId( instanceId ) {
  19941. const instanceInfo = this._instanceInfo;
  19942. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  19943. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  19944. }
  19945. }
  19946. /**
  19947. * Validates the geometry defined by the given ID.
  19948. *
  19949. * @param {number} geometryId - The geometry to validate.
  19950. */
  19951. validateGeometryId( geometryId ) {
  19952. const geometryInfoList = this._geometryInfo;
  19953. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19954. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  19955. }
  19956. }
  19957. /**
  19958. * Takes a sort a function that is run before render. The function takes a list of instances to
  19959. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  19960. *
  19961. * @param {Function} func - The custom sort function.
  19962. * @return {BatchedMesh} A reference to this batched mesh.
  19963. */
  19964. setCustomSort( func ) {
  19965. this.customSort = func;
  19966. return this;
  19967. }
  19968. /**
  19969. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  19970. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  19971. * otherwise they are `null`.
  19972. */
  19973. computeBoundingBox() {
  19974. if ( this.boundingBox === null ) {
  19975. this.boundingBox = new Box3();
  19976. }
  19977. const boundingBox = this.boundingBox;
  19978. const instanceInfo = this._instanceInfo;
  19979. boundingBox.makeEmpty();
  19980. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19981. if ( instanceInfo[ i ].active === false ) continue;
  19982. const geometryId = instanceInfo[ i ].geometryIndex;
  19983. this.getMatrixAt( i, _matrix$1 );
  19984. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  19985. boundingBox.union( _box$1 );
  19986. }
  19987. }
  19988. /**
  19989. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  19990. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  19991. * otherwise they are `null`.
  19992. */
  19993. computeBoundingSphere() {
  19994. if ( this.boundingSphere === null ) {
  19995. this.boundingSphere = new Sphere();
  19996. }
  19997. const boundingSphere = this.boundingSphere;
  19998. const instanceInfo = this._instanceInfo;
  19999. boundingSphere.makeEmpty();
  20000. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20001. if ( instanceInfo[ i ].active === false ) continue;
  20002. const geometryId = instanceInfo[ i ].geometryIndex;
  20003. this.getMatrixAt( i, _matrix$1 );
  20004. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20005. boundingSphere.union( _sphere$2 );
  20006. }
  20007. }
  20008. /**
  20009. * Adds a new instance to the batch using the geometry of the given ID and returns
  20010. * a new id referring to the new instance to be used by other functions.
  20011. *
  20012. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20013. * @return {number} The instance ID.
  20014. */
  20015. addInstance( geometryId ) {
  20016. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20017. // ensure we're not over geometry
  20018. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20019. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20020. }
  20021. const instanceInfo = {
  20022. visible: true,
  20023. active: true,
  20024. geometryIndex: geometryId,
  20025. };
  20026. let drawId = null;
  20027. // Prioritize using previously freed instance ids
  20028. if ( this._availableInstanceIds.length > 0 ) {
  20029. this._availableInstanceIds.sort( ascIdSort );
  20030. drawId = this._availableInstanceIds.shift();
  20031. this._instanceInfo[ drawId ] = instanceInfo;
  20032. } else {
  20033. drawId = this._instanceInfo.length;
  20034. this._instanceInfo.push( instanceInfo );
  20035. }
  20036. const matricesTexture = this._matricesTexture;
  20037. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20038. matricesTexture.needsUpdate = true;
  20039. const colorsTexture = this._colorsTexture;
  20040. if ( colorsTexture ) {
  20041. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20042. colorsTexture.needsUpdate = true;
  20043. }
  20044. this._visibilityChanged = true;
  20045. return drawId;
  20046. }
  20047. /**
  20048. * Adds the given geometry to the batch and returns the associated
  20049. * geometry id referring to it to be used in other functions.
  20050. *
  20051. * @param {BufferGeometry} geometry - The geometry to add.
  20052. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20053. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20054. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20055. * Defaults to the length of the given geometry vertex buffer.
  20056. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20057. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20058. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20059. * the length of the given geometry index buffer.
  20060. * @return {number} The geometry ID.
  20061. */
  20062. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20063. this._initializeGeometry( geometry );
  20064. this._validateGeometry( geometry );
  20065. const geometryInfo = {
  20066. // geometry information
  20067. vertexStart: -1,
  20068. vertexCount: -1,
  20069. reservedVertexCount: -1,
  20070. indexStart: -1,
  20071. indexCount: -1,
  20072. reservedIndexCount: -1,
  20073. // draw range information
  20074. start: -1,
  20075. count: -1,
  20076. // state
  20077. boundingBox: null,
  20078. boundingSphere: null,
  20079. active: true,
  20080. };
  20081. const geometryInfoList = this._geometryInfo;
  20082. geometryInfo.vertexStart = this._nextVertexStart;
  20083. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20084. const index = geometry.getIndex();
  20085. const hasIndex = index !== null;
  20086. if ( hasIndex ) {
  20087. geometryInfo.indexStart = this._nextIndexStart;
  20088. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20089. }
  20090. if (
  20091. geometryInfo.indexStart !== -1 &&
  20092. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20093. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20094. ) {
  20095. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20096. }
  20097. // update id
  20098. let geometryId;
  20099. if ( this._availableGeometryIds.length > 0 ) {
  20100. this._availableGeometryIds.sort( ascIdSort );
  20101. geometryId = this._availableGeometryIds.shift();
  20102. geometryInfoList[ geometryId ] = geometryInfo;
  20103. } else {
  20104. geometryId = this._geometryCount;
  20105. this._geometryCount ++;
  20106. geometryInfoList.push( geometryInfo );
  20107. }
  20108. // update the geometry
  20109. this.setGeometryAt( geometryId, geometry );
  20110. // increment the next geometry position
  20111. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20112. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20113. return geometryId;
  20114. }
  20115. /**
  20116. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20117. * is not enough space reserved for geometry. Calling this will change all instances that are
  20118. * rendering that geometry.
  20119. *
  20120. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20121. * @param {BufferGeometry} geometry - The new geometry.
  20122. * @return {number} The geometry ID.
  20123. */
  20124. setGeometryAt( geometryId, geometry ) {
  20125. if ( geometryId >= this._geometryCount ) {
  20126. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20127. }
  20128. this._validateGeometry( geometry );
  20129. const batchGeometry = this.geometry;
  20130. const hasIndex = batchGeometry.getIndex() !== null;
  20131. const dstIndex = batchGeometry.getIndex();
  20132. const srcIndex = geometry.getIndex();
  20133. const geometryInfo = this._geometryInfo[ geometryId ];
  20134. if (
  20135. hasIndex &&
  20136. srcIndex.count > geometryInfo.reservedIndexCount ||
  20137. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20138. ) {
  20139. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20140. }
  20141. // copy geometry buffer data over
  20142. const vertexStart = geometryInfo.vertexStart;
  20143. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20144. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20145. for ( const attributeName in batchGeometry.attributes ) {
  20146. // copy attribute data
  20147. const srcAttribute = geometry.getAttribute( attributeName );
  20148. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20149. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20150. // fill the rest in with zeroes
  20151. const itemSize = srcAttribute.itemSize;
  20152. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20153. const index = vertexStart + i;
  20154. for ( let c = 0; c < itemSize; c ++ ) {
  20155. dstAttribute.setComponent( index, c, 0 );
  20156. }
  20157. }
  20158. dstAttribute.needsUpdate = true;
  20159. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20160. }
  20161. // copy index
  20162. if ( hasIndex ) {
  20163. const indexStart = geometryInfo.indexStart;
  20164. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20165. geometryInfo.indexCount = geometry.getIndex().count;
  20166. // copy index data over
  20167. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20168. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20169. }
  20170. // fill the rest in with zeroes
  20171. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20172. dstIndex.setX( indexStart + i, vertexStart );
  20173. }
  20174. dstIndex.needsUpdate = true;
  20175. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20176. }
  20177. // update the draw range
  20178. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20179. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20180. // store the bounding boxes
  20181. geometryInfo.boundingBox = null;
  20182. if ( geometry.boundingBox !== null ) {
  20183. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20184. }
  20185. geometryInfo.boundingSphere = null;
  20186. if ( geometry.boundingSphere !== null ) {
  20187. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20188. }
  20189. this._visibilityChanged = true;
  20190. return geometryId;
  20191. }
  20192. /**
  20193. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20194. * this geometry will also be removed as a side effect.
  20195. *
  20196. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20197. * @return {BatchedMesh} A reference to this batched mesh.
  20198. */
  20199. deleteGeometry( geometryId ) {
  20200. const geometryInfoList = this._geometryInfo;
  20201. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20202. return this;
  20203. }
  20204. // delete any instances associated with this geometry
  20205. const instanceInfo = this._instanceInfo;
  20206. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20207. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20208. this.deleteInstance( i );
  20209. }
  20210. }
  20211. geometryInfoList[ geometryId ].active = false;
  20212. this._availableGeometryIds.push( geometryId );
  20213. this._visibilityChanged = true;
  20214. return this;
  20215. }
  20216. /**
  20217. * Deletes an existing instance from the batch using the given ID.
  20218. *
  20219. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20220. * @return {BatchedMesh} A reference to this batched mesh.
  20221. */
  20222. deleteInstance( instanceId ) {
  20223. this.validateInstanceId( instanceId );
  20224. this._instanceInfo[ instanceId ].active = false;
  20225. this._availableInstanceIds.push( instanceId );
  20226. this._visibilityChanged = true;
  20227. return this;
  20228. }
  20229. /**
  20230. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20231. * previously deleted geometry, freeing up space to add new geometry.
  20232. *
  20233. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20234. * @return {BatchedMesh} A reference to this batched mesh.
  20235. */
  20236. optimize() {
  20237. // track the next indices to copy data to
  20238. let nextVertexStart = 0;
  20239. let nextIndexStart = 0;
  20240. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20241. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20242. const geometryInfoList = this._geometryInfo;
  20243. const indices = geometryInfoList
  20244. .map( ( e, i ) => i )
  20245. .sort( ( a, b ) => {
  20246. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20247. } );
  20248. const geometry = this.geometry;
  20249. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20250. // if a geometry range is inactive then don't copy anything
  20251. const index = indices[ i ];
  20252. const geometryInfo = geometryInfoList[ index ];
  20253. if ( geometryInfo.active === false ) {
  20254. continue;
  20255. }
  20256. // if a geometry contains an index buffer then shift it, as well
  20257. if ( geometry.index !== null ) {
  20258. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20259. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20260. const index = geometry.index;
  20261. const array = index.array;
  20262. // shift the index pointers based on how the vertex data will shift
  20263. // adjusting the index must happen first so the original vertex start value is available
  20264. const elementDelta = nextVertexStart - vertexStart;
  20265. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20266. array[ j ] = array[ j ] + elementDelta;
  20267. }
  20268. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20269. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20270. geometryInfo.indexStart = nextIndexStart;
  20271. }
  20272. nextIndexStart += geometryInfo.reservedIndexCount;
  20273. }
  20274. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20275. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20276. const { vertexStart, reservedVertexCount } = geometryInfo;
  20277. const attributes = geometry.attributes;
  20278. for ( const key in attributes ) {
  20279. const attribute = attributes[ key ];
  20280. const { array, itemSize } = attribute;
  20281. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20282. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20283. }
  20284. geometryInfo.vertexStart = nextVertexStart;
  20285. }
  20286. nextVertexStart += geometryInfo.reservedVertexCount;
  20287. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20288. // step the next geometry points to the shifted position
  20289. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20290. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20291. }
  20292. return this;
  20293. }
  20294. /**
  20295. * Returns the bounding box for the given geometry.
  20296. *
  20297. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20298. * @param {Box3} target - The target object that is used to store the method's result.
  20299. * @return {Box3|null} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20300. */
  20301. getBoundingBoxAt( geometryId, target ) {
  20302. if ( geometryId >= this._geometryCount ) {
  20303. return null;
  20304. }
  20305. // compute bounding box
  20306. const geometry = this.geometry;
  20307. const geometryInfo = this._geometryInfo[ geometryId ];
  20308. if ( geometryInfo.boundingBox === null ) {
  20309. const box = new Box3();
  20310. const index = geometry.index;
  20311. const position = geometry.attributes.position;
  20312. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20313. let iv = i;
  20314. if ( index ) {
  20315. iv = index.getX( iv );
  20316. }
  20317. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20318. }
  20319. geometryInfo.boundingBox = box;
  20320. }
  20321. target.copy( geometryInfo.boundingBox );
  20322. return target;
  20323. }
  20324. /**
  20325. * Returns the bounding sphere for the given geometry.
  20326. *
  20327. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20328. * @param {Sphere} target - The target object that is used to store the method's result.
  20329. * @return {Sphere|null} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20330. */
  20331. getBoundingSphereAt( geometryId, target ) {
  20332. if ( geometryId >= this._geometryCount ) {
  20333. return null;
  20334. }
  20335. // compute bounding sphere
  20336. const geometry = this.geometry;
  20337. const geometryInfo = this._geometryInfo[ geometryId ];
  20338. if ( geometryInfo.boundingSphere === null ) {
  20339. const sphere = new Sphere();
  20340. this.getBoundingBoxAt( geometryId, _box$1 );
  20341. _box$1.getCenter( sphere.center );
  20342. const index = geometry.index;
  20343. const position = geometry.attributes.position;
  20344. let maxRadiusSq = 0;
  20345. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20346. let iv = i;
  20347. if ( index ) {
  20348. iv = index.getX( iv );
  20349. }
  20350. _vector$5.fromBufferAttribute( position, iv );
  20351. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20352. }
  20353. sphere.radius = Math.sqrt( maxRadiusSq );
  20354. geometryInfo.boundingSphere = sphere;
  20355. }
  20356. target.copy( geometryInfo.boundingSphere );
  20357. return target;
  20358. }
  20359. /**
  20360. * Sets the given local transformation matrix to the defined instance.
  20361. * Negatively scaled matrices are not supported.
  20362. *
  20363. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20364. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20365. * @return {BatchedMesh} A reference to this batched mesh.
  20366. */
  20367. setMatrixAt( instanceId, matrix ) {
  20368. this.validateInstanceId( instanceId );
  20369. const matricesTexture = this._matricesTexture;
  20370. const matricesArray = this._matricesTexture.image.data;
  20371. matrix.toArray( matricesArray, instanceId * 16 );
  20372. matricesTexture.needsUpdate = true;
  20373. return this;
  20374. }
  20375. /**
  20376. * Returns the local transformation matrix of the defined instance.
  20377. *
  20378. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20379. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20380. * @return {Matrix4} The instance's local transformation matrix.
  20381. */
  20382. getMatrixAt( instanceId, matrix ) {
  20383. this.validateInstanceId( instanceId );
  20384. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20385. }
  20386. /**
  20387. * Sets the given color to the defined instance.
  20388. *
  20389. * @param {number} instanceId - The ID of an instance to set the color of.
  20390. * @param {Color} color - The color to set the instance to.
  20391. * @return {BatchedMesh} A reference to this batched mesh.
  20392. */
  20393. setColorAt( instanceId, color ) {
  20394. this.validateInstanceId( instanceId );
  20395. if ( this._colorsTexture === null ) {
  20396. this._initColorsTexture();
  20397. }
  20398. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20399. this._colorsTexture.needsUpdate = true;
  20400. return this;
  20401. }
  20402. /**
  20403. * Returns the color of the defined instance.
  20404. *
  20405. * @param {number} instanceId - The ID of an instance to get the color of.
  20406. * @param {Color} color - The target object that is used to store the method's result.
  20407. * @return {Color} The instance's color.
  20408. */
  20409. getColorAt( instanceId, color ) {
  20410. this.validateInstanceId( instanceId );
  20411. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20412. }
  20413. /**
  20414. * Sets the visibility of the instance.
  20415. *
  20416. * @param {number} instanceId - The id of the instance to set the visibility of.
  20417. * @param {boolean} visible - Whether the instance is visible or not.
  20418. * @return {BatchedMesh} A reference to this batched mesh.
  20419. */
  20420. setVisibleAt( instanceId, visible ) {
  20421. this.validateInstanceId( instanceId );
  20422. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20423. return this;
  20424. }
  20425. this._instanceInfo[ instanceId ].visible = visible;
  20426. this._visibilityChanged = true;
  20427. return this;
  20428. }
  20429. /**
  20430. * Returns the visibility state of the defined instance.
  20431. *
  20432. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20433. * @return {boolean} Whether the instance is visible or not.
  20434. */
  20435. getVisibleAt( instanceId ) {
  20436. this.validateInstanceId( instanceId );
  20437. return this._instanceInfo[ instanceId ].visible;
  20438. }
  20439. /**
  20440. * Sets the geometry ID of the instance at the given index.
  20441. *
  20442. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20443. * @param {number} geometryId - The geometry ID to be use by the instance.
  20444. * @return {BatchedMesh} A reference to this batched mesh.
  20445. */
  20446. setGeometryIdAt( instanceId, geometryId ) {
  20447. this.validateInstanceId( instanceId );
  20448. this.validateGeometryId( geometryId );
  20449. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20450. return this;
  20451. }
  20452. /**
  20453. * Returns the geometry ID of the defined instance.
  20454. *
  20455. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20456. * @return {number} The instance's geometry ID.
  20457. */
  20458. getGeometryIdAt( instanceId ) {
  20459. this.validateInstanceId( instanceId );
  20460. return this._instanceInfo[ instanceId ].geometryIndex;
  20461. }
  20462. /**
  20463. * Get the range representing the subset of triangles related to the attached geometry,
  20464. * indicating the starting offset and count, or `null` if invalid.
  20465. *
  20466. * @param {number} geometryId - The id of the geometry to get the range of.
  20467. * @param {Object} [target] - The target object that is used to store the method's result.
  20468. * @return {{
  20469. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20470. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20471. * start:number,count:number
  20472. * }} The result object with range data.
  20473. */
  20474. getGeometryRangeAt( geometryId, target = {} ) {
  20475. this.validateGeometryId( geometryId );
  20476. const geometryInfo = this._geometryInfo[ geometryId ];
  20477. target.vertexStart = geometryInfo.vertexStart;
  20478. target.vertexCount = geometryInfo.vertexCount;
  20479. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20480. target.indexStart = geometryInfo.indexStart;
  20481. target.indexCount = geometryInfo.indexCount;
  20482. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20483. target.start = geometryInfo.start;
  20484. target.count = geometryInfo.count;
  20485. return target;
  20486. }
  20487. /**
  20488. * Resizes the necessary buffers to support the provided number of instances.
  20489. * If the provided arguments shrink the number of instances but there are not enough
  20490. * unused Ids at the end of the list then an error is thrown.
  20491. *
  20492. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20493. */
  20494. setInstanceCount( maxInstanceCount ) {
  20495. // shrink the available instances as much as possible
  20496. const availableInstanceIds = this._availableInstanceIds;
  20497. const instanceInfo = this._instanceInfo;
  20498. availableInstanceIds.sort( ascIdSort );
  20499. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length ) {
  20500. instanceInfo.pop();
  20501. availableInstanceIds.pop();
  20502. }
  20503. // throw an error if it can't be shrunk to the desired size
  20504. if ( maxInstanceCount < instanceInfo.length ) {
  20505. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20506. }
  20507. // copy the multi draw counts
  20508. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20509. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20510. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20511. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20512. this._multiDrawCounts = multiDrawCounts;
  20513. this._multiDrawStarts = multiDrawStarts;
  20514. this._maxInstanceCount = maxInstanceCount;
  20515. // update texture data for instance sampling
  20516. const indirectTexture = this._indirectTexture;
  20517. const matricesTexture = this._matricesTexture;
  20518. const colorsTexture = this._colorsTexture;
  20519. indirectTexture.dispose();
  20520. this._initIndirectTexture();
  20521. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20522. matricesTexture.dispose();
  20523. this._initMatricesTexture();
  20524. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20525. if ( colorsTexture ) {
  20526. colorsTexture.dispose();
  20527. this._initColorsTexture();
  20528. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20529. }
  20530. }
  20531. /**
  20532. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20533. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20534. * end of the geometry attributes then an error is thrown.
  20535. *
  20536. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20537. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20538. */
  20539. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20540. // Check if we can shrink to the requested vertex attribute size
  20541. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20542. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20543. if ( requiredVertexLength > maxVertexCount ) {
  20544. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20545. }
  20546. // Check if we can shrink to the requested index attribute size
  20547. if ( this.geometry.index ) {
  20548. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20549. if ( requiredIndexLength > maxIndexCount ) {
  20550. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20551. }
  20552. }
  20553. //
  20554. // dispose of the previous geometry
  20555. const oldGeometry = this.geometry;
  20556. oldGeometry.dispose();
  20557. // recreate the geometry needed based on the previous variant
  20558. this._maxVertexCount = maxVertexCount;
  20559. this._maxIndexCount = maxIndexCount;
  20560. if ( this._geometryInitialized ) {
  20561. this._geometryInitialized = false;
  20562. this.geometry = new BufferGeometry();
  20563. this._initializeGeometry( oldGeometry );
  20564. }
  20565. // copy data from the previous geometry
  20566. const geometry = this.geometry;
  20567. if ( oldGeometry.index ) {
  20568. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20569. }
  20570. for ( const key in oldGeometry.attributes ) {
  20571. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20572. }
  20573. }
  20574. raycast( raycaster, intersects ) {
  20575. const instanceInfo = this._instanceInfo;
  20576. const geometryInfoList = this._geometryInfo;
  20577. const matrixWorld = this.matrixWorld;
  20578. const batchGeometry = this.geometry;
  20579. // iterate over each geometry
  20580. _mesh.material = this.material;
  20581. _mesh.geometry.index = batchGeometry.index;
  20582. _mesh.geometry.attributes = batchGeometry.attributes;
  20583. if ( _mesh.geometry.boundingBox === null ) {
  20584. _mesh.geometry.boundingBox = new Box3();
  20585. }
  20586. if ( _mesh.geometry.boundingSphere === null ) {
  20587. _mesh.geometry.boundingSphere = new Sphere();
  20588. }
  20589. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20590. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20591. continue;
  20592. }
  20593. const geometryId = instanceInfo[ i ].geometryIndex;
  20594. const geometryInfo = geometryInfoList[ geometryId ];
  20595. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20596. // get the intersects
  20597. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20598. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20599. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20600. _mesh.raycast( raycaster, _batchIntersects );
  20601. // add batch id to the intersects
  20602. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20603. const intersect = _batchIntersects[ j ];
  20604. intersect.object = this;
  20605. intersect.batchId = i;
  20606. intersects.push( intersect );
  20607. }
  20608. _batchIntersects.length = 0;
  20609. }
  20610. _mesh.material = null;
  20611. _mesh.geometry.index = null;
  20612. _mesh.geometry.attributes = {};
  20613. _mesh.geometry.setDrawRange( 0, Infinity );
  20614. }
  20615. copy( source ) {
  20616. super.copy( source );
  20617. this.geometry = source.geometry.clone();
  20618. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20619. this.sortObjects = source.sortObjects;
  20620. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20621. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20622. this._geometryInfo = source._geometryInfo.map( info => ( {
  20623. ...info,
  20624. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20625. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20626. } ) );
  20627. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20628. this._availableInstanceIds = source._availableInstanceIds.slice();
  20629. this._availableGeometryIds = source._availableGeometryIds.slice();
  20630. this._nextIndexStart = source._nextIndexStart;
  20631. this._nextVertexStart = source._nextVertexStart;
  20632. this._geometryCount = source._geometryCount;
  20633. this._maxInstanceCount = source._maxInstanceCount;
  20634. this._maxVertexCount = source._maxVertexCount;
  20635. this._maxIndexCount = source._maxIndexCount;
  20636. this._geometryInitialized = source._geometryInitialized;
  20637. this._multiDrawCounts = source._multiDrawCounts.slice();
  20638. this._multiDrawStarts = source._multiDrawStarts.slice();
  20639. this._indirectTexture = source._indirectTexture.clone();
  20640. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20641. this._matricesTexture = source._matricesTexture.clone();
  20642. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20643. if ( this._colorsTexture !== null ) {
  20644. this._colorsTexture = source._colorsTexture.clone();
  20645. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20646. }
  20647. return this;
  20648. }
  20649. /**
  20650. * Frees the GPU-related resources allocated by this instance. Call this
  20651. * method whenever this instance is no longer used in your app.
  20652. */
  20653. dispose() {
  20654. // Assuming the geometry is not shared with other meshes
  20655. this.geometry.dispose();
  20656. this._matricesTexture.dispose();
  20657. this._matricesTexture = null;
  20658. this._indirectTexture.dispose();
  20659. this._indirectTexture = null;
  20660. if ( this._colorsTexture !== null ) {
  20661. this._colorsTexture.dispose();
  20662. this._colorsTexture = null;
  20663. }
  20664. }
  20665. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20666. // if visibility has not changed and frustum culling and object sorting is not required
  20667. // then skip iterating over all items
  20668. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20669. return;
  20670. }
  20671. // the indexed version of the multi draw function requires specifying the start
  20672. // offset in bytes.
  20673. const index = geometry.getIndex();
  20674. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20675. const instanceInfo = this._instanceInfo;
  20676. const multiDrawStarts = this._multiDrawStarts;
  20677. const multiDrawCounts = this._multiDrawCounts;
  20678. const geometryInfoList = this._geometryInfo;
  20679. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20680. const indirectTexture = this._indirectTexture;
  20681. const indirectArray = indirectTexture.image.data;
  20682. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20683. // prepare the frustum in the local frame
  20684. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20685. _matrix$1
  20686. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20687. .multiply( this.matrixWorld );
  20688. _frustum.setFromProjectionMatrix(
  20689. _matrix$1,
  20690. renderer.coordinateSystem
  20691. );
  20692. }
  20693. let multiDrawCount = 0;
  20694. if ( this.sortObjects ) {
  20695. // get the camera position in the local frame
  20696. _matrix$1.copy( this.matrixWorld ).invert();
  20697. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20698. _forward.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20699. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20700. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20701. const geometryId = instanceInfo[ i ].geometryIndex;
  20702. // get the bounds in world space
  20703. this.getMatrixAt( i, _matrix$1 );
  20704. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20705. // determine whether the batched geometry is within the frustum
  20706. let culled = false;
  20707. if ( perObjectFrustumCulled ) {
  20708. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20709. }
  20710. if ( ! culled ) {
  20711. // get the distance from camera used for sorting
  20712. const geometryInfo = geometryInfoList[ geometryId ];
  20713. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward );
  20714. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20715. }
  20716. }
  20717. }
  20718. // Sort the draw ranges and prep for rendering
  20719. const list = _renderList.list;
  20720. const customSort = this.customSort;
  20721. if ( customSort === null ) {
  20722. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20723. } else {
  20724. customSort.call( this, list, camera );
  20725. }
  20726. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20727. const item = list[ i ];
  20728. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  20729. multiDrawCounts[ multiDrawCount ] = item.count;
  20730. indirectArray[ multiDrawCount ] = item.index;
  20731. multiDrawCount ++;
  20732. }
  20733. _renderList.reset();
  20734. } else {
  20735. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20736. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20737. const geometryId = instanceInfo[ i ].geometryIndex;
  20738. // determine whether the batched geometry is within the frustum
  20739. let culled = false;
  20740. if ( perObjectFrustumCulled ) {
  20741. // get the bounds in world space
  20742. this.getMatrixAt( i, _matrix$1 );
  20743. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20744. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20745. }
  20746. if ( ! culled ) {
  20747. const geometryInfo = geometryInfoList[ geometryId ];
  20748. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  20749. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  20750. indirectArray[ multiDrawCount ] = i;
  20751. multiDrawCount ++;
  20752. }
  20753. }
  20754. }
  20755. }
  20756. indirectTexture.needsUpdate = true;
  20757. this._multiDrawCount = multiDrawCount;
  20758. this._visibilityChanged = false;
  20759. }
  20760. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20761. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20762. }
  20763. }
  20764. /**
  20765. * A material for rendering line primitives.
  20766. *
  20767. * Materials define the appearance of renderable 3D objects.
  20768. *
  20769. * ```js
  20770. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  20771. * ```
  20772. *
  20773. * @augments Material
  20774. */
  20775. class LineBasicMaterial extends Material {
  20776. /**
  20777. * Constructs a new line basic material.
  20778. *
  20779. * @param {Object} [parameters] - An object with one or more properties
  20780. * defining the material's appearance. Any property of the material
  20781. * (including any property from inherited materials) can be passed
  20782. * in here. Color values can be passed any type of value accepted
  20783. * by {@link Color#set}.
  20784. */
  20785. constructor( parameters ) {
  20786. super();
  20787. /**
  20788. * This flag can be used for type testing.
  20789. *
  20790. * @type {boolean}
  20791. * @readonly
  20792. * @default true
  20793. */
  20794. this.isLineBasicMaterial = true;
  20795. this.type = 'LineBasicMaterial';
  20796. /**
  20797. * Color of the material.
  20798. *
  20799. * @type {Color}
  20800. * @default (1,1,1)
  20801. */
  20802. this.color = new Color( 0xffffff );
  20803. /**
  20804. * Sets the color of the lines using data from a texture. The texture map
  20805. * color is modulated by the diffuse `color`.
  20806. *
  20807. * @type {?Texture}
  20808. * @default null
  20809. */
  20810. this.map = null;
  20811. /**
  20812. * Controls line thickness or lines.
  20813. *
  20814. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  20815. * ignore this setting and always render line primitives with a
  20816. * width of one pixel.
  20817. *
  20818. * @type {number}
  20819. * @default 1
  20820. */
  20821. this.linewidth = 1;
  20822. /**
  20823. * Defines appearance of line ends.
  20824. *
  20825. * Can only be used with {@link SVGRenderer}.
  20826. *
  20827. * @type {('butt'|'round'|'square')}
  20828. * @default 'round'
  20829. */
  20830. this.linecap = 'round';
  20831. /**
  20832. * Defines appearance of line joints.
  20833. *
  20834. * Can only be used with {@link SVGRenderer}.
  20835. *
  20836. * @type {('round'|'bevel'|'miter')}
  20837. * @default 'round'
  20838. */
  20839. this.linejoin = 'round';
  20840. /**
  20841. * Whether the material is affected by fog or not.
  20842. *
  20843. * @type {boolean}
  20844. * @default true
  20845. */
  20846. this.fog = true;
  20847. this.setValues( parameters );
  20848. }
  20849. copy( source ) {
  20850. super.copy( source );
  20851. this.color.copy( source.color );
  20852. this.map = source.map;
  20853. this.linewidth = source.linewidth;
  20854. this.linecap = source.linecap;
  20855. this.linejoin = source.linejoin;
  20856. this.fog = source.fog;
  20857. return this;
  20858. }
  20859. }
  20860. const _vStart = /*@__PURE__*/ new Vector3();
  20861. const _vEnd = /*@__PURE__*/ new Vector3();
  20862. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  20863. const _ray$1 = /*@__PURE__*/ new Ray();
  20864. const _sphere$1 = /*@__PURE__*/ new Sphere();
  20865. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  20866. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  20867. /**
  20868. * A continuous line. The line are rendered by connecting consecutive
  20869. * vertices with straight lines.
  20870. *
  20871. * ```js
  20872. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  20873. *
  20874. * const points = [];
  20875. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  20876. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  20877. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  20878. *
  20879. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  20880. *
  20881. * const line = new THREE.Line( geometry, material );
  20882. * scene.add( line );
  20883. * ```
  20884. *
  20885. * @augments Object3D
  20886. */
  20887. class Line extends Object3D {
  20888. /**
  20889. * Constructs a new line.
  20890. *
  20891. * @param {BufferGeometry} [geometry] - The line geometry.
  20892. * @param {Material|Array<Material>} [material] - The line material.
  20893. */
  20894. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  20895. super();
  20896. /**
  20897. * This flag can be used for type testing.
  20898. *
  20899. * @type {boolean}
  20900. * @readonly
  20901. * @default true
  20902. */
  20903. this.isLine = true;
  20904. this.type = 'Line';
  20905. /**
  20906. * The line geometry.
  20907. *
  20908. * @type {BufferGeometry}
  20909. */
  20910. this.geometry = geometry;
  20911. /**
  20912. * The line material.
  20913. *
  20914. * @type {Material|Array<Material>}
  20915. * @default LineBasicMaterial
  20916. */
  20917. this.material = material;
  20918. /**
  20919. * A dictionary representing the morph targets in the geometry. The key is the
  20920. * morph targets name, the value its attribute index. This member is `undefined`
  20921. * by default and only set when morph targets are detected in the geometry.
  20922. *
  20923. * @type {Object<String,number>|undefined}
  20924. * @default undefined
  20925. */
  20926. this.morphTargetDictionary = undefined;
  20927. /**
  20928. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20929. * is applied. This member is `undefined` by default and only set when morph targets are
  20930. * detected in the geometry.
  20931. *
  20932. * @type {Array<number>|undefined}
  20933. * @default undefined
  20934. */
  20935. this.morphTargetInfluences = undefined;
  20936. this.updateMorphTargets();
  20937. }
  20938. copy( source, recursive ) {
  20939. super.copy( source, recursive );
  20940. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20941. this.geometry = source.geometry;
  20942. return this;
  20943. }
  20944. /**
  20945. * Computes an array of distance values which are necessary for rendering dashed lines.
  20946. * For each vertex in the geometry, the method calculates the cumulative length from the
  20947. * current point to the very beginning of the line.
  20948. *
  20949. * @return {Line} A reference to this line.
  20950. */
  20951. computeLineDistances() {
  20952. const geometry = this.geometry;
  20953. // we assume non-indexed geometry
  20954. if ( geometry.index === null ) {
  20955. const positionAttribute = geometry.attributes.position;
  20956. const lineDistances = [ 0 ];
  20957. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  20958. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  20959. _vEnd.fromBufferAttribute( positionAttribute, i );
  20960. lineDistances[ i ] = lineDistances[ i - 1 ];
  20961. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  20962. }
  20963. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20964. } else {
  20965. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20966. }
  20967. return this;
  20968. }
  20969. /**
  20970. * Computes intersection points between a casted ray and this line.
  20971. *
  20972. * @param {Raycaster} raycaster - The raycaster.
  20973. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20974. */
  20975. raycast( raycaster, intersects ) {
  20976. const geometry = this.geometry;
  20977. const matrixWorld = this.matrixWorld;
  20978. const threshold = raycaster.params.Line.threshold;
  20979. const drawRange = geometry.drawRange;
  20980. // Checking boundingSphere distance to ray
  20981. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20982. _sphere$1.copy( geometry.boundingSphere );
  20983. _sphere$1.applyMatrix4( matrixWorld );
  20984. _sphere$1.radius += threshold;
  20985. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  20986. //
  20987. _inverseMatrix$1.copy( matrixWorld ).invert();
  20988. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  20989. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20990. const localThresholdSq = localThreshold * localThreshold;
  20991. const step = this.isLineSegments ? 2 : 1;
  20992. const index = geometry.index;
  20993. const attributes = geometry.attributes;
  20994. const positionAttribute = attributes.position;
  20995. if ( index !== null ) {
  20996. const start = Math.max( 0, drawRange.start );
  20997. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20998. for ( let i = start, l = end - 1; i < l; i += step ) {
  20999. const a = index.getX( i );
  21000. const b = index.getX( i + 1 );
  21001. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21002. if ( intersect ) {
  21003. intersects.push( intersect );
  21004. }
  21005. }
  21006. if ( this.isLineLoop ) {
  21007. const a = index.getX( end - 1 );
  21008. const b = index.getX( start );
  21009. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21010. if ( intersect ) {
  21011. intersects.push( intersect );
  21012. }
  21013. }
  21014. } else {
  21015. const start = Math.max( 0, drawRange.start );
  21016. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21017. for ( let i = start, l = end - 1; i < l; i += step ) {
  21018. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21019. if ( intersect ) {
  21020. intersects.push( intersect );
  21021. }
  21022. }
  21023. if ( this.isLineLoop ) {
  21024. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21025. if ( intersect ) {
  21026. intersects.push( intersect );
  21027. }
  21028. }
  21029. }
  21030. }
  21031. /**
  21032. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21033. * to make sure existing morph targets can influence this 3D object.
  21034. */
  21035. updateMorphTargets() {
  21036. const geometry = this.geometry;
  21037. const morphAttributes = geometry.morphAttributes;
  21038. const keys = Object.keys( morphAttributes );
  21039. if ( keys.length > 0 ) {
  21040. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21041. if ( morphAttribute !== undefined ) {
  21042. this.morphTargetInfluences = [];
  21043. this.morphTargetDictionary = {};
  21044. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21045. const name = morphAttribute[ m ].name || String( m );
  21046. this.morphTargetInfluences.push( 0 );
  21047. this.morphTargetDictionary[ name ] = m;
  21048. }
  21049. }
  21050. }
  21051. }
  21052. }
  21053. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21054. const positionAttribute = object.geometry.attributes.position;
  21055. _vStart.fromBufferAttribute( positionAttribute, a );
  21056. _vEnd.fromBufferAttribute( positionAttribute, b );
  21057. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21058. if ( distSq > thresholdSq ) return;
  21059. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21060. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21061. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21062. return {
  21063. distance: distance,
  21064. // What do we want? intersection point on the ray or on the segment??
  21065. // point: raycaster.ray.at( distance ),
  21066. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21067. index: i,
  21068. face: null,
  21069. faceIndex: null,
  21070. barycoord: null,
  21071. object: object
  21072. };
  21073. }
  21074. const _start = /*@__PURE__*/ new Vector3();
  21075. const _end = /*@__PURE__*/ new Vector3();
  21076. /**
  21077. * A series of lines drawn between pairs of vertices.
  21078. *
  21079. * @augments Line
  21080. */
  21081. class LineSegments extends Line {
  21082. /**
  21083. * Constructs a new line segments.
  21084. *
  21085. * @param {BufferGeometry} [geometry] - The line geometry.
  21086. * @param {Material|Array<Material>} [material] - The line material.
  21087. */
  21088. constructor( geometry, material ) {
  21089. super( geometry, material );
  21090. /**
  21091. * This flag can be used for type testing.
  21092. *
  21093. * @type {boolean}
  21094. * @readonly
  21095. * @default true
  21096. */
  21097. this.isLineSegments = true;
  21098. this.type = 'LineSegments';
  21099. }
  21100. computeLineDistances() {
  21101. const geometry = this.geometry;
  21102. // we assume non-indexed geometry
  21103. if ( geometry.index === null ) {
  21104. const positionAttribute = geometry.attributes.position;
  21105. const lineDistances = [];
  21106. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21107. _start.fromBufferAttribute( positionAttribute, i );
  21108. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21109. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21110. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21111. }
  21112. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21113. } else {
  21114. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21115. }
  21116. return this;
  21117. }
  21118. }
  21119. /**
  21120. * A continuous line. This is nearly the same as {@link Line} the only difference
  21121. * is that the last vertex is connected with the first vertex in order to close
  21122. * the line to form a loop.
  21123. *
  21124. * @augments Line
  21125. */
  21126. class LineLoop extends Line {
  21127. /**
  21128. * Constructs a new line loop.
  21129. *
  21130. * @param {BufferGeometry} [geometry] - The line geometry.
  21131. * @param {Material|Array<Material>} [material] - The line material.
  21132. */
  21133. constructor( geometry, material ) {
  21134. super( geometry, material );
  21135. /**
  21136. * This flag can be used for type testing.
  21137. *
  21138. * @type {boolean}
  21139. * @readonly
  21140. * @default true
  21141. */
  21142. this.isLineLoop = true;
  21143. this.type = 'LineLoop';
  21144. }
  21145. }
  21146. /**
  21147. * A material for rendering point primitives.
  21148. *
  21149. * Materials define the appearance of renderable 3D objects.
  21150. *
  21151. * ```js
  21152. * const vertices = [];
  21153. *
  21154. * for ( let i = 0; i < 10000; i ++ ) {
  21155. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21156. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21157. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21158. *
  21159. * vertices.push( x, y, z );
  21160. * }
  21161. *
  21162. * const geometry = new THREE.BufferGeometry();
  21163. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21164. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21165. * const points = new THREE.Points( geometry, material );
  21166. * scene.add( points );
  21167. * ```
  21168. *
  21169. * @augments Material
  21170. */
  21171. class PointsMaterial extends Material {
  21172. /**
  21173. * Constructs a new points material.
  21174. *
  21175. * @param {Object} [parameters] - An object with one or more properties
  21176. * defining the material's appearance. Any property of the material
  21177. * (including any property from inherited materials) can be passed
  21178. * in here. Color values can be passed any type of value accepted
  21179. * by {@link Color#set}.
  21180. */
  21181. constructor( parameters ) {
  21182. super();
  21183. /**
  21184. * This flag can be used for type testing.
  21185. *
  21186. * @type {boolean}
  21187. * @readonly
  21188. * @default true
  21189. */
  21190. this.isPointsMaterial = true;
  21191. this.type = 'PointsMaterial';
  21192. /**
  21193. * Color of the material.
  21194. *
  21195. * @type {Color}
  21196. * @default (1,1,1)
  21197. */
  21198. this.color = new Color( 0xffffff );
  21199. /**
  21200. * The color map. May optionally include an alpha channel, typically combined
  21201. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21202. * color is modulated by the diffuse `color`.
  21203. *
  21204. * @type {?Texture}
  21205. * @default null
  21206. */
  21207. this.map = null;
  21208. /**
  21209. * The alpha map is a grayscale texture that controls the opacity across the
  21210. * surface (black: fully transparent; white: fully opaque).
  21211. *
  21212. * Only the color of the texture is used, ignoring the alpha channel if one
  21213. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21214. * when sampling this texture due to the extra bit of precision provided for
  21215. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21216. * luminance/alpha textures will also still work as expected.
  21217. *
  21218. * @type {?Texture}
  21219. * @default null
  21220. */
  21221. this.alphaMap = null;
  21222. /**
  21223. * Defines the size of the points in pixels.
  21224. *
  21225. * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete}.
  21226. *
  21227. * @type {number}
  21228. * @default 1
  21229. */
  21230. this.size = 1;
  21231. /**
  21232. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21233. *
  21234. * @type {boolean}
  21235. * @default true
  21236. */
  21237. this.sizeAttenuation = true;
  21238. /**
  21239. * Whether the material is affected by fog or not.
  21240. *
  21241. * @type {boolean}
  21242. * @default true
  21243. */
  21244. this.fog = true;
  21245. this.setValues( parameters );
  21246. }
  21247. copy( source ) {
  21248. super.copy( source );
  21249. this.color.copy( source.color );
  21250. this.map = source.map;
  21251. this.alphaMap = source.alphaMap;
  21252. this.size = source.size;
  21253. this.sizeAttenuation = source.sizeAttenuation;
  21254. this.fog = source.fog;
  21255. return this;
  21256. }
  21257. }
  21258. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21259. const _ray = /*@__PURE__*/ new Ray();
  21260. const _sphere = /*@__PURE__*/ new Sphere();
  21261. const _position$2 = /*@__PURE__*/ new Vector3();
  21262. /**
  21263. * A class for displaying points or point clouds.
  21264. *
  21265. * @augments Object3D
  21266. */
  21267. class Points extends Object3D {
  21268. /**
  21269. * Constructs a new point cloud.
  21270. *
  21271. * @param {BufferGeometry} [geometry] - The points geometry.
  21272. * @param {Material|Array<Material>} [material] - The points material.
  21273. */
  21274. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21275. super();
  21276. /**
  21277. * This flag can be used for type testing.
  21278. *
  21279. * @type {boolean}
  21280. * @readonly
  21281. * @default true
  21282. */
  21283. this.isPoints = true;
  21284. this.type = 'Points';
  21285. /**
  21286. * The points geometry.
  21287. *
  21288. * @type {BufferGeometry}
  21289. */
  21290. this.geometry = geometry;
  21291. /**
  21292. * The line material.
  21293. *
  21294. * @type {Material|Array<Material>}
  21295. * @default PointsMaterial
  21296. */
  21297. this.material = material;
  21298. /**
  21299. * A dictionary representing the morph targets in the geometry. The key is the
  21300. * morph targets name, the value its attribute index. This member is `undefined`
  21301. * by default and only set when morph targets are detected in the geometry.
  21302. *
  21303. * @type {Object<String,number>|undefined}
  21304. * @default undefined
  21305. */
  21306. this.morphTargetDictionary = undefined;
  21307. /**
  21308. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21309. * is applied. This member is `undefined` by default and only set when morph targets are
  21310. * detected in the geometry.
  21311. *
  21312. * @type {Array<number>|undefined}
  21313. * @default undefined
  21314. */
  21315. this.morphTargetInfluences = undefined;
  21316. this.updateMorphTargets();
  21317. }
  21318. copy( source, recursive ) {
  21319. super.copy( source, recursive );
  21320. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21321. this.geometry = source.geometry;
  21322. return this;
  21323. }
  21324. /**
  21325. * Computes intersection points between a casted ray and this point cloud.
  21326. *
  21327. * @param {Raycaster} raycaster - The raycaster.
  21328. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21329. */
  21330. raycast( raycaster, intersects ) {
  21331. const geometry = this.geometry;
  21332. const matrixWorld = this.matrixWorld;
  21333. const threshold = raycaster.params.Points.threshold;
  21334. const drawRange = geometry.drawRange;
  21335. // Checking boundingSphere distance to ray
  21336. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21337. _sphere.copy( geometry.boundingSphere );
  21338. _sphere.applyMatrix4( matrixWorld );
  21339. _sphere.radius += threshold;
  21340. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21341. //
  21342. _inverseMatrix.copy( matrixWorld ).invert();
  21343. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21344. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21345. const localThresholdSq = localThreshold * localThreshold;
  21346. const index = geometry.index;
  21347. const attributes = geometry.attributes;
  21348. const positionAttribute = attributes.position;
  21349. if ( index !== null ) {
  21350. const start = Math.max( 0, drawRange.start );
  21351. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21352. for ( let i = start, il = end; i < il; i ++ ) {
  21353. const a = index.getX( i );
  21354. _position$2.fromBufferAttribute( positionAttribute, a );
  21355. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21356. }
  21357. } else {
  21358. const start = Math.max( 0, drawRange.start );
  21359. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21360. for ( let i = start, l = end; i < l; i ++ ) {
  21361. _position$2.fromBufferAttribute( positionAttribute, i );
  21362. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21363. }
  21364. }
  21365. }
  21366. /**
  21367. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21368. * to make sure existing morph targets can influence this 3D object.
  21369. */
  21370. updateMorphTargets() {
  21371. const geometry = this.geometry;
  21372. const morphAttributes = geometry.morphAttributes;
  21373. const keys = Object.keys( morphAttributes );
  21374. if ( keys.length > 0 ) {
  21375. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21376. if ( morphAttribute !== undefined ) {
  21377. this.morphTargetInfluences = [];
  21378. this.morphTargetDictionary = {};
  21379. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21380. const name = morphAttribute[ m ].name || String( m );
  21381. this.morphTargetInfluences.push( 0 );
  21382. this.morphTargetDictionary[ name ] = m;
  21383. }
  21384. }
  21385. }
  21386. }
  21387. }
  21388. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21389. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21390. if ( rayPointDistanceSq < localThresholdSq ) {
  21391. const intersectPoint = new Vector3();
  21392. _ray.closestPointToPoint( point, intersectPoint );
  21393. intersectPoint.applyMatrix4( matrixWorld );
  21394. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21395. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21396. intersects.push( {
  21397. distance: distance,
  21398. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21399. point: intersectPoint,
  21400. index: index,
  21401. face: null,
  21402. faceIndex: null,
  21403. barycoord: null,
  21404. object: object
  21405. } );
  21406. }
  21407. }
  21408. /**
  21409. * A texture for use with a video.
  21410. *
  21411. * ```js
  21412. * // assuming you have created a HTML video element with id="video"
  21413. * const video = document.getElementById( 'video' );
  21414. * const texture = new THREE.VideoTexture( video );
  21415. * ```
  21416. *
  21417. * Note: After the initial use of a texture, its dimensions, format, and type
  21418. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21419. *
  21420. * @augments Texture
  21421. */
  21422. class VideoTexture extends Texture {
  21423. /**
  21424. * Constructs a new video texture.
  21425. *
  21426. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21427. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21428. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21429. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21430. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21431. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21432. * @param {number} [format=RGBAFormat] - The texture format.
  21433. * @param {number} [type=UnsignedByteType] - The texture type.
  21434. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21435. */
  21436. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21437. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21438. /**
  21439. * This flag can be used for type testing.
  21440. *
  21441. * @type {boolean}
  21442. * @readonly
  21443. * @default true
  21444. */
  21445. this.isVideoTexture = true;
  21446. /**
  21447. * Whether to generate mipmaps (if possible) for a texture.
  21448. *
  21449. * Overwritten and set to `false` by default.
  21450. *
  21451. * @type {boolean}
  21452. * @default false
  21453. */
  21454. this.generateMipmaps = false;
  21455. const scope = this;
  21456. function updateVideo() {
  21457. scope.needsUpdate = true;
  21458. video.requestVideoFrameCallback( updateVideo );
  21459. }
  21460. if ( 'requestVideoFrameCallback' in video ) {
  21461. video.requestVideoFrameCallback( updateVideo );
  21462. }
  21463. }
  21464. clone() {
  21465. return new this.constructor( this.image ).copy( this );
  21466. }
  21467. /**
  21468. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21469. * to `true` every time a new frame is available.
  21470. *
  21471. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21472. */
  21473. update() {
  21474. const video = this.image;
  21475. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21476. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21477. this.needsUpdate = true;
  21478. }
  21479. }
  21480. }
  21481. /**
  21482. * This class can be used as an alternative way to define video data. Instead of using
  21483. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21484. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21485. * video frames are decoded with the WebCodecs API.
  21486. *
  21487. * ```js
  21488. * const texture = new THREE.VideoFrameTexture();
  21489. * texture.setFrame( frame );
  21490. * ```
  21491. *
  21492. * @augments VideoTexture
  21493. */
  21494. class VideoFrameTexture extends VideoTexture {
  21495. /**
  21496. * Constructs a new video frame texture.
  21497. *
  21498. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21499. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21500. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21501. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21502. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21503. * @param {number} [format=RGBAFormat] - The texture format.
  21504. * @param {number} [type=UnsignedByteType] - The texture type.
  21505. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21506. */
  21507. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21508. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21509. /**
  21510. * This flag can be used for type testing.
  21511. *
  21512. * @type {boolean}
  21513. * @readonly
  21514. * @default true
  21515. */
  21516. this.isVideoFrameTexture = true;
  21517. }
  21518. /**
  21519. * This method overwritten with an empty implementation since
  21520. * this type of texture is updated via `setFrame()`.
  21521. */
  21522. update() {}
  21523. clone() {
  21524. return new this.constructor().copy( this ); // restoring Texture.clone()
  21525. }
  21526. /**
  21527. * Sets the current frame of the video. This will automatically update the texture
  21528. * so the data can be used for rendering.
  21529. *
  21530. * @param {VideoFrame} frame - The video frame.
  21531. */
  21532. setFrame( frame ) {
  21533. this.image = frame;
  21534. this.needsUpdate = true;
  21535. }
  21536. }
  21537. /**
  21538. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21539. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21540. * as a texture for further usage.
  21541. *
  21542. * ```js
  21543. * const pixelRatio = window.devicePixelRatio;
  21544. * const textureSize = 128 * pixelRatio;
  21545. *
  21546. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21547. *
  21548. * // calculate start position for copying part of the frame data
  21549. * const vector = new Vector2();
  21550. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21551. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21552. *
  21553. * renderer.render( scene, camera );
  21554. *
  21555. * // copy part of the rendered frame into the framebuffer texture
  21556. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21557. * ```
  21558. *
  21559. * @augments Texture
  21560. */
  21561. class FramebufferTexture extends Texture {
  21562. /**
  21563. * Constructs a new framebuffer texture.
  21564. *
  21565. * @param {number} width - The width of the texture.
  21566. * @param {number} height - The height of the texture.
  21567. */
  21568. constructor( width, height ) {
  21569. super( { width, height } );
  21570. /**
  21571. * This flag can be used for type testing.
  21572. *
  21573. * @type {boolean}
  21574. * @readonly
  21575. * @default true
  21576. */
  21577. this.isFramebufferTexture = true;
  21578. /**
  21579. * How the texture is sampled when a texel covers more than one pixel.
  21580. *
  21581. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21582. *
  21583. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21584. * @default NearestFilter
  21585. */
  21586. this.magFilter = NearestFilter;
  21587. /**
  21588. * How the texture is sampled when a texel covers less than one pixel.
  21589. *
  21590. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21591. *
  21592. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21593. * @default NearestFilter
  21594. */
  21595. this.minFilter = NearestFilter;
  21596. /**
  21597. * Whether to generate mipmaps (if possible) for a texture.
  21598. *
  21599. * Overwritten and set to `false` by default.
  21600. *
  21601. * @type {boolean}
  21602. * @default false
  21603. */
  21604. this.generateMipmaps = false;
  21605. this.needsUpdate = true;
  21606. }
  21607. }
  21608. /**
  21609. * Creates a texture based on data in compressed form.
  21610. *
  21611. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21612. *
  21613. * @augments Texture
  21614. */
  21615. class CompressedTexture extends Texture {
  21616. /**
  21617. * Constructs a new compressed texture.
  21618. *
  21619. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21620. * the data and dimensions.
  21621. * @param {number} width - The width of the texture.
  21622. * @param {number} height - The height of the texture.
  21623. * @param {number} [format=RGBAFormat] - The texture format.
  21624. * @param {number} [type=UnsignedByteType] - The texture type.
  21625. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21626. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21627. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21628. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21629. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21630. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21631. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21632. */
  21633. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21634. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21635. /**
  21636. * This flag can be used for type testing.
  21637. *
  21638. * @type {boolean}
  21639. * @readonly
  21640. * @default true
  21641. */
  21642. this.isCompressedTexture = true;
  21643. /**
  21644. * The image property of a compressed texture just defines its dimensions.
  21645. *
  21646. * @type {{width:number,height:number}}
  21647. */
  21648. this.image = { width: width, height: height };
  21649. /**
  21650. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21651. *
  21652. * @type {Array<Object>}
  21653. */
  21654. this.mipmaps = mipmaps;
  21655. /**
  21656. * If set to `true`, the texture is flipped along the vertical axis when
  21657. * uploaded to the GPU.
  21658. *
  21659. * Overwritten and set to `false` by default since it is not possible to
  21660. * flip compressed textures.
  21661. *
  21662. * @type {boolean}
  21663. * @default false
  21664. * @readonly
  21665. */
  21666. this.flipY = false;
  21667. /**
  21668. * Whether to generate mipmaps (if possible) for a texture.
  21669. *
  21670. * Overwritten and set to `false` by default since it is not
  21671. * possible to generate mipmaps for compressed data. Mipmaps
  21672. * must be embedded in the compressed texture file.
  21673. *
  21674. * @type {boolean}
  21675. * @default false
  21676. * @readonly
  21677. */
  21678. this.generateMipmaps = false;
  21679. }
  21680. }
  21681. /**
  21682. * Creates a texture 2D array based on data in compressed form.
  21683. *
  21684. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21685. *
  21686. * @augments CompressedTexture
  21687. */
  21688. class CompressedArrayTexture extends CompressedTexture {
  21689. /**
  21690. * Constructs a new compressed array texture.
  21691. *
  21692. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21693. * the data and dimensions.
  21694. * @param {number} width - The width of the texture.
  21695. * @param {number} height - The height of the texture.
  21696. * @param {number} depth - The depth of the texture.
  21697. * @param {number} [format=RGBAFormat] - The min filter value.
  21698. * @param {number} [type=UnsignedByteType] - The min filter value.
  21699. */
  21700. constructor( mipmaps, width, height, depth, format, type ) {
  21701. super( mipmaps, width, height, format, type );
  21702. /**
  21703. * This flag can be used for type testing.
  21704. *
  21705. * @type {boolean}
  21706. * @readonly
  21707. * @default true
  21708. */
  21709. this.isCompressedArrayTexture = true;
  21710. /**
  21711. * The image property of a compressed texture just defines its dimensions.
  21712. *
  21713. * @name CompressedArrayTexture#image
  21714. * @type {{width:number,height:number,depth:number}}
  21715. */
  21716. this.image.depth = depth;
  21717. /**
  21718. * This defines how the texture is wrapped in the depth and corresponds to
  21719. * *W* in UVW mapping.
  21720. *
  21721. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21722. * @default ClampToEdgeWrapping
  21723. */
  21724. this.wrapR = ClampToEdgeWrapping;
  21725. /**
  21726. * A set of all layers which need to be updated in the texture.
  21727. *
  21728. * @type {Set<number>}
  21729. */
  21730. this.layerUpdates = new Set();
  21731. }
  21732. /**
  21733. * Describes that a specific layer of the texture needs to be updated.
  21734. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21735. * entire compressed texture array is sent to the GPU. Marking specific
  21736. * layers will only transmit subsets of all mipmaps associated with a
  21737. * specific depth in the array which is often much more performant.
  21738. *
  21739. * @param {number} layerIndex - The layer index that should be updated.
  21740. */
  21741. addLayerUpdate( layerIndex ) {
  21742. this.layerUpdates.add( layerIndex );
  21743. }
  21744. /**
  21745. * Resets the layer updates registry.
  21746. */
  21747. clearLayerUpdates() {
  21748. this.layerUpdates.clear();
  21749. }
  21750. }
  21751. /**
  21752. * Creates a cube texture based on data in compressed form.
  21753. *
  21754. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21755. *
  21756. * @augments CompressedTexture
  21757. */
  21758. class CompressedCubeTexture extends CompressedTexture {
  21759. /**
  21760. * Constructs a new compressed texture.
  21761. *
  21762. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  21763. * @param {number} [format=RGBAFormat] - The texture format.
  21764. * @param {number} [type=UnsignedByteType] - The texture type.
  21765. */
  21766. constructor( images, format, type ) {
  21767. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  21768. /**
  21769. * This flag can be used for type testing.
  21770. *
  21771. * @type {boolean}
  21772. * @readonly
  21773. * @default true
  21774. */
  21775. this.isCompressedCubeTexture = true;
  21776. /**
  21777. * This flag can be used for type testing.
  21778. *
  21779. * @type {boolean}
  21780. * @readonly
  21781. * @default true
  21782. */
  21783. this.isCubeTexture = true;
  21784. this.image = images;
  21785. }
  21786. }
  21787. /**
  21788. * Creates a texture from a canvas element.
  21789. *
  21790. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21791. * to `true` immediately since a canvas can directly be used for rendering.
  21792. *
  21793. * @augments Texture
  21794. */
  21795. class CanvasTexture extends Texture {
  21796. /**
  21797. * Constructs a new texture.
  21798. *
  21799. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  21800. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21801. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21802. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21803. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21804. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21805. * @param {number} [format=RGBAFormat] - The texture format.
  21806. * @param {number} [type=UnsignedByteType] - The texture type.
  21807. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21808. */
  21809. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21810. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21811. /**
  21812. * This flag can be used for type testing.
  21813. *
  21814. * @type {boolean}
  21815. * @readonly
  21816. * @default true
  21817. */
  21818. this.isCanvasTexture = true;
  21819. this.needsUpdate = true;
  21820. }
  21821. }
  21822. /**
  21823. * This class can be used to automatically save the depth information of a
  21824. * rendering into a texture.
  21825. *
  21826. * @augments Texture
  21827. */
  21828. class DepthTexture extends Texture {
  21829. /**
  21830. * Constructs a new depth texture.
  21831. *
  21832. * @param {number} width - The width of the texture.
  21833. * @param {number} height - The height of the texture.
  21834. * @param {number} [type=UnsignedIntType] - The texture type.
  21835. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21836. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21837. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21838. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21839. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21840. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21841. * @param {number} [format=DepthFormat] - The texture format.
  21842. */
  21843. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  21844. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  21845. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  21846. }
  21847. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21848. /**
  21849. * This flag can be used for type testing.
  21850. *
  21851. * @type {boolean}
  21852. * @readonly
  21853. * @default true
  21854. */
  21855. this.isDepthTexture = true;
  21856. /**
  21857. * The image property of a depth texture just defines its dimensions.
  21858. *
  21859. * @type {{width:number,height:number}}
  21860. */
  21861. this.image = { width: width, height: height };
  21862. /**
  21863. * If set to `true`, the texture is flipped along the vertical axis when
  21864. * uploaded to the GPU.
  21865. *
  21866. * Overwritten and set to `false` by default.
  21867. *
  21868. * @type {boolean}
  21869. * @default false
  21870. */
  21871. this.flipY = false;
  21872. /**
  21873. * Whether to generate mipmaps (if possible) for a texture.
  21874. *
  21875. * Overwritten and set to `false` by default.
  21876. *
  21877. * @type {boolean}
  21878. * @default false
  21879. */
  21880. this.generateMipmaps = false;
  21881. /**
  21882. * Code corresponding to the depth compare function.
  21883. *
  21884. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  21885. * @default null
  21886. */
  21887. this.compareFunction = null;
  21888. }
  21889. copy( source ) {
  21890. super.copy( source );
  21891. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  21892. this.compareFunction = source.compareFunction;
  21893. return this;
  21894. }
  21895. toJSON( meta ) {
  21896. const data = super.toJSON( meta );
  21897. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  21898. return data;
  21899. }
  21900. }
  21901. /**
  21902. * Creates an array of depth textures.
  21903. *
  21904. * @augments DepthTexture
  21905. */
  21906. class DepthArrayTexture extends DepthTexture {
  21907. /**
  21908. * Constructs a new depth array texture.
  21909. *
  21910. * @param {number} [width=1] - The width of the texture.
  21911. * @param {number} [height=1] - The height of the texture.
  21912. * @param {number} [depth=1] - The depth of the texture.
  21913. */
  21914. constructor( width = 1, height = 1, depth = 1 ) {
  21915. super( width, height );
  21916. /**
  21917. * This flag can be used for type testing.
  21918. *
  21919. * @type {boolean}
  21920. * @readonly
  21921. * @default true
  21922. */
  21923. this.isDepthArrayTexture = true;
  21924. /**
  21925. * The image definition of a depth texture.
  21926. *
  21927. * @type {{width:number,height:number,depth:number}}
  21928. */
  21929. this.image = { width: width, height: height, depth: depth };
  21930. /**
  21931. * If set to `true`, the texture is flipped along the vertical axis when
  21932. * uploaded to the GPU.
  21933. *
  21934. * Overwritten and set to `false` by default.
  21935. *
  21936. * @type {boolean}
  21937. * @default false
  21938. */
  21939. this.flipY = false;
  21940. /**
  21941. * Whether to generate mipmaps (if possible) for a texture.
  21942. *
  21943. * Overwritten and set to `false` by default.
  21944. *
  21945. * @type {boolean}
  21946. * @default false
  21947. */
  21948. this.generateMipmaps = false;
  21949. /**
  21950. * Code corresponding to the depth compare function.
  21951. *
  21952. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  21953. * @default null
  21954. */
  21955. this.compareFunction = null;
  21956. /**
  21957. * A set of all layers which need to be updated in the texture.
  21958. *
  21959. * @type {Set<number>}
  21960. */
  21961. this.layerUpdates = new Set();
  21962. }
  21963. /**
  21964. * Describes that a specific layer of the texture needs to be updated.
  21965. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21966. * entire slice is sent to the GPU. Marking specific
  21967. * layers will only transmit subsets of all mipmaps associated with a
  21968. * specific depth in the array which is often much more performant.
  21969. *
  21970. * @param {number} layerIndex - The layer index that should be updated.
  21971. */
  21972. addLayerUpdate( layerIndex ) {
  21973. this.layerUpdates.add( layerIndex );
  21974. }
  21975. /**
  21976. * Resets the layer updates registry.
  21977. */
  21978. clearLayerUpdates() {
  21979. this.layerUpdates.clear();
  21980. }
  21981. }
  21982. /**
  21983. * A geometry class for representing a capsule.
  21984. *
  21985. * ```js
  21986. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  21987. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21988. * const capsule = new THREE.Mesh( geometry, material );
  21989. * scene.add( capsule );
  21990. * ```
  21991. *
  21992. * @augments BufferGeometry
  21993. */
  21994. class CapsuleGeometry extends BufferGeometry {
  21995. /**
  21996. * Constructs a new capsule geometry.
  21997. *
  21998. * @param {number} [radius=1] - Radius of the capsule.
  21999. * @param {number} [height=1] - Height of the middle section.
  22000. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22001. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22002. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22003. */
  22004. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22005. super();
  22006. this.type = 'CapsuleGeometry';
  22007. /**
  22008. * Holds the constructor parameters that have been
  22009. * used to generate the geometry. Any modification
  22010. * after instantiation does not change the geometry.
  22011. *
  22012. * @type {Object}
  22013. */
  22014. this.parameters = {
  22015. radius: radius,
  22016. height: height,
  22017. capSegments: capSegments,
  22018. radialSegments: radialSegments,
  22019. heightSegments: heightSegments,
  22020. };
  22021. height = Math.max( 0, height );
  22022. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22023. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22024. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22025. // buffers
  22026. const indices = [];
  22027. const vertices = [];
  22028. const normals = [];
  22029. const uvs = [];
  22030. // helper variables
  22031. const halfHeight = height / 2;
  22032. const capArcLength = ( Math.PI / 2 ) * radius;
  22033. const cylinderPartLength = height;
  22034. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22035. const numVerticalSegments = capSegments * 2 + heightSegments;
  22036. const verticesPerRow = radialSegments + 1;
  22037. const normal = new Vector3();
  22038. const vertex = new Vector3();
  22039. // generate vertices, normals, and uvs
  22040. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22041. let currentArcLength = 0;
  22042. let profileY = 0;
  22043. let profileRadius = 0;
  22044. let normalYComponent = 0;
  22045. if ( iy <= capSegments ) {
  22046. // bottom cap
  22047. const segmentProgress = iy / capSegments;
  22048. const angle = ( segmentProgress * Math.PI ) / 2;
  22049. profileY = - halfHeight - radius * Math.cos( angle );
  22050. profileRadius = radius * Math.sin( angle );
  22051. normalYComponent = - radius * Math.cos( angle );
  22052. currentArcLength = segmentProgress * capArcLength;
  22053. } else if ( iy <= capSegments + heightSegments ) {
  22054. // middle section
  22055. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22056. profileY = - halfHeight + segmentProgress * height;
  22057. profileRadius = radius;
  22058. normalYComponent = 0;
  22059. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22060. } else {
  22061. // top cap
  22062. const segmentProgress =
  22063. ( iy - capSegments - heightSegments ) / capSegments;
  22064. const angle = ( segmentProgress * Math.PI ) / 2;
  22065. profileY = halfHeight + radius * Math.sin( angle );
  22066. profileRadius = radius * Math.cos( angle );
  22067. normalYComponent = radius * Math.sin( angle );
  22068. currentArcLength =
  22069. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22070. }
  22071. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22072. // special case for the poles
  22073. let uOffset = 0;
  22074. if ( iy === 0 ) {
  22075. uOffset = 0.5 / radialSegments;
  22076. } else if ( iy === numVerticalSegments ) {
  22077. uOffset = -0.5 / radialSegments;
  22078. }
  22079. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22080. const u = ix / radialSegments;
  22081. const theta = u * Math.PI * 2;
  22082. const sinTheta = Math.sin( theta );
  22083. const cosTheta = Math.cos( theta );
  22084. // vertex
  22085. vertex.x = - profileRadius * cosTheta;
  22086. vertex.y = profileY;
  22087. vertex.z = profileRadius * sinTheta;
  22088. vertices.push( vertex.x, vertex.y, vertex.z );
  22089. // normal
  22090. normal.set(
  22091. - profileRadius * cosTheta,
  22092. normalYComponent,
  22093. profileRadius * sinTheta
  22094. );
  22095. normal.normalize();
  22096. normals.push( normal.x, normal.y, normal.z );
  22097. // uv
  22098. uvs.push( u + uOffset, v );
  22099. }
  22100. if ( iy > 0 ) {
  22101. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22102. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22103. const i1 = prevIndexRow + ix;
  22104. const i2 = prevIndexRow + ix + 1;
  22105. const i3 = iy * verticesPerRow + ix;
  22106. const i4 = iy * verticesPerRow + ix + 1;
  22107. indices.push( i1, i2, i3 );
  22108. indices.push( i2, i4, i3 );
  22109. }
  22110. }
  22111. }
  22112. // build geometry
  22113. this.setIndex( indices );
  22114. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22115. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22116. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22117. }
  22118. copy( source ) {
  22119. super.copy( source );
  22120. this.parameters = Object.assign( {}, source.parameters );
  22121. return this;
  22122. }
  22123. /**
  22124. * Factory method for creating an instance of this class from the given
  22125. * JSON object.
  22126. *
  22127. * @param {Object} data - A JSON object representing the serialized geometry.
  22128. * @return {CapsuleGeometry} A new instance.
  22129. */
  22130. static fromJSON( data ) {
  22131. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22132. }
  22133. }
  22134. /**
  22135. * A simple shape of Euclidean geometry. It is constructed from a
  22136. * number of triangular segments that are oriented around a central point and
  22137. * extend as far out as a given radius. It is built counter-clockwise from a
  22138. * start angle and a given central angle. It can also be used to create
  22139. * regular polygons, where the number of segments determines the number of
  22140. * sides.
  22141. *
  22142. * ```js
  22143. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22144. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22145. * const circle = new THREE.Mesh( geometry, material );
  22146. * scene.add( circle )
  22147. * ```
  22148. *
  22149. * @augments BufferGeometry
  22150. */
  22151. class CircleGeometry extends BufferGeometry {
  22152. /**
  22153. * Constructs a new circle geometry.
  22154. *
  22155. * @param {number} [radius=1] - Radius of the circle.
  22156. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22157. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22158. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22159. * of the circular sector in radians. The default value results in a complete circle.
  22160. */
  22161. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22162. super();
  22163. this.type = 'CircleGeometry';
  22164. /**
  22165. * Holds the constructor parameters that have been
  22166. * used to generate the geometry. Any modification
  22167. * after instantiation does not change the geometry.
  22168. *
  22169. * @type {Object}
  22170. */
  22171. this.parameters = {
  22172. radius: radius,
  22173. segments: segments,
  22174. thetaStart: thetaStart,
  22175. thetaLength: thetaLength
  22176. };
  22177. segments = Math.max( 3, segments );
  22178. // buffers
  22179. const indices = [];
  22180. const vertices = [];
  22181. const normals = [];
  22182. const uvs = [];
  22183. // helper variables
  22184. const vertex = new Vector3();
  22185. const uv = new Vector2();
  22186. // center point
  22187. vertices.push( 0, 0, 0 );
  22188. normals.push( 0, 0, 1 );
  22189. uvs.push( 0.5, 0.5 );
  22190. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22191. const segment = thetaStart + s / segments * thetaLength;
  22192. // vertex
  22193. vertex.x = radius * Math.cos( segment );
  22194. vertex.y = radius * Math.sin( segment );
  22195. vertices.push( vertex.x, vertex.y, vertex.z );
  22196. // normal
  22197. normals.push( 0, 0, 1 );
  22198. // uvs
  22199. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22200. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22201. uvs.push( uv.x, uv.y );
  22202. }
  22203. // indices
  22204. for ( let i = 1; i <= segments; i ++ ) {
  22205. indices.push( i, i + 1, 0 );
  22206. }
  22207. // build geometry
  22208. this.setIndex( indices );
  22209. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22210. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22211. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22212. }
  22213. copy( source ) {
  22214. super.copy( source );
  22215. this.parameters = Object.assign( {}, source.parameters );
  22216. return this;
  22217. }
  22218. /**
  22219. * Factory method for creating an instance of this class from the given
  22220. * JSON object.
  22221. *
  22222. * @param {Object} data - A JSON object representing the serialized geometry.
  22223. * @return {CircleGeometry} A new instance.
  22224. */
  22225. static fromJSON( data ) {
  22226. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22227. }
  22228. }
  22229. /**
  22230. * A geometry class for representing a cylinder.
  22231. *
  22232. * ```js
  22233. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22234. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22235. * const cylinder = new THREE.Mesh( geometry, material );
  22236. * scene.add( cylinder );
  22237. * ```
  22238. *
  22239. * @augments BufferGeometry
  22240. */
  22241. class CylinderGeometry extends BufferGeometry {
  22242. /**
  22243. * Constructs a new cylinder geometry.
  22244. *
  22245. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22246. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22247. * @param {number} [height=1] - Height of the cylinder.
  22248. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22249. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22250. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22251. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22252. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22253. * The default value results in a complete cylinder.
  22254. */
  22255. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22256. super();
  22257. this.type = 'CylinderGeometry';
  22258. /**
  22259. * Holds the constructor parameters that have been
  22260. * used to generate the geometry. Any modification
  22261. * after instantiation does not change the geometry.
  22262. *
  22263. * @type {Object}
  22264. */
  22265. this.parameters = {
  22266. radiusTop: radiusTop,
  22267. radiusBottom: radiusBottom,
  22268. height: height,
  22269. radialSegments: radialSegments,
  22270. heightSegments: heightSegments,
  22271. openEnded: openEnded,
  22272. thetaStart: thetaStart,
  22273. thetaLength: thetaLength
  22274. };
  22275. const scope = this;
  22276. radialSegments = Math.floor( radialSegments );
  22277. heightSegments = Math.floor( heightSegments );
  22278. // buffers
  22279. const indices = [];
  22280. const vertices = [];
  22281. const normals = [];
  22282. const uvs = [];
  22283. // helper variables
  22284. let index = 0;
  22285. const indexArray = [];
  22286. const halfHeight = height / 2;
  22287. let groupStart = 0;
  22288. // generate geometry
  22289. generateTorso();
  22290. if ( openEnded === false ) {
  22291. if ( radiusTop > 0 ) generateCap( true );
  22292. if ( radiusBottom > 0 ) generateCap( false );
  22293. }
  22294. // build geometry
  22295. this.setIndex( indices );
  22296. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22297. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22298. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22299. function generateTorso() {
  22300. const normal = new Vector3();
  22301. const vertex = new Vector3();
  22302. let groupCount = 0;
  22303. // this will be used to calculate the normal
  22304. const slope = ( radiusBottom - radiusTop ) / height;
  22305. // generate vertices, normals and uvs
  22306. for ( let y = 0; y <= heightSegments; y ++ ) {
  22307. const indexRow = [];
  22308. const v = y / heightSegments;
  22309. // calculate the radius of the current row
  22310. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22311. for ( let x = 0; x <= radialSegments; x ++ ) {
  22312. const u = x / radialSegments;
  22313. const theta = u * thetaLength + thetaStart;
  22314. const sinTheta = Math.sin( theta );
  22315. const cosTheta = Math.cos( theta );
  22316. // vertex
  22317. vertex.x = radius * sinTheta;
  22318. vertex.y = - v * height + halfHeight;
  22319. vertex.z = radius * cosTheta;
  22320. vertices.push( vertex.x, vertex.y, vertex.z );
  22321. // normal
  22322. normal.set( sinTheta, slope, cosTheta ).normalize();
  22323. normals.push( normal.x, normal.y, normal.z );
  22324. // uv
  22325. uvs.push( u, 1 - v );
  22326. // save index of vertex in respective row
  22327. indexRow.push( index ++ );
  22328. }
  22329. // now save vertices of the row in our index array
  22330. indexArray.push( indexRow );
  22331. }
  22332. // generate indices
  22333. for ( let x = 0; x < radialSegments; x ++ ) {
  22334. for ( let y = 0; y < heightSegments; y ++ ) {
  22335. // we use the index array to access the correct indices
  22336. const a = indexArray[ y ][ x ];
  22337. const b = indexArray[ y + 1 ][ x ];
  22338. const c = indexArray[ y + 1 ][ x + 1 ];
  22339. const d = indexArray[ y ][ x + 1 ];
  22340. // faces
  22341. if ( radiusTop > 0 || y !== 0 ) {
  22342. indices.push( a, b, d );
  22343. groupCount += 3;
  22344. }
  22345. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22346. indices.push( b, c, d );
  22347. groupCount += 3;
  22348. }
  22349. }
  22350. }
  22351. // add a group to the geometry. this will ensure multi material support
  22352. scope.addGroup( groupStart, groupCount, 0 );
  22353. // calculate new start value for groups
  22354. groupStart += groupCount;
  22355. }
  22356. function generateCap( top ) {
  22357. // save the index of the first center vertex
  22358. const centerIndexStart = index;
  22359. const uv = new Vector2();
  22360. const vertex = new Vector3();
  22361. let groupCount = 0;
  22362. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22363. const sign = ( top === true ) ? 1 : -1;
  22364. // first we generate the center vertex data of the cap.
  22365. // because the geometry needs one set of uvs per face,
  22366. // we must generate a center vertex per face/segment
  22367. for ( let x = 1; x <= radialSegments; x ++ ) {
  22368. // vertex
  22369. vertices.push( 0, halfHeight * sign, 0 );
  22370. // normal
  22371. normals.push( 0, sign, 0 );
  22372. // uv
  22373. uvs.push( 0.5, 0.5 );
  22374. // increase index
  22375. index ++;
  22376. }
  22377. // save the index of the last center vertex
  22378. const centerIndexEnd = index;
  22379. // now we generate the surrounding vertices, normals and uvs
  22380. for ( let x = 0; x <= radialSegments; x ++ ) {
  22381. const u = x / radialSegments;
  22382. const theta = u * thetaLength + thetaStart;
  22383. const cosTheta = Math.cos( theta );
  22384. const sinTheta = Math.sin( theta );
  22385. // vertex
  22386. vertex.x = radius * sinTheta;
  22387. vertex.y = halfHeight * sign;
  22388. vertex.z = radius * cosTheta;
  22389. vertices.push( vertex.x, vertex.y, vertex.z );
  22390. // normal
  22391. normals.push( 0, sign, 0 );
  22392. // uv
  22393. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22394. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22395. uvs.push( uv.x, uv.y );
  22396. // increase index
  22397. index ++;
  22398. }
  22399. // generate indices
  22400. for ( let x = 0; x < radialSegments; x ++ ) {
  22401. const c = centerIndexStart + x;
  22402. const i = centerIndexEnd + x;
  22403. if ( top === true ) {
  22404. // face top
  22405. indices.push( i, i + 1, c );
  22406. } else {
  22407. // face bottom
  22408. indices.push( i + 1, i, c );
  22409. }
  22410. groupCount += 3;
  22411. }
  22412. // add a group to the geometry. this will ensure multi material support
  22413. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22414. // calculate new start value for groups
  22415. groupStart += groupCount;
  22416. }
  22417. }
  22418. copy( source ) {
  22419. super.copy( source );
  22420. this.parameters = Object.assign( {}, source.parameters );
  22421. return this;
  22422. }
  22423. /**
  22424. * Factory method for creating an instance of this class from the given
  22425. * JSON object.
  22426. *
  22427. * @param {Object} data - A JSON object representing the serialized geometry.
  22428. * @return {CylinderGeometry} A new instance.
  22429. */
  22430. static fromJSON( data ) {
  22431. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22432. }
  22433. }
  22434. /**
  22435. * A geometry class for representing a cone.
  22436. *
  22437. * ```js
  22438. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22439. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22440. * const cone = new THREE.Mesh(geometry, material );
  22441. * scene.add( cone );
  22442. * ```
  22443. *
  22444. * @augments CylinderGeometry
  22445. */
  22446. class ConeGeometry extends CylinderGeometry {
  22447. /**
  22448. * Constructs a new cone geometry.
  22449. *
  22450. * @param {number} [radius=1] - Radius of the cone base.
  22451. * @param {number} [height=1] - Height of the cone.
  22452. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22453. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22454. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22455. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22456. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22457. * The default value results in a complete cone.
  22458. */
  22459. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22460. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22461. this.type = 'ConeGeometry';
  22462. /**
  22463. * Holds the constructor parameters that have been
  22464. * used to generate the geometry. Any modification
  22465. * after instantiation does not change the geometry.
  22466. *
  22467. * @type {Object}
  22468. */
  22469. this.parameters = {
  22470. radius: radius,
  22471. height: height,
  22472. radialSegments: radialSegments,
  22473. heightSegments: heightSegments,
  22474. openEnded: openEnded,
  22475. thetaStart: thetaStart,
  22476. thetaLength: thetaLength
  22477. };
  22478. }
  22479. /**
  22480. * Factory method for creating an instance of this class from the given
  22481. * JSON object.
  22482. *
  22483. * @param {Object} data - A JSON object representing the serialized geometry.
  22484. * @return {ConeGeometry} A new instance.
  22485. */
  22486. static fromJSON( data ) {
  22487. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22488. }
  22489. }
  22490. /**
  22491. * A polyhedron is a solid in three dimensions with flat faces. This class
  22492. * will take an array of vertices, project them onto a sphere, and then
  22493. * divide them up to the desired level of detail.
  22494. *
  22495. * @augments BufferGeometry
  22496. */
  22497. class PolyhedronGeometry extends BufferGeometry {
  22498. /**
  22499. * Constructs a new polyhedron geometry.
  22500. *
  22501. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22502. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22503. * @param {number} [radius=1] - The radius of the shape.
  22504. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22505. */
  22506. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22507. super();
  22508. this.type = 'PolyhedronGeometry';
  22509. /**
  22510. * Holds the constructor parameters that have been
  22511. * used to generate the geometry. Any modification
  22512. * after instantiation does not change the geometry.
  22513. *
  22514. * @type {Object}
  22515. */
  22516. this.parameters = {
  22517. vertices: vertices,
  22518. indices: indices,
  22519. radius: radius,
  22520. detail: detail
  22521. };
  22522. // default buffer data
  22523. const vertexBuffer = [];
  22524. const uvBuffer = [];
  22525. // the subdivision creates the vertex buffer data
  22526. subdivide( detail );
  22527. // all vertices should lie on a conceptual sphere with a given radius
  22528. applyRadius( radius );
  22529. // finally, create the uv data
  22530. generateUVs();
  22531. // build non-indexed geometry
  22532. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22533. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22534. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22535. if ( detail === 0 ) {
  22536. this.computeVertexNormals(); // flat normals
  22537. } else {
  22538. this.normalizeNormals(); // smooth normals
  22539. }
  22540. // helper functions
  22541. function subdivide( detail ) {
  22542. const a = new Vector3();
  22543. const b = new Vector3();
  22544. const c = new Vector3();
  22545. // iterate over all faces and apply a subdivision with the given detail value
  22546. for ( let i = 0; i < indices.length; i += 3 ) {
  22547. // get the vertices of the face
  22548. getVertexByIndex( indices[ i + 0 ], a );
  22549. getVertexByIndex( indices[ i + 1 ], b );
  22550. getVertexByIndex( indices[ i + 2 ], c );
  22551. // perform subdivision
  22552. subdivideFace( a, b, c, detail );
  22553. }
  22554. }
  22555. function subdivideFace( a, b, c, detail ) {
  22556. const cols = detail + 1;
  22557. // we use this multidimensional array as a data structure for creating the subdivision
  22558. const v = [];
  22559. // construct all of the vertices for this subdivision
  22560. for ( let i = 0; i <= cols; i ++ ) {
  22561. v[ i ] = [];
  22562. const aj = a.clone().lerp( c, i / cols );
  22563. const bj = b.clone().lerp( c, i / cols );
  22564. const rows = cols - i;
  22565. for ( let j = 0; j <= rows; j ++ ) {
  22566. if ( j === 0 && i === cols ) {
  22567. v[ i ][ j ] = aj;
  22568. } else {
  22569. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22570. }
  22571. }
  22572. }
  22573. // construct all of the faces
  22574. for ( let i = 0; i < cols; i ++ ) {
  22575. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22576. const k = Math.floor( j / 2 );
  22577. if ( j % 2 === 0 ) {
  22578. pushVertex( v[ i ][ k + 1 ] );
  22579. pushVertex( v[ i + 1 ][ k ] );
  22580. pushVertex( v[ i ][ k ] );
  22581. } else {
  22582. pushVertex( v[ i ][ k + 1 ] );
  22583. pushVertex( v[ i + 1 ][ k + 1 ] );
  22584. pushVertex( v[ i + 1 ][ k ] );
  22585. }
  22586. }
  22587. }
  22588. }
  22589. function applyRadius( radius ) {
  22590. const vertex = new Vector3();
  22591. // iterate over the entire buffer and apply the radius to each vertex
  22592. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22593. vertex.x = vertexBuffer[ i + 0 ];
  22594. vertex.y = vertexBuffer[ i + 1 ];
  22595. vertex.z = vertexBuffer[ i + 2 ];
  22596. vertex.normalize().multiplyScalar( radius );
  22597. vertexBuffer[ i + 0 ] = vertex.x;
  22598. vertexBuffer[ i + 1 ] = vertex.y;
  22599. vertexBuffer[ i + 2 ] = vertex.z;
  22600. }
  22601. }
  22602. function generateUVs() {
  22603. const vertex = new Vector3();
  22604. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22605. vertex.x = vertexBuffer[ i + 0 ];
  22606. vertex.y = vertexBuffer[ i + 1 ];
  22607. vertex.z = vertexBuffer[ i + 2 ];
  22608. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22609. const v = inclination( vertex ) / Math.PI + 0.5;
  22610. uvBuffer.push( u, 1 - v );
  22611. }
  22612. correctUVs();
  22613. correctSeam();
  22614. }
  22615. function correctSeam() {
  22616. // handle case when face straddles the seam, see #3269
  22617. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22618. // uv data of a single face
  22619. const x0 = uvBuffer[ i + 0 ];
  22620. const x1 = uvBuffer[ i + 2 ];
  22621. const x2 = uvBuffer[ i + 4 ];
  22622. const max = Math.max( x0, x1, x2 );
  22623. const min = Math.min( x0, x1, x2 );
  22624. // 0.9 is somewhat arbitrary
  22625. if ( max > 0.9 && min < 0.1 ) {
  22626. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22627. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22628. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22629. }
  22630. }
  22631. }
  22632. function pushVertex( vertex ) {
  22633. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22634. }
  22635. function getVertexByIndex( index, vertex ) {
  22636. const stride = index * 3;
  22637. vertex.x = vertices[ stride + 0 ];
  22638. vertex.y = vertices[ stride + 1 ];
  22639. vertex.z = vertices[ stride + 2 ];
  22640. }
  22641. function correctUVs() {
  22642. const a = new Vector3();
  22643. const b = new Vector3();
  22644. const c = new Vector3();
  22645. const centroid = new Vector3();
  22646. const uvA = new Vector2();
  22647. const uvB = new Vector2();
  22648. const uvC = new Vector2();
  22649. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22650. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22651. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22652. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22653. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22654. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22655. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22656. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22657. const azi = azimuth( centroid );
  22658. correctUV( uvA, j + 0, a, azi );
  22659. correctUV( uvB, j + 2, b, azi );
  22660. correctUV( uvC, j + 4, c, azi );
  22661. }
  22662. }
  22663. function correctUV( uv, stride, vector, azimuth ) {
  22664. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22665. uvBuffer[ stride ] = uv.x - 1;
  22666. }
  22667. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22668. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22669. }
  22670. }
  22671. // Angle around the Y axis, counter-clockwise when looking from above.
  22672. function azimuth( vector ) {
  22673. return Math.atan2( vector.z, - vector.x );
  22674. }
  22675. // Angle above the XZ plane.
  22676. function inclination( vector ) {
  22677. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22678. }
  22679. }
  22680. copy( source ) {
  22681. super.copy( source );
  22682. this.parameters = Object.assign( {}, source.parameters );
  22683. return this;
  22684. }
  22685. /**
  22686. * Factory method for creating an instance of this class from the given
  22687. * JSON object.
  22688. *
  22689. * @param {Object} data - A JSON object representing the serialized geometry.
  22690. * @return {PolyhedronGeometry} A new instance.
  22691. */
  22692. static fromJSON( data ) {
  22693. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  22694. }
  22695. }
  22696. /**
  22697. * A geometry class for representing a dodecahedron.
  22698. *
  22699. * ```js
  22700. * const geometry = new THREE.DodecahedronGeometry();
  22701. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22702. * const dodecahedron = new THREE.Mesh( geometry, material );
  22703. * scene.add( dodecahedron );
  22704. * ```
  22705. *
  22706. * @augments PolyhedronGeometry
  22707. */
  22708. class DodecahedronGeometry extends PolyhedronGeometry {
  22709. /**
  22710. * Constructs a new dodecahedron geometry.
  22711. *
  22712. * @param {number} [radius=1] - Radius of the dodecahedron.
  22713. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22714. */
  22715. constructor( radius = 1, detail = 0 ) {
  22716. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22717. const r = 1 / t;
  22718. const vertices = [
  22719. // (±1, ±1, ±1)
  22720. -1, -1, -1, -1, -1, 1,
  22721. -1, 1, -1, -1, 1, 1,
  22722. 1, -1, -1, 1, -1, 1,
  22723. 1, 1, -1, 1, 1, 1,
  22724. // (0, ±1/φ, ±φ)
  22725. 0, - r, - t, 0, - r, t,
  22726. 0, r, - t, 0, r, t,
  22727. // (±1/φ, ±φ, 0)
  22728. - r, - t, 0, - r, t, 0,
  22729. r, - t, 0, r, t, 0,
  22730. // (±φ, 0, ±1/φ)
  22731. - t, 0, - r, t, 0, - r,
  22732. - t, 0, r, t, 0, r
  22733. ];
  22734. const indices = [
  22735. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22736. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22737. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22738. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22739. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22740. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22741. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22742. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22743. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22744. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22745. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22746. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22747. ];
  22748. super( vertices, indices, radius, detail );
  22749. this.type = 'DodecahedronGeometry';
  22750. /**
  22751. * Holds the constructor parameters that have been
  22752. * used to generate the geometry. Any modification
  22753. * after instantiation does not change the geometry.
  22754. *
  22755. * @type {Object}
  22756. */
  22757. this.parameters = {
  22758. radius: radius,
  22759. detail: detail
  22760. };
  22761. }
  22762. /**
  22763. * Factory method for creating an instance of this class from the given
  22764. * JSON object.
  22765. *
  22766. * @param {Object} data - A JSON object representing the serialized geometry.
  22767. * @return {DodecahedronGeometry} A new instance.
  22768. */
  22769. static fromJSON( data ) {
  22770. return new DodecahedronGeometry( data.radius, data.detail );
  22771. }
  22772. }
  22773. const _v0 = /*@__PURE__*/ new Vector3();
  22774. const _v1$1 = /*@__PURE__*/ new Vector3();
  22775. const _normal = /*@__PURE__*/ new Vector3();
  22776. const _triangle = /*@__PURE__*/ new Triangle();
  22777. /**
  22778. * Can be used as a helper object to view the edges of a geometry.
  22779. *
  22780. * ```js
  22781. * const geometry = new THREE.BoxGeometry();
  22782. * const edges = new THREE.EdgesGeometry( geometry );
  22783. * const line = new THREE.LineSegments( edges );
  22784. * scene.add( line );
  22785. * ```
  22786. *
  22787. * Note: It is not yet possible to serialize/deserialize instances of this class.
  22788. *
  22789. * @augments BufferGeometry
  22790. */
  22791. class EdgesGeometry extends BufferGeometry {
  22792. /**
  22793. * Constructs a new edges geometry.
  22794. *
  22795. * @param {?BufferGeometry} [geometry=null] - The geometry.
  22796. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  22797. * between the face normals of the adjoining faces exceeds this value.
  22798. */
  22799. constructor( geometry = null, thresholdAngle = 1 ) {
  22800. super();
  22801. this.type = 'EdgesGeometry';
  22802. /**
  22803. * Holds the constructor parameters that have been
  22804. * used to generate the geometry. Any modification
  22805. * after instantiation does not change the geometry.
  22806. *
  22807. * @type {Object}
  22808. */
  22809. this.parameters = {
  22810. geometry: geometry,
  22811. thresholdAngle: thresholdAngle
  22812. };
  22813. if ( geometry !== null ) {
  22814. const precisionPoints = 4;
  22815. const precision = Math.pow( 10, precisionPoints );
  22816. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  22817. const indexAttr = geometry.getIndex();
  22818. const positionAttr = geometry.getAttribute( 'position' );
  22819. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  22820. const indexArr = [ 0, 0, 0 ];
  22821. const vertKeys = [ 'a', 'b', 'c' ];
  22822. const hashes = new Array( 3 );
  22823. const edgeData = {};
  22824. const vertices = [];
  22825. for ( let i = 0; i < indexCount; i += 3 ) {
  22826. if ( indexAttr ) {
  22827. indexArr[ 0 ] = indexAttr.getX( i );
  22828. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  22829. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  22830. } else {
  22831. indexArr[ 0 ] = i;
  22832. indexArr[ 1 ] = i + 1;
  22833. indexArr[ 2 ] = i + 2;
  22834. }
  22835. const { a, b, c } = _triangle;
  22836. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  22837. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  22838. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  22839. _triangle.getNormal( _normal );
  22840. // create hashes for the edge from the vertices
  22841. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  22842. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  22843. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  22844. // skip degenerate triangles
  22845. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  22846. continue;
  22847. }
  22848. // iterate over every edge
  22849. for ( let j = 0; j < 3; j ++ ) {
  22850. // get the first and next vertex making up the edge
  22851. const jNext = ( j + 1 ) % 3;
  22852. const vecHash0 = hashes[ j ];
  22853. const vecHash1 = hashes[ jNext ];
  22854. const v0 = _triangle[ vertKeys[ j ] ];
  22855. const v1 = _triangle[ vertKeys[ jNext ] ];
  22856. const hash = `${ vecHash0 }_${ vecHash1 }`;
  22857. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  22858. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  22859. // if we found a sibling edge add it into the vertex array if
  22860. // it meets the angle threshold and delete the edge from the map.
  22861. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  22862. vertices.push( v0.x, v0.y, v0.z );
  22863. vertices.push( v1.x, v1.y, v1.z );
  22864. }
  22865. edgeData[ reverseHash ] = null;
  22866. } else if ( ! ( hash in edgeData ) ) {
  22867. // if we've already got an edge here then skip adding a new one
  22868. edgeData[ hash ] = {
  22869. index0: indexArr[ j ],
  22870. index1: indexArr[ jNext ],
  22871. normal: _normal.clone(),
  22872. };
  22873. }
  22874. }
  22875. }
  22876. // iterate over all remaining, unmatched edges and add them to the vertex array
  22877. for ( const key in edgeData ) {
  22878. if ( edgeData[ key ] ) {
  22879. const { index0, index1 } = edgeData[ key ];
  22880. _v0.fromBufferAttribute( positionAttr, index0 );
  22881. _v1$1.fromBufferAttribute( positionAttr, index1 );
  22882. vertices.push( _v0.x, _v0.y, _v0.z );
  22883. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  22884. }
  22885. }
  22886. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22887. }
  22888. }
  22889. copy( source ) {
  22890. super.copy( source );
  22891. this.parameters = Object.assign( {}, source.parameters );
  22892. return this;
  22893. }
  22894. }
  22895. /**
  22896. * An abstract base class for creating an analytic curve object that contains methods
  22897. * for interpolation.
  22898. *
  22899. * @abstract
  22900. */
  22901. class Curve {
  22902. /**
  22903. * Constructs a new curve.
  22904. */
  22905. constructor() {
  22906. /**
  22907. * The type property is used for detecting the object type
  22908. * in context of serialization/deserialization.
  22909. *
  22910. * @type {string}
  22911. * @readonly
  22912. */
  22913. this.type = 'Curve';
  22914. /**
  22915. * This value determines the amount of divisions when calculating the
  22916. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  22917. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  22918. * recommended to increase the value of this property if the curve is very large.
  22919. *
  22920. * @type {number}
  22921. * @default 200
  22922. */
  22923. this.arcLengthDivisions = 200;
  22924. /**
  22925. * Must be set to `true` if the curve parameters have changed.
  22926. *
  22927. * @type {boolean}
  22928. * @default false
  22929. */
  22930. this.needsUpdate = false;
  22931. /**
  22932. * An internal cache that holds precomputed curve length values.
  22933. *
  22934. * @private
  22935. * @type {?Array<number>}
  22936. * @default null
  22937. */
  22938. this.cacheArcLengths = null;
  22939. }
  22940. /**
  22941. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22942. * for the given interpolation factor.
  22943. *
  22944. * @abstract
  22945. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22946. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22947. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22948. */
  22949. getPoint( /* t, optionalTarget */ ) {
  22950. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22951. }
  22952. /**
  22953. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22954. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  22955. * of the curve which equidistant samples.
  22956. *
  22957. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22958. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22959. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22960. */
  22961. getPointAt( u, optionalTarget ) {
  22962. const t = this.getUtoTmapping( u );
  22963. return this.getPoint( t, optionalTarget );
  22964. }
  22965. /**
  22966. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  22967. * the curve shape.
  22968. *
  22969. * @param {number} [divisions=5] - The number of divisions.
  22970. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22971. */
  22972. getPoints( divisions = 5 ) {
  22973. const points = [];
  22974. for ( let d = 0; d <= divisions; d ++ ) {
  22975. points.push( this.getPoint( d / divisions ) );
  22976. }
  22977. return points;
  22978. }
  22979. // Get sequence of points using getPointAt( u )
  22980. /**
  22981. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  22982. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  22983. * curve.
  22984. *
  22985. * @param {number} [divisions=5] - The number of divisions.
  22986. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22987. */
  22988. getSpacedPoints( divisions = 5 ) {
  22989. const points = [];
  22990. for ( let d = 0; d <= divisions; d ++ ) {
  22991. points.push( this.getPointAt( d / divisions ) );
  22992. }
  22993. return points;
  22994. }
  22995. /**
  22996. * Returns the total arc length of the curve.
  22997. *
  22998. * @return {number} The length of the curve.
  22999. */
  23000. getLength() {
  23001. const lengths = this.getLengths();
  23002. return lengths[ lengths.length - 1 ];
  23003. }
  23004. /**
  23005. * Returns an array of cumulative segment lengths of the curve.
  23006. *
  23007. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23008. * @return {Array<number>} An array holding the cumulative segment lengths.
  23009. */
  23010. getLengths( divisions = this.arcLengthDivisions ) {
  23011. if ( this.cacheArcLengths &&
  23012. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23013. ! this.needsUpdate ) {
  23014. return this.cacheArcLengths;
  23015. }
  23016. this.needsUpdate = false;
  23017. const cache = [];
  23018. let current, last = this.getPoint( 0 );
  23019. let sum = 0;
  23020. cache.push( 0 );
  23021. for ( let p = 1; p <= divisions; p ++ ) {
  23022. current = this.getPoint( p / divisions );
  23023. sum += current.distanceTo( last );
  23024. cache.push( sum );
  23025. last = current;
  23026. }
  23027. this.cacheArcLengths = cache;
  23028. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23029. }
  23030. /**
  23031. * Update the cumulative segment distance cache. The method must be called
  23032. * every time curve parameters are changed. If an updated curve is part of a
  23033. * composed curve like {@link CurvePath}, this method must be called on the
  23034. * composed curve, too.
  23035. */
  23036. updateArcLengths() {
  23037. this.needsUpdate = true;
  23038. this.getLengths();
  23039. }
  23040. /**
  23041. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23042. * interpolation factor in the same range that can be ued to sample equidistant points
  23043. * from a curve.
  23044. *
  23045. * @param {number} u - The interpolation factor.
  23046. * @param {?number} distance - An optional distance on the curve.
  23047. * @return {number} The updated interpolation factor.
  23048. */
  23049. getUtoTmapping( u, distance = null ) {
  23050. const arcLengths = this.getLengths();
  23051. let i = 0;
  23052. const il = arcLengths.length;
  23053. let targetArcLength; // The targeted u distance value to get
  23054. if ( distance ) {
  23055. targetArcLength = distance;
  23056. } else {
  23057. targetArcLength = u * arcLengths[ il - 1 ];
  23058. }
  23059. // binary search for the index with largest value smaller than target u distance
  23060. let low = 0, high = il - 1, comparison;
  23061. while ( low <= high ) {
  23062. 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
  23063. comparison = arcLengths[ i ] - targetArcLength;
  23064. if ( comparison < 0 ) {
  23065. low = i + 1;
  23066. } else if ( comparison > 0 ) {
  23067. high = i - 1;
  23068. } else {
  23069. high = i;
  23070. break;
  23071. // DONE
  23072. }
  23073. }
  23074. i = high;
  23075. if ( arcLengths[ i ] === targetArcLength ) {
  23076. return i / ( il - 1 );
  23077. }
  23078. // we could get finer grain at lengths, or use simple interpolation between two points
  23079. const lengthBefore = arcLengths[ i ];
  23080. const lengthAfter = arcLengths[ i + 1 ];
  23081. const segmentLength = lengthAfter - lengthBefore;
  23082. // determine where we are between the 'before' and 'after' points
  23083. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23084. // add that fractional amount to t
  23085. const t = ( i + segmentFraction ) / ( il - 1 );
  23086. return t;
  23087. }
  23088. /**
  23089. * Returns a unit vector tangent for the given interpolation factor.
  23090. * If the derived curve does not implement its tangent derivation,
  23091. * two points a small delta apart will be used to find its gradient
  23092. * which seems to give a reasonable approximation.
  23093. *
  23094. * @param {number} t - The interpolation factor.
  23095. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23096. * @return {(Vector2|Vector3)} The tangent vector.
  23097. */
  23098. getTangent( t, optionalTarget ) {
  23099. const delta = 0.0001;
  23100. let t1 = t - delta;
  23101. let t2 = t + delta;
  23102. // Capping in case of danger
  23103. if ( t1 < 0 ) t1 = 0;
  23104. if ( t2 > 1 ) t2 = 1;
  23105. const pt1 = this.getPoint( t1 );
  23106. const pt2 = this.getPoint( t2 );
  23107. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23108. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23109. return tangent;
  23110. }
  23111. /**
  23112. * Same as {@link Curve#getTangent} but with equidistant samples.
  23113. *
  23114. * @param {number} u - The interpolation factor.
  23115. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23116. * @return {(Vector2|Vector3)} The tangent vector.
  23117. * @see {@link Curve#getPointAt}
  23118. */
  23119. getTangentAt( u, optionalTarget ) {
  23120. const t = this.getUtoTmapping( u );
  23121. return this.getTangent( t, optionalTarget );
  23122. }
  23123. /**
  23124. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23125. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23126. *
  23127. * @param {number} segments - The number of segments.
  23128. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23129. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23130. */
  23131. computeFrenetFrames( segments, closed = false ) {
  23132. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23133. const normal = new Vector3();
  23134. const tangents = [];
  23135. const normals = [];
  23136. const binormals = [];
  23137. const vec = new Vector3();
  23138. const mat = new Matrix4();
  23139. // compute the tangent vectors for each segment on the curve
  23140. for ( let i = 0; i <= segments; i ++ ) {
  23141. const u = i / segments;
  23142. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23143. }
  23144. // select an initial normal vector perpendicular to the first tangent vector,
  23145. // and in the direction of the minimum tangent xyz component
  23146. normals[ 0 ] = new Vector3();
  23147. binormals[ 0 ] = new Vector3();
  23148. let min = Number.MAX_VALUE;
  23149. const tx = Math.abs( tangents[ 0 ].x );
  23150. const ty = Math.abs( tangents[ 0 ].y );
  23151. const tz = Math.abs( tangents[ 0 ].z );
  23152. if ( tx <= min ) {
  23153. min = tx;
  23154. normal.set( 1, 0, 0 );
  23155. }
  23156. if ( ty <= min ) {
  23157. min = ty;
  23158. normal.set( 0, 1, 0 );
  23159. }
  23160. if ( tz <= min ) {
  23161. normal.set( 0, 0, 1 );
  23162. }
  23163. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23164. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23165. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23166. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23167. for ( let i = 1; i <= segments; i ++ ) {
  23168. normals[ i ] = normals[ i - 1 ].clone();
  23169. binormals[ i ] = binormals[ i - 1 ].clone();
  23170. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23171. if ( vec.length() > Number.EPSILON ) {
  23172. vec.normalize();
  23173. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23174. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23175. }
  23176. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23177. }
  23178. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23179. if ( closed === true ) {
  23180. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23181. theta /= segments;
  23182. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23183. theta = - theta;
  23184. }
  23185. for ( let i = 1; i <= segments; i ++ ) {
  23186. // twist a little...
  23187. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23188. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23189. }
  23190. }
  23191. return {
  23192. tangents: tangents,
  23193. normals: normals,
  23194. binormals: binormals
  23195. };
  23196. }
  23197. /**
  23198. * Returns a new curve with copied values from this instance.
  23199. *
  23200. * @return {Curve} A clone of this instance.
  23201. */
  23202. clone() {
  23203. return new this.constructor().copy( this );
  23204. }
  23205. /**
  23206. * Copies the values of the given curve to this instance.
  23207. *
  23208. * @param {Curve} source - The curve to copy.
  23209. * @return {Curve} A reference to this curve.
  23210. */
  23211. copy( source ) {
  23212. this.arcLengthDivisions = source.arcLengthDivisions;
  23213. return this;
  23214. }
  23215. /**
  23216. * Serializes the curve into JSON.
  23217. *
  23218. * @return {Object} A JSON object representing the serialized curve.
  23219. * @see {@link ObjectLoader#parse}
  23220. */
  23221. toJSON() {
  23222. const data = {
  23223. metadata: {
  23224. version: 4.6,
  23225. type: 'Curve',
  23226. generator: 'Curve.toJSON'
  23227. }
  23228. };
  23229. data.arcLengthDivisions = this.arcLengthDivisions;
  23230. data.type = this.type;
  23231. return data;
  23232. }
  23233. /**
  23234. * Deserializes the curve from the given JSON.
  23235. *
  23236. * @param {Object} json - The JSON holding the serialized curve.
  23237. * @return {Curve} A reference to this curve.
  23238. */
  23239. fromJSON( json ) {
  23240. this.arcLengthDivisions = json.arcLengthDivisions;
  23241. return this;
  23242. }
  23243. }
  23244. /**
  23245. * A curve representing an ellipse.
  23246. *
  23247. * ```js
  23248. * const curve = new THREE.EllipseCurve(
  23249. * 0, 0,
  23250. * 10, 10,
  23251. * 0, 2 * Math.PI,
  23252. * false,
  23253. * 0
  23254. * );
  23255. *
  23256. * const points = curve.getPoints( 50 );
  23257. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23258. *
  23259. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23260. *
  23261. * // Create the final object to add to the scene
  23262. * const ellipse = new THREE.Line( geometry, material );
  23263. * ```
  23264. *
  23265. * @augments Curve
  23266. */
  23267. class EllipseCurve extends Curve {
  23268. /**
  23269. * Constructs a new ellipse curve.
  23270. *
  23271. * @param {number} [aX=0] - The X center of the ellipse.
  23272. * @param {number} [aY=0] - The Y center of the ellipse.
  23273. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23274. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23275. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23276. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23277. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23278. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23279. */
  23280. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23281. super();
  23282. /**
  23283. * This flag can be used for type testing.
  23284. *
  23285. * @type {boolean}
  23286. * @readonly
  23287. * @default true
  23288. */
  23289. this.isEllipseCurve = true;
  23290. this.type = 'EllipseCurve';
  23291. /**
  23292. * The X center of the ellipse.
  23293. *
  23294. * @type {number}
  23295. * @default 0
  23296. */
  23297. this.aX = aX;
  23298. /**
  23299. * The Y center of the ellipse.
  23300. *
  23301. * @type {number}
  23302. * @default 0
  23303. */
  23304. this.aY = aY;
  23305. /**
  23306. * The radius of the ellipse in the x direction.
  23307. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23308. *
  23309. * @type {number}
  23310. * @default 1
  23311. */
  23312. this.xRadius = xRadius;
  23313. /**
  23314. * The radius of the ellipse in the y direction.
  23315. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23316. *
  23317. * @type {number}
  23318. * @default 1
  23319. */
  23320. this.yRadius = yRadius;
  23321. /**
  23322. * The start angle of the curve in radians starting from the positive X axis.
  23323. *
  23324. * @type {number}
  23325. * @default 0
  23326. */
  23327. this.aStartAngle = aStartAngle;
  23328. /**
  23329. * The end angle of the curve in radians starting from the positive X axis.
  23330. *
  23331. * @type {number}
  23332. * @default Math.PI*2
  23333. */
  23334. this.aEndAngle = aEndAngle;
  23335. /**
  23336. * Whether the ellipse is drawn clockwise or not.
  23337. *
  23338. * @type {boolean}
  23339. * @default false
  23340. */
  23341. this.aClockwise = aClockwise;
  23342. /**
  23343. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23344. *
  23345. * @type {number}
  23346. * @default 0
  23347. */
  23348. this.aRotation = aRotation;
  23349. }
  23350. /**
  23351. * Returns a point on the curve.
  23352. *
  23353. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23354. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23355. * @return {Vector2} The position on the curve.
  23356. */
  23357. getPoint( t, optionalTarget = new Vector2() ) {
  23358. const point = optionalTarget;
  23359. const twoPi = Math.PI * 2;
  23360. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23361. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23362. // ensures that deltaAngle is 0 .. 2 PI
  23363. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23364. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23365. if ( deltaAngle < Number.EPSILON ) {
  23366. if ( samePoints ) {
  23367. deltaAngle = 0;
  23368. } else {
  23369. deltaAngle = twoPi;
  23370. }
  23371. }
  23372. if ( this.aClockwise === true && ! samePoints ) {
  23373. if ( deltaAngle === twoPi ) {
  23374. deltaAngle = - twoPi;
  23375. } else {
  23376. deltaAngle = deltaAngle - twoPi;
  23377. }
  23378. }
  23379. const angle = this.aStartAngle + t * deltaAngle;
  23380. let x = this.aX + this.xRadius * Math.cos( angle );
  23381. let y = this.aY + this.yRadius * Math.sin( angle );
  23382. if ( this.aRotation !== 0 ) {
  23383. const cos = Math.cos( this.aRotation );
  23384. const sin = Math.sin( this.aRotation );
  23385. const tx = x - this.aX;
  23386. const ty = y - this.aY;
  23387. // Rotate the point about the center of the ellipse.
  23388. x = tx * cos - ty * sin + this.aX;
  23389. y = tx * sin + ty * cos + this.aY;
  23390. }
  23391. return point.set( x, y );
  23392. }
  23393. copy( source ) {
  23394. super.copy( source );
  23395. this.aX = source.aX;
  23396. this.aY = source.aY;
  23397. this.xRadius = source.xRadius;
  23398. this.yRadius = source.yRadius;
  23399. this.aStartAngle = source.aStartAngle;
  23400. this.aEndAngle = source.aEndAngle;
  23401. this.aClockwise = source.aClockwise;
  23402. this.aRotation = source.aRotation;
  23403. return this;
  23404. }
  23405. toJSON() {
  23406. const data = super.toJSON();
  23407. data.aX = this.aX;
  23408. data.aY = this.aY;
  23409. data.xRadius = this.xRadius;
  23410. data.yRadius = this.yRadius;
  23411. data.aStartAngle = this.aStartAngle;
  23412. data.aEndAngle = this.aEndAngle;
  23413. data.aClockwise = this.aClockwise;
  23414. data.aRotation = this.aRotation;
  23415. return data;
  23416. }
  23417. fromJSON( json ) {
  23418. super.fromJSON( json );
  23419. this.aX = json.aX;
  23420. this.aY = json.aY;
  23421. this.xRadius = json.xRadius;
  23422. this.yRadius = json.yRadius;
  23423. this.aStartAngle = json.aStartAngle;
  23424. this.aEndAngle = json.aEndAngle;
  23425. this.aClockwise = json.aClockwise;
  23426. this.aRotation = json.aRotation;
  23427. return this;
  23428. }
  23429. }
  23430. /**
  23431. * A curve representing an arc.
  23432. *
  23433. * @augments EllipseCurve
  23434. */
  23435. class ArcCurve extends EllipseCurve {
  23436. /**
  23437. * Constructs a new arc curve.
  23438. *
  23439. * @param {number} [aX=0] - The X center of the ellipse.
  23440. * @param {number} [aY=0] - The Y center of the ellipse.
  23441. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23442. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23443. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23444. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23445. */
  23446. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23447. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23448. /**
  23449. * This flag can be used for type testing.
  23450. *
  23451. * @type {boolean}
  23452. * @readonly
  23453. * @default true
  23454. */
  23455. this.isArcCurve = true;
  23456. this.type = 'ArcCurve';
  23457. }
  23458. }
  23459. function CubicPoly() {
  23460. /**
  23461. * Centripetal CatmullRom Curve - which is useful for avoiding
  23462. * cusps and self-intersections in non-uniform catmull rom curves.
  23463. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23464. *
  23465. * curve.type accepts centripetal(default), chordal and catmullrom
  23466. * curve.tension is used for catmullrom which defaults to 0.5
  23467. */
  23468. /*
  23469. Based on an optimized c++ solution in
  23470. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23471. - http://ideone.com/NoEbVM
  23472. This CubicPoly class could be used for reusing some variables and calculations,
  23473. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23474. which can be placed in CurveUtils.
  23475. */
  23476. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23477. /*
  23478. * Compute coefficients for a cubic polynomial
  23479. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23480. * such that
  23481. * p(0) = x0, p(1) = x1
  23482. * and
  23483. * p'(0) = t0, p'(1) = t1.
  23484. */
  23485. function init( x0, x1, t0, t1 ) {
  23486. c0 = x0;
  23487. c1 = t0;
  23488. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23489. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23490. }
  23491. return {
  23492. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23493. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23494. },
  23495. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23496. // compute tangents when parameterized in [t1,t2]
  23497. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23498. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23499. // rescale tangents for parametrization in [0,1]
  23500. t1 *= dt1;
  23501. t2 *= dt1;
  23502. init( x1, x2, t1, t2 );
  23503. },
  23504. calc: function ( t ) {
  23505. const t2 = t * t;
  23506. const t3 = t2 * t;
  23507. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23508. }
  23509. };
  23510. }
  23511. //
  23512. const tmp = /*@__PURE__*/ new Vector3();
  23513. const px = /*@__PURE__*/ new CubicPoly();
  23514. const py = /*@__PURE__*/ new CubicPoly();
  23515. const pz = /*@__PURE__*/ new CubicPoly();
  23516. /**
  23517. * A curve representing a Catmull-Rom spline.
  23518. *
  23519. * ```js
  23520. * //Create a closed wavey loop
  23521. * const curve = new THREE.CatmullRomCurve3( [
  23522. * new THREE.Vector3( -10, 0, 10 ),
  23523. * new THREE.Vector3( -5, 5, 5 ),
  23524. * new THREE.Vector3( 0, 0, 0 ),
  23525. * new THREE.Vector3( 5, -5, 5 ),
  23526. * new THREE.Vector3( 10, 0, 10 )
  23527. * ] );
  23528. *
  23529. * const points = curve.getPoints( 50 );
  23530. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23531. *
  23532. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23533. *
  23534. * // Create the final object to add to the scene
  23535. * const curveObject = new THREE.Line( geometry, material );
  23536. * ```
  23537. *
  23538. * @augments Curve
  23539. */
  23540. class CatmullRomCurve3 extends Curve {
  23541. /**
  23542. * Constructs a new Catmull-Rom curve.
  23543. *
  23544. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23545. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23546. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23547. * @param {number} [tension=0.5] - Tension of the curve.
  23548. */
  23549. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23550. super();
  23551. /**
  23552. * This flag can be used for type testing.
  23553. *
  23554. * @type {boolean}
  23555. * @readonly
  23556. * @default true
  23557. */
  23558. this.isCatmullRomCurve3 = true;
  23559. this.type = 'CatmullRomCurve3';
  23560. /**
  23561. * An array of 3D points defining the curve.
  23562. *
  23563. * @type {Array<Vector3>}
  23564. */
  23565. this.points = points;
  23566. /**
  23567. * Whether the curve is closed or not.
  23568. *
  23569. * @type {boolean}
  23570. * @default false
  23571. */
  23572. this.closed = closed;
  23573. /**
  23574. * The curve type.
  23575. *
  23576. * @type {('centripetal'|'chordal'|'catmullrom')}
  23577. * @default 'centripetal'
  23578. */
  23579. this.curveType = curveType;
  23580. /**
  23581. * Tension of the curve.
  23582. *
  23583. * @type {number}
  23584. * @default 0.5
  23585. */
  23586. this.tension = tension;
  23587. }
  23588. /**
  23589. * Returns a point on the curve.
  23590. *
  23591. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23592. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23593. * @return {Vector3} The position on the curve.
  23594. */
  23595. getPoint( t, optionalTarget = new Vector3() ) {
  23596. const point = optionalTarget;
  23597. const points = this.points;
  23598. const l = points.length;
  23599. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23600. let intPoint = Math.floor( p );
  23601. let weight = p - intPoint;
  23602. if ( this.closed ) {
  23603. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23604. } else if ( weight === 0 && intPoint === l - 1 ) {
  23605. intPoint = l - 2;
  23606. weight = 1;
  23607. }
  23608. let p0, p3; // 4 points (p1 & p2 defined below)
  23609. if ( this.closed || intPoint > 0 ) {
  23610. p0 = points[ ( intPoint - 1 ) % l ];
  23611. } else {
  23612. // extrapolate first point
  23613. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23614. p0 = tmp;
  23615. }
  23616. const p1 = points[ intPoint % l ];
  23617. const p2 = points[ ( intPoint + 1 ) % l ];
  23618. if ( this.closed || intPoint + 2 < l ) {
  23619. p3 = points[ ( intPoint + 2 ) % l ];
  23620. } else {
  23621. // extrapolate last point
  23622. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23623. p3 = tmp;
  23624. }
  23625. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23626. // init Centripetal / Chordal Catmull-Rom
  23627. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23628. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23629. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23630. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23631. // safety check for repeated points
  23632. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23633. if ( dt0 < 1e-4 ) dt0 = dt1;
  23634. if ( dt2 < 1e-4 ) dt2 = dt1;
  23635. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23636. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23637. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23638. } else if ( this.curveType === 'catmullrom' ) {
  23639. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23640. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23641. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23642. }
  23643. point.set(
  23644. px.calc( weight ),
  23645. py.calc( weight ),
  23646. pz.calc( weight )
  23647. );
  23648. return point;
  23649. }
  23650. copy( source ) {
  23651. super.copy( source );
  23652. this.points = [];
  23653. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23654. const point = source.points[ i ];
  23655. this.points.push( point.clone() );
  23656. }
  23657. this.closed = source.closed;
  23658. this.curveType = source.curveType;
  23659. this.tension = source.tension;
  23660. return this;
  23661. }
  23662. toJSON() {
  23663. const data = super.toJSON();
  23664. data.points = [];
  23665. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23666. const point = this.points[ i ];
  23667. data.points.push( point.toArray() );
  23668. }
  23669. data.closed = this.closed;
  23670. data.curveType = this.curveType;
  23671. data.tension = this.tension;
  23672. return data;
  23673. }
  23674. fromJSON( json ) {
  23675. super.fromJSON( json );
  23676. this.points = [];
  23677. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23678. const point = json.points[ i ];
  23679. this.points.push( new Vector3().fromArray( point ) );
  23680. }
  23681. this.closed = json.closed;
  23682. this.curveType = json.curveType;
  23683. this.tension = json.tension;
  23684. return this;
  23685. }
  23686. }
  23687. // Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23688. /**
  23689. * Computes a point on a Catmull-Rom spline.
  23690. *
  23691. * @param {number} t - The interpolation factor.
  23692. * @param {number} p0 - The first control point.
  23693. * @param {number} p1 - The second control point.
  23694. * @param {number} p2 - The third control point.
  23695. * @param {number} p3 - The fourth control point.
  23696. * @return {number} The calculated point on a Catmull-Rom spline.
  23697. */
  23698. function CatmullRom( t, p0, p1, p2, p3 ) {
  23699. const v0 = ( p2 - p0 ) * 0.5;
  23700. const v1 = ( p3 - p1 ) * 0.5;
  23701. const t2 = t * t;
  23702. const t3 = t * t2;
  23703. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23704. }
  23705. //
  23706. function QuadraticBezierP0( t, p ) {
  23707. const k = 1 - t;
  23708. return k * k * p;
  23709. }
  23710. function QuadraticBezierP1( t, p ) {
  23711. return 2 * ( 1 - t ) * t * p;
  23712. }
  23713. function QuadraticBezierP2( t, p ) {
  23714. return t * t * p;
  23715. }
  23716. /**
  23717. * Computes a point on a Quadratic Bezier curve.
  23718. *
  23719. * @param {number} t - The interpolation factor.
  23720. * @param {number} p0 - The first control point.
  23721. * @param {number} p1 - The second control point.
  23722. * @param {number} p2 - The third control point.
  23723. * @return {number} The calculated point on a Quadratic Bezier curve.
  23724. */
  23725. function QuadraticBezier( t, p0, p1, p2 ) {
  23726. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23727. QuadraticBezierP2( t, p2 );
  23728. }
  23729. //
  23730. function CubicBezierP0( t, p ) {
  23731. const k = 1 - t;
  23732. return k * k * k * p;
  23733. }
  23734. function CubicBezierP1( t, p ) {
  23735. const k = 1 - t;
  23736. return 3 * k * k * t * p;
  23737. }
  23738. function CubicBezierP2( t, p ) {
  23739. return 3 * ( 1 - t ) * t * t * p;
  23740. }
  23741. function CubicBezierP3( t, p ) {
  23742. return t * t * t * p;
  23743. }
  23744. /**
  23745. * Computes a point on a Cubic Bezier curve.
  23746. *
  23747. * @param {number} t - The interpolation factor.
  23748. * @param {number} p0 - The first control point.
  23749. * @param {number} p1 - The second control point.
  23750. * @param {number} p2 - The third control point.
  23751. * @param {number} p3 - The fourth control point.
  23752. * @return {number} The calculated point on a Cubic Bezier curve.
  23753. */
  23754. function CubicBezier( t, p0, p1, p2, p3 ) {
  23755. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23756. CubicBezierP3( t, p3 );
  23757. }
  23758. /**
  23759. * A curve representing a 2D Cubic Bezier curve.
  23760. *
  23761. * ```js
  23762. * const curve = new THREE.CubicBezierCurve(
  23763. * new THREE.Vector2( - 0, 0 ),
  23764. * new THREE.Vector2( - 5, 15 ),
  23765. * new THREE.Vector2( 20, 15 ),
  23766. * new THREE.Vector2( 10, 0 )
  23767. * );
  23768. *
  23769. * const points = curve.getPoints( 50 );
  23770. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23771. *
  23772. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23773. *
  23774. * // Create the final object to add to the scene
  23775. * const curveObject = new THREE.Line( geometry, material );
  23776. * ```
  23777. *
  23778. * @augments Curve
  23779. */
  23780. class CubicBezierCurve extends Curve {
  23781. /**
  23782. * Constructs a new Cubic Bezier curve.
  23783. *
  23784. * @param {Vector2} [v0] - The start point.
  23785. * @param {Vector2} [v1] - The first control point.
  23786. * @param {Vector2} [v2] - The second control point.
  23787. * @param {Vector2} [v3] - The end point.
  23788. */
  23789. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  23790. super();
  23791. /**
  23792. * This flag can be used for type testing.
  23793. *
  23794. * @type {boolean}
  23795. * @readonly
  23796. * @default true
  23797. */
  23798. this.isCubicBezierCurve = true;
  23799. this.type = 'CubicBezierCurve';
  23800. /**
  23801. * The start point.
  23802. *
  23803. * @type {Vector2}
  23804. */
  23805. this.v0 = v0;
  23806. /**
  23807. * The first control point.
  23808. *
  23809. * @type {Vector2}
  23810. */
  23811. this.v1 = v1;
  23812. /**
  23813. * The second control point.
  23814. *
  23815. * @type {Vector2}
  23816. */
  23817. this.v2 = v2;
  23818. /**
  23819. * The end point.
  23820. *
  23821. * @type {Vector2}
  23822. */
  23823. this.v3 = v3;
  23824. }
  23825. /**
  23826. * Returns a point on the curve.
  23827. *
  23828. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23829. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23830. * @return {Vector2} The position on the curve.
  23831. */
  23832. getPoint( t, optionalTarget = new Vector2() ) {
  23833. const point = optionalTarget;
  23834. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23835. point.set(
  23836. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23837. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23838. );
  23839. return point;
  23840. }
  23841. copy( source ) {
  23842. super.copy( source );
  23843. this.v0.copy( source.v0 );
  23844. this.v1.copy( source.v1 );
  23845. this.v2.copy( source.v2 );
  23846. this.v3.copy( source.v3 );
  23847. return this;
  23848. }
  23849. toJSON() {
  23850. const data = super.toJSON();
  23851. data.v0 = this.v0.toArray();
  23852. data.v1 = this.v1.toArray();
  23853. data.v2 = this.v2.toArray();
  23854. data.v3 = this.v3.toArray();
  23855. return data;
  23856. }
  23857. fromJSON( json ) {
  23858. super.fromJSON( json );
  23859. this.v0.fromArray( json.v0 );
  23860. this.v1.fromArray( json.v1 );
  23861. this.v2.fromArray( json.v2 );
  23862. this.v3.fromArray( json.v3 );
  23863. return this;
  23864. }
  23865. }
  23866. /**
  23867. * A curve representing a 3D Cubic Bezier curve.
  23868. *
  23869. * @augments Curve
  23870. */
  23871. class CubicBezierCurve3 extends Curve {
  23872. /**
  23873. * Constructs a new Cubic Bezier curve.
  23874. *
  23875. * @param {Vector3} [v0] - The start point.
  23876. * @param {Vector3} [v1] - The first control point.
  23877. * @param {Vector3} [v2] - The second control point.
  23878. * @param {Vector3} [v3] - The end point.
  23879. */
  23880. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  23881. super();
  23882. /**
  23883. * This flag can be used for type testing.
  23884. *
  23885. * @type {boolean}
  23886. * @readonly
  23887. * @default true
  23888. */
  23889. this.isCubicBezierCurve3 = true;
  23890. this.type = 'CubicBezierCurve3';
  23891. /**
  23892. * The start point.
  23893. *
  23894. * @type {Vector3}
  23895. */
  23896. this.v0 = v0;
  23897. /**
  23898. * The first control point.
  23899. *
  23900. * @type {Vector3}
  23901. */
  23902. this.v1 = v1;
  23903. /**
  23904. * The second control point.
  23905. *
  23906. * @type {Vector3}
  23907. */
  23908. this.v2 = v2;
  23909. /**
  23910. * The end point.
  23911. *
  23912. * @type {Vector3}
  23913. */
  23914. this.v3 = v3;
  23915. }
  23916. /**
  23917. * Returns a point on the curve.
  23918. *
  23919. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23920. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23921. * @return {Vector3} The position on the curve.
  23922. */
  23923. getPoint( t, optionalTarget = new Vector3() ) {
  23924. const point = optionalTarget;
  23925. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23926. point.set(
  23927. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23928. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23929. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23930. );
  23931. return point;
  23932. }
  23933. copy( source ) {
  23934. super.copy( source );
  23935. this.v0.copy( source.v0 );
  23936. this.v1.copy( source.v1 );
  23937. this.v2.copy( source.v2 );
  23938. this.v3.copy( source.v3 );
  23939. return this;
  23940. }
  23941. toJSON() {
  23942. const data = super.toJSON();
  23943. data.v0 = this.v0.toArray();
  23944. data.v1 = this.v1.toArray();
  23945. data.v2 = this.v2.toArray();
  23946. data.v3 = this.v3.toArray();
  23947. return data;
  23948. }
  23949. fromJSON( json ) {
  23950. super.fromJSON( json );
  23951. this.v0.fromArray( json.v0 );
  23952. this.v1.fromArray( json.v1 );
  23953. this.v2.fromArray( json.v2 );
  23954. this.v3.fromArray( json.v3 );
  23955. return this;
  23956. }
  23957. }
  23958. /**
  23959. * A curve representing a 2D line segment.
  23960. *
  23961. * @augments Curve
  23962. */
  23963. class LineCurve extends Curve {
  23964. /**
  23965. * Constructs a new line curve.
  23966. *
  23967. * @param {Vector2} [v1] - The start point.
  23968. * @param {Vector2} [v2] - The end point.
  23969. */
  23970. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  23971. super();
  23972. /**
  23973. * This flag can be used for type testing.
  23974. *
  23975. * @type {boolean}
  23976. * @readonly
  23977. * @default true
  23978. */
  23979. this.isLineCurve = true;
  23980. this.type = 'LineCurve';
  23981. /**
  23982. * The start point.
  23983. *
  23984. * @type {Vector2}
  23985. */
  23986. this.v1 = v1;
  23987. /**
  23988. * The end point.
  23989. *
  23990. * @type {Vector2}
  23991. */
  23992. this.v2 = v2;
  23993. }
  23994. /**
  23995. * Returns a point on the line.
  23996. *
  23997. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23998. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23999. * @return {Vector2} The position on the line.
  24000. */
  24001. getPoint( t, optionalTarget = new Vector2() ) {
  24002. const point = optionalTarget;
  24003. if ( t === 1 ) {
  24004. point.copy( this.v2 );
  24005. } else {
  24006. point.copy( this.v2 ).sub( this.v1 );
  24007. point.multiplyScalar( t ).add( this.v1 );
  24008. }
  24009. return point;
  24010. }
  24011. // Line curve is linear, so we can overwrite default getPointAt
  24012. getPointAt( u, optionalTarget ) {
  24013. return this.getPoint( u, optionalTarget );
  24014. }
  24015. getTangent( t, optionalTarget = new Vector2() ) {
  24016. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24017. }
  24018. getTangentAt( u, optionalTarget ) {
  24019. return this.getTangent( u, optionalTarget );
  24020. }
  24021. copy( source ) {
  24022. super.copy( source );
  24023. this.v1.copy( source.v1 );
  24024. this.v2.copy( source.v2 );
  24025. return this;
  24026. }
  24027. toJSON() {
  24028. const data = super.toJSON();
  24029. data.v1 = this.v1.toArray();
  24030. data.v2 = this.v2.toArray();
  24031. return data;
  24032. }
  24033. fromJSON( json ) {
  24034. super.fromJSON( json );
  24035. this.v1.fromArray( json.v1 );
  24036. this.v2.fromArray( json.v2 );
  24037. return this;
  24038. }
  24039. }
  24040. /**
  24041. * A curve representing a 3D line segment.
  24042. *
  24043. * @augments Curve
  24044. */
  24045. class LineCurve3 extends Curve {
  24046. /**
  24047. * Constructs a new line curve.
  24048. *
  24049. * @param {Vector3} [v1] - The start point.
  24050. * @param {Vector3} [v2] - The end point.
  24051. */
  24052. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24053. super();
  24054. /**
  24055. * This flag can be used for type testing.
  24056. *
  24057. * @type {boolean}
  24058. * @readonly
  24059. * @default true
  24060. */
  24061. this.isLineCurve3 = true;
  24062. this.type = 'LineCurve3';
  24063. /**
  24064. * The start point.
  24065. *
  24066. * @type {Vector3}
  24067. */
  24068. this.v1 = v1;
  24069. /**
  24070. * The end point.
  24071. *
  24072. * @type {Vector2}
  24073. */
  24074. this.v2 = v2;
  24075. }
  24076. /**
  24077. * Returns a point on the line.
  24078. *
  24079. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24080. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24081. * @return {Vector3} The position on the line.
  24082. */
  24083. getPoint( t, optionalTarget = new Vector3() ) {
  24084. const point = optionalTarget;
  24085. if ( t === 1 ) {
  24086. point.copy( this.v2 );
  24087. } else {
  24088. point.copy( this.v2 ).sub( this.v1 );
  24089. point.multiplyScalar( t ).add( this.v1 );
  24090. }
  24091. return point;
  24092. }
  24093. // Line curve is linear, so we can overwrite default getPointAt
  24094. getPointAt( u, optionalTarget ) {
  24095. return this.getPoint( u, optionalTarget );
  24096. }
  24097. getTangent( t, optionalTarget = new Vector3() ) {
  24098. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24099. }
  24100. getTangentAt( u, optionalTarget ) {
  24101. return this.getTangent( u, optionalTarget );
  24102. }
  24103. copy( source ) {
  24104. super.copy( source );
  24105. this.v1.copy( source.v1 );
  24106. this.v2.copy( source.v2 );
  24107. return this;
  24108. }
  24109. toJSON() {
  24110. const data = super.toJSON();
  24111. data.v1 = this.v1.toArray();
  24112. data.v2 = this.v2.toArray();
  24113. return data;
  24114. }
  24115. fromJSON( json ) {
  24116. super.fromJSON( json );
  24117. this.v1.fromArray( json.v1 );
  24118. this.v2.fromArray( json.v2 );
  24119. return this;
  24120. }
  24121. }
  24122. /**
  24123. * A curve representing a 2D Quadratic Bezier curve.
  24124. *
  24125. * ```js
  24126. * const curve = new THREE.QuadraticBezierCurve(
  24127. * new THREE.Vector2( - 10, 0 ),
  24128. * new THREE.Vector2( 20, 15 ),
  24129. * new THREE.Vector2( 10, 0 )
  24130. * )
  24131. *
  24132. * const points = curve.getPoints( 50 );
  24133. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24134. *
  24135. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24136. *
  24137. * // Create the final object to add to the scene
  24138. * const curveObject = new THREE.Line( geometry, material );
  24139. * ```
  24140. *
  24141. * @augments Curve
  24142. */
  24143. class QuadraticBezierCurve extends Curve {
  24144. /**
  24145. * Constructs a new Quadratic Bezier curve.
  24146. *
  24147. * @param {Vector2} [v0] - The start point.
  24148. * @param {Vector2} [v1] - The control point.
  24149. * @param {Vector2} [v2] - The end point.
  24150. */
  24151. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24152. super();
  24153. /**
  24154. * This flag can be used for type testing.
  24155. *
  24156. * @type {boolean}
  24157. * @readonly
  24158. * @default true
  24159. */
  24160. this.isQuadraticBezierCurve = true;
  24161. this.type = 'QuadraticBezierCurve';
  24162. /**
  24163. * The start point.
  24164. *
  24165. * @type {Vector2}
  24166. */
  24167. this.v0 = v0;
  24168. /**
  24169. * The control point.
  24170. *
  24171. * @type {Vector2}
  24172. */
  24173. this.v1 = v1;
  24174. /**
  24175. * The end point.
  24176. *
  24177. * @type {Vector2}
  24178. */
  24179. this.v2 = v2;
  24180. }
  24181. /**
  24182. * Returns a point on the curve.
  24183. *
  24184. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24185. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24186. * @return {Vector2} The position on the curve.
  24187. */
  24188. getPoint( t, optionalTarget = new Vector2() ) {
  24189. const point = optionalTarget;
  24190. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24191. point.set(
  24192. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24193. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24194. );
  24195. return point;
  24196. }
  24197. copy( source ) {
  24198. super.copy( source );
  24199. this.v0.copy( source.v0 );
  24200. this.v1.copy( source.v1 );
  24201. this.v2.copy( source.v2 );
  24202. return this;
  24203. }
  24204. toJSON() {
  24205. const data = super.toJSON();
  24206. data.v0 = this.v0.toArray();
  24207. data.v1 = this.v1.toArray();
  24208. data.v2 = this.v2.toArray();
  24209. return data;
  24210. }
  24211. fromJSON( json ) {
  24212. super.fromJSON( json );
  24213. this.v0.fromArray( json.v0 );
  24214. this.v1.fromArray( json.v1 );
  24215. this.v2.fromArray( json.v2 );
  24216. return this;
  24217. }
  24218. }
  24219. /**
  24220. * A curve representing a 3D Quadratic Bezier curve.
  24221. *
  24222. * @augments Curve
  24223. */
  24224. class QuadraticBezierCurve3 extends Curve {
  24225. /**
  24226. * Constructs a new Quadratic Bezier curve.
  24227. *
  24228. * @param {Vector3} [v0] - The start point.
  24229. * @param {Vector3} [v1] - The control point.
  24230. * @param {Vector3} [v2] - The end point.
  24231. */
  24232. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24233. super();
  24234. /**
  24235. * This flag can be used for type testing.
  24236. *
  24237. * @type {boolean}
  24238. * @readonly
  24239. * @default true
  24240. */
  24241. this.isQuadraticBezierCurve3 = true;
  24242. this.type = 'QuadraticBezierCurve3';
  24243. /**
  24244. * The start point.
  24245. *
  24246. * @type {Vector3}
  24247. */
  24248. this.v0 = v0;
  24249. /**
  24250. * The control point.
  24251. *
  24252. * @type {Vector3}
  24253. */
  24254. this.v1 = v1;
  24255. /**
  24256. * The end point.
  24257. *
  24258. * @type {Vector3}
  24259. */
  24260. this.v2 = v2;
  24261. }
  24262. /**
  24263. * Returns a point on the curve.
  24264. *
  24265. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24266. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24267. * @return {Vector3} The position on the curve.
  24268. */
  24269. getPoint( t, optionalTarget = new Vector3() ) {
  24270. const point = optionalTarget;
  24271. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24272. point.set(
  24273. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24274. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24275. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24276. );
  24277. return point;
  24278. }
  24279. copy( source ) {
  24280. super.copy( source );
  24281. this.v0.copy( source.v0 );
  24282. this.v1.copy( source.v1 );
  24283. this.v2.copy( source.v2 );
  24284. return this;
  24285. }
  24286. toJSON() {
  24287. const data = super.toJSON();
  24288. data.v0 = this.v0.toArray();
  24289. data.v1 = this.v1.toArray();
  24290. data.v2 = this.v2.toArray();
  24291. return data;
  24292. }
  24293. fromJSON( json ) {
  24294. super.fromJSON( json );
  24295. this.v0.fromArray( json.v0 );
  24296. this.v1.fromArray( json.v1 );
  24297. this.v2.fromArray( json.v2 );
  24298. return this;
  24299. }
  24300. }
  24301. /**
  24302. * A curve representing a 2D spline curve.
  24303. *
  24304. * ```js
  24305. * // Create a sine-like wave
  24306. * const curve = new THREE.SplineCurve( [
  24307. * new THREE.Vector2( -10, 0 ),
  24308. * new THREE.Vector2( -5, 5 ),
  24309. * new THREE.Vector2( 0, 0 ),
  24310. * new THREE.Vector2( 5, -5 ),
  24311. * new THREE.Vector2( 10, 0 )
  24312. * ] );
  24313. *
  24314. * const points = curve.getPoints( 50 );
  24315. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24316. *
  24317. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24318. *
  24319. * // Create the final object to add to the scene
  24320. * const splineObject = new THREE.Line( geometry, material );
  24321. * ```
  24322. *
  24323. * @augments Curve
  24324. */
  24325. class SplineCurve extends Curve {
  24326. /**
  24327. * Constructs a new 2D spline curve.
  24328. *
  24329. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24330. */
  24331. constructor( points = [] ) {
  24332. super();
  24333. /**
  24334. * This flag can be used for type testing.
  24335. *
  24336. * @type {boolean}
  24337. * @readonly
  24338. * @default true
  24339. */
  24340. this.isSplineCurve = true;
  24341. this.type = 'SplineCurve';
  24342. /**
  24343. * An array of 2D points defining the curve.
  24344. *
  24345. * @type {Array<Vector2>}
  24346. */
  24347. this.points = points;
  24348. }
  24349. /**
  24350. * Returns a point on the curve.
  24351. *
  24352. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24353. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24354. * @return {Vector2} The position on the curve.
  24355. */
  24356. getPoint( t, optionalTarget = new Vector2() ) {
  24357. const point = optionalTarget;
  24358. const points = this.points;
  24359. const p = ( points.length - 1 ) * t;
  24360. const intPoint = Math.floor( p );
  24361. const weight = p - intPoint;
  24362. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24363. const p1 = points[ intPoint ];
  24364. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24365. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24366. point.set(
  24367. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24368. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24369. );
  24370. return point;
  24371. }
  24372. copy( source ) {
  24373. super.copy( source );
  24374. this.points = [];
  24375. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24376. const point = source.points[ i ];
  24377. this.points.push( point.clone() );
  24378. }
  24379. return this;
  24380. }
  24381. toJSON() {
  24382. const data = super.toJSON();
  24383. data.points = [];
  24384. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24385. const point = this.points[ i ];
  24386. data.points.push( point.toArray() );
  24387. }
  24388. return data;
  24389. }
  24390. fromJSON( json ) {
  24391. super.fromJSON( json );
  24392. this.points = [];
  24393. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24394. const point = json.points[ i ];
  24395. this.points.push( new Vector2().fromArray( point ) );
  24396. }
  24397. return this;
  24398. }
  24399. }
  24400. var Curves = /*#__PURE__*/Object.freeze({
  24401. __proto__: null,
  24402. ArcCurve: ArcCurve,
  24403. CatmullRomCurve3: CatmullRomCurve3,
  24404. CubicBezierCurve: CubicBezierCurve,
  24405. CubicBezierCurve3: CubicBezierCurve3,
  24406. EllipseCurve: EllipseCurve,
  24407. LineCurve: LineCurve,
  24408. LineCurve3: LineCurve3,
  24409. QuadraticBezierCurve: QuadraticBezierCurve,
  24410. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24411. SplineCurve: SplineCurve
  24412. });
  24413. /**
  24414. * A base class extending {@link Curve}. `CurvePath` is simply an
  24415. * array of connected curves, but retains the API of a curve.
  24416. *
  24417. * @augments Curve
  24418. */
  24419. class CurvePath extends Curve {
  24420. /**
  24421. * Constructs a new curve path.
  24422. */
  24423. constructor() {
  24424. super();
  24425. this.type = 'CurvePath';
  24426. /**
  24427. * An array of curves defining the
  24428. * path.
  24429. *
  24430. * @type {Array<Curve>}
  24431. */
  24432. this.curves = [];
  24433. /**
  24434. * Whether the path should automatically be closed
  24435. * by a line curve.
  24436. *
  24437. * @type {boolean}
  24438. * @default false
  24439. */
  24440. this.autoClose = false;
  24441. }
  24442. /**
  24443. * Adds a curve to this curve path.
  24444. *
  24445. * @param {Curve} curve - The curve to add.
  24446. */
  24447. add( curve ) {
  24448. this.curves.push( curve );
  24449. }
  24450. /**
  24451. * Adds a line curve to close the path.
  24452. *
  24453. * @return {CurvePath} A reference to this curve path.
  24454. */
  24455. closePath() {
  24456. // Add a line curve if start and end of lines are not connected
  24457. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24458. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24459. if ( ! startPoint.equals( endPoint ) ) {
  24460. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24461. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24462. }
  24463. return this;
  24464. }
  24465. /**
  24466. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24467. * for the given interpolation factor.
  24468. *
  24469. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24470. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24471. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24472. */
  24473. getPoint( t, optionalTarget ) {
  24474. // To get accurate point with reference to
  24475. // entire path distance at time t,
  24476. // following has to be done:
  24477. // 1. Length of each sub path have to be known
  24478. // 2. Locate and identify type of curve
  24479. // 3. Get t for the curve
  24480. // 4. Return curve.getPointAt(t')
  24481. const d = t * this.getLength();
  24482. const curveLengths = this.getCurveLengths();
  24483. let i = 0;
  24484. // To think about boundaries points.
  24485. while ( i < curveLengths.length ) {
  24486. if ( curveLengths[ i ] >= d ) {
  24487. const diff = curveLengths[ i ] - d;
  24488. const curve = this.curves[ i ];
  24489. const segmentLength = curve.getLength();
  24490. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24491. return curve.getPointAt( u, optionalTarget );
  24492. }
  24493. i ++;
  24494. }
  24495. return null;
  24496. // loop where sum != 0, sum > d , sum+1 <d
  24497. }
  24498. getLength() {
  24499. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24500. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24501. // getPoint() depends on getLength
  24502. const lens = this.getCurveLengths();
  24503. return lens[ lens.length - 1 ];
  24504. }
  24505. updateArcLengths() {
  24506. // cacheLengths must be recalculated.
  24507. this.needsUpdate = true;
  24508. this.cacheLengths = null;
  24509. this.getCurveLengths();
  24510. }
  24511. /**
  24512. * Returns list of cumulative curve lengths of the defined curves.
  24513. *
  24514. * @return {Array<number>} The curve lengths.
  24515. */
  24516. getCurveLengths() {
  24517. // Compute lengths and cache them
  24518. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24519. // We use cache values if curves and cache array are same length
  24520. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24521. return this.cacheLengths;
  24522. }
  24523. // Get length of sub-curve
  24524. // Push sums into cached array
  24525. const lengths = [];
  24526. let sums = 0;
  24527. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24528. sums += this.curves[ i ].getLength();
  24529. lengths.push( sums );
  24530. }
  24531. this.cacheLengths = lengths;
  24532. return lengths;
  24533. }
  24534. getSpacedPoints( divisions = 40 ) {
  24535. const points = [];
  24536. for ( let i = 0; i <= divisions; i ++ ) {
  24537. points.push( this.getPoint( i / divisions ) );
  24538. }
  24539. if ( this.autoClose ) {
  24540. points.push( points[ 0 ] );
  24541. }
  24542. return points;
  24543. }
  24544. getPoints( divisions = 12 ) {
  24545. const points = [];
  24546. let last;
  24547. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24548. const curve = curves[ i ];
  24549. const resolution = curve.isEllipseCurve ? divisions * 2
  24550. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24551. : curve.isSplineCurve ? divisions * curve.points.length
  24552. : divisions;
  24553. const pts = curve.getPoints( resolution );
  24554. for ( let j = 0; j < pts.length; j ++ ) {
  24555. const point = pts[ j ];
  24556. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24557. points.push( point );
  24558. last = point;
  24559. }
  24560. }
  24561. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24562. points.push( points[ 0 ] );
  24563. }
  24564. return points;
  24565. }
  24566. copy( source ) {
  24567. super.copy( source );
  24568. this.curves = [];
  24569. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24570. const curve = source.curves[ i ];
  24571. this.curves.push( curve.clone() );
  24572. }
  24573. this.autoClose = source.autoClose;
  24574. return this;
  24575. }
  24576. toJSON() {
  24577. const data = super.toJSON();
  24578. data.autoClose = this.autoClose;
  24579. data.curves = [];
  24580. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24581. const curve = this.curves[ i ];
  24582. data.curves.push( curve.toJSON() );
  24583. }
  24584. return data;
  24585. }
  24586. fromJSON( json ) {
  24587. super.fromJSON( json );
  24588. this.autoClose = json.autoClose;
  24589. this.curves = [];
  24590. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24591. const curve = json.curves[ i ];
  24592. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24593. }
  24594. return this;
  24595. }
  24596. }
  24597. /**
  24598. * A 2D path representation. The class provides methods for creating paths
  24599. * and contours of 2D shapes similar to the 2D Canvas API.
  24600. *
  24601. * ```js
  24602. * const path = new THREE.Path();
  24603. *
  24604. * path.lineTo( 0, 0.8 );
  24605. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24606. * path.lineTo( 1, 1 );
  24607. *
  24608. * const points = path.getPoints();
  24609. *
  24610. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24611. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24612. *
  24613. * const line = new THREE.Line( geometry, material );
  24614. * scene.add( line );
  24615. * ```
  24616. *
  24617. * @augments CurvePath
  24618. */
  24619. class Path extends CurvePath {
  24620. /**
  24621. * Constructs a new path.
  24622. *
  24623. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24624. */
  24625. constructor( points ) {
  24626. super();
  24627. this.type = 'Path';
  24628. /**
  24629. * The current offset of the path. Any new curve added will start here.
  24630. *
  24631. * @type {Vector2}
  24632. */
  24633. this.currentPoint = new Vector2();
  24634. if ( points ) {
  24635. this.setFromPoints( points );
  24636. }
  24637. }
  24638. /**
  24639. * Creates a path from the given list of points. The points are added
  24640. * to the path as instances of {@link LineCurve}.
  24641. *
  24642. * @param {Array<Vector2>} points - An array of 2D points.
  24643. * @return {Path} A reference to this path.
  24644. */
  24645. setFromPoints( points ) {
  24646. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24647. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24648. this.lineTo( points[ i ].x, points[ i ].y );
  24649. }
  24650. return this;
  24651. }
  24652. /**
  24653. * Moves {@link Path#currentPoint} to the given point.
  24654. *
  24655. * @param {number} x - The x coordinate.
  24656. * @param {number} y - The y coordinate.
  24657. * @return {Path} A reference to this path.
  24658. */
  24659. moveTo( x, y ) {
  24660. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24661. return this;
  24662. }
  24663. /**
  24664. * Adds an instance of {@link LineCurve} to the path by connecting
  24665. * the current point with the given one.
  24666. *
  24667. * @param {number} x - The x coordinate of the end point.
  24668. * @param {number} y - The y coordinate of the end point.
  24669. * @return {Path} A reference to this path.
  24670. */
  24671. lineTo( x, y ) {
  24672. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24673. this.curves.push( curve );
  24674. this.currentPoint.set( x, y );
  24675. return this;
  24676. }
  24677. /**
  24678. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24679. * the current point with the given one.
  24680. *
  24681. * @param {number} aCPx - The x coordinate of the control point.
  24682. * @param {number} aCPy - The y coordinate of the control point.
  24683. * @param {number} aX - The x coordinate of the end point.
  24684. * @param {number} aY - The y coordinate of the end point.
  24685. * @return {Path} A reference to this path.
  24686. */
  24687. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24688. const curve = new QuadraticBezierCurve(
  24689. this.currentPoint.clone(),
  24690. new Vector2( aCPx, aCPy ),
  24691. new Vector2( aX, aY )
  24692. );
  24693. this.curves.push( curve );
  24694. this.currentPoint.set( aX, aY );
  24695. return this;
  24696. }
  24697. /**
  24698. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24699. * the current point with the given one.
  24700. *
  24701. * @param {number} aCP1x - The x coordinate of the first control point.
  24702. * @param {number} aCP1y - The y coordinate of the first control point.
  24703. * @param {number} aCP2x - The x coordinate of the second control point.
  24704. * @param {number} aCP2y - The y coordinate of the second control point.
  24705. * @param {number} aX - The x coordinate of the end point.
  24706. * @param {number} aY - The y coordinate of the end point.
  24707. * @return {Path} A reference to this path.
  24708. */
  24709. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24710. const curve = new CubicBezierCurve(
  24711. this.currentPoint.clone(),
  24712. new Vector2( aCP1x, aCP1y ),
  24713. new Vector2( aCP2x, aCP2y ),
  24714. new Vector2( aX, aY )
  24715. );
  24716. this.curves.push( curve );
  24717. this.currentPoint.set( aX, aY );
  24718. return this;
  24719. }
  24720. /**
  24721. * Adds an instance of {@link SplineCurve} to the path by connecting
  24722. * the current point with the given list of points.
  24723. *
  24724. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24725. * @return {Path} A reference to this path.
  24726. */
  24727. splineThru( pts ) {
  24728. const npts = [ this.currentPoint.clone() ].concat( pts );
  24729. const curve = new SplineCurve( npts );
  24730. this.curves.push( curve );
  24731. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24732. return this;
  24733. }
  24734. /**
  24735. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24736. * to the current point.
  24737. *
  24738. * @param {number} aX - The x coordinate of the center of the arc offsetted from the previous curve.
  24739. * @param {number} aY - The y coordinate of the center of the arc offsetted from the previous curve.
  24740. * @param {number} aRadius - The radius of the arc.
  24741. * @param {number} aStartAngle - The start angle in radians.
  24742. * @param {number} aEndAngle - The end angle in radians.
  24743. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24744. * @return {Path} A reference to this path.
  24745. */
  24746. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24747. const x0 = this.currentPoint.x;
  24748. const y0 = this.currentPoint.y;
  24749. this.absarc( aX + x0, aY + y0, aRadius,
  24750. aStartAngle, aEndAngle, aClockwise );
  24751. return this;
  24752. }
  24753. /**
  24754. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24755. *
  24756. * @param {number} aX - The x coordinate of the center of the arc.
  24757. * @param {number} aY - The y coordinate of the center of the arc.
  24758. * @param {number} aRadius - The radius of the arc.
  24759. * @param {number} aStartAngle - The start angle in radians.
  24760. * @param {number} aEndAngle - The end angle in radians.
  24761. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24762. * @return {Path} A reference to this path.
  24763. */
  24764. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24765. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24766. return this;
  24767. }
  24768. /**
  24769. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24770. * to the current point
  24771. *
  24772. * @param {number} aX - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24773. * @param {number} aY - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24774. * @param {number} xRadius - The radius of the ellipse in the x axis.
  24775. * @param {number} yRadius - The radius of the ellipse in the y axis.
  24776. * @param {number} aStartAngle - The start angle in radians.
  24777. * @param {number} aEndAngle - The end angle in radians.
  24778. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24779. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24780. * @return {Path} A reference to this path.
  24781. */
  24782. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24783. const x0 = this.currentPoint.x;
  24784. const y0 = this.currentPoint.y;
  24785. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24786. return this;
  24787. }
  24788. /**
  24789. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  24790. *
  24791. * @param {number} aX - The x coordinate of the absolute center of the ellipse.
  24792. * @param {number} aY - The y coordinate of the absolute center of the ellipse.
  24793. * @param {number} xRadius - The radius of the ellipse in the x axis.
  24794. * @param {number} yRadius - The radius of the ellipse in the y axis.
  24795. * @param {number} aStartAngle - The start angle in radians.
  24796. * @param {number} aEndAngle - The end angle in radians.
  24797. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24798. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24799. * @return {Path} A reference to this path.
  24800. */
  24801. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24802. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24803. if ( this.curves.length > 0 ) {
  24804. // if a previous curve is present, attempt to join
  24805. const firstPoint = curve.getPoint( 0 );
  24806. if ( ! firstPoint.equals( this.currentPoint ) ) {
  24807. this.lineTo( firstPoint.x, firstPoint.y );
  24808. }
  24809. }
  24810. this.curves.push( curve );
  24811. const lastPoint = curve.getPoint( 1 );
  24812. this.currentPoint.copy( lastPoint );
  24813. return this;
  24814. }
  24815. copy( source ) {
  24816. super.copy( source );
  24817. this.currentPoint.copy( source.currentPoint );
  24818. return this;
  24819. }
  24820. toJSON() {
  24821. const data = super.toJSON();
  24822. data.currentPoint = this.currentPoint.toArray();
  24823. return data;
  24824. }
  24825. fromJSON( json ) {
  24826. super.fromJSON( json );
  24827. this.currentPoint.fromArray( json.currentPoint );
  24828. return this;
  24829. }
  24830. }
  24831. /**
  24832. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  24833. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  24834. * points, or to get triangulated faces.
  24835. *
  24836. * ```js
  24837. * const heartShape = new THREE.Shape();
  24838. *
  24839. * heartShape.moveTo( 25, 25 );
  24840. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  24841. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  24842. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  24843. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  24844. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  24845. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  24846. *
  24847. * const extrudeSettings = {
  24848. * depth: 8,
  24849. * bevelEnabled: true,
  24850. * bevelSegments: 2,
  24851. * steps: 2,
  24852. * bevelSize: 1,
  24853. * bevelThickness: 1
  24854. * };
  24855. *
  24856. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  24857. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  24858. * ```
  24859. *
  24860. * @augments Path
  24861. */
  24862. class Shape extends Path {
  24863. /**
  24864. * Constructs a new shape.
  24865. *
  24866. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  24867. */
  24868. constructor( points ) {
  24869. super( points );
  24870. /**
  24871. * The UUID of the shape.
  24872. *
  24873. * @type {string}
  24874. * @readonly
  24875. */
  24876. this.uuid = generateUUID();
  24877. this.type = 'Shape';
  24878. /**
  24879. * Defines the holes in the shape. Hole definitions must use the
  24880. * opposite winding order (CW/CCW) than the outer shape.
  24881. *
  24882. * @type {Array<Path>}
  24883. * @readonly
  24884. */
  24885. this.holes = [];
  24886. }
  24887. /**
  24888. * Returns an array representing each contour of the holes
  24889. * as a list of 2D points.
  24890. *
  24891. * @param {number} divisions - The fineness of the result.
  24892. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  24893. */
  24894. getPointsHoles( divisions ) {
  24895. const holesPts = [];
  24896. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24897. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  24898. }
  24899. return holesPts;
  24900. }
  24901. // get points of shape and holes (keypoints based on segments parameter)
  24902. /**
  24903. * Returns an object that holds contour data for the shape and its holes as
  24904. * arrays of 2D points.
  24905. *
  24906. * @param {number} divisions - The fineness of the result.
  24907. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  24908. */
  24909. extractPoints( divisions ) {
  24910. return {
  24911. shape: this.getPoints( divisions ),
  24912. holes: this.getPointsHoles( divisions )
  24913. };
  24914. }
  24915. copy( source ) {
  24916. super.copy( source );
  24917. this.holes = [];
  24918. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  24919. const hole = source.holes[ i ];
  24920. this.holes.push( hole.clone() );
  24921. }
  24922. return this;
  24923. }
  24924. toJSON() {
  24925. const data = super.toJSON();
  24926. data.uuid = this.uuid;
  24927. data.holes = [];
  24928. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24929. const hole = this.holes[ i ];
  24930. data.holes.push( hole.toJSON() );
  24931. }
  24932. return data;
  24933. }
  24934. fromJSON( json ) {
  24935. super.fromJSON( json );
  24936. this.uuid = json.uuid;
  24937. this.holes = [];
  24938. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  24939. const hole = json.holes[ i ];
  24940. this.holes.push( new Path().fromJSON( hole ) );
  24941. }
  24942. return this;
  24943. }
  24944. }
  24945. /* eslint-disable */
  24946. // copy of mapbox/earcut version 3.0.1
  24947. // https://github.com/mapbox/earcut/tree/v3.0.1
  24948. function earcut(data, holeIndices, dim = 2) {
  24949. const hasHoles = holeIndices && holeIndices.length;
  24950. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  24951. let outerNode = linkedList(data, 0, outerLen, dim, true);
  24952. const triangles = [];
  24953. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  24954. let minX, minY, invSize;
  24955. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  24956. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  24957. if (data.length > 80 * dim) {
  24958. minX = Infinity;
  24959. minY = Infinity;
  24960. let maxX = -Infinity;
  24961. let maxY = -Infinity;
  24962. for (let i = dim; i < outerLen; i += dim) {
  24963. const x = data[i];
  24964. const y = data[i + 1];
  24965. if (x < minX) minX = x;
  24966. if (y < minY) minY = y;
  24967. if (x > maxX) maxX = x;
  24968. if (y > maxY) maxY = y;
  24969. }
  24970. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  24971. invSize = Math.max(maxX - minX, maxY - minY);
  24972. invSize = invSize !== 0 ? 32767 / invSize : 0;
  24973. }
  24974. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  24975. return triangles;
  24976. }
  24977. // create a circular doubly linked list from polygon points in the specified winding order
  24978. function linkedList(data, start, end, dim, clockwise) {
  24979. let last;
  24980. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  24981. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24982. } else {
  24983. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24984. }
  24985. if (last && equals(last, last.next)) {
  24986. removeNode(last);
  24987. last = last.next;
  24988. }
  24989. return last;
  24990. }
  24991. // eliminate colinear or duplicate points
  24992. function filterPoints(start, end) {
  24993. if (!start) return start;
  24994. if (!end) end = start;
  24995. let p = start,
  24996. again;
  24997. do {
  24998. again = false;
  24999. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25000. removeNode(p);
  25001. p = end = p.prev;
  25002. if (p === p.next) break;
  25003. again = true;
  25004. } else {
  25005. p = p.next;
  25006. }
  25007. } while (again || p !== end);
  25008. return end;
  25009. }
  25010. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25011. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25012. if (!ear) return;
  25013. // interlink polygon nodes in z-order
  25014. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25015. let stop = ear;
  25016. // iterate through ears, slicing them one by one
  25017. while (ear.prev !== ear.next) {
  25018. const prev = ear.prev;
  25019. const next = ear.next;
  25020. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25021. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25022. removeNode(ear);
  25023. // skipping the next vertex leads to less sliver triangles
  25024. ear = next.next;
  25025. stop = next.next;
  25026. continue;
  25027. }
  25028. ear = next;
  25029. // if we looped through the whole remaining polygon and can't find any more ears
  25030. if (ear === stop) {
  25031. // try filtering points and slicing again
  25032. if (!pass) {
  25033. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25034. // if this didn't work, try curing all small self-intersections locally
  25035. } else if (pass === 1) {
  25036. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25037. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25038. // as a last resort, try splitting the remaining polygon into two
  25039. } else if (pass === 2) {
  25040. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25041. }
  25042. break;
  25043. }
  25044. }
  25045. }
  25046. // check whether a polygon node forms a valid ear with adjacent nodes
  25047. function isEar(ear) {
  25048. const a = ear.prev,
  25049. b = ear,
  25050. c = ear.next;
  25051. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25052. // now make sure we don't have other points inside the potential ear
  25053. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25054. // triangle bbox
  25055. const x0 = Math.min(ax, bx, cx),
  25056. y0 = Math.min(ay, by, cy),
  25057. x1 = Math.max(ax, bx, cx),
  25058. y1 = Math.max(ay, by, cy);
  25059. let p = c.next;
  25060. while (p !== a) {
  25061. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25062. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25063. area(p.prev, p, p.next) >= 0) return false;
  25064. p = p.next;
  25065. }
  25066. return true;
  25067. }
  25068. function isEarHashed(ear, minX, minY, invSize) {
  25069. const a = ear.prev,
  25070. b = ear,
  25071. c = ear.next;
  25072. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25073. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25074. // triangle bbox
  25075. const x0 = Math.min(ax, bx, cx),
  25076. y0 = Math.min(ay, by, cy),
  25077. x1 = Math.max(ax, bx, cx),
  25078. y1 = Math.max(ay, by, cy);
  25079. // z-order range for the current triangle bbox;
  25080. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25081. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25082. let p = ear.prevZ,
  25083. n = ear.nextZ;
  25084. // look for points inside the triangle in both directions
  25085. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25086. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25087. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25088. p = p.prevZ;
  25089. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25090. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25091. n = n.nextZ;
  25092. }
  25093. // look for remaining points in decreasing z-order
  25094. while (p && p.z >= minZ) {
  25095. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25096. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25097. p = p.prevZ;
  25098. }
  25099. // look for remaining points in increasing z-order
  25100. while (n && n.z <= maxZ) {
  25101. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25102. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25103. n = n.nextZ;
  25104. }
  25105. return true;
  25106. }
  25107. // go through all polygon nodes and cure small local self-intersections
  25108. function cureLocalIntersections(start, triangles) {
  25109. let p = start;
  25110. do {
  25111. const a = p.prev,
  25112. b = p.next.next;
  25113. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25114. triangles.push(a.i, p.i, b.i);
  25115. // remove two nodes involved
  25116. removeNode(p);
  25117. removeNode(p.next);
  25118. p = start = b;
  25119. }
  25120. p = p.next;
  25121. } while (p !== start);
  25122. return filterPoints(p);
  25123. }
  25124. // try splitting polygon into two and triangulate them independently
  25125. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25126. // look for a valid diagonal that divides the polygon into two
  25127. let a = start;
  25128. do {
  25129. let b = a.next.next;
  25130. while (b !== a.prev) {
  25131. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25132. // split the polygon in two by the diagonal
  25133. let c = splitPolygon(a, b);
  25134. // filter colinear points around the cuts
  25135. a = filterPoints(a, a.next);
  25136. c = filterPoints(c, c.next);
  25137. // run earcut on each half
  25138. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25139. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25140. return;
  25141. }
  25142. b = b.next;
  25143. }
  25144. a = a.next;
  25145. } while (a !== start);
  25146. }
  25147. // link every hole into the outer loop, producing a single-ring polygon without holes
  25148. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25149. const queue = [];
  25150. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25151. const start = holeIndices[i] * dim;
  25152. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25153. const list = linkedList(data, start, end, dim, false);
  25154. if (list === list.next) list.steiner = true;
  25155. queue.push(getLeftmost(list));
  25156. }
  25157. queue.sort(compareXYSlope);
  25158. // process holes from left to right
  25159. for (let i = 0; i < queue.length; i++) {
  25160. outerNode = eliminateHole(queue[i], outerNode);
  25161. }
  25162. return outerNode;
  25163. }
  25164. function compareXYSlope(a, b) {
  25165. let result = a.x - b.x;
  25166. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25167. // the bridge to the outer shell is always the point that they meet at.
  25168. if (result === 0) {
  25169. result = a.y - b.y;
  25170. if (result === 0) {
  25171. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25172. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25173. result = aSlope - bSlope;
  25174. }
  25175. }
  25176. return result;
  25177. }
  25178. // find a bridge between vertices that connects hole with an outer ring and and link it
  25179. function eliminateHole(hole, outerNode) {
  25180. const bridge = findHoleBridge(hole, outerNode);
  25181. if (!bridge) {
  25182. return outerNode;
  25183. }
  25184. const bridgeReverse = splitPolygon(bridge, hole);
  25185. // filter collinear points around the cuts
  25186. filterPoints(bridgeReverse, bridgeReverse.next);
  25187. return filterPoints(bridge, bridge.next);
  25188. }
  25189. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25190. function findHoleBridge(hole, outerNode) {
  25191. let p = outerNode;
  25192. const hx = hole.x;
  25193. const hy = hole.y;
  25194. let qx = -Infinity;
  25195. let m;
  25196. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25197. // segment's endpoint with lesser x will be potential connection point
  25198. // unless they intersect at a vertex, then choose the vertex
  25199. if (equals(hole, p)) return p;
  25200. do {
  25201. if (equals(hole, p.next)) return p.next;
  25202. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25203. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25204. if (x <= hx && x > qx) {
  25205. qx = x;
  25206. m = p.x < p.next.x ? p : p.next;
  25207. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25208. }
  25209. }
  25210. p = p.next;
  25211. } while (p !== outerNode);
  25212. if (!m) return null;
  25213. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25214. // if there are no points found, we have a valid connection;
  25215. // otherwise choose the point of the minimum angle with the ray as connection point
  25216. const stop = m;
  25217. const mx = m.x;
  25218. const my = m.y;
  25219. let tanMin = Infinity;
  25220. p = m;
  25221. do {
  25222. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25223. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25224. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25225. if (locallyInside(p, hole) &&
  25226. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25227. m = p;
  25228. tanMin = tan;
  25229. }
  25230. }
  25231. p = p.next;
  25232. } while (p !== stop);
  25233. return m;
  25234. }
  25235. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25236. function sectorContainsSector(m, p) {
  25237. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25238. }
  25239. // interlink polygon nodes in z-order
  25240. function indexCurve(start, minX, minY, invSize) {
  25241. let p = start;
  25242. do {
  25243. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25244. p.prevZ = p.prev;
  25245. p.nextZ = p.next;
  25246. p = p.next;
  25247. } while (p !== start);
  25248. p.prevZ.nextZ = null;
  25249. p.prevZ = null;
  25250. sortLinked(p);
  25251. }
  25252. // Simon Tatham's linked list merge sort algorithm
  25253. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25254. function sortLinked(list) {
  25255. let numMerges;
  25256. let inSize = 1;
  25257. do {
  25258. let p = list;
  25259. let e;
  25260. list = null;
  25261. let tail = null;
  25262. numMerges = 0;
  25263. while (p) {
  25264. numMerges++;
  25265. let q = p;
  25266. let pSize = 0;
  25267. for (let i = 0; i < inSize; i++) {
  25268. pSize++;
  25269. q = q.nextZ;
  25270. if (!q) break;
  25271. }
  25272. let qSize = inSize;
  25273. while (pSize > 0 || (qSize > 0 && q)) {
  25274. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25275. e = p;
  25276. p = p.nextZ;
  25277. pSize--;
  25278. } else {
  25279. e = q;
  25280. q = q.nextZ;
  25281. qSize--;
  25282. }
  25283. if (tail) tail.nextZ = e;
  25284. else list = e;
  25285. e.prevZ = tail;
  25286. tail = e;
  25287. }
  25288. p = q;
  25289. }
  25290. tail.nextZ = null;
  25291. inSize *= 2;
  25292. } while (numMerges > 1);
  25293. return list;
  25294. }
  25295. // z-order of a point given coords and inverse of the longer side of data bbox
  25296. function zOrder(x, y, minX, minY, invSize) {
  25297. // coords are transformed into non-negative 15-bit integer range
  25298. x = (x - minX) * invSize | 0;
  25299. y = (y - minY) * invSize | 0;
  25300. x = (x | (x << 8)) & 0x00FF00FF;
  25301. x = (x | (x << 4)) & 0x0F0F0F0F;
  25302. x = (x | (x << 2)) & 0x33333333;
  25303. x = (x | (x << 1)) & 0x55555555;
  25304. y = (y | (y << 8)) & 0x00FF00FF;
  25305. y = (y | (y << 4)) & 0x0F0F0F0F;
  25306. y = (y | (y << 2)) & 0x33333333;
  25307. y = (y | (y << 1)) & 0x55555555;
  25308. return x | (y << 1);
  25309. }
  25310. // find the leftmost node of a polygon ring
  25311. function getLeftmost(start) {
  25312. let p = start,
  25313. leftmost = start;
  25314. do {
  25315. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25316. p = p.next;
  25317. } while (p !== start);
  25318. return leftmost;
  25319. }
  25320. // check if a point lies within a convex triangle
  25321. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25322. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25323. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25324. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25325. }
  25326. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25327. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25328. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25329. }
  25330. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25331. function isValidDiagonal(a, b) {
  25332. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges
  25333. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25334. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25335. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25336. }
  25337. // signed area of a triangle
  25338. function area(p, q, r) {
  25339. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25340. }
  25341. // check if two points are equal
  25342. function equals(p1, p2) {
  25343. return p1.x === p2.x && p1.y === p2.y;
  25344. }
  25345. // check if two segments intersect
  25346. function intersects(p1, q1, p2, q2) {
  25347. const o1 = sign(area(p1, q1, p2));
  25348. const o2 = sign(area(p1, q1, q2));
  25349. const o3 = sign(area(p2, q2, p1));
  25350. const o4 = sign(area(p2, q2, q1));
  25351. if (o1 !== o2 && o3 !== o4) return true; // general case
  25352. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25353. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25354. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25355. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25356. return false;
  25357. }
  25358. // for collinear points p, q, r, check if point q lies on segment pr
  25359. function onSegment(p, q, r) {
  25360. 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);
  25361. }
  25362. function sign(num) {
  25363. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25364. }
  25365. // check if a polygon diagonal intersects any polygon segments
  25366. function intersectsPolygon(a, b) {
  25367. let p = a;
  25368. do {
  25369. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25370. intersects(p, p.next, a, b)) return true;
  25371. p = p.next;
  25372. } while (p !== a);
  25373. return false;
  25374. }
  25375. // check if a polygon diagonal is locally inside the polygon
  25376. function locallyInside(a, b) {
  25377. return area(a.prev, a, a.next) < 0 ?
  25378. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25379. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25380. }
  25381. // check if the middle point of a polygon diagonal is inside the polygon
  25382. function middleInside(a, b) {
  25383. let p = a;
  25384. let inside = false;
  25385. const px = (a.x + b.x) / 2;
  25386. const py = (a.y + b.y) / 2;
  25387. do {
  25388. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25389. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25390. inside = !inside;
  25391. p = p.next;
  25392. } while (p !== a);
  25393. return inside;
  25394. }
  25395. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25396. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25397. function splitPolygon(a, b) {
  25398. const a2 = createNode(a.i, a.x, a.y),
  25399. b2 = createNode(b.i, b.x, b.y),
  25400. an = a.next,
  25401. bp = b.prev;
  25402. a.next = b;
  25403. b.prev = a;
  25404. a2.next = an;
  25405. an.prev = a2;
  25406. b2.next = a2;
  25407. a2.prev = b2;
  25408. bp.next = b2;
  25409. b2.prev = bp;
  25410. return b2;
  25411. }
  25412. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25413. function insertNode(i, x, y, last) {
  25414. const p = createNode(i, x, y);
  25415. if (!last) {
  25416. p.prev = p;
  25417. p.next = p;
  25418. } else {
  25419. p.next = last.next;
  25420. p.prev = last;
  25421. last.next.prev = p;
  25422. last.next = p;
  25423. }
  25424. return p;
  25425. }
  25426. function removeNode(p) {
  25427. p.next.prev = p.prev;
  25428. p.prev.next = p.next;
  25429. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25430. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25431. }
  25432. function createNode(i, x, y) {
  25433. return {
  25434. i, // vertex index in coordinates array
  25435. x, y, // vertex coordinates
  25436. prev: null, // previous and next vertex nodes in a polygon ring
  25437. next: null,
  25438. z: 0, // z-order curve value
  25439. prevZ: null, // previous and next nodes in z-order
  25440. nextZ: null,
  25441. steiner: false // indicates whether this is a steiner point
  25442. };
  25443. }
  25444. function signedArea(data, start, end, dim) {
  25445. let sum = 0;
  25446. for (let i = start, j = end - dim; i < end; i += dim) {
  25447. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25448. j = i;
  25449. }
  25450. return sum;
  25451. }
  25452. class Earcut {
  25453. /**
  25454. * Triangulates the given shape definition by returning an array of triangles.
  25455. *
  25456. * @param {Array<number>} data - An array with 2D points.
  25457. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25458. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25459. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25460. * representing vertex indices.
  25461. */
  25462. static triangulate( data, holeIndices, dim = 2 ) {
  25463. return earcut( data, holeIndices, dim );
  25464. }
  25465. }
  25466. /**
  25467. * A class containing utility functions for shapes.
  25468. *
  25469. * @hideconstructor
  25470. */
  25471. class ShapeUtils {
  25472. /**
  25473. * Calculate area of a ( 2D ) contour polygon.
  25474. *
  25475. * @param {Array<Vector2>} contour - An array of 2D points.
  25476. * @return {number} The area.
  25477. */
  25478. static area( contour ) {
  25479. const n = contour.length;
  25480. let a = 0.0;
  25481. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25482. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25483. }
  25484. return a * 0.5;
  25485. }
  25486. /**
  25487. * Returns `true` if the given contour uses a clockwise winding order.
  25488. *
  25489. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25490. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25491. */
  25492. static isClockWise( pts ) {
  25493. return ShapeUtils.area( pts ) < 0;
  25494. }
  25495. /**
  25496. * Triangulates the given shape definition.
  25497. *
  25498. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25499. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25500. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25501. */
  25502. static triangulateShape( contour, holes ) {
  25503. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25504. const holeIndices = []; // array of hole indices
  25505. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25506. removeDupEndPts( contour );
  25507. addContour( vertices, contour );
  25508. //
  25509. let holeIndex = contour.length;
  25510. holes.forEach( removeDupEndPts );
  25511. for ( let i = 0; i < holes.length; i ++ ) {
  25512. holeIndices.push( holeIndex );
  25513. holeIndex += holes[ i ].length;
  25514. addContour( vertices, holes[ i ] );
  25515. }
  25516. //
  25517. const triangles = Earcut.triangulate( vertices, holeIndices );
  25518. //
  25519. for ( let i = 0; i < triangles.length; i += 3 ) {
  25520. faces.push( triangles.slice( i, i + 3 ) );
  25521. }
  25522. return faces;
  25523. }
  25524. }
  25525. function removeDupEndPts( points ) {
  25526. const l = points.length;
  25527. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25528. points.pop();
  25529. }
  25530. }
  25531. function addContour( vertices, contour ) {
  25532. for ( let i = 0; i < contour.length; i ++ ) {
  25533. vertices.push( contour[ i ].x );
  25534. vertices.push( contour[ i ].y );
  25535. }
  25536. }
  25537. /**
  25538. * Creates extruded geometry from a path shape.
  25539. *
  25540. * ```js
  25541. * const length = 12, width = 8;
  25542. *
  25543. * const shape = new THREE.Shape();
  25544. * shape.moveTo( 0,0 );
  25545. * shape.lineTo( 0, width );
  25546. * shape.lineTo( length, width );
  25547. * shape.lineTo( length, 0 );
  25548. * shape.lineTo( 0, 0 );
  25549. *
  25550. * const geometry = new THREE.ExtrudeGeometry( shape );
  25551. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25552. * const mesh = new THREE.Mesh( geometry, material ) ;
  25553. * scene.add( mesh );
  25554. * ```
  25555. *
  25556. * @augments BufferGeometry
  25557. */
  25558. class ExtrudeGeometry extends BufferGeometry {
  25559. /**
  25560. * Constructs a new extrude geometry.
  25561. *
  25562. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25563. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25564. */
  25565. 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 = {} ) {
  25566. super();
  25567. this.type = 'ExtrudeGeometry';
  25568. /**
  25569. * Holds the constructor parameters that have been
  25570. * used to generate the geometry. Any modification
  25571. * after instantiation does not change the geometry.
  25572. *
  25573. * @type {Object}
  25574. */
  25575. this.parameters = {
  25576. shapes: shapes,
  25577. options: options
  25578. };
  25579. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25580. const scope = this;
  25581. const verticesArray = [];
  25582. const uvArray = [];
  25583. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25584. const shape = shapes[ i ];
  25585. addShape( shape );
  25586. }
  25587. // build geometry
  25588. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25589. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25590. this.computeVertexNormals();
  25591. // functions
  25592. function addShape( shape ) {
  25593. const placeholder = [];
  25594. // options
  25595. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25596. const steps = options.steps !== undefined ? options.steps : 1;
  25597. const depth = options.depth !== undefined ? options.depth : 1;
  25598. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25599. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25600. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25601. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25602. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25603. const extrudePath = options.extrudePath;
  25604. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25605. //
  25606. let extrudePts, extrudeByPath = false;
  25607. let splineTube, binormal, normal, position2;
  25608. if ( extrudePath ) {
  25609. extrudePts = extrudePath.getSpacedPoints( steps );
  25610. extrudeByPath = true;
  25611. bevelEnabled = false; // bevels not supported for path extrusion
  25612. // SETUP TNB variables
  25613. // TODO1 - have a .isClosed in spline?
  25614. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25615. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25616. binormal = new Vector3();
  25617. normal = new Vector3();
  25618. position2 = new Vector3();
  25619. }
  25620. // Safeguards if bevels are not enabled
  25621. if ( ! bevelEnabled ) {
  25622. bevelSegments = 0;
  25623. bevelThickness = 0;
  25624. bevelSize = 0;
  25625. bevelOffset = 0;
  25626. }
  25627. // Variables initialization
  25628. const shapePoints = shape.extractPoints( curveSegments );
  25629. let vertices = shapePoints.shape;
  25630. const holes = shapePoints.holes;
  25631. const reverse = ! ShapeUtils.isClockWise( vertices );
  25632. if ( reverse ) {
  25633. vertices = vertices.reverse();
  25634. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25635. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25636. const ahole = holes[ h ];
  25637. if ( ShapeUtils.isClockWise( ahole ) ) {
  25638. holes[ h ] = ahole.reverse();
  25639. }
  25640. }
  25641. }
  25642. /**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.
  25643. * @param {Array<Vector2>} points
  25644. */
  25645. function mergeOverlappingPoints( points ) {
  25646. const THRESHOLD = 1e-10;
  25647. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25648. let prevPos = points[ 0 ];
  25649. for ( let i = 1; i <= points.length; i ++ ) {
  25650. const currentIndex = i % points.length;
  25651. const currentPos = points[ currentIndex ];
  25652. const dx = currentPos.x - prevPos.x;
  25653. const dy = currentPos.y - prevPos.y;
  25654. const distSq = dx * dx + dy * dy;
  25655. const scalingFactorSqrt = Math.max(
  25656. Math.abs( currentPos.x ),
  25657. Math.abs( currentPos.y ),
  25658. Math.abs( prevPos.x ),
  25659. Math.abs( prevPos.y )
  25660. );
  25661. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25662. if ( distSq <= thresholdSqScaled ) {
  25663. points.splice( currentIndex, 1 );
  25664. i --;
  25665. continue;
  25666. }
  25667. prevPos = currentPos;
  25668. }
  25669. }
  25670. mergeOverlappingPoints( vertices );
  25671. holes.forEach( mergeOverlappingPoints );
  25672. const numHoles = holes.length;
  25673. /* Vertices */
  25674. const contour = vertices; // vertices has all points but contour has only points of circumference
  25675. for ( let h = 0; h < numHoles; h ++ ) {
  25676. const ahole = holes[ h ];
  25677. vertices = vertices.concat( ahole );
  25678. }
  25679. function scalePt2( pt, vec, size ) {
  25680. if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
  25681. return pt.clone().addScaledVector( vec, size );
  25682. }
  25683. const vlen = vertices.length;
  25684. // Find directions for point movement
  25685. function getBevelVec( inPt, inPrev, inNext ) {
  25686. // computes for inPt the corresponding point inPt' on a new contour
  25687. // shifted by 1 unit (length of normalized vector) to the left
  25688. // if we walk along contour clockwise, this new contour is outside the old one
  25689. //
  25690. // inPt' is the intersection of the two lines parallel to the two
  25691. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25692. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25693. // good reading for geometry algorithms (here: line-line intersection)
  25694. // http://geomalgorithms.com/a05-_intersect-1.html
  25695. const v_prev_x = inPt.x - inPrev.x,
  25696. v_prev_y = inPt.y - inPrev.y;
  25697. const v_next_x = inNext.x - inPt.x,
  25698. v_next_y = inNext.y - inPt.y;
  25699. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25700. // check for collinear edges
  25701. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25702. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25703. // not collinear
  25704. // length of vectors for normalizing
  25705. const v_prev_len = Math.sqrt( v_prev_lensq );
  25706. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25707. // shift adjacent points by unit vectors to the left
  25708. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25709. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25710. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25711. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25712. // scaling factor for v_prev to intersection point
  25713. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25714. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25715. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25716. // vector from inPt to intersection point
  25717. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25718. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25719. // Don't normalize!, otherwise sharp corners become ugly
  25720. // but prevent crazy spikes
  25721. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25722. if ( v_trans_lensq <= 2 ) {
  25723. return new Vector2( v_trans_x, v_trans_y );
  25724. } else {
  25725. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25726. }
  25727. } else {
  25728. // handle special case of collinear edges
  25729. let direction_eq = false; // assumes: opposite
  25730. if ( v_prev_x > Number.EPSILON ) {
  25731. if ( v_next_x > Number.EPSILON ) {
  25732. direction_eq = true;
  25733. }
  25734. } else {
  25735. if ( v_prev_x < - Number.EPSILON ) {
  25736. if ( v_next_x < - Number.EPSILON ) {
  25737. direction_eq = true;
  25738. }
  25739. } else {
  25740. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25741. direction_eq = true;
  25742. }
  25743. }
  25744. }
  25745. if ( direction_eq ) {
  25746. // console.log("Warning: lines are a straight sequence");
  25747. v_trans_x = - v_prev_y;
  25748. v_trans_y = v_prev_x;
  25749. shrink_by = Math.sqrt( v_prev_lensq );
  25750. } else {
  25751. // console.log("Warning: lines are a straight spike");
  25752. v_trans_x = v_prev_x;
  25753. v_trans_y = v_prev_y;
  25754. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25755. }
  25756. }
  25757. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25758. }
  25759. const contourMovements = [];
  25760. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25761. if ( j === il ) j = 0;
  25762. if ( k === il ) k = 0;
  25763. // (j)---(i)---(k)
  25764. // console.log('i,j,k', i, j , k)
  25765. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25766. }
  25767. const holesMovements = [];
  25768. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25769. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25770. const ahole = holes[ h ];
  25771. oneHoleMovements = [];
  25772. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25773. if ( j === il ) j = 0;
  25774. if ( k === il ) k = 0;
  25775. // (j)---(i)---(k)
  25776. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25777. }
  25778. holesMovements.push( oneHoleMovements );
  25779. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25780. }
  25781. let faces;
  25782. if ( bevelSegments === 0 ) {
  25783. faces = ShapeUtils.triangulateShape( contour, holes );
  25784. } else {
  25785. const contractedContourVertices = [];
  25786. const expandedHoleVertices = [];
  25787. // Loop bevelSegments, 1 for the front, 1 for the back
  25788. for ( let b = 0; b < bevelSegments; b ++ ) {
  25789. //for ( b = bevelSegments; b > 0; b -- ) {
  25790. const t = b / bevelSegments;
  25791. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25792. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25793. // contract shape
  25794. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25795. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25796. v( vert.x, vert.y, - z );
  25797. if ( t === 0 ) contractedContourVertices.push( vert );
  25798. }
  25799. // expand holes
  25800. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25801. const ahole = holes[ h ];
  25802. oneHoleMovements = holesMovements[ h ];
  25803. const oneHoleVertices = [];
  25804. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25805. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25806. v( vert.x, vert.y, - z );
  25807. if ( t === 0 ) oneHoleVertices.push( vert );
  25808. }
  25809. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  25810. }
  25811. }
  25812. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  25813. }
  25814. const flen = faces.length;
  25815. const bs = bevelSize + bevelOffset;
  25816. // Back facing vertices
  25817. for ( let i = 0; i < vlen; i ++ ) {
  25818. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25819. if ( ! extrudeByPath ) {
  25820. v( vert.x, vert.y, 0 );
  25821. } else {
  25822. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  25823. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  25824. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  25825. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  25826. v( position2.x, position2.y, position2.z );
  25827. }
  25828. }
  25829. // Add stepped vertices...
  25830. // Including front facing vertices
  25831. for ( let s = 1; s <= steps; s ++ ) {
  25832. for ( let i = 0; i < vlen; i ++ ) {
  25833. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25834. if ( ! extrudeByPath ) {
  25835. v( vert.x, vert.y, depth / steps * s );
  25836. } else {
  25837. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  25838. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  25839. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  25840. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  25841. v( position2.x, position2.y, position2.z );
  25842. }
  25843. }
  25844. }
  25845. // Add bevel segments planes
  25846. //for ( b = 1; b <= bevelSegments; b ++ ) {
  25847. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  25848. const t = b / bevelSegments;
  25849. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25850. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25851. // contract shape
  25852. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25853. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25854. v( vert.x, vert.y, depth + z );
  25855. }
  25856. // expand holes
  25857. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25858. const ahole = holes[ h ];
  25859. oneHoleMovements = holesMovements[ h ];
  25860. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25861. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25862. if ( ! extrudeByPath ) {
  25863. v( vert.x, vert.y, depth + z );
  25864. } else {
  25865. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  25866. }
  25867. }
  25868. }
  25869. }
  25870. /* Faces */
  25871. // Top and bottom faces
  25872. buildLidFaces();
  25873. // Sides faces
  25874. buildSideFaces();
  25875. ///// Internal functions
  25876. function buildLidFaces() {
  25877. const start = verticesArray.length / 3;
  25878. if ( bevelEnabled ) {
  25879. let layer = 0; // steps + 1
  25880. let offset = vlen * layer;
  25881. // Bottom faces
  25882. for ( let i = 0; i < flen; i ++ ) {
  25883. const face = faces[ i ];
  25884. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  25885. }
  25886. layer = steps + bevelSegments * 2;
  25887. offset = vlen * layer;
  25888. // Top faces
  25889. for ( let i = 0; i < flen; i ++ ) {
  25890. const face = faces[ i ];
  25891. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  25892. }
  25893. } else {
  25894. // Bottom faces
  25895. for ( let i = 0; i < flen; i ++ ) {
  25896. const face = faces[ i ];
  25897. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  25898. }
  25899. // Top faces
  25900. for ( let i = 0; i < flen; i ++ ) {
  25901. const face = faces[ i ];
  25902. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  25903. }
  25904. }
  25905. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  25906. }
  25907. // Create faces for the z-sides of the shape
  25908. function buildSideFaces() {
  25909. const start = verticesArray.length / 3;
  25910. let layeroffset = 0;
  25911. sidewalls( contour, layeroffset );
  25912. layeroffset += contour.length;
  25913. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25914. const ahole = holes[ h ];
  25915. sidewalls( ahole, layeroffset );
  25916. //, true
  25917. layeroffset += ahole.length;
  25918. }
  25919. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  25920. }
  25921. function sidewalls( contour, layeroffset ) {
  25922. let i = contour.length;
  25923. while ( -- i >= 0 ) {
  25924. const j = i;
  25925. let k = i - 1;
  25926. if ( k < 0 ) k = contour.length - 1;
  25927. //console.log('b', i,j, i-1, k,vertices.length);
  25928. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  25929. const slen1 = vlen * s;
  25930. const slen2 = vlen * ( s + 1 );
  25931. const a = layeroffset + j + slen1,
  25932. b = layeroffset + k + slen1,
  25933. c = layeroffset + k + slen2,
  25934. d = layeroffset + j + slen2;
  25935. f4( a, b, c, d );
  25936. }
  25937. }
  25938. }
  25939. function v( x, y, z ) {
  25940. placeholder.push( x );
  25941. placeholder.push( y );
  25942. placeholder.push( z );
  25943. }
  25944. function f3( a, b, c ) {
  25945. addVertex( a );
  25946. addVertex( b );
  25947. addVertex( c );
  25948. const nextIndex = verticesArray.length / 3;
  25949. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25950. addUV( uvs[ 0 ] );
  25951. addUV( uvs[ 1 ] );
  25952. addUV( uvs[ 2 ] );
  25953. }
  25954. function f4( a, b, c, d ) {
  25955. addVertex( a );
  25956. addVertex( b );
  25957. addVertex( d );
  25958. addVertex( b );
  25959. addVertex( c );
  25960. addVertex( d );
  25961. const nextIndex = verticesArray.length / 3;
  25962. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25963. addUV( uvs[ 0 ] );
  25964. addUV( uvs[ 1 ] );
  25965. addUV( uvs[ 3 ] );
  25966. addUV( uvs[ 1 ] );
  25967. addUV( uvs[ 2 ] );
  25968. addUV( uvs[ 3 ] );
  25969. }
  25970. function addVertex( index ) {
  25971. verticesArray.push( placeholder[ index * 3 + 0 ] );
  25972. verticesArray.push( placeholder[ index * 3 + 1 ] );
  25973. verticesArray.push( placeholder[ index * 3 + 2 ] );
  25974. }
  25975. function addUV( vector2 ) {
  25976. uvArray.push( vector2.x );
  25977. uvArray.push( vector2.y );
  25978. }
  25979. }
  25980. }
  25981. copy( source ) {
  25982. super.copy( source );
  25983. this.parameters = Object.assign( {}, source.parameters );
  25984. return this;
  25985. }
  25986. toJSON() {
  25987. const data = super.toJSON();
  25988. const shapes = this.parameters.shapes;
  25989. const options = this.parameters.options;
  25990. return toJSON$1( shapes, options, data );
  25991. }
  25992. /**
  25993. * Factory method for creating an instance of this class from the given
  25994. * JSON object.
  25995. *
  25996. * @param {Object} data - A JSON object representing the serialized geometry.
  25997. * @param {Array<Shape>} shapes - An array of shapes.
  25998. * @return {ExtrudeGeometry} A new instance.
  25999. */
  26000. static fromJSON( data, shapes ) {
  26001. const geometryShapes = [];
  26002. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26003. const shape = shapes[ data.shapes[ j ] ];
  26004. geometryShapes.push( shape );
  26005. }
  26006. const extrudePath = data.options.extrudePath;
  26007. if ( extrudePath !== undefined ) {
  26008. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26009. }
  26010. return new ExtrudeGeometry( geometryShapes, data.options );
  26011. }
  26012. }
  26013. const WorldUVGenerator = {
  26014. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26015. const a_x = vertices[ indexA * 3 ];
  26016. const a_y = vertices[ indexA * 3 + 1 ];
  26017. const b_x = vertices[ indexB * 3 ];
  26018. const b_y = vertices[ indexB * 3 + 1 ];
  26019. const c_x = vertices[ indexC * 3 ];
  26020. const c_y = vertices[ indexC * 3 + 1 ];
  26021. return [
  26022. new Vector2( a_x, a_y ),
  26023. new Vector2( b_x, b_y ),
  26024. new Vector2( c_x, c_y )
  26025. ];
  26026. },
  26027. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26028. const a_x = vertices[ indexA * 3 ];
  26029. const a_y = vertices[ indexA * 3 + 1 ];
  26030. const a_z = vertices[ indexA * 3 + 2 ];
  26031. const b_x = vertices[ indexB * 3 ];
  26032. const b_y = vertices[ indexB * 3 + 1 ];
  26033. const b_z = vertices[ indexB * 3 + 2 ];
  26034. const c_x = vertices[ indexC * 3 ];
  26035. const c_y = vertices[ indexC * 3 + 1 ];
  26036. const c_z = vertices[ indexC * 3 + 2 ];
  26037. const d_x = vertices[ indexD * 3 ];
  26038. const d_y = vertices[ indexD * 3 + 1 ];
  26039. const d_z = vertices[ indexD * 3 + 2 ];
  26040. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26041. return [
  26042. new Vector2( a_x, 1 - a_z ),
  26043. new Vector2( b_x, 1 - b_z ),
  26044. new Vector2( c_x, 1 - c_z ),
  26045. new Vector2( d_x, 1 - d_z )
  26046. ];
  26047. } else {
  26048. return [
  26049. new Vector2( a_y, 1 - a_z ),
  26050. new Vector2( b_y, 1 - b_z ),
  26051. new Vector2( c_y, 1 - c_z ),
  26052. new Vector2( d_y, 1 - d_z )
  26053. ];
  26054. }
  26055. }
  26056. };
  26057. function toJSON$1( shapes, options, data ) {
  26058. data.shapes = [];
  26059. if ( Array.isArray( shapes ) ) {
  26060. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26061. const shape = shapes[ i ];
  26062. data.shapes.push( shape.uuid );
  26063. }
  26064. } else {
  26065. data.shapes.push( shapes.uuid );
  26066. }
  26067. data.options = Object.assign( {}, options );
  26068. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26069. return data;
  26070. }
  26071. /**
  26072. * A geometry class for representing an icosahedron.
  26073. *
  26074. * ```js
  26075. * const geometry = new THREE.IcosahedronGeometry();
  26076. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26077. * const icosahedron = new THREE.Mesh( geometry, material );
  26078. * scene.add( icosahedron );
  26079. * ```
  26080. *
  26081. * @augments PolyhedronGeometry
  26082. */
  26083. class IcosahedronGeometry extends PolyhedronGeometry {
  26084. /**
  26085. * Constructs a new icosahedron geometry.
  26086. *
  26087. * @param {number} [radius=1] - Radius of the icosahedron.
  26088. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26089. */
  26090. constructor( radius = 1, detail = 0 ) {
  26091. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26092. const vertices = [
  26093. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26094. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26095. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26096. ];
  26097. const indices = [
  26098. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26099. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26100. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26101. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26102. ];
  26103. super( vertices, indices, radius, detail );
  26104. this.type = 'IcosahedronGeometry';
  26105. /**
  26106. * Holds the constructor parameters that have been
  26107. * used to generate the geometry. Any modification
  26108. * after instantiation does not change the geometry.
  26109. *
  26110. * @type {Object}
  26111. */
  26112. this.parameters = {
  26113. radius: radius,
  26114. detail: detail
  26115. };
  26116. }
  26117. /**
  26118. * Factory method for creating an instance of this class from the given
  26119. * JSON object.
  26120. *
  26121. * @param {Object} data - A JSON object representing the serialized geometry.
  26122. * @return {IcosahedronGeometry} A new instance.
  26123. */
  26124. static fromJSON( data ) {
  26125. return new IcosahedronGeometry( data.radius, data.detail );
  26126. }
  26127. }
  26128. /**
  26129. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26130. *
  26131. * ```js
  26132. * const points = [];
  26133. * for ( let i = 0; i < 10; i ++ ) {
  26134. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26135. * }
  26136. * const geometry = new THREE.LatheGeometry( points );
  26137. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26138. * const lathe = new THREE.Mesh( geometry, material );
  26139. * scene.add( lathe );
  26140. * ```
  26141. *
  26142. * @augments BufferGeometry
  26143. */
  26144. class LatheGeometry extends BufferGeometry {
  26145. /**
  26146. * Constructs a new lathe geometry.
  26147. *
  26148. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26149. * must be greater than zero.
  26150. * @param {number} [segments=12] - The number of circumference segments to generate.
  26151. * @param {number} [phiStart=0] - The starting angle in radians.
  26152. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26153. * closed lathe, less than 2PI is a portion.
  26154. */
  26155. 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 ) {
  26156. super();
  26157. this.type = 'LatheGeometry';
  26158. /**
  26159. * Holds the constructor parameters that have been
  26160. * used to generate the geometry. Any modification
  26161. * after instantiation does not change the geometry.
  26162. *
  26163. * @type {Object}
  26164. */
  26165. this.parameters = {
  26166. points: points,
  26167. segments: segments,
  26168. phiStart: phiStart,
  26169. phiLength: phiLength
  26170. };
  26171. segments = Math.floor( segments );
  26172. // clamp phiLength so it's in range of [ 0, 2PI ]
  26173. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26174. // buffers
  26175. const indices = [];
  26176. const vertices = [];
  26177. const uvs = [];
  26178. const initNormals = [];
  26179. const normals = [];
  26180. // helper variables
  26181. const inverseSegments = 1.0 / segments;
  26182. const vertex = new Vector3();
  26183. const uv = new Vector2();
  26184. const normal = new Vector3();
  26185. const curNormal = new Vector3();
  26186. const prevNormal = new Vector3();
  26187. let dx = 0;
  26188. let dy = 0;
  26189. // pre-compute normals for initial "meridian"
  26190. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26191. switch ( j ) {
  26192. case 0: // special handling for 1st vertex on path
  26193. dx = points[ j + 1 ].x - points[ j ].x;
  26194. dy = points[ j + 1 ].y - points[ j ].y;
  26195. normal.x = dy * 1.0;
  26196. normal.y = - dx;
  26197. normal.z = dy * 0.0;
  26198. prevNormal.copy( normal );
  26199. normal.normalize();
  26200. initNormals.push( normal.x, normal.y, normal.z );
  26201. break;
  26202. case ( points.length - 1 ): // special handling for last Vertex on path
  26203. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26204. break;
  26205. default: // default handling for all vertices in between
  26206. dx = points[ j + 1 ].x - points[ j ].x;
  26207. dy = points[ j + 1 ].y - points[ j ].y;
  26208. normal.x = dy * 1.0;
  26209. normal.y = - dx;
  26210. normal.z = dy * 0.0;
  26211. curNormal.copy( normal );
  26212. normal.x += prevNormal.x;
  26213. normal.y += prevNormal.y;
  26214. normal.z += prevNormal.z;
  26215. normal.normalize();
  26216. initNormals.push( normal.x, normal.y, normal.z );
  26217. prevNormal.copy( curNormal );
  26218. }
  26219. }
  26220. // generate vertices, uvs and normals
  26221. for ( let i = 0; i <= segments; i ++ ) {
  26222. const phi = phiStart + i * inverseSegments * phiLength;
  26223. const sin = Math.sin( phi );
  26224. const cos = Math.cos( phi );
  26225. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26226. // vertex
  26227. vertex.x = points[ j ].x * sin;
  26228. vertex.y = points[ j ].y;
  26229. vertex.z = points[ j ].x * cos;
  26230. vertices.push( vertex.x, vertex.y, vertex.z );
  26231. // uv
  26232. uv.x = i / segments;
  26233. uv.y = j / ( points.length - 1 );
  26234. uvs.push( uv.x, uv.y );
  26235. // normal
  26236. const x = initNormals[ 3 * j + 0 ] * sin;
  26237. const y = initNormals[ 3 * j + 1 ];
  26238. const z = initNormals[ 3 * j + 0 ] * cos;
  26239. normals.push( x, y, z );
  26240. }
  26241. }
  26242. // indices
  26243. for ( let i = 0; i < segments; i ++ ) {
  26244. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26245. const base = j + i * points.length;
  26246. const a = base;
  26247. const b = base + points.length;
  26248. const c = base + points.length + 1;
  26249. const d = base + 1;
  26250. // faces
  26251. indices.push( a, b, d );
  26252. indices.push( c, d, b );
  26253. }
  26254. }
  26255. // build geometry
  26256. this.setIndex( indices );
  26257. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26258. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26259. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26260. }
  26261. copy( source ) {
  26262. super.copy( source );
  26263. this.parameters = Object.assign( {}, source.parameters );
  26264. return this;
  26265. }
  26266. /**
  26267. * Factory method for creating an instance of this class from the given
  26268. * JSON object.
  26269. *
  26270. * @param {Object} data - A JSON object representing the serialized geometry.
  26271. * @return {LatheGeometry} A new instance.
  26272. */
  26273. static fromJSON( data ) {
  26274. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26275. }
  26276. }
  26277. /**
  26278. * A geometry class for representing an octahedron.
  26279. *
  26280. * ```js
  26281. * const geometry = new THREE.OctahedronGeometry();
  26282. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26283. * const octahedron = new THREE.Mesh( geometry, material );
  26284. * scene.add( octahedron );
  26285. * ```
  26286. *
  26287. * @augments PolyhedronGeometry
  26288. */
  26289. class OctahedronGeometry extends PolyhedronGeometry {
  26290. /**
  26291. * Constructs a new octahedron geometry.
  26292. *
  26293. * @param {number} [radius=1] - Radius of the octahedron.
  26294. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26295. */
  26296. constructor( radius = 1, detail = 0 ) {
  26297. const vertices = [
  26298. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26299. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26300. ];
  26301. const indices = [
  26302. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26303. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26304. 1, 3, 4, 1, 4, 2
  26305. ];
  26306. super( vertices, indices, radius, detail );
  26307. this.type = 'OctahedronGeometry';
  26308. /**
  26309. * Holds the constructor parameters that have been
  26310. * used to generate the geometry. Any modification
  26311. * after instantiation does not change the geometry.
  26312. *
  26313. * @type {Object}
  26314. */
  26315. this.parameters = {
  26316. radius: radius,
  26317. detail: detail
  26318. };
  26319. }
  26320. /**
  26321. * Factory method for creating an instance of this class from the given
  26322. * JSON object.
  26323. *
  26324. * @param {Object} data - A JSON object representing the serialized geometry.
  26325. * @return {OctahedronGeometry} A new instance.
  26326. */
  26327. static fromJSON( data ) {
  26328. return new OctahedronGeometry( data.radius, data.detail );
  26329. }
  26330. }
  26331. /**
  26332. * A geometry class for representing a plane.
  26333. *
  26334. * ```js
  26335. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26336. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26337. * const plane = new THREE.Mesh( geometry, material );
  26338. * scene.add( plane );
  26339. * ```
  26340. *
  26341. * @augments BufferGeometry
  26342. */
  26343. class PlaneGeometry extends BufferGeometry {
  26344. /**
  26345. * Constructs a new plane geometry.
  26346. *
  26347. * @param {number} [width=1] - The width along the X axis.
  26348. * @param {number} [height=1] - The height along the Y axis
  26349. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26350. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26351. */
  26352. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26353. super();
  26354. this.type = 'PlaneGeometry';
  26355. /**
  26356. * Holds the constructor parameters that have been
  26357. * used to generate the geometry. Any modification
  26358. * after instantiation does not change the geometry.
  26359. *
  26360. * @type {Object}
  26361. */
  26362. this.parameters = {
  26363. width: width,
  26364. height: height,
  26365. widthSegments: widthSegments,
  26366. heightSegments: heightSegments
  26367. };
  26368. const width_half = width / 2;
  26369. const height_half = height / 2;
  26370. const gridX = Math.floor( widthSegments );
  26371. const gridY = Math.floor( heightSegments );
  26372. const gridX1 = gridX + 1;
  26373. const gridY1 = gridY + 1;
  26374. const segment_width = width / gridX;
  26375. const segment_height = height / gridY;
  26376. //
  26377. const indices = [];
  26378. const vertices = [];
  26379. const normals = [];
  26380. const uvs = [];
  26381. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26382. const y = iy * segment_height - height_half;
  26383. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26384. const x = ix * segment_width - width_half;
  26385. vertices.push( x, - y, 0 );
  26386. normals.push( 0, 0, 1 );
  26387. uvs.push( ix / gridX );
  26388. uvs.push( 1 - ( iy / gridY ) );
  26389. }
  26390. }
  26391. for ( let iy = 0; iy < gridY; iy ++ ) {
  26392. for ( let ix = 0; ix < gridX; ix ++ ) {
  26393. const a = ix + gridX1 * iy;
  26394. const b = ix + gridX1 * ( iy + 1 );
  26395. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26396. const d = ( ix + 1 ) + gridX1 * iy;
  26397. indices.push( a, b, d );
  26398. indices.push( b, c, d );
  26399. }
  26400. }
  26401. this.setIndex( indices );
  26402. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26403. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26404. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26405. }
  26406. copy( source ) {
  26407. super.copy( source );
  26408. this.parameters = Object.assign( {}, source.parameters );
  26409. return this;
  26410. }
  26411. /**
  26412. * Factory method for creating an instance of this class from the given
  26413. * JSON object.
  26414. *
  26415. * @param {Object} data - A JSON object representing the serialized geometry.
  26416. * @return {PlaneGeometry} A new instance.
  26417. */
  26418. static fromJSON( data ) {
  26419. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26420. }
  26421. }
  26422. /**
  26423. * A class for generating a two-dimensional ring geometry.
  26424. *
  26425. * ```js
  26426. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26427. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26428. * const mesh = new THREE.Mesh( geometry, material );
  26429. * scene.add( mesh );
  26430. * ```
  26431. *
  26432. * @augments BufferGeometry
  26433. */
  26434. class RingGeometry extends BufferGeometry {
  26435. /**
  26436. * Constructs a new ring geometry.
  26437. *
  26438. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26439. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26440. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26441. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26442. * @param {number} [thetaStart=0] - Starting angle in radians.
  26443. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26444. */
  26445. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26446. super();
  26447. this.type = 'RingGeometry';
  26448. /**
  26449. * Holds the constructor parameters that have been
  26450. * used to generate the geometry. Any modification
  26451. * after instantiation does not change the geometry.
  26452. *
  26453. * @type {Object}
  26454. */
  26455. this.parameters = {
  26456. innerRadius: innerRadius,
  26457. outerRadius: outerRadius,
  26458. thetaSegments: thetaSegments,
  26459. phiSegments: phiSegments,
  26460. thetaStart: thetaStart,
  26461. thetaLength: thetaLength
  26462. };
  26463. thetaSegments = Math.max( 3, thetaSegments );
  26464. phiSegments = Math.max( 1, phiSegments );
  26465. // buffers
  26466. const indices = [];
  26467. const vertices = [];
  26468. const normals = [];
  26469. const uvs = [];
  26470. // some helper variables
  26471. let radius = innerRadius;
  26472. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26473. const vertex = new Vector3();
  26474. const uv = new Vector2();
  26475. // generate vertices, normals and uvs
  26476. for ( let j = 0; j <= phiSegments; j ++ ) {
  26477. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26478. // values are generate from the inside of the ring to the outside
  26479. const segment = thetaStart + i / thetaSegments * thetaLength;
  26480. // vertex
  26481. vertex.x = radius * Math.cos( segment );
  26482. vertex.y = radius * Math.sin( segment );
  26483. vertices.push( vertex.x, vertex.y, vertex.z );
  26484. // normal
  26485. normals.push( 0, 0, 1 );
  26486. // uv
  26487. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26488. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26489. uvs.push( uv.x, uv.y );
  26490. }
  26491. // increase the radius for next row of vertices
  26492. radius += radiusStep;
  26493. }
  26494. // indices
  26495. for ( let j = 0; j < phiSegments; j ++ ) {
  26496. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26497. for ( let i = 0; i < thetaSegments; i ++ ) {
  26498. const segment = i + thetaSegmentLevel;
  26499. const a = segment;
  26500. const b = segment + thetaSegments + 1;
  26501. const c = segment + thetaSegments + 2;
  26502. const d = segment + 1;
  26503. // faces
  26504. indices.push( a, b, d );
  26505. indices.push( b, c, d );
  26506. }
  26507. }
  26508. // build geometry
  26509. this.setIndex( indices );
  26510. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26511. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26512. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26513. }
  26514. copy( source ) {
  26515. super.copy( source );
  26516. this.parameters = Object.assign( {}, source.parameters );
  26517. return this;
  26518. }
  26519. /**
  26520. * Factory method for creating an instance of this class from the given
  26521. * JSON object.
  26522. *
  26523. * @param {Object} data - A JSON object representing the serialized geometry.
  26524. * @return {RingGeometry} A new instance.
  26525. */
  26526. static fromJSON( data ) {
  26527. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26528. }
  26529. }
  26530. /**
  26531. * Creates an one-sided polygonal geometry from one or more path shapes.
  26532. *
  26533. * ```js
  26534. * const arcShape = new THREE.Shape()
  26535. * .moveTo( 5, 1 )
  26536. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26537. *
  26538. * const geometry = new THREE.ShapeGeometry( arcShape );
  26539. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26540. * const mesh = new THREE.Mesh( geometry, material ) ;
  26541. * scene.add( mesh );
  26542. * ```
  26543. *
  26544. * @augments BufferGeometry
  26545. */
  26546. class ShapeGeometry extends BufferGeometry {
  26547. /**
  26548. * Constructs a new shape geometry.
  26549. *
  26550. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26551. * @param {number} [curveSegments=12] - Number of segments per shape.
  26552. */
  26553. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26554. super();
  26555. this.type = 'ShapeGeometry';
  26556. /**
  26557. * Holds the constructor parameters that have been
  26558. * used to generate the geometry. Any modification
  26559. * after instantiation does not change the geometry.
  26560. *
  26561. * @type {Object}
  26562. */
  26563. this.parameters = {
  26564. shapes: shapes,
  26565. curveSegments: curveSegments
  26566. };
  26567. // buffers
  26568. const indices = [];
  26569. const vertices = [];
  26570. const normals = [];
  26571. const uvs = [];
  26572. // helper variables
  26573. let groupStart = 0;
  26574. let groupCount = 0;
  26575. // allow single and array values for "shapes" parameter
  26576. if ( Array.isArray( shapes ) === false ) {
  26577. addShape( shapes );
  26578. } else {
  26579. for ( let i = 0; i < shapes.length; i ++ ) {
  26580. addShape( shapes[ i ] );
  26581. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26582. groupStart += groupCount;
  26583. groupCount = 0;
  26584. }
  26585. }
  26586. // build geometry
  26587. this.setIndex( indices );
  26588. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26589. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26590. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26591. // helper functions
  26592. function addShape( shape ) {
  26593. const indexOffset = vertices.length / 3;
  26594. const points = shape.extractPoints( curveSegments );
  26595. let shapeVertices = points.shape;
  26596. const shapeHoles = points.holes;
  26597. // check direction of vertices
  26598. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26599. shapeVertices = shapeVertices.reverse();
  26600. }
  26601. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26602. const shapeHole = shapeHoles[ i ];
  26603. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26604. shapeHoles[ i ] = shapeHole.reverse();
  26605. }
  26606. }
  26607. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26608. // join vertices of inner and outer paths to a single array
  26609. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26610. const shapeHole = shapeHoles[ i ];
  26611. shapeVertices = shapeVertices.concat( shapeHole );
  26612. }
  26613. // vertices, normals, uvs
  26614. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26615. const vertex = shapeVertices[ i ];
  26616. vertices.push( vertex.x, vertex.y, 0 );
  26617. normals.push( 0, 0, 1 );
  26618. uvs.push( vertex.x, vertex.y ); // world uvs
  26619. }
  26620. // indices
  26621. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26622. const face = faces[ i ];
  26623. const a = face[ 0 ] + indexOffset;
  26624. const b = face[ 1 ] + indexOffset;
  26625. const c = face[ 2 ] + indexOffset;
  26626. indices.push( a, b, c );
  26627. groupCount += 3;
  26628. }
  26629. }
  26630. }
  26631. copy( source ) {
  26632. super.copy( source );
  26633. this.parameters = Object.assign( {}, source.parameters );
  26634. return this;
  26635. }
  26636. toJSON() {
  26637. const data = super.toJSON();
  26638. const shapes = this.parameters.shapes;
  26639. return toJSON( shapes, data );
  26640. }
  26641. /**
  26642. * Factory method for creating an instance of this class from the given
  26643. * JSON object.
  26644. *
  26645. * @param {Object} data - A JSON object representing the serialized geometry.
  26646. * @param {Array<Shape>} shapes - An array of shapes.
  26647. * @return {ShapeGeometry} A new instance.
  26648. */
  26649. static fromJSON( data, shapes ) {
  26650. const geometryShapes = [];
  26651. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26652. const shape = shapes[ data.shapes[ j ] ];
  26653. geometryShapes.push( shape );
  26654. }
  26655. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26656. }
  26657. }
  26658. function toJSON( shapes, data ) {
  26659. data.shapes = [];
  26660. if ( Array.isArray( shapes ) ) {
  26661. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26662. const shape = shapes[ i ];
  26663. data.shapes.push( shape.uuid );
  26664. }
  26665. } else {
  26666. data.shapes.push( shapes.uuid );
  26667. }
  26668. return data;
  26669. }
  26670. /**
  26671. * A class for generating a sphere geometry.
  26672. *
  26673. * ```js
  26674. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26675. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26676. * const sphere = new THREE.Mesh( geometry, material );
  26677. * scene.add( sphere );
  26678. * ```
  26679. *
  26680. * @augments BufferGeometry
  26681. */
  26682. class SphereGeometry extends BufferGeometry {
  26683. /**
  26684. * Constructs a new sphere geometry.
  26685. *
  26686. * @param {number} [radius=1] - The sphere radius.
  26687. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26688. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26689. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26690. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26691. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26692. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26693. */
  26694. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26695. super();
  26696. this.type = 'SphereGeometry';
  26697. /**
  26698. * Holds the constructor parameters that have been
  26699. * used to generate the geometry. Any modification
  26700. * after instantiation does not change the geometry.
  26701. *
  26702. * @type {Object}
  26703. */
  26704. this.parameters = {
  26705. radius: radius,
  26706. widthSegments: widthSegments,
  26707. heightSegments: heightSegments,
  26708. phiStart: phiStart,
  26709. phiLength: phiLength,
  26710. thetaStart: thetaStart,
  26711. thetaLength: thetaLength
  26712. };
  26713. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26714. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26715. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26716. let index = 0;
  26717. const grid = [];
  26718. const vertex = new Vector3();
  26719. const normal = new Vector3();
  26720. // buffers
  26721. const indices = [];
  26722. const vertices = [];
  26723. const normals = [];
  26724. const uvs = [];
  26725. // generate vertices, normals and uvs
  26726. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26727. const verticesRow = [];
  26728. const v = iy / heightSegments;
  26729. // special case for the poles
  26730. let uOffset = 0;
  26731. if ( iy === 0 && thetaStart === 0 ) {
  26732. uOffset = 0.5 / widthSegments;
  26733. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26734. uOffset = -0.5 / widthSegments;
  26735. }
  26736. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26737. const u = ix / widthSegments;
  26738. // vertex
  26739. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26740. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26741. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26742. vertices.push( vertex.x, vertex.y, vertex.z );
  26743. // normal
  26744. normal.copy( vertex ).normalize();
  26745. normals.push( normal.x, normal.y, normal.z );
  26746. // uv
  26747. uvs.push( u + uOffset, 1 - v );
  26748. verticesRow.push( index ++ );
  26749. }
  26750. grid.push( verticesRow );
  26751. }
  26752. // indices
  26753. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26754. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26755. const a = grid[ iy ][ ix + 1 ];
  26756. const b = grid[ iy ][ ix ];
  26757. const c = grid[ iy + 1 ][ ix ];
  26758. const d = grid[ iy + 1 ][ ix + 1 ];
  26759. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26760. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26761. }
  26762. }
  26763. // build geometry
  26764. this.setIndex( indices );
  26765. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26766. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26767. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26768. }
  26769. copy( source ) {
  26770. super.copy( source );
  26771. this.parameters = Object.assign( {}, source.parameters );
  26772. return this;
  26773. }
  26774. /**
  26775. * Factory method for creating an instance of this class from the given
  26776. * JSON object.
  26777. *
  26778. * @param {Object} data - A JSON object representing the serialized geometry.
  26779. * @return {SphereGeometry} A new instance.
  26780. */
  26781. static fromJSON( data ) {
  26782. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26783. }
  26784. }
  26785. /**
  26786. * A geometry class for representing an tetrahedron.
  26787. *
  26788. * ```js
  26789. * const geometry = new THREE.TetrahedronGeometry();
  26790. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26791. * const tetrahedron = new THREE.Mesh( geometry, material );
  26792. * scene.add( tetrahedron );
  26793. * ```
  26794. *
  26795. * @augments PolyhedronGeometry
  26796. */
  26797. class TetrahedronGeometry extends PolyhedronGeometry {
  26798. /**
  26799. * Constructs a new tetrahedron geometry.
  26800. *
  26801. * @param {number} [radius=1] - Radius of the tetrahedron.
  26802. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  26803. */
  26804. constructor( radius = 1, detail = 0 ) {
  26805. const vertices = [
  26806. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  26807. ];
  26808. const indices = [
  26809. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  26810. ];
  26811. super( vertices, indices, radius, detail );
  26812. this.type = 'TetrahedronGeometry';
  26813. /**
  26814. * Holds the constructor parameters that have been
  26815. * used to generate the geometry. Any modification
  26816. * after instantiation does not change the geometry.
  26817. *
  26818. * @type {Object}
  26819. */
  26820. this.parameters = {
  26821. radius: radius,
  26822. detail: detail
  26823. };
  26824. }
  26825. /**
  26826. * Factory method for creating an instance of this class from the given
  26827. * JSON object.
  26828. *
  26829. * @param {Object} data - A JSON object representing the serialized geometry.
  26830. * @return {TetrahedronGeometry} A new instance.
  26831. */
  26832. static fromJSON( data ) {
  26833. return new TetrahedronGeometry( data.radius, data.detail );
  26834. }
  26835. }
  26836. /**
  26837. * A geometry class for representing an torus.
  26838. *
  26839. * ```js
  26840. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  26841. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26842. * const torus = new THREE.Mesh( geometry, material );
  26843. * scene.add( torus );
  26844. * ```
  26845. *
  26846. * @augments BufferGeometry
  26847. */
  26848. class TorusGeometry extends BufferGeometry {
  26849. /**
  26850. * Constructs a new torus geometry.
  26851. *
  26852. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  26853. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  26854. * @param {number} [radialSegments=12] - The number of radial segments.
  26855. * @param {number} [tubularSegments=48] - The number of tubular segments.
  26856. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  26857. */
  26858. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  26859. super();
  26860. this.type = 'TorusGeometry';
  26861. /**
  26862. * Holds the constructor parameters that have been
  26863. * used to generate the geometry. Any modification
  26864. * after instantiation does not change the geometry.
  26865. *
  26866. * @type {Object}
  26867. */
  26868. this.parameters = {
  26869. radius: radius,
  26870. tube: tube,
  26871. radialSegments: radialSegments,
  26872. tubularSegments: tubularSegments,
  26873. arc: arc
  26874. };
  26875. radialSegments = Math.floor( radialSegments );
  26876. tubularSegments = Math.floor( tubularSegments );
  26877. // buffers
  26878. const indices = [];
  26879. const vertices = [];
  26880. const normals = [];
  26881. const uvs = [];
  26882. // helper variables
  26883. const center = new Vector3();
  26884. const vertex = new Vector3();
  26885. const normal = new Vector3();
  26886. // generate vertices, normals and uvs
  26887. for ( let j = 0; j <= radialSegments; j ++ ) {
  26888. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26889. const u = i / tubularSegments * arc;
  26890. const v = j / radialSegments * Math.PI * 2;
  26891. // vertex
  26892. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  26893. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  26894. vertex.z = tube * Math.sin( v );
  26895. vertices.push( vertex.x, vertex.y, vertex.z );
  26896. // normal
  26897. center.x = radius * Math.cos( u );
  26898. center.y = radius * Math.sin( u );
  26899. normal.subVectors( vertex, center ).normalize();
  26900. normals.push( normal.x, normal.y, normal.z );
  26901. // uv
  26902. uvs.push( i / tubularSegments );
  26903. uvs.push( j / radialSegments );
  26904. }
  26905. }
  26906. // generate indices
  26907. for ( let j = 1; j <= radialSegments; j ++ ) {
  26908. for ( let i = 1; i <= tubularSegments; i ++ ) {
  26909. // indices
  26910. const a = ( tubularSegments + 1 ) * j + i - 1;
  26911. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  26912. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  26913. const d = ( tubularSegments + 1 ) * j + i;
  26914. // faces
  26915. indices.push( a, b, d );
  26916. indices.push( b, c, d );
  26917. }
  26918. }
  26919. // build geometry
  26920. this.setIndex( indices );
  26921. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26922. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26923. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26924. }
  26925. copy( source ) {
  26926. super.copy( source );
  26927. this.parameters = Object.assign( {}, source.parameters );
  26928. return this;
  26929. }
  26930. /**
  26931. * Factory method for creating an instance of this class from the given
  26932. * JSON object.
  26933. *
  26934. * @param {Object} data - A JSON object representing the serialized geometry.
  26935. * @return {TorusGeometry} A new instance.
  26936. */
  26937. static fromJSON( data ) {
  26938. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  26939. }
  26940. }
  26941. /**
  26942. * Creates a torus knot, the particular shape of which is defined by a pair
  26943. * of coprime integers, p and q. If p and q are not coprime, the result will
  26944. * be a torus link.
  26945. *
  26946. * ```js
  26947. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  26948. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26949. * const torusKnot = new THREE.Mesh( geometry, material );
  26950. * scene.add( torusKnot );
  26951. * ```
  26952. *
  26953. * @augments BufferGeometry
  26954. */
  26955. class TorusKnotGeometry extends BufferGeometry {
  26956. /**
  26957. * Constructs a new torus knot geometry.
  26958. *
  26959. * @param {number} [radius=1] - Radius of the torus knot.
  26960. * @param {number} [tube=0.4] - Radius of the tube.
  26961. * @param {number} [tubularSegments=64] - The number of tubular segments.
  26962. * @param {number} [radialSegments=8] - The number of radial segments.
  26963. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  26964. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  26965. */
  26966. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  26967. super();
  26968. this.type = 'TorusKnotGeometry';
  26969. /**
  26970. * Holds the constructor parameters that have been
  26971. * used to generate the geometry. Any modification
  26972. * after instantiation does not change the geometry.
  26973. *
  26974. * @type {Object}
  26975. */
  26976. this.parameters = {
  26977. radius: radius,
  26978. tube: tube,
  26979. tubularSegments: tubularSegments,
  26980. radialSegments: radialSegments,
  26981. p: p,
  26982. q: q
  26983. };
  26984. tubularSegments = Math.floor( tubularSegments );
  26985. radialSegments = Math.floor( radialSegments );
  26986. // buffers
  26987. const indices = [];
  26988. const vertices = [];
  26989. const normals = [];
  26990. const uvs = [];
  26991. // helper variables
  26992. const vertex = new Vector3();
  26993. const normal = new Vector3();
  26994. const P1 = new Vector3();
  26995. const P2 = new Vector3();
  26996. const B = new Vector3();
  26997. const T = new Vector3();
  26998. const N = new Vector3();
  26999. // generate vertices, normals and uvs
  27000. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27001. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27002. const u = i / tubularSegments * p * Math.PI * 2;
  27003. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27004. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27005. calculatePositionOnCurve( u, p, q, radius, P1 );
  27006. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27007. // calculate orthonormal basis
  27008. T.subVectors( P2, P1 );
  27009. N.addVectors( P2, P1 );
  27010. B.crossVectors( T, N );
  27011. N.crossVectors( B, T );
  27012. // normalize B, N. T can be ignored, we don't use it
  27013. B.normalize();
  27014. N.normalize();
  27015. for ( let j = 0; j <= radialSegments; ++ j ) {
  27016. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27017. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27018. const v = j / radialSegments * Math.PI * 2;
  27019. const cx = - tube * Math.cos( v );
  27020. const cy = tube * Math.sin( v );
  27021. // now calculate the final vertex position.
  27022. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27023. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27024. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27025. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27026. vertices.push( vertex.x, vertex.y, vertex.z );
  27027. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27028. normal.subVectors( vertex, P1 ).normalize();
  27029. normals.push( normal.x, normal.y, normal.z );
  27030. // uv
  27031. uvs.push( i / tubularSegments );
  27032. uvs.push( j / radialSegments );
  27033. }
  27034. }
  27035. // generate indices
  27036. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27037. for ( let i = 1; i <= radialSegments; i ++ ) {
  27038. // indices
  27039. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27040. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27041. const c = ( radialSegments + 1 ) * j + i;
  27042. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27043. // faces
  27044. indices.push( a, b, d );
  27045. indices.push( b, c, d );
  27046. }
  27047. }
  27048. // build geometry
  27049. this.setIndex( indices );
  27050. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27051. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27052. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27053. // this function calculates the current position on the torus curve
  27054. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27055. const cu = Math.cos( u );
  27056. const su = Math.sin( u );
  27057. const quOverP = q / p * u;
  27058. const cs = Math.cos( quOverP );
  27059. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27060. position.y = radius * ( 2 + cs ) * su * 0.5;
  27061. position.z = radius * Math.sin( quOverP ) * 0.5;
  27062. }
  27063. }
  27064. copy( source ) {
  27065. super.copy( source );
  27066. this.parameters = Object.assign( {}, source.parameters );
  27067. return this;
  27068. }
  27069. /**
  27070. * Factory method for creating an instance of this class from the given
  27071. * JSON object.
  27072. *
  27073. * @param {Object} data - A JSON object representing the serialized geometry.
  27074. * @return {TorusKnotGeometry} A new instance.
  27075. */
  27076. static fromJSON( data ) {
  27077. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27078. }
  27079. }
  27080. /**
  27081. * Creates a tube that extrudes along a 3D curve.
  27082. *
  27083. * ```js
  27084. * class CustomSinCurve extends THREE.Curve {
  27085. *
  27086. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27087. *
  27088. * const tx = t * 3 - 1.5;
  27089. * const ty = Math.sin( 2 * Math.PI * t );
  27090. * const tz = 0;
  27091. *
  27092. * return optionalTarget.set( tx, ty, tz );
  27093. * }
  27094. *
  27095. * }
  27096. *
  27097. * const path = new CustomSinCurve( 10 );
  27098. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27099. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27100. * const mesh = new THREE.Mesh( geometry, material );
  27101. * scene.add( mesh );
  27102. * ```
  27103. *
  27104. * @augments BufferGeometry
  27105. */
  27106. class TubeGeometry extends BufferGeometry {
  27107. /**
  27108. * Constructs a new tube geometry.
  27109. *
  27110. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27111. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27112. * @param {number} [radius=1] -The radius of the tube.
  27113. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27114. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27115. */
  27116. 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 ) {
  27117. super();
  27118. this.type = 'TubeGeometry';
  27119. /**
  27120. * Holds the constructor parameters that have been
  27121. * used to generate the geometry. Any modification
  27122. * after instantiation does not change the geometry.
  27123. *
  27124. * @type {Object}
  27125. */
  27126. this.parameters = {
  27127. path: path,
  27128. tubularSegments: tubularSegments,
  27129. radius: radius,
  27130. radialSegments: radialSegments,
  27131. closed: closed
  27132. };
  27133. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27134. // expose internals
  27135. this.tangents = frames.tangents;
  27136. this.normals = frames.normals;
  27137. this.binormals = frames.binormals;
  27138. // helper variables
  27139. const vertex = new Vector3();
  27140. const normal = new Vector3();
  27141. const uv = new Vector2();
  27142. let P = new Vector3();
  27143. // buffer
  27144. const vertices = [];
  27145. const normals = [];
  27146. const uvs = [];
  27147. const indices = [];
  27148. // create buffer data
  27149. generateBufferData();
  27150. // build geometry
  27151. this.setIndex( indices );
  27152. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27153. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27154. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27155. // functions
  27156. function generateBufferData() {
  27157. for ( let i = 0; i < tubularSegments; i ++ ) {
  27158. generateSegment( i );
  27159. }
  27160. // if the geometry is not closed, generate the last row of vertices and normals
  27161. // at the regular position on the given path
  27162. //
  27163. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27164. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27165. // uvs are generated in a separate function.
  27166. // this makes it easy compute correct values for closed geometries
  27167. generateUVs();
  27168. // finally create faces
  27169. generateIndices();
  27170. }
  27171. function generateSegment( i ) {
  27172. // we use getPointAt to sample evenly distributed points from the given path
  27173. P = path.getPointAt( i / tubularSegments, P );
  27174. // retrieve corresponding normal and binormal
  27175. const N = frames.normals[ i ];
  27176. const B = frames.binormals[ i ];
  27177. // generate normals and vertices for the current segment
  27178. for ( let j = 0; j <= radialSegments; j ++ ) {
  27179. const v = j / radialSegments * Math.PI * 2;
  27180. const sin = Math.sin( v );
  27181. const cos = - Math.cos( v );
  27182. // normal
  27183. normal.x = ( cos * N.x + sin * B.x );
  27184. normal.y = ( cos * N.y + sin * B.y );
  27185. normal.z = ( cos * N.z + sin * B.z );
  27186. normal.normalize();
  27187. normals.push( normal.x, normal.y, normal.z );
  27188. // vertex
  27189. vertex.x = P.x + radius * normal.x;
  27190. vertex.y = P.y + radius * normal.y;
  27191. vertex.z = P.z + radius * normal.z;
  27192. vertices.push( vertex.x, vertex.y, vertex.z );
  27193. }
  27194. }
  27195. function generateIndices() {
  27196. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27197. for ( let i = 1; i <= radialSegments; i ++ ) {
  27198. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27199. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27200. const c = ( radialSegments + 1 ) * j + i;
  27201. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27202. // faces
  27203. indices.push( a, b, d );
  27204. indices.push( b, c, d );
  27205. }
  27206. }
  27207. }
  27208. function generateUVs() {
  27209. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27210. for ( let j = 0; j <= radialSegments; j ++ ) {
  27211. uv.x = i / tubularSegments;
  27212. uv.y = j / radialSegments;
  27213. uvs.push( uv.x, uv.y );
  27214. }
  27215. }
  27216. }
  27217. }
  27218. copy( source ) {
  27219. super.copy( source );
  27220. this.parameters = Object.assign( {}, source.parameters );
  27221. return this;
  27222. }
  27223. toJSON() {
  27224. const data = super.toJSON();
  27225. data.path = this.parameters.path.toJSON();
  27226. return data;
  27227. }
  27228. /**
  27229. * Factory method for creating an instance of this class from the given
  27230. * JSON object.
  27231. *
  27232. * @param {Object} data - A JSON object representing the serialized geometry.
  27233. * @return {TubeGeometry} A new instance.
  27234. */
  27235. static fromJSON( data ) {
  27236. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27237. // User defined curves or instances of CurvePath will not be deserialized.
  27238. return new TubeGeometry(
  27239. new Curves[ data.path.type ]().fromJSON( data.path ),
  27240. data.tubularSegments,
  27241. data.radius,
  27242. data.radialSegments,
  27243. data.closed
  27244. );
  27245. }
  27246. }
  27247. /**
  27248. * Can be used as a helper object to visualize a geometry as a wireframe.
  27249. *
  27250. * ```js
  27251. * const geometry = new THREE.SphereGeometry();
  27252. *
  27253. * const wireframe = new THREE.WireframeGeometry( geometry );
  27254. *
  27255. * const line = new THREE.LineSegments( wireframe );
  27256. * line.material.depthWrite = false;
  27257. * line.material.opacity = 0.25;
  27258. * line.material.transparent = true;
  27259. *
  27260. * scene.add( line );
  27261. * ```
  27262. *
  27263. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27264. *
  27265. * @augments BufferGeometry
  27266. */
  27267. class WireframeGeometry extends BufferGeometry {
  27268. /**
  27269. * Constructs a new wireframe geometry.
  27270. *
  27271. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27272. */
  27273. constructor( geometry = null ) {
  27274. super();
  27275. this.type = 'WireframeGeometry';
  27276. /**
  27277. * Holds the constructor parameters that have been
  27278. * used to generate the geometry. Any modification
  27279. * after instantiation does not change the geometry.
  27280. *
  27281. * @type {Object}
  27282. */
  27283. this.parameters = {
  27284. geometry: geometry
  27285. };
  27286. if ( geometry !== null ) {
  27287. // buffer
  27288. const vertices = [];
  27289. const edges = new Set();
  27290. // helper variables
  27291. const start = new Vector3();
  27292. const end = new Vector3();
  27293. if ( geometry.index !== null ) {
  27294. // indexed BufferGeometry
  27295. const position = geometry.attributes.position;
  27296. const indices = geometry.index;
  27297. let groups = geometry.groups;
  27298. if ( groups.length === 0 ) {
  27299. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27300. }
  27301. // create a data structure that contains all edges without duplicates
  27302. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27303. const group = groups[ o ];
  27304. const groupStart = group.start;
  27305. const groupCount = group.count;
  27306. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27307. for ( let j = 0; j < 3; j ++ ) {
  27308. const index1 = indices.getX( i + j );
  27309. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27310. start.fromBufferAttribute( position, index1 );
  27311. end.fromBufferAttribute( position, index2 );
  27312. if ( isUniqueEdge( start, end, edges ) === true ) {
  27313. vertices.push( start.x, start.y, start.z );
  27314. vertices.push( end.x, end.y, end.z );
  27315. }
  27316. }
  27317. }
  27318. }
  27319. } else {
  27320. // non-indexed BufferGeometry
  27321. const position = geometry.attributes.position;
  27322. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27323. for ( let j = 0; j < 3; j ++ ) {
  27324. // three edges per triangle, an edge is represented as (index1, index2)
  27325. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27326. const index1 = 3 * i + j;
  27327. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27328. start.fromBufferAttribute( position, index1 );
  27329. end.fromBufferAttribute( position, index2 );
  27330. if ( isUniqueEdge( start, end, edges ) === true ) {
  27331. vertices.push( start.x, start.y, start.z );
  27332. vertices.push( end.x, end.y, end.z );
  27333. }
  27334. }
  27335. }
  27336. }
  27337. // build geometry
  27338. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27339. }
  27340. }
  27341. copy( source ) {
  27342. super.copy( source );
  27343. this.parameters = Object.assign( {}, source.parameters );
  27344. return this;
  27345. }
  27346. }
  27347. function isUniqueEdge( start, end, edges ) {
  27348. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27349. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27350. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27351. return false;
  27352. } else {
  27353. edges.add( hash1 );
  27354. edges.add( hash2 );
  27355. return true;
  27356. }
  27357. }
  27358. var Geometries = /*#__PURE__*/Object.freeze({
  27359. __proto__: null,
  27360. BoxGeometry: BoxGeometry,
  27361. CapsuleGeometry: CapsuleGeometry,
  27362. CircleGeometry: CircleGeometry,
  27363. ConeGeometry: ConeGeometry,
  27364. CylinderGeometry: CylinderGeometry,
  27365. DodecahedronGeometry: DodecahedronGeometry,
  27366. EdgesGeometry: EdgesGeometry,
  27367. ExtrudeGeometry: ExtrudeGeometry,
  27368. IcosahedronGeometry: IcosahedronGeometry,
  27369. LatheGeometry: LatheGeometry,
  27370. OctahedronGeometry: OctahedronGeometry,
  27371. PlaneGeometry: PlaneGeometry,
  27372. PolyhedronGeometry: PolyhedronGeometry,
  27373. RingGeometry: RingGeometry,
  27374. ShapeGeometry: ShapeGeometry,
  27375. SphereGeometry: SphereGeometry,
  27376. TetrahedronGeometry: TetrahedronGeometry,
  27377. TorusGeometry: TorusGeometry,
  27378. TorusKnotGeometry: TorusKnotGeometry,
  27379. TubeGeometry: TubeGeometry,
  27380. WireframeGeometry: WireframeGeometry
  27381. });
  27382. /**
  27383. * This material can receive shadows, but otherwise is completely transparent.
  27384. *
  27385. * ```js
  27386. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27387. * geometry.rotateX( - Math.PI / 2 );
  27388. *
  27389. * const material = new THREE.ShadowMaterial();
  27390. * material.opacity = 0.2;
  27391. *
  27392. * const plane = new THREE.Mesh( geometry, material );
  27393. * plane.position.y = -200;
  27394. * plane.receiveShadow = true;
  27395. * scene.add( plane );
  27396. * ```
  27397. *
  27398. * @augments Material
  27399. */
  27400. class ShadowMaterial extends Material {
  27401. /**
  27402. * Constructs a new shadow material.
  27403. *
  27404. * @param {Object} [parameters] - An object with one or more properties
  27405. * defining the material's appearance. Any property of the material
  27406. * (including any property from inherited materials) can be passed
  27407. * in here. Color values can be passed any type of value accepted
  27408. * by {@link Color#set}.
  27409. */
  27410. constructor( parameters ) {
  27411. super();
  27412. /**
  27413. * This flag can be used for type testing.
  27414. *
  27415. * @type {boolean}
  27416. * @readonly
  27417. * @default true
  27418. */
  27419. this.isShadowMaterial = true;
  27420. this.type = 'ShadowMaterial';
  27421. /**
  27422. * Color of the material.
  27423. *
  27424. * @type {Color}
  27425. * @default (0,0,0)
  27426. */
  27427. this.color = new Color( 0x000000 );
  27428. /**
  27429. * Overwritten since shadow materials are transparent
  27430. * by default.
  27431. *
  27432. * @type {boolean}
  27433. * @default true
  27434. */
  27435. this.transparent = true;
  27436. /**
  27437. * Whether the material is affected by fog or not.
  27438. *
  27439. * @type {boolean}
  27440. * @default true
  27441. */
  27442. this.fog = true;
  27443. this.setValues( parameters );
  27444. }
  27445. copy( source ) {
  27446. super.copy( source );
  27447. this.color.copy( source.color );
  27448. this.fog = source.fog;
  27449. return this;
  27450. }
  27451. }
  27452. /**
  27453. * This class works just like {@link ShaderMaterial}, except that definitions
  27454. * of built-in uniforms and attributes are not automatically prepended to the
  27455. * GLSL shader code.
  27456. *
  27457. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27458. *
  27459. * @augments ShaderMaterial
  27460. */
  27461. class RawShaderMaterial extends ShaderMaterial {
  27462. /**
  27463. * Constructs a new raw shader material.
  27464. *
  27465. * @param {Object} [parameters] - An object with one or more properties
  27466. * defining the material's appearance. Any property of the material
  27467. * (including any property from inherited materials) can be passed
  27468. * in here. Color values can be passed any type of value accepted
  27469. * by {@link Color#set}.
  27470. */
  27471. constructor( parameters ) {
  27472. super( parameters );
  27473. /**
  27474. * This flag can be used for type testing.
  27475. *
  27476. * @type {boolean}
  27477. * @readonly
  27478. * @default true
  27479. */
  27480. this.isRawShaderMaterial = true;
  27481. this.type = 'RawShaderMaterial';
  27482. }
  27483. }
  27484. /**
  27485. * A standard physically based material, using Metallic-Roughness workflow.
  27486. *
  27487. * Physically based rendering (PBR) has recently become the standard in many
  27488. * 3D applications, such as [Unity]{@link https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/},
  27489. * [Unreal]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/} and
  27490. * [3D Studio Max]{@link http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017}.
  27491. *
  27492. * This approach differs from older approaches in that instead of using
  27493. * approximations for the way in which light interacts with a surface, a
  27494. * physically correct model is used. The idea is that, instead of tweaking
  27495. * materials to look good under specific lighting, a material can be created
  27496. * that will react 'correctly' under all lighting scenarios.
  27497. *
  27498. * In practice this gives a more accurate and realistic looking result than
  27499. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27500. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27501. * shading.
  27502. *
  27503. * Note that for best results you should always specify an environment map when using this material.
  27504. *
  27505. * For a non-technical introduction to the concept of PBR and how to set up a
  27506. * PBR material, check out these articles by the people at [marmoset]{@link https://www.marmoset.co}:
  27507. *
  27508. * - [Basic Theory of Physically Based Rendering]{@link https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/}
  27509. * - [Physically Based Rendering and You Can Too]{@link https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/}
  27510. *
  27511. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27512. * [paper from Disney]{@link https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf}
  27513. * (pdf), by Brent Burley.
  27514. *
  27515. * @augments Material
  27516. */
  27517. class MeshStandardMaterial extends Material {
  27518. /**
  27519. * Constructs a new mesh standard material.
  27520. *
  27521. * @param {Object} [parameters] - An object with one or more properties
  27522. * defining the material's appearance. Any property of the material
  27523. * (including any property from inherited materials) can be passed
  27524. * in here. Color values can be passed any type of value accepted
  27525. * by {@link Color#set}.
  27526. */
  27527. constructor( parameters ) {
  27528. super();
  27529. /**
  27530. * This flag can be used for type testing.
  27531. *
  27532. * @type {boolean}
  27533. * @readonly
  27534. * @default true
  27535. */
  27536. this.isMeshStandardMaterial = true;
  27537. this.type = 'MeshStandardMaterial';
  27538. this.defines = { 'STANDARD': '' };
  27539. /**
  27540. * Color of the material.
  27541. *
  27542. * @type {Color}
  27543. * @default (1,1,1)
  27544. */
  27545. this.color = new Color( 0xffffff ); // diffuse
  27546. /**
  27547. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27548. * means fully diffuse. If `roughnessMap` is also provided,
  27549. * both values are multiplied.
  27550. *
  27551. * @type {number}
  27552. * @default 1
  27553. */
  27554. this.roughness = 1.0;
  27555. /**
  27556. * How much the material is like a metal. Non-metallic materials such as wood
  27557. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27558. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27559. * If `metalnessMap` is also provided, both values are multiplied.
  27560. *
  27561. * @type {number}
  27562. * @default 0
  27563. */
  27564. this.metalness = 0.0;
  27565. /**
  27566. * The color map. May optionally include an alpha channel, typically combined
  27567. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27568. * color is modulated by the diffuse `color`.
  27569. *
  27570. * @type {?Texture}
  27571. * @default null
  27572. */
  27573. this.map = null;
  27574. /**
  27575. * The light map. Requires a second set of UVs.
  27576. *
  27577. * @type {?Texture}
  27578. * @default null
  27579. */
  27580. this.lightMap = null;
  27581. /**
  27582. * Intensity of the baked light.
  27583. *
  27584. * @type {number}
  27585. * @default 1
  27586. */
  27587. this.lightMapIntensity = 1.0;
  27588. /**
  27589. * The red channel of this texture is used as the ambient occlusion map.
  27590. * Requires a second set of UVs.
  27591. *
  27592. * @type {?Texture}
  27593. * @default null
  27594. */
  27595. this.aoMap = null;
  27596. /**
  27597. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27598. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27599. * red channel is also `1`, ambient light is fully occluded on a surface.
  27600. *
  27601. * @type {number}
  27602. * @default 1
  27603. */
  27604. this.aoMapIntensity = 1.0;
  27605. /**
  27606. * Emissive (light) color of the material, essentially a solid color
  27607. * unaffected by other lighting.
  27608. *
  27609. * @type {Color}
  27610. * @default (0,0,0)
  27611. */
  27612. this.emissive = new Color( 0x000000 );
  27613. /**
  27614. * Intensity of the emissive light. Modulates the emissive color.
  27615. *
  27616. * @type {number}
  27617. * @default 1
  27618. */
  27619. this.emissiveIntensity = 1.0;
  27620. /**
  27621. * Set emissive (glow) map. The emissive map color is modulated by the
  27622. * emissive color and the emissive intensity. If you have an emissive map,
  27623. * be sure to set the emissive color to something other than black.
  27624. *
  27625. * @type {?Texture}
  27626. * @default null
  27627. */
  27628. this.emissiveMap = null;
  27629. /**
  27630. * The texture to create a bump map. The black and white values map to the
  27631. * perceived depth in relation to the lights. Bump doesn't actually affect
  27632. * the geometry of the object, only the lighting. If a normal map is defined
  27633. * this will be ignored.
  27634. *
  27635. * @type {?Texture}
  27636. * @default null
  27637. */
  27638. this.bumpMap = null;
  27639. /**
  27640. * How much the bump map affects the material. Typical range is `[0,1]`.
  27641. *
  27642. * @type {number}
  27643. * @default 1
  27644. */
  27645. this.bumpScale = 1;
  27646. /**
  27647. * The texture to create a normal map. The RGB values affect the surface
  27648. * normal for each pixel fragment and change the way the color is lit. Normal
  27649. * maps do not change the actual shape of the surface, only the lighting. In
  27650. * case the material has a normal map authored using the left handed
  27651. * convention, the `y` component of `normalScale` should be negated to compensate
  27652. * for the different handedness.
  27653. *
  27654. * @type {?Texture}
  27655. * @default null
  27656. */
  27657. this.normalMap = null;
  27658. /**
  27659. * The type of normal map.
  27660. *
  27661. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27662. * @default TangentSpaceNormalMap
  27663. */
  27664. this.normalMapType = TangentSpaceNormalMap;
  27665. /**
  27666. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27667. *
  27668. * @type {Vector2}
  27669. * @default (1,1)
  27670. */
  27671. this.normalScale = new Vector2( 1, 1 );
  27672. /**
  27673. * The displacement map affects the position of the mesh's vertices. Unlike
  27674. * other maps which only affect the light and shade of the material the
  27675. * displaced vertices can cast shadows, block other objects, and otherwise
  27676. * act as real geometry. The displacement texture is an image where the value
  27677. * of each pixel (white being the highest) is mapped against, and
  27678. * repositions, the vertices of the mesh.
  27679. *
  27680. * @type {?Texture}
  27681. * @default null
  27682. */
  27683. this.displacementMap = null;
  27684. /**
  27685. * How much the displacement map affects the mesh (where black is no
  27686. * displacement, and white is maximum displacement). Without a displacement
  27687. * map set, this value is not applied.
  27688. *
  27689. * @type {number}
  27690. * @default 0
  27691. */
  27692. this.displacementScale = 1;
  27693. /**
  27694. * The offset of the displacement map's values on the mesh's vertices.
  27695. * The bias is added to the scaled sample of the displacement map.
  27696. * Without a displacement map set, this value is not applied.
  27697. *
  27698. * @type {number}
  27699. * @default 0
  27700. */
  27701. this.displacementBias = 0;
  27702. /**
  27703. * The green channel of this texture is used to alter the roughness of the
  27704. * material.
  27705. *
  27706. * @type {?Texture}
  27707. * @default null
  27708. */
  27709. this.roughnessMap = null;
  27710. /**
  27711. * The blue channel of this texture is used to alter the metalness of the
  27712. * material.
  27713. *
  27714. * @type {?Texture}
  27715. * @default null
  27716. */
  27717. this.metalnessMap = null;
  27718. /**
  27719. * The alpha map is a grayscale texture that controls the opacity across the
  27720. * surface (black: fully transparent; white: fully opaque).
  27721. *
  27722. * Only the color of the texture is used, ignoring the alpha channel if one
  27723. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27724. * when sampling this texture due to the extra bit of precision provided for
  27725. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27726. * luminance/alpha textures will also still work as expected.
  27727. *
  27728. * @type {?Texture}
  27729. * @default null
  27730. */
  27731. this.alphaMap = null;
  27732. /**
  27733. * The environment map. To ensure a physically correct rendering, environment maps
  27734. * are internally pre-processed with {@link PMREMGenerator}.
  27735. *
  27736. * @type {?Texture}
  27737. * @default null
  27738. */
  27739. this.envMap = null;
  27740. /**
  27741. * The rotation of the environment map in radians.
  27742. *
  27743. * @type {Euler}
  27744. * @default (0,0,0)
  27745. */
  27746. this.envMapRotation = new Euler();
  27747. /**
  27748. * Scales the effect of the environment map by multiplying its color.
  27749. *
  27750. * @type {number}
  27751. * @default 1
  27752. */
  27753. this.envMapIntensity = 1.0;
  27754. /**
  27755. * Renders the geometry as a wireframe.
  27756. *
  27757. * @type {boolean}
  27758. * @default false
  27759. */
  27760. this.wireframe = false;
  27761. /**
  27762. * Controls the thickness of the wireframe.
  27763. *
  27764. * Can only be used with {@link SVGRenderer}.
  27765. *
  27766. * @type {number}
  27767. * @default 1
  27768. */
  27769. this.wireframeLinewidth = 1;
  27770. /**
  27771. * Defines appearance of wireframe ends.
  27772. *
  27773. * Can only be used with {@link SVGRenderer}.
  27774. *
  27775. * @type {('round'|'bevel'|'miter')}
  27776. * @default 'round'
  27777. */
  27778. this.wireframeLinecap = 'round';
  27779. /**
  27780. * Defines appearance of wireframe joints.
  27781. *
  27782. * Can only be used with {@link SVGRenderer}.
  27783. *
  27784. * @type {('round'|'bevel'|'miter')}
  27785. * @default 'round'
  27786. */
  27787. this.wireframeLinejoin = 'round';
  27788. /**
  27789. * Whether the material is rendered with flat shading or not.
  27790. *
  27791. * @type {boolean}
  27792. * @default false
  27793. */
  27794. this.flatShading = false;
  27795. /**
  27796. * Whether the material is affected by fog or not.
  27797. *
  27798. * @type {boolean}
  27799. * @default true
  27800. */
  27801. this.fog = true;
  27802. this.setValues( parameters );
  27803. }
  27804. copy( source ) {
  27805. super.copy( source );
  27806. this.defines = { 'STANDARD': '' };
  27807. this.color.copy( source.color );
  27808. this.roughness = source.roughness;
  27809. this.metalness = source.metalness;
  27810. this.map = source.map;
  27811. this.lightMap = source.lightMap;
  27812. this.lightMapIntensity = source.lightMapIntensity;
  27813. this.aoMap = source.aoMap;
  27814. this.aoMapIntensity = source.aoMapIntensity;
  27815. this.emissive.copy( source.emissive );
  27816. this.emissiveMap = source.emissiveMap;
  27817. this.emissiveIntensity = source.emissiveIntensity;
  27818. this.bumpMap = source.bumpMap;
  27819. this.bumpScale = source.bumpScale;
  27820. this.normalMap = source.normalMap;
  27821. this.normalMapType = source.normalMapType;
  27822. this.normalScale.copy( source.normalScale );
  27823. this.displacementMap = source.displacementMap;
  27824. this.displacementScale = source.displacementScale;
  27825. this.displacementBias = source.displacementBias;
  27826. this.roughnessMap = source.roughnessMap;
  27827. this.metalnessMap = source.metalnessMap;
  27828. this.alphaMap = source.alphaMap;
  27829. this.envMap = source.envMap;
  27830. this.envMapRotation.copy( source.envMapRotation );
  27831. this.envMapIntensity = source.envMapIntensity;
  27832. this.wireframe = source.wireframe;
  27833. this.wireframeLinewidth = source.wireframeLinewidth;
  27834. this.wireframeLinecap = source.wireframeLinecap;
  27835. this.wireframeLinejoin = source.wireframeLinejoin;
  27836. this.flatShading = source.flatShading;
  27837. this.fog = source.fog;
  27838. return this;
  27839. }
  27840. }
  27841. /**
  27842. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  27843. * physically-based rendering properties:
  27844. *
  27845. * - Anisotropy: Ability to represent the anisotropic property of materials
  27846. * as observable with brushed metals.
  27847. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  27848. * a clear, reflective layer on top of another layer that may be irregular or rough.
  27849. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  27850. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  27851. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  27852. * wings of many insects.
  27853. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  27854. * transparent materials are less reflective. Physically-based transmission provides a more
  27855. * realistic option for thin, transparent surfaces like glass.
  27856. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  27857. * - Sheen: Can be used for representing cloth and fabric materials.
  27858. *
  27859. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  27860. * higher performance cost, per pixel, than other three.js materials. Most
  27861. * effects are disabled by default, and add cost as they are enabled. For
  27862. * best results, always specify an environment map when using this material.
  27863. *
  27864. * @augments MeshStandardMaterial
  27865. */
  27866. class MeshPhysicalMaterial extends MeshStandardMaterial {
  27867. /**
  27868. * Constructs a new mesh physical material.
  27869. *
  27870. * @param {Object} [parameters] - An object with one or more properties
  27871. * defining the material's appearance. Any property of the material
  27872. * (including any property from inherited materials) can be passed
  27873. * in here. Color values can be passed any type of value accepted
  27874. * by {@link Color#set}.
  27875. */
  27876. constructor( parameters ) {
  27877. super();
  27878. /**
  27879. * This flag can be used for type testing.
  27880. *
  27881. * @type {boolean}
  27882. * @readonly
  27883. * @default true
  27884. */
  27885. this.isMeshPhysicalMaterial = true;
  27886. this.defines = {
  27887. 'STANDARD': '',
  27888. 'PHYSICAL': ''
  27889. };
  27890. this.type = 'MeshPhysicalMaterial';
  27891. /**
  27892. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  27893. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  27894. * property provides additional rotation to the vectors in the texture.
  27895. *
  27896. * @type {number}
  27897. * @default 1
  27898. */
  27899. this.anisotropyRotation = 0;
  27900. /**
  27901. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  27902. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  27903. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  27904. *
  27905. * @type {?Texture}
  27906. * @default null
  27907. */
  27908. this.anisotropyMap = null;
  27909. /**
  27910. * The red channel of this texture is multiplied against `clearcoat`,
  27911. * for per-pixel control over a coating's intensity.
  27912. *
  27913. * @type {?Texture}
  27914. * @default null
  27915. */
  27916. this.clearcoatMap = null;
  27917. /**
  27918. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  27919. *
  27920. * @type {number}
  27921. * @default 0
  27922. */
  27923. this.clearcoatRoughness = 0.0;
  27924. /**
  27925. * The green channel of this texture is multiplied against
  27926. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  27927. *
  27928. * @type {?Texture}
  27929. * @default null
  27930. */
  27931. this.clearcoatRoughnessMap = null;
  27932. /**
  27933. * How much `clearcoatNormalMap` affects the clear coat layer, from
  27934. * `(0,0)` to `(1,1)`.
  27935. *
  27936. * @type {Vector2}
  27937. * @default (1,1)
  27938. */
  27939. this.clearcoatNormalScale = new Vector2( 1, 1 );
  27940. /**
  27941. * Can be used to enable independent normals for the clear coat layer.
  27942. *
  27943. * @type {?Texture}
  27944. * @default null
  27945. */
  27946. this.clearcoatNormalMap = null;
  27947. /**
  27948. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  27949. *
  27950. * @type {number}
  27951. * @default 1.5
  27952. */
  27953. this.ior = 1.5;
  27954. /**
  27955. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  27956. * corresponds to an index-of-refraction of `1.5`.
  27957. *
  27958. * This models the reflectivity of non-metallic materials. It has no effect
  27959. * when `metalness` is `1.0`
  27960. *
  27961. * @name MeshPhysicalMaterial#reflectivity
  27962. * @type {number}
  27963. * @default 0.5
  27964. */
  27965. Object.defineProperty( this, 'reflectivity', {
  27966. get: function () {
  27967. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  27968. },
  27969. set: function ( reflectivity ) {
  27970. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  27971. }
  27972. } );
  27973. /**
  27974. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  27975. * control over iridescence.
  27976. *
  27977. * @type {?Texture}
  27978. * @default null
  27979. */
  27980. this.iridescenceMap = null;
  27981. /**
  27982. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  27983. * Between `1.0` to `2.333`.
  27984. *
  27985. * @type {number}
  27986. * @default 1.3
  27987. */
  27988. this.iridescenceIOR = 1.3;
  27989. /**
  27990. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  27991. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  27992. *
  27993. * @type {Array<number,number>}
  27994. * @default [100,400]
  27995. */
  27996. this.iridescenceThicknessRange = [ 100, 400 ];
  27997. /**
  27998. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  27999. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28000. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28001. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28002. * - Values in-between will linearly interpolate between the elements of the array.
  28003. *
  28004. * @type {?Texture}
  28005. * @default null
  28006. */
  28007. this.iridescenceThicknessMap = null;
  28008. /**
  28009. * The sheen tint.
  28010. *
  28011. * @type {Color}
  28012. * @default (0,0,0)
  28013. */
  28014. this.sheenColor = new Color( 0x000000 );
  28015. /**
  28016. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28017. * over sheen tint.
  28018. *
  28019. * @type {?Texture}
  28020. * @default null
  28021. */
  28022. this.sheenColorMap = null;
  28023. /**
  28024. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28025. *
  28026. * @type {number}
  28027. * @default 1
  28028. */
  28029. this.sheenRoughness = 1.0;
  28030. /**
  28031. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28032. * over sheen roughness.
  28033. *
  28034. * @type {?Texture}
  28035. * @default null
  28036. */
  28037. this.sheenRoughnessMap = null;
  28038. /**
  28039. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28040. * optical transparency.
  28041. *
  28042. * @type {?Texture}
  28043. * @default null
  28044. */
  28045. this.transmissionMap = null;
  28046. /**
  28047. * The thickness of the volume beneath the surface. The value is given in the
  28048. * coordinate space of the mesh. If the value is `0` the material is
  28049. * thin-walled. Otherwise the material is a volume boundary.
  28050. *
  28051. * @type {number}
  28052. * @default 0
  28053. */
  28054. this.thickness = 0;
  28055. /**
  28056. * A texture that defines the thickness, stored in the green channel. This will
  28057. * be multiplied by `thickness`.
  28058. *
  28059. * @type {?Texture}
  28060. * @default null
  28061. */
  28062. this.thicknessMap = null;
  28063. /**
  28064. * Density of the medium given as the average distance that light travels in
  28065. * the medium before interacting with a particle. The value is given in world
  28066. * space units, and must be greater than zero.
  28067. *
  28068. * @type {number}
  28069. * @default Infinity
  28070. */
  28071. this.attenuationDistance = Infinity;
  28072. /**
  28073. * The color that white light turns into due to absorption when reaching the
  28074. * attenuation distance.
  28075. *
  28076. * @type {Color}
  28077. * @default (1,1,1)
  28078. */
  28079. this.attenuationColor = new Color( 1, 1, 1 );
  28080. /**
  28081. * A float that scales the amount of specular reflection for non-metals only.
  28082. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28083. *
  28084. * @type {number}
  28085. * @default 1
  28086. */
  28087. this.specularIntensity = 1.0;
  28088. /**
  28089. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28090. * for per-pixel control over specular intensity.
  28091. *
  28092. * @type {?Texture}
  28093. * @default null
  28094. */
  28095. this.specularIntensityMap = null;
  28096. /**
  28097. * Tints the specular reflection at normal incidence for non-metals only.
  28098. *
  28099. * @type {Color}
  28100. * @default (1,1,1)
  28101. */
  28102. this.specularColor = new Color( 1, 1, 1 );
  28103. /**
  28104. * The RGB channels of this texture are multiplied against `specularColor`,
  28105. * for per-pixel control over specular color.
  28106. *
  28107. * @type {?Texture}
  28108. * @default null
  28109. */
  28110. this.specularColorMap = null;
  28111. this._anisotropy = 0;
  28112. this._clearcoat = 0;
  28113. this._dispersion = 0;
  28114. this._iridescence = 0;
  28115. this._sheen = 0.0;
  28116. this._transmission = 0;
  28117. this.setValues( parameters );
  28118. }
  28119. /**
  28120. * The anisotropy strength.
  28121. *
  28122. * @type {number}
  28123. * @default 0
  28124. */
  28125. get anisotropy() {
  28126. return this._anisotropy;
  28127. }
  28128. set anisotropy( value ) {
  28129. if ( this._anisotropy > 0 !== value > 0 ) {
  28130. this.version ++;
  28131. }
  28132. this._anisotropy = value;
  28133. }
  28134. /**
  28135. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28136. * clear coat related properties to enable multilayer materials that have a
  28137. * thin translucent layer over the base layer.
  28138. *
  28139. * @type {number}
  28140. * @default 0
  28141. */
  28142. get clearcoat() {
  28143. return this._clearcoat;
  28144. }
  28145. set clearcoat( value ) {
  28146. if ( this._clearcoat > 0 !== value > 0 ) {
  28147. this.version ++;
  28148. }
  28149. this._clearcoat = value;
  28150. }
  28151. /**
  28152. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28153. * the surface and the viewer, from `0.0` to `1.0`.
  28154. *
  28155. * @type {number}
  28156. * @default 0
  28157. */
  28158. get iridescence() {
  28159. return this._iridescence;
  28160. }
  28161. set iridescence( value ) {
  28162. if ( this._iridescence > 0 !== value > 0 ) {
  28163. this.version ++;
  28164. }
  28165. this._iridescence = value;
  28166. }
  28167. /**
  28168. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28169. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28170. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28171. *
  28172. * @type {number}
  28173. * @default 0
  28174. */
  28175. get dispersion() {
  28176. return this._dispersion;
  28177. }
  28178. set dispersion( value ) {
  28179. if ( this._dispersion > 0 !== value > 0 ) {
  28180. this.version ++;
  28181. }
  28182. this._dispersion = value;
  28183. }
  28184. /**
  28185. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28186. *
  28187. * @type {number}
  28188. * @default 0
  28189. */
  28190. get sheen() {
  28191. return this._sheen;
  28192. }
  28193. set sheen( value ) {
  28194. if ( this._sheen > 0 !== value > 0 ) {
  28195. this.version ++;
  28196. }
  28197. this._sheen = value;
  28198. }
  28199. /**
  28200. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28201. *
  28202. * Thin, transparent or semitransparent, plastic or glass materials remain
  28203. * largely reflective even if they are fully transmissive. The transmission
  28204. * property can be used to model these materials.
  28205. *
  28206. * When transmission is non-zero, `opacity` should be set to `1`.
  28207. *
  28208. * @type {number}
  28209. * @default 0
  28210. */
  28211. get transmission() {
  28212. return this._transmission;
  28213. }
  28214. set transmission( value ) {
  28215. if ( this._transmission > 0 !== value > 0 ) {
  28216. this.version ++;
  28217. }
  28218. this._transmission = value;
  28219. }
  28220. copy( source ) {
  28221. super.copy( source );
  28222. this.defines = {
  28223. 'STANDARD': '',
  28224. 'PHYSICAL': ''
  28225. };
  28226. this.anisotropy = source.anisotropy;
  28227. this.anisotropyRotation = source.anisotropyRotation;
  28228. this.anisotropyMap = source.anisotropyMap;
  28229. this.clearcoat = source.clearcoat;
  28230. this.clearcoatMap = source.clearcoatMap;
  28231. this.clearcoatRoughness = source.clearcoatRoughness;
  28232. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28233. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28234. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28235. this.dispersion = source.dispersion;
  28236. this.ior = source.ior;
  28237. this.iridescence = source.iridescence;
  28238. this.iridescenceMap = source.iridescenceMap;
  28239. this.iridescenceIOR = source.iridescenceIOR;
  28240. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28241. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28242. this.sheen = source.sheen;
  28243. this.sheenColor.copy( source.sheenColor );
  28244. this.sheenColorMap = source.sheenColorMap;
  28245. this.sheenRoughness = source.sheenRoughness;
  28246. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28247. this.transmission = source.transmission;
  28248. this.transmissionMap = source.transmissionMap;
  28249. this.thickness = source.thickness;
  28250. this.thicknessMap = source.thicknessMap;
  28251. this.attenuationDistance = source.attenuationDistance;
  28252. this.attenuationColor.copy( source.attenuationColor );
  28253. this.specularIntensity = source.specularIntensity;
  28254. this.specularIntensityMap = source.specularIntensityMap;
  28255. this.specularColor.copy( source.specularColor );
  28256. this.specularColorMap = source.specularColorMap;
  28257. return this;
  28258. }
  28259. }
  28260. /**
  28261. * A material for shiny surfaces with specular highlights.
  28262. *
  28263. * The material uses a non-physically based [Blinn-Phong]{@link https://en.wikipedia.org/wiki/Blinn-Phong_shading_model}
  28264. * model for calculating reflectance. Unlike the Lambertian model used in the
  28265. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28266. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28267. *
  28268. * Performance will generally be greater when using this material over the
  28269. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28270. * some graphical accuracy.
  28271. *
  28272. * @augments Material
  28273. */
  28274. class MeshPhongMaterial extends Material {
  28275. /**
  28276. * Constructs a new mesh phong material.
  28277. *
  28278. * @param {Object} [parameters] - An object with one or more properties
  28279. * defining the material's appearance. Any property of the material
  28280. * (including any property from inherited materials) can be passed
  28281. * in here. Color values can be passed any type of value accepted
  28282. * by {@link Color#set}.
  28283. */
  28284. constructor( parameters ) {
  28285. super();
  28286. /**
  28287. * This flag can be used for type testing.
  28288. *
  28289. * @type {boolean}
  28290. * @readonly
  28291. * @default true
  28292. */
  28293. this.isMeshPhongMaterial = true;
  28294. this.type = 'MeshPhongMaterial';
  28295. /**
  28296. * Color of the material.
  28297. *
  28298. * @type {Color}
  28299. * @default (1,1,1)
  28300. */
  28301. this.color = new Color( 0xffffff ); // diffuse
  28302. /**
  28303. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28304. *
  28305. * This defines how shiny the material is and the color of its shine.
  28306. *
  28307. * @type {Color}
  28308. */
  28309. this.specular = new Color( 0x111111 );
  28310. /**
  28311. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28312. *
  28313. * @type {number}
  28314. * @default 30
  28315. */
  28316. this.shininess = 30;
  28317. /**
  28318. * The color map. May optionally include an alpha channel, typically combined
  28319. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28320. * color is modulated by the diffuse `color`.
  28321. *
  28322. * @type {?Texture}
  28323. * @default null
  28324. */
  28325. this.map = null;
  28326. /**
  28327. * The light map. Requires a second set of UVs.
  28328. *
  28329. * @type {?Texture}
  28330. * @default null
  28331. */
  28332. this.lightMap = null;
  28333. /**
  28334. * Intensity of the baked light.
  28335. *
  28336. * @type {number}
  28337. * @default 1
  28338. */
  28339. this.lightMapIntensity = 1.0;
  28340. /**
  28341. * The red channel of this texture is used as the ambient occlusion map.
  28342. * Requires a second set of UVs.
  28343. *
  28344. * @type {?Texture}
  28345. * @default null
  28346. */
  28347. this.aoMap = null;
  28348. /**
  28349. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28350. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28351. * red channel is also `1`, ambient light is fully occluded on a surface.
  28352. *
  28353. * @type {number}
  28354. * @default 1
  28355. */
  28356. this.aoMapIntensity = 1.0;
  28357. /**
  28358. * Emissive (light) color of the material, essentially a solid color
  28359. * unaffected by other lighting.
  28360. *
  28361. * @type {Color}
  28362. * @default (0,0,0)
  28363. */
  28364. this.emissive = new Color( 0x000000 );
  28365. /**
  28366. * Intensity of the emissive light. Modulates the emissive color.
  28367. *
  28368. * @type {number}
  28369. * @default 1
  28370. */
  28371. this.emissiveIntensity = 1.0;
  28372. /**
  28373. * Set emissive (glow) map. The emissive map color is modulated by the
  28374. * emissive color and the emissive intensity. If you have an emissive map,
  28375. * be sure to set the emissive color to something other than black.
  28376. *
  28377. * @type {?Texture}
  28378. * @default null
  28379. */
  28380. this.emissiveMap = null;
  28381. /**
  28382. * The texture to create a bump map. The black and white values map to the
  28383. * perceived depth in relation to the lights. Bump doesn't actually affect
  28384. * the geometry of the object, only the lighting. If a normal map is defined
  28385. * this will be ignored.
  28386. *
  28387. * @type {?Texture}
  28388. * @default null
  28389. */
  28390. this.bumpMap = null;
  28391. /**
  28392. * How much the bump map affects the material. Typical range is `[0,1]`.
  28393. *
  28394. * @type {number}
  28395. * @default 1
  28396. */
  28397. this.bumpScale = 1;
  28398. /**
  28399. * The texture to create a normal map. The RGB values affect the surface
  28400. * normal for each pixel fragment and change the way the color is lit. Normal
  28401. * maps do not change the actual shape of the surface, only the lighting. In
  28402. * case the material has a normal map authored using the left handed
  28403. * convention, the `y` component of `normalScale` should be negated to compensate
  28404. * for the different handedness.
  28405. *
  28406. * @type {?Texture}
  28407. * @default null
  28408. */
  28409. this.normalMap = null;
  28410. /**
  28411. * The type of normal map.
  28412. *
  28413. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28414. * @default TangentSpaceNormalMap
  28415. */
  28416. this.normalMapType = TangentSpaceNormalMap;
  28417. /**
  28418. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28419. *
  28420. * @type {Vector2}
  28421. * @default (1,1)
  28422. */
  28423. this.normalScale = new Vector2( 1, 1 );
  28424. /**
  28425. * The displacement map affects the position of the mesh's vertices. Unlike
  28426. * other maps which only affect the light and shade of the material the
  28427. * displaced vertices can cast shadows, block other objects, and otherwise
  28428. * act as real geometry. The displacement texture is an image where the value
  28429. * of each pixel (white being the highest) is mapped against, and
  28430. * repositions, the vertices of the mesh.
  28431. *
  28432. * @type {?Texture}
  28433. * @default null
  28434. */
  28435. this.displacementMap = null;
  28436. /**
  28437. * How much the displacement map affects the mesh (where black is no
  28438. * displacement, and white is maximum displacement). Without a displacement
  28439. * map set, this value is not applied.
  28440. *
  28441. * @type {number}
  28442. * @default 0
  28443. */
  28444. this.displacementScale = 1;
  28445. /**
  28446. * The offset of the displacement map's values on the mesh's vertices.
  28447. * The bias is added to the scaled sample of the displacement map.
  28448. * Without a displacement map set, this value is not applied.
  28449. *
  28450. * @type {number}
  28451. * @default 0
  28452. */
  28453. this.displacementBias = 0;
  28454. /**
  28455. * The specular map value affects both how much the specular surface
  28456. * highlight contributes and how much of the environment map affects the
  28457. * surface.
  28458. *
  28459. * @type {?Texture}
  28460. * @default null
  28461. */
  28462. this.specularMap = null;
  28463. /**
  28464. * The alpha map is a grayscale texture that controls the opacity across the
  28465. * surface (black: fully transparent; white: fully opaque).
  28466. *
  28467. * Only the color of the texture is used, ignoring the alpha channel if one
  28468. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28469. * when sampling this texture due to the extra bit of precision provided for
  28470. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28471. * luminance/alpha textures will also still work as expected.
  28472. *
  28473. * @type {?Texture}
  28474. * @default null
  28475. */
  28476. this.alphaMap = null;
  28477. /**
  28478. * The environment map.
  28479. *
  28480. * @type {?Texture}
  28481. * @default null
  28482. */
  28483. this.envMap = null;
  28484. /**
  28485. * The rotation of the environment map in radians.
  28486. *
  28487. * @type {Euler}
  28488. * @default (0,0,0)
  28489. */
  28490. this.envMapRotation = new Euler();
  28491. /**
  28492. * How to combine the result of the surface's color with the environment map, if any.
  28493. *
  28494. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28495. * blend between the two colors.
  28496. *
  28497. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28498. * @default MultiplyOperation
  28499. */
  28500. this.combine = MultiplyOperation;
  28501. /**
  28502. * How much the environment map affects the surface.
  28503. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28504. *
  28505. * @type {number}
  28506. * @default 1
  28507. */
  28508. this.reflectivity = 1;
  28509. /**
  28510. * The index of refraction (IOR) of air (approximately 1) divided by the
  28511. * index of refraction of the material. It is used with environment mapping
  28512. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28513. * The refraction ratio should not exceed `1`.
  28514. *
  28515. * @type {number}
  28516. * @default 0.98
  28517. */
  28518. this.refractionRatio = 0.98;
  28519. /**
  28520. * Renders the geometry as a wireframe.
  28521. *
  28522. * @type {boolean}
  28523. * @default false
  28524. */
  28525. this.wireframe = false;
  28526. /**
  28527. * Controls the thickness of the wireframe.
  28528. *
  28529. * Can only be used with {@link SVGRenderer}.
  28530. *
  28531. * @type {number}
  28532. * @default 1
  28533. */
  28534. this.wireframeLinewidth = 1;
  28535. /**
  28536. * Defines appearance of wireframe ends.
  28537. *
  28538. * Can only be used with {@link SVGRenderer}.
  28539. *
  28540. * @type {('round'|'bevel'|'miter')}
  28541. * @default 'round'
  28542. */
  28543. this.wireframeLinecap = 'round';
  28544. /**
  28545. * Defines appearance of wireframe joints.
  28546. *
  28547. * Can only be used with {@link SVGRenderer}.
  28548. *
  28549. * @type {('round'|'bevel'|'miter')}
  28550. * @default 'round'
  28551. */
  28552. this.wireframeLinejoin = 'round';
  28553. /**
  28554. * Whether the material is rendered with flat shading or not.
  28555. *
  28556. * @type {boolean}
  28557. * @default false
  28558. */
  28559. this.flatShading = false;
  28560. /**
  28561. * Whether the material is affected by fog or not.
  28562. *
  28563. * @type {boolean}
  28564. * @default true
  28565. */
  28566. this.fog = true;
  28567. this.setValues( parameters );
  28568. }
  28569. copy( source ) {
  28570. super.copy( source );
  28571. this.color.copy( source.color );
  28572. this.specular.copy( source.specular );
  28573. this.shininess = source.shininess;
  28574. this.map = source.map;
  28575. this.lightMap = source.lightMap;
  28576. this.lightMapIntensity = source.lightMapIntensity;
  28577. this.aoMap = source.aoMap;
  28578. this.aoMapIntensity = source.aoMapIntensity;
  28579. this.emissive.copy( source.emissive );
  28580. this.emissiveMap = source.emissiveMap;
  28581. this.emissiveIntensity = source.emissiveIntensity;
  28582. this.bumpMap = source.bumpMap;
  28583. this.bumpScale = source.bumpScale;
  28584. this.normalMap = source.normalMap;
  28585. this.normalMapType = source.normalMapType;
  28586. this.normalScale.copy( source.normalScale );
  28587. this.displacementMap = source.displacementMap;
  28588. this.displacementScale = source.displacementScale;
  28589. this.displacementBias = source.displacementBias;
  28590. this.specularMap = source.specularMap;
  28591. this.alphaMap = source.alphaMap;
  28592. this.envMap = source.envMap;
  28593. this.envMapRotation.copy( source.envMapRotation );
  28594. this.combine = source.combine;
  28595. this.reflectivity = source.reflectivity;
  28596. this.refractionRatio = source.refractionRatio;
  28597. this.wireframe = source.wireframe;
  28598. this.wireframeLinewidth = source.wireframeLinewidth;
  28599. this.wireframeLinecap = source.wireframeLinecap;
  28600. this.wireframeLinejoin = source.wireframeLinejoin;
  28601. this.flatShading = source.flatShading;
  28602. this.fog = source.fog;
  28603. return this;
  28604. }
  28605. }
  28606. /**
  28607. * A material implementing toon shading.
  28608. *
  28609. * @augments Material
  28610. */
  28611. class MeshToonMaterial extends Material {
  28612. /**
  28613. * Constructs a new mesh toon material.
  28614. *
  28615. * @param {Object} [parameters] - An object with one or more properties
  28616. * defining the material's appearance. Any property of the material
  28617. * (including any property from inherited materials) can be passed
  28618. * in here. Color values can be passed any type of value accepted
  28619. * by {@link Color#set}.
  28620. */
  28621. constructor( parameters ) {
  28622. super();
  28623. /**
  28624. * This flag can be used for type testing.
  28625. *
  28626. * @type {boolean}
  28627. * @readonly
  28628. * @default true
  28629. */
  28630. this.isMeshToonMaterial = true;
  28631. this.defines = { 'TOON': '' };
  28632. this.type = 'MeshToonMaterial';
  28633. /**
  28634. * Color of the material.
  28635. *
  28636. * @type {Color}
  28637. * @default (1,1,1)
  28638. */
  28639. this.color = new Color( 0xffffff );
  28640. /**
  28641. * The color map. May optionally include an alpha channel, typically combined
  28642. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28643. * color is modulated by the diffuse `color`.
  28644. *
  28645. * @type {?Texture}
  28646. * @default null
  28647. */
  28648. this.map = null;
  28649. /**
  28650. * Gradient map for toon shading. It's required to set
  28651. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28652. * when using this type of texture.
  28653. *
  28654. * @type {?Texture}
  28655. * @default null
  28656. */
  28657. this.gradientMap = null;
  28658. /**
  28659. * The light map. Requires a second set of UVs.
  28660. *
  28661. * @type {?Texture}
  28662. * @default null
  28663. */
  28664. this.lightMap = null;
  28665. /**
  28666. * Intensity of the baked light.
  28667. *
  28668. * @type {number}
  28669. * @default 1
  28670. */
  28671. this.lightMapIntensity = 1.0;
  28672. /**
  28673. * The red channel of this texture is used as the ambient occlusion map.
  28674. * Requires a second set of UVs.
  28675. *
  28676. * @type {?Texture}
  28677. * @default null
  28678. */
  28679. this.aoMap = null;
  28680. /**
  28681. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28682. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28683. * red channel is also `1`, ambient light is fully occluded on a surface.
  28684. *
  28685. * @type {number}
  28686. * @default 1
  28687. */
  28688. this.aoMapIntensity = 1.0;
  28689. /**
  28690. * Emissive (light) color of the material, essentially a solid color
  28691. * unaffected by other lighting.
  28692. *
  28693. * @type {Color}
  28694. * @default (0,0,0)
  28695. */
  28696. this.emissive = new Color( 0x000000 );
  28697. /**
  28698. * Intensity of the emissive light. Modulates the emissive color.
  28699. *
  28700. * @type {number}
  28701. * @default 1
  28702. */
  28703. this.emissiveIntensity = 1.0;
  28704. /**
  28705. * Set emissive (glow) map. The emissive map color is modulated by the
  28706. * emissive color and the emissive intensity. If you have an emissive map,
  28707. * be sure to set the emissive color to something other than black.
  28708. *
  28709. * @type {?Texture}
  28710. * @default null
  28711. */
  28712. this.emissiveMap = null;
  28713. /**
  28714. * The texture to create a bump map. The black and white values map to the
  28715. * perceived depth in relation to the lights. Bump doesn't actually affect
  28716. * the geometry of the object, only the lighting. If a normal map is defined
  28717. * this will be ignored.
  28718. *
  28719. * @type {?Texture}
  28720. * @default null
  28721. */
  28722. this.bumpMap = null;
  28723. /**
  28724. * How much the bump map affects the material. Typical range is `[0,1]`.
  28725. *
  28726. * @type {number}
  28727. * @default 1
  28728. */
  28729. this.bumpScale = 1;
  28730. /**
  28731. * The texture to create a normal map. The RGB values affect the surface
  28732. * normal for each pixel fragment and change the way the color is lit. Normal
  28733. * maps do not change the actual shape of the surface, only the lighting. In
  28734. * case the material has a normal map authored using the left handed
  28735. * convention, the `y` component of `normalScale` should be negated to compensate
  28736. * for the different handedness.
  28737. *
  28738. * @type {?Texture}
  28739. * @default null
  28740. */
  28741. this.normalMap = null;
  28742. /**
  28743. * The type of normal map.
  28744. *
  28745. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28746. * @default TangentSpaceNormalMap
  28747. */
  28748. this.normalMapType = TangentSpaceNormalMap;
  28749. /**
  28750. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28751. *
  28752. * @type {Vector2}
  28753. * @default (1,1)
  28754. */
  28755. this.normalScale = new Vector2( 1, 1 );
  28756. /**
  28757. * The displacement map affects the position of the mesh's vertices. Unlike
  28758. * other maps which only affect the light and shade of the material the
  28759. * displaced vertices can cast shadows, block other objects, and otherwise
  28760. * act as real geometry. The displacement texture is an image where the value
  28761. * of each pixel (white being the highest) is mapped against, and
  28762. * repositions, the vertices of the mesh.
  28763. *
  28764. * @type {?Texture}
  28765. * @default null
  28766. */
  28767. this.displacementMap = null;
  28768. /**
  28769. * How much the displacement map affects the mesh (where black is no
  28770. * displacement, and white is maximum displacement). Without a displacement
  28771. * map set, this value is not applied.
  28772. *
  28773. * @type {number}
  28774. * @default 0
  28775. */
  28776. this.displacementScale = 1;
  28777. /**
  28778. * The offset of the displacement map's values on the mesh's vertices.
  28779. * The bias is added to the scaled sample of the displacement map.
  28780. * Without a displacement map set, this value is not applied.
  28781. *
  28782. * @type {number}
  28783. * @default 0
  28784. */
  28785. this.displacementBias = 0;
  28786. /**
  28787. * The alpha map is a grayscale texture that controls the opacity across the
  28788. * surface (black: fully transparent; white: fully opaque).
  28789. *
  28790. * Only the color of the texture is used, ignoring the alpha channel if one
  28791. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28792. * when sampling this texture due to the extra bit of precision provided for
  28793. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28794. * luminance/alpha textures will also still work as expected.
  28795. *
  28796. * @type {?Texture}
  28797. * @default null
  28798. */
  28799. this.alphaMap = null;
  28800. /**
  28801. * Renders the geometry as a wireframe.
  28802. *
  28803. * @type {boolean}
  28804. * @default false
  28805. */
  28806. this.wireframe = false;
  28807. /**
  28808. * Controls the thickness of the wireframe.
  28809. *
  28810. * Can only be used with {@link SVGRenderer}.
  28811. *
  28812. * @type {number}
  28813. * @default 1
  28814. */
  28815. this.wireframeLinewidth = 1;
  28816. /**
  28817. * Defines appearance of wireframe ends.
  28818. *
  28819. * Can only be used with {@link SVGRenderer}.
  28820. *
  28821. * @type {('round'|'bevel'|'miter')}
  28822. * @default 'round'
  28823. */
  28824. this.wireframeLinecap = 'round';
  28825. /**
  28826. * Defines appearance of wireframe joints.
  28827. *
  28828. * Can only be used with {@link SVGRenderer}.
  28829. *
  28830. * @type {('round'|'bevel'|'miter')}
  28831. * @default 'round'
  28832. */
  28833. this.wireframeLinejoin = 'round';
  28834. /**
  28835. * Whether the material is affected by fog or not.
  28836. *
  28837. * @type {boolean}
  28838. * @default true
  28839. */
  28840. this.fog = true;
  28841. this.setValues( parameters );
  28842. }
  28843. copy( source ) {
  28844. super.copy( source );
  28845. this.color.copy( source.color );
  28846. this.map = source.map;
  28847. this.gradientMap = source.gradientMap;
  28848. this.lightMap = source.lightMap;
  28849. this.lightMapIntensity = source.lightMapIntensity;
  28850. this.aoMap = source.aoMap;
  28851. this.aoMapIntensity = source.aoMapIntensity;
  28852. this.emissive.copy( source.emissive );
  28853. this.emissiveMap = source.emissiveMap;
  28854. this.emissiveIntensity = source.emissiveIntensity;
  28855. this.bumpMap = source.bumpMap;
  28856. this.bumpScale = source.bumpScale;
  28857. this.normalMap = source.normalMap;
  28858. this.normalMapType = source.normalMapType;
  28859. this.normalScale.copy( source.normalScale );
  28860. this.displacementMap = source.displacementMap;
  28861. this.displacementScale = source.displacementScale;
  28862. this.displacementBias = source.displacementBias;
  28863. this.alphaMap = source.alphaMap;
  28864. this.wireframe = source.wireframe;
  28865. this.wireframeLinewidth = source.wireframeLinewidth;
  28866. this.wireframeLinecap = source.wireframeLinecap;
  28867. this.wireframeLinejoin = source.wireframeLinejoin;
  28868. this.fog = source.fog;
  28869. return this;
  28870. }
  28871. }
  28872. /**
  28873. * A material that maps the normal vectors to RGB colors.
  28874. *
  28875. * @augments Material
  28876. */
  28877. class MeshNormalMaterial extends Material {
  28878. /**
  28879. * Constructs a new mesh normal material.
  28880. *
  28881. * @param {Object} [parameters] - An object with one or more properties
  28882. * defining the material's appearance. Any property of the material
  28883. * (including any property from inherited materials) can be passed
  28884. * in here. Color values can be passed any type of value accepted
  28885. * by {@link Color#set}.
  28886. */
  28887. constructor( parameters ) {
  28888. super();
  28889. /**
  28890. * This flag can be used for type testing.
  28891. *
  28892. * @type {boolean}
  28893. * @readonly
  28894. * @default true
  28895. */
  28896. this.isMeshNormalMaterial = true;
  28897. this.type = 'MeshNormalMaterial';
  28898. /**
  28899. * The texture to create a bump map. The black and white values map to the
  28900. * perceived depth in relation to the lights. Bump doesn't actually affect
  28901. * the geometry of the object, only the lighting. If a normal map is defined
  28902. * this will be ignored.
  28903. *
  28904. * @type {?Texture}
  28905. * @default null
  28906. */
  28907. this.bumpMap = null;
  28908. /**
  28909. * How much the bump map affects the material. Typical range is `[0,1]`.
  28910. *
  28911. * @type {number}
  28912. * @default 1
  28913. */
  28914. this.bumpScale = 1;
  28915. /**
  28916. * The texture to create a normal map. The RGB values affect the surface
  28917. * normal for each pixel fragment and change the way the color is lit. Normal
  28918. * maps do not change the actual shape of the surface, only the lighting. In
  28919. * case the material has a normal map authored using the left handed
  28920. * convention, the `y` component of `normalScale` should be negated to compensate
  28921. * for the different handedness.
  28922. *
  28923. * @type {?Texture}
  28924. * @default null
  28925. */
  28926. this.normalMap = null;
  28927. /**
  28928. * The type of normal map.
  28929. *
  28930. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28931. * @default TangentSpaceNormalMap
  28932. */
  28933. this.normalMapType = TangentSpaceNormalMap;
  28934. /**
  28935. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28936. *
  28937. * @type {Vector2}
  28938. * @default (1,1)
  28939. */
  28940. this.normalScale = new Vector2( 1, 1 );
  28941. /**
  28942. * The displacement map affects the position of the mesh's vertices. Unlike
  28943. * other maps which only affect the light and shade of the material the
  28944. * displaced vertices can cast shadows, block other objects, and otherwise
  28945. * act as real geometry. The displacement texture is an image where the value
  28946. * of each pixel (white being the highest) is mapped against, and
  28947. * repositions, the vertices of the mesh.
  28948. *
  28949. * @type {?Texture}
  28950. * @default null
  28951. */
  28952. this.displacementMap = null;
  28953. /**
  28954. * How much the displacement map affects the mesh (where black is no
  28955. * displacement, and white is maximum displacement). Without a displacement
  28956. * map set, this value is not applied.
  28957. *
  28958. * @type {number}
  28959. * @default 0
  28960. */
  28961. this.displacementScale = 1;
  28962. /**
  28963. * The offset of the displacement map's values on the mesh's vertices.
  28964. * The bias is added to the scaled sample of the displacement map.
  28965. * Without a displacement map set, this value is not applied.
  28966. *
  28967. * @type {number}
  28968. * @default 0
  28969. */
  28970. this.displacementBias = 0;
  28971. /**
  28972. * Renders the geometry as a wireframe.
  28973. *
  28974. * @type {boolean}
  28975. * @default false
  28976. */
  28977. this.wireframe = false;
  28978. /**
  28979. * Controls the thickness of the wireframe.
  28980. *
  28981. * WebGL and WebGPU ignore this property and always render
  28982. * 1 pixel wide lines.
  28983. *
  28984. * @type {number}
  28985. * @default 1
  28986. */
  28987. this.wireframeLinewidth = 1;
  28988. /**
  28989. * Whether the material is rendered with flat shading or not.
  28990. *
  28991. * @type {boolean}
  28992. * @default false
  28993. */
  28994. this.flatShading = false;
  28995. this.setValues( parameters );
  28996. }
  28997. copy( source ) {
  28998. super.copy( source );
  28999. this.bumpMap = source.bumpMap;
  29000. this.bumpScale = source.bumpScale;
  29001. this.normalMap = source.normalMap;
  29002. this.normalMapType = source.normalMapType;
  29003. this.normalScale.copy( source.normalScale );
  29004. this.displacementMap = source.displacementMap;
  29005. this.displacementScale = source.displacementScale;
  29006. this.displacementBias = source.displacementBias;
  29007. this.wireframe = source.wireframe;
  29008. this.wireframeLinewidth = source.wireframeLinewidth;
  29009. this.flatShading = source.flatShading;
  29010. return this;
  29011. }
  29012. }
  29013. /**
  29014. * A material for non-shiny surfaces, without specular highlights.
  29015. *
  29016. * The material uses a non-physically based [Lambertian]{@link https://en.wikipedia.org/wiki/Lambertian_reflectance}
  29017. * model for calculating reflectance. This can simulate some surfaces (such
  29018. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29019. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29020. * shading.
  29021. *
  29022. * Due to the simplicity of the reflectance and illumination models,
  29023. * performance will be greater when using this material over the
  29024. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29025. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29026. *
  29027. * @augments Material
  29028. */
  29029. class MeshLambertMaterial extends Material {
  29030. /**
  29031. * Constructs a new mesh lambert material.
  29032. *
  29033. * @param {Object} [parameters] - An object with one or more properties
  29034. * defining the material's appearance. Any property of the material
  29035. * (including any property from inherited materials) can be passed
  29036. * in here. Color values can be passed any type of value accepted
  29037. * by {@link Color#set}.
  29038. */
  29039. constructor( parameters ) {
  29040. super();
  29041. /**
  29042. * This flag can be used for type testing.
  29043. *
  29044. * @type {boolean}
  29045. * @readonly
  29046. * @default true
  29047. */
  29048. this.isMeshLambertMaterial = true;
  29049. this.type = 'MeshLambertMaterial';
  29050. /**
  29051. * Color of the material.
  29052. *
  29053. * @type {Color}
  29054. * @default (1,1,1)
  29055. */
  29056. this.color = new Color( 0xffffff ); // diffuse
  29057. /**
  29058. * The color map. May optionally include an alpha channel, typically combined
  29059. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29060. * color is modulated by the diffuse `color`.
  29061. *
  29062. * @type {?Texture}
  29063. * @default null
  29064. */
  29065. this.map = null;
  29066. /**
  29067. * The light map. Requires a second set of UVs.
  29068. *
  29069. * @type {?Texture}
  29070. * @default null
  29071. */
  29072. this.lightMap = null;
  29073. /**
  29074. * Intensity of the baked light.
  29075. *
  29076. * @type {number}
  29077. * @default 1
  29078. */
  29079. this.lightMapIntensity = 1.0;
  29080. /**
  29081. * The red channel of this texture is used as the ambient occlusion map.
  29082. * Requires a second set of UVs.
  29083. *
  29084. * @type {?Texture}
  29085. * @default null
  29086. */
  29087. this.aoMap = null;
  29088. /**
  29089. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29090. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29091. * red channel is also `1`, ambient light is fully occluded on a surface.
  29092. *
  29093. * @type {number}
  29094. * @default 1
  29095. */
  29096. this.aoMapIntensity = 1.0;
  29097. /**
  29098. * Emissive (light) color of the material, essentially a solid color
  29099. * unaffected by other lighting.
  29100. *
  29101. * @type {Color}
  29102. * @default (0,0,0)
  29103. */
  29104. this.emissive = new Color( 0x000000 );
  29105. /**
  29106. * Intensity of the emissive light. Modulates the emissive color.
  29107. *
  29108. * @type {number}
  29109. * @default 1
  29110. */
  29111. this.emissiveIntensity = 1.0;
  29112. /**
  29113. * Set emissive (glow) map. The emissive map color is modulated by the
  29114. * emissive color and the emissive intensity. If you have an emissive map,
  29115. * be sure to set the emissive color to something other than black.
  29116. *
  29117. * @type {?Texture}
  29118. * @default null
  29119. */
  29120. this.emissiveMap = null;
  29121. /**
  29122. * The texture to create a bump map. The black and white values map to the
  29123. * perceived depth in relation to the lights. Bump doesn't actually affect
  29124. * the geometry of the object, only the lighting. If a normal map is defined
  29125. * this will be ignored.
  29126. *
  29127. * @type {?Texture}
  29128. * @default null
  29129. */
  29130. this.bumpMap = null;
  29131. /**
  29132. * How much the bump map affects the material. Typical range is `[0,1]`.
  29133. *
  29134. * @type {number}
  29135. * @default 1
  29136. */
  29137. this.bumpScale = 1;
  29138. /**
  29139. * The texture to create a normal map. The RGB values affect the surface
  29140. * normal for each pixel fragment and change the way the color is lit. Normal
  29141. * maps do not change the actual shape of the surface, only the lighting. In
  29142. * case the material has a normal map authored using the left handed
  29143. * convention, the `y` component of `normalScale` should be negated to compensate
  29144. * for the different handedness.
  29145. *
  29146. * @type {?Texture}
  29147. * @default null
  29148. */
  29149. this.normalMap = null;
  29150. /**
  29151. * The type of normal map.
  29152. *
  29153. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29154. * @default TangentSpaceNormalMap
  29155. */
  29156. this.normalMapType = TangentSpaceNormalMap;
  29157. /**
  29158. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29159. *
  29160. * @type {Vector2}
  29161. * @default (1,1)
  29162. */
  29163. this.normalScale = new Vector2( 1, 1 );
  29164. /**
  29165. * The displacement map affects the position of the mesh's vertices. Unlike
  29166. * other maps which only affect the light and shade of the material the
  29167. * displaced vertices can cast shadows, block other objects, and otherwise
  29168. * act as real geometry. The displacement texture is an image where the value
  29169. * of each pixel (white being the highest) is mapped against, and
  29170. * repositions, the vertices of the mesh.
  29171. *
  29172. * @type {?Texture}
  29173. * @default null
  29174. */
  29175. this.displacementMap = null;
  29176. /**
  29177. * How much the displacement map affects the mesh (where black is no
  29178. * displacement, and white is maximum displacement). Without a displacement
  29179. * map set, this value is not applied.
  29180. *
  29181. * @type {number}
  29182. * @default 0
  29183. */
  29184. this.displacementScale = 1;
  29185. /**
  29186. * The offset of the displacement map's values on the mesh's vertices.
  29187. * The bias is added to the scaled sample of the displacement map.
  29188. * Without a displacement map set, this value is not applied.
  29189. *
  29190. * @type {number}
  29191. * @default 0
  29192. */
  29193. this.displacementBias = 0;
  29194. /**
  29195. * Specular map used by the material.
  29196. *
  29197. * @type {?Texture}
  29198. * @default null
  29199. */
  29200. this.specularMap = null;
  29201. /**
  29202. * The alpha map is a grayscale texture that controls the opacity across the
  29203. * surface (black: fully transparent; white: fully opaque).
  29204. *
  29205. * Only the color of the texture is used, ignoring the alpha channel if one
  29206. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29207. * when sampling this texture due to the extra bit of precision provided for
  29208. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29209. * luminance/alpha textures will also still work as expected.
  29210. *
  29211. * @type {?Texture}
  29212. * @default null
  29213. */
  29214. this.alphaMap = null;
  29215. /**
  29216. * The environment map.
  29217. *
  29218. * @type {?Texture}
  29219. * @default null
  29220. */
  29221. this.envMap = null;
  29222. /**
  29223. * The rotation of the environment map in radians.
  29224. *
  29225. * @type {Euler}
  29226. * @default (0,0,0)
  29227. */
  29228. this.envMapRotation = new Euler();
  29229. /**
  29230. * How to combine the result of the surface's color with the environment map, if any.
  29231. *
  29232. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29233. * blend between the two colors.
  29234. *
  29235. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29236. * @default MultiplyOperation
  29237. */
  29238. this.combine = MultiplyOperation;
  29239. /**
  29240. * How much the environment map affects the surface.
  29241. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29242. *
  29243. * @type {number}
  29244. * @default 1
  29245. */
  29246. this.reflectivity = 1;
  29247. /**
  29248. * The index of refraction (IOR) of air (approximately 1) divided by the
  29249. * index of refraction of the material. It is used with environment mapping
  29250. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29251. * The refraction ratio should not exceed `1`.
  29252. *
  29253. * @type {number}
  29254. * @default 0.98
  29255. */
  29256. this.refractionRatio = 0.98;
  29257. /**
  29258. * Renders the geometry as a wireframe.
  29259. *
  29260. * @type {boolean}
  29261. * @default false
  29262. */
  29263. this.wireframe = false;
  29264. /**
  29265. * Controls the thickness of the wireframe.
  29266. *
  29267. * Can only be used with {@link SVGRenderer}.
  29268. *
  29269. * @type {number}
  29270. * @default 1
  29271. */
  29272. this.wireframeLinewidth = 1;
  29273. /**
  29274. * Defines appearance of wireframe ends.
  29275. *
  29276. * Can only be used with {@link SVGRenderer}.
  29277. *
  29278. * @type {('round'|'bevel'|'miter')}
  29279. * @default 'round'
  29280. */
  29281. this.wireframeLinecap = 'round';
  29282. /**
  29283. * Defines appearance of wireframe joints.
  29284. *
  29285. * Can only be used with {@link SVGRenderer}.
  29286. *
  29287. * @type {('round'|'bevel'|'miter')}
  29288. * @default 'round'
  29289. */
  29290. this.wireframeLinejoin = 'round';
  29291. /**
  29292. * Whether the material is rendered with flat shading or not.
  29293. *
  29294. * @type {boolean}
  29295. * @default false
  29296. */
  29297. this.flatShading = false;
  29298. /**
  29299. * Whether the material is affected by fog or not.
  29300. *
  29301. * @type {boolean}
  29302. * @default true
  29303. */
  29304. this.fog = true;
  29305. this.setValues( parameters );
  29306. }
  29307. copy( source ) {
  29308. super.copy( source );
  29309. this.color.copy( source.color );
  29310. this.map = source.map;
  29311. this.lightMap = source.lightMap;
  29312. this.lightMapIntensity = source.lightMapIntensity;
  29313. this.aoMap = source.aoMap;
  29314. this.aoMapIntensity = source.aoMapIntensity;
  29315. this.emissive.copy( source.emissive );
  29316. this.emissiveMap = source.emissiveMap;
  29317. this.emissiveIntensity = source.emissiveIntensity;
  29318. this.bumpMap = source.bumpMap;
  29319. this.bumpScale = source.bumpScale;
  29320. this.normalMap = source.normalMap;
  29321. this.normalMapType = source.normalMapType;
  29322. this.normalScale.copy( source.normalScale );
  29323. this.displacementMap = source.displacementMap;
  29324. this.displacementScale = source.displacementScale;
  29325. this.displacementBias = source.displacementBias;
  29326. this.specularMap = source.specularMap;
  29327. this.alphaMap = source.alphaMap;
  29328. this.envMap = source.envMap;
  29329. this.envMapRotation.copy( source.envMapRotation );
  29330. this.combine = source.combine;
  29331. this.reflectivity = source.reflectivity;
  29332. this.refractionRatio = source.refractionRatio;
  29333. this.wireframe = source.wireframe;
  29334. this.wireframeLinewidth = source.wireframeLinewidth;
  29335. this.wireframeLinecap = source.wireframeLinecap;
  29336. this.wireframeLinejoin = source.wireframeLinejoin;
  29337. this.flatShading = source.flatShading;
  29338. this.fog = source.fog;
  29339. return this;
  29340. }
  29341. }
  29342. /**
  29343. * A material for drawing geometry by depth. Depth is based off of the camera
  29344. * near and far plane. White is nearest, black is farthest.
  29345. *
  29346. * @augments Material
  29347. */
  29348. class MeshDepthMaterial extends Material {
  29349. /**
  29350. * Constructs a new mesh depth material.
  29351. *
  29352. * @param {Object} [parameters] - An object with one or more properties
  29353. * defining the material's appearance. Any property of the material
  29354. * (including any property from inherited materials) can be passed
  29355. * in here. Color values can be passed any type of value accepted
  29356. * by {@link Color#set}.
  29357. */
  29358. constructor( parameters ) {
  29359. super();
  29360. /**
  29361. * This flag can be used for type testing.
  29362. *
  29363. * @type {boolean}
  29364. * @readonly
  29365. * @default true
  29366. */
  29367. this.isMeshDepthMaterial = true;
  29368. this.type = 'MeshDepthMaterial';
  29369. /**
  29370. * Type for depth packing.
  29371. *
  29372. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29373. * @default BasicDepthPacking
  29374. */
  29375. this.depthPacking = BasicDepthPacking;
  29376. /**
  29377. * The color map. May optionally include an alpha channel, typically combined
  29378. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29379. *
  29380. * @type {?Texture}
  29381. * @default null
  29382. */
  29383. this.map = null;
  29384. /**
  29385. * The alpha map is a grayscale texture that controls the opacity across the
  29386. * surface (black: fully transparent; white: fully opaque).
  29387. *
  29388. * Only the color of the texture is used, ignoring the alpha channel if one
  29389. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29390. * when sampling this texture due to the extra bit of precision provided for
  29391. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29392. * luminance/alpha textures will also still work as expected.
  29393. *
  29394. * @type {?Texture}
  29395. * @default null
  29396. */
  29397. this.alphaMap = null;
  29398. /**
  29399. * The displacement map affects the position of the mesh's vertices. Unlike
  29400. * other maps which only affect the light and shade of the material the
  29401. * displaced vertices can cast shadows, block other objects, and otherwise
  29402. * act as real geometry. The displacement texture is an image where the value
  29403. * of each pixel (white being the highest) is mapped against, and
  29404. * repositions, the vertices of the mesh.
  29405. *
  29406. * @type {?Texture}
  29407. * @default null
  29408. */
  29409. this.displacementMap = null;
  29410. /**
  29411. * How much the displacement map affects the mesh (where black is no
  29412. * displacement, and white is maximum displacement). Without a displacement
  29413. * map set, this value is not applied.
  29414. *
  29415. * @type {number}
  29416. * @default 0
  29417. */
  29418. this.displacementScale = 1;
  29419. /**
  29420. * The offset of the displacement map's values on the mesh's vertices.
  29421. * The bias is added to the scaled sample of the displacement map.
  29422. * Without a displacement map set, this value is not applied.
  29423. *
  29424. * @type {number}
  29425. * @default 0
  29426. */
  29427. this.displacementBias = 0;
  29428. /**
  29429. * Renders the geometry as a wireframe.
  29430. *
  29431. * @type {boolean}
  29432. * @default false
  29433. */
  29434. this.wireframe = false;
  29435. /**
  29436. * Controls the thickness of the wireframe.
  29437. *
  29438. * WebGL and WebGPU ignore this property and always render
  29439. * 1 pixel wide lines.
  29440. *
  29441. * @type {number}
  29442. * @default 1
  29443. */
  29444. this.wireframeLinewidth = 1;
  29445. this.setValues( parameters );
  29446. }
  29447. copy( source ) {
  29448. super.copy( source );
  29449. this.depthPacking = source.depthPacking;
  29450. this.map = source.map;
  29451. this.alphaMap = source.alphaMap;
  29452. this.displacementMap = source.displacementMap;
  29453. this.displacementScale = source.displacementScale;
  29454. this.displacementBias = source.displacementBias;
  29455. this.wireframe = source.wireframe;
  29456. this.wireframeLinewidth = source.wireframeLinewidth;
  29457. return this;
  29458. }
  29459. }
  29460. /**
  29461. * A material used internally for implementing shadow mapping with
  29462. * point lights.
  29463. *
  29464. * Can also be used to customize the shadow casting of an object by assigning
  29465. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29466. * The following examples demonstrates this approach in order to ensure
  29467. * transparent parts of objects do no cast shadows.
  29468. *
  29469. * @augments Material
  29470. */
  29471. class MeshDistanceMaterial extends Material {
  29472. /**
  29473. * Constructs a new mesh distance material.
  29474. *
  29475. * @param {Object} [parameters] - An object with one or more properties
  29476. * defining the material's appearance. Any property of the material
  29477. * (including any property from inherited materials) can be passed
  29478. * in here. Color values can be passed any type of value accepted
  29479. * by {@link Color#set}.
  29480. */
  29481. constructor( parameters ) {
  29482. super();
  29483. /**
  29484. * This flag can be used for type testing.
  29485. *
  29486. * @type {boolean}
  29487. * @readonly
  29488. * @default true
  29489. */
  29490. this.isMeshDistanceMaterial = true;
  29491. this.type = 'MeshDistanceMaterial';
  29492. /**
  29493. * The color map. May optionally include an alpha channel, typically combined
  29494. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29495. *
  29496. * @type {?Texture}
  29497. * @default null
  29498. */
  29499. this.map = null;
  29500. /**
  29501. * The alpha map is a grayscale texture that controls the opacity across the
  29502. * surface (black: fully transparent; white: fully opaque).
  29503. *
  29504. * Only the color of the texture is used, ignoring the alpha channel if one
  29505. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29506. * when sampling this texture due to the extra bit of precision provided for
  29507. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29508. * luminance/alpha textures will also still work as expected.
  29509. *
  29510. * @type {?Texture}
  29511. * @default null
  29512. */
  29513. this.alphaMap = null;
  29514. /**
  29515. * The displacement map affects the position of the mesh's vertices. Unlike
  29516. * other maps which only affect the light and shade of the material the
  29517. * displaced vertices can cast shadows, block other objects, and otherwise
  29518. * act as real geometry. The displacement texture is an image where the value
  29519. * of each pixel (white being the highest) is mapped against, and
  29520. * repositions, the vertices of the mesh.
  29521. *
  29522. * @type {?Texture}
  29523. * @default null
  29524. */
  29525. this.displacementMap = null;
  29526. /**
  29527. * How much the displacement map affects the mesh (where black is no
  29528. * displacement, and white is maximum displacement). Without a displacement
  29529. * map set, this value is not applied.
  29530. *
  29531. * @type {number}
  29532. * @default 0
  29533. */
  29534. this.displacementScale = 1;
  29535. /**
  29536. * The offset of the displacement map's values on the mesh's vertices.
  29537. * The bias is added to the scaled sample of the displacement map.
  29538. * Without a displacement map set, this value is not applied.
  29539. *
  29540. * @type {number}
  29541. * @default 0
  29542. */
  29543. this.displacementBias = 0;
  29544. this.setValues( parameters );
  29545. }
  29546. copy( source ) {
  29547. super.copy( source );
  29548. this.map = source.map;
  29549. this.alphaMap = source.alphaMap;
  29550. this.displacementMap = source.displacementMap;
  29551. this.displacementScale = source.displacementScale;
  29552. this.displacementBias = source.displacementBias;
  29553. return this;
  29554. }
  29555. }
  29556. /**
  29557. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29558. * material color and shading.
  29559. *
  29560. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29561. * baked lighting. It will cast a shadow onto an object that receives shadows
  29562. * (and shadow clipping works), but it will not self-shadow or receive
  29563. * shadows.
  29564. *
  29565. * @augments Material
  29566. */
  29567. class MeshMatcapMaterial extends Material {
  29568. /**
  29569. * Constructs a new mesh matcap material.
  29570. *
  29571. * @param {Object} [parameters] - An object with one or more properties
  29572. * defining the material's appearance. Any property of the material
  29573. * (including any property from inherited materials) can be passed
  29574. * in here. Color values can be passed any type of value accepted
  29575. * by {@link Color#set}.
  29576. */
  29577. constructor( parameters ) {
  29578. super();
  29579. /**
  29580. * This flag can be used for type testing.
  29581. *
  29582. * @type {boolean}
  29583. * @readonly
  29584. * @default true
  29585. */
  29586. this.isMeshMatcapMaterial = true;
  29587. this.defines = { 'MATCAP': '' };
  29588. this.type = 'MeshMatcapMaterial';
  29589. /**
  29590. * Color of the material.
  29591. *
  29592. * @type {Color}
  29593. * @default (1,1,1)
  29594. */
  29595. this.color = new Color( 0xffffff ); // diffuse
  29596. /**
  29597. * The matcap map.
  29598. *
  29599. * @type {?Texture}
  29600. * @default null
  29601. */
  29602. this.matcap = null;
  29603. /**
  29604. * The color map. May optionally include an alpha channel, typically combined
  29605. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29606. * color is modulated by the diffuse `color`.
  29607. *
  29608. * @type {?Texture}
  29609. * @default null
  29610. */
  29611. this.map = null;
  29612. /**
  29613. * The texture to create a bump map. The black and white values map to the
  29614. * perceived depth in relation to the lights. Bump doesn't actually affect
  29615. * the geometry of the object, only the lighting. If a normal map is defined
  29616. * this will be ignored.
  29617. *
  29618. * @type {?Texture}
  29619. * @default null
  29620. */
  29621. this.bumpMap = null;
  29622. /**
  29623. * How much the bump map affects the material. Typical range is `[0,1]`.
  29624. *
  29625. * @type {number}
  29626. * @default 1
  29627. */
  29628. this.bumpScale = 1;
  29629. /**
  29630. * The texture to create a normal map. The RGB values affect the surface
  29631. * normal for each pixel fragment and change the way the color is lit. Normal
  29632. * maps do not change the actual shape of the surface, only the lighting. In
  29633. * case the material has a normal map authored using the left handed
  29634. * convention, the `y` component of `normalScale` should be negated to compensate
  29635. * for the different handedness.
  29636. *
  29637. * @type {?Texture}
  29638. * @default null
  29639. */
  29640. this.normalMap = null;
  29641. /**
  29642. * The type of normal map.
  29643. *
  29644. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29645. * @default TangentSpaceNormalMap
  29646. */
  29647. this.normalMapType = TangentSpaceNormalMap;
  29648. /**
  29649. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29650. *
  29651. * @type {Vector2}
  29652. * @default (1,1)
  29653. */
  29654. this.normalScale = new Vector2( 1, 1 );
  29655. /**
  29656. * The displacement map affects the position of the mesh's vertices. Unlike
  29657. * other maps which only affect the light and shade of the material the
  29658. * displaced vertices can cast shadows, block other objects, and otherwise
  29659. * act as real geometry. The displacement texture is an image where the value
  29660. * of each pixel (white being the highest) is mapped against, and
  29661. * repositions, the vertices of the mesh.
  29662. *
  29663. * @type {?Texture}
  29664. * @default null
  29665. */
  29666. this.displacementMap = null;
  29667. /**
  29668. * How much the displacement map affects the mesh (where black is no
  29669. * displacement, and white is maximum displacement). Without a displacement
  29670. * map set, this value is not applied.
  29671. *
  29672. * @type {number}
  29673. * @default 0
  29674. */
  29675. this.displacementScale = 1;
  29676. /**
  29677. * The offset of the displacement map's values on the mesh's vertices.
  29678. * The bias is added to the scaled sample of the displacement map.
  29679. * Without a displacement map set, this value is not applied.
  29680. *
  29681. * @type {number}
  29682. * @default 0
  29683. */
  29684. this.displacementBias = 0;
  29685. /**
  29686. * The alpha map is a grayscale texture that controls the opacity across the
  29687. * surface (black: fully transparent; white: fully opaque).
  29688. *
  29689. * Only the color of the texture is used, ignoring the alpha channel if one
  29690. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29691. * when sampling this texture due to the extra bit of precision provided for
  29692. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29693. * luminance/alpha textures will also still work as expected.
  29694. *
  29695. * @type {?Texture}
  29696. * @default null
  29697. */
  29698. this.alphaMap = null;
  29699. /**
  29700. * Whether the material is rendered with flat shading or not.
  29701. *
  29702. * @type {boolean}
  29703. * @default false
  29704. */
  29705. this.flatShading = false;
  29706. /**
  29707. * Whether the material is affected by fog or not.
  29708. *
  29709. * @type {boolean}
  29710. * @default true
  29711. */
  29712. this.fog = true;
  29713. this.setValues( parameters );
  29714. }
  29715. copy( source ) {
  29716. super.copy( source );
  29717. this.defines = { 'MATCAP': '' };
  29718. this.color.copy( source.color );
  29719. this.matcap = source.matcap;
  29720. this.map = source.map;
  29721. this.bumpMap = source.bumpMap;
  29722. this.bumpScale = source.bumpScale;
  29723. this.normalMap = source.normalMap;
  29724. this.normalMapType = source.normalMapType;
  29725. this.normalScale.copy( source.normalScale );
  29726. this.displacementMap = source.displacementMap;
  29727. this.displacementScale = source.displacementScale;
  29728. this.displacementBias = source.displacementBias;
  29729. this.alphaMap = source.alphaMap;
  29730. this.flatShading = source.flatShading;
  29731. this.fog = source.fog;
  29732. return this;
  29733. }
  29734. }
  29735. /**
  29736. * A material for rendering line primitives.
  29737. *
  29738. * Materials define the appearance of renderable 3D objects.
  29739. *
  29740. * ```js
  29741. * const material = new THREE.LineDashedMaterial( {
  29742. * color: 0xffffff,
  29743. * scale: 1,
  29744. * dashSize: 3,
  29745. * gapSize: 1,
  29746. * } );
  29747. * ```
  29748. *
  29749. * @augments LineBasicMaterial
  29750. */
  29751. class LineDashedMaterial extends LineBasicMaterial {
  29752. /**
  29753. * Constructs a new line dashed material.
  29754. *
  29755. * @param {Object} [parameters] - An object with one or more properties
  29756. * defining the material's appearance. Any property of the material
  29757. * (including any property from inherited materials) can be passed
  29758. * in here. Color values can be passed any type of value accepted
  29759. * by {@link Color#set}.
  29760. */
  29761. constructor( parameters ) {
  29762. super();
  29763. /**
  29764. * This flag can be used for type testing.
  29765. *
  29766. * @type {boolean}
  29767. * @readonly
  29768. * @default true
  29769. */
  29770. this.isLineDashedMaterial = true;
  29771. this.type = 'LineDashedMaterial';
  29772. /**
  29773. * The scale of the dashed part of a line.
  29774. *
  29775. * @type {number}
  29776. * @default 1
  29777. */
  29778. this.scale = 1;
  29779. /**
  29780. * The size of the dash. This is both the gap with the stroke.
  29781. *
  29782. * @type {number}
  29783. * @default 3
  29784. */
  29785. this.dashSize = 3;
  29786. /**
  29787. * The size of the gap.
  29788. *
  29789. * @type {number}
  29790. * @default 1
  29791. */
  29792. this.gapSize = 1;
  29793. this.setValues( parameters );
  29794. }
  29795. copy( source ) {
  29796. super.copy( source );
  29797. this.scale = source.scale;
  29798. this.dashSize = source.dashSize;
  29799. this.gapSize = source.gapSize;
  29800. return this;
  29801. }
  29802. }
  29803. /**
  29804. * Converts an array to a specific type.
  29805. *
  29806. * @param {TypedArray|Array} array - The array to convert.
  29807. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  29808. * @return {TypedArray} The converted array.
  29809. */
  29810. function convertArray( array, type ) {
  29811. if ( ! array || array.constructor === type ) return array;
  29812. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  29813. return new type( array ); // create typed array
  29814. }
  29815. return Array.prototype.slice.call( array ); // create Array
  29816. }
  29817. /**
  29818. * Returns `true` if the given object is a typed array.
  29819. *
  29820. * @param {any} object - The object to check.
  29821. * @return {boolean} Whether the given object is a typed array.
  29822. */
  29823. function isTypedArray( object ) {
  29824. return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
  29825. }
  29826. /**
  29827. * Returns an array by which times and values can be sorted.
  29828. *
  29829. * @param {Array<number>} times - The keyframe time values.
  29830. * @return {Array<number>} The array.
  29831. */
  29832. function getKeyframeOrder( times ) {
  29833. function compareTime( i, j ) {
  29834. return times[ i ] - times[ j ];
  29835. }
  29836. const n = times.length;
  29837. const result = new Array( n );
  29838. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  29839. result.sort( compareTime );
  29840. return result;
  29841. }
  29842. /**
  29843. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  29844. *
  29845. * @param {Array<number>} values - The values to sort.
  29846. * @param {number} stride - The stride.
  29847. * @param {Array<number>} order - The sort order.
  29848. * @return {Array<number>} The sorted values.
  29849. */
  29850. function sortedArray( values, stride, order ) {
  29851. const nValues = values.length;
  29852. const result = new values.constructor( nValues );
  29853. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  29854. const srcOffset = order[ i ] * stride;
  29855. for ( let j = 0; j !== stride; ++ j ) {
  29856. result[ dstOffset ++ ] = values[ srcOffset + j ];
  29857. }
  29858. }
  29859. return result;
  29860. }
  29861. /**
  29862. * Used for parsing AOS keyframe formats.
  29863. *
  29864. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  29865. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  29866. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  29867. * @param {string} valuePropertyName - The name of the property to use.
  29868. */
  29869. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  29870. let i = 1, key = jsonKeys[ 0 ];
  29871. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  29872. key = jsonKeys[ i ++ ];
  29873. }
  29874. if ( key === undefined ) return; // no data
  29875. let value = key[ valuePropertyName ];
  29876. if ( value === undefined ) return; // no data
  29877. if ( Array.isArray( value ) ) {
  29878. do {
  29879. value = key[ valuePropertyName ];
  29880. if ( value !== undefined ) {
  29881. times.push( key.time );
  29882. values.push( ...value ); // push all elements
  29883. }
  29884. key = jsonKeys[ i ++ ];
  29885. } while ( key !== undefined );
  29886. } else if ( value.toArray !== undefined ) {
  29887. // ...assume THREE.Math-ish
  29888. do {
  29889. value = key[ valuePropertyName ];
  29890. if ( value !== undefined ) {
  29891. times.push( key.time );
  29892. value.toArray( values, values.length );
  29893. }
  29894. key = jsonKeys[ i ++ ];
  29895. } while ( key !== undefined );
  29896. } else {
  29897. // otherwise push as-is
  29898. do {
  29899. value = key[ valuePropertyName ];
  29900. if ( value !== undefined ) {
  29901. times.push( key.time );
  29902. values.push( value );
  29903. }
  29904. key = jsonKeys[ i ++ ];
  29905. } while ( key !== undefined );
  29906. }
  29907. }
  29908. /**
  29909. * Creates a new clip, containing only the segment of the original clip between the given frames.
  29910. *
  29911. * @param {AnimationClip} sourceClip - The values to sort.
  29912. * @param {string} name - The name of the clip.
  29913. * @param {number} startFrame - The start frame.
  29914. * @param {number} endFrame - The end frame.
  29915. * @param {number} [fps=30] - The FPS.
  29916. * @return {AnimationClip} The new sub clip.
  29917. */
  29918. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  29919. const clip = sourceClip.clone();
  29920. clip.name = name;
  29921. const tracks = [];
  29922. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29923. const track = clip.tracks[ i ];
  29924. const valueSize = track.getValueSize();
  29925. const times = [];
  29926. const values = [];
  29927. for ( let j = 0; j < track.times.length; ++ j ) {
  29928. const frame = track.times[ j ] * fps;
  29929. if ( frame < startFrame || frame >= endFrame ) continue;
  29930. times.push( track.times[ j ] );
  29931. for ( let k = 0; k < valueSize; ++ k ) {
  29932. values.push( track.values[ j * valueSize + k ] );
  29933. }
  29934. }
  29935. if ( times.length === 0 ) continue;
  29936. track.times = convertArray( times, track.times.constructor );
  29937. track.values = convertArray( values, track.values.constructor );
  29938. tracks.push( track );
  29939. }
  29940. clip.tracks = tracks;
  29941. // find minimum .times value across all tracks in the trimmed clip
  29942. let minStartTime = Infinity;
  29943. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29944. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  29945. minStartTime = clip.tracks[ i ].times[ 0 ];
  29946. }
  29947. }
  29948. // shift all tracks such that clip begins at t=0
  29949. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29950. clip.tracks[ i ].shift( -1 * minStartTime );
  29951. }
  29952. clip.resetDuration();
  29953. return clip;
  29954. }
  29955. /**
  29956. * Converts the keyframes of the given animation clip to an additive format.
  29957. *
  29958. * @param {AnimationClip} targetClip - The clip to make additive.
  29959. * @param {number} [referenceFrame=0] - The reference frame.
  29960. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  29961. * @param {number} [fps=30] - The FPS.
  29962. * @return {AnimationClip} The updated clip which is now additive.
  29963. */
  29964. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  29965. if ( fps <= 0 ) fps = 30;
  29966. const numTracks = referenceClip.tracks.length;
  29967. const referenceTime = referenceFrame / fps;
  29968. // Make each track's values relative to the values at the reference frame
  29969. for ( let i = 0; i < numTracks; ++ i ) {
  29970. const referenceTrack = referenceClip.tracks[ i ];
  29971. const referenceTrackType = referenceTrack.ValueTypeName;
  29972. // Skip this track if it's non-numeric
  29973. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  29974. // Find the track in the target clip whose name and type matches the reference track
  29975. const targetTrack = targetClip.tracks.find( function ( track ) {
  29976. return track.name === referenceTrack.name
  29977. && track.ValueTypeName === referenceTrackType;
  29978. } );
  29979. if ( targetTrack === undefined ) continue;
  29980. let referenceOffset = 0;
  29981. const referenceValueSize = referenceTrack.getValueSize();
  29982. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  29983. referenceOffset = referenceValueSize / 3;
  29984. }
  29985. let targetOffset = 0;
  29986. const targetValueSize = targetTrack.getValueSize();
  29987. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  29988. targetOffset = targetValueSize / 3;
  29989. }
  29990. const lastIndex = referenceTrack.times.length - 1;
  29991. let referenceValue;
  29992. // Find the value to subtract out of the track
  29993. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  29994. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  29995. const startIndex = referenceOffset;
  29996. const endIndex = referenceValueSize - referenceOffset;
  29997. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  29998. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  29999. // Reference frame is after the last keyframe, so just use the last keyframe
  30000. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30001. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30002. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30003. } else {
  30004. // Interpolate to the reference value
  30005. const interpolant = referenceTrack.createInterpolant();
  30006. const startIndex = referenceOffset;
  30007. const endIndex = referenceValueSize - referenceOffset;
  30008. interpolant.evaluate( referenceTime );
  30009. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30010. }
  30011. // Conjugate the quaternion
  30012. if ( referenceTrackType === 'quaternion' ) {
  30013. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30014. referenceQuat.toArray( referenceValue );
  30015. }
  30016. // Subtract the reference value from all of the track values
  30017. const numTimes = targetTrack.times.length;
  30018. for ( let j = 0; j < numTimes; ++ j ) {
  30019. const valueStart = j * targetValueSize + targetOffset;
  30020. if ( referenceTrackType === 'quaternion' ) {
  30021. // Multiply the conjugate for quaternion track types
  30022. Quaternion.multiplyQuaternionsFlat(
  30023. targetTrack.values,
  30024. valueStart,
  30025. referenceValue,
  30026. 0,
  30027. targetTrack.values,
  30028. valueStart
  30029. );
  30030. } else {
  30031. const valueEnd = targetValueSize - targetOffset * 2;
  30032. // Subtract each value for all other numeric track types
  30033. for ( let k = 0; k < valueEnd; ++ k ) {
  30034. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30035. }
  30036. }
  30037. }
  30038. }
  30039. targetClip.blendMode = AdditiveAnimationBlendMode;
  30040. return targetClip;
  30041. }
  30042. /**
  30043. * A class with various methods to assist with animations.
  30044. *
  30045. * @hideconstructor
  30046. */
  30047. class AnimationUtils {
  30048. /**
  30049. * Converts an array to a specific type
  30050. *
  30051. * @static
  30052. * @param {TypedArray|Array} array - The array to convert.
  30053. * @param {TypedArray.constructor} type - The constructor of a type array.
  30054. * @return {TypedArray} The converted array
  30055. */
  30056. static convertArray( array, type ) {
  30057. return convertArray( array, type );
  30058. }
  30059. /**
  30060. * Returns `true` if the given object is a typed array.
  30061. *
  30062. * @static
  30063. * @param {any} object - The object to check.
  30064. * @return {boolean} Whether the given object is a typed array.
  30065. */
  30066. static isTypedArray( object ) {
  30067. return isTypedArray( object );
  30068. }
  30069. /**
  30070. * Returns an array by which times and values can be sorted.
  30071. *
  30072. * @static
  30073. * @param {Array<number>} times - The keyframe time values.
  30074. * @return {Array<number>} The array.
  30075. */
  30076. static getKeyframeOrder( times ) {
  30077. return getKeyframeOrder( times );
  30078. }
  30079. /**
  30080. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30081. *
  30082. * @static
  30083. * @param {Array<number>} values - The values to sort.
  30084. * @param {number} stride - The stride.
  30085. * @param {Array<number>} order - The sort order.
  30086. * @return {Array<number>} The sorted values.
  30087. */
  30088. static sortedArray( values, stride, order ) {
  30089. return sortedArray( values, stride, order );
  30090. }
  30091. /**
  30092. * Used for parsing AOS keyframe formats.
  30093. *
  30094. * @static
  30095. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30096. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30097. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30098. * @param {string} valuePropertyName - The name of the property to use.
  30099. */
  30100. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30101. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30102. }
  30103. /**
  30104. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30105. *
  30106. * @static
  30107. * @param {AnimationClip} sourceClip - The values to sort.
  30108. * @param {string} name - The name of the clip.
  30109. * @param {number} startFrame - The start frame.
  30110. * @param {number} endFrame - The end frame.
  30111. * @param {number} [fps=30] - The FPS.
  30112. * @return {AnimationClip} The new sub clip.
  30113. */
  30114. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30115. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30116. }
  30117. /**
  30118. * Converts the keyframes of the given animation clip to an additive format.
  30119. *
  30120. * @static
  30121. * @param {AnimationClip} targetClip - The clip to make additive.
  30122. * @param {number} [referenceFrame=0] - The reference frame.
  30123. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30124. * @param {number} [fps=30] - The FPS.
  30125. * @return {AnimationClip} The updated clip which is now additive.
  30126. */
  30127. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30128. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30129. }
  30130. }
  30131. /**
  30132. * Abstract base class of interpolants over parametric samples.
  30133. *
  30134. * The parameter domain is one dimensional, typically the time or a path
  30135. * along a curve defined by the data.
  30136. *
  30137. * The sample values can have any dimensionality and derived classes may
  30138. * apply special interpretations to the data.
  30139. *
  30140. * This class provides the interval seek in a Template Method, deferring
  30141. * the actual interpolation to derived classes.
  30142. *
  30143. * Time complexity is O(1) for linear access crossing at most two points
  30144. * and O(log N) for random access, where N is the number of positions.
  30145. *
  30146. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30147. *
  30148. * @abstract
  30149. */
  30150. class Interpolant {
  30151. /**
  30152. * Constructs a new interpolant.
  30153. *
  30154. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30155. * @param {TypedArray} sampleValues - The sample values.
  30156. * @param {number} sampleSize - The sample size
  30157. * @param {TypedArray} [resultBuffer] - The result buffer.
  30158. */
  30159. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30160. /**
  30161. * The parameter positions.
  30162. *
  30163. * @type {TypedArray}
  30164. */
  30165. this.parameterPositions = parameterPositions;
  30166. /**
  30167. * A cache index.
  30168. *
  30169. * @private
  30170. * @type {number}
  30171. * @default 0
  30172. */
  30173. this._cachedIndex = 0;
  30174. /**
  30175. * The result buffer.
  30176. *
  30177. * @type {TypedArray}
  30178. */
  30179. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30180. /**
  30181. * The sample values.
  30182. *
  30183. * @type {TypedArray}
  30184. */
  30185. this.sampleValues = sampleValues;
  30186. /**
  30187. * The value size.
  30188. *
  30189. * @type {TypedArray}
  30190. */
  30191. this.valueSize = sampleSize;
  30192. /**
  30193. * The interpolation settings.
  30194. *
  30195. * @type {?Object}
  30196. * @default null
  30197. */
  30198. this.settings = null;
  30199. /**
  30200. * The default settings object.
  30201. *
  30202. * @type {Object}
  30203. */
  30204. this.DefaultSettings_ = {};
  30205. }
  30206. /**
  30207. * Evaluate the interpolant at position `t`.
  30208. *
  30209. * @param {number} t - The interpolation factor.
  30210. * @return {TypedArray} The result buffer.
  30211. */
  30212. evaluate( t ) {
  30213. const pp = this.parameterPositions;
  30214. let i1 = this._cachedIndex,
  30215. t1 = pp[ i1 ],
  30216. t0 = pp[ i1 - 1 ];
  30217. validate_interval: {
  30218. seek: {
  30219. let right;
  30220. linear_scan: {
  30221. //- See http://jsperf.com/comparison-to-undefined/3
  30222. //- slower code:
  30223. //-
  30224. //- if ( t >= t1 || t1 === undefined ) {
  30225. forward_scan: if ( ! ( t < t1 ) ) {
  30226. for ( let giveUpAt = i1 + 2; ; ) {
  30227. if ( t1 === undefined ) {
  30228. if ( t < t0 ) break forward_scan;
  30229. // after end
  30230. i1 = pp.length;
  30231. this._cachedIndex = i1;
  30232. return this.copySampleValue_( i1 - 1 );
  30233. }
  30234. if ( i1 === giveUpAt ) break; // this loop
  30235. t0 = t1;
  30236. t1 = pp[ ++ i1 ];
  30237. if ( t < t1 ) {
  30238. // we have arrived at the sought interval
  30239. break seek;
  30240. }
  30241. }
  30242. // prepare binary search on the right side of the index
  30243. right = pp.length;
  30244. break linear_scan;
  30245. }
  30246. //- slower code:
  30247. //- if ( t < t0 || t0 === undefined ) {
  30248. if ( ! ( t >= t0 ) ) {
  30249. // looping?
  30250. const t1global = pp[ 1 ];
  30251. if ( t < t1global ) {
  30252. i1 = 2; // + 1, using the scan for the details
  30253. t0 = t1global;
  30254. }
  30255. // linear reverse scan
  30256. for ( let giveUpAt = i1 - 2; ; ) {
  30257. if ( t0 === undefined ) {
  30258. // before start
  30259. this._cachedIndex = 0;
  30260. return this.copySampleValue_( 0 );
  30261. }
  30262. if ( i1 === giveUpAt ) break; // this loop
  30263. t1 = t0;
  30264. t0 = pp[ -- i1 - 1 ];
  30265. if ( t >= t0 ) {
  30266. // we have arrived at the sought interval
  30267. break seek;
  30268. }
  30269. }
  30270. // prepare binary search on the left side of the index
  30271. right = i1;
  30272. i1 = 0;
  30273. break linear_scan;
  30274. }
  30275. // the interval is valid
  30276. break validate_interval;
  30277. } // linear scan
  30278. // binary search
  30279. while ( i1 < right ) {
  30280. const mid = ( i1 + right ) >>> 1;
  30281. if ( t < pp[ mid ] ) {
  30282. right = mid;
  30283. } else {
  30284. i1 = mid + 1;
  30285. }
  30286. }
  30287. t1 = pp[ i1 ];
  30288. t0 = pp[ i1 - 1 ];
  30289. // check boundary cases, again
  30290. if ( t0 === undefined ) {
  30291. this._cachedIndex = 0;
  30292. return this.copySampleValue_( 0 );
  30293. }
  30294. if ( t1 === undefined ) {
  30295. i1 = pp.length;
  30296. this._cachedIndex = i1;
  30297. return this.copySampleValue_( i1 - 1 );
  30298. }
  30299. } // seek
  30300. this._cachedIndex = i1;
  30301. this.intervalChanged_( i1, t0, t1 );
  30302. } // validate_interval
  30303. return this.interpolate_( i1, t0, t, t1 );
  30304. }
  30305. /**
  30306. * Returns the interpolation settings.
  30307. *
  30308. * @return {Object} The interpolation settings.
  30309. */
  30310. getSettings_() {
  30311. return this.settings || this.DefaultSettings_;
  30312. }
  30313. /**
  30314. * Copies a sample value to the result buffer.
  30315. *
  30316. * @param {number} index - An index into the sample value buffer.
  30317. * @return {TypedArray} The result buffer.
  30318. */
  30319. copySampleValue_( index ) {
  30320. // copies a sample value to the result buffer
  30321. const result = this.resultBuffer,
  30322. values = this.sampleValues,
  30323. stride = this.valueSize,
  30324. offset = index * stride;
  30325. for ( let i = 0; i !== stride; ++ i ) {
  30326. result[ i ] = values[ offset + i ];
  30327. }
  30328. return result;
  30329. }
  30330. /**
  30331. * Copies a sample value to the result buffer.
  30332. *
  30333. * @abstract
  30334. * @param {number} i1 - An index into the sample value buffer.
  30335. * @param {number} t0 - The previous interpolation factor.
  30336. * @param {number} t - The current interpolation factor.
  30337. * @param {number} t1 - The next interpolation factor.
  30338. * @return {TypedArray} The result buffer.
  30339. */
  30340. interpolate_( /* i1, t0, t, t1 */ ) {
  30341. throw new Error( 'call to abstract method' );
  30342. // implementations shall return this.resultBuffer
  30343. }
  30344. /**
  30345. * Optional method that is executed when the interval has changed.
  30346. *
  30347. * @param {number} i1 - An index into the sample value buffer.
  30348. * @param {number} t0 - The previous interpolation factor.
  30349. * @param {number} t - The current interpolation factor.
  30350. */
  30351. intervalChanged_( /* i1, t0, t1 */ ) {
  30352. // empty
  30353. }
  30354. }
  30355. /**
  30356. * Fast and simple cubic spline interpolant.
  30357. *
  30358. * It was derived from a Hermitian construction setting the first derivative
  30359. * at each sample position to the linear slope between neighboring positions
  30360. * over their parameter interval.
  30361. *
  30362. * @augments Interpolant
  30363. */
  30364. class CubicInterpolant extends Interpolant {
  30365. /**
  30366. * Constructs a new cubic interpolant.
  30367. *
  30368. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30369. * @param {TypedArray} sampleValues - The sample values.
  30370. * @param {number} sampleSize - The sample size
  30371. * @param {TypedArray} [resultBuffer] - The result buffer.
  30372. */
  30373. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30374. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30375. this._weightPrev = -0;
  30376. this._offsetPrev = -0;
  30377. this._weightNext = -0;
  30378. this._offsetNext = -0;
  30379. this.DefaultSettings_ = {
  30380. endingStart: ZeroCurvatureEnding,
  30381. endingEnd: ZeroCurvatureEnding
  30382. };
  30383. }
  30384. intervalChanged_( i1, t0, t1 ) {
  30385. const pp = this.parameterPositions;
  30386. let iPrev = i1 - 2,
  30387. iNext = i1 + 1,
  30388. tPrev = pp[ iPrev ],
  30389. tNext = pp[ iNext ];
  30390. if ( tPrev === undefined ) {
  30391. switch ( this.getSettings_().endingStart ) {
  30392. case ZeroSlopeEnding:
  30393. // f'(t0) = 0
  30394. iPrev = i1;
  30395. tPrev = 2 * t0 - t1;
  30396. break;
  30397. case WrapAroundEnding:
  30398. // use the other end of the curve
  30399. iPrev = pp.length - 2;
  30400. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30401. break;
  30402. default: // ZeroCurvatureEnding
  30403. // f''(t0) = 0 a.k.a. Natural Spline
  30404. iPrev = i1;
  30405. tPrev = t1;
  30406. }
  30407. }
  30408. if ( tNext === undefined ) {
  30409. switch ( this.getSettings_().endingEnd ) {
  30410. case ZeroSlopeEnding:
  30411. // f'(tN) = 0
  30412. iNext = i1;
  30413. tNext = 2 * t1 - t0;
  30414. break;
  30415. case WrapAroundEnding:
  30416. // use the other end of the curve
  30417. iNext = 1;
  30418. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30419. break;
  30420. default: // ZeroCurvatureEnding
  30421. // f''(tN) = 0, a.k.a. Natural Spline
  30422. iNext = i1 - 1;
  30423. tNext = t0;
  30424. }
  30425. }
  30426. const halfDt = ( t1 - t0 ) * 0.5,
  30427. stride = this.valueSize;
  30428. this._weightPrev = halfDt / ( t0 - tPrev );
  30429. this._weightNext = halfDt / ( tNext - t1 );
  30430. this._offsetPrev = iPrev * stride;
  30431. this._offsetNext = iNext * stride;
  30432. }
  30433. interpolate_( i1, t0, t, t1 ) {
  30434. const result = this.resultBuffer,
  30435. values = this.sampleValues,
  30436. stride = this.valueSize,
  30437. o1 = i1 * stride, o0 = o1 - stride,
  30438. oP = this._offsetPrev, oN = this._offsetNext,
  30439. wP = this._weightPrev, wN = this._weightNext,
  30440. p = ( t - t0 ) / ( t1 - t0 ),
  30441. pp = p * p,
  30442. ppp = pp * p;
  30443. // evaluate polynomials
  30444. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30445. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30446. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30447. const sN = wN * ppp - wN * pp;
  30448. // combine data linearly
  30449. for ( let i = 0; i !== stride; ++ i ) {
  30450. result[ i ] =
  30451. sP * values[ oP + i ] +
  30452. s0 * values[ o0 + i ] +
  30453. s1 * values[ o1 + i ] +
  30454. sN * values[ oN + i ];
  30455. }
  30456. return result;
  30457. }
  30458. }
  30459. /**
  30460. * A basic linear interpolant.
  30461. *
  30462. * @augments Interpolant
  30463. */
  30464. class LinearInterpolant extends Interpolant {
  30465. /**
  30466. * Constructs a new linear interpolant.
  30467. *
  30468. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30469. * @param {TypedArray} sampleValues - The sample values.
  30470. * @param {number} sampleSize - The sample size
  30471. * @param {TypedArray} [resultBuffer] - The result buffer.
  30472. */
  30473. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30474. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30475. }
  30476. interpolate_( i1, t0, t, t1 ) {
  30477. const result = this.resultBuffer,
  30478. values = this.sampleValues,
  30479. stride = this.valueSize,
  30480. offset1 = i1 * stride,
  30481. offset0 = offset1 - stride,
  30482. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30483. weight0 = 1 - weight1;
  30484. for ( let i = 0; i !== stride; ++ i ) {
  30485. result[ i ] =
  30486. values[ offset0 + i ] * weight0 +
  30487. values[ offset1 + i ] * weight1;
  30488. }
  30489. return result;
  30490. }
  30491. }
  30492. /**
  30493. * Interpolant that evaluates to the sample value at the position preceding
  30494. * the parameter.
  30495. *
  30496. * @augments Interpolant
  30497. */
  30498. class DiscreteInterpolant extends Interpolant {
  30499. /**
  30500. * Constructs a new discrete interpolant.
  30501. *
  30502. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30503. * @param {TypedArray} sampleValues - The sample values.
  30504. * @param {number} sampleSize - The sample size
  30505. * @param {TypedArray} [resultBuffer] - The result buffer.
  30506. */
  30507. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30508. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30509. }
  30510. interpolate_( i1 /*, t0, t, t1 */ ) {
  30511. return this.copySampleValue_( i1 - 1 );
  30512. }
  30513. }
  30514. /**
  30515. * Represents s a timed sequence of keyframes, which are composed of lists of
  30516. * times and related values, and which are used to animate a specific property
  30517. * of an object.
  30518. */
  30519. class KeyframeTrack {
  30520. /**
  30521. * Constructs a new keyframe track.
  30522. *
  30523. * @param {string} name - The keyframe track's name.
  30524. * @param {Array<number>} times - A list of keyframe times.
  30525. * @param {Array<number>} values - A list of keyframe values.
  30526. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30527. */
  30528. constructor( name, times, values, interpolation ) {
  30529. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30530. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30531. /**
  30532. * The track's name can refer to morph targets or bones or
  30533. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30534. * for the forms of strings that can be parsed for property binding.
  30535. *
  30536. * @type {string}
  30537. */
  30538. this.name = name;
  30539. /**
  30540. * The keyframe times.
  30541. *
  30542. * @type {Float32Array}
  30543. */
  30544. this.times = convertArray( times, this.TimeBufferType );
  30545. /**
  30546. * The keyframe values.
  30547. *
  30548. * @type {Float32Array}
  30549. */
  30550. this.values = convertArray( values, this.ValueBufferType );
  30551. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30552. }
  30553. /**
  30554. * Converts the keyframe track to JSON.
  30555. *
  30556. * @static
  30557. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30558. * @return {Object} The serialized keyframe track as JSON.
  30559. */
  30560. static toJSON( track ) {
  30561. const trackType = track.constructor;
  30562. let json;
  30563. // derived classes can define a static toJSON method
  30564. if ( trackType.toJSON !== this.toJSON ) {
  30565. json = trackType.toJSON( track );
  30566. } else {
  30567. // by default, we assume the data can be serialized as-is
  30568. json = {
  30569. 'name': track.name,
  30570. 'times': convertArray( track.times, Array ),
  30571. 'values': convertArray( track.values, Array )
  30572. };
  30573. const interpolation = track.getInterpolation();
  30574. if ( interpolation !== track.DefaultInterpolation ) {
  30575. json.interpolation = interpolation;
  30576. }
  30577. }
  30578. json.type = track.ValueTypeName; // mandatory
  30579. return json;
  30580. }
  30581. /**
  30582. * Factory method for creating a new discrete interpolant.
  30583. *
  30584. * @static
  30585. * @param {TypedArray} [result] - The result buffer.
  30586. * @return {DiscreteInterpolant} The new interpolant.
  30587. */
  30588. InterpolantFactoryMethodDiscrete( result ) {
  30589. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30590. }
  30591. /**
  30592. * Factory method for creating a new linear interpolant.
  30593. *
  30594. * @static
  30595. * @param {TypedArray} [result] - The result buffer.
  30596. * @return {LinearInterpolant} The new interpolant.
  30597. */
  30598. InterpolantFactoryMethodLinear( result ) {
  30599. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30600. }
  30601. /**
  30602. * Factory method for creating a new smooth interpolant.
  30603. *
  30604. * @static
  30605. * @param {TypedArray} [result] - The result buffer.
  30606. * @return {CubicInterpolant} The new interpolant.
  30607. */
  30608. InterpolantFactoryMethodSmooth( result ) {
  30609. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30610. }
  30611. /**
  30612. * Defines the interpolation factor method for this keyframe track.
  30613. *
  30614. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30615. * @return {KeyframeTrack} A reference to this keyframe track.
  30616. */
  30617. setInterpolation( interpolation ) {
  30618. let factoryMethod;
  30619. switch ( interpolation ) {
  30620. case InterpolateDiscrete:
  30621. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30622. break;
  30623. case InterpolateLinear:
  30624. factoryMethod = this.InterpolantFactoryMethodLinear;
  30625. break;
  30626. case InterpolateSmooth:
  30627. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30628. break;
  30629. }
  30630. if ( factoryMethod === undefined ) {
  30631. const message = 'unsupported interpolation for ' +
  30632. this.ValueTypeName + ' keyframe track named ' + this.name;
  30633. if ( this.createInterpolant === undefined ) {
  30634. // fall back to default, unless the default itself is messed up
  30635. if ( interpolation !== this.DefaultInterpolation ) {
  30636. this.setInterpolation( this.DefaultInterpolation );
  30637. } else {
  30638. throw new Error( message ); // fatal, in this case
  30639. }
  30640. }
  30641. console.warn( 'THREE.KeyframeTrack:', message );
  30642. return this;
  30643. }
  30644. this.createInterpolant = factoryMethod;
  30645. return this;
  30646. }
  30647. /**
  30648. * Returns the current interpolation type.
  30649. *
  30650. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30651. */
  30652. getInterpolation() {
  30653. switch ( this.createInterpolant ) {
  30654. case this.InterpolantFactoryMethodDiscrete:
  30655. return InterpolateDiscrete;
  30656. case this.InterpolantFactoryMethodLinear:
  30657. return InterpolateLinear;
  30658. case this.InterpolantFactoryMethodSmooth:
  30659. return InterpolateSmooth;
  30660. }
  30661. }
  30662. /**
  30663. * Returns the value size.
  30664. *
  30665. * @return {number} The value size.
  30666. */
  30667. getValueSize() {
  30668. return this.values.length / this.times.length;
  30669. }
  30670. /**
  30671. * Moves all keyframes either forward or backward in time.
  30672. *
  30673. * @param {number} timeOffset - The offset to move the time values.
  30674. * @return {KeyframeTrack} A reference to this keyframe track.
  30675. */
  30676. shift( timeOffset ) {
  30677. if ( timeOffset !== 0.0 ) {
  30678. const times = this.times;
  30679. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30680. times[ i ] += timeOffset;
  30681. }
  30682. }
  30683. return this;
  30684. }
  30685. /**
  30686. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30687. *
  30688. * @param {number} timeScale - The time scale.
  30689. * @return {KeyframeTrack} A reference to this keyframe track.
  30690. */
  30691. scale( timeScale ) {
  30692. if ( timeScale !== 1.0 ) {
  30693. const times = this.times;
  30694. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30695. times[ i ] *= timeScale;
  30696. }
  30697. }
  30698. return this;
  30699. }
  30700. /**
  30701. * Removes keyframes before and after animation without changing any values within the defined time range.
  30702. *
  30703. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30704. * keys this will change their values
  30705. *
  30706. * @param {number} startTime - The start time.
  30707. * @param {number} endTime - The end time.
  30708. * @return {KeyframeTrack} A reference to this keyframe track.
  30709. */
  30710. trim( startTime, endTime ) {
  30711. const times = this.times,
  30712. nKeys = times.length;
  30713. let from = 0,
  30714. to = nKeys - 1;
  30715. while ( from !== nKeys && times[ from ] < startTime ) {
  30716. ++ from;
  30717. }
  30718. while ( to !== -1 && times[ to ] > endTime ) {
  30719. -- to;
  30720. }
  30721. ++ to; // inclusive -> exclusive bound
  30722. if ( from !== 0 || to !== nKeys ) {
  30723. // empty tracks are forbidden, so keep at least one keyframe
  30724. if ( from >= to ) {
  30725. to = Math.max( to, 1 );
  30726. from = to - 1;
  30727. }
  30728. const stride = this.getValueSize();
  30729. this.times = times.slice( from, to );
  30730. this.values = this.values.slice( from * stride, to * stride );
  30731. }
  30732. return this;
  30733. }
  30734. /**
  30735. * Performs minimal validation on the keyframe track. Returns `true` if the values
  30736. * are valid.
  30737. *
  30738. * @return {boolean} Whether the keyframes are valid or not.
  30739. */
  30740. validate() {
  30741. let valid = true;
  30742. const valueSize = this.getValueSize();
  30743. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  30744. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  30745. valid = false;
  30746. }
  30747. const times = this.times,
  30748. values = this.values,
  30749. nKeys = times.length;
  30750. if ( nKeys === 0 ) {
  30751. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  30752. valid = false;
  30753. }
  30754. let prevTime = null;
  30755. for ( let i = 0; i !== nKeys; i ++ ) {
  30756. const currTime = times[ i ];
  30757. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  30758. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  30759. valid = false;
  30760. break;
  30761. }
  30762. if ( prevTime !== null && prevTime > currTime ) {
  30763. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  30764. valid = false;
  30765. break;
  30766. }
  30767. prevTime = currTime;
  30768. }
  30769. if ( values !== undefined ) {
  30770. if ( isTypedArray( values ) ) {
  30771. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  30772. const value = values[ i ];
  30773. if ( isNaN( value ) ) {
  30774. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  30775. valid = false;
  30776. break;
  30777. }
  30778. }
  30779. }
  30780. }
  30781. return valid;
  30782. }
  30783. /**
  30784. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  30785. * common in morph target sequences).
  30786. *
  30787. * @return {AnimationClip} A reference to this animation clip.
  30788. */
  30789. optimize() {
  30790. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  30791. // times or values may be shared with other tracks, so overwriting is unsafe
  30792. const times = this.times.slice(),
  30793. values = this.values.slice(),
  30794. stride = this.getValueSize(),
  30795. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  30796. lastIndex = times.length - 1;
  30797. let writeIndex = 1;
  30798. for ( let i = 1; i < lastIndex; ++ i ) {
  30799. let keep = false;
  30800. const time = times[ i ];
  30801. const timeNext = times[ i + 1 ];
  30802. // remove adjacent keyframes scheduled at the same time
  30803. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  30804. if ( ! smoothInterpolation ) {
  30805. // remove unnecessary keyframes same as their neighbors
  30806. const offset = i * stride,
  30807. offsetP = offset - stride,
  30808. offsetN = offset + stride;
  30809. for ( let j = 0; j !== stride; ++ j ) {
  30810. const value = values[ offset + j ];
  30811. if ( value !== values[ offsetP + j ] ||
  30812. value !== values[ offsetN + j ] ) {
  30813. keep = true;
  30814. break;
  30815. }
  30816. }
  30817. } else {
  30818. keep = true;
  30819. }
  30820. }
  30821. // in-place compaction
  30822. if ( keep ) {
  30823. if ( i !== writeIndex ) {
  30824. times[ writeIndex ] = times[ i ];
  30825. const readOffset = i * stride,
  30826. writeOffset = writeIndex * stride;
  30827. for ( let j = 0; j !== stride; ++ j ) {
  30828. values[ writeOffset + j ] = values[ readOffset + j ];
  30829. }
  30830. }
  30831. ++ writeIndex;
  30832. }
  30833. }
  30834. // flush last keyframe (compaction looks ahead)
  30835. if ( lastIndex > 0 ) {
  30836. times[ writeIndex ] = times[ lastIndex ];
  30837. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  30838. values[ writeOffset + j ] = values[ readOffset + j ];
  30839. }
  30840. ++ writeIndex;
  30841. }
  30842. if ( writeIndex !== times.length ) {
  30843. this.times = times.slice( 0, writeIndex );
  30844. this.values = values.slice( 0, writeIndex * stride );
  30845. } else {
  30846. this.times = times;
  30847. this.values = values;
  30848. }
  30849. return this;
  30850. }
  30851. /**
  30852. * Returns a new keyframe track with copied values from this instance.
  30853. *
  30854. * @return {KeyframeTrack} A clone of this instance.
  30855. */
  30856. clone() {
  30857. const times = this.times.slice();
  30858. const values = this.values.slice();
  30859. const TypedKeyframeTrack = this.constructor;
  30860. const track = new TypedKeyframeTrack( this.name, times, values );
  30861. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  30862. track.createInterpolant = this.createInterpolant;
  30863. return track;
  30864. }
  30865. }
  30866. /**
  30867. * The value type name.
  30868. *
  30869. * @type {String}
  30870. * @default ''
  30871. */
  30872. KeyframeTrack.prototype.ValueTypeName = '';
  30873. /**
  30874. * The time buffer type of this keyframe track.
  30875. *
  30876. * @type {TypedArray|Array}
  30877. * @default Float32Array.constructor
  30878. */
  30879. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  30880. /**
  30881. * The value buffer type of this keyframe track.
  30882. *
  30883. * @type {TypedArray|Array}
  30884. * @default Float32Array.constructor
  30885. */
  30886. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  30887. /**
  30888. * The default interpolation type of this keyframe track.
  30889. *
  30890. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  30891. * @default InterpolateLinear
  30892. */
  30893. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  30894. /**
  30895. * A track for boolean keyframe values.
  30896. *
  30897. * @augments KeyframeTrack
  30898. */
  30899. class BooleanKeyframeTrack extends KeyframeTrack {
  30900. /**
  30901. * Constructs a new boolean keyframe track.
  30902. *
  30903. * This keyframe track type has no `interpolation` parameter because the
  30904. * interpolation is always discrete.
  30905. *
  30906. * @param {string} name - The keyframe track's name.
  30907. * @param {Array<number>} times - A list of keyframe times.
  30908. * @param {Array<number>} values - A list of keyframe values.
  30909. */
  30910. constructor( name, times, values ) {
  30911. super( name, times, values );
  30912. }
  30913. }
  30914. /**
  30915. * The value type name.
  30916. *
  30917. * @type {String}
  30918. * @default 'bool'
  30919. */
  30920. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  30921. /**
  30922. * The value buffer type of this keyframe track.
  30923. *
  30924. * @type {TypedArray|Array}
  30925. * @default Array.constructor
  30926. */
  30927. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  30928. /**
  30929. * The default interpolation type of this keyframe track.
  30930. *
  30931. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  30932. * @default InterpolateDiscrete
  30933. */
  30934. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  30935. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  30936. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  30937. /**
  30938. * A track for color keyframe values.
  30939. *
  30940. * @augments KeyframeTrack
  30941. */
  30942. class ColorKeyframeTrack extends KeyframeTrack {
  30943. /**
  30944. * Constructs a new color keyframe track.
  30945. *
  30946. * @param {string} name - The keyframe track's name.
  30947. * @param {Array<number>} times - A list of keyframe times.
  30948. * @param {Array<number>} values - A list of keyframe values.
  30949. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30950. */
  30951. constructor( name, times, values, interpolation ) {
  30952. super( name, times, values, interpolation );
  30953. }
  30954. }
  30955. /**
  30956. * The value type name.
  30957. *
  30958. * @type {String}
  30959. * @default 'color'
  30960. */
  30961. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  30962. /**
  30963. * A track for numeric keyframe values.
  30964. *
  30965. * @augments KeyframeTrack
  30966. */
  30967. class NumberKeyframeTrack extends KeyframeTrack {
  30968. /**
  30969. * Constructs a new number keyframe track.
  30970. *
  30971. * @param {string} name - The keyframe track's name.
  30972. * @param {Array<number>} times - A list of keyframe times.
  30973. * @param {Array<number>} values - A list of keyframe values.
  30974. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30975. */
  30976. constructor( name, times, values, interpolation ) {
  30977. super( name, times, values, interpolation );
  30978. }
  30979. }
  30980. /**
  30981. * The value type name.
  30982. *
  30983. * @type {String}
  30984. * @default 'number'
  30985. */
  30986. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  30987. /**
  30988. * Spherical linear unit quaternion interpolant.
  30989. *
  30990. * @augments Interpolant
  30991. */
  30992. class QuaternionLinearInterpolant extends Interpolant {
  30993. /**
  30994. * Constructs a new SLERP interpolant.
  30995. *
  30996. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30997. * @param {TypedArray} sampleValues - The sample values.
  30998. * @param {number} sampleSize - The sample size
  30999. * @param {TypedArray} [resultBuffer] - The result buffer.
  31000. */
  31001. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31002. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31003. }
  31004. interpolate_( i1, t0, t, t1 ) {
  31005. const result = this.resultBuffer,
  31006. values = this.sampleValues,
  31007. stride = this.valueSize,
  31008. alpha = ( t - t0 ) / ( t1 - t0 );
  31009. let offset = i1 * stride;
  31010. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31011. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31012. }
  31013. return result;
  31014. }
  31015. }
  31016. /**
  31017. * A track for Quaternion keyframe values.
  31018. *
  31019. * @augments KeyframeTrack
  31020. */
  31021. class QuaternionKeyframeTrack extends KeyframeTrack {
  31022. /**
  31023. * Constructs a new Quaternion keyframe track.
  31024. *
  31025. * @param {string} name - The keyframe track's name.
  31026. * @param {Array<number>} times - A list of keyframe times.
  31027. * @param {Array<number>} values - A list of keyframe values.
  31028. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31029. */
  31030. constructor( name, times, values, interpolation ) {
  31031. super( name, times, values, interpolation );
  31032. }
  31033. /**
  31034. * Overwritten so the method returns Quaternion based interpolant.
  31035. *
  31036. * @static
  31037. * @param {TypedArray} [result] - The result buffer.
  31038. * @return {QuaternionLinearInterpolant} The new interpolant.
  31039. */
  31040. InterpolantFactoryMethodLinear( result ) {
  31041. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31042. }
  31043. }
  31044. /**
  31045. * The value type name.
  31046. *
  31047. * @type {String}
  31048. * @default 'quaternion'
  31049. */
  31050. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31051. // ValueBufferType is inherited
  31052. // DefaultInterpolation is inherited;
  31053. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31054. /**
  31055. * A track for string keyframe values.
  31056. *
  31057. * @augments KeyframeTrack
  31058. */
  31059. class StringKeyframeTrack extends KeyframeTrack {
  31060. /**
  31061. * Constructs a new string keyframe track.
  31062. *
  31063. * This keyframe track type has no `interpolation` parameter because the
  31064. * interpolation is always discrete.
  31065. *
  31066. * @param {string} name - The keyframe track's name.
  31067. * @param {Array<number>} times - A list of keyframe times.
  31068. * @param {Array<number>} values - A list of keyframe values.
  31069. */
  31070. constructor( name, times, values ) {
  31071. super( name, times, values );
  31072. }
  31073. }
  31074. /**
  31075. * The value type name.
  31076. *
  31077. * @type {String}
  31078. * @default 'string'
  31079. */
  31080. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31081. /**
  31082. * The value buffer type of this keyframe track.
  31083. *
  31084. * @type {TypedArray|Array}
  31085. * @default Array.constructor
  31086. */
  31087. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31088. /**
  31089. * The default interpolation type of this keyframe track.
  31090. *
  31091. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31092. * @default InterpolateDiscrete
  31093. */
  31094. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31095. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31096. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31097. /**
  31098. * A track for vector keyframe values.
  31099. *
  31100. * @augments KeyframeTrack
  31101. */
  31102. class VectorKeyframeTrack extends KeyframeTrack {
  31103. /**
  31104. * Constructs a new vector keyframe track.
  31105. *
  31106. * @param {string} name - The keyframe track's name.
  31107. * @param {Array<number>} times - A list of keyframe times.
  31108. * @param {Array<number>} values - A list of keyframe values.
  31109. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31110. */
  31111. constructor( name, times, values, interpolation ) {
  31112. super( name, times, values, interpolation );
  31113. }
  31114. }
  31115. /**
  31116. * The value type name.
  31117. *
  31118. * @type {String}
  31119. * @default 'vector'
  31120. */
  31121. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31122. /**
  31123. * A reusable set of keyframe tracks which represent an animation.
  31124. */
  31125. class AnimationClip {
  31126. /**
  31127. * Constructs a new animation clip.
  31128. *
  31129. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31130. * use the static interface of this class for creating clips. In most cases though, animation clips
  31131. * will automatically be created by loaders when importing animated 3D assets.
  31132. *
  31133. * @param {string} [name=''] - The clip's name.
  31134. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31135. * the duration will be calculated from the passed keyframes.
  31136. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31137. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31138. * is blended/combined when two or more animations are simultaneously played.
  31139. */
  31140. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31141. /**
  31142. * The clip's name.
  31143. *
  31144. * @type {string}
  31145. */
  31146. this.name = name;
  31147. /**
  31148. * An array of keyframe tracks.
  31149. *
  31150. * @type {Array<KeyframeTrack>}
  31151. */
  31152. this.tracks = tracks;
  31153. /**
  31154. * The clip's duration in seconds.
  31155. *
  31156. * @type {number}
  31157. */
  31158. this.duration = duration;
  31159. /**
  31160. * Defines how the animation is blended/combined when two or more animations
  31161. * are simultaneously played.
  31162. *
  31163. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31164. */
  31165. this.blendMode = blendMode;
  31166. /**
  31167. * The UUID of the animation clip.
  31168. *
  31169. * @type {string}
  31170. * @readonly
  31171. */
  31172. this.uuid = generateUUID();
  31173. // this means it should figure out its duration by scanning the tracks
  31174. if ( this.duration < 0 ) {
  31175. this.resetDuration();
  31176. }
  31177. }
  31178. /**
  31179. * Factory method for creating an animation clip from the given JSON.
  31180. *
  31181. * @static
  31182. * @param {Object} json - The serialized animation clip.
  31183. * @return {AnimationClip} The new animation clip.
  31184. */
  31185. static parse( json ) {
  31186. const tracks = [],
  31187. jsonTracks = json.tracks,
  31188. frameTime = 1.0 / ( json.fps || 1.0 );
  31189. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31190. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31191. }
  31192. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31193. clip.uuid = json.uuid;
  31194. return clip;
  31195. }
  31196. /**
  31197. * Serializes the given animation clip into JSON.
  31198. *
  31199. * @static
  31200. * @param {AnimationClip} clip - The animation clip to serialize.
  31201. * @return {Object} The JSON object.
  31202. */
  31203. static toJSON( clip ) {
  31204. const tracks = [],
  31205. clipTracks = clip.tracks;
  31206. const json = {
  31207. 'name': clip.name,
  31208. 'duration': clip.duration,
  31209. 'tracks': tracks,
  31210. 'uuid': clip.uuid,
  31211. 'blendMode': clip.blendMode
  31212. };
  31213. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31214. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31215. }
  31216. return json;
  31217. }
  31218. /**
  31219. * Returns a new animation clip from the passed morph targets array of a
  31220. * geometry, taking a name and the number of frames per second.
  31221. *
  31222. * Note: The fps parameter is required, but the animation speed can be
  31223. * overridden via {@link AnimationAction#setDuration}.
  31224. *
  31225. * @static
  31226. * @param {string} name - The name of the animation clip.
  31227. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31228. * @param {number} fps - The Frames-Per-Second value.
  31229. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31230. * @return {AnimationClip} The new animation clip.
  31231. */
  31232. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31233. const numMorphTargets = morphTargetSequence.length;
  31234. const tracks = [];
  31235. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31236. let times = [];
  31237. let values = [];
  31238. times.push(
  31239. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31240. i,
  31241. ( i + 1 ) % numMorphTargets );
  31242. values.push( 0, 1, 0 );
  31243. const order = getKeyframeOrder( times );
  31244. times = sortedArray( times, 1, order );
  31245. values = sortedArray( values, 1, order );
  31246. // if there is a key at the first frame, duplicate it as the
  31247. // last frame as well for perfect loop.
  31248. if ( ! noLoop && times[ 0 ] === 0 ) {
  31249. times.push( numMorphTargets );
  31250. values.push( values[ 0 ] );
  31251. }
  31252. tracks.push(
  31253. new NumberKeyframeTrack(
  31254. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31255. times, values
  31256. ).scale( 1.0 / fps ) );
  31257. }
  31258. return new this( name, -1, tracks );
  31259. }
  31260. /**
  31261. * Searches for an animation clip by name, taking as its first parameter
  31262. * either an array of clips, or a mesh or geometry that contains an
  31263. * array named "animations" property.
  31264. *
  31265. * @static
  31266. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31267. * @param {string} name - The name to search for.
  31268. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31269. */
  31270. static findByName( objectOrClipArray, name ) {
  31271. let clipArray = objectOrClipArray;
  31272. if ( ! Array.isArray( objectOrClipArray ) ) {
  31273. const o = objectOrClipArray;
  31274. clipArray = o.geometry && o.geometry.animations || o.animations;
  31275. }
  31276. for ( let i = 0; i < clipArray.length; i ++ ) {
  31277. if ( clipArray[ i ].name === name ) {
  31278. return clipArray[ i ];
  31279. }
  31280. }
  31281. return null;
  31282. }
  31283. /**
  31284. * Returns an array of new AnimationClips created from the morph target
  31285. * sequences of a geometry, trying to sort morph target names into
  31286. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31287. *
  31288. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31289. *
  31290. * @static
  31291. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31292. * @param {number} fps - The Frames-Per-Second value.
  31293. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31294. * @return {Array<AnimationClip>} An array of new animation clips.
  31295. */
  31296. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31297. const animationToMorphTargets = {};
  31298. // tested with https://regex101.com/ on trick sequences
  31299. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31300. const pattern = /^([\w-]*?)([\d]+)$/;
  31301. // sort morph target names into animation groups based
  31302. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31303. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31304. const morphTarget = morphTargets[ i ];
  31305. const parts = morphTarget.name.match( pattern );
  31306. if ( parts && parts.length > 1 ) {
  31307. const name = parts[ 1 ];
  31308. let animationMorphTargets = animationToMorphTargets[ name ];
  31309. if ( ! animationMorphTargets ) {
  31310. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31311. }
  31312. animationMorphTargets.push( morphTarget );
  31313. }
  31314. }
  31315. const clips = [];
  31316. for ( const name in animationToMorphTargets ) {
  31317. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31318. }
  31319. return clips;
  31320. }
  31321. /**
  31322. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31323. *
  31324. * @static
  31325. * @deprecated since r175.
  31326. * @param {Object} animation - A serialized animation clip as JSON.
  31327. * @param {Array<Bones>} bones - An array of bones.
  31328. * @return {?AnimationClip} The new animation clip.
  31329. */
  31330. static parseAnimation( animation, bones ) {
  31331. console.warn( 'THREE.AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31332. if ( ! animation ) {
  31333. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  31334. return null;
  31335. }
  31336. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31337. // only return track if there are actually keys.
  31338. if ( animationKeys.length !== 0 ) {
  31339. const times = [];
  31340. const values = [];
  31341. flattenJSON( animationKeys, times, values, propertyName );
  31342. // empty keys are filtered out, so check again
  31343. if ( times.length !== 0 ) {
  31344. destTracks.push( new trackType( trackName, times, values ) );
  31345. }
  31346. }
  31347. };
  31348. const tracks = [];
  31349. const clipName = animation.name || 'default';
  31350. const fps = animation.fps || 30;
  31351. const blendMode = animation.blendMode;
  31352. // automatic length determination in AnimationClip.
  31353. let duration = animation.length || -1;
  31354. const hierarchyTracks = animation.hierarchy || [];
  31355. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31356. const animationKeys = hierarchyTracks[ h ].keys;
  31357. // skip empty tracks
  31358. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31359. // process morph targets
  31360. if ( animationKeys[ 0 ].morphTargets ) {
  31361. // figure out all morph targets used in this track
  31362. const morphTargetNames = {};
  31363. let k;
  31364. for ( k = 0; k < animationKeys.length; k ++ ) {
  31365. if ( animationKeys[ k ].morphTargets ) {
  31366. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31367. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31368. }
  31369. }
  31370. }
  31371. // create a track for each morph target with all zero
  31372. // morphTargetInfluences except for the keys in which
  31373. // the morphTarget is named.
  31374. for ( const morphTargetName in morphTargetNames ) {
  31375. const times = [];
  31376. const values = [];
  31377. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31378. const animationKey = animationKeys[ k ];
  31379. times.push( animationKey.time );
  31380. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31381. }
  31382. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31383. }
  31384. duration = morphTargetNames.length * fps;
  31385. } else {
  31386. // ...assume skeletal animation
  31387. const boneName = '.bones[' + bones[ h ].name + ']';
  31388. addNonemptyTrack(
  31389. VectorKeyframeTrack, boneName + '.position',
  31390. animationKeys, 'pos', tracks );
  31391. addNonemptyTrack(
  31392. QuaternionKeyframeTrack, boneName + '.quaternion',
  31393. animationKeys, 'rot', tracks );
  31394. addNonemptyTrack(
  31395. VectorKeyframeTrack, boneName + '.scale',
  31396. animationKeys, 'scl', tracks );
  31397. }
  31398. }
  31399. if ( tracks.length === 0 ) {
  31400. return null;
  31401. }
  31402. const clip = new this( clipName, duration, tracks, blendMode );
  31403. return clip;
  31404. }
  31405. /**
  31406. * Sets the duration of this clip to the duration of its longest keyframe track.
  31407. *
  31408. * @return {AnimationClip} A reference to this animation clip.
  31409. */
  31410. resetDuration() {
  31411. const tracks = this.tracks;
  31412. let duration = 0;
  31413. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31414. const track = this.tracks[ i ];
  31415. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31416. }
  31417. this.duration = duration;
  31418. return this;
  31419. }
  31420. /**
  31421. * Trims all tracks to the clip's duration.
  31422. *
  31423. * @return {AnimationClip} A reference to this animation clip.
  31424. */
  31425. trim() {
  31426. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31427. this.tracks[ i ].trim( 0, this.duration );
  31428. }
  31429. return this;
  31430. }
  31431. /**
  31432. * Performs minimal validation on each track in the clip. Returns `true` if all
  31433. * tracks are valid.
  31434. *
  31435. * @return {boolean} Whether the clip's keyframes are valid or not.
  31436. */
  31437. validate() {
  31438. let valid = true;
  31439. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31440. valid = valid && this.tracks[ i ].validate();
  31441. }
  31442. return valid;
  31443. }
  31444. /**
  31445. * Optimizes each track by removing equivalent sequential keys (which are
  31446. * common in morph target sequences).
  31447. *
  31448. * @return {AnimationClip} A reference to this animation clip.
  31449. */
  31450. optimize() {
  31451. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31452. this.tracks[ i ].optimize();
  31453. }
  31454. return this;
  31455. }
  31456. /**
  31457. * Returns a new animation clip with copied values from this instance.
  31458. *
  31459. * @return {AnimationClip} A clone of this instance.
  31460. */
  31461. clone() {
  31462. const tracks = [];
  31463. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31464. tracks.push( this.tracks[ i ].clone() );
  31465. }
  31466. return new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31467. }
  31468. /**
  31469. * Serializes this animation clip into JSON.
  31470. *
  31471. * @return {Object} The JSON object.
  31472. */
  31473. toJSON() {
  31474. return this.constructor.toJSON( this );
  31475. }
  31476. }
  31477. function getTrackTypeForValueTypeName( typeName ) {
  31478. switch ( typeName.toLowerCase() ) {
  31479. case 'scalar':
  31480. case 'double':
  31481. case 'float':
  31482. case 'number':
  31483. case 'integer':
  31484. return NumberKeyframeTrack;
  31485. case 'vector':
  31486. case 'vector2':
  31487. case 'vector3':
  31488. case 'vector4':
  31489. return VectorKeyframeTrack;
  31490. case 'color':
  31491. return ColorKeyframeTrack;
  31492. case 'quaternion':
  31493. return QuaternionKeyframeTrack;
  31494. case 'bool':
  31495. case 'boolean':
  31496. return BooleanKeyframeTrack;
  31497. case 'string':
  31498. return StringKeyframeTrack;
  31499. }
  31500. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31501. }
  31502. function parseKeyframeTrack( json ) {
  31503. if ( json.type === undefined ) {
  31504. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31505. }
  31506. const trackType = getTrackTypeForValueTypeName( json.type );
  31507. if ( json.times === undefined ) {
  31508. const times = [], values = [];
  31509. flattenJSON( json.keys, times, values, 'value' );
  31510. json.times = times;
  31511. json.values = values;
  31512. }
  31513. // derived classes can define a static parse method
  31514. if ( trackType.parse !== undefined ) {
  31515. return trackType.parse( json );
  31516. } else {
  31517. // by default, we assume a constructor compatible with the base
  31518. return new trackType( json.name, json.times, json.values, json.interpolation );
  31519. }
  31520. }
  31521. /**
  31522. * @class
  31523. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31524. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31525. * @hideconstructor
  31526. */
  31527. const Cache = {
  31528. /**
  31529. * Whether caching is enabled or not.
  31530. *
  31531. * @static
  31532. * @type {boolean}
  31533. * @default false
  31534. */
  31535. enabled: false,
  31536. /**
  31537. * A dictionary that holds cached files.
  31538. *
  31539. * @static
  31540. * @type {Object<string,Object>}
  31541. */
  31542. files: {},
  31543. /**
  31544. * Adds a cache entry with a key to reference the file. If this key already
  31545. * holds a file, it is overwritten.
  31546. *
  31547. * @static
  31548. * @param {string} key - The key to reference the cached file.
  31549. * @param {Object} file - The file to be cached.
  31550. */
  31551. add: function ( key, file ) {
  31552. if ( this.enabled === false ) return;
  31553. // console.log( 'THREE.Cache', 'Adding key:', key );
  31554. this.files[ key ] = file;
  31555. },
  31556. /**
  31557. * Gets the cached value for the given key.
  31558. *
  31559. * @static
  31560. * @param {string} key - The key to reference the cached file.
  31561. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31562. */
  31563. get: function ( key ) {
  31564. if ( this.enabled === false ) return;
  31565. // console.log( 'THREE.Cache', 'Checking key:', key );
  31566. return this.files[ key ];
  31567. },
  31568. /**
  31569. * Removes the cached file associated with the given key.
  31570. *
  31571. * @static
  31572. * @param {string} key - The key to reference the cached file.
  31573. */
  31574. remove: function ( key ) {
  31575. delete this.files[ key ];
  31576. },
  31577. /**
  31578. * Remove all values from the cache.
  31579. *
  31580. * @static
  31581. */
  31582. clear: function () {
  31583. this.files = {};
  31584. }
  31585. };
  31586. /**
  31587. * Handles and keeps track of loaded and pending data. A default global
  31588. * instance of this class is created and used by loaders if not supplied
  31589. * manually.
  31590. *
  31591. * In general that should be sufficient, however there are times when it can
  31592. * be useful to have separate loaders - for example if you want to show
  31593. * separate loading bars for objects and textures.
  31594. *
  31595. * ```js
  31596. * const manager = new THREE.LoadingManager();
  31597. * manager.onLoad = () => console.log( 'Loading complete!' );
  31598. *
  31599. * const loader1 = new OBJLoader( manager );
  31600. * const loader2 = new ColladaLoader( manager );
  31601. * ```
  31602. */
  31603. class LoadingManager {
  31604. /**
  31605. * Constructs a new loading manager.
  31606. *
  31607. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31608. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31609. * @param {Function} [onError] - Executes when an error occurs.
  31610. */
  31611. constructor( onLoad, onProgress, onError ) {
  31612. const scope = this;
  31613. let isLoading = false;
  31614. let itemsLoaded = 0;
  31615. let itemsTotal = 0;
  31616. let urlModifier = undefined;
  31617. const handlers = [];
  31618. // Refer to #5689 for the reason why we don't set .onStart
  31619. // in the constructor
  31620. /**
  31621. * Executes when an item starts loading.
  31622. *
  31623. * @type {Function|undefined}
  31624. * @default undefined
  31625. */
  31626. this.onStart = undefined;
  31627. /**
  31628. * Executes when all items have been loaded.
  31629. *
  31630. * @type {Function|undefined}
  31631. * @default undefined
  31632. */
  31633. this.onLoad = onLoad;
  31634. /**
  31635. * Executes when single items have been loaded.
  31636. *
  31637. * @type {Function|undefined}
  31638. * @default undefined
  31639. */
  31640. this.onProgress = onProgress;
  31641. /**
  31642. * Executes when an error occurs.
  31643. *
  31644. * @type {Function|undefined}
  31645. * @default undefined
  31646. */
  31647. this.onError = onError;
  31648. /**
  31649. * This should be called by any loader using the manager when the loader
  31650. * starts loading an item.
  31651. *
  31652. * @param {string} url - The URL to load.
  31653. */
  31654. this.itemStart = function ( url ) {
  31655. itemsTotal ++;
  31656. if ( isLoading === false ) {
  31657. if ( scope.onStart !== undefined ) {
  31658. scope.onStart( url, itemsLoaded, itemsTotal );
  31659. }
  31660. }
  31661. isLoading = true;
  31662. };
  31663. /**
  31664. * This should be called by any loader using the manager when the loader
  31665. * ended loading an item.
  31666. *
  31667. * @param {string} url - The URL of the loaded item.
  31668. */
  31669. this.itemEnd = function ( url ) {
  31670. itemsLoaded ++;
  31671. if ( scope.onProgress !== undefined ) {
  31672. scope.onProgress( url, itemsLoaded, itemsTotal );
  31673. }
  31674. if ( itemsLoaded === itemsTotal ) {
  31675. isLoading = false;
  31676. if ( scope.onLoad !== undefined ) {
  31677. scope.onLoad();
  31678. }
  31679. }
  31680. };
  31681. /**
  31682. * This should be called by any loader using the manager when the loader
  31683. * encounters an error when loading an item.
  31684. *
  31685. * @param {string} url - The URL of the item that produces an error.
  31686. */
  31687. this.itemError = function ( url ) {
  31688. if ( scope.onError !== undefined ) {
  31689. scope.onError( url );
  31690. }
  31691. };
  31692. /**
  31693. * Given a URL, uses the URL modifier callback (if any) and returns a
  31694. * resolved URL. If no URL modifier is set, returns the original URL.
  31695. *
  31696. * @param {string} url - The URL to load.
  31697. * @return {string} The resolved URL.
  31698. */
  31699. this.resolveURL = function ( url ) {
  31700. if ( urlModifier ) {
  31701. return urlModifier( url );
  31702. }
  31703. return url;
  31704. };
  31705. /**
  31706. * If provided, the callback will be passed each resource URL before a
  31707. * request is sent. The callback may return the original URL, or a new URL to
  31708. * override loading behavior. This behavior can be used to load assets from
  31709. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31710. *
  31711. * ```js
  31712. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31713. *
  31714. * const manager = new THREE.LoadingManager();
  31715. *
  31716. * // Initialize loading manager with URL callback.
  31717. * const objectURLs = [];
  31718. * manager.setURLModifier( ( url ) => {
  31719. *
  31720. * url = URL.createObjectURL( blobs[ url ] );
  31721. * objectURLs.push( url );
  31722. * return url;
  31723. *
  31724. * } );
  31725. *
  31726. * // Load as usual, then revoke the blob URLs.
  31727. * const loader = new GLTFLoader( manager );
  31728. * loader.load( 'fish.gltf', (gltf) => {
  31729. *
  31730. * scene.add( gltf.scene );
  31731. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  31732. *
  31733. * } );
  31734. * ```
  31735. *
  31736. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  31737. * @return {LoadingManager} A reference to this loading manager.
  31738. */
  31739. this.setURLModifier = function ( transform ) {
  31740. urlModifier = transform;
  31741. return this;
  31742. };
  31743. /**
  31744. * Registers a loader with the given regular expression. Can be used to
  31745. * define what loader should be used in order to load specific files. A
  31746. * typical use case is to overwrite the default loader for textures.
  31747. *
  31748. * ```js
  31749. * // add handler for TGA textures
  31750. * manager.addHandler( /\.tga$/i, new TGALoader() );
  31751. * ```
  31752. *
  31753. * @param {string} regex - A regular expression.
  31754. * @param {Loader} loader - A loader that should handle matched cases.
  31755. * @return {LoadingManager} A reference to this loading manager.
  31756. */
  31757. this.addHandler = function ( regex, loader ) {
  31758. handlers.push( regex, loader );
  31759. return this;
  31760. };
  31761. /**
  31762. * Removes the loader for the given regular expression.
  31763. *
  31764. * @param {string} regex - A regular expression.
  31765. * @return {LoadingManager} A reference to this loading manager.
  31766. */
  31767. this.removeHandler = function ( regex ) {
  31768. const index = handlers.indexOf( regex );
  31769. if ( index !== -1 ) {
  31770. handlers.splice( index, 2 );
  31771. }
  31772. return this;
  31773. };
  31774. /**
  31775. * Can be used to retrieve the registered loader for the given file path.
  31776. *
  31777. * @param {string} file - The file path.
  31778. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  31779. */
  31780. this.getHandler = function ( file ) {
  31781. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  31782. const regex = handlers[ i ];
  31783. const loader = handlers[ i + 1 ];
  31784. if ( regex.global ) regex.lastIndex = 0; // see #17920
  31785. if ( regex.test( file ) ) {
  31786. return loader;
  31787. }
  31788. }
  31789. return null;
  31790. };
  31791. }
  31792. }
  31793. /**
  31794. * The global default loading manager.
  31795. *
  31796. * @constant
  31797. * @type {LoadingManager}
  31798. */
  31799. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  31800. /**
  31801. * Abstract base class for loaders.
  31802. *
  31803. * @abstract
  31804. */
  31805. class Loader {
  31806. /**
  31807. * Constructs a new loader.
  31808. *
  31809. * @param {LoadingManager} [manager] - The loading manager.
  31810. */
  31811. constructor( manager ) {
  31812. /**
  31813. * The loading manager.
  31814. *
  31815. * @type {LoadingManager}
  31816. * @default DefaultLoadingManager
  31817. */
  31818. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  31819. /**
  31820. * The crossOrigin string to implement CORS for loading the url from a
  31821. * different domain that allows CORS.
  31822. *
  31823. * @type {string}
  31824. * @default 'anonymous'
  31825. */
  31826. this.crossOrigin = 'anonymous';
  31827. /**
  31828. * Whether the XMLHttpRequest uses credentials.
  31829. *
  31830. * @type {boolean}
  31831. * @default false
  31832. */
  31833. this.withCredentials = false;
  31834. /**
  31835. * The base path from which the asset will be loaded.
  31836. *
  31837. * @type {string}
  31838. */
  31839. this.path = '';
  31840. /**
  31841. * The base path from which additional resources like textures will be loaded.
  31842. *
  31843. * @type {string}
  31844. */
  31845. this.resourcePath = '';
  31846. /**
  31847. * The [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  31848. * used in HTTP request.
  31849. *
  31850. * @type {Object<string, any>}
  31851. */
  31852. this.requestHeader = {};
  31853. }
  31854. /**
  31855. * This method needs to be implemented by all concrete loaders. It holds the
  31856. * logic for loading assets from the backend.
  31857. *
  31858. * @param {string} url - The path/URL of the file to be loaded.
  31859. * @param {Function} onLoad - Executed when the loading process has been finished.
  31860. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  31861. * @param {onErrorCallback} [onError] - Executed when errors occur.
  31862. */
  31863. load( /* url, onLoad, onProgress, onError */ ) {}
  31864. /**
  31865. * A async version of {@link Loader#load}.
  31866. *
  31867. * @param {string} url - The path/URL of the file to be loaded.
  31868. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  31869. * @return {Promise} A Promise that resolves when the asset has been loaded.
  31870. */
  31871. loadAsync( url, onProgress ) {
  31872. const scope = this;
  31873. return new Promise( function ( resolve, reject ) {
  31874. scope.load( url, resolve, onProgress, reject );
  31875. } );
  31876. }
  31877. /**
  31878. * This method needs to be implemented by all concrete loaders. It holds the
  31879. * logic for parsing the asset into three.js entities.
  31880. *
  31881. * @param {any} data - The data to parse.
  31882. */
  31883. parse( /* data */ ) {}
  31884. /**
  31885. * Sets the `crossOrigin` String to implement CORS for loading the URL
  31886. * from a different domain that allows CORS.
  31887. *
  31888. * @param {string} crossOrigin - The `crossOrigin` value.
  31889. * @return {Loader} A reference to this instance.
  31890. */
  31891. setCrossOrigin( crossOrigin ) {
  31892. this.crossOrigin = crossOrigin;
  31893. return this;
  31894. }
  31895. /**
  31896. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  31897. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials]{@link https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials}.
  31898. *
  31899. * Note: This setting has no effect if you are loading files locally or from the same domain.
  31900. *
  31901. * @param {boolean} value - The `withCredentials` value.
  31902. * @return {Loader} A reference to this instance.
  31903. */
  31904. setWithCredentials( value ) {
  31905. this.withCredentials = value;
  31906. return this;
  31907. }
  31908. /**
  31909. * Sets the base path for the asset.
  31910. *
  31911. * @param {string} path - The base path.
  31912. * @return {Loader} A reference to this instance.
  31913. */
  31914. setPath( path ) {
  31915. this.path = path;
  31916. return this;
  31917. }
  31918. /**
  31919. * Sets the base path for dependent resources like textures.
  31920. *
  31921. * @param {string} resourcePath - The resource path.
  31922. * @return {Loader} A reference to this instance.
  31923. */
  31924. setResourcePath( resourcePath ) {
  31925. this.resourcePath = resourcePath;
  31926. return this;
  31927. }
  31928. /**
  31929. * Sets the given request header.
  31930. *
  31931. * @param {Object} requestHeader - A [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  31932. * for configuring the HTTP request.
  31933. * @return {Loader} A reference to this instance.
  31934. */
  31935. setRequestHeader( requestHeader ) {
  31936. this.requestHeader = requestHeader;
  31937. return this;
  31938. }
  31939. }
  31940. /**
  31941. * Callback for onProgress in loaders.
  31942. *
  31943. * @callback onProgressCallback
  31944. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  31945. */
  31946. /**
  31947. * Callback for onError in loaders.
  31948. *
  31949. * @callback onErrorCallback
  31950. * @param {Error} error - The error which occurred during the loading process.
  31951. */
  31952. /**
  31953. * The default material name that is used by loaders
  31954. * when creating materials for loaded 3D objects.
  31955. *
  31956. * Note: Not all loaders might honor this setting.
  31957. *
  31958. * @static
  31959. * @type {string}
  31960. * @default '__DEFAULT'
  31961. */
  31962. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  31963. const loading = {};
  31964. class HttpError extends Error {
  31965. constructor( message, response ) {
  31966. super( message );
  31967. this.response = response;
  31968. }
  31969. }
  31970. /**
  31971. * A low level class for loading resources with the Fetch API, used internally by
  31972. * most loaders. It can also be used directly to load any file type that does
  31973. * not have a loader.
  31974. *
  31975. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  31976. * once to your application.
  31977. *
  31978. * ```js
  31979. * const loader = new THREE.FileLoader();
  31980. * const data = await loader.loadAsync( 'example.txt' );
  31981. * ```
  31982. *
  31983. * @augments Loader
  31984. */
  31985. class FileLoader extends Loader {
  31986. /**
  31987. * Constructs a new file loader.
  31988. *
  31989. * @param {LoadingManager} [manager] - The loading manager.
  31990. */
  31991. constructor( manager ) {
  31992. super( manager );
  31993. /**
  31994. * The expected mime type.
  31995. *
  31996. * @type {string}
  31997. */
  31998. this.mimeType = '';
  31999. /**
  32000. * The expected response type.
  32001. *
  32002. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32003. * @default ''
  32004. */
  32005. this.responseType = '';
  32006. }
  32007. /**
  32008. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32009. *
  32010. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32011. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32012. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32013. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32014. * @return {any|undefined} The cached resource if available.
  32015. */
  32016. load( url, onLoad, onProgress, onError ) {
  32017. if ( url === undefined ) url = '';
  32018. if ( this.path !== undefined ) url = this.path + url;
  32019. url = this.manager.resolveURL( url );
  32020. const cached = Cache.get( url );
  32021. if ( cached !== undefined ) {
  32022. this.manager.itemStart( url );
  32023. setTimeout( () => {
  32024. if ( onLoad ) onLoad( cached );
  32025. this.manager.itemEnd( url );
  32026. }, 0 );
  32027. return cached;
  32028. }
  32029. // Check if request is duplicate
  32030. if ( loading[ url ] !== undefined ) {
  32031. loading[ url ].push( {
  32032. onLoad: onLoad,
  32033. onProgress: onProgress,
  32034. onError: onError
  32035. } );
  32036. return;
  32037. }
  32038. // Initialise array for duplicate requests
  32039. loading[ url ] = [];
  32040. loading[ url ].push( {
  32041. onLoad: onLoad,
  32042. onProgress: onProgress,
  32043. onError: onError,
  32044. } );
  32045. // create request
  32046. const req = new Request( url, {
  32047. headers: new Headers( this.requestHeader ),
  32048. credentials: this.withCredentials ? 'include' : 'same-origin',
  32049. // An abort controller could be added within a future PR
  32050. } );
  32051. // record states ( avoid data race )
  32052. const mimeType = this.mimeType;
  32053. const responseType = this.responseType;
  32054. // start the fetch
  32055. fetch( req )
  32056. .then( response => {
  32057. if ( response.status === 200 || response.status === 0 ) {
  32058. // Some browsers return HTTP Status 0 when using non-http protocol
  32059. // e.g. 'file://' or 'data://'. Handle as success.
  32060. if ( response.status === 0 ) {
  32061. console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  32062. }
  32063. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32064. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32065. return response;
  32066. }
  32067. const callbacks = loading[ url ];
  32068. const reader = response.body.getReader();
  32069. // Nginx needs X-File-Size check
  32070. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32071. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32072. const total = contentLength ? parseInt( contentLength ) : 0;
  32073. const lengthComputable = total !== 0;
  32074. let loaded = 0;
  32075. // periodically read data into the new stream tracking while download progress
  32076. const stream = new ReadableStream( {
  32077. start( controller ) {
  32078. readData();
  32079. function readData() {
  32080. reader.read().then( ( { done, value } ) => {
  32081. if ( done ) {
  32082. controller.close();
  32083. } else {
  32084. loaded += value.byteLength;
  32085. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32086. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32087. const callback = callbacks[ i ];
  32088. if ( callback.onProgress ) callback.onProgress( event );
  32089. }
  32090. controller.enqueue( value );
  32091. readData();
  32092. }
  32093. }, ( e ) => {
  32094. controller.error( e );
  32095. } );
  32096. }
  32097. }
  32098. } );
  32099. return new Response( stream );
  32100. } else {
  32101. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32102. }
  32103. } )
  32104. .then( response => {
  32105. switch ( responseType ) {
  32106. case 'arraybuffer':
  32107. return response.arrayBuffer();
  32108. case 'blob':
  32109. return response.blob();
  32110. case 'document':
  32111. return response.text()
  32112. .then( text => {
  32113. const parser = new DOMParser();
  32114. return parser.parseFromString( text, mimeType );
  32115. } );
  32116. case 'json':
  32117. return response.json();
  32118. default:
  32119. if ( mimeType === '' ) {
  32120. return response.text();
  32121. } else {
  32122. // sniff encoding
  32123. const re = /charset="?([^;"\s]*)"?/i;
  32124. const exec = re.exec( mimeType );
  32125. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32126. const decoder = new TextDecoder( label );
  32127. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32128. }
  32129. }
  32130. } )
  32131. .then( data => {
  32132. // Add to cache only on HTTP success, so that we do not cache
  32133. // error response bodies as proper responses to requests.
  32134. Cache.add( url, data );
  32135. const callbacks = loading[ url ];
  32136. delete loading[ url ];
  32137. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32138. const callback = callbacks[ i ];
  32139. if ( callback.onLoad ) callback.onLoad( data );
  32140. }
  32141. } )
  32142. .catch( err => {
  32143. // Abort errors and other errors are handled the same
  32144. const callbacks = loading[ url ];
  32145. if ( callbacks === undefined ) {
  32146. // When onLoad was called and url was deleted in `loading`
  32147. this.manager.itemError( url );
  32148. throw err;
  32149. }
  32150. delete loading[ url ];
  32151. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32152. const callback = callbacks[ i ];
  32153. if ( callback.onError ) callback.onError( err );
  32154. }
  32155. this.manager.itemError( url );
  32156. } )
  32157. .finally( () => {
  32158. this.manager.itemEnd( url );
  32159. } );
  32160. this.manager.itemStart( url );
  32161. }
  32162. /**
  32163. * Sets the expected response type.
  32164. *
  32165. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32166. * @return {FileLoader} A reference to this file loader.
  32167. */
  32168. setResponseType( value ) {
  32169. this.responseType = value;
  32170. return this;
  32171. }
  32172. /**
  32173. * Sets the expected mime type of the loaded file.
  32174. *
  32175. * @param {string} value - The mime type.
  32176. * @return {FileLoader} A reference to this file loader.
  32177. */
  32178. setMimeType( value ) {
  32179. this.mimeType = value;
  32180. return this;
  32181. }
  32182. }
  32183. /**
  32184. * Class for loading animation clips in the JSON format. The files are internally
  32185. * loaded via {@link FileLoader}.
  32186. *
  32187. * ```js
  32188. * const loader = new THREE.AnimationLoader();
  32189. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32190. * ```
  32191. *
  32192. * @augments Loader
  32193. */
  32194. class AnimationLoader extends Loader {
  32195. /**
  32196. * Constructs a new animation loader.
  32197. *
  32198. * @param {LoadingManager} [manager] - The loading manager.
  32199. */
  32200. constructor( manager ) {
  32201. super( manager );
  32202. }
  32203. /**
  32204. * Starts loading from the given URL and pass the loaded animations as an array
  32205. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32206. *
  32207. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32208. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32209. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32210. * @param {onErrorCallback} onError - Executed when errors occur.
  32211. */
  32212. load( url, onLoad, onProgress, onError ) {
  32213. const scope = this;
  32214. const loader = new FileLoader( this.manager );
  32215. loader.setPath( this.path );
  32216. loader.setRequestHeader( this.requestHeader );
  32217. loader.setWithCredentials( this.withCredentials );
  32218. loader.load( url, function ( text ) {
  32219. try {
  32220. onLoad( scope.parse( JSON.parse( text ) ) );
  32221. } catch ( e ) {
  32222. if ( onError ) {
  32223. onError( e );
  32224. } else {
  32225. console.error( e );
  32226. }
  32227. scope.manager.itemError( url );
  32228. }
  32229. }, onProgress, onError );
  32230. }
  32231. /**
  32232. * Parses the given JSON object and returns an array of animation clips.
  32233. *
  32234. * @param {Object} json - The serialized animation clips.
  32235. * @return {Array<AnimationClip>} The parsed animation clips.
  32236. */
  32237. parse( json ) {
  32238. const animations = [];
  32239. for ( let i = 0; i < json.length; i ++ ) {
  32240. const clip = AnimationClip.parse( json[ i ] );
  32241. animations.push( clip );
  32242. }
  32243. return animations;
  32244. }
  32245. }
  32246. /**
  32247. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32248. * Textures are internally loaded via {@link FileLoader}.
  32249. *
  32250. * Derived classes have to implement the `parse()` method which holds the parsing
  32251. * for the respective format.
  32252. *
  32253. * @abstract
  32254. * @augments Loader
  32255. */
  32256. class CompressedTextureLoader extends Loader {
  32257. /**
  32258. * Constructs a new compressed texture loader.
  32259. *
  32260. * @param {LoadingManager} [manager] - The loading manager.
  32261. */
  32262. constructor( manager ) {
  32263. super( manager );
  32264. }
  32265. /**
  32266. * Starts loading from the given URL and passes the loaded compressed texture
  32267. * to the `onLoad()` callback. The method also returns a new texture object which can
  32268. * directly be used for material creation. If you do it this way, the texture
  32269. * may pop up in your scene once the respective loading process is finished.
  32270. *
  32271. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32272. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32273. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32274. * @param {onErrorCallback} onError - Executed when errors occur.
  32275. * @return {CompressedTexture} The compressed texture.
  32276. */
  32277. load( url, onLoad, onProgress, onError ) {
  32278. const scope = this;
  32279. const images = [];
  32280. const texture = new CompressedTexture();
  32281. const loader = new FileLoader( this.manager );
  32282. loader.setPath( this.path );
  32283. loader.setResponseType( 'arraybuffer' );
  32284. loader.setRequestHeader( this.requestHeader );
  32285. loader.setWithCredentials( scope.withCredentials );
  32286. let loaded = 0;
  32287. function loadTexture( i ) {
  32288. loader.load( url[ i ], function ( buffer ) {
  32289. const texDatas = scope.parse( buffer, true );
  32290. images[ i ] = {
  32291. width: texDatas.width,
  32292. height: texDatas.height,
  32293. format: texDatas.format,
  32294. mipmaps: texDatas.mipmaps
  32295. };
  32296. loaded += 1;
  32297. if ( loaded === 6 ) {
  32298. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32299. texture.image = images;
  32300. texture.format = texDatas.format;
  32301. texture.needsUpdate = true;
  32302. if ( onLoad ) onLoad( texture );
  32303. }
  32304. }, onProgress, onError );
  32305. }
  32306. if ( Array.isArray( url ) ) {
  32307. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32308. loadTexture( i );
  32309. }
  32310. } else {
  32311. // compressed cubemap texture stored in a single DDS file
  32312. loader.load( url, function ( buffer ) {
  32313. const texDatas = scope.parse( buffer, true );
  32314. if ( texDatas.isCubemap ) {
  32315. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32316. for ( let f = 0; f < faces; f ++ ) {
  32317. images[ f ] = { mipmaps: [] };
  32318. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32319. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32320. images[ f ].format = texDatas.format;
  32321. images[ f ].width = texDatas.width;
  32322. images[ f ].height = texDatas.height;
  32323. }
  32324. }
  32325. texture.image = images;
  32326. } else {
  32327. texture.image.width = texDatas.width;
  32328. texture.image.height = texDatas.height;
  32329. texture.mipmaps = texDatas.mipmaps;
  32330. }
  32331. if ( texDatas.mipmapCount === 1 ) {
  32332. texture.minFilter = LinearFilter;
  32333. }
  32334. texture.format = texDatas.format;
  32335. texture.needsUpdate = true;
  32336. if ( onLoad ) onLoad( texture );
  32337. }, onProgress, onError );
  32338. }
  32339. return texture;
  32340. }
  32341. }
  32342. /**
  32343. * A loader for loading images. The class loads images with the HTML `Image` API.
  32344. *
  32345. * ```js
  32346. * const loader = new THREE.ImageLoader();
  32347. * const image = await loader.loadAsync( 'image.png' );
  32348. * ```
  32349. * Please note that `ImageLoader` has dropped support for progress
  32350. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32351. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639}.
  32352. *
  32353. * @augments Loader
  32354. */
  32355. class ImageLoader extends Loader {
  32356. /**
  32357. * Constructs a new image loader.
  32358. *
  32359. * @param {LoadingManager} [manager] - The loading manager.
  32360. */
  32361. constructor( manager ) {
  32362. super( manager );
  32363. }
  32364. /**
  32365. * Starts loading from the given URL and passes the loaded image
  32366. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32367. * directly be used for texture creation. If you do it this way, the texture
  32368. * may pop up in your scene once the respective loading process is finished.
  32369. *
  32370. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32371. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32372. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32373. * @param {onErrorCallback} onError - Executed when errors occur.
  32374. * @return {Image} The image.
  32375. */
  32376. load( url, onLoad, onProgress, onError ) {
  32377. if ( this.path !== undefined ) url = this.path + url;
  32378. url = this.manager.resolveURL( url );
  32379. const scope = this;
  32380. const cached = Cache.get( url );
  32381. if ( cached !== undefined ) {
  32382. scope.manager.itemStart( url );
  32383. setTimeout( function () {
  32384. if ( onLoad ) onLoad( cached );
  32385. scope.manager.itemEnd( url );
  32386. }, 0 );
  32387. return cached;
  32388. }
  32389. const image = createElementNS( 'img' );
  32390. function onImageLoad() {
  32391. removeEventListeners();
  32392. Cache.add( url, this );
  32393. if ( onLoad ) onLoad( this );
  32394. scope.manager.itemEnd( url );
  32395. }
  32396. function onImageError( event ) {
  32397. removeEventListeners();
  32398. if ( onError ) onError( event );
  32399. scope.manager.itemError( url );
  32400. scope.manager.itemEnd( url );
  32401. }
  32402. function removeEventListeners() {
  32403. image.removeEventListener( 'load', onImageLoad, false );
  32404. image.removeEventListener( 'error', onImageError, false );
  32405. }
  32406. image.addEventListener( 'load', onImageLoad, false );
  32407. image.addEventListener( 'error', onImageError, false );
  32408. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32409. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32410. }
  32411. scope.manager.itemStart( url );
  32412. image.src = url;
  32413. return image;
  32414. }
  32415. }
  32416. /**
  32417. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32418. *
  32419. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32420. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32421. * like vertical and horizontal cross, column and row layouts are not supported.
  32422. *
  32423. * Note that, by convention, cube maps are specified in a coordinate system
  32424. * in which positive-x is to the right when looking up the positive-z axis --
  32425. * in other words, using a left-handed coordinate system. Since three.js uses
  32426. * a right-handed coordinate system, environment maps used in three.js will
  32427. * have pos-x and neg-x swapped.
  32428. *
  32429. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32430. * is set to `SRGBColorSpace` by default.
  32431. *
  32432. * ```js
  32433. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32434. * const cubeTexture = await loader.loadAsync( [
  32435. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32436. * ] );
  32437. * scene.background = cubeTexture;
  32438. * ```
  32439. *
  32440. * @augments Loader
  32441. */
  32442. class CubeTextureLoader extends Loader {
  32443. /**
  32444. * Constructs a new cube texture loader.
  32445. *
  32446. * @param {LoadingManager} [manager] - The loading manager.
  32447. */
  32448. constructor( manager ) {
  32449. super( manager );
  32450. }
  32451. /**
  32452. * Starts loading from the given URL and pass the fully loaded cube texture
  32453. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32454. * directly be used for material creation. If you do it this way, the cube texture
  32455. * may pop up in your scene once the respective loading process is finished.
  32456. *
  32457. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32458. * cube texture. The urls should be specified in the following order: pos-x,
  32459. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32460. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32461. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32462. * @param {onErrorCallback} onError - Executed when errors occur.
  32463. * @return {CubeTexture} The cube texture.
  32464. */
  32465. load( urls, onLoad, onProgress, onError ) {
  32466. const texture = new CubeTexture();
  32467. texture.colorSpace = SRGBColorSpace;
  32468. const loader = new ImageLoader( this.manager );
  32469. loader.setCrossOrigin( this.crossOrigin );
  32470. loader.setPath( this.path );
  32471. let loaded = 0;
  32472. function loadTexture( i ) {
  32473. loader.load( urls[ i ], function ( image ) {
  32474. texture.images[ i ] = image;
  32475. loaded ++;
  32476. if ( loaded === 6 ) {
  32477. texture.needsUpdate = true;
  32478. if ( onLoad ) onLoad( texture );
  32479. }
  32480. }, undefined, onError );
  32481. }
  32482. for ( let i = 0; i < urls.length; ++ i ) {
  32483. loadTexture( i );
  32484. }
  32485. return texture;
  32486. }
  32487. }
  32488. /**
  32489. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32490. * Textures are internally loaded via {@link FileLoader}.
  32491. *
  32492. * Derived classes have to implement the `parse()` method which holds the parsing
  32493. * for the respective format.
  32494. *
  32495. * @abstract
  32496. * @augments Loader
  32497. */
  32498. class DataTextureLoader extends Loader {
  32499. /**
  32500. * Constructs a new data texture loader.
  32501. *
  32502. * @param {LoadingManager} [manager] - The loading manager.
  32503. */
  32504. constructor( manager ) {
  32505. super( manager );
  32506. }
  32507. /**
  32508. * Starts loading from the given URL and passes the loaded data texture
  32509. * to the `onLoad()` callback. The method also returns a new texture object which can
  32510. * directly be used for material creation. If you do it this way, the texture
  32511. * may pop up in your scene once the respective loading process is finished.
  32512. *
  32513. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32514. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32515. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32516. * @param {onErrorCallback} onError - Executed when errors occur.
  32517. * @return {DataTexture} The data texture.
  32518. */
  32519. load( url, onLoad, onProgress, onError ) {
  32520. const scope = this;
  32521. const texture = new DataTexture();
  32522. const loader = new FileLoader( this.manager );
  32523. loader.setResponseType( 'arraybuffer' );
  32524. loader.setRequestHeader( this.requestHeader );
  32525. loader.setPath( this.path );
  32526. loader.setWithCredentials( scope.withCredentials );
  32527. loader.load( url, function ( buffer ) {
  32528. let texData;
  32529. try {
  32530. texData = scope.parse( buffer );
  32531. } catch ( error ) {
  32532. if ( onError !== undefined ) {
  32533. onError( error );
  32534. } else {
  32535. console.error( error );
  32536. return;
  32537. }
  32538. }
  32539. if ( texData.image !== undefined ) {
  32540. texture.image = texData.image;
  32541. } else if ( texData.data !== undefined ) {
  32542. texture.image.width = texData.width;
  32543. texture.image.height = texData.height;
  32544. texture.image.data = texData.data;
  32545. }
  32546. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32547. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32548. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32549. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32550. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32551. if ( texData.colorSpace !== undefined ) {
  32552. texture.colorSpace = texData.colorSpace;
  32553. }
  32554. if ( texData.flipY !== undefined ) {
  32555. texture.flipY = texData.flipY;
  32556. }
  32557. if ( texData.format !== undefined ) {
  32558. texture.format = texData.format;
  32559. }
  32560. if ( texData.type !== undefined ) {
  32561. texture.type = texData.type;
  32562. }
  32563. if ( texData.mipmaps !== undefined ) {
  32564. texture.mipmaps = texData.mipmaps;
  32565. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32566. }
  32567. if ( texData.mipmapCount === 1 ) {
  32568. texture.minFilter = LinearFilter;
  32569. }
  32570. if ( texData.generateMipmaps !== undefined ) {
  32571. texture.generateMipmaps = texData.generateMipmaps;
  32572. }
  32573. texture.needsUpdate = true;
  32574. if ( onLoad ) onLoad( texture, texData );
  32575. }, onProgress, onError );
  32576. return texture;
  32577. }
  32578. }
  32579. /**
  32580. * Class for loading textures. Images are internally
  32581. * loaded via {@link ImageLoader}.
  32582. *
  32583. * ```js
  32584. * const loader = new THREE.TextureLoader();
  32585. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32586. *
  32587. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32588. * ```
  32589. * Please note that `TextureLoader` has dropped support for progress
  32590. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32591. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145}.
  32592. *
  32593. * @augments Loader
  32594. */
  32595. class TextureLoader extends Loader {
  32596. /**
  32597. * Constructs a new texture loader.
  32598. *
  32599. * @param {LoadingManager} [manager] - The loading manager.
  32600. */
  32601. constructor( manager ) {
  32602. super( manager );
  32603. }
  32604. /**
  32605. * Starts loading from the given URL and pass the fully loaded texture
  32606. * to the `onLoad()` callback. The method also returns a new texture object which can
  32607. * directly be used for material creation. If you do it this way, the texture
  32608. * may pop up in your scene once the respective loading process is finished.
  32609. *
  32610. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32611. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32612. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32613. * @param {onErrorCallback} onError - Executed when errors occur.
  32614. * @return {Texture} The texture.
  32615. */
  32616. load( url, onLoad, onProgress, onError ) {
  32617. const texture = new Texture();
  32618. const loader = new ImageLoader( this.manager );
  32619. loader.setCrossOrigin( this.crossOrigin );
  32620. loader.setPath( this.path );
  32621. loader.load( url, function ( image ) {
  32622. texture.image = image;
  32623. texture.needsUpdate = true;
  32624. if ( onLoad !== undefined ) {
  32625. onLoad( texture );
  32626. }
  32627. }, onProgress, onError );
  32628. return texture;
  32629. }
  32630. }
  32631. /**
  32632. * Abstract base class for lights - all other light types inherit the
  32633. * properties and methods described here.
  32634. *
  32635. * @abstract
  32636. * @augments Object3D
  32637. */
  32638. class Light extends Object3D {
  32639. /**
  32640. * Constructs a new light.
  32641. *
  32642. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32643. * @param {number} [intensity=1] - The light's strength/intensity.
  32644. */
  32645. constructor( color, intensity = 1 ) {
  32646. super();
  32647. /**
  32648. * This flag can be used for type testing.
  32649. *
  32650. * @type {boolean}
  32651. * @readonly
  32652. * @default true
  32653. */
  32654. this.isLight = true;
  32655. this.type = 'Light';
  32656. /**
  32657. * The light's color.
  32658. *
  32659. * @type {Color}
  32660. */
  32661. this.color = new Color( color );
  32662. /**
  32663. * The light's intensity.
  32664. *
  32665. * @type {number}
  32666. * @default 1
  32667. */
  32668. this.intensity = intensity;
  32669. }
  32670. /**
  32671. * Frees the GPU-related resources allocated by this instance. Call this
  32672. * method whenever this instance is no longer used in your app.
  32673. */
  32674. dispose() {
  32675. // Empty here in base class; some subclasses override.
  32676. }
  32677. copy( source, recursive ) {
  32678. super.copy( source, recursive );
  32679. this.color.copy( source.color );
  32680. this.intensity = source.intensity;
  32681. return this;
  32682. }
  32683. toJSON( meta ) {
  32684. const data = super.toJSON( meta );
  32685. data.object.color = this.color.getHex();
  32686. data.object.intensity = this.intensity;
  32687. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  32688. if ( this.distance !== undefined ) data.object.distance = this.distance;
  32689. if ( this.angle !== undefined ) data.object.angle = this.angle;
  32690. if ( this.decay !== undefined ) data.object.decay = this.decay;
  32691. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  32692. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  32693. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  32694. return data;
  32695. }
  32696. }
  32697. /**
  32698. * A light source positioned directly above the scene, with color fading from
  32699. * the sky color to the ground color.
  32700. *
  32701. * This light cannot be used to cast shadows.
  32702. *
  32703. * ```js
  32704. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  32705. * scene.add( light );
  32706. * ```
  32707. *
  32708. * @augments Light
  32709. */
  32710. class HemisphereLight extends Light {
  32711. /**
  32712. * Constructs a new hemisphere light.
  32713. *
  32714. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  32715. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  32716. * @param {number} [intensity=1] - The light's strength/intensity.
  32717. */
  32718. constructor( skyColor, groundColor, intensity ) {
  32719. super( skyColor, intensity );
  32720. /**
  32721. * This flag can be used for type testing.
  32722. *
  32723. * @type {boolean}
  32724. * @readonly
  32725. * @default true
  32726. */
  32727. this.isHemisphereLight = true;
  32728. this.type = 'HemisphereLight';
  32729. this.position.copy( Object3D.DEFAULT_UP );
  32730. this.updateMatrix();
  32731. /**
  32732. * The light's ground color.
  32733. *
  32734. * @type {Color}
  32735. */
  32736. this.groundColor = new Color( groundColor );
  32737. }
  32738. copy( source, recursive ) {
  32739. super.copy( source, recursive );
  32740. this.groundColor.copy( source.groundColor );
  32741. return this;
  32742. }
  32743. }
  32744. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  32745. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  32746. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  32747. /**
  32748. * Abstract base class for light shadow classes. These classes
  32749. * represent the shadow configuration for different light types.
  32750. *
  32751. * @abstract
  32752. */
  32753. class LightShadow {
  32754. /**
  32755. * Constructs a new light shadow.
  32756. *
  32757. * @param {Camera} camera - The light's view of the world.
  32758. */
  32759. constructor( camera ) {
  32760. /**
  32761. * The light's view of the world.
  32762. *
  32763. * @type {Camera}
  32764. */
  32765. this.camera = camera;
  32766. /**
  32767. * The intensity of the shadow. The default is `1`.
  32768. * Valid values are in the range `[0, 1]`.
  32769. *
  32770. * @type {number}
  32771. * @default 1
  32772. */
  32773. this.intensity = 1;
  32774. /**
  32775. * Shadow map bias, how much to add or subtract from the normalized depth
  32776. * when deciding whether a surface is in shadow.
  32777. *
  32778. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  32779. * may help reduce artifacts in shadows.
  32780. *
  32781. * @type {number}
  32782. * @default 0
  32783. */
  32784. this.bias = 0;
  32785. /**
  32786. * Defines how much the position used to query the shadow map is offset along
  32787. * the object normal. The default is `0`. Increasing this value can be used to
  32788. * reduce shadow acne especially in large scenes where light shines onto
  32789. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  32790. *
  32791. * @type {number}
  32792. * @default 0
  32793. */
  32794. this.normalBias = 0;
  32795. /**
  32796. * Setting this to values greater than 1 will blur the edges of the shadow.
  32797. * High values will cause unwanted banding effects in the shadows - a greater
  32798. * map size will allow for a higher value to be used here before these effects
  32799. * become visible.
  32800. *
  32801. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  32802. * and it is recommended to increase softness by decreasing the shadow map size instead.
  32803. *
  32804. * The property has no effect when the shadow map type is `BasicShadowMap`.
  32805. *
  32806. * @type {number}
  32807. * @default 1
  32808. */
  32809. this.radius = 1;
  32810. /**
  32811. * The amount of samples to use when blurring a VSM shadow map.
  32812. *
  32813. * @type {number}
  32814. * @default 8
  32815. */
  32816. this.blurSamples = 8;
  32817. /**
  32818. * Defines the width and height of the shadow map. Higher values give better quality
  32819. * shadows at the cost of computation time. Values must be powers of two.
  32820. *
  32821. * @type {Vector2}
  32822. * @default (512,512)
  32823. */
  32824. this.mapSize = new Vector2( 512, 512 );
  32825. /**
  32826. * The type of shadow texture. The default is `UnsignedByteType`.
  32827. *
  32828. * @type {number}
  32829. * @default UnsignedByteType
  32830. */
  32831. this.mapType = UnsignedByteType;
  32832. /**
  32833. * The depth map generated using the internal camera; a location beyond a
  32834. * pixel's depth is in shadow. Computed internally during rendering.
  32835. *
  32836. * @type {?RenderTarget}
  32837. * @default null
  32838. */
  32839. this.map = null;
  32840. /**
  32841. * The distribution map generated using the internal camera; an occlusion is
  32842. * calculated based on the distribution of depths. Computed internally during
  32843. * rendering.
  32844. *
  32845. * @type {?RenderTarget}
  32846. * @default null
  32847. */
  32848. this.mapPass = null;
  32849. /**
  32850. * Model to shadow camera space, to compute location and depth in shadow map.
  32851. * This is computed internally during rendering.
  32852. *
  32853. * @type {Matrix4}
  32854. */
  32855. this.matrix = new Matrix4();
  32856. /**
  32857. * Enables automatic updates of the light's shadow. If you do not require dynamic
  32858. * lighting / shadows, you may set this to `false`.
  32859. *
  32860. * @type {boolean}
  32861. * @default true
  32862. */
  32863. this.autoUpdate = true;
  32864. /**
  32865. * When set to `true`, shadow maps will be updated in the next `render` call.
  32866. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  32867. * set this property to `true` and then make a render call to update the light's shadow.
  32868. *
  32869. * @type {boolean}
  32870. * @default false
  32871. */
  32872. this.needsUpdate = false;
  32873. this._frustum = new Frustum();
  32874. this._frameExtents = new Vector2( 1, 1 );
  32875. this._viewportCount = 1;
  32876. this._viewports = [
  32877. new Vector4( 0, 0, 1, 1 )
  32878. ];
  32879. }
  32880. /**
  32881. * Used internally by the renderer to get the number of viewports that need
  32882. * to be rendered for this shadow.
  32883. *
  32884. * @return {number} The viewport count.
  32885. */
  32886. getViewportCount() {
  32887. return this._viewportCount;
  32888. }
  32889. /**
  32890. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  32891. *
  32892. * @return {Frustum} The shadow camera frustum.
  32893. */
  32894. getFrustum() {
  32895. return this._frustum;
  32896. }
  32897. /**
  32898. * Update the matrices for the camera and shadow, used internally by the renderer.
  32899. *
  32900. * @param {Light} light - The light for which the shadow is being rendered.
  32901. */
  32902. updateMatrices( light ) {
  32903. const shadowCamera = this.camera;
  32904. const shadowMatrix = this.matrix;
  32905. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  32906. shadowCamera.position.copy( _lightPositionWorld$1 );
  32907. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  32908. shadowCamera.lookAt( _lookTarget$1 );
  32909. shadowCamera.updateMatrixWorld();
  32910. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  32911. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );
  32912. shadowMatrix.set(
  32913. 0.5, 0.0, 0.0, 0.5,
  32914. 0.0, 0.5, 0.0, 0.5,
  32915. 0.0, 0.0, 0.5, 0.5,
  32916. 0.0, 0.0, 0.0, 1.0
  32917. );
  32918. shadowMatrix.multiply( _projScreenMatrix$1 );
  32919. }
  32920. /**
  32921. * Returns a viewport definition for the given viewport index.
  32922. *
  32923. * @param {number} viewportIndex - The viewport index.
  32924. * @return {Vector4} The viewport.
  32925. */
  32926. getViewport( viewportIndex ) {
  32927. return this._viewports[ viewportIndex ];
  32928. }
  32929. /**
  32930. * Returns the frame extends.
  32931. *
  32932. * @return {Vector2} The frame extends.
  32933. */
  32934. getFrameExtents() {
  32935. return this._frameExtents;
  32936. }
  32937. /**
  32938. * Frees the GPU-related resources allocated by this instance. Call this
  32939. * method whenever this instance is no longer used in your app.
  32940. */
  32941. dispose() {
  32942. if ( this.map ) {
  32943. this.map.dispose();
  32944. }
  32945. if ( this.mapPass ) {
  32946. this.mapPass.dispose();
  32947. }
  32948. }
  32949. /**
  32950. * Copies the values of the given light shadow instance to this instance.
  32951. *
  32952. * @param {LightShadow} source - The light shadow to copy.
  32953. * @return {LightShadow} A reference to this light shadow instance.
  32954. */
  32955. copy( source ) {
  32956. this.camera = source.camera.clone();
  32957. this.intensity = source.intensity;
  32958. this.bias = source.bias;
  32959. this.radius = source.radius;
  32960. this.autoUpdate = source.autoUpdate;
  32961. this.needsUpdate = source.needsUpdate;
  32962. this.normalBias = source.normalBias;
  32963. this.blurSamples = source.blurSamples;
  32964. this.mapSize.copy( source.mapSize );
  32965. return this;
  32966. }
  32967. /**
  32968. * Returns a new light shadow instance with copied values from this instance.
  32969. *
  32970. * @return {LightShadow} A clone of this instance.
  32971. */
  32972. clone() {
  32973. return new this.constructor().copy( this );
  32974. }
  32975. /**
  32976. * Serializes the light shadow into JSON.
  32977. *
  32978. * @return {Object} A JSON object representing the serialized light shadow.
  32979. * @see {@link ObjectLoader#parse}
  32980. */
  32981. toJSON() {
  32982. const object = {};
  32983. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  32984. if ( this.bias !== 0 ) object.bias = this.bias;
  32985. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  32986. if ( this.radius !== 1 ) object.radius = this.radius;
  32987. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  32988. object.camera = this.camera.toJSON( false ).object;
  32989. delete object.camera.matrix;
  32990. return object;
  32991. }
  32992. }
  32993. /**
  32994. * Represents the shadow configuration of directional lights.
  32995. *
  32996. * @augments LightShadow
  32997. */
  32998. class SpotLightShadow extends LightShadow {
  32999. /**
  33000. * Constructs a new spot light shadow.
  33001. */
  33002. constructor() {
  33003. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33004. /**
  33005. * This flag can be used for type testing.
  33006. *
  33007. * @type {boolean}
  33008. * @readonly
  33009. * @default true
  33010. */
  33011. this.isSpotLightShadow = true;
  33012. /**
  33013. * Used to focus the shadow camera. The camera's field of view is set as a
  33014. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33015. *
  33016. * @type {number}
  33017. * @default 1
  33018. */
  33019. this.focus = 1;
  33020. }
  33021. updateMatrices( light ) {
  33022. const camera = this.camera;
  33023. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33024. const aspect = this.mapSize.width / this.mapSize.height;
  33025. const far = light.distance || camera.far;
  33026. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33027. camera.fov = fov;
  33028. camera.aspect = aspect;
  33029. camera.far = far;
  33030. camera.updateProjectionMatrix();
  33031. }
  33032. super.updateMatrices( light );
  33033. }
  33034. copy( source ) {
  33035. super.copy( source );
  33036. this.focus = source.focus;
  33037. return this;
  33038. }
  33039. }
  33040. /**
  33041. * This light gets emitted from a single point in one direction, along a cone
  33042. * that increases in size the further from the light it gets.
  33043. *
  33044. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33045. *
  33046. * ```js
  33047. * // white spotlight shining from the side, modulated by a texture
  33048. * const spotLight = new THREE.SpotLight( 0xffffff );
  33049. * spotLight.position.set( 100, 1000, 100 );
  33050. * spotLight.map = new THREE.TextureLoader().load( url );
  33051. *
  33052. * spotLight.castShadow = true;
  33053. * spotLight.shadow.mapSize.width = 1024;
  33054. * spotLight.shadow.mapSize.height = 1024;
  33055. * spotLight.shadow.camera.near = 500;
  33056. * spotLight.shadow.camera.far = 4000;
  33057. * spotLight.shadow.camera.fov = 30;s
  33058. * ```
  33059. *
  33060. * @augments Light
  33061. */
  33062. class SpotLight extends Light {
  33063. /**
  33064. * Constructs a new spot light.
  33065. *
  33066. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33067. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33068. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33069. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33070. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33071. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33072. */
  33073. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33074. super( color, intensity );
  33075. /**
  33076. * This flag can be used for type testing.
  33077. *
  33078. * @type {boolean}
  33079. * @readonly
  33080. * @default true
  33081. */
  33082. this.isSpotLight = true;
  33083. this.type = 'SpotLight';
  33084. this.position.copy( Object3D.DEFAULT_UP );
  33085. this.updateMatrix();
  33086. /**
  33087. * The spot light points from its position to the
  33088. * target's position.
  33089. *
  33090. * For the target's position to be changed to anything other
  33091. * than the default, it must be added to the scene.
  33092. *
  33093. * It is also possible to set the target to be another 3D object
  33094. * in the scene. The light will now track the target object.
  33095. *
  33096. * @type {Object3D}
  33097. */
  33098. this.target = new Object3D();
  33099. /**
  33100. * Maximum range of the light. `0` means no limit.
  33101. *
  33102. * @type {number}
  33103. * @default 0
  33104. */
  33105. this.distance = distance;
  33106. /**
  33107. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33108. *
  33109. * @type {number}
  33110. * @default Math.PI/3
  33111. */
  33112. this.angle = angle;
  33113. /**
  33114. * Percent of the spotlight cone that is attenuated due to penumbra.
  33115. * Value range is `[0,1]`.
  33116. *
  33117. * @type {number}
  33118. * @default 0
  33119. */
  33120. this.penumbra = penumbra;
  33121. /**
  33122. * The amount the light dims along the distance of the light. In context of
  33123. * physically-correct rendering the default value should not be changed.
  33124. *
  33125. * @type {number}
  33126. * @default 2
  33127. */
  33128. this.decay = decay;
  33129. /**
  33130. * A texture used to modulate the color of the light. The spot light
  33131. * color is mixed with the RGB value of this texture, with a ratio
  33132. * corresponding to its alpha value. The cookie-like masking effect is
  33133. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33134. *
  33135. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33136. *
  33137. * @type {?Texture}
  33138. * @default null
  33139. */
  33140. this.map = null;
  33141. /**
  33142. * This property holds the light's shadow configuration.
  33143. *
  33144. * @type {SpotLightShadow}
  33145. */
  33146. this.shadow = new SpotLightShadow();
  33147. }
  33148. /**
  33149. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33150. * Changing the power will also change the light's intensity.
  33151. *
  33152. * @type {number}
  33153. */
  33154. get power() {
  33155. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33156. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33157. return this.intensity * Math.PI;
  33158. }
  33159. set power( power ) {
  33160. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33161. this.intensity = power / Math.PI;
  33162. }
  33163. dispose() {
  33164. this.shadow.dispose();
  33165. }
  33166. copy( source, recursive ) {
  33167. super.copy( source, recursive );
  33168. this.distance = source.distance;
  33169. this.angle = source.angle;
  33170. this.penumbra = source.penumbra;
  33171. this.decay = source.decay;
  33172. this.target = source.target.clone();
  33173. this.shadow = source.shadow.clone();
  33174. return this;
  33175. }
  33176. }
  33177. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33178. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33179. const _lookTarget = /*@__PURE__*/ new Vector3();
  33180. /**
  33181. * Represents the shadow configuration of point lights.
  33182. *
  33183. * @augments LightShadow
  33184. */
  33185. class PointLightShadow extends LightShadow {
  33186. /**
  33187. * Constructs a new point light shadow.
  33188. */
  33189. constructor() {
  33190. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33191. /**
  33192. * This flag can be used for type testing.
  33193. *
  33194. * @type {boolean}
  33195. * @readonly
  33196. * @default true
  33197. */
  33198. this.isPointLightShadow = true;
  33199. this._frameExtents = new Vector2( 4, 2 );
  33200. this._viewportCount = 6;
  33201. this._viewports = [
  33202. // These viewports map a cube-map onto a 2D texture with the
  33203. // following orientation:
  33204. //
  33205. // xzXZ
  33206. // y Y
  33207. //
  33208. // X - Positive x direction
  33209. // x - Negative x direction
  33210. // Y - Positive y direction
  33211. // y - Negative y direction
  33212. // Z - Positive z direction
  33213. // z - Negative z direction
  33214. // positive X
  33215. new Vector4( 2, 1, 1, 1 ),
  33216. // negative X
  33217. new Vector4( 0, 1, 1, 1 ),
  33218. // positive Z
  33219. new Vector4( 3, 1, 1, 1 ),
  33220. // negative Z
  33221. new Vector4( 1, 1, 1, 1 ),
  33222. // positive Y
  33223. new Vector4( 3, 0, 1, 1 ),
  33224. // negative Y
  33225. new Vector4( 1, 0, 1, 1 )
  33226. ];
  33227. this._cubeDirections = [
  33228. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
  33229. new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
  33230. ];
  33231. this._cubeUps = [
  33232. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  33233. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33234. ];
  33235. }
  33236. /**
  33237. * Update the matrices for the camera and shadow, used internally by the renderer.
  33238. *
  33239. * @param {Light} light - The light for which the shadow is being rendered.
  33240. * @param {number} [viewportIndex=0] - The viewport index.
  33241. */
  33242. updateMatrices( light, viewportIndex = 0 ) {
  33243. const camera = this.camera;
  33244. const shadowMatrix = this.matrix;
  33245. const far = light.distance || camera.far;
  33246. if ( far !== camera.far ) {
  33247. camera.far = far;
  33248. camera.updateProjectionMatrix();
  33249. }
  33250. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33251. camera.position.copy( _lightPositionWorld );
  33252. _lookTarget.copy( camera.position );
  33253. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  33254. camera.up.copy( this._cubeUps[ viewportIndex ] );
  33255. camera.lookAt( _lookTarget );
  33256. camera.updateMatrixWorld();
  33257. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33258. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33259. this._frustum.setFromProjectionMatrix( _projScreenMatrix );
  33260. }
  33261. }
  33262. /**
  33263. * A light that gets emitted from a single point in all directions. A common
  33264. * use case for this is to replicate the light emitted from a bare
  33265. * lightbulb.
  33266. *
  33267. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33268. *
  33269. * ```js
  33270. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33271. * light.position.set( 50, 50, 50 );
  33272. * scene.add( light );
  33273. * ```
  33274. *
  33275. * @augments Light
  33276. */
  33277. class PointLight extends Light {
  33278. /**
  33279. * Constructs a new point light.
  33280. *
  33281. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33282. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33283. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33284. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33285. */
  33286. constructor( color, intensity, distance = 0, decay = 2 ) {
  33287. super( color, intensity );
  33288. /**
  33289. * This flag can be used for type testing.
  33290. *
  33291. * @type {boolean}
  33292. * @readonly
  33293. * @default true
  33294. */
  33295. this.isPointLight = true;
  33296. this.type = 'PointLight';
  33297. /**
  33298. * When distance is zero, light will attenuate according to inverse-square
  33299. * law to infinite distance. When distance is non-zero, light will attenuate
  33300. * according to inverse-square law until near the distance cutoff, where it
  33301. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33302. * physically correct.
  33303. *
  33304. * @type {number}
  33305. * @default 0
  33306. */
  33307. this.distance = distance;
  33308. /**
  33309. * The amount the light dims along the distance of the light. In context of
  33310. * physically-correct rendering the default value should not be changed.
  33311. *
  33312. * @type {number}
  33313. * @default 2
  33314. */
  33315. this.decay = decay;
  33316. /**
  33317. * This property holds the light's shadow configuration.
  33318. *
  33319. * @type {PointLightShadow}
  33320. */
  33321. this.shadow = new PointLightShadow();
  33322. }
  33323. /**
  33324. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33325. * Changing the power will also change the light's intensity.
  33326. *
  33327. * @type {number}
  33328. */
  33329. get power() {
  33330. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33331. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33332. return this.intensity * 4 * Math.PI;
  33333. }
  33334. set power( power ) {
  33335. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33336. this.intensity = power / ( 4 * Math.PI );
  33337. }
  33338. dispose() {
  33339. this.shadow.dispose();
  33340. }
  33341. copy( source, recursive ) {
  33342. super.copy( source, recursive );
  33343. this.distance = source.distance;
  33344. this.decay = source.decay;
  33345. this.shadow = source.shadow.clone();
  33346. return this;
  33347. }
  33348. }
  33349. /**
  33350. * Camera that uses [orthographic projection]{@link https://en.wikipedia.org/wiki/Orthographic_projection}.
  33351. *
  33352. * In this projection mode, an object's size in the rendered image stays
  33353. * constant regardless of its distance from the camera. This can be useful
  33354. * for rendering 2D scenes and UI elements, amongst other things.
  33355. *
  33356. * ```js
  33357. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33358. * scene.add( camera );
  33359. * ```
  33360. *
  33361. * @augments Camera
  33362. */
  33363. class OrthographicCamera extends Camera {
  33364. /**
  33365. * Constructs a new orthographic camera.
  33366. *
  33367. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33368. * @param {number} [right=1] - The right plane of the camera's frustum.
  33369. * @param {number} [top=1] - The top plane of the camera's frustum.
  33370. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33371. * @param {number} [near=0.1] - The camera's near plane.
  33372. * @param {number} [far=2000] - The camera's far plane.
  33373. */
  33374. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33375. super();
  33376. /**
  33377. * This flag can be used for type testing.
  33378. *
  33379. * @type {boolean}
  33380. * @readonly
  33381. * @default true
  33382. */
  33383. this.isOrthographicCamera = true;
  33384. this.type = 'OrthographicCamera';
  33385. /**
  33386. * The zoom factor of the camera.
  33387. *
  33388. * @type {number}
  33389. * @default 1
  33390. */
  33391. this.zoom = 1;
  33392. /**
  33393. * Represents the frustum window specification. This property should not be edited
  33394. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33395. *
  33396. * @type {?Object}
  33397. * @default null
  33398. */
  33399. this.view = null;
  33400. /**
  33401. * The left plane of the camera's frustum.
  33402. *
  33403. * @type {number}
  33404. * @default -1
  33405. */
  33406. this.left = left;
  33407. /**
  33408. * The right plane of the camera's frustum.
  33409. *
  33410. * @type {number}
  33411. * @default 1
  33412. */
  33413. this.right = right;
  33414. /**
  33415. * The top plane of the camera's frustum.
  33416. *
  33417. * @type {number}
  33418. * @default 1
  33419. */
  33420. this.top = top;
  33421. /**
  33422. * The bottom plane of the camera's frustum.
  33423. *
  33424. * @type {number}
  33425. * @default -1
  33426. */
  33427. this.bottom = bottom;
  33428. /**
  33429. * The camera's near plane. The valid range is greater than `0`
  33430. * and less than the current value of {@link OrthographicCamera#far}.
  33431. *
  33432. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33433. * valid value for an orthographic camera's near plane.
  33434. *
  33435. * @type {number}
  33436. * @default 0.1
  33437. */
  33438. this.near = near;
  33439. /**
  33440. * The camera's far plane. Must be greater than the
  33441. * current value of {@link OrthographicCamera#near}.
  33442. *
  33443. * @type {number}
  33444. * @default 2000
  33445. */
  33446. this.far = far;
  33447. this.updateProjectionMatrix();
  33448. }
  33449. copy( source, recursive ) {
  33450. super.copy( source, recursive );
  33451. this.left = source.left;
  33452. this.right = source.right;
  33453. this.top = source.top;
  33454. this.bottom = source.bottom;
  33455. this.near = source.near;
  33456. this.far = source.far;
  33457. this.zoom = source.zoom;
  33458. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33459. return this;
  33460. }
  33461. /**
  33462. * Sets an offset in a larger frustum. This is useful for multi-window or
  33463. * multi-monitor/multi-machine setups.
  33464. *
  33465. * @param {number} fullWidth - The full width of multiview setup.
  33466. * @param {number} fullHeight - The full height of multiview setup.
  33467. * @param {number} x - The horizontal offset of the subcamera.
  33468. * @param {number} y - The vertical offset of the subcamera.
  33469. * @param {number} width - The width of subcamera.
  33470. * @param {number} height - The height of subcamera.
  33471. * @see {@link PerspectiveCamera#setViewOffset}
  33472. */
  33473. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33474. if ( this.view === null ) {
  33475. this.view = {
  33476. enabled: true,
  33477. fullWidth: 1,
  33478. fullHeight: 1,
  33479. offsetX: 0,
  33480. offsetY: 0,
  33481. width: 1,
  33482. height: 1
  33483. };
  33484. }
  33485. this.view.enabled = true;
  33486. this.view.fullWidth = fullWidth;
  33487. this.view.fullHeight = fullHeight;
  33488. this.view.offsetX = x;
  33489. this.view.offsetY = y;
  33490. this.view.width = width;
  33491. this.view.height = height;
  33492. this.updateProjectionMatrix();
  33493. }
  33494. /**
  33495. * Removes the view offset from the projection matrix.
  33496. */
  33497. clearViewOffset() {
  33498. if ( this.view !== null ) {
  33499. this.view.enabled = false;
  33500. }
  33501. this.updateProjectionMatrix();
  33502. }
  33503. /**
  33504. * Updates the camera's projection matrix. Must be called after any change of
  33505. * camera properties.
  33506. */
  33507. updateProjectionMatrix() {
  33508. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33509. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33510. const cx = ( this.right + this.left ) / 2;
  33511. const cy = ( this.top + this.bottom ) / 2;
  33512. let left = cx - dx;
  33513. let right = cx + dx;
  33514. let top = cy + dy;
  33515. let bottom = cy - dy;
  33516. if ( this.view !== null && this.view.enabled ) {
  33517. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33518. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33519. left += scaleW * this.view.offsetX;
  33520. right = left + scaleW * this.view.width;
  33521. top -= scaleH * this.view.offsetY;
  33522. bottom = top - scaleH * this.view.height;
  33523. }
  33524. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );
  33525. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33526. }
  33527. toJSON( meta ) {
  33528. const data = super.toJSON( meta );
  33529. data.object.zoom = this.zoom;
  33530. data.object.left = this.left;
  33531. data.object.right = this.right;
  33532. data.object.top = this.top;
  33533. data.object.bottom = this.bottom;
  33534. data.object.near = this.near;
  33535. data.object.far = this.far;
  33536. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33537. return data;
  33538. }
  33539. }
  33540. /**
  33541. * Represents the shadow configuration of directional lights.
  33542. *
  33543. * @augments LightShadow
  33544. */
  33545. class DirectionalLightShadow extends LightShadow {
  33546. /**
  33547. * Constructs a new directional light shadow.
  33548. */
  33549. constructor() {
  33550. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  33551. /**
  33552. * This flag can be used for type testing.
  33553. *
  33554. * @type {boolean}
  33555. * @readonly
  33556. * @default true
  33557. */
  33558. this.isDirectionalLightShadow = true;
  33559. }
  33560. }
  33561. /**
  33562. * A light that gets emitted in a specific direction. This light will behave
  33563. * as though it is infinitely far away and the rays produced from it are all
  33564. * parallel. The common use case for this is to simulate daylight; the sun is
  33565. * far enough away that its position can be considered to be infinite, and
  33566. * all light rays coming from it are parallel.
  33567. *
  33568. * A common point of confusion for directional lights is that setting the
  33569. * rotation has no effect. This is because three.js's DirectionalLight is the
  33570. * equivalent to what is often called a 'Target Direct Light' in other
  33571. * applications.
  33572. *
  33573. * This means that its direction is calculated as pointing from the light's
  33574. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33575. * (as opposed to a 'Free Direct Light' that just has a rotation
  33576. * component).
  33577. *
  33578. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33579. *
  33580. * ```js
  33581. * // White directional light at half intensity shining from the top.
  33582. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33583. * scene.add( directionalLight );
  33584. * ```
  33585. *
  33586. * @augments Light
  33587. */
  33588. class DirectionalLight extends Light {
  33589. /**
  33590. * Constructs a new directional light.
  33591. *
  33592. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33593. * @param {number} [intensity=1] - The light's strength/intensity.
  33594. */
  33595. constructor( color, intensity ) {
  33596. super( color, intensity );
  33597. /**
  33598. * This flag can be used for type testing.
  33599. *
  33600. * @type {boolean}
  33601. * @readonly
  33602. * @default true
  33603. */
  33604. this.isDirectionalLight = true;
  33605. this.type = 'DirectionalLight';
  33606. this.position.copy( Object3D.DEFAULT_UP );
  33607. this.updateMatrix();
  33608. /**
  33609. * The directional light points from its position to the
  33610. * target's position.
  33611. *
  33612. * For the target's position to be changed to anything other
  33613. * than the default, it must be added to the scene.
  33614. *
  33615. * It is also possible to set the target to be another 3D object
  33616. * in the scene. The light will now track the target object.
  33617. *
  33618. * @type {Object3D}
  33619. */
  33620. this.target = new Object3D();
  33621. /**
  33622. * This property holds the light's shadow configuration.
  33623. *
  33624. * @type {DirectionalLightShadow}
  33625. */
  33626. this.shadow = new DirectionalLightShadow();
  33627. }
  33628. dispose() {
  33629. this.shadow.dispose();
  33630. }
  33631. copy( source ) {
  33632. super.copy( source );
  33633. this.target = source.target.clone();
  33634. this.shadow = source.shadow.clone();
  33635. return this;
  33636. }
  33637. }
  33638. /**
  33639. * This light globally illuminates all objects in the scene equally.
  33640. *
  33641. * It cannot be used to cast shadows as it does not have a direction.
  33642. *
  33643. * ```js
  33644. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  33645. * scene.add( light );
  33646. * ```
  33647. *
  33648. * @augments Light
  33649. */
  33650. class AmbientLight extends Light {
  33651. /**
  33652. * Constructs a new ambient light.
  33653. *
  33654. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33655. * @param {number} [intensity=1] - The light's strength/intensity.
  33656. */
  33657. constructor( color, intensity ) {
  33658. super( color, intensity );
  33659. /**
  33660. * This flag can be used for type testing.
  33661. *
  33662. * @type {boolean}
  33663. * @readonly
  33664. * @default true
  33665. */
  33666. this.isAmbientLight = true;
  33667. this.type = 'AmbientLight';
  33668. }
  33669. }
  33670. /**
  33671. * This class emits light uniformly across the face a rectangular plane.
  33672. * This light type can be used to simulate light sources such as bright
  33673. * windows or strip lighting.
  33674. *
  33675. * Important Notes:
  33676. *
  33677. * - There is no shadow support.
  33678. * - Only PBR materials are supported.
  33679. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  33680. * into your app and init the uniforms/textures.
  33681. *
  33682. * ```js
  33683. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  33684. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  33685. *
  33686. * const intensity = 1; const width = 10; const height = 10;
  33687. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  33688. * rectLight.position.set( 5, 5, 0 );
  33689. * rectLight.lookAt( 0, 0, 0 );
  33690. * scene.add( rectLight )
  33691. * ```
  33692. *
  33693. * @augments Light
  33694. */
  33695. class RectAreaLight extends Light {
  33696. /**
  33697. * Constructs a new area light.
  33698. *
  33699. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33700. * @param {number} [intensity=1] - The light's strength/intensity.
  33701. * @param {number} [width=10] - The width of the light.
  33702. * @param {number} [height=10] - The height of the light.
  33703. */
  33704. constructor( color, intensity, width = 10, height = 10 ) {
  33705. super( color, intensity );
  33706. /**
  33707. * This flag can be used for type testing.
  33708. *
  33709. * @type {boolean}
  33710. * @readonly
  33711. * @default true
  33712. */
  33713. this.isRectAreaLight = true;
  33714. this.type = 'RectAreaLight';
  33715. /**
  33716. * The width of the light.
  33717. *
  33718. * @type {number}
  33719. * @default 10
  33720. */
  33721. this.width = width;
  33722. /**
  33723. * The height of the light.
  33724. *
  33725. * @type {number}
  33726. * @default 10
  33727. */
  33728. this.height = height;
  33729. }
  33730. /**
  33731. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33732. * Changing the power will also change the light's intensity.
  33733. *
  33734. * @type {number}
  33735. */
  33736. get power() {
  33737. // compute the light's luminous power (in lumens) from its intensity (in nits)
  33738. return this.intensity * this.width * this.height * Math.PI;
  33739. }
  33740. set power( power ) {
  33741. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  33742. this.intensity = power / ( this.width * this.height * Math.PI );
  33743. }
  33744. copy( source ) {
  33745. super.copy( source );
  33746. this.width = source.width;
  33747. this.height = source.height;
  33748. return this;
  33749. }
  33750. toJSON( meta ) {
  33751. const data = super.toJSON( meta );
  33752. data.object.width = this.width;
  33753. data.object.height = this.height;
  33754. return data;
  33755. }
  33756. }
  33757. /**
  33758. * Represents a third-order spherical harmonics (SH). Light probes use this class
  33759. * to encode lighting information.
  33760. *
  33761. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  33762. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  33763. */
  33764. class SphericalHarmonics3 {
  33765. /**
  33766. * Constructs a new spherical harmonics.
  33767. */
  33768. constructor() {
  33769. /**
  33770. * This flag can be used for type testing.
  33771. *
  33772. * @type {boolean}
  33773. * @readonly
  33774. * @default true
  33775. */
  33776. this.isSphericalHarmonics3 = true;
  33777. /**
  33778. * An array holding the (9) SH coefficients.
  33779. *
  33780. * @type {Array<Vector3>}
  33781. */
  33782. this.coefficients = [];
  33783. for ( let i = 0; i < 9; i ++ ) {
  33784. this.coefficients.push( new Vector3() );
  33785. }
  33786. }
  33787. /**
  33788. * Sets the given SH coefficients to this instance by copying
  33789. * the values.
  33790. *
  33791. * @param {Array<Vector3>} coefficients - The SH coefficients.
  33792. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33793. */
  33794. set( coefficients ) {
  33795. for ( let i = 0; i < 9; i ++ ) {
  33796. this.coefficients[ i ].copy( coefficients[ i ] );
  33797. }
  33798. return this;
  33799. }
  33800. /**
  33801. * Sets all SH coefficients to `0`.
  33802. *
  33803. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33804. */
  33805. zero() {
  33806. for ( let i = 0; i < 9; i ++ ) {
  33807. this.coefficients[ i ].set( 0, 0, 0 );
  33808. }
  33809. return this;
  33810. }
  33811. /**
  33812. * Returns the radiance in the direction of the given normal.
  33813. *
  33814. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  33815. * @param {Vector3} target - The target vector that is used to store the method's result.
  33816. * @return {Vector3} The radiance.
  33817. */
  33818. getAt( normal, target ) {
  33819. // normal is assumed to be unit length
  33820. const x = normal.x, y = normal.y, z = normal.z;
  33821. const coeff = this.coefficients;
  33822. // band 0
  33823. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  33824. // band 1
  33825. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  33826. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  33827. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  33828. // band 2
  33829. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  33830. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  33831. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  33832. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  33833. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  33834. return target;
  33835. }
  33836. /**
  33837. * Returns the irradiance (radiance convolved with cosine lobe) in the
  33838. * direction of the given normal.
  33839. *
  33840. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  33841. * @param {Vector3} target - The target vector that is used to store the method's result.
  33842. * @return {Vector3} The irradiance.
  33843. */
  33844. getIrradianceAt( normal, target ) {
  33845. // normal is assumed to be unit length
  33846. const x = normal.x, y = normal.y, z = normal.z;
  33847. const coeff = this.coefficients;
  33848. // band 0
  33849. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  33850. // band 1
  33851. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  33852. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  33853. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  33854. // band 2
  33855. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  33856. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  33857. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  33858. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  33859. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  33860. return target;
  33861. }
  33862. /**
  33863. * Adds the given SH to this instance.
  33864. *
  33865. * @param {SphericalHarmonics3} sh - The SH to add.
  33866. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33867. */
  33868. add( sh ) {
  33869. for ( let i = 0; i < 9; i ++ ) {
  33870. this.coefficients[ i ].add( sh.coefficients[ i ] );
  33871. }
  33872. return this;
  33873. }
  33874. /**
  33875. * A convenience method for performing {@link SphericalHarmonics3#add} and
  33876. * {@link SphericalHarmonics3#scale} at once.
  33877. *
  33878. * @param {SphericalHarmonics3} sh - The SH to add.
  33879. * @param {number} s - The scale factor.
  33880. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33881. */
  33882. addScaledSH( sh, s ) {
  33883. for ( let i = 0; i < 9; i ++ ) {
  33884. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  33885. }
  33886. return this;
  33887. }
  33888. /**
  33889. * Scales this SH by the given scale factor.
  33890. *
  33891. * @param {number} s - The scale factor.
  33892. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33893. */
  33894. scale( s ) {
  33895. for ( let i = 0; i < 9; i ++ ) {
  33896. this.coefficients[ i ].multiplyScalar( s );
  33897. }
  33898. return this;
  33899. }
  33900. /**
  33901. * Linear interpolates between the given SH and this instance by the given
  33902. * alpha factor.
  33903. *
  33904. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  33905. * @param {number} alpha - The alpha factor.
  33906. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33907. */
  33908. lerp( sh, alpha ) {
  33909. for ( let i = 0; i < 9; i ++ ) {
  33910. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  33911. }
  33912. return this;
  33913. }
  33914. /**
  33915. * Returns `true` if this spherical harmonics is equal with the given one.
  33916. *
  33917. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  33918. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  33919. */
  33920. equals( sh ) {
  33921. for ( let i = 0; i < 9; i ++ ) {
  33922. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  33923. return false;
  33924. }
  33925. }
  33926. return true;
  33927. }
  33928. /**
  33929. * Copies the values of the given spherical harmonics to this instance.
  33930. *
  33931. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  33932. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33933. */
  33934. copy( sh ) {
  33935. return this.set( sh.coefficients );
  33936. }
  33937. /**
  33938. * Returns a new spherical harmonics with copied values from this instance.
  33939. *
  33940. * @return {SphericalHarmonics3} A clone of this instance.
  33941. */
  33942. clone() {
  33943. return new this.constructor().copy( this );
  33944. }
  33945. /**
  33946. * Sets the SH coefficients of this instance from the given array.
  33947. *
  33948. * @param {Array<number>} array - An array holding the SH coefficients.
  33949. * @param {number} [offset=0] - The array offset where to start copying.
  33950. * @return {SphericalHarmonics3} A clone of this instance.
  33951. */
  33952. fromArray( array, offset = 0 ) {
  33953. const coefficients = this.coefficients;
  33954. for ( let i = 0; i < 9; i ++ ) {
  33955. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  33956. }
  33957. return this;
  33958. }
  33959. /**
  33960. * Returns an array with the SH coefficients, or copies them into the provided
  33961. * array. The coefficients are represented as numbers.
  33962. *
  33963. * @param {Array<number>} [array=[]] - The target array.
  33964. * @param {number} [offset=0] - The array offset where to start copying.
  33965. * @return {Array<number>} An array with flat SH coefficients.
  33966. */
  33967. toArray( array = [], offset = 0 ) {
  33968. const coefficients = this.coefficients;
  33969. for ( let i = 0; i < 9; i ++ ) {
  33970. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  33971. }
  33972. return array;
  33973. }
  33974. /**
  33975. * Computes the SH basis for the given normal vector.
  33976. *
  33977. * @param {Vector3} normal - The normal.
  33978. * @param {Array<number>} shBasis - The target array holding the SH basis.
  33979. */
  33980. static getBasisAt( normal, shBasis ) {
  33981. // normal is assumed to be unit length
  33982. const x = normal.x, y = normal.y, z = normal.z;
  33983. // band 0
  33984. shBasis[ 0 ] = 0.282095;
  33985. // band 1
  33986. shBasis[ 1 ] = 0.488603 * y;
  33987. shBasis[ 2 ] = 0.488603 * z;
  33988. shBasis[ 3 ] = 0.488603 * x;
  33989. // band 2
  33990. shBasis[ 4 ] = 1.092548 * x * y;
  33991. shBasis[ 5 ] = 1.092548 * y * z;
  33992. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  33993. shBasis[ 7 ] = 1.092548 * x * z;
  33994. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  33995. }
  33996. }
  33997. /**
  33998. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  33999. * classical light sources (e.g. directional, point or spot lights), light
  34000. * probes do not emit light. Instead they store information about light
  34001. * passing through 3D space. During rendering, the light that hits a 3D
  34002. * object is approximated by using the data from the light probe.
  34003. *
  34004. * Light probes are usually created from (radiance) environment maps. The
  34005. * class {@link LightProbeGenerator} can be used to create light probes from
  34006. * cube textures or render targets. However, light estimation data could also
  34007. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34008. * augmented reality content that reacts to real world lighting.
  34009. *
  34010. * The current probe implementation in three.js supports so-called diffuse
  34011. * light probes. This type of light probe is functionally equivalent to an
  34012. * irradiance environment map.
  34013. *
  34014. * @augments Light
  34015. */
  34016. class LightProbe extends Light {
  34017. /**
  34018. * Constructs a new light probe.
  34019. *
  34020. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34021. * @param {number} [intensity=1] - The light's strength/intensity.
  34022. */
  34023. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34024. super( undefined, intensity );
  34025. /**
  34026. * This flag can be used for type testing.
  34027. *
  34028. * @type {boolean}
  34029. * @readonly
  34030. * @default true
  34031. */
  34032. this.isLightProbe = true;
  34033. /**
  34034. * A light probe uses spherical harmonics to encode lighting information.
  34035. *
  34036. * @type {SphericalHarmonics3}
  34037. */
  34038. this.sh = sh;
  34039. }
  34040. copy( source ) {
  34041. super.copy( source );
  34042. this.sh.copy( source.sh );
  34043. return this;
  34044. }
  34045. /**
  34046. * Deserializes the light prove from the given JSON.
  34047. *
  34048. * @param {Object} json - The JSON holding the serialized light probe.
  34049. * @return {LightProbe} A reference to this light probe.
  34050. */
  34051. fromJSON( json ) {
  34052. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34053. this.sh.fromArray( json.sh );
  34054. return this;
  34055. }
  34056. toJSON( meta ) {
  34057. const data = super.toJSON( meta );
  34058. data.object.sh = this.sh.toArray();
  34059. return data;
  34060. }
  34061. }
  34062. /**
  34063. * Class for loading geometries. The files are internally
  34064. * loaded via {@link FileLoader}.
  34065. *
  34066. * ```js
  34067. * const loader = new THREE.MaterialLoader();
  34068. * const material = await loader.loadAsync( 'material.json' );
  34069. * ```
  34070. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34071. *
  34072. * @augments Loader
  34073. */
  34074. class MaterialLoader extends Loader {
  34075. /**
  34076. * Constructs a new material loader.
  34077. *
  34078. * @param {LoadingManager} [manager] - The loading manager.
  34079. */
  34080. constructor( manager ) {
  34081. super( manager );
  34082. /**
  34083. * A dictionary holding textures used by the material.
  34084. *
  34085. * @type {Object<string,Texture>}
  34086. */
  34087. this.textures = {};
  34088. }
  34089. /**
  34090. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34091. *
  34092. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34093. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34094. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34095. * @param {onErrorCallback} onError - Executed when errors occur.
  34096. */
  34097. load( url, onLoad, onProgress, onError ) {
  34098. const scope = this;
  34099. const loader = new FileLoader( scope.manager );
  34100. loader.setPath( scope.path );
  34101. loader.setRequestHeader( scope.requestHeader );
  34102. loader.setWithCredentials( scope.withCredentials );
  34103. loader.load( url, function ( text ) {
  34104. try {
  34105. onLoad( scope.parse( JSON.parse( text ) ) );
  34106. } catch ( e ) {
  34107. if ( onError ) {
  34108. onError( e );
  34109. } else {
  34110. console.error( e );
  34111. }
  34112. scope.manager.itemError( url );
  34113. }
  34114. }, onProgress, onError );
  34115. }
  34116. /**
  34117. * Parses the given JSON object and returns a material.
  34118. *
  34119. * @param {Object} json - The serialized material.
  34120. * @return {Material} The parsed material.
  34121. */
  34122. parse( json ) {
  34123. const textures = this.textures;
  34124. function getTexture( name ) {
  34125. if ( textures[ name ] === undefined ) {
  34126. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  34127. }
  34128. return textures[ name ];
  34129. }
  34130. const material = this.createMaterialFromType( json.type );
  34131. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34132. if ( json.name !== undefined ) material.name = json.name;
  34133. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34134. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34135. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34136. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34137. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34138. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34139. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34140. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34141. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34142. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34143. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34144. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34145. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34146. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34147. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34148. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34149. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34150. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34151. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34152. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34153. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34154. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34155. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34156. if ( json.fog !== undefined ) material.fog = json.fog;
  34157. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34158. if ( json.blending !== undefined ) material.blending = json.blending;
  34159. if ( json.combine !== undefined ) material.combine = json.combine;
  34160. if ( json.side !== undefined ) material.side = json.side;
  34161. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34162. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34163. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34164. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34165. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34166. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34167. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34168. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34169. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34170. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34171. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34172. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34173. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34174. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34175. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34176. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34177. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34178. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34179. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34180. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34181. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34182. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34183. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34184. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34185. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34186. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34187. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34188. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34189. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34190. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34191. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34192. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34193. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34194. if ( json.scale !== undefined ) material.scale = json.scale;
  34195. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34196. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34197. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34198. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34199. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34200. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34201. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34202. if ( json.visible !== undefined ) material.visible = json.visible;
  34203. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34204. if ( json.userData !== undefined ) material.userData = json.userData;
  34205. if ( json.vertexColors !== undefined ) {
  34206. if ( typeof json.vertexColors === 'number' ) {
  34207. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34208. } else {
  34209. material.vertexColors = json.vertexColors;
  34210. }
  34211. }
  34212. // Shader Material
  34213. if ( json.uniforms !== undefined ) {
  34214. for ( const name in json.uniforms ) {
  34215. const uniform = json.uniforms[ name ];
  34216. material.uniforms[ name ] = {};
  34217. switch ( uniform.type ) {
  34218. case 't':
  34219. material.uniforms[ name ].value = getTexture( uniform.value );
  34220. break;
  34221. case 'c':
  34222. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34223. break;
  34224. case 'v2':
  34225. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34226. break;
  34227. case 'v3':
  34228. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34229. break;
  34230. case 'v4':
  34231. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34232. break;
  34233. case 'm3':
  34234. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34235. break;
  34236. case 'm4':
  34237. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34238. break;
  34239. default:
  34240. material.uniforms[ name ].value = uniform.value;
  34241. }
  34242. }
  34243. }
  34244. if ( json.defines !== undefined ) material.defines = json.defines;
  34245. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34246. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34247. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34248. if ( json.extensions !== undefined ) {
  34249. for ( const key in json.extensions ) {
  34250. material.extensions[ key ] = json.extensions[ key ];
  34251. }
  34252. }
  34253. if ( json.lights !== undefined ) material.lights = json.lights;
  34254. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34255. // for PointsMaterial
  34256. if ( json.size !== undefined ) material.size = json.size;
  34257. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34258. // maps
  34259. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34260. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34261. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34262. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34263. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34264. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34265. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34266. if ( json.normalScale !== undefined ) {
  34267. let normalScale = json.normalScale;
  34268. if ( Array.isArray( normalScale ) === false ) {
  34269. // Blender exporter used to export a scalar. See #7459
  34270. normalScale = [ normalScale, normalScale ];
  34271. }
  34272. material.normalScale = new Vector2().fromArray( normalScale );
  34273. }
  34274. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34275. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34276. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34277. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34278. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34279. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34280. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34281. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34282. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34283. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34284. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34285. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34286. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34287. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34288. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34289. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34290. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34291. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34292. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34293. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34294. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34295. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34296. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34297. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34298. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34299. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34300. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34301. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34302. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34303. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34304. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34305. return material;
  34306. }
  34307. /**
  34308. * Textures are not embedded in the material JSON so they have
  34309. * to be injected before the loading process starts.
  34310. *
  34311. * @param {Object} value - A dictionary holding textures for material properties.
  34312. * @return {MaterialLoader} A reference to this material loader.
  34313. */
  34314. setTextures( value ) {
  34315. this.textures = value;
  34316. return this;
  34317. }
  34318. /**
  34319. * Creates a material for the given type.
  34320. *
  34321. * @param {string} type - The material type.
  34322. * @return {Material} The new material.
  34323. */
  34324. createMaterialFromType( type ) {
  34325. return MaterialLoader.createMaterialFromType( type );
  34326. }
  34327. /**
  34328. * Creates a material for the given type.
  34329. *
  34330. * @static
  34331. * @param {string} type - The material type.
  34332. * @return {Material} The new material.
  34333. */
  34334. static createMaterialFromType( type ) {
  34335. const materialLib = {
  34336. ShadowMaterial,
  34337. SpriteMaterial,
  34338. RawShaderMaterial,
  34339. ShaderMaterial,
  34340. PointsMaterial,
  34341. MeshPhysicalMaterial,
  34342. MeshStandardMaterial,
  34343. MeshPhongMaterial,
  34344. MeshToonMaterial,
  34345. MeshNormalMaterial,
  34346. MeshLambertMaterial,
  34347. MeshDepthMaterial,
  34348. MeshDistanceMaterial,
  34349. MeshBasicMaterial,
  34350. MeshMatcapMaterial,
  34351. LineDashedMaterial,
  34352. LineBasicMaterial,
  34353. Material
  34354. };
  34355. return new materialLib[ type ]();
  34356. }
  34357. }
  34358. /**
  34359. * A class with loader utility functions.
  34360. */
  34361. class LoaderUtils {
  34362. /**
  34363. * Extracts the base URL from the given URL.
  34364. *
  34365. * @param {string} url -The URL to extract the base URL from.
  34366. * @return {string} The extracted base URL.
  34367. */
  34368. static extractUrlBase( url ) {
  34369. const index = url.lastIndexOf( '/' );
  34370. if ( index === -1 ) return './';
  34371. return url.slice( 0, index + 1 );
  34372. }
  34373. /**
  34374. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34375. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34376. * string.
  34377. *
  34378. * @param {string} url -The URL to resolve.
  34379. * @param {string} path - The base path for relative URLs to be resolved against.
  34380. * @return {string} The resolved URL.
  34381. */
  34382. static resolveURL( url, path ) {
  34383. // Invalid URL
  34384. if ( typeof url !== 'string' || url === '' ) return '';
  34385. // Host Relative URL
  34386. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34387. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34388. }
  34389. // Absolute URL http://,https://,//
  34390. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34391. // Data URI
  34392. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34393. // Blob URL
  34394. if ( /^blob:.*$/i.test( url ) ) return url;
  34395. // Relative URL
  34396. return path + url;
  34397. }
  34398. }
  34399. /**
  34400. * An instanced version of a geometry.
  34401. */
  34402. class InstancedBufferGeometry extends BufferGeometry {
  34403. /**
  34404. * Constructs a new instanced buffer geometry.
  34405. */
  34406. constructor() {
  34407. super();
  34408. /**
  34409. * This flag can be used for type testing.
  34410. *
  34411. * @type {boolean}
  34412. * @readonly
  34413. * @default true
  34414. */
  34415. this.isInstancedBufferGeometry = true;
  34416. this.type = 'InstancedBufferGeometry';
  34417. /**
  34418. * The instance count.
  34419. *
  34420. * @type {number}
  34421. * @default Infinity
  34422. */
  34423. this.instanceCount = Infinity;
  34424. }
  34425. copy( source ) {
  34426. super.copy( source );
  34427. this.instanceCount = source.instanceCount;
  34428. return this;
  34429. }
  34430. toJSON() {
  34431. const data = super.toJSON();
  34432. data.instanceCount = this.instanceCount;
  34433. data.isInstancedBufferGeometry = true;
  34434. return data;
  34435. }
  34436. }
  34437. /**
  34438. * Class for loading geometries. The files are internally
  34439. * loaded via {@link FileLoader}.
  34440. *
  34441. * ```js
  34442. * const loader = new THREE.BufferGeometryLoader();
  34443. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34444. *
  34445. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34446. * const object = new THREE.Mesh( geometry, material );
  34447. * scene.add( object );
  34448. * ```
  34449. *
  34450. * @augments Loader
  34451. */
  34452. class BufferGeometryLoader extends Loader {
  34453. /**
  34454. * Constructs a new geometry loader.
  34455. *
  34456. * @param {LoadingManager} [manager] - The loading manager.
  34457. */
  34458. constructor( manager ) {
  34459. super( manager );
  34460. }
  34461. /**
  34462. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34463. *
  34464. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34465. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34466. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34467. * @param {onErrorCallback} onError - Executed when errors occur.
  34468. */
  34469. load( url, onLoad, onProgress, onError ) {
  34470. const scope = this;
  34471. const loader = new FileLoader( scope.manager );
  34472. loader.setPath( scope.path );
  34473. loader.setRequestHeader( scope.requestHeader );
  34474. loader.setWithCredentials( scope.withCredentials );
  34475. loader.load( url, function ( text ) {
  34476. try {
  34477. onLoad( scope.parse( JSON.parse( text ) ) );
  34478. } catch ( e ) {
  34479. if ( onError ) {
  34480. onError( e );
  34481. } else {
  34482. console.error( e );
  34483. }
  34484. scope.manager.itemError( url );
  34485. }
  34486. }, onProgress, onError );
  34487. }
  34488. /**
  34489. * Parses the given JSON object and returns a geometry.
  34490. *
  34491. * @param {Object} json - The serialized geometry.
  34492. * @return {BufferGeometry} The parsed geometry.
  34493. */
  34494. parse( json ) {
  34495. const interleavedBufferMap = {};
  34496. const arrayBufferMap = {};
  34497. function getInterleavedBuffer( json, uuid ) {
  34498. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34499. const interleavedBuffers = json.interleavedBuffers;
  34500. const interleavedBuffer = interleavedBuffers[ uuid ];
  34501. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34502. const array = getTypedArray( interleavedBuffer.type, buffer );
  34503. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34504. ib.uuid = interleavedBuffer.uuid;
  34505. interleavedBufferMap[ uuid ] = ib;
  34506. return ib;
  34507. }
  34508. function getArrayBuffer( json, uuid ) {
  34509. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34510. const arrayBuffers = json.arrayBuffers;
  34511. const arrayBuffer = arrayBuffers[ uuid ];
  34512. const ab = new Uint32Array( arrayBuffer ).buffer;
  34513. arrayBufferMap[ uuid ] = ab;
  34514. return ab;
  34515. }
  34516. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34517. const index = json.data.index;
  34518. if ( index !== undefined ) {
  34519. const typedArray = getTypedArray( index.type, index.array );
  34520. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34521. }
  34522. const attributes = json.data.attributes;
  34523. for ( const key in attributes ) {
  34524. const attribute = attributes[ key ];
  34525. let bufferAttribute;
  34526. if ( attribute.isInterleavedBufferAttribute ) {
  34527. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34528. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34529. } else {
  34530. const typedArray = getTypedArray( attribute.type, attribute.array );
  34531. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34532. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34533. }
  34534. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34535. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34536. geometry.setAttribute( key, bufferAttribute );
  34537. }
  34538. const morphAttributes = json.data.morphAttributes;
  34539. if ( morphAttributes ) {
  34540. for ( const key in morphAttributes ) {
  34541. const attributeArray = morphAttributes[ key ];
  34542. const array = [];
  34543. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34544. const attribute = attributeArray[ i ];
  34545. let bufferAttribute;
  34546. if ( attribute.isInterleavedBufferAttribute ) {
  34547. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34548. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34549. } else {
  34550. const typedArray = getTypedArray( attribute.type, attribute.array );
  34551. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34552. }
  34553. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34554. array.push( bufferAttribute );
  34555. }
  34556. geometry.morphAttributes[ key ] = array;
  34557. }
  34558. }
  34559. const morphTargetsRelative = json.data.morphTargetsRelative;
  34560. if ( morphTargetsRelative ) {
  34561. geometry.morphTargetsRelative = true;
  34562. }
  34563. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34564. if ( groups !== undefined ) {
  34565. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34566. const group = groups[ i ];
  34567. geometry.addGroup( group.start, group.count, group.materialIndex );
  34568. }
  34569. }
  34570. const boundingSphere = json.data.boundingSphere;
  34571. if ( boundingSphere !== undefined ) {
  34572. const center = new Vector3();
  34573. if ( boundingSphere.center !== undefined ) {
  34574. center.fromArray( boundingSphere.center );
  34575. }
  34576. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  34577. }
  34578. if ( json.name ) geometry.name = json.name;
  34579. if ( json.userData ) geometry.userData = json.userData;
  34580. return geometry;
  34581. }
  34582. }
  34583. /**
  34584. * A loader for loading a JSON resource in the [JSON Object/Scene format]{@link https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4}.
  34585. * The files are internally loaded via {@link FileLoader}.
  34586. *
  34587. * ```js
  34588. * const loader = new THREE.ObjectLoader();
  34589. * const obj = await loader.loadAsync( 'models/json/example.json' );
  34590. * scene.add( obj );
  34591. *
  34592. * // Alternatively, to parse a previously loaded JSON structure
  34593. * const object = await loader.parseAsync( a_json_object );
  34594. * scene.add( object );
  34595. * ```
  34596. *
  34597. * @augments Loader
  34598. */
  34599. class ObjectLoader extends Loader {
  34600. /**
  34601. * Constructs a new object loader.
  34602. *
  34603. * @param {LoadingManager} [manager] - The loading manager.
  34604. */
  34605. constructor( manager ) {
  34606. super( manager );
  34607. }
  34608. /**
  34609. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  34610. *
  34611. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34612. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  34613. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34614. * @param {onErrorCallback} onError - Executed when errors occur.
  34615. */
  34616. load( url, onLoad, onProgress, onError ) {
  34617. const scope = this;
  34618. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34619. this.resourcePath = this.resourcePath || path;
  34620. const loader = new FileLoader( this.manager );
  34621. loader.setPath( this.path );
  34622. loader.setRequestHeader( this.requestHeader );
  34623. loader.setWithCredentials( this.withCredentials );
  34624. loader.load( url, function ( text ) {
  34625. let json = null;
  34626. try {
  34627. json = JSON.parse( text );
  34628. } catch ( error ) {
  34629. if ( onError !== undefined ) onError( error );
  34630. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  34631. return;
  34632. }
  34633. const metadata = json.metadata;
  34634. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34635. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  34636. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  34637. return;
  34638. }
  34639. scope.parse( json, onLoad );
  34640. }, onProgress, onError );
  34641. }
  34642. /**
  34643. * Async version of {@link ObjectLoader#load}.
  34644. *
  34645. * @async
  34646. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34647. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34648. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  34649. */
  34650. async loadAsync( url, onProgress ) {
  34651. const scope = this;
  34652. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34653. this.resourcePath = this.resourcePath || path;
  34654. const loader = new FileLoader( this.manager );
  34655. loader.setPath( this.path );
  34656. loader.setRequestHeader( this.requestHeader );
  34657. loader.setWithCredentials( this.withCredentials );
  34658. const text = await loader.loadAsync( url, onProgress );
  34659. const json = JSON.parse( text );
  34660. const metadata = json.metadata;
  34661. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34662. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  34663. }
  34664. return await scope.parseAsync( json );
  34665. }
  34666. /**
  34667. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  34668. * but can also be used directly to parse a previously loaded JSON structure.
  34669. *
  34670. * @param {Object} json - The serialized 3D object.
  34671. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  34672. * @return {Object3D} The parsed 3D object.
  34673. */
  34674. parse( json, onLoad ) {
  34675. const animations = this.parseAnimations( json.animations );
  34676. const shapes = this.parseShapes( json.shapes );
  34677. const geometries = this.parseGeometries( json.geometries, shapes );
  34678. const images = this.parseImages( json.images, function () {
  34679. if ( onLoad !== undefined ) onLoad( object );
  34680. } );
  34681. const textures = this.parseTextures( json.textures, images );
  34682. const materials = this.parseMaterials( json.materials, textures );
  34683. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  34684. const skeletons = this.parseSkeletons( json.skeletons, object );
  34685. this.bindSkeletons( object, skeletons );
  34686. this.bindLightTargets( object );
  34687. //
  34688. if ( onLoad !== undefined ) {
  34689. let hasImages = false;
  34690. for ( const uuid in images ) {
  34691. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  34692. hasImages = true;
  34693. break;
  34694. }
  34695. }
  34696. if ( hasImages === false ) onLoad( object );
  34697. }
  34698. return object;
  34699. }
  34700. /**
  34701. * Async version of {@link ObjectLoader#parse}.
  34702. *
  34703. * @param {Object} json - The serialized 3D object.
  34704. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  34705. */
  34706. async parseAsync( json ) {
  34707. const animations = this.parseAnimations( json.animations );
  34708. const shapes = this.parseShapes( json.shapes );
  34709. const geometries = this.parseGeometries( json.geometries, shapes );
  34710. const images = await this.parseImagesAsync( json.images );
  34711. const textures = this.parseTextures( json.textures, images );
  34712. const materials = this.parseMaterials( json.materials, textures );
  34713. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  34714. const skeletons = this.parseSkeletons( json.skeletons, object );
  34715. this.bindSkeletons( object, skeletons );
  34716. this.bindLightTargets( object );
  34717. return object;
  34718. }
  34719. // internals
  34720. parseShapes( json ) {
  34721. const shapes = {};
  34722. if ( json !== undefined ) {
  34723. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34724. const shape = new Shape().fromJSON( json[ i ] );
  34725. shapes[ shape.uuid ] = shape;
  34726. }
  34727. }
  34728. return shapes;
  34729. }
  34730. parseSkeletons( json, object ) {
  34731. const skeletons = {};
  34732. const bones = {};
  34733. // generate bone lookup table
  34734. object.traverse( function ( child ) {
  34735. if ( child.isBone ) bones[ child.uuid ] = child;
  34736. } );
  34737. // create skeletons
  34738. if ( json !== undefined ) {
  34739. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34740. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  34741. skeletons[ skeleton.uuid ] = skeleton;
  34742. }
  34743. }
  34744. return skeletons;
  34745. }
  34746. parseGeometries( json, shapes ) {
  34747. const geometries = {};
  34748. if ( json !== undefined ) {
  34749. const bufferGeometryLoader = new BufferGeometryLoader();
  34750. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34751. let geometry;
  34752. const data = json[ i ];
  34753. switch ( data.type ) {
  34754. case 'BufferGeometry':
  34755. case 'InstancedBufferGeometry':
  34756. geometry = bufferGeometryLoader.parse( data );
  34757. break;
  34758. default:
  34759. if ( data.type in Geometries ) {
  34760. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  34761. } else {
  34762. console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` );
  34763. }
  34764. }
  34765. geometry.uuid = data.uuid;
  34766. if ( data.name !== undefined ) geometry.name = data.name;
  34767. if ( data.userData !== undefined ) geometry.userData = data.userData;
  34768. geometries[ data.uuid ] = geometry;
  34769. }
  34770. }
  34771. return geometries;
  34772. }
  34773. parseMaterials( json, textures ) {
  34774. const cache = {}; // MultiMaterial
  34775. const materials = {};
  34776. if ( json !== undefined ) {
  34777. const loader = new MaterialLoader();
  34778. loader.setTextures( textures );
  34779. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34780. const data = json[ i ];
  34781. if ( cache[ data.uuid ] === undefined ) {
  34782. cache[ data.uuid ] = loader.parse( data );
  34783. }
  34784. materials[ data.uuid ] = cache[ data.uuid ];
  34785. }
  34786. }
  34787. return materials;
  34788. }
  34789. parseAnimations( json ) {
  34790. const animations = {};
  34791. if ( json !== undefined ) {
  34792. for ( let i = 0; i < json.length; i ++ ) {
  34793. const data = json[ i ];
  34794. const clip = AnimationClip.parse( data );
  34795. animations[ clip.uuid ] = clip;
  34796. }
  34797. }
  34798. return animations;
  34799. }
  34800. parseImages( json, onLoad ) {
  34801. const scope = this;
  34802. const images = {};
  34803. let loader;
  34804. function loadImage( url ) {
  34805. scope.manager.itemStart( url );
  34806. return loader.load( url, function () {
  34807. scope.manager.itemEnd( url );
  34808. }, undefined, function () {
  34809. scope.manager.itemError( url );
  34810. scope.manager.itemEnd( url );
  34811. } );
  34812. }
  34813. function deserializeImage( image ) {
  34814. if ( typeof image === 'string' ) {
  34815. const url = image;
  34816. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  34817. return loadImage( path );
  34818. } else {
  34819. if ( image.data ) {
  34820. return {
  34821. data: getTypedArray( image.type, image.data ),
  34822. width: image.width,
  34823. height: image.height
  34824. };
  34825. } else {
  34826. return null;
  34827. }
  34828. }
  34829. }
  34830. if ( json !== undefined && json.length > 0 ) {
  34831. const manager = new LoadingManager( onLoad );
  34832. loader = new ImageLoader( manager );
  34833. loader.setCrossOrigin( this.crossOrigin );
  34834. for ( let i = 0, il = json.length; i < il; i ++ ) {
  34835. const image = json[ i ];
  34836. const url = image.url;
  34837. if ( Array.isArray( url ) ) {
  34838. // load array of images e.g CubeTexture
  34839. const imageArray = [];
  34840. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  34841. const currentUrl = url[ j ];
  34842. const deserializedImage = deserializeImage( currentUrl );
  34843. if ( deserializedImage !== null ) {
  34844. if ( deserializedImage instanceof HTMLImageElement ) {
  34845. imageArray.push( deserializedImage );
  34846. } else {
  34847. // special case: handle array of data textures for cube textures
  34848. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  34849. }
  34850. }
  34851. }
  34852. images[ image.uuid ] = new Source( imageArray );
  34853. } else {
  34854. // load single image
  34855. const deserializedImage = deserializeImage( image.url );
  34856. images[ image.uuid ] = new Source( deserializedImage );
  34857. }
  34858. }
  34859. }
  34860. return images;
  34861. }
  34862. async parseImagesAsync( json ) {
  34863. const scope = this;
  34864. const images = {};
  34865. let loader;
  34866. async function deserializeImage( image ) {
  34867. if ( typeof image === 'string' ) {
  34868. const url = image;
  34869. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  34870. return await loader.loadAsync( path );
  34871. } else {
  34872. if ( image.data ) {
  34873. return {
  34874. data: getTypedArray( image.type, image.data ),
  34875. width: image.width,
  34876. height: image.height
  34877. };
  34878. } else {
  34879. return null;
  34880. }
  34881. }
  34882. }
  34883. if ( json !== undefined && json.length > 0 ) {
  34884. loader = new ImageLoader( this.manager );
  34885. loader.setCrossOrigin( this.crossOrigin );
  34886. for ( let i = 0, il = json.length; i < il; i ++ ) {
  34887. const image = json[ i ];
  34888. const url = image.url;
  34889. if ( Array.isArray( url ) ) {
  34890. // load array of images e.g CubeTexture
  34891. const imageArray = [];
  34892. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  34893. const currentUrl = url[ j ];
  34894. const deserializedImage = await deserializeImage( currentUrl );
  34895. if ( deserializedImage !== null ) {
  34896. if ( deserializedImage instanceof HTMLImageElement ) {
  34897. imageArray.push( deserializedImage );
  34898. } else {
  34899. // special case: handle array of data textures for cube textures
  34900. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  34901. }
  34902. }
  34903. }
  34904. images[ image.uuid ] = new Source( imageArray );
  34905. } else {
  34906. // load single image
  34907. const deserializedImage = await deserializeImage( image.url );
  34908. images[ image.uuid ] = new Source( deserializedImage );
  34909. }
  34910. }
  34911. }
  34912. return images;
  34913. }
  34914. parseTextures( json, images ) {
  34915. function parseConstant( value, type ) {
  34916. if ( typeof value === 'number' ) return value;
  34917. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  34918. return type[ value ];
  34919. }
  34920. const textures = {};
  34921. if ( json !== undefined ) {
  34922. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34923. const data = json[ i ];
  34924. if ( data.image === undefined ) {
  34925. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  34926. }
  34927. if ( images[ data.image ] === undefined ) {
  34928. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  34929. }
  34930. const source = images[ data.image ];
  34931. const image = source.data;
  34932. let texture;
  34933. if ( Array.isArray( image ) ) {
  34934. texture = new CubeTexture();
  34935. if ( image.length === 6 ) texture.needsUpdate = true;
  34936. } else {
  34937. if ( image && image.data ) {
  34938. texture = new DataTexture();
  34939. } else {
  34940. texture = new Texture();
  34941. }
  34942. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  34943. }
  34944. texture.source = source;
  34945. texture.uuid = data.uuid;
  34946. if ( data.name !== undefined ) texture.name = data.name;
  34947. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  34948. if ( data.channel !== undefined ) texture.channel = data.channel;
  34949. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  34950. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  34951. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  34952. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  34953. if ( data.wrap !== undefined ) {
  34954. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  34955. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  34956. }
  34957. if ( data.format !== undefined ) texture.format = data.format;
  34958. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  34959. if ( data.type !== undefined ) texture.type = data.type;
  34960. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  34961. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  34962. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  34963. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  34964. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  34965. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  34966. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  34967. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  34968. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  34969. if ( data.userData !== undefined ) texture.userData = data.userData;
  34970. textures[ data.uuid ] = texture;
  34971. }
  34972. }
  34973. return textures;
  34974. }
  34975. parseObject( data, geometries, materials, textures, animations ) {
  34976. let object;
  34977. function getGeometry( name ) {
  34978. if ( geometries[ name ] === undefined ) {
  34979. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  34980. }
  34981. return geometries[ name ];
  34982. }
  34983. function getMaterial( name ) {
  34984. if ( name === undefined ) return undefined;
  34985. if ( Array.isArray( name ) ) {
  34986. const array = [];
  34987. for ( let i = 0, l = name.length; i < l; i ++ ) {
  34988. const uuid = name[ i ];
  34989. if ( materials[ uuid ] === undefined ) {
  34990. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  34991. }
  34992. array.push( materials[ uuid ] );
  34993. }
  34994. return array;
  34995. }
  34996. if ( materials[ name ] === undefined ) {
  34997. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  34998. }
  34999. return materials[ name ];
  35000. }
  35001. function getTexture( uuid ) {
  35002. if ( textures[ uuid ] === undefined ) {
  35003. console.warn( 'THREE.ObjectLoader: Undefined texture', uuid );
  35004. }
  35005. return textures[ uuid ];
  35006. }
  35007. let geometry, material;
  35008. switch ( data.type ) {
  35009. case 'Scene':
  35010. object = new Scene();
  35011. if ( data.background !== undefined ) {
  35012. if ( Number.isInteger( data.background ) ) {
  35013. object.background = new Color( data.background );
  35014. } else {
  35015. object.background = getTexture( data.background );
  35016. }
  35017. }
  35018. if ( data.environment !== undefined ) {
  35019. object.environment = getTexture( data.environment );
  35020. }
  35021. if ( data.fog !== undefined ) {
  35022. if ( data.fog.type === 'Fog' ) {
  35023. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35024. } else if ( data.fog.type === 'FogExp2' ) {
  35025. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35026. }
  35027. if ( data.fog.name !== '' ) {
  35028. object.fog.name = data.fog.name;
  35029. }
  35030. }
  35031. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35032. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35033. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35034. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35035. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35036. break;
  35037. case 'PerspectiveCamera':
  35038. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35039. if ( data.focus !== undefined ) object.focus = data.focus;
  35040. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35041. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35042. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35043. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35044. break;
  35045. case 'OrthographicCamera':
  35046. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35047. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35048. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35049. break;
  35050. case 'AmbientLight':
  35051. object = new AmbientLight( data.color, data.intensity );
  35052. break;
  35053. case 'DirectionalLight':
  35054. object = new DirectionalLight( data.color, data.intensity );
  35055. object.target = data.target || '';
  35056. break;
  35057. case 'PointLight':
  35058. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35059. break;
  35060. case 'RectAreaLight':
  35061. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35062. break;
  35063. case 'SpotLight':
  35064. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35065. object.target = data.target || '';
  35066. break;
  35067. case 'HemisphereLight':
  35068. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35069. break;
  35070. case 'LightProbe':
  35071. object = new LightProbe().fromJSON( data );
  35072. break;
  35073. case 'SkinnedMesh':
  35074. geometry = getGeometry( data.geometry );
  35075. material = getMaterial( data.material );
  35076. object = new SkinnedMesh( geometry, material );
  35077. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35078. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35079. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35080. break;
  35081. case 'Mesh':
  35082. geometry = getGeometry( data.geometry );
  35083. material = getMaterial( data.material );
  35084. object = new Mesh( geometry, material );
  35085. break;
  35086. case 'InstancedMesh':
  35087. geometry = getGeometry( data.geometry );
  35088. material = getMaterial( data.material );
  35089. const count = data.count;
  35090. const instanceMatrix = data.instanceMatrix;
  35091. const instanceColor = data.instanceColor;
  35092. object = new InstancedMesh( geometry, material, count );
  35093. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35094. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35095. break;
  35096. case 'BatchedMesh':
  35097. geometry = getGeometry( data.geometry );
  35098. material = getMaterial( data.material );
  35099. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35100. object.geometry = geometry;
  35101. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35102. object.sortObjects = data.sortObjects;
  35103. object._drawRanges = data.drawRanges;
  35104. object._reservedRanges = data.reservedRanges;
  35105. object._geometryInfo = data.geometryInfo.map( info => {
  35106. let box = null;
  35107. let sphere = null;
  35108. if ( info.boundingBox !== undefined ) {
  35109. box = new Box3();
  35110. box.min.fromArray( info.boundingBox.min );
  35111. box.max.fromArray( info.boundingBox.max );
  35112. }
  35113. if ( info.boundingSphere !== undefined ) {
  35114. sphere = new Sphere();
  35115. sphere.radius = info.boundingSphere.radius;
  35116. sphere.center.fromArray( info.boundingSphere.center );
  35117. }
  35118. return {
  35119. ...info,
  35120. boundingBox: box,
  35121. boundingSphere: sphere
  35122. };
  35123. } );
  35124. object._instanceInfo = data.instanceInfo;
  35125. object._availableInstanceIds = data._availableInstanceIds;
  35126. object._availableGeometryIds = data._availableGeometryIds;
  35127. object._nextIndexStart = data.nextIndexStart;
  35128. object._nextVertexStart = data.nextVertexStart;
  35129. object._geometryCount = data.geometryCount;
  35130. object._maxInstanceCount = data.maxInstanceCount;
  35131. object._maxVertexCount = data.maxVertexCount;
  35132. object._maxIndexCount = data.maxIndexCount;
  35133. object._geometryInitialized = data.geometryInitialized;
  35134. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35135. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35136. if ( data.colorsTexture !== undefined ) {
  35137. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35138. }
  35139. if ( data.boundingSphere !== undefined ) {
  35140. object.boundingSphere = new Sphere();
  35141. object.boundingSphere.center.fromArray( data.boundingSphere.center );
  35142. object.boundingSphere.radius = data.boundingSphere.radius;
  35143. }
  35144. if ( data.boundingBox !== undefined ) {
  35145. object.boundingBox = new Box3();
  35146. object.boundingBox.min.fromArray( data.boundingBox.min );
  35147. object.boundingBox.max.fromArray( data.boundingBox.max );
  35148. }
  35149. break;
  35150. case 'LOD':
  35151. object = new LOD();
  35152. break;
  35153. case 'Line':
  35154. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35155. break;
  35156. case 'LineLoop':
  35157. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35158. break;
  35159. case 'LineSegments':
  35160. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35161. break;
  35162. case 'PointCloud':
  35163. case 'Points':
  35164. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35165. break;
  35166. case 'Sprite':
  35167. object = new Sprite( getMaterial( data.material ) );
  35168. break;
  35169. case 'Group':
  35170. object = new Group();
  35171. break;
  35172. case 'Bone':
  35173. object = new Bone();
  35174. break;
  35175. default:
  35176. object = new Object3D();
  35177. }
  35178. object.uuid = data.uuid;
  35179. if ( data.name !== undefined ) object.name = data.name;
  35180. if ( data.matrix !== undefined ) {
  35181. object.matrix.fromArray( data.matrix );
  35182. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35183. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35184. } else {
  35185. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35186. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35187. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35188. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35189. }
  35190. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35191. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35192. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35193. if ( data.shadow ) {
  35194. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35195. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35196. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35197. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35198. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35199. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35200. }
  35201. if ( data.visible !== undefined ) object.visible = data.visible;
  35202. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35203. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35204. if ( data.userData !== undefined ) object.userData = data.userData;
  35205. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35206. if ( data.children !== undefined ) {
  35207. const children = data.children;
  35208. for ( let i = 0; i < children.length; i ++ ) {
  35209. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35210. }
  35211. }
  35212. if ( data.animations !== undefined ) {
  35213. const objectAnimations = data.animations;
  35214. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35215. const uuid = objectAnimations[ i ];
  35216. object.animations.push( animations[ uuid ] );
  35217. }
  35218. }
  35219. if ( data.type === 'LOD' ) {
  35220. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35221. const levels = data.levels;
  35222. for ( let l = 0; l < levels.length; l ++ ) {
  35223. const level = levels[ l ];
  35224. const child = object.getObjectByProperty( 'uuid', level.object );
  35225. if ( child !== undefined ) {
  35226. object.addLevel( child, level.distance, level.hysteresis );
  35227. }
  35228. }
  35229. }
  35230. return object;
  35231. }
  35232. bindSkeletons( object, skeletons ) {
  35233. if ( Object.keys( skeletons ).length === 0 ) return;
  35234. object.traverse( function ( child ) {
  35235. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35236. const skeleton = skeletons[ child.skeleton ];
  35237. if ( skeleton === undefined ) {
  35238. console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35239. } else {
  35240. child.bind( skeleton, child.bindMatrix );
  35241. }
  35242. }
  35243. } );
  35244. }
  35245. bindLightTargets( object ) {
  35246. object.traverse( function ( child ) {
  35247. if ( child.isDirectionalLight || child.isSpotLight ) {
  35248. const uuid = child.target;
  35249. const target = object.getObjectByProperty( 'uuid', uuid );
  35250. if ( target !== undefined ) {
  35251. child.target = target;
  35252. } else {
  35253. child.target = new Object3D();
  35254. }
  35255. }
  35256. } );
  35257. }
  35258. }
  35259. const TEXTURE_MAPPING = {
  35260. UVMapping: UVMapping,
  35261. CubeReflectionMapping: CubeReflectionMapping,
  35262. CubeRefractionMapping: CubeRefractionMapping,
  35263. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35264. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35265. CubeUVReflectionMapping: CubeUVReflectionMapping
  35266. };
  35267. const TEXTURE_WRAPPING = {
  35268. RepeatWrapping: RepeatWrapping,
  35269. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35270. MirroredRepeatWrapping: MirroredRepeatWrapping
  35271. };
  35272. const TEXTURE_FILTER = {
  35273. NearestFilter: NearestFilter,
  35274. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35275. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35276. LinearFilter: LinearFilter,
  35277. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35278. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35279. };
  35280. /**
  35281. * A loader for loading images as an [ImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap}.
  35282. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35283. * textures for rendering.
  35284. *
  35285. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35286. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35287. *
  35288. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35289. *
  35290. * Also note that unlike {@link FileLoader}, this loader does not avoid multiple concurrent requests to the same URL.
  35291. *
  35292. * ```js
  35293. * const loader = new THREE.ImageBitmapLoader();
  35294. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35295. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35296. *
  35297. * const texture = new THREE.Texture( imageBitmap );
  35298. * texture.needsUpdate = true;
  35299. * ```
  35300. *
  35301. * @augments Loader
  35302. */
  35303. class ImageBitmapLoader extends Loader {
  35304. /**
  35305. * Constructs a new image bitmap loader.
  35306. *
  35307. * @param {LoadingManager} [manager] - The loading manager.
  35308. */
  35309. constructor( manager ) {
  35310. super( manager );
  35311. /**
  35312. * This flag can be used for type testing.
  35313. *
  35314. * @type {boolean}
  35315. * @readonly
  35316. * @default true
  35317. */
  35318. this.isImageBitmapLoader = true;
  35319. if ( typeof createImageBitmap === 'undefined' ) {
  35320. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  35321. }
  35322. if ( typeof fetch === 'undefined' ) {
  35323. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  35324. }
  35325. /**
  35326. * Represents the loader options.
  35327. *
  35328. * @type {Object}
  35329. * @default {premultiplyAlpha:'none'}
  35330. */
  35331. this.options = { premultiplyAlpha: 'none' };
  35332. }
  35333. /**
  35334. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35335. * [createImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap}.
  35336. *
  35337. * @param {Object} options - The loader options to set.
  35338. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35339. */
  35340. setOptions( options ) {
  35341. this.options = options;
  35342. return this;
  35343. }
  35344. /**
  35345. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35346. *
  35347. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35348. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35349. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35350. * @param {onErrorCallback} onError - Executed when errors occur.
  35351. * @return {ImageBitmap|undefined} The image bitmap.
  35352. */
  35353. load( url, onLoad, onProgress, onError ) {
  35354. if ( url === undefined ) url = '';
  35355. if ( this.path !== undefined ) url = this.path + url;
  35356. url = this.manager.resolveURL( url );
  35357. const scope = this;
  35358. const cached = Cache.get( url );
  35359. if ( cached !== undefined ) {
  35360. scope.manager.itemStart( url );
  35361. // If cached is a promise, wait for it to resolve
  35362. if ( cached.then ) {
  35363. cached.then( imageBitmap => {
  35364. if ( onLoad ) onLoad( imageBitmap );
  35365. scope.manager.itemEnd( url );
  35366. } ).catch( e => {
  35367. if ( onError ) onError( e );
  35368. } );
  35369. return;
  35370. }
  35371. // If cached is not a promise (i.e., it's already an imageBitmap)
  35372. setTimeout( function () {
  35373. if ( onLoad ) onLoad( cached );
  35374. scope.manager.itemEnd( url );
  35375. }, 0 );
  35376. return cached;
  35377. }
  35378. const fetchOptions = {};
  35379. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35380. fetchOptions.headers = this.requestHeader;
  35381. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35382. return res.blob();
  35383. } ).then( function ( blob ) {
  35384. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35385. } ).then( function ( imageBitmap ) {
  35386. Cache.add( url, imageBitmap );
  35387. if ( onLoad ) onLoad( imageBitmap );
  35388. scope.manager.itemEnd( url );
  35389. return imageBitmap;
  35390. } ).catch( function ( e ) {
  35391. if ( onError ) onError( e );
  35392. Cache.remove( url );
  35393. scope.manager.itemError( url );
  35394. scope.manager.itemEnd( url );
  35395. } );
  35396. Cache.add( url, promise );
  35397. scope.manager.itemStart( url );
  35398. }
  35399. }
  35400. let _context;
  35401. /**
  35402. * Manages the global audio context in the engine.
  35403. *
  35404. * @hideconstructor
  35405. */
  35406. class AudioContext {
  35407. /**
  35408. * Returns the global native audio context.
  35409. *
  35410. * @return {AudioContext} The native audio context.
  35411. */
  35412. static getContext() {
  35413. if ( _context === undefined ) {
  35414. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35415. }
  35416. return _context;
  35417. }
  35418. /**
  35419. * Allows to set the global native audio context from outside.
  35420. *
  35421. * @param {AudioContext} value - The native context to set.
  35422. */
  35423. static setContext( value ) {
  35424. _context = value;
  35425. }
  35426. }
  35427. /**
  35428. * Class for loading audio buffers. Audios are internally
  35429. * loaded via {@link FileLoader}.
  35430. *
  35431. * ```js
  35432. * const audioListener = new THREE.AudioListener();
  35433. * const ambientSound = new THREE.Audio( audioListener );
  35434. *
  35435. * const loader = new THREE.AudioLoader();
  35436. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35437. *
  35438. * ambientSound.setBuffer( audioBuffer );
  35439. * ambientSound.play();
  35440. * ```
  35441. *
  35442. * @augments Loader
  35443. */
  35444. class AudioLoader extends Loader {
  35445. /**
  35446. * Constructs a new audio loader.
  35447. *
  35448. * @param {LoadingManager} [manager] - The loading manager.
  35449. */
  35450. constructor( manager ) {
  35451. super( manager );
  35452. }
  35453. /**
  35454. * Starts loading from the given URL and passes the loaded audio buffer
  35455. * to the `onLoad()` callback.
  35456. *
  35457. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35458. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35459. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35460. * @param {onErrorCallback} onError - Executed when errors occur.
  35461. */
  35462. load( url, onLoad, onProgress, onError ) {
  35463. const scope = this;
  35464. const loader = new FileLoader( this.manager );
  35465. loader.setResponseType( 'arraybuffer' );
  35466. loader.setPath( this.path );
  35467. loader.setRequestHeader( this.requestHeader );
  35468. loader.setWithCredentials( this.withCredentials );
  35469. loader.load( url, function ( buffer ) {
  35470. try {
  35471. // Create a copy of the buffer. The `decodeAudioData` method
  35472. // detaches the buffer when complete, preventing reuse.
  35473. const bufferCopy = buffer.slice( 0 );
  35474. const context = AudioContext.getContext();
  35475. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35476. onLoad( audioBuffer );
  35477. } ).catch( handleError );
  35478. } catch ( e ) {
  35479. handleError( e );
  35480. }
  35481. }, onProgress, onError );
  35482. function handleError( e ) {
  35483. if ( onError ) {
  35484. onError( e );
  35485. } else {
  35486. console.error( e );
  35487. }
  35488. scope.manager.itemError( url );
  35489. }
  35490. }
  35491. }
  35492. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35493. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35494. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35495. /**
  35496. * A special type of camera that uses two perspective cameras with
  35497. * stereoscopic projection. Can be used for rendering stereo effects
  35498. * like [3D Anaglyph]{@link https://en.wikipedia.org/wiki/Anaglyph_3D} or
  35499. * [Parallax Barrier]{@link https://en.wikipedia.org/wiki/parallax_barrier}.
  35500. */
  35501. class StereoCamera {
  35502. /**
  35503. * Constructs a new stereo camera.
  35504. */
  35505. constructor() {
  35506. /**
  35507. * The type property is used for detecting the object type
  35508. * in context of serialization/deserialization.
  35509. *
  35510. * @type {string}
  35511. * @readonly
  35512. */
  35513. this.type = 'StereoCamera';
  35514. /**
  35515. * The aspect.
  35516. *
  35517. * @type {number}
  35518. * @default 1
  35519. */
  35520. this.aspect = 1;
  35521. /**
  35522. * The eye separation which represents the distance
  35523. * between the left and right camera.
  35524. *
  35525. * @type {number}
  35526. * @default 0.064
  35527. */
  35528. this.eyeSep = 0.064;
  35529. /**
  35530. * The camera representing the left eye. This is added to layer `1` so objects to be
  35531. * rendered by the left camera must also be added to this layer.
  35532. *
  35533. * @type {PerspectiveCamera}
  35534. */
  35535. this.cameraL = new PerspectiveCamera();
  35536. this.cameraL.layers.enable( 1 );
  35537. this.cameraL.matrixAutoUpdate = false;
  35538. /**
  35539. * The camera representing the right eye. This is added to layer `2` so objects to be
  35540. * rendered by the right camera must also be added to this layer.
  35541. *
  35542. * @type {PerspectiveCamera}
  35543. */
  35544. this.cameraR = new PerspectiveCamera();
  35545. this.cameraR.layers.enable( 2 );
  35546. this.cameraR.matrixAutoUpdate = false;
  35547. this._cache = {
  35548. focus: null,
  35549. fov: null,
  35550. aspect: null,
  35551. near: null,
  35552. far: null,
  35553. zoom: null,
  35554. eyeSep: null
  35555. };
  35556. }
  35557. /**
  35558. * Updates the stereo camera based on the given perspective camera.
  35559. *
  35560. * @param {PerspectiveCamera} camera - The perspective camera.
  35561. */
  35562. update( camera ) {
  35563. const cache = this._cache;
  35564. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35565. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35566. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35567. if ( needsUpdate ) {
  35568. cache.focus = camera.focus;
  35569. cache.fov = camera.fov;
  35570. cache.aspect = camera.aspect * this.aspect;
  35571. cache.near = camera.near;
  35572. cache.far = camera.far;
  35573. cache.zoom = camera.zoom;
  35574. cache.eyeSep = this.eyeSep;
  35575. // Off-axis stereoscopic effect based on
  35576. // http://paulbourke.net/stereographics/stereorender/
  35577. _projectionMatrix.copy( camera.projectionMatrix );
  35578. const eyeSepHalf = cache.eyeSep / 2;
  35579. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  35580. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  35581. let xmin, xmax;
  35582. // translate xOffset
  35583. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  35584. _eyeRight.elements[ 12 ] = eyeSepHalf;
  35585. // for left eye
  35586. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  35587. xmax = ymax * cache.aspect + eyeSepOnProjection;
  35588. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35589. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35590. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  35591. // for right eye
  35592. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  35593. xmax = ymax * cache.aspect - eyeSepOnProjection;
  35594. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35595. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35596. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  35597. }
  35598. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  35599. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  35600. }
  35601. }
  35602. /**
  35603. * This type of camera can be used in order to efficiently render a scene with a
  35604. * predefined set of cameras. This is an important performance aspect for
  35605. * rendering VR scenes.
  35606. *
  35607. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  35608. * to define for each sub camera the `viewport` property which determines the
  35609. * part of the viewport that is rendered with this camera.
  35610. *
  35611. * @augments PerspectiveCamera
  35612. */
  35613. class ArrayCamera extends PerspectiveCamera {
  35614. /**
  35615. * Constructs a new array camera.
  35616. *
  35617. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  35618. */
  35619. constructor( array = [] ) {
  35620. super();
  35621. /**
  35622. * This flag can be used for type testing.
  35623. *
  35624. * @type {boolean}
  35625. * @readonly
  35626. * @default true
  35627. */
  35628. this.isArrayCamera = true;
  35629. /**
  35630. * Whether this camera is used with multiview rendering or not.
  35631. *
  35632. * @type {boolean}
  35633. * @readonly
  35634. * @default false
  35635. */
  35636. this.isMultiViewCamera = false;
  35637. /**
  35638. * An array of perspective sub cameras.
  35639. *
  35640. * @type {Array<PerspectiveCamera>}
  35641. */
  35642. this.cameras = array;
  35643. }
  35644. }
  35645. /**
  35646. * Class for keeping track of time.
  35647. */
  35648. class Clock {
  35649. /**
  35650. * Constructs a new clock.
  35651. *
  35652. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  35653. * `getDelta()` is called for the first time.
  35654. */
  35655. constructor( autoStart = true ) {
  35656. /**
  35657. * If set to `true`, the clock starts automatically when `getDelta()` is called
  35658. * for the first time.
  35659. *
  35660. * @type {boolean}
  35661. * @default true
  35662. */
  35663. this.autoStart = autoStart;
  35664. /**
  35665. * Holds the time at which the clock's `start()` method was last called.
  35666. *
  35667. * @type {number}
  35668. * @default 0
  35669. */
  35670. this.startTime = 0;
  35671. /**
  35672. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  35673. * `getDelta()` methods were last called.
  35674. *
  35675. * @type {number}
  35676. * @default 0
  35677. */
  35678. this.oldTime = 0;
  35679. /**
  35680. * Keeps track of the total time that the clock has been running.
  35681. *
  35682. * @type {number}
  35683. * @default 0
  35684. */
  35685. this.elapsedTime = 0;
  35686. /**
  35687. * Whether the clock is running or not.
  35688. *
  35689. * @type {boolean}
  35690. * @default true
  35691. */
  35692. this.running = false;
  35693. }
  35694. /**
  35695. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  35696. * called by the class.
  35697. */
  35698. start() {
  35699. this.startTime = now();
  35700. this.oldTime = this.startTime;
  35701. this.elapsedTime = 0;
  35702. this.running = true;
  35703. }
  35704. /**
  35705. * Stops the clock.
  35706. */
  35707. stop() {
  35708. this.getElapsedTime();
  35709. this.running = false;
  35710. this.autoStart = false;
  35711. }
  35712. /**
  35713. * Returns the elapsed time in seconds.
  35714. *
  35715. * @return {number} The elapsed time.
  35716. */
  35717. getElapsedTime() {
  35718. this.getDelta();
  35719. return this.elapsedTime;
  35720. }
  35721. /**
  35722. * Returns the delta time in seconds.
  35723. *
  35724. * @return {number} The delta time.
  35725. */
  35726. getDelta() {
  35727. let diff = 0;
  35728. if ( this.autoStart && ! this.running ) {
  35729. this.start();
  35730. return 0;
  35731. }
  35732. if ( this.running ) {
  35733. const newTime = now();
  35734. diff = ( newTime - this.oldTime ) / 1000;
  35735. this.oldTime = newTime;
  35736. this.elapsedTime += diff;
  35737. }
  35738. return diff;
  35739. }
  35740. }
  35741. function now() {
  35742. return performance.now();
  35743. }
  35744. const _position$1 = /*@__PURE__*/ new Vector3();
  35745. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  35746. const _scale$1 = /*@__PURE__*/ new Vector3();
  35747. const _orientation$1 = /*@__PURE__*/ new Vector3();
  35748. /**
  35749. * The class represents a virtual listener of the all positional and non-positional audio effects
  35750. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  35751. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  35752. *
  35753. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  35754. * camera represents the 3D transformation of the listener.
  35755. *
  35756. * @augments Object3D
  35757. */
  35758. class AudioListener extends Object3D {
  35759. /**
  35760. * Constructs a new audio listener.
  35761. */
  35762. constructor() {
  35763. super();
  35764. this.type = 'AudioListener';
  35765. /**
  35766. * The native audio context.
  35767. *
  35768. * @type {AudioContext}
  35769. * @readonly
  35770. */
  35771. this.context = AudioContext.getContext();
  35772. /**
  35773. * The gain node used for volume control.
  35774. *
  35775. * @type {GainNode}
  35776. * @readonly
  35777. */
  35778. this.gain = this.context.createGain();
  35779. this.gain.connect( this.context.destination );
  35780. /**
  35781. * An optional filter.
  35782. *
  35783. * Defined via {@link AudioListener#setFilter}.
  35784. *
  35785. * @type {?AudioNode}
  35786. * @default null
  35787. * @readonly
  35788. */
  35789. this.filter = null;
  35790. /**
  35791. * Time delta values required for `linearRampToValueAtTime()` usage.
  35792. *
  35793. * @type {number}
  35794. * @default 0
  35795. * @readonly
  35796. */
  35797. this.timeDelta = 0;
  35798. // private
  35799. this._clock = new Clock();
  35800. }
  35801. /**
  35802. * Returns the listener's input node.
  35803. *
  35804. * This method is used by other audio nodes to connect to this listener.
  35805. *
  35806. * @return {GainNode} The input node.
  35807. */
  35808. getInput() {
  35809. return this.gain;
  35810. }
  35811. /**
  35812. * Removes the current filter from this listener.
  35813. *
  35814. * @return {AudioListener} A reference to this listener.
  35815. */
  35816. removeFilter() {
  35817. if ( this.filter !== null ) {
  35818. this.gain.disconnect( this.filter );
  35819. this.filter.disconnect( this.context.destination );
  35820. this.gain.connect( this.context.destination );
  35821. this.filter = null;
  35822. }
  35823. return this;
  35824. }
  35825. /**
  35826. * Returns the current set filter.
  35827. *
  35828. * @return {?AudioNode} The filter.
  35829. */
  35830. getFilter() {
  35831. return this.filter;
  35832. }
  35833. /**
  35834. * Sets the given filter to this listener.
  35835. *
  35836. * @param {AudioNode} value - The filter to set.
  35837. * @return {AudioListener} A reference to this listener.
  35838. */
  35839. setFilter( value ) {
  35840. if ( this.filter !== null ) {
  35841. this.gain.disconnect( this.filter );
  35842. this.filter.disconnect( this.context.destination );
  35843. } else {
  35844. this.gain.disconnect( this.context.destination );
  35845. }
  35846. this.filter = value;
  35847. this.gain.connect( this.filter );
  35848. this.filter.connect( this.context.destination );
  35849. return this;
  35850. }
  35851. /**
  35852. * Returns the applications master volume.
  35853. *
  35854. * @return {number} The master volume.
  35855. */
  35856. getMasterVolume() {
  35857. return this.gain.gain.value;
  35858. }
  35859. /**
  35860. * Sets the applications master volume. This volume setting affects
  35861. * all audio nodes in the scene.
  35862. *
  35863. * @param {number} value - The master volume to set.
  35864. * @return {AudioListener} A reference to this listener.
  35865. */
  35866. setMasterVolume( value ) {
  35867. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  35868. return this;
  35869. }
  35870. updateMatrixWorld( force ) {
  35871. super.updateMatrixWorld( force );
  35872. const listener = this.context.listener;
  35873. const up = this.up;
  35874. this.timeDelta = this._clock.getDelta();
  35875. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  35876. _orientation$1.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  35877. if ( listener.positionX ) {
  35878. // code path for Chrome (see #14393)
  35879. const endTime = this.context.currentTime + this.timeDelta;
  35880. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  35881. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  35882. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  35883. listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );
  35884. listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );
  35885. listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  35886. listener.upX.linearRampToValueAtTime( up.x, endTime );
  35887. listener.upY.linearRampToValueAtTime( up.y, endTime );
  35888. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  35889. } else {
  35890. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  35891. listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );
  35892. }
  35893. }
  35894. }
  35895. /**
  35896. * Represents a non-positional ( global ) audio object.
  35897. *
  35898. * This and related audio modules make use of the [Web Audio API]{@link https://www.w3.org/TR/webaudio-1.1/}.
  35899. *
  35900. * ```js
  35901. * // create an AudioListener and add it to the camera
  35902. * const listener = new THREE.AudioListener();
  35903. * camera.add( listener );
  35904. *
  35905. * // create a global audio source
  35906. * const sound = new THREE.Audio( listener );
  35907. *
  35908. * // load a sound and set it as the Audio object's buffer
  35909. * const audioLoader = new THREE.AudioLoader();
  35910. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  35911. * sound.setBuffer( buffer );
  35912. * sound.setLoop( true );
  35913. * sound.setVolume( 0.5 );
  35914. * sound.play();
  35915. * });
  35916. * ```
  35917. *
  35918. * @augments Object3D
  35919. */
  35920. class Audio extends Object3D {
  35921. /**
  35922. * Constructs a new audio.
  35923. *
  35924. * @param {AudioListener} listener - The global audio listener.
  35925. */
  35926. constructor( listener ) {
  35927. super();
  35928. this.type = 'Audio';
  35929. /**
  35930. * The global audio listener.
  35931. *
  35932. * @type {AudioListener}
  35933. * @readonly
  35934. */
  35935. this.listener = listener;
  35936. /**
  35937. * The audio context.
  35938. *
  35939. * @type {AudioContext}
  35940. * @readonly
  35941. */
  35942. this.context = listener.context;
  35943. /**
  35944. * The gain node used for volume control.
  35945. *
  35946. * @type {GainNode}
  35947. * @readonly
  35948. */
  35949. this.gain = this.context.createGain();
  35950. this.gain.connect( listener.getInput() );
  35951. /**
  35952. * Whether to start playback automatically or not.
  35953. *
  35954. * @type {boolean}
  35955. * @default false
  35956. */
  35957. this.autoplay = false;
  35958. /**
  35959. * A reference to an audio buffer.
  35960. *
  35961. * Defined via {@link Audio#setBuffer}.
  35962. *
  35963. * @type {?AudioBuffer}
  35964. * @default null
  35965. * @readonly
  35966. */
  35967. this.buffer = null;
  35968. /**
  35969. * Modify pitch, measured in cents. +/- 100 is a semitone.
  35970. * +/- 1200 is an octave.
  35971. *
  35972. * Defined via {@link Audio#setDetune}.
  35973. *
  35974. * @type {number}
  35975. * @default 0
  35976. * @readonly
  35977. */
  35978. this.detune = 0;
  35979. /**
  35980. * Whether the audio should loop or not.
  35981. *
  35982. * Defined via {@link Audio#setLoop}.
  35983. *
  35984. * @type {boolean}
  35985. * @default false
  35986. * @readonly
  35987. */
  35988. this.loop = false;
  35989. /**
  35990. * Defines where in the audio buffer the replay should
  35991. * start, in seconds.
  35992. *
  35993. * @type {number}
  35994. * @default 0
  35995. */
  35996. this.loopStart = 0;
  35997. /**
  35998. * Defines where in the audio buffer the replay should
  35999. * stop, in seconds.
  36000. *
  36001. * @type {number}
  36002. * @default 0
  36003. */
  36004. this.loopEnd = 0;
  36005. /**
  36006. * An offset to the time within the audio buffer the playback
  36007. * should begin, in seconds.
  36008. *
  36009. * @type {number}
  36010. * @default 0
  36011. */
  36012. this.offset = 0;
  36013. /**
  36014. * Overrides the default duration of the audio.
  36015. *
  36016. * @type {undefined|number}
  36017. * @default undefined
  36018. */
  36019. this.duration = undefined;
  36020. /**
  36021. * The playback speed.
  36022. *
  36023. * Defined via {@link Audio#setPlaybackRate}.
  36024. *
  36025. * @type {number}
  36026. * @readonly
  36027. * @default 1
  36028. */
  36029. this.playbackRate = 1;
  36030. /**
  36031. * Indicates whether the audio is playing or not.
  36032. *
  36033. * This flag will be automatically set when using {@link Audio#play},
  36034. * {@link Audio#pause}, {@link Audio#stop}.
  36035. *
  36036. * @type {boolean}
  36037. * @readonly
  36038. * @default false
  36039. */
  36040. this.isPlaying = false;
  36041. /**
  36042. * Indicates whether the audio playback can be controlled
  36043. * with method like {@link Audio#play} or {@link Audio#pause}.
  36044. *
  36045. * This flag will be automatically set when audio sources are
  36046. * defined.
  36047. *
  36048. * @type {boolean}
  36049. * @readonly
  36050. * @default true
  36051. */
  36052. this.hasPlaybackControl = true;
  36053. /**
  36054. * Holds a reference to the current audio source.
  36055. *
  36056. * The property is automatically by one of the `set*()` methods.
  36057. *
  36058. * @type {?AudioNode}
  36059. * @readonly
  36060. * @default null
  36061. */
  36062. this.source = null;
  36063. /**
  36064. * Defines the source type.
  36065. *
  36066. * The property is automatically by one of the `set*()` methods.
  36067. *
  36068. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36069. * @readonly
  36070. * @default 'empty'
  36071. */
  36072. this.sourceType = 'empty';
  36073. this._startedAt = 0;
  36074. this._progress = 0;
  36075. this._connected = false;
  36076. /**
  36077. * Can be used to apply a variety of low-order filters to create
  36078. * more complex sound effects e.g. via `BiquadFilterNode`.
  36079. *
  36080. * The property is automatically set by {@link Audio#setFilters}.
  36081. *
  36082. * @type {Array<AudioNode>}
  36083. * @readonly
  36084. */
  36085. this.filters = [];
  36086. }
  36087. /**
  36088. * Returns the output audio node.
  36089. *
  36090. * @return {GainNode} The output node.
  36091. */
  36092. getOutput() {
  36093. return this.gain;
  36094. }
  36095. /**
  36096. * Sets the given audio node as the source of this instance.
  36097. *
  36098. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36099. *
  36100. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36101. * @return {Audio} A reference to this instance.
  36102. */
  36103. setNodeSource( audioNode ) {
  36104. this.hasPlaybackControl = false;
  36105. this.sourceType = 'audioNode';
  36106. this.source = audioNode;
  36107. this.connect();
  36108. return this;
  36109. }
  36110. /**
  36111. * Sets the given media element as the source of this instance.
  36112. *
  36113. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36114. *
  36115. * @param {HTMLMediaElement} mediaElement - The media element.
  36116. * @return {Audio} A reference to this instance.
  36117. */
  36118. setMediaElementSource( mediaElement ) {
  36119. this.hasPlaybackControl = false;
  36120. this.sourceType = 'mediaNode';
  36121. this.source = this.context.createMediaElementSource( mediaElement );
  36122. this.connect();
  36123. return this;
  36124. }
  36125. /**
  36126. * Sets the given media stream as the source of this instance.
  36127. *
  36128. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36129. *
  36130. * @param {MediaStream} mediaStream - The media stream.
  36131. * @return {Audio} A reference to this instance.
  36132. */
  36133. setMediaStreamSource( mediaStream ) {
  36134. this.hasPlaybackControl = false;
  36135. this.sourceType = 'mediaStreamNode';
  36136. this.source = this.context.createMediaStreamSource( mediaStream );
  36137. this.connect();
  36138. return this;
  36139. }
  36140. /**
  36141. * Sets the given audio buffer as the source of this instance.
  36142. *
  36143. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36144. *
  36145. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36146. * @return {Audio} A reference to this instance.
  36147. */
  36148. setBuffer( audioBuffer ) {
  36149. this.buffer = audioBuffer;
  36150. this.sourceType = 'buffer';
  36151. if ( this.autoplay ) this.play();
  36152. return this;
  36153. }
  36154. /**
  36155. * Starts the playback of the audio.
  36156. *
  36157. * Can only be used with compatible audio sources that allow playback control.
  36158. *
  36159. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36160. * @return {Audio|undefined} A reference to this instance.
  36161. */
  36162. play( delay = 0 ) {
  36163. if ( this.isPlaying === true ) {
  36164. console.warn( 'THREE.Audio: Audio is already playing.' );
  36165. return;
  36166. }
  36167. if ( this.hasPlaybackControl === false ) {
  36168. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36169. return;
  36170. }
  36171. this._startedAt = this.context.currentTime + delay;
  36172. const source = this.context.createBufferSource();
  36173. source.buffer = this.buffer;
  36174. source.loop = this.loop;
  36175. source.loopStart = this.loopStart;
  36176. source.loopEnd = this.loopEnd;
  36177. source.onended = this.onEnded.bind( this );
  36178. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36179. this.isPlaying = true;
  36180. this.source = source;
  36181. this.setDetune( this.detune );
  36182. this.setPlaybackRate( this.playbackRate );
  36183. return this.connect();
  36184. }
  36185. /**
  36186. * Pauses the playback of the audio.
  36187. *
  36188. * Can only be used with compatible audio sources that allow playback control.
  36189. *
  36190. * @return {Audio|undefined} A reference to this instance.
  36191. */
  36192. pause() {
  36193. if ( this.hasPlaybackControl === false ) {
  36194. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36195. return;
  36196. }
  36197. if ( this.isPlaying === true ) {
  36198. // update current progress
  36199. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36200. if ( this.loop === true ) {
  36201. // ensure _progress does not exceed duration with looped audios
  36202. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36203. }
  36204. this.source.stop();
  36205. this.source.onended = null;
  36206. this.isPlaying = false;
  36207. }
  36208. return this;
  36209. }
  36210. /**
  36211. * Stops the playback of the audio.
  36212. *
  36213. * Can only be used with compatible audio sources that allow playback control.
  36214. *
  36215. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36216. * @return {Audio|undefined} A reference to this instance.
  36217. */
  36218. stop( delay = 0 ) {
  36219. if ( this.hasPlaybackControl === false ) {
  36220. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36221. return;
  36222. }
  36223. this._progress = 0;
  36224. if ( this.source !== null ) {
  36225. this.source.stop( this.context.currentTime + delay );
  36226. this.source.onended = null;
  36227. }
  36228. this.isPlaying = false;
  36229. return this;
  36230. }
  36231. /**
  36232. * Connects to the audio source. This is used internally on
  36233. * initialisation and when setting / removing filters.
  36234. *
  36235. * @return {Audio} A reference to this instance.
  36236. */
  36237. connect() {
  36238. if ( this.filters.length > 0 ) {
  36239. this.source.connect( this.filters[ 0 ] );
  36240. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36241. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36242. }
  36243. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36244. } else {
  36245. this.source.connect( this.getOutput() );
  36246. }
  36247. this._connected = true;
  36248. return this;
  36249. }
  36250. /**
  36251. * Disconnects to the audio source. This is used internally on
  36252. * initialisation and when setting / removing filters.
  36253. *
  36254. * @return {Audio|undefined} A reference to this instance.
  36255. */
  36256. disconnect() {
  36257. if ( this._connected === false ) {
  36258. return;
  36259. }
  36260. if ( this.filters.length > 0 ) {
  36261. this.source.disconnect( this.filters[ 0 ] );
  36262. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36263. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36264. }
  36265. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36266. } else {
  36267. this.source.disconnect( this.getOutput() );
  36268. }
  36269. this._connected = false;
  36270. return this;
  36271. }
  36272. /**
  36273. * Returns the current set filters.
  36274. *
  36275. * @return {Array<AudioNode>} The list of filters.
  36276. */
  36277. getFilters() {
  36278. return this.filters;
  36279. }
  36280. /**
  36281. * Sets an array of filters and connects them with the audio source.
  36282. *
  36283. * @param {Array<AudioNode>} [value] - A list of filters.
  36284. * @return {Audio} A reference to this instance.
  36285. */
  36286. setFilters( value ) {
  36287. if ( ! value ) value = [];
  36288. if ( this._connected === true ) {
  36289. this.disconnect();
  36290. this.filters = value.slice();
  36291. this.connect();
  36292. } else {
  36293. this.filters = value.slice();
  36294. }
  36295. return this;
  36296. }
  36297. /**
  36298. * Defines the detuning of oscillation in cents.
  36299. *
  36300. * @param {number} value - The detuning of oscillation in cents.
  36301. * @return {Audio} A reference to this instance.
  36302. */
  36303. setDetune( value ) {
  36304. this.detune = value;
  36305. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36306. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36307. }
  36308. return this;
  36309. }
  36310. /**
  36311. * Returns the detuning of oscillation in cents.
  36312. *
  36313. * @return {number} The detuning of oscillation in cents.
  36314. */
  36315. getDetune() {
  36316. return this.detune;
  36317. }
  36318. /**
  36319. * Returns the first filter in the list of filters.
  36320. *
  36321. * @return {AudioNode|undefined} The first filter in the list of filters.
  36322. */
  36323. getFilter() {
  36324. return this.getFilters()[ 0 ];
  36325. }
  36326. /**
  36327. * Applies a single filter node to the audio.
  36328. *
  36329. * @param {AudioNode} [filter] - The filter to set.
  36330. * @return {Audio} A reference to this instance.
  36331. */
  36332. setFilter( filter ) {
  36333. return this.setFilters( filter ? [ filter ] : [] );
  36334. }
  36335. /**
  36336. * Sets the playback rate.
  36337. *
  36338. * Can only be used with compatible audio sources that allow playback control.
  36339. *
  36340. * @param {number} [value] - The playback rate to set.
  36341. * @return {Audio|undefined} A reference to this instance.
  36342. */
  36343. setPlaybackRate( value ) {
  36344. if ( this.hasPlaybackControl === false ) {
  36345. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36346. return;
  36347. }
  36348. this.playbackRate = value;
  36349. if ( this.isPlaying === true ) {
  36350. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36351. }
  36352. return this;
  36353. }
  36354. /**
  36355. * Returns the current playback rate.
  36356. * @return {number} The playback rate.
  36357. */
  36358. getPlaybackRate() {
  36359. return this.playbackRate;
  36360. }
  36361. /**
  36362. * Automatically called when playback finished.
  36363. */
  36364. onEnded() {
  36365. this.isPlaying = false;
  36366. this._progress = 0;
  36367. }
  36368. /**
  36369. * Returns the loop flag.
  36370. *
  36371. * Can only be used with compatible audio sources that allow playback control.
  36372. *
  36373. * @return {boolean} Whether the audio should loop or not.
  36374. */
  36375. getLoop() {
  36376. if ( this.hasPlaybackControl === false ) {
  36377. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36378. return false;
  36379. }
  36380. return this.loop;
  36381. }
  36382. /**
  36383. * Sets the loop flag.
  36384. *
  36385. * Can only be used with compatible audio sources that allow playback control.
  36386. *
  36387. * @param {boolean} value - Whether the audio should loop or not.
  36388. * @return {Audio|undefined} A reference to this instance.
  36389. */
  36390. setLoop( value ) {
  36391. if ( this.hasPlaybackControl === false ) {
  36392. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36393. return;
  36394. }
  36395. this.loop = value;
  36396. if ( this.isPlaying === true ) {
  36397. this.source.loop = this.loop;
  36398. }
  36399. return this;
  36400. }
  36401. /**
  36402. * Sets the loop start value which defines where in the audio buffer the replay should
  36403. * start, in seconds.
  36404. *
  36405. * @param {number} value - The loop start value.
  36406. * @return {Audio} A reference to this instance.
  36407. */
  36408. setLoopStart( value ) {
  36409. this.loopStart = value;
  36410. return this;
  36411. }
  36412. /**
  36413. * Sets the loop end value which defines where in the audio buffer the replay should
  36414. * stop, in seconds.
  36415. *
  36416. * @param {number} value - The loop end value.
  36417. * @return {Audio} A reference to this instance.
  36418. */
  36419. setLoopEnd( value ) {
  36420. this.loopEnd = value;
  36421. return this;
  36422. }
  36423. /**
  36424. * Returns the volume.
  36425. *
  36426. * @return {number} The volume.
  36427. */
  36428. getVolume() {
  36429. return this.gain.gain.value;
  36430. }
  36431. /**
  36432. * Sets the volume.
  36433. *
  36434. * @param {number} value - The volume to set.
  36435. * @return {Audio} A reference to this instance.
  36436. */
  36437. setVolume( value ) {
  36438. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36439. return this;
  36440. }
  36441. copy( source, recursive ) {
  36442. super.copy( source, recursive );
  36443. if ( source.sourceType !== 'buffer' ) {
  36444. console.warn( 'THREE.Audio: Audio source type cannot be copied.' );
  36445. return this;
  36446. }
  36447. this.autoplay = source.autoplay;
  36448. this.buffer = source.buffer;
  36449. this.detune = source.detune;
  36450. this.loop = source.loop;
  36451. this.loopStart = source.loopStart;
  36452. this.loopEnd = source.loopEnd;
  36453. this.offset = source.offset;
  36454. this.duration = source.duration;
  36455. this.playbackRate = source.playbackRate;
  36456. this.hasPlaybackControl = source.hasPlaybackControl;
  36457. this.sourceType = source.sourceType;
  36458. this.filters = source.filters.slice();
  36459. return this;
  36460. }
  36461. clone( recursive ) {
  36462. return new this.constructor( this.listener ).copy( this, recursive );
  36463. }
  36464. }
  36465. const _position = /*@__PURE__*/ new Vector3();
  36466. const _quaternion = /*@__PURE__*/ new Quaternion();
  36467. const _scale = /*@__PURE__*/ new Vector3();
  36468. const _orientation = /*@__PURE__*/ new Vector3();
  36469. /**
  36470. * Represents a positional audio object.
  36471. *
  36472. * ```js
  36473. * // create an AudioListener and add it to the camera
  36474. * const listener = new THREE.AudioListener();
  36475. * camera.add( listener );
  36476. *
  36477. * // create the PositionalAudio object (passing in the listener)
  36478. * const sound = new THREE.PositionalAudio( listener );
  36479. *
  36480. * // load a sound and set it as the PositionalAudio object's buffer
  36481. * const audioLoader = new THREE.AudioLoader();
  36482. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36483. * sound.setBuffer( buffer );
  36484. * sound.setRefDistance( 20 );
  36485. * sound.play();
  36486. * });
  36487. *
  36488. * // create an object for the sound to play from
  36489. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36490. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36491. * const mesh = new THREE.Mesh( sphere, material );
  36492. * scene.add( mesh );
  36493. *
  36494. * // finally add the sound to the mesh
  36495. * mesh.add( sound );
  36496. *
  36497. * @augments Audio
  36498. */
  36499. class PositionalAudio extends Audio {
  36500. /**
  36501. * Constructs a positional audio.
  36502. *
  36503. * @param {AudioListener} listener - The global audio listener.
  36504. */
  36505. constructor( listener ) {
  36506. super( listener );
  36507. /**
  36508. * The panner node represents the location, direction, and behavior of an audio
  36509. * source in 3D space.
  36510. *
  36511. * @type {PannerNode}
  36512. * @readonly
  36513. */
  36514. this.panner = this.context.createPanner();
  36515. this.panner.panningModel = 'HRTF';
  36516. this.panner.connect( this.gain );
  36517. }
  36518. connect() {
  36519. super.connect();
  36520. this.panner.connect( this.gain );
  36521. return this;
  36522. }
  36523. disconnect() {
  36524. super.disconnect();
  36525. this.panner.disconnect( this.gain );
  36526. return this;
  36527. }
  36528. getOutput() {
  36529. return this.panner;
  36530. }
  36531. /**
  36532. * Returns the current reference distance.
  36533. *
  36534. * @return {number} The reference distance.
  36535. */
  36536. getRefDistance() {
  36537. return this.panner.refDistance;
  36538. }
  36539. /**
  36540. * Defines the reference distance for reducing volume as the audio source moves
  36541. * further from the listener – i.e. the distance at which the volume reduction
  36542. * starts taking effect.
  36543. *
  36544. * @param {number} value - The reference distance to set.
  36545. * @return {PositionalAudio} A reference to this instance.
  36546. */
  36547. setRefDistance( value ) {
  36548. this.panner.refDistance = value;
  36549. return this;
  36550. }
  36551. /**
  36552. * Returns the current rolloff factor.
  36553. *
  36554. * @return {number} The rolloff factor.
  36555. */
  36556. getRolloffFactor() {
  36557. return this.panner.rolloffFactor;
  36558. }
  36559. /**
  36560. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36561. *
  36562. * @param {number} value - The rolloff factor.
  36563. * @return {PositionalAudio} A reference to this instance.
  36564. */
  36565. setRolloffFactor( value ) {
  36566. this.panner.rolloffFactor = value;
  36567. return this;
  36568. }
  36569. /**
  36570. * Returns the current distance model.
  36571. *
  36572. * @return {('linear'|'inverse'|'exponential')} The distance model.
  36573. */
  36574. getDistanceModel() {
  36575. return this.panner.distanceModel;
  36576. }
  36577. /**
  36578. * Defines which algorithm to use to reduce the volume of the audio source
  36579. * as it moves away from the listener.
  36580. *
  36581. * Read [the spec]{@link https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype}
  36582. * for more details.
  36583. *
  36584. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  36585. * @return {PositionalAudio} A reference to this instance.
  36586. */
  36587. setDistanceModel( value ) {
  36588. this.panner.distanceModel = value;
  36589. return this;
  36590. }
  36591. /**
  36592. * Returns the current max distance.
  36593. *
  36594. * @return {number} The max distance.
  36595. */
  36596. getMaxDistance() {
  36597. return this.panner.maxDistance;
  36598. }
  36599. /**
  36600. * Defines the maximum distance between the audio source and the listener,
  36601. * after which the volume is not reduced any further.
  36602. *
  36603. * This value is used only by the `linear` distance model.
  36604. *
  36605. * @param {number} value - The max distance.
  36606. * @return {PositionalAudio} A reference to this instance.
  36607. */
  36608. setMaxDistance( value ) {
  36609. this.panner.maxDistance = value;
  36610. return this;
  36611. }
  36612. /**
  36613. * Sets the directional cone in which the audio can be listened.
  36614. *
  36615. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  36616. * @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.
  36617. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  36618. * @return {PositionalAudio} A reference to this instance.
  36619. */
  36620. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  36621. this.panner.coneInnerAngle = coneInnerAngle;
  36622. this.panner.coneOuterAngle = coneOuterAngle;
  36623. this.panner.coneOuterGain = coneOuterGain;
  36624. return this;
  36625. }
  36626. updateMatrixWorld( force ) {
  36627. super.updateMatrixWorld( force );
  36628. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  36629. this.matrixWorld.decompose( _position, _quaternion, _scale );
  36630. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  36631. const panner = this.panner;
  36632. if ( panner.positionX ) {
  36633. // code path for Chrome and Firefox (see #14393)
  36634. const endTime = this.context.currentTime + this.listener.timeDelta;
  36635. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  36636. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  36637. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  36638. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  36639. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  36640. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  36641. } else {
  36642. panner.setPosition( _position.x, _position.y, _position.z );
  36643. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  36644. }
  36645. }
  36646. }
  36647. /**
  36648. * This class can be used to analyse audio data.
  36649. *
  36650. * ```js
  36651. * // create an AudioListener and add it to the camera
  36652. * const listener = new THREE.AudioListener();
  36653. * camera.add( listener );
  36654. *
  36655. * // create an Audio source
  36656. * const sound = new THREE.Audio( listener );
  36657. *
  36658. * // load a sound and set it as the Audio object's buffer
  36659. * const audioLoader = new THREE.AudioLoader();
  36660. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36661. * sound.setBuffer( buffer );
  36662. * sound.setLoop(true);
  36663. * sound.setVolume(0.5);
  36664. * sound.play();
  36665. * });
  36666. *
  36667. * // create an AudioAnalyser, passing in the sound and desired fftSize
  36668. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  36669. *
  36670. * // get the average frequency of the sound
  36671. * const data = analyser.getAverageFrequency();
  36672. * ```
  36673. */
  36674. class AudioAnalyser {
  36675. /**
  36676. * Constructs a new audio analyzer.
  36677. *
  36678. * @param {Audio} audio - The audio to analyze.
  36679. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  36680. */
  36681. constructor( audio, fftSize = 2048 ) {
  36682. /**
  36683. * The global audio listener.
  36684. *
  36685. * @type {AnalyserNode}
  36686. */
  36687. this.analyser = audio.context.createAnalyser();
  36688. this.analyser.fftSize = fftSize;
  36689. /**
  36690. * Holds the analyzed data.
  36691. *
  36692. * @type {Uint8Array}
  36693. */
  36694. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  36695. audio.getOutput().connect( this.analyser );
  36696. }
  36697. /**
  36698. * Returns an array with frequency data of the audio.
  36699. *
  36700. * Each item in the array represents the decibel value for a specific frequency.
  36701. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  36702. * For example, for 48000 sample rate, the last item of the array will represent
  36703. * the decibel value for 24000 Hz.
  36704. *
  36705. * @return {Uint8Array} The frequency data.
  36706. */
  36707. getFrequencyData() {
  36708. this.analyser.getByteFrequencyData( this.data );
  36709. return this.data;
  36710. }
  36711. /**
  36712. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  36713. *
  36714. * @return {number} The average frequency.
  36715. */
  36716. getAverageFrequency() {
  36717. let value = 0;
  36718. const data = this.getFrequencyData();
  36719. for ( let i = 0; i < data.length; i ++ ) {
  36720. value += data[ i ];
  36721. }
  36722. return value / data.length;
  36723. }
  36724. }
  36725. /**
  36726. * Buffered scene graph property that allows weighted accumulation; used internally.
  36727. */
  36728. class PropertyMixer {
  36729. /**
  36730. * Constructs a new property mixer.
  36731. *
  36732. * @param {PropertyBinding} binding - The property binding.
  36733. * @param {string} typeName - The keyframe track type name.
  36734. * @param {number} valueSize - The keyframe track value size.
  36735. */
  36736. constructor( binding, typeName, valueSize ) {
  36737. /**
  36738. * The property binding.
  36739. *
  36740. * @type {PropertyBinding}
  36741. */
  36742. this.binding = binding;
  36743. /**
  36744. * The keyframe track value size.
  36745. *
  36746. * @type {number}
  36747. */
  36748. this.valueSize = valueSize;
  36749. let mixFunction,
  36750. mixFunctionAdditive,
  36751. setIdentity;
  36752. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  36753. //
  36754. // interpolators can use .buffer as their .result
  36755. // the data then goes to 'incoming'
  36756. //
  36757. // 'accu0' and 'accu1' are used frame-interleaved for
  36758. // the cumulative result and are compared to detect
  36759. // changes
  36760. //
  36761. // 'orig' stores the original state of the property
  36762. //
  36763. // 'add' is used for additive cumulative results
  36764. //
  36765. // 'work' is optional and is only present for quaternion types. It is used
  36766. // to store intermediate quaternion multiplication results
  36767. switch ( typeName ) {
  36768. case 'quaternion':
  36769. mixFunction = this._slerp;
  36770. mixFunctionAdditive = this._slerpAdditive;
  36771. setIdentity = this._setAdditiveIdentityQuaternion;
  36772. this.buffer = new Float64Array( valueSize * 6 );
  36773. this._workIndex = 5;
  36774. break;
  36775. case 'string':
  36776. case 'bool':
  36777. mixFunction = this._select;
  36778. // Use the regular mix function and for additive on these types,
  36779. // additive is not relevant for non-numeric types
  36780. mixFunctionAdditive = this._select;
  36781. setIdentity = this._setAdditiveIdentityOther;
  36782. this.buffer = new Array( valueSize * 5 );
  36783. break;
  36784. default:
  36785. mixFunction = this._lerp;
  36786. mixFunctionAdditive = this._lerpAdditive;
  36787. setIdentity = this._setAdditiveIdentityNumeric;
  36788. this.buffer = new Float64Array( valueSize * 5 );
  36789. }
  36790. this._mixBufferRegion = mixFunction;
  36791. this._mixBufferRegionAdditive = mixFunctionAdditive;
  36792. this._setIdentity = setIdentity;
  36793. this._origIndex = 3;
  36794. this._addIndex = 4;
  36795. /**
  36796. * TODO
  36797. *
  36798. * @type {number}
  36799. * @default 0
  36800. */
  36801. this.cumulativeWeight = 0;
  36802. /**
  36803. * TODO
  36804. *
  36805. * @type {number}
  36806. * @default 0
  36807. */
  36808. this.cumulativeWeightAdditive = 0;
  36809. /**
  36810. * TODO
  36811. *
  36812. * @type {number}
  36813. * @default 0
  36814. */
  36815. this.useCount = 0;
  36816. /**
  36817. * TODO
  36818. *
  36819. * @type {number}
  36820. * @default 0
  36821. */
  36822. this.referenceCount = 0;
  36823. }
  36824. /**
  36825. * Accumulates data in the `incoming` region into `accu<i>`.
  36826. *
  36827. * @param {number} accuIndex - The accumulation index.
  36828. * @param {number} weight - The weight.
  36829. */
  36830. accumulate( accuIndex, weight ) {
  36831. // note: happily accumulating nothing when weight = 0, the caller knows
  36832. // the weight and shouldn't have made the call in the first place
  36833. const buffer = this.buffer,
  36834. stride = this.valueSize,
  36835. offset = accuIndex * stride + stride;
  36836. let currentWeight = this.cumulativeWeight;
  36837. if ( currentWeight === 0 ) {
  36838. // accuN := incoming * weight
  36839. for ( let i = 0; i !== stride; ++ i ) {
  36840. buffer[ offset + i ] = buffer[ i ];
  36841. }
  36842. currentWeight = weight;
  36843. } else {
  36844. // accuN := accuN + incoming * weight
  36845. currentWeight += weight;
  36846. const mix = weight / currentWeight;
  36847. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  36848. }
  36849. this.cumulativeWeight = currentWeight;
  36850. }
  36851. /**
  36852. * Accumulates data in the `incoming` region into `add`.
  36853. *
  36854. * @param {number} weight - The weight.
  36855. */
  36856. accumulateAdditive( weight ) {
  36857. const buffer = this.buffer,
  36858. stride = this.valueSize,
  36859. offset = stride * this._addIndex;
  36860. if ( this.cumulativeWeightAdditive === 0 ) {
  36861. // add = identity
  36862. this._setIdentity();
  36863. }
  36864. // add := add + incoming * weight
  36865. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  36866. this.cumulativeWeightAdditive += weight;
  36867. }
  36868. /**
  36869. * Applies the state of `accu<i>` to the binding when accus differ.
  36870. *
  36871. * @param {number} accuIndex - The accumulation index.
  36872. */
  36873. apply( accuIndex ) {
  36874. const stride = this.valueSize,
  36875. buffer = this.buffer,
  36876. offset = accuIndex * stride + stride,
  36877. weight = this.cumulativeWeight,
  36878. weightAdditive = this.cumulativeWeightAdditive,
  36879. binding = this.binding;
  36880. this.cumulativeWeight = 0;
  36881. this.cumulativeWeightAdditive = 0;
  36882. if ( weight < 1 ) {
  36883. // accuN := accuN + original * ( 1 - cumulativeWeight )
  36884. const originalValueOffset = stride * this._origIndex;
  36885. this._mixBufferRegion(
  36886. buffer, offset, originalValueOffset, 1 - weight, stride );
  36887. }
  36888. if ( weightAdditive > 0 ) {
  36889. // accuN := accuN + additive accuN
  36890. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  36891. }
  36892. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  36893. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  36894. // value has changed -> update scene graph
  36895. binding.setValue( buffer, offset );
  36896. break;
  36897. }
  36898. }
  36899. }
  36900. /**
  36901. * Remembers the state of the bound property and copy it to both accus.
  36902. */
  36903. saveOriginalState() {
  36904. const binding = this.binding;
  36905. const buffer = this.buffer,
  36906. stride = this.valueSize,
  36907. originalValueOffset = stride * this._origIndex;
  36908. binding.getValue( buffer, originalValueOffset );
  36909. // accu[0..1] := orig -- initially detect changes against the original
  36910. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  36911. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  36912. }
  36913. // Add to identity for additive
  36914. this._setIdentity();
  36915. this.cumulativeWeight = 0;
  36916. this.cumulativeWeightAdditive = 0;
  36917. }
  36918. /**
  36919. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  36920. */
  36921. restoreOriginalState() {
  36922. const originalValueOffset = this.valueSize * 3;
  36923. this.binding.setValue( this.buffer, originalValueOffset );
  36924. }
  36925. // internals
  36926. _setAdditiveIdentityNumeric() {
  36927. const startIndex = this._addIndex * this.valueSize;
  36928. const endIndex = startIndex + this.valueSize;
  36929. for ( let i = startIndex; i < endIndex; i ++ ) {
  36930. this.buffer[ i ] = 0;
  36931. }
  36932. }
  36933. _setAdditiveIdentityQuaternion() {
  36934. this._setAdditiveIdentityNumeric();
  36935. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  36936. }
  36937. _setAdditiveIdentityOther() {
  36938. const startIndex = this._origIndex * this.valueSize;
  36939. const targetIndex = this._addIndex * this.valueSize;
  36940. for ( let i = 0; i < this.valueSize; i ++ ) {
  36941. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  36942. }
  36943. }
  36944. // mix functions
  36945. _select( buffer, dstOffset, srcOffset, t, stride ) {
  36946. if ( t >= 0.5 ) {
  36947. for ( let i = 0; i !== stride; ++ i ) {
  36948. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  36949. }
  36950. }
  36951. }
  36952. _slerp( buffer, dstOffset, srcOffset, t ) {
  36953. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  36954. }
  36955. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  36956. const workOffset = this._workIndex * stride;
  36957. // Store result in intermediate buffer offset
  36958. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  36959. // Slerp to the intermediate result
  36960. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  36961. }
  36962. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  36963. const s = 1 - t;
  36964. for ( let i = 0; i !== stride; ++ i ) {
  36965. const j = dstOffset + i;
  36966. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  36967. }
  36968. }
  36969. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  36970. for ( let i = 0; i !== stride; ++ i ) {
  36971. const j = dstOffset + i;
  36972. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  36973. }
  36974. }
  36975. }
  36976. // Characters [].:/ are reserved for track binding syntax.
  36977. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  36978. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  36979. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  36980. // only latin characters, and the unicode \p{L} is not yet supported. So
  36981. // instead, we exclude reserved characters and match everything else.
  36982. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  36983. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  36984. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  36985. // be matched to parse the rest of the track name.
  36986. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  36987. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  36988. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  36989. // Object on target node, and accessor. May not contain reserved
  36990. // characters. Accessor may contain any character except closing bracket.
  36991. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  36992. // Property and accessor. May not contain reserved characters. Accessor may
  36993. // contain any non-bracket characters.
  36994. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  36995. const _trackRe = new RegExp( ''
  36996. + '^'
  36997. + _directoryRe
  36998. + _nodeRe
  36999. + _objectRe
  37000. + _propertyRe
  37001. + '$'
  37002. );
  37003. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37004. class Composite {
  37005. constructor( targetGroup, path, optionalParsedPath ) {
  37006. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37007. this._targetGroup = targetGroup;
  37008. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37009. }
  37010. getValue( array, offset ) {
  37011. this.bind(); // bind all binding
  37012. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37013. binding = this._bindings[ firstValidIndex ];
  37014. // and only call .getValue on the first
  37015. if ( binding !== undefined ) binding.getValue( array, offset );
  37016. }
  37017. setValue( array, offset ) {
  37018. const bindings = this._bindings;
  37019. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37020. bindings[ i ].setValue( array, offset );
  37021. }
  37022. }
  37023. bind() {
  37024. const bindings = this._bindings;
  37025. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37026. bindings[ i ].bind();
  37027. }
  37028. }
  37029. unbind() {
  37030. const bindings = this._bindings;
  37031. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37032. bindings[ i ].unbind();
  37033. }
  37034. }
  37035. }
  37036. // Note: This class uses a State pattern on a per-method basis:
  37037. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37038. // prototype version of these methods with one that represents
  37039. // the bound state. When the property is not found, the methods
  37040. // become no-ops.
  37041. /**
  37042. * This holds a reference to a real property in the scene graph; used internally.
  37043. */
  37044. class PropertyBinding {
  37045. /**
  37046. * Constructs a new property binding.
  37047. *
  37048. * @param {Object} rootNode - The root node.
  37049. * @param {string} path - The path.
  37050. * @param {?Object} [parsedPath] - The parsed path.
  37051. */
  37052. constructor( rootNode, path, parsedPath ) {
  37053. /**
  37054. * The object path to the animated property.
  37055. *
  37056. * @type {string}
  37057. */
  37058. this.path = path;
  37059. /**
  37060. * An object holding information about the path.
  37061. *
  37062. * @type {Object}
  37063. */
  37064. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37065. /**
  37066. * The object owns the animated property.
  37067. *
  37068. * @type {?Object}
  37069. */
  37070. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37071. /**
  37072. * The root node.
  37073. *
  37074. * @type {Object3D|Skeleton}
  37075. */
  37076. this.rootNode = rootNode;
  37077. // initial state of these methods that calls 'bind'
  37078. this.getValue = this._getValue_unbound;
  37079. this.setValue = this._setValue_unbound;
  37080. }
  37081. /**
  37082. * Factory method for creating a property binding from the given parameters.
  37083. *
  37084. * @static
  37085. * @param {Object} root - The root node.
  37086. * @param {string} path - The path.
  37087. * @param {?Object} [parsedPath] - The parsed path.
  37088. * @return {PropertyBinding|Composite} The created property binding or composite.
  37089. */
  37090. static create( root, path, parsedPath ) {
  37091. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37092. return new PropertyBinding( root, path, parsedPath );
  37093. } else {
  37094. return new PropertyBinding.Composite( root, path, parsedPath );
  37095. }
  37096. }
  37097. /**
  37098. * Replaces spaces with underscores and removes unsupported characters from
  37099. * node names, to ensure compatibility with parseTrackName().
  37100. *
  37101. * @param {string} name - Node name to be sanitized.
  37102. * @return {string} The sanitized node name.
  37103. */
  37104. static sanitizeNodeName( name ) {
  37105. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37106. }
  37107. /**
  37108. * Parses the given track name (an object path to an animated property) and
  37109. * returns an object with information about the path. Matches strings in the following forms:
  37110. *
  37111. * - nodeName.property
  37112. * - nodeName.property[accessor]
  37113. * - nodeName.material.property[accessor]
  37114. * - uuid.property[accessor]
  37115. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37116. * - parentName/nodeName.property
  37117. * - parentName/parentName/nodeName.property[index]
  37118. * - .bone[Armature.DEF_cog].position
  37119. * - scene:helium_balloon_model:helium_balloon_model.position
  37120. *
  37121. * @static
  37122. * @param {string} trackName - The track name to parse.
  37123. * @return {Object} The parsed track name as an object.
  37124. */
  37125. static parseTrackName( trackName ) {
  37126. const matches = _trackRe.exec( trackName );
  37127. if ( matches === null ) {
  37128. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37129. }
  37130. const results = {
  37131. // directoryName: matches[ 1 ], // (tschw) currently unused
  37132. nodeName: matches[ 2 ],
  37133. objectName: matches[ 3 ],
  37134. objectIndex: matches[ 4 ],
  37135. propertyName: matches[ 5 ], // required
  37136. propertyIndex: matches[ 6 ]
  37137. };
  37138. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37139. if ( lastDot !== undefined && lastDot !== -1 ) {
  37140. const objectName = results.nodeName.substring( lastDot + 1 );
  37141. // Object names must be checked against an allowlist. Otherwise, there
  37142. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37143. // 'bar' could be the objectName, or part of a nodeName (which can
  37144. // include '.' characters).
  37145. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37146. results.nodeName = results.nodeName.substring( 0, lastDot );
  37147. results.objectName = objectName;
  37148. }
  37149. }
  37150. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37151. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37152. }
  37153. return results;
  37154. }
  37155. /**
  37156. * Searches for a node in the hierarchy of the given root object by the given
  37157. * node name.
  37158. *
  37159. * @static
  37160. * @param {Object} root - The root object.
  37161. * @param {string|number} nodeName - The name of the node.
  37162. * @return {?Object} The found node. Returns `null` if no object was found.
  37163. */
  37164. static findNode( root, nodeName ) {
  37165. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37166. return root;
  37167. }
  37168. // search into skeleton bones.
  37169. if ( root.skeleton ) {
  37170. const bone = root.skeleton.getBoneByName( nodeName );
  37171. if ( bone !== undefined ) {
  37172. return bone;
  37173. }
  37174. }
  37175. // search into node subtree.
  37176. if ( root.children ) {
  37177. const searchNodeSubtree = function ( children ) {
  37178. for ( let i = 0; i < children.length; i ++ ) {
  37179. const childNode = children[ i ];
  37180. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37181. return childNode;
  37182. }
  37183. const result = searchNodeSubtree( childNode.children );
  37184. if ( result ) return result;
  37185. }
  37186. return null;
  37187. };
  37188. const subTreeNode = searchNodeSubtree( root.children );
  37189. if ( subTreeNode ) {
  37190. return subTreeNode;
  37191. }
  37192. }
  37193. return null;
  37194. }
  37195. // these are used to "bind" a nonexistent property
  37196. _getValue_unavailable() {}
  37197. _setValue_unavailable() {}
  37198. // Getters
  37199. _getValue_direct( buffer, offset ) {
  37200. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37201. }
  37202. _getValue_array( buffer, offset ) {
  37203. const source = this.resolvedProperty;
  37204. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37205. buffer[ offset ++ ] = source[ i ];
  37206. }
  37207. }
  37208. _getValue_arrayElement( buffer, offset ) {
  37209. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37210. }
  37211. _getValue_toArray( buffer, offset ) {
  37212. this.resolvedProperty.toArray( buffer, offset );
  37213. }
  37214. // Direct
  37215. _setValue_direct( buffer, offset ) {
  37216. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37217. }
  37218. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37219. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37220. this.targetObject.needsUpdate = true;
  37221. }
  37222. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37223. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37224. this.targetObject.matrixWorldNeedsUpdate = true;
  37225. }
  37226. // EntireArray
  37227. _setValue_array( buffer, offset ) {
  37228. const dest = this.resolvedProperty;
  37229. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37230. dest[ i ] = buffer[ offset ++ ];
  37231. }
  37232. }
  37233. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37234. const dest = this.resolvedProperty;
  37235. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37236. dest[ i ] = buffer[ offset ++ ];
  37237. }
  37238. this.targetObject.needsUpdate = true;
  37239. }
  37240. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37241. const dest = this.resolvedProperty;
  37242. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37243. dest[ i ] = buffer[ offset ++ ];
  37244. }
  37245. this.targetObject.matrixWorldNeedsUpdate = true;
  37246. }
  37247. // ArrayElement
  37248. _setValue_arrayElement( buffer, offset ) {
  37249. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37250. }
  37251. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37252. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37253. this.targetObject.needsUpdate = true;
  37254. }
  37255. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37256. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37257. this.targetObject.matrixWorldNeedsUpdate = true;
  37258. }
  37259. // HasToFromArray
  37260. _setValue_fromArray( buffer, offset ) {
  37261. this.resolvedProperty.fromArray( buffer, offset );
  37262. }
  37263. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37264. this.resolvedProperty.fromArray( buffer, offset );
  37265. this.targetObject.needsUpdate = true;
  37266. }
  37267. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37268. this.resolvedProperty.fromArray( buffer, offset );
  37269. this.targetObject.matrixWorldNeedsUpdate = true;
  37270. }
  37271. _getValue_unbound( targetArray, offset ) {
  37272. this.bind();
  37273. this.getValue( targetArray, offset );
  37274. }
  37275. _setValue_unbound( sourceArray, offset ) {
  37276. this.bind();
  37277. this.setValue( sourceArray, offset );
  37278. }
  37279. /**
  37280. * Creates a getter / setter pair for the property tracked by this binding.
  37281. */
  37282. bind() {
  37283. let targetObject = this.node;
  37284. const parsedPath = this.parsedPath;
  37285. const objectName = parsedPath.objectName;
  37286. const propertyName = parsedPath.propertyName;
  37287. let propertyIndex = parsedPath.propertyIndex;
  37288. if ( ! targetObject ) {
  37289. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37290. this.node = targetObject;
  37291. }
  37292. // set fail state so we can just 'return' on error
  37293. this.getValue = this._getValue_unavailable;
  37294. this.setValue = this._setValue_unavailable;
  37295. // ensure there is a value node
  37296. if ( ! targetObject ) {
  37297. console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );
  37298. return;
  37299. }
  37300. if ( objectName ) {
  37301. let objectIndex = parsedPath.objectIndex;
  37302. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37303. switch ( objectName ) {
  37304. case 'materials':
  37305. if ( ! targetObject.material ) {
  37306. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  37307. return;
  37308. }
  37309. if ( ! targetObject.material.materials ) {
  37310. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37311. return;
  37312. }
  37313. targetObject = targetObject.material.materials;
  37314. break;
  37315. case 'bones':
  37316. if ( ! targetObject.skeleton ) {
  37317. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37318. return;
  37319. }
  37320. // potential future optimization: skip this if propertyIndex is already an integer
  37321. // and convert the integer string to a true integer.
  37322. targetObject = targetObject.skeleton.bones;
  37323. // support resolving morphTarget names into indices.
  37324. for ( let i = 0; i < targetObject.length; i ++ ) {
  37325. if ( targetObject[ i ].name === objectIndex ) {
  37326. objectIndex = i;
  37327. break;
  37328. }
  37329. }
  37330. break;
  37331. case 'map':
  37332. if ( 'map' in targetObject ) {
  37333. targetObject = targetObject.map;
  37334. break;
  37335. }
  37336. if ( ! targetObject.material ) {
  37337. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  37338. return;
  37339. }
  37340. if ( ! targetObject.material.map ) {
  37341. console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37342. return;
  37343. }
  37344. targetObject = targetObject.material.map;
  37345. break;
  37346. default:
  37347. if ( targetObject[ objectName ] === undefined ) {
  37348. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  37349. return;
  37350. }
  37351. targetObject = targetObject[ objectName ];
  37352. }
  37353. if ( objectIndex !== undefined ) {
  37354. if ( targetObject[ objectIndex ] === undefined ) {
  37355. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37356. return;
  37357. }
  37358. targetObject = targetObject[ objectIndex ];
  37359. }
  37360. }
  37361. // resolve property
  37362. const nodeProperty = targetObject[ propertyName ];
  37363. if ( nodeProperty === undefined ) {
  37364. const nodeName = parsedPath.nodeName;
  37365. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  37366. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37367. return;
  37368. }
  37369. // determine versioning scheme
  37370. let versioning = this.Versioning.None;
  37371. this.targetObject = targetObject;
  37372. if ( targetObject.isMaterial === true ) {
  37373. versioning = this.Versioning.NeedsUpdate;
  37374. } else if ( targetObject.isObject3D === true ) {
  37375. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37376. }
  37377. // determine how the property gets bound
  37378. let bindingType = this.BindingType.Direct;
  37379. if ( propertyIndex !== undefined ) {
  37380. // access a sub element of the property array (only primitives are supported right now)
  37381. if ( propertyName === 'morphTargetInfluences' ) {
  37382. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37383. // support resolving morphTarget names into indices.
  37384. if ( ! targetObject.geometry ) {
  37385. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37386. return;
  37387. }
  37388. if ( ! targetObject.geometry.morphAttributes ) {
  37389. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37390. return;
  37391. }
  37392. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37393. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37394. }
  37395. }
  37396. bindingType = this.BindingType.ArrayElement;
  37397. this.resolvedProperty = nodeProperty;
  37398. this.propertyIndex = propertyIndex;
  37399. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37400. // must use copy for Object3D.Euler/Quaternion
  37401. bindingType = this.BindingType.HasFromToArray;
  37402. this.resolvedProperty = nodeProperty;
  37403. } else if ( Array.isArray( nodeProperty ) ) {
  37404. bindingType = this.BindingType.EntireArray;
  37405. this.resolvedProperty = nodeProperty;
  37406. } else {
  37407. this.propertyName = propertyName;
  37408. }
  37409. // select getter / setter
  37410. this.getValue = this.GetterByBindingType[ bindingType ];
  37411. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37412. }
  37413. /**
  37414. * Unbinds the property.
  37415. */
  37416. unbind() {
  37417. this.node = null;
  37418. // back to the prototype version of getValue / setValue
  37419. // note: avoiding to mutate the shape of 'this' via 'delete'
  37420. this.getValue = this._getValue_unbound;
  37421. this.setValue = this._setValue_unbound;
  37422. }
  37423. }
  37424. PropertyBinding.Composite = Composite;
  37425. PropertyBinding.prototype.BindingType = {
  37426. Direct: 0,
  37427. EntireArray: 1,
  37428. ArrayElement: 2,
  37429. HasFromToArray: 3
  37430. };
  37431. PropertyBinding.prototype.Versioning = {
  37432. None: 0,
  37433. NeedsUpdate: 1,
  37434. MatrixWorldNeedsUpdate: 2
  37435. };
  37436. PropertyBinding.prototype.GetterByBindingType = [
  37437. PropertyBinding.prototype._getValue_direct,
  37438. PropertyBinding.prototype._getValue_array,
  37439. PropertyBinding.prototype._getValue_arrayElement,
  37440. PropertyBinding.prototype._getValue_toArray,
  37441. ];
  37442. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37443. [
  37444. // Direct
  37445. PropertyBinding.prototype._setValue_direct,
  37446. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37447. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37448. ], [
  37449. // EntireArray
  37450. PropertyBinding.prototype._setValue_array,
  37451. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37452. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37453. ], [
  37454. // ArrayElement
  37455. PropertyBinding.prototype._setValue_arrayElement,
  37456. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37457. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37458. ], [
  37459. // HasToFromArray
  37460. PropertyBinding.prototype._setValue_fromArray,
  37461. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37462. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37463. ]
  37464. ];
  37465. /**
  37466. * A group of objects that receives a shared animation state.
  37467. *
  37468. * Usage:
  37469. *
  37470. * - Add objects you would otherwise pass as 'root' to the
  37471. * constructor or the .clipAction method of AnimationMixer.
  37472. * - Instead pass this object as 'root'.
  37473. * - You can also add and remove objects later when the mixer is running.
  37474. *
  37475. * Note:
  37476. *
  37477. * - Objects of this class appear as one object to the mixer,
  37478. * so cache control of the individual objects must be done on the group.
  37479. *
  37480. * Limitation:
  37481. *
  37482. * - The animated properties must be compatible among the all objects in the group.
  37483. * - A single property can either be controlled through a target group or directly, but not both.
  37484. */
  37485. class AnimationObjectGroup {
  37486. /**
  37487. * Constructs a new animation group.
  37488. *
  37489. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37490. */
  37491. constructor() {
  37492. /**
  37493. * This flag can be used for type testing.
  37494. *
  37495. * @type {boolean}
  37496. * @readonly
  37497. * @default true
  37498. */
  37499. this.isAnimationObjectGroup = true;
  37500. /**
  37501. * The UUID of the 3D object.
  37502. *
  37503. * @type {string}
  37504. * @readonly
  37505. */
  37506. this.uuid = generateUUID();
  37507. // cached objects followed by the active ones
  37508. this._objects = Array.prototype.slice.call( arguments );
  37509. this.nCachedObjects_ = 0; // threshold
  37510. // note: read by PropertyBinding.Composite
  37511. const indices = {};
  37512. this._indicesByUUID = indices; // for bookkeeping
  37513. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37514. indices[ arguments[ i ].uuid ] = i;
  37515. }
  37516. this._paths = []; // inside: string
  37517. this._parsedPaths = []; // inside: { we don't care, here }
  37518. this._bindings = []; // inside: Array< PropertyBinding >
  37519. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37520. const scope = this;
  37521. this.stats = {
  37522. objects: {
  37523. get total() {
  37524. return scope._objects.length;
  37525. },
  37526. get inUse() {
  37527. return this.total - scope.nCachedObjects_;
  37528. }
  37529. },
  37530. get bindingsPerObject() {
  37531. return scope._bindings.length;
  37532. }
  37533. };
  37534. }
  37535. /**
  37536. * Adds an arbitrary number of objects to this animation group.
  37537. *
  37538. * @param {...Object3D} arguments - The 3D objects to add.
  37539. */
  37540. add() {
  37541. const objects = this._objects,
  37542. indicesByUUID = this._indicesByUUID,
  37543. paths = this._paths,
  37544. parsedPaths = this._parsedPaths,
  37545. bindings = this._bindings,
  37546. nBindings = bindings.length;
  37547. let knownObject = undefined,
  37548. nObjects = objects.length,
  37549. nCachedObjects = this.nCachedObjects_;
  37550. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37551. const object = arguments[ i ],
  37552. uuid = object.uuid;
  37553. let index = indicesByUUID[ uuid ];
  37554. if ( index === undefined ) {
  37555. // unknown object -> add it to the ACTIVE region
  37556. index = nObjects ++;
  37557. indicesByUUID[ uuid ] = index;
  37558. objects.push( object );
  37559. // accounting is done, now do the same for all bindings
  37560. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37561. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37562. }
  37563. } else if ( index < nCachedObjects ) {
  37564. knownObject = objects[ index ];
  37565. // move existing object to the ACTIVE region
  37566. const firstActiveIndex = -- nCachedObjects,
  37567. lastCachedObject = objects[ firstActiveIndex ];
  37568. indicesByUUID[ lastCachedObject.uuid ] = index;
  37569. objects[ index ] = lastCachedObject;
  37570. indicesByUUID[ uuid ] = firstActiveIndex;
  37571. objects[ firstActiveIndex ] = object;
  37572. // accounting is done, now do the same for all bindings
  37573. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37574. const bindingsForPath = bindings[ j ],
  37575. lastCached = bindingsForPath[ firstActiveIndex ];
  37576. let binding = bindingsForPath[ index ];
  37577. bindingsForPath[ index ] = lastCached;
  37578. if ( binding === undefined ) {
  37579. // since we do not bother to create new bindings
  37580. // for objects that are cached, the binding may
  37581. // or may not exist
  37582. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  37583. }
  37584. bindingsForPath[ firstActiveIndex ] = binding;
  37585. }
  37586. } else if ( objects[ index ] !== knownObject ) {
  37587. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  37588. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  37589. } // else the object is already where we want it to be
  37590. } // for arguments
  37591. this.nCachedObjects_ = nCachedObjects;
  37592. }
  37593. /**
  37594. * Removes an arbitrary number of objects to this animation group
  37595. *
  37596. * @param {...Object3D} arguments - The 3D objects to remove.
  37597. */
  37598. remove() {
  37599. const objects = this._objects,
  37600. indicesByUUID = this._indicesByUUID,
  37601. bindings = this._bindings,
  37602. nBindings = bindings.length;
  37603. let nCachedObjects = this.nCachedObjects_;
  37604. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37605. const object = arguments[ i ],
  37606. uuid = object.uuid,
  37607. index = indicesByUUID[ uuid ];
  37608. if ( index !== undefined && index >= nCachedObjects ) {
  37609. // move existing object into the CACHED region
  37610. const lastCachedIndex = nCachedObjects ++,
  37611. firstActiveObject = objects[ lastCachedIndex ];
  37612. indicesByUUID[ firstActiveObject.uuid ] = index;
  37613. objects[ index ] = firstActiveObject;
  37614. indicesByUUID[ uuid ] = lastCachedIndex;
  37615. objects[ lastCachedIndex ] = object;
  37616. // accounting is done, now do the same for all bindings
  37617. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37618. const bindingsForPath = bindings[ j ],
  37619. firstActive = bindingsForPath[ lastCachedIndex ],
  37620. binding = bindingsForPath[ index ];
  37621. bindingsForPath[ index ] = firstActive;
  37622. bindingsForPath[ lastCachedIndex ] = binding;
  37623. }
  37624. }
  37625. } // for arguments
  37626. this.nCachedObjects_ = nCachedObjects;
  37627. }
  37628. /**
  37629. * Deallocates all memory resources for the passed 3D objects of this animation group.
  37630. *
  37631. * @param {...Object3D} arguments - The 3D objects to uncache.
  37632. */
  37633. uncache() {
  37634. const objects = this._objects,
  37635. indicesByUUID = this._indicesByUUID,
  37636. bindings = this._bindings,
  37637. nBindings = bindings.length;
  37638. let nCachedObjects = this.nCachedObjects_,
  37639. nObjects = objects.length;
  37640. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37641. const object = arguments[ i ],
  37642. uuid = object.uuid,
  37643. index = indicesByUUID[ uuid ];
  37644. if ( index !== undefined ) {
  37645. delete indicesByUUID[ uuid ];
  37646. if ( index < nCachedObjects ) {
  37647. // object is cached, shrink the CACHED region
  37648. const firstActiveIndex = -- nCachedObjects,
  37649. lastCachedObject = objects[ firstActiveIndex ],
  37650. lastIndex = -- nObjects,
  37651. lastObject = objects[ lastIndex ];
  37652. // last cached object takes this object's place
  37653. indicesByUUID[ lastCachedObject.uuid ] = index;
  37654. objects[ index ] = lastCachedObject;
  37655. // last object goes to the activated slot and pop
  37656. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  37657. objects[ firstActiveIndex ] = lastObject;
  37658. objects.pop();
  37659. // accounting is done, now do the same for all bindings
  37660. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37661. const bindingsForPath = bindings[ j ],
  37662. lastCached = bindingsForPath[ firstActiveIndex ],
  37663. last = bindingsForPath[ lastIndex ];
  37664. bindingsForPath[ index ] = lastCached;
  37665. bindingsForPath[ firstActiveIndex ] = last;
  37666. bindingsForPath.pop();
  37667. }
  37668. } else {
  37669. // object is active, just swap with the last and pop
  37670. const lastIndex = -- nObjects,
  37671. lastObject = objects[ lastIndex ];
  37672. if ( lastIndex > 0 ) {
  37673. indicesByUUID[ lastObject.uuid ] = index;
  37674. }
  37675. objects[ index ] = lastObject;
  37676. objects.pop();
  37677. // accounting is done, now do the same for all bindings
  37678. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37679. const bindingsForPath = bindings[ j ];
  37680. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  37681. bindingsForPath.pop();
  37682. }
  37683. } // cached or active
  37684. } // if object is known
  37685. } // for arguments
  37686. this.nCachedObjects_ = nCachedObjects;
  37687. }
  37688. // Internal interface used by befriended PropertyBinding.Composite:
  37689. subscribe_( path, parsedPath ) {
  37690. // returns an array of bindings for the given path that is changed
  37691. // according to the contained objects in the group
  37692. const indicesByPath = this._bindingsIndicesByPath;
  37693. let index = indicesByPath[ path ];
  37694. const bindings = this._bindings;
  37695. if ( index !== undefined ) return bindings[ index ];
  37696. const paths = this._paths,
  37697. parsedPaths = this._parsedPaths,
  37698. objects = this._objects,
  37699. nObjects = objects.length,
  37700. nCachedObjects = this.nCachedObjects_,
  37701. bindingsForPath = new Array( nObjects );
  37702. index = bindings.length;
  37703. indicesByPath[ path ] = index;
  37704. paths.push( path );
  37705. parsedPaths.push( parsedPath );
  37706. bindings.push( bindingsForPath );
  37707. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  37708. const object = objects[ i ];
  37709. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  37710. }
  37711. return bindingsForPath;
  37712. }
  37713. unsubscribe_( path ) {
  37714. // tells the group to forget about a property path and no longer
  37715. // update the array previously obtained with 'subscribe_'
  37716. const indicesByPath = this._bindingsIndicesByPath,
  37717. index = indicesByPath[ path ];
  37718. if ( index !== undefined ) {
  37719. const paths = this._paths,
  37720. parsedPaths = this._parsedPaths,
  37721. bindings = this._bindings,
  37722. lastBindingsIndex = bindings.length - 1,
  37723. lastBindings = bindings[ lastBindingsIndex ],
  37724. lastBindingsPath = path[ lastBindingsIndex ];
  37725. indicesByPath[ lastBindingsPath ] = index;
  37726. bindings[ index ] = lastBindings;
  37727. bindings.pop();
  37728. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  37729. parsedPaths.pop();
  37730. paths[ index ] = paths[ lastBindingsIndex ];
  37731. paths.pop();
  37732. }
  37733. }
  37734. }
  37735. /**
  37736. * An instance of `AnimationAction` schedules the playback of an animation which is
  37737. * stored in {@link AnimationClip}.
  37738. */
  37739. class AnimationAction {
  37740. /**
  37741. * Constructs a new animation action.
  37742. *
  37743. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  37744. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  37745. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  37746. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  37747. */
  37748. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  37749. this._mixer = mixer;
  37750. this._clip = clip;
  37751. this._localRoot = localRoot;
  37752. /**
  37753. * Defines how the animation is blended/combined when two or more animations
  37754. * are simultaneously played.
  37755. *
  37756. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  37757. */
  37758. this.blendMode = blendMode;
  37759. const tracks = clip.tracks,
  37760. nTracks = tracks.length,
  37761. interpolants = new Array( nTracks );
  37762. const interpolantSettings = {
  37763. endingStart: ZeroCurvatureEnding,
  37764. endingEnd: ZeroCurvatureEnding
  37765. };
  37766. for ( let i = 0; i !== nTracks; ++ i ) {
  37767. const interpolant = tracks[ i ].createInterpolant( null );
  37768. interpolants[ i ] = interpolant;
  37769. interpolant.settings = interpolantSettings;
  37770. }
  37771. this._interpolantSettings = interpolantSettings;
  37772. this._interpolants = interpolants; // bound by the mixer
  37773. // inside: PropertyMixer (managed by the mixer)
  37774. this._propertyBindings = new Array( nTracks );
  37775. this._cacheIndex = null; // for the memory manager
  37776. this._byClipCacheIndex = null; // for the memory manager
  37777. this._timeScaleInterpolant = null;
  37778. this._weightInterpolant = null;
  37779. /**
  37780. * The loop mode, set via {@link AnimationAction#setLoop}.
  37781. *
  37782. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  37783. * @default LoopRepeat
  37784. */
  37785. this.loop = LoopRepeat;
  37786. this._loopCount = -1;
  37787. // global mixer time when the action is to be started
  37788. // it's set back to 'null' upon start of the action
  37789. this._startTime = null;
  37790. /**
  37791. * The local time of this action (in seconds, starting with `0`).
  37792. *
  37793. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  37794. * loop state).
  37795. *
  37796. * @type {number}
  37797. * @default Infinity
  37798. */
  37799. this.time = 0;
  37800. /**
  37801. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  37802. * animation to pause. Negative values cause the animation to play backwards.
  37803. *
  37804. * @type {number}
  37805. * @default 1
  37806. */
  37807. this.timeScale = 1;
  37808. this._effectiveTimeScale = 1;
  37809. /**
  37810. * The degree of influence of this action (in the interval `[0, 1]`). Values
  37811. * between `0` (no impact) and `1` (full impact) can be used to blend between
  37812. * several actions.
  37813. *
  37814. * @type {number}
  37815. * @default 1
  37816. */
  37817. this.weight = 1;
  37818. this._effectiveWeight = 1;
  37819. /**
  37820. * The number of repetitions of the performed clip over the course of this action.
  37821. * Can be set via {@link AnimationAction#setLoop}.
  37822. *
  37823. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  37824. * `THREE:LoopOnce`.
  37825. *
  37826. * @type {number}
  37827. * @default Infinity
  37828. */
  37829. this.repetitions = Infinity;
  37830. /**
  37831. * If set to `true`, the playback of the action is paused.
  37832. *
  37833. * @type {boolean}
  37834. * @default false
  37835. */
  37836. this.paused = false;
  37837. /**
  37838. * If set to `false`, the action is disabled so it has no impact.
  37839. *
  37840. * When the action is re-enabled, the animation continues from its current
  37841. * time (setting `enabled` to `false` doesn't reset the action).
  37842. *
  37843. * @type {boolean}
  37844. * @default true
  37845. */
  37846. this.enabled = true;
  37847. /**
  37848. * If set to true the animation will automatically be paused on its last frame.
  37849. *
  37850. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  37851. * to `false` when the last loop of the action has finished, so that this action has
  37852. * no further impact.
  37853. *
  37854. * Note: This member has no impact if the action is interrupted (it
  37855. * has only an effect if its last loop has really finished).
  37856. *
  37857. * @type {boolean}
  37858. * @default false
  37859. */
  37860. this.clampWhenFinished = false;
  37861. /**
  37862. * Enables smooth interpolation without separate clips for start, loop and end.
  37863. *
  37864. * @type {boolean}
  37865. * @default true
  37866. */
  37867. this.zeroSlopeAtStart = true;
  37868. /**
  37869. * Enables smooth interpolation without separate clips for start, loop and end.
  37870. *
  37871. * @type {boolean}
  37872. * @default true
  37873. */
  37874. this.zeroSlopeAtEnd = true;
  37875. }
  37876. /**
  37877. * Starts the playback of the animation.
  37878. *
  37879. * @return {AnimationAction} A reference to this animation action.
  37880. */
  37881. play() {
  37882. this._mixer._activateAction( this );
  37883. return this;
  37884. }
  37885. /**
  37886. * Stops the playback of the animation.
  37887. *
  37888. * @return {AnimationAction} A reference to this animation action.
  37889. */
  37890. stop() {
  37891. this._mixer._deactivateAction( this );
  37892. return this.reset();
  37893. }
  37894. /**
  37895. * Resets the playback of the animation.
  37896. *
  37897. * @return {AnimationAction} A reference to this animation action.
  37898. */
  37899. reset() {
  37900. this.paused = false;
  37901. this.enabled = true;
  37902. this.time = 0; // restart clip
  37903. this._loopCount = -1;// forget previous loops
  37904. this._startTime = null;// forget scheduling
  37905. return this.stopFading().stopWarping();
  37906. }
  37907. /**
  37908. * Returns `true` if the animation is running.
  37909. *
  37910. * @return {boolean} Whether the animation is running or not.
  37911. */
  37912. isRunning() {
  37913. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  37914. this._startTime === null && this._mixer._isActiveAction( this );
  37915. }
  37916. /**
  37917. * Returns `true` when {@link AnimationAction#play} has been called.
  37918. *
  37919. * @return {boolean} Whether the animation is scheduled or not.
  37920. */
  37921. isScheduled() {
  37922. return this._mixer._isActiveAction( this );
  37923. }
  37924. /**
  37925. * Defines the time when the animation should start.
  37926. *
  37927. * @param {number} time - The start time in seconds.
  37928. * @return {AnimationAction} A reference to this animation action.
  37929. */
  37930. startAt( time ) {
  37931. this._startTime = time;
  37932. return this;
  37933. }
  37934. /**
  37935. * Configures the loop settings for this action.
  37936. *
  37937. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  37938. * @param {number} repetitions - The number of repetitions.
  37939. * @return {AnimationAction} A reference to this animation action.
  37940. */
  37941. setLoop( mode, repetitions ) {
  37942. this.loop = mode;
  37943. this.repetitions = repetitions;
  37944. return this;
  37945. }
  37946. /**
  37947. * Sets the effective weight of this action.
  37948. *
  37949. * An action has no effect and thus an effective weight of zero when the
  37950. * action is disabled.
  37951. *
  37952. * @param {number} weight - The weight to set.
  37953. * @return {AnimationAction} A reference to this animation action.
  37954. */
  37955. setEffectiveWeight( weight ) {
  37956. this.weight = weight;
  37957. // note: same logic as when updated at runtime
  37958. this._effectiveWeight = this.enabled ? weight : 0;
  37959. return this.stopFading();
  37960. }
  37961. /**
  37962. * Returns the effective weight of this action.
  37963. *
  37964. * @return {number} The effective weight.
  37965. */
  37966. getEffectiveWeight() {
  37967. return this._effectiveWeight;
  37968. }
  37969. /**
  37970. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  37971. * within the passed time interval.
  37972. *
  37973. * @param {number} duration - The duration of the fade.
  37974. * @return {AnimationAction} A reference to this animation action.
  37975. */
  37976. fadeIn( duration ) {
  37977. return this._scheduleFading( duration, 0, 1 );
  37978. }
  37979. /**
  37980. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  37981. * within the passed time interval.
  37982. *
  37983. * @param {number} duration - The duration of the fade.
  37984. * @return {AnimationAction} A reference to this animation action.
  37985. */
  37986. fadeOut( duration ) {
  37987. return this._scheduleFading( duration, 1, 0 );
  37988. }
  37989. /**
  37990. * Causes this action to fade in and the given action to fade out,
  37991. * within the passed time interval.
  37992. *
  37993. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  37994. * @param {number} duration - The duration of the fade.
  37995. * @param {boolean} [warp=false] - Whether warping should be used or not.
  37996. * @return {AnimationAction} A reference to this animation action.
  37997. */
  37998. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  37999. fadeOutAction.fadeOut( duration );
  38000. this.fadeIn( duration );
  38001. if ( warp === true ) {
  38002. const fadeInDuration = this._clip.duration,
  38003. fadeOutDuration = fadeOutAction._clip.duration,
  38004. startEndRatio = fadeOutDuration / fadeInDuration,
  38005. endStartRatio = fadeInDuration / fadeOutDuration;
  38006. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38007. this.warp( endStartRatio, 1.0, duration );
  38008. }
  38009. return this;
  38010. }
  38011. /**
  38012. * Causes this action to fade out and the given action to fade in,
  38013. * within the passed time interval.
  38014. *
  38015. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38016. * @param {number} duration - The duration of the fade.
  38017. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38018. * @return {AnimationAction} A reference to this animation action.
  38019. */
  38020. crossFadeTo( fadeInAction, duration, warp = false ) {
  38021. return fadeInAction.crossFadeFrom( this, duration, warp );
  38022. }
  38023. /**
  38024. * Stops any fading which is applied to this action.
  38025. *
  38026. * @return {AnimationAction} A reference to this animation action.
  38027. */
  38028. stopFading() {
  38029. const weightInterpolant = this._weightInterpolant;
  38030. if ( weightInterpolant !== null ) {
  38031. this._weightInterpolant = null;
  38032. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38033. }
  38034. return this;
  38035. }
  38036. /**
  38037. * Sets the effective time scale of this action.
  38038. *
  38039. * An action has no effect and thus an effective time scale of zero when the
  38040. * action is paused.
  38041. *
  38042. * @param {number} timeScale - The time scale to set.
  38043. * @return {AnimationAction} A reference to this animation action.
  38044. */
  38045. setEffectiveTimeScale( timeScale ) {
  38046. this.timeScale = timeScale;
  38047. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38048. return this.stopWarping();
  38049. }
  38050. /**
  38051. * Returns the effective time scale of this action.
  38052. *
  38053. * @return {number} The effective time scale.
  38054. */
  38055. getEffectiveTimeScale() {
  38056. return this._effectiveTimeScale;
  38057. }
  38058. /**
  38059. * Sets the duration for a single loop of this action.
  38060. *
  38061. * @param {number} duration - The duration to set.
  38062. * @return {AnimationAction} A reference to this animation action.
  38063. */
  38064. setDuration( duration ) {
  38065. this.timeScale = this._clip.duration / duration;
  38066. return this.stopWarping();
  38067. }
  38068. /**
  38069. * Synchronizes this action with the passed other action.
  38070. *
  38071. * @param {AnimationAction} action - The action to sync with.
  38072. * @return {AnimationAction} A reference to this animation action.
  38073. */
  38074. syncWith( action ) {
  38075. this.time = action.time;
  38076. this.timeScale = action.timeScale;
  38077. return this.stopWarping();
  38078. }
  38079. /**
  38080. * Decelerates this animation's speed to `0` within the passed time interval.
  38081. *
  38082. * @param {number} duration - The duration.
  38083. * @return {AnimationAction} A reference to this animation action.
  38084. */
  38085. halt( duration ) {
  38086. return this.warp( this._effectiveTimeScale, 0, duration );
  38087. }
  38088. /**
  38089. * Changes the playback speed, within the passed time interval, by modifying
  38090. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38091. * `endTimeScale`.
  38092. *
  38093. * @param {number} startTimeScale - The start time scale.
  38094. * @param {number} endTimeScale - The end time scale.
  38095. * @param {number} duration - The duration.
  38096. * @return {AnimationAction} A reference to this animation action.
  38097. */
  38098. warp( startTimeScale, endTimeScale, duration ) {
  38099. const mixer = this._mixer,
  38100. now = mixer.time,
  38101. timeScale = this.timeScale;
  38102. let interpolant = this._timeScaleInterpolant;
  38103. if ( interpolant === null ) {
  38104. interpolant = mixer._lendControlInterpolant();
  38105. this._timeScaleInterpolant = interpolant;
  38106. }
  38107. const times = interpolant.parameterPositions,
  38108. values = interpolant.sampleValues;
  38109. times[ 0 ] = now;
  38110. times[ 1 ] = now + duration;
  38111. values[ 0 ] = startTimeScale / timeScale;
  38112. values[ 1 ] = endTimeScale / timeScale;
  38113. return this;
  38114. }
  38115. /**
  38116. * Stops any scheduled warping which is applied to this action.
  38117. *
  38118. * @return {AnimationAction} A reference to this animation action.
  38119. */
  38120. stopWarping() {
  38121. const timeScaleInterpolant = this._timeScaleInterpolant;
  38122. if ( timeScaleInterpolant !== null ) {
  38123. this._timeScaleInterpolant = null;
  38124. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38125. }
  38126. return this;
  38127. }
  38128. /**
  38129. * Returns the animation mixer of this animation action.
  38130. *
  38131. * @return {AnimationMixer} The animation mixer.
  38132. */
  38133. getMixer() {
  38134. return this._mixer;
  38135. }
  38136. /**
  38137. * Returns the animation clip of this animation action.
  38138. *
  38139. * @return {AnimationClip} The animation clip.
  38140. */
  38141. getClip() {
  38142. return this._clip;
  38143. }
  38144. /**
  38145. * Returns the root object of this animation action.
  38146. *
  38147. * @return {Object3D} The root object.
  38148. */
  38149. getRoot() {
  38150. return this._localRoot || this._mixer._root;
  38151. }
  38152. // Interna
  38153. _update( time, deltaTime, timeDirection, accuIndex ) {
  38154. // called by the mixer
  38155. if ( ! this.enabled ) {
  38156. // call ._updateWeight() to update ._effectiveWeight
  38157. this._updateWeight( time );
  38158. return;
  38159. }
  38160. const startTime = this._startTime;
  38161. if ( startTime !== null ) {
  38162. // check for scheduled start of action
  38163. const timeRunning = ( time - startTime ) * timeDirection;
  38164. if ( timeRunning < 0 || timeDirection === 0 ) {
  38165. deltaTime = 0;
  38166. } else {
  38167. this._startTime = null; // unschedule
  38168. deltaTime = timeDirection * timeRunning;
  38169. }
  38170. }
  38171. // apply time scale and advance time
  38172. deltaTime *= this._updateTimeScale( time );
  38173. const clipTime = this._updateTime( deltaTime );
  38174. // note: _updateTime may disable the action resulting in
  38175. // an effective weight of 0
  38176. const weight = this._updateWeight( time );
  38177. if ( weight > 0 ) {
  38178. const interpolants = this._interpolants;
  38179. const propertyMixers = this._propertyBindings;
  38180. switch ( this.blendMode ) {
  38181. case AdditiveAnimationBlendMode:
  38182. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38183. interpolants[ j ].evaluate( clipTime );
  38184. propertyMixers[ j ].accumulateAdditive( weight );
  38185. }
  38186. break;
  38187. case NormalAnimationBlendMode:
  38188. default:
  38189. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38190. interpolants[ j ].evaluate( clipTime );
  38191. propertyMixers[ j ].accumulate( accuIndex, weight );
  38192. }
  38193. }
  38194. }
  38195. }
  38196. _updateWeight( time ) {
  38197. let weight = 0;
  38198. if ( this.enabled ) {
  38199. weight = this.weight;
  38200. const interpolant = this._weightInterpolant;
  38201. if ( interpolant !== null ) {
  38202. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38203. weight *= interpolantValue;
  38204. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38205. this.stopFading();
  38206. if ( interpolantValue === 0 ) {
  38207. // faded out, disable
  38208. this.enabled = false;
  38209. }
  38210. }
  38211. }
  38212. }
  38213. this._effectiveWeight = weight;
  38214. return weight;
  38215. }
  38216. _updateTimeScale( time ) {
  38217. let timeScale = 0;
  38218. if ( ! this.paused ) {
  38219. timeScale = this.timeScale;
  38220. const interpolant = this._timeScaleInterpolant;
  38221. if ( interpolant !== null ) {
  38222. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38223. timeScale *= interpolantValue;
  38224. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38225. this.stopWarping();
  38226. if ( timeScale === 0 ) {
  38227. // motion has halted, pause
  38228. this.paused = true;
  38229. } else {
  38230. // warp done - apply final time scale
  38231. this.timeScale = timeScale;
  38232. }
  38233. }
  38234. }
  38235. }
  38236. this._effectiveTimeScale = timeScale;
  38237. return timeScale;
  38238. }
  38239. _updateTime( deltaTime ) {
  38240. const duration = this._clip.duration;
  38241. const loop = this.loop;
  38242. let time = this.time + deltaTime;
  38243. let loopCount = this._loopCount;
  38244. const pingPong = ( loop === LoopPingPong );
  38245. if ( deltaTime === 0 ) {
  38246. if ( loopCount === -1 ) return time;
  38247. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38248. }
  38249. if ( loop === LoopOnce ) {
  38250. if ( loopCount === -1 ) {
  38251. // just started
  38252. this._loopCount = 0;
  38253. this._setEndings( true, true, false );
  38254. }
  38255. handle_stop: {
  38256. if ( time >= duration ) {
  38257. time = duration;
  38258. } else if ( time < 0 ) {
  38259. time = 0;
  38260. } else {
  38261. this.time = time;
  38262. break handle_stop;
  38263. }
  38264. if ( this.clampWhenFinished ) this.paused = true;
  38265. else this.enabled = false;
  38266. this.time = time;
  38267. this._mixer.dispatchEvent( {
  38268. type: 'finished', action: this,
  38269. direction: deltaTime < 0 ? -1 : 1
  38270. } );
  38271. }
  38272. } else { // repetitive Repeat or PingPong
  38273. if ( loopCount === -1 ) {
  38274. // just started
  38275. if ( deltaTime >= 0 ) {
  38276. loopCount = 0;
  38277. this._setEndings( true, this.repetitions === 0, pingPong );
  38278. } else {
  38279. // when looping in reverse direction, the initial
  38280. // transition through zero counts as a repetition,
  38281. // so leave loopCount at -1
  38282. this._setEndings( this.repetitions === 0, true, pingPong );
  38283. }
  38284. }
  38285. if ( time >= duration || time < 0 ) {
  38286. // wrap around
  38287. const loopDelta = Math.floor( time / duration ); // signed
  38288. time -= duration * loopDelta;
  38289. loopCount += Math.abs( loopDelta );
  38290. const pending = this.repetitions - loopCount;
  38291. if ( pending <= 0 ) {
  38292. // have to stop (switch state, clamp time, fire event)
  38293. if ( this.clampWhenFinished ) this.paused = true;
  38294. else this.enabled = false;
  38295. time = deltaTime > 0 ? duration : 0;
  38296. this.time = time;
  38297. this._mixer.dispatchEvent( {
  38298. type: 'finished', action: this,
  38299. direction: deltaTime > 0 ? 1 : -1
  38300. } );
  38301. } else {
  38302. // keep running
  38303. if ( pending === 1 ) {
  38304. // entering the last round
  38305. const atStart = deltaTime < 0;
  38306. this._setEndings( atStart, ! atStart, pingPong );
  38307. } else {
  38308. this._setEndings( false, false, pingPong );
  38309. }
  38310. this._loopCount = loopCount;
  38311. this.time = time;
  38312. this._mixer.dispatchEvent( {
  38313. type: 'loop', action: this, loopDelta: loopDelta
  38314. } );
  38315. }
  38316. } else {
  38317. this.time = time;
  38318. }
  38319. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38320. // invert time for the "pong round"
  38321. return duration - time;
  38322. }
  38323. }
  38324. return time;
  38325. }
  38326. _setEndings( atStart, atEnd, pingPong ) {
  38327. const settings = this._interpolantSettings;
  38328. if ( pingPong ) {
  38329. settings.endingStart = ZeroSlopeEnding;
  38330. settings.endingEnd = ZeroSlopeEnding;
  38331. } else {
  38332. // assuming for LoopOnce atStart == atEnd == true
  38333. if ( atStart ) {
  38334. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38335. } else {
  38336. settings.endingStart = WrapAroundEnding;
  38337. }
  38338. if ( atEnd ) {
  38339. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38340. } else {
  38341. settings.endingEnd = WrapAroundEnding;
  38342. }
  38343. }
  38344. }
  38345. _scheduleFading( duration, weightNow, weightThen ) {
  38346. const mixer = this._mixer, now = mixer.time;
  38347. let interpolant = this._weightInterpolant;
  38348. if ( interpolant === null ) {
  38349. interpolant = mixer._lendControlInterpolant();
  38350. this._weightInterpolant = interpolant;
  38351. }
  38352. const times = interpolant.parameterPositions,
  38353. values = interpolant.sampleValues;
  38354. times[ 0 ] = now;
  38355. values[ 0 ] = weightNow;
  38356. times[ 1 ] = now + duration;
  38357. values[ 1 ] = weightThen;
  38358. return this;
  38359. }
  38360. }
  38361. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38362. /**
  38363. * `AnimationMixer` is a player for animations on a particular object in
  38364. * the scene. When multiple objects in the scene are animated independently,
  38365. * one `AnimationMixer` may be used for each object.
  38366. */
  38367. class AnimationMixer extends EventDispatcher {
  38368. /**
  38369. * Constructs a new animation mixer.
  38370. *
  38371. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38372. */
  38373. constructor( root ) {
  38374. super();
  38375. this._root = root;
  38376. this._initMemoryManager();
  38377. this._accuIndex = 0;
  38378. /**
  38379. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38380. *
  38381. * @type {number}
  38382. * @default 0
  38383. */
  38384. this.time = 0;
  38385. /**
  38386. * A scaling factor for the global time.
  38387. *
  38388. * Note: Setting this member to `0` and later back to `1` is a
  38389. * possibility to pause/unpause all actions that are controlled by this
  38390. * mixer.
  38391. *
  38392. * @type {number}
  38393. * @default 1
  38394. */
  38395. this.timeScale = 1.0;
  38396. }
  38397. _bindAction( action, prototypeAction ) {
  38398. const root = action._localRoot || this._root,
  38399. tracks = action._clip.tracks,
  38400. nTracks = tracks.length,
  38401. bindings = action._propertyBindings,
  38402. interpolants = action._interpolants,
  38403. rootUuid = root.uuid,
  38404. bindingsByRoot = this._bindingsByRootAndName;
  38405. let bindingsByName = bindingsByRoot[ rootUuid ];
  38406. if ( bindingsByName === undefined ) {
  38407. bindingsByName = {};
  38408. bindingsByRoot[ rootUuid ] = bindingsByName;
  38409. }
  38410. for ( let i = 0; i !== nTracks; ++ i ) {
  38411. const track = tracks[ i ],
  38412. trackName = track.name;
  38413. let binding = bindingsByName[ trackName ];
  38414. if ( binding !== undefined ) {
  38415. ++ binding.referenceCount;
  38416. bindings[ i ] = binding;
  38417. } else {
  38418. binding = bindings[ i ];
  38419. if ( binding !== undefined ) {
  38420. // existing binding, make sure the cache knows
  38421. if ( binding._cacheIndex === null ) {
  38422. ++ binding.referenceCount;
  38423. this._addInactiveBinding( binding, rootUuid, trackName );
  38424. }
  38425. continue;
  38426. }
  38427. const path = prototypeAction && prototypeAction.
  38428. _propertyBindings[ i ].binding.parsedPath;
  38429. binding = new PropertyMixer(
  38430. PropertyBinding.create( root, trackName, path ),
  38431. track.ValueTypeName, track.getValueSize() );
  38432. ++ binding.referenceCount;
  38433. this._addInactiveBinding( binding, rootUuid, trackName );
  38434. bindings[ i ] = binding;
  38435. }
  38436. interpolants[ i ].resultBuffer = binding.buffer;
  38437. }
  38438. }
  38439. _activateAction( action ) {
  38440. if ( ! this._isActiveAction( action ) ) {
  38441. if ( action._cacheIndex === null ) {
  38442. // this action has been forgotten by the cache, but the user
  38443. // appears to be still using it -> rebind
  38444. const rootUuid = ( action._localRoot || this._root ).uuid,
  38445. clipUuid = action._clip.uuid,
  38446. actionsForClip = this._actionsByClip[ clipUuid ];
  38447. this._bindAction( action,
  38448. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38449. this._addInactiveAction( action, clipUuid, rootUuid );
  38450. }
  38451. const bindings = action._propertyBindings;
  38452. // increment reference counts / sort out state
  38453. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38454. const binding = bindings[ i ];
  38455. if ( binding.useCount ++ === 0 ) {
  38456. this._lendBinding( binding );
  38457. binding.saveOriginalState();
  38458. }
  38459. }
  38460. this._lendAction( action );
  38461. }
  38462. }
  38463. _deactivateAction( action ) {
  38464. if ( this._isActiveAction( action ) ) {
  38465. const bindings = action._propertyBindings;
  38466. // decrement reference counts / sort out state
  38467. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38468. const binding = bindings[ i ];
  38469. if ( -- binding.useCount === 0 ) {
  38470. binding.restoreOriginalState();
  38471. this._takeBackBinding( binding );
  38472. }
  38473. }
  38474. this._takeBackAction( action );
  38475. }
  38476. }
  38477. // Memory manager
  38478. _initMemoryManager() {
  38479. this._actions = []; // 'nActiveActions' followed by inactive ones
  38480. this._nActiveActions = 0;
  38481. this._actionsByClip = {};
  38482. // inside:
  38483. // {
  38484. // knownActions: Array< AnimationAction > - used as prototypes
  38485. // actionByRoot: AnimationAction - lookup
  38486. // }
  38487. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38488. this._nActiveBindings = 0;
  38489. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38490. this._controlInterpolants = []; // same game as above
  38491. this._nActiveControlInterpolants = 0;
  38492. const scope = this;
  38493. this.stats = {
  38494. actions: {
  38495. get total() {
  38496. return scope._actions.length;
  38497. },
  38498. get inUse() {
  38499. return scope._nActiveActions;
  38500. }
  38501. },
  38502. bindings: {
  38503. get total() {
  38504. return scope._bindings.length;
  38505. },
  38506. get inUse() {
  38507. return scope._nActiveBindings;
  38508. }
  38509. },
  38510. controlInterpolants: {
  38511. get total() {
  38512. return scope._controlInterpolants.length;
  38513. },
  38514. get inUse() {
  38515. return scope._nActiveControlInterpolants;
  38516. }
  38517. }
  38518. };
  38519. }
  38520. // Memory management for AnimationAction objects
  38521. _isActiveAction( action ) {
  38522. const index = action._cacheIndex;
  38523. return index !== null && index < this._nActiveActions;
  38524. }
  38525. _addInactiveAction( action, clipUuid, rootUuid ) {
  38526. const actions = this._actions,
  38527. actionsByClip = this._actionsByClip;
  38528. let actionsForClip = actionsByClip[ clipUuid ];
  38529. if ( actionsForClip === undefined ) {
  38530. actionsForClip = {
  38531. knownActions: [ action ],
  38532. actionByRoot: {}
  38533. };
  38534. action._byClipCacheIndex = 0;
  38535. actionsByClip[ clipUuid ] = actionsForClip;
  38536. } else {
  38537. const knownActions = actionsForClip.knownActions;
  38538. action._byClipCacheIndex = knownActions.length;
  38539. knownActions.push( action );
  38540. }
  38541. action._cacheIndex = actions.length;
  38542. actions.push( action );
  38543. actionsForClip.actionByRoot[ rootUuid ] = action;
  38544. }
  38545. _removeInactiveAction( action ) {
  38546. const actions = this._actions,
  38547. lastInactiveAction = actions[ actions.length - 1 ],
  38548. cacheIndex = action._cacheIndex;
  38549. lastInactiveAction._cacheIndex = cacheIndex;
  38550. actions[ cacheIndex ] = lastInactiveAction;
  38551. actions.pop();
  38552. action._cacheIndex = null;
  38553. const clipUuid = action._clip.uuid,
  38554. actionsByClip = this._actionsByClip,
  38555. actionsForClip = actionsByClip[ clipUuid ],
  38556. knownActionsForClip = actionsForClip.knownActions,
  38557. lastKnownAction =
  38558. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38559. byClipCacheIndex = action._byClipCacheIndex;
  38560. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38561. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38562. knownActionsForClip.pop();
  38563. action._byClipCacheIndex = null;
  38564. const actionByRoot = actionsForClip.actionByRoot,
  38565. rootUuid = ( action._localRoot || this._root ).uuid;
  38566. delete actionByRoot[ rootUuid ];
  38567. if ( knownActionsForClip.length === 0 ) {
  38568. delete actionsByClip[ clipUuid ];
  38569. }
  38570. this._removeInactiveBindingsForAction( action );
  38571. }
  38572. _removeInactiveBindingsForAction( action ) {
  38573. const bindings = action._propertyBindings;
  38574. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38575. const binding = bindings[ i ];
  38576. if ( -- binding.referenceCount === 0 ) {
  38577. this._removeInactiveBinding( binding );
  38578. }
  38579. }
  38580. }
  38581. _lendAction( action ) {
  38582. // [ active actions | inactive actions ]
  38583. // [ active actions >| inactive actions ]
  38584. // s a
  38585. // <-swap->
  38586. // a s
  38587. const actions = this._actions,
  38588. prevIndex = action._cacheIndex,
  38589. lastActiveIndex = this._nActiveActions ++,
  38590. firstInactiveAction = actions[ lastActiveIndex ];
  38591. action._cacheIndex = lastActiveIndex;
  38592. actions[ lastActiveIndex ] = action;
  38593. firstInactiveAction._cacheIndex = prevIndex;
  38594. actions[ prevIndex ] = firstInactiveAction;
  38595. }
  38596. _takeBackAction( action ) {
  38597. // [ active actions | inactive actions ]
  38598. // [ active actions |< inactive actions ]
  38599. // a s
  38600. // <-swap->
  38601. // s a
  38602. const actions = this._actions,
  38603. prevIndex = action._cacheIndex,
  38604. firstInactiveIndex = -- this._nActiveActions,
  38605. lastActiveAction = actions[ firstInactiveIndex ];
  38606. action._cacheIndex = firstInactiveIndex;
  38607. actions[ firstInactiveIndex ] = action;
  38608. lastActiveAction._cacheIndex = prevIndex;
  38609. actions[ prevIndex ] = lastActiveAction;
  38610. }
  38611. // Memory management for PropertyMixer objects
  38612. _addInactiveBinding( binding, rootUuid, trackName ) {
  38613. const bindingsByRoot = this._bindingsByRootAndName,
  38614. bindings = this._bindings;
  38615. let bindingByName = bindingsByRoot[ rootUuid ];
  38616. if ( bindingByName === undefined ) {
  38617. bindingByName = {};
  38618. bindingsByRoot[ rootUuid ] = bindingByName;
  38619. }
  38620. bindingByName[ trackName ] = binding;
  38621. binding._cacheIndex = bindings.length;
  38622. bindings.push( binding );
  38623. }
  38624. _removeInactiveBinding( binding ) {
  38625. const bindings = this._bindings,
  38626. propBinding = binding.binding,
  38627. rootUuid = propBinding.rootNode.uuid,
  38628. trackName = propBinding.path,
  38629. bindingsByRoot = this._bindingsByRootAndName,
  38630. bindingByName = bindingsByRoot[ rootUuid ],
  38631. lastInactiveBinding = bindings[ bindings.length - 1 ],
  38632. cacheIndex = binding._cacheIndex;
  38633. lastInactiveBinding._cacheIndex = cacheIndex;
  38634. bindings[ cacheIndex ] = lastInactiveBinding;
  38635. bindings.pop();
  38636. delete bindingByName[ trackName ];
  38637. if ( Object.keys( bindingByName ).length === 0 ) {
  38638. delete bindingsByRoot[ rootUuid ];
  38639. }
  38640. }
  38641. _lendBinding( binding ) {
  38642. const bindings = this._bindings,
  38643. prevIndex = binding._cacheIndex,
  38644. lastActiveIndex = this._nActiveBindings ++,
  38645. firstInactiveBinding = bindings[ lastActiveIndex ];
  38646. binding._cacheIndex = lastActiveIndex;
  38647. bindings[ lastActiveIndex ] = binding;
  38648. firstInactiveBinding._cacheIndex = prevIndex;
  38649. bindings[ prevIndex ] = firstInactiveBinding;
  38650. }
  38651. _takeBackBinding( binding ) {
  38652. const bindings = this._bindings,
  38653. prevIndex = binding._cacheIndex,
  38654. firstInactiveIndex = -- this._nActiveBindings,
  38655. lastActiveBinding = bindings[ firstInactiveIndex ];
  38656. binding._cacheIndex = firstInactiveIndex;
  38657. bindings[ firstInactiveIndex ] = binding;
  38658. lastActiveBinding._cacheIndex = prevIndex;
  38659. bindings[ prevIndex ] = lastActiveBinding;
  38660. }
  38661. // Memory management of Interpolants for weight and time scale
  38662. _lendControlInterpolant() {
  38663. const interpolants = this._controlInterpolants,
  38664. lastActiveIndex = this._nActiveControlInterpolants ++;
  38665. let interpolant = interpolants[ lastActiveIndex ];
  38666. if ( interpolant === undefined ) {
  38667. interpolant = new LinearInterpolant(
  38668. new Float32Array( 2 ), new Float32Array( 2 ),
  38669. 1, _controlInterpolantsResultBuffer );
  38670. interpolant.__cacheIndex = lastActiveIndex;
  38671. interpolants[ lastActiveIndex ] = interpolant;
  38672. }
  38673. return interpolant;
  38674. }
  38675. _takeBackControlInterpolant( interpolant ) {
  38676. const interpolants = this._controlInterpolants,
  38677. prevIndex = interpolant.__cacheIndex,
  38678. firstInactiveIndex = -- this._nActiveControlInterpolants,
  38679. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  38680. interpolant.__cacheIndex = firstInactiveIndex;
  38681. interpolants[ firstInactiveIndex ] = interpolant;
  38682. lastActiveInterpolant.__cacheIndex = prevIndex;
  38683. interpolants[ prevIndex ] = lastActiveInterpolant;
  38684. }
  38685. /**
  38686. * Returns an instance of {@link AnimationAction} for the passed clip.
  38687. *
  38688. * If an action fitting the clip and root parameters doesn't yet exist, it
  38689. * will be created by this method. Calling this method several times with the
  38690. * same clip and root parameters always returns the same action.
  38691. *
  38692. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38693. * @param {Object3D} [optionalRoot] - An alternative root object.
  38694. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38695. * @return {?AnimationAction} The animation action.
  38696. */
  38697. clipAction( clip, optionalRoot, blendMode ) {
  38698. const root = optionalRoot || this._root,
  38699. rootUuid = root.uuid;
  38700. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  38701. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  38702. const actionsForClip = this._actionsByClip[ clipUuid ];
  38703. let prototypeAction = null;
  38704. if ( blendMode === undefined ) {
  38705. if ( clipObject !== null ) {
  38706. blendMode = clipObject.blendMode;
  38707. } else {
  38708. blendMode = NormalAnimationBlendMode;
  38709. }
  38710. }
  38711. if ( actionsForClip !== undefined ) {
  38712. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  38713. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  38714. return existingAction;
  38715. }
  38716. // we know the clip, so we don't have to parse all
  38717. // the bindings again but can just copy
  38718. prototypeAction = actionsForClip.knownActions[ 0 ];
  38719. // also, take the clip from the prototype action
  38720. if ( clipObject === null )
  38721. clipObject = prototypeAction._clip;
  38722. }
  38723. // clip must be known when specified via string
  38724. if ( clipObject === null ) return null;
  38725. // allocate all resources required to run it
  38726. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  38727. this._bindAction( newAction, prototypeAction );
  38728. // and make the action known to the memory manager
  38729. this._addInactiveAction( newAction, clipUuid, rootUuid );
  38730. return newAction;
  38731. }
  38732. /**
  38733. * Returns an existing animation action for the passed clip.
  38734. *
  38735. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38736. * @param {Object3D} [optionalRoot] - An alternative root object.
  38737. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  38738. */
  38739. existingAction( clip, optionalRoot ) {
  38740. const root = optionalRoot || this._root,
  38741. rootUuid = root.uuid,
  38742. clipObject = typeof clip === 'string' ?
  38743. AnimationClip.findByName( root, clip ) : clip,
  38744. clipUuid = clipObject ? clipObject.uuid : clip,
  38745. actionsForClip = this._actionsByClip[ clipUuid ];
  38746. if ( actionsForClip !== undefined ) {
  38747. return actionsForClip.actionByRoot[ rootUuid ] || null;
  38748. }
  38749. return null;
  38750. }
  38751. /**
  38752. * Deactivates all previously scheduled actions on this mixer.
  38753. *
  38754. * @return {AnimationMixer} A reference to thi animation mixer.
  38755. */
  38756. stopAllAction() {
  38757. const actions = this._actions,
  38758. nActions = this._nActiveActions;
  38759. for ( let i = nActions - 1; i >= 0; -- i ) {
  38760. actions[ i ].stop();
  38761. }
  38762. return this;
  38763. }
  38764. /**
  38765. * Advances the global mixer time and updates the animation.
  38766. *
  38767. * This is usually done in the render loop by passing the delta
  38768. * time from {@link Clock} or {@link Timer}.
  38769. *
  38770. * @param {number} deltaTime - The delta time in seconds.
  38771. * @return {AnimationMixer} A reference to thi animation mixer.
  38772. */
  38773. update( deltaTime ) {
  38774. deltaTime *= this.timeScale;
  38775. const actions = this._actions,
  38776. nActions = this._nActiveActions,
  38777. time = this.time += deltaTime,
  38778. timeDirection = Math.sign( deltaTime ),
  38779. accuIndex = this._accuIndex ^= 1;
  38780. // run active actions
  38781. for ( let i = 0; i !== nActions; ++ i ) {
  38782. const action = actions[ i ];
  38783. action._update( time, deltaTime, timeDirection, accuIndex );
  38784. }
  38785. // update scene graph
  38786. const bindings = this._bindings,
  38787. nBindings = this._nActiveBindings;
  38788. for ( let i = 0; i !== nBindings; ++ i ) {
  38789. bindings[ i ].apply( accuIndex );
  38790. }
  38791. return this;
  38792. }
  38793. /**
  38794. * Sets the global mixer to a specific time and updates the animation accordingly.
  38795. *
  38796. * This is useful when you need to jump to an exact time in an animation. The
  38797. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  38798. *
  38799. * @param {number} time - The time to set in seconds.
  38800. * @return {AnimationMixer} A reference to thi animation mixer.
  38801. */
  38802. setTime( time ) {
  38803. this.time = 0; // Zero out time attribute for AnimationMixer object;
  38804. for ( let i = 0; i < this._actions.length; i ++ ) {
  38805. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  38806. }
  38807. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  38808. }
  38809. /**
  38810. * Returns this mixer's root object.
  38811. *
  38812. * @return {Object3D} The mixer's root object.
  38813. */
  38814. getRoot() {
  38815. return this._root;
  38816. }
  38817. /**
  38818. * Deallocates all memory resources for a clip. Before using this method make
  38819. * sure to call {@link AnimationAction#stop} for all related actions.
  38820. *
  38821. * @param {AnimationClip} clip - The clip to uncache.
  38822. */
  38823. uncacheClip( clip ) {
  38824. const actions = this._actions,
  38825. clipUuid = clip.uuid,
  38826. actionsByClip = this._actionsByClip,
  38827. actionsForClip = actionsByClip[ clipUuid ];
  38828. if ( actionsForClip !== undefined ) {
  38829. // note: just calling _removeInactiveAction would mess up the
  38830. // iteration state and also require updating the state we can
  38831. // just throw away
  38832. const actionsToRemove = actionsForClip.knownActions;
  38833. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  38834. const action = actionsToRemove[ i ];
  38835. this._deactivateAction( action );
  38836. const cacheIndex = action._cacheIndex,
  38837. lastInactiveAction = actions[ actions.length - 1 ];
  38838. action._cacheIndex = null;
  38839. action._byClipCacheIndex = null;
  38840. lastInactiveAction._cacheIndex = cacheIndex;
  38841. actions[ cacheIndex ] = lastInactiveAction;
  38842. actions.pop();
  38843. this._removeInactiveBindingsForAction( action );
  38844. }
  38845. delete actionsByClip[ clipUuid ];
  38846. }
  38847. }
  38848. /**
  38849. * Deallocates all memory resources for a root object. Before using this
  38850. * method make sure to call {@link AnimationAction#stop} for all related
  38851. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  38852. * mixer operates on a single root.
  38853. *
  38854. * @param {Object3D} root - The root object to uncache.
  38855. */
  38856. uncacheRoot( root ) {
  38857. const rootUuid = root.uuid,
  38858. actionsByClip = this._actionsByClip;
  38859. for ( const clipUuid in actionsByClip ) {
  38860. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  38861. action = actionByRoot[ rootUuid ];
  38862. if ( action !== undefined ) {
  38863. this._deactivateAction( action );
  38864. this._removeInactiveAction( action );
  38865. }
  38866. }
  38867. const bindingsByRoot = this._bindingsByRootAndName,
  38868. bindingByName = bindingsByRoot[ rootUuid ];
  38869. if ( bindingByName !== undefined ) {
  38870. for ( const trackName in bindingByName ) {
  38871. const binding = bindingByName[ trackName ];
  38872. binding.restoreOriginalState();
  38873. this._removeInactiveBinding( binding );
  38874. }
  38875. }
  38876. }
  38877. /**
  38878. * Deallocates all memory resources for an action. The action is identified by the
  38879. * given clip and an optional root object. Before using this method make
  38880. * sure to call {@link AnimationAction#stop} to deactivate the action.
  38881. *
  38882. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38883. * @param {Object3D} [optionalRoot] - An alternative root object.
  38884. */
  38885. uncacheAction( clip, optionalRoot ) {
  38886. const action = this.existingAction( clip, optionalRoot );
  38887. if ( action !== null ) {
  38888. this._deactivateAction( action );
  38889. this._removeInactiveAction( action );
  38890. }
  38891. }
  38892. }
  38893. /**
  38894. * Represents a 3D render target.
  38895. *
  38896. * @augments RenderTarget
  38897. */
  38898. class RenderTarget3D extends RenderTarget {
  38899. /**
  38900. * Constructs a new 3D render target.
  38901. *
  38902. * @param {number} [width=1] - The width of the render target.
  38903. * @param {number} [height=1] - The height of the render target.
  38904. * @param {number} [depth=1] - The height of the render target.
  38905. * @param {RenderTarget~Options} [options] - The configuration object.
  38906. */
  38907. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  38908. super( width, height, options );
  38909. /**
  38910. * This flag can be used for type testing.
  38911. *
  38912. * @type {boolean}
  38913. * @readonly
  38914. * @default true
  38915. */
  38916. this.isRenderTarget3D = true;
  38917. this.depth = depth;
  38918. /**
  38919. * Overwritten with a different texture type.
  38920. *
  38921. * @type {Data3DTexture}
  38922. */
  38923. this.texture = new Data3DTexture( null, width, height, depth );
  38924. this.texture.isRenderTargetTexture = true;
  38925. }
  38926. }
  38927. /**
  38928. * Represents an array render target.
  38929. *
  38930. * @augments RenderTarget
  38931. */
  38932. class RenderTargetArray extends RenderTarget {
  38933. /**
  38934. * Constructs a new 3D render target.
  38935. *
  38936. * @param {number} [width=1] - The width of the render target.
  38937. * @param {number} [height=1] - The height of the render target.
  38938. * @param {number} [depth=1] - The height of the render target.
  38939. * @param {RenderTarget~Options} [options] - The configuration object.
  38940. */
  38941. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  38942. super( width, height, options );
  38943. this.isRenderTargetArray = true;
  38944. this.depth = depth;
  38945. /**
  38946. * Overwritten with a different texture type.
  38947. *
  38948. * @type {DataArrayTexture}
  38949. */
  38950. this.texture = new DataArrayTexture( null, width, height, depth );
  38951. this.texture.isRenderTargetTexture = true;
  38952. }
  38953. }
  38954. /**
  38955. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  38956. *
  38957. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  38958. * ```js
  38959. * uniforms: {
  38960. * time: { value: 1.0 },
  38961. * resolution: new Uniform( new Vector2() )
  38962. * };
  38963. * ```
  38964. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  38965. * in {@link WebGLRenderer}.
  38966. */
  38967. class Uniform {
  38968. /**
  38969. * Constructs a new uniform.
  38970. *
  38971. * @param {any} value - The uniform value.
  38972. */
  38973. constructor( value ) {
  38974. /**
  38975. * The uniform value.
  38976. *
  38977. * @type {any}
  38978. */
  38979. this.value = value;
  38980. }
  38981. /**
  38982. * Returns a new uniform with copied values from this instance.
  38983. * If the value has a `clone()` method, the value is cloned as well.
  38984. *
  38985. * @return {Uniform} A clone of this instance.
  38986. */
  38987. clone() {
  38988. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  38989. }
  38990. }
  38991. let _id = 0;
  38992. /**
  38993. * A class for managing multiple uniforms in a single group. The renderer will process
  38994. * such a definition as a single UBO.
  38995. *
  38996. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  38997. * in {@link WebGLRenderer}.
  38998. *
  38999. * @augments EventDispatcher
  39000. */
  39001. class UniformsGroup extends EventDispatcher {
  39002. /**
  39003. * Constructs a new uniforms group.
  39004. */
  39005. constructor() {
  39006. super();
  39007. /**
  39008. * This flag can be used for type testing.
  39009. *
  39010. * @type {boolean}
  39011. * @readonly
  39012. * @default true
  39013. */
  39014. this.isUniformsGroup = true;
  39015. /**
  39016. * The ID of the 3D object.
  39017. *
  39018. * @name UniformsGroup#id
  39019. * @type {number}
  39020. * @readonly
  39021. */
  39022. Object.defineProperty( this, 'id', { value: _id ++ } );
  39023. /**
  39024. * The name of the uniforms group.
  39025. *
  39026. * @type {string}
  39027. */
  39028. this.name = '';
  39029. /**
  39030. * The buffer usage.
  39031. *
  39032. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39033. * @default StaticDrawUsage
  39034. */
  39035. this.usage = StaticDrawUsage;
  39036. /**
  39037. * An array holding the uniforms.
  39038. *
  39039. * @type {Array<Uniform>}
  39040. */
  39041. this.uniforms = [];
  39042. }
  39043. /**
  39044. * Adds the given uniform to this uniforms group.
  39045. *
  39046. * @param {Uniform} uniform - The uniform to add.
  39047. * @return {UniformsGroup} A reference to this uniforms group.
  39048. */
  39049. add( uniform ) {
  39050. this.uniforms.push( uniform );
  39051. return this;
  39052. }
  39053. /**
  39054. * Removes the given uniform from this uniforms group.
  39055. *
  39056. * @param {Uniform} uniform - The uniform to remove.
  39057. * @return {UniformsGroup} A reference to this uniforms group.
  39058. */
  39059. remove( uniform ) {
  39060. const index = this.uniforms.indexOf( uniform );
  39061. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39062. return this;
  39063. }
  39064. /**
  39065. * Sets the name of this uniforms group.
  39066. *
  39067. * @param {string} name - The name to set.
  39068. * @return {UniformsGroup} A reference to this uniforms group.
  39069. */
  39070. setName( name ) {
  39071. this.name = name;
  39072. return this;
  39073. }
  39074. /**
  39075. * Sets the usage of this uniforms group.
  39076. *
  39077. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39078. * @return {UniformsGroup} A reference to this uniforms group.
  39079. */
  39080. setUsage( value ) {
  39081. this.usage = value;
  39082. return this;
  39083. }
  39084. /**
  39085. * Frees the GPU-related resources allocated by this instance. Call this
  39086. * method whenever this instance is no longer used in your app.
  39087. *
  39088. * @fires Texture#dispose
  39089. */
  39090. dispose() {
  39091. this.dispatchEvent( { type: 'dispose' } );
  39092. }
  39093. /**
  39094. * Copies the values of the given uniforms group to this instance.
  39095. *
  39096. * @param {UniformsGroup} source - The uniforms group to copy.
  39097. * @return {UniformsGroup} A reference to this uniforms group.
  39098. */
  39099. copy( source ) {
  39100. this.name = source.name;
  39101. this.usage = source.usage;
  39102. const uniformsSource = source.uniforms;
  39103. this.uniforms.length = 0;
  39104. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39105. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39106. for ( let j = 0; j < uniforms.length; j ++ ) {
  39107. this.uniforms.push( uniforms[ j ].clone() );
  39108. }
  39109. }
  39110. return this;
  39111. }
  39112. /**
  39113. * Returns a new uniforms group with copied values from this instance.
  39114. *
  39115. * @return {UniformsGroup} A clone of this instance.
  39116. */
  39117. clone() {
  39118. return new this.constructor().copy( this );
  39119. }
  39120. }
  39121. /**
  39122. * An instanced version of an interleaved buffer.
  39123. *
  39124. * @augments InterleavedBuffer
  39125. */
  39126. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39127. /**
  39128. * Constructs a new instanced interleaved buffer.
  39129. *
  39130. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39131. * @param {number} stride - The number of typed-array elements per vertex.
  39132. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39133. */
  39134. constructor( array, stride, meshPerAttribute = 1 ) {
  39135. super( array, stride );
  39136. /**
  39137. * This flag can be used for type testing.
  39138. *
  39139. * @type {boolean}
  39140. * @readonly
  39141. * @default true
  39142. */
  39143. this.isInstancedInterleavedBuffer = true;
  39144. /**
  39145. * Defines how often a value of this buffer attribute should be repeated,
  39146. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39147. *
  39148. * @type {number}
  39149. * @default 1
  39150. */
  39151. this.meshPerAttribute = meshPerAttribute;
  39152. }
  39153. copy( source ) {
  39154. super.copy( source );
  39155. this.meshPerAttribute = source.meshPerAttribute;
  39156. return this;
  39157. }
  39158. clone( data ) {
  39159. const ib = super.clone( data );
  39160. ib.meshPerAttribute = this.meshPerAttribute;
  39161. return ib;
  39162. }
  39163. toJSON( data ) {
  39164. const json = super.toJSON( data );
  39165. json.isInstancedInterleavedBuffer = true;
  39166. json.meshPerAttribute = this.meshPerAttribute;
  39167. return json;
  39168. }
  39169. }
  39170. /**
  39171. * An alternative version of a buffer attribute with more control over the VBO.
  39172. *
  39173. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39174. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39175. *
  39176. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39177. * or even produces the VBOs in question.
  39178. *
  39179. * Notice that this class can only be used with {@link WebGLRenderer}.
  39180. */
  39181. class GLBufferAttribute {
  39182. /**
  39183. * Constructs a new GL buffer attribute.
  39184. *
  39185. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39186. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39187. * @param {number} itemSize - The item size.
  39188. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39189. * @param {number} count - The expected number of vertices in VBO.
  39190. */
  39191. constructor( buffer, type, itemSize, elementSize, count ) {
  39192. /**
  39193. * This flag can be used for type testing.
  39194. *
  39195. * @type {boolean}
  39196. * @readonly
  39197. * @default true
  39198. */
  39199. this.isGLBufferAttribute = true;
  39200. /**
  39201. * The name of the buffer attribute.
  39202. *
  39203. * @type {string}
  39204. */
  39205. this.name = '';
  39206. /**
  39207. * The native WebGL buffer.
  39208. *
  39209. * @type {WebGLBuffer}
  39210. */
  39211. this.buffer = buffer;
  39212. /**
  39213. * The native data type.
  39214. *
  39215. * @type {number}
  39216. */
  39217. this.type = type;
  39218. /**
  39219. * The item size, see {@link BufferAttribute#itemSize}.
  39220. *
  39221. * @type {number}
  39222. */
  39223. this.itemSize = itemSize;
  39224. /**
  39225. * The corresponding size (in bytes) for the given `type` parameter.
  39226. *
  39227. * @type {number}
  39228. */
  39229. this.elementSize = elementSize;
  39230. /**
  39231. * The expected number of vertices in VBO.
  39232. *
  39233. * @type {number}
  39234. */
  39235. this.count = count;
  39236. /**
  39237. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39238. *
  39239. * @type {number}
  39240. */
  39241. this.version = 0;
  39242. }
  39243. /**
  39244. * Flag to indicate that this attribute has changed and should be re-sent to
  39245. * the GPU. Set this to `true` when you modify the value of the array.
  39246. *
  39247. * @type {number}
  39248. * @default false
  39249. * @param {boolean} value
  39250. */
  39251. set needsUpdate( value ) {
  39252. if ( value === true ) this.version ++;
  39253. }
  39254. /**
  39255. * Sets the given native WebGL buffer.
  39256. *
  39257. * @param {WebGLBuffer} buffer - The buffer to set.
  39258. * @return {BufferAttribute} A reference to this instance.
  39259. */
  39260. setBuffer( buffer ) {
  39261. this.buffer = buffer;
  39262. return this;
  39263. }
  39264. /**
  39265. * Sets the given native data type and element size.
  39266. *
  39267. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39268. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39269. * @return {BufferAttribute} A reference to this instance.
  39270. */
  39271. setType( type, elementSize ) {
  39272. this.type = type;
  39273. this.elementSize = elementSize;
  39274. return this;
  39275. }
  39276. /**
  39277. * Sets the item size.
  39278. *
  39279. * @param {number} itemSize - The item size.
  39280. * @return {BufferAttribute} A reference to this instance.
  39281. */
  39282. setItemSize( itemSize ) {
  39283. this.itemSize = itemSize;
  39284. return this;
  39285. }
  39286. /**
  39287. * Sets the count (the expected number of vertices in VBO).
  39288. *
  39289. * @param {number} count - The count.
  39290. * @return {BufferAttribute} A reference to this instance.
  39291. */
  39292. setCount( count ) {
  39293. this.count = count;
  39294. return this;
  39295. }
  39296. }
  39297. const _matrix = /*@__PURE__*/ new Matrix4();
  39298. /**
  39299. * This class is designed to assist with raycasting. Raycasting is used for
  39300. * mouse picking (working out what objects in the 3d space the mouse is over)
  39301. * amongst other things.
  39302. */
  39303. class Raycaster {
  39304. /**
  39305. * Constructs a new raycaster.
  39306. *
  39307. * @param {Vector3} origin - The origin vector where the ray casts from.
  39308. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39309. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39310. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39311. */
  39312. constructor( origin, direction, near = 0, far = Infinity ) {
  39313. /**
  39314. * The ray used for raycasting.
  39315. *
  39316. * @type {Ray}
  39317. */
  39318. this.ray = new Ray( origin, direction );
  39319. /**
  39320. * All results returned are further away than near. Near can't be negative.
  39321. *
  39322. * @type {number}
  39323. * @default 0
  39324. */
  39325. this.near = near;
  39326. /**
  39327. * All results returned are further away than near. Near can't be negative.
  39328. *
  39329. * @type {number}
  39330. * @default Infinity
  39331. */
  39332. this.far = far;
  39333. /**
  39334. * The camera to use when raycasting against view-dependent objects such as
  39335. * billboarded objects like sprites. This field can be set manually or
  39336. * is set when calling `setFromCamera()`.
  39337. *
  39338. * @type {?Camera}
  39339. * @default null
  39340. */
  39341. this.camera = null;
  39342. /**
  39343. * Allows to selectively ignore 3D objects when performing intersection tests.
  39344. * The following code example ensures that only 3D objects on layer `1` will be
  39345. * honored by raycaster.
  39346. * ```js
  39347. * raycaster.layers.set( 1 );
  39348. * object.layers.enable( 1 );
  39349. * ```
  39350. *
  39351. * @type {Layers}
  39352. */
  39353. this.layers = new Layers();
  39354. /**
  39355. * A parameter object that configures the raycasting. It has the structure:
  39356. *
  39357. * ```
  39358. * {
  39359. * Mesh: {},
  39360. * Line: { threshold: 1 },
  39361. * LOD: {},
  39362. * Points: { threshold: 1 },
  39363. * Sprite: {}
  39364. * }
  39365. * ```
  39366. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39367. *
  39368. * @type {Object}
  39369. */
  39370. this.params = {
  39371. Mesh: {},
  39372. Line: { threshold: 1 },
  39373. LOD: {},
  39374. Points: { threshold: 1 },
  39375. Sprite: {}
  39376. };
  39377. }
  39378. /**
  39379. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39380. *
  39381. * @param {Vector3} origin - The origin vector where the ray casts from.
  39382. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39383. */
  39384. set( origin, direction ) {
  39385. // direction is assumed to be normalized (for accurate distance calculations)
  39386. this.ray.set( origin, direction );
  39387. }
  39388. /**
  39389. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39390. *
  39391. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39392. * X and Y components should be between `-1` and `1`.
  39393. * @param {Camera} camera - The camera from which the ray should originate.
  39394. */
  39395. setFromCamera( coords, camera ) {
  39396. if ( camera.isPerspectiveCamera ) {
  39397. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39398. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39399. this.camera = camera;
  39400. } else if ( camera.isOrthographicCamera ) {
  39401. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39402. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39403. this.camera = camera;
  39404. } else {
  39405. console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
  39406. }
  39407. }
  39408. /**
  39409. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39410. *
  39411. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39412. * @return {Raycaster} A reference to this raycaster.
  39413. */
  39414. setFromXRController( controller ) {
  39415. _matrix.identity().extractRotation( controller.matrixWorld );
  39416. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39417. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39418. return this;
  39419. }
  39420. /**
  39421. * The intersection point of a raycaster intersection test.
  39422. * @typedef {Object} Raycaster~Intersection
  39423. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39424. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39425. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39426. * @property {Vector3} point - The intersection point, in world coordinates.
  39427. * @property {Object} face - The face that has been intersected.
  39428. * @property {number} faceIndex - The face index.
  39429. * @property {Object3D} object - The 3D object that has been intersected.
  39430. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39431. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39432. * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.
  39433. * @property {number} instanceId - The index number of the instance where the ray
  39434. * intersects the {@link InstancedMesh}.
  39435. */
  39436. /**
  39437. * Checks all intersection between the ray and the object with or without the
  39438. * descendants. Intersections are returned sorted by distance, closest first.
  39439. *
  39440. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39441. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39442. * differently to ray casting than lines or points.
  39443. *
  39444. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39445. * to be detected; intersections of the ray passing through the back of a face will not
  39446. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39447. * to `THREE.DoubleSide`.
  39448. *
  39449. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39450. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39451. * Otherwise it only checks intersection with the object.
  39452. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39453. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39454. */
  39455. intersectObject( object, recursive = true, intersects = [] ) {
  39456. intersect( object, this, intersects, recursive );
  39457. intersects.sort( ascSort );
  39458. return intersects;
  39459. }
  39460. /**
  39461. * Checks all intersection between the ray and the objects with or without
  39462. * the descendants. Intersections are returned sorted by distance, closest first.
  39463. *
  39464. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39465. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39466. * Otherwise it only checks intersection with the object.
  39467. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39468. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39469. */
  39470. intersectObjects( objects, recursive = true, intersects = [] ) {
  39471. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39472. intersect( objects[ i ], this, intersects, recursive );
  39473. }
  39474. intersects.sort( ascSort );
  39475. return intersects;
  39476. }
  39477. }
  39478. function ascSort( a, b ) {
  39479. return a.distance - b.distance;
  39480. }
  39481. function intersect( object, raycaster, intersects, recursive ) {
  39482. let propagate = true;
  39483. if ( object.layers.test( raycaster.layers ) ) {
  39484. const result = object.raycast( raycaster, intersects );
  39485. if ( result === false ) propagate = false;
  39486. }
  39487. if ( propagate === true && recursive === true ) {
  39488. const children = object.children;
  39489. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39490. intersect( children[ i ], raycaster, intersects, true );
  39491. }
  39492. }
  39493. }
  39494. /**
  39495. * This class can be used to represent points in 3D space as
  39496. * [Spherical coordinates]{@link https://en.wikipedia.org/wiki/Spherical_coordinate_system}.
  39497. */
  39498. class Spherical {
  39499. /**
  39500. * Constructs a new spherical.
  39501. *
  39502. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39503. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  39504. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  39505. */
  39506. constructor( radius = 1, phi = 0, theta = 0 ) {
  39507. /**
  39508. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39509. *
  39510. * @type {number}
  39511. * @default 1
  39512. */
  39513. this.radius = radius;
  39514. /**
  39515. * The polar angle in radians from the y (up) axis.
  39516. *
  39517. * @type {number}
  39518. * @default 0
  39519. */
  39520. this.phi = phi;
  39521. /**
  39522. * The equator/azimuthal angle in radians around the y (up) axis.
  39523. *
  39524. * @type {number}
  39525. * @default 0
  39526. */
  39527. this.theta = theta;
  39528. }
  39529. /**
  39530. * Sets the spherical components by copying the given values.
  39531. *
  39532. * @param {number} radius - The radius.
  39533. * @param {number} phi - The polar angle.
  39534. * @param {number} theta - The azimuthal angle.
  39535. * @return {Spherical} A reference to this spherical.
  39536. */
  39537. set( radius, phi, theta ) {
  39538. this.radius = radius;
  39539. this.phi = phi;
  39540. this.theta = theta;
  39541. return this;
  39542. }
  39543. /**
  39544. * Copies the values of the given spherical to this instance.
  39545. *
  39546. * @param {Spherical} other - The spherical to copy.
  39547. * @return {Spherical} A reference to this spherical.
  39548. */
  39549. copy( other ) {
  39550. this.radius = other.radius;
  39551. this.phi = other.phi;
  39552. this.theta = other.theta;
  39553. return this;
  39554. }
  39555. /**
  39556. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  39557. * `0.000001`.
  39558. *
  39559. * @return {Spherical} A reference to this spherical.
  39560. */
  39561. makeSafe() {
  39562. const EPS = 0.000001;
  39563. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  39564. return this;
  39565. }
  39566. /**
  39567. * Sets the spherical components from the given vector which is assumed to hold
  39568. * Cartesian coordinates.
  39569. *
  39570. * @param {Vector3} v - The vector to set.
  39571. * @return {Spherical} A reference to this spherical.
  39572. */
  39573. setFromVector3( v ) {
  39574. return this.setFromCartesianCoords( v.x, v.y, v.z );
  39575. }
  39576. /**
  39577. * Sets the spherical components from the given Cartesian coordinates.
  39578. *
  39579. * @param {number} x - The x value.
  39580. * @param {number} y - The x value.
  39581. * @param {number} z - The x value.
  39582. * @return {Spherical} A reference to this spherical.
  39583. */
  39584. setFromCartesianCoords( x, y, z ) {
  39585. this.radius = Math.sqrt( x * x + y * y + z * z );
  39586. if ( this.radius === 0 ) {
  39587. this.theta = 0;
  39588. this.phi = 0;
  39589. } else {
  39590. this.theta = Math.atan2( x, z );
  39591. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  39592. }
  39593. return this;
  39594. }
  39595. /**
  39596. * Returns a new spherical with copied values from this instance.
  39597. *
  39598. * @return {Spherical} A clone of this instance.
  39599. */
  39600. clone() {
  39601. return new this.constructor().copy( this );
  39602. }
  39603. }
  39604. /**
  39605. * This class can be used to represent points in 3D space as
  39606. * [Cylindrical coordinates]{@link https://en.wikipedia.org/wiki/Cylindrical_coordinate_system}.
  39607. */
  39608. class Cylindrical {
  39609. /**
  39610. * Constructs a new cylindrical.
  39611. *
  39612. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  39613. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  39614. * @param {number} [y=0] - The height above the x-z plane.
  39615. */
  39616. constructor( radius = 1, theta = 0, y = 0 ) {
  39617. /**
  39618. * The distance from the origin to a point in the x-z plane.
  39619. *
  39620. * @type {number}
  39621. * @default 1
  39622. */
  39623. this.radius = radius;
  39624. /**
  39625. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  39626. *
  39627. * @type {number}
  39628. * @default 0
  39629. */
  39630. this.theta = theta;
  39631. /**
  39632. * The height above the x-z plane.
  39633. *
  39634. * @type {number}
  39635. * @default 0
  39636. */
  39637. this.y = y;
  39638. }
  39639. /**
  39640. * Sets the cylindrical components by copying the given values.
  39641. *
  39642. * @param {number} radius - The radius.
  39643. * @param {number} theta - The theta angle.
  39644. * @param {number} y - The height value.
  39645. * @return {Cylindrical} A reference to this cylindrical.
  39646. */
  39647. set( radius, theta, y ) {
  39648. this.radius = radius;
  39649. this.theta = theta;
  39650. this.y = y;
  39651. return this;
  39652. }
  39653. /**
  39654. * Copies the values of the given cylindrical to this instance.
  39655. *
  39656. * @param {Cylindrical} other - The cylindrical to copy.
  39657. * @return {Cylindrical} A reference to this cylindrical.
  39658. */
  39659. copy( other ) {
  39660. this.radius = other.radius;
  39661. this.theta = other.theta;
  39662. this.y = other.y;
  39663. return this;
  39664. }
  39665. /**
  39666. * Sets the cylindrical components from the given vector which is assumed to hold
  39667. * Cartesian coordinates.
  39668. *
  39669. * @param {Vector3} v - The vector to set.
  39670. * @return {Cylindrical} A reference to this cylindrical.
  39671. */
  39672. setFromVector3( v ) {
  39673. return this.setFromCartesianCoords( v.x, v.y, v.z );
  39674. }
  39675. /**
  39676. * Sets the cylindrical components from the given Cartesian coordinates.
  39677. *
  39678. * @param {number} x - The x value.
  39679. * @param {number} y - The x value.
  39680. * @param {number} z - The x value.
  39681. * @return {Cylindrical} A reference to this cylindrical.
  39682. */
  39683. setFromCartesianCoords( x, y, z ) {
  39684. this.radius = Math.sqrt( x * x + z * z );
  39685. this.theta = Math.atan2( x, z );
  39686. this.y = y;
  39687. return this;
  39688. }
  39689. /**
  39690. * Returns a new cylindrical with copied values from this instance.
  39691. *
  39692. * @return {Cylindrical} A clone of this instance.
  39693. */
  39694. clone() {
  39695. return new this.constructor().copy( this );
  39696. }
  39697. }
  39698. /**
  39699. * Represents a 2x2 matrix.
  39700. *
  39701. * A Note on Row-Major and Column-Major Ordering:
  39702. *
  39703. * The constructor and {@link Matrix2#set} method take arguments in
  39704. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  39705. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  39706. * This means that calling:
  39707. * ```js
  39708. * const m = new THREE.Matrix2();
  39709. * m.set( 11, 12,
  39710. * 21, 22 );
  39711. * ```
  39712. * will result in the elements array containing:
  39713. * ```js
  39714. * m.elements = [ 11, 21,
  39715. * 12, 22 ];
  39716. * ```
  39717. * and internally all calculations are performed using column-major ordering.
  39718. * However, as the actual ordering makes no difference mathematically and
  39719. * most people are used to thinking about matrices in row-major order, the
  39720. * three.js documentation shows matrices in row-major order. Just bear in
  39721. * mind that if you are reading the source code, you'll have to take the
  39722. * transpose of any matrices outlined here to make sense of the calculations.
  39723. */
  39724. class Matrix2 {
  39725. /**
  39726. * Constructs a new 2x2 matrix. The arguments are supposed to be
  39727. * in row-major order. If no arguments are provided, the constructor
  39728. * initializes the matrix as an identity matrix.
  39729. *
  39730. * @param {number} [n11] - 1-1 matrix element.
  39731. * @param {number} [n12] - 1-2 matrix element.
  39732. * @param {number} [n21] - 2-1 matrix element.
  39733. * @param {number} [n22] - 2-2 matrix element.
  39734. */
  39735. constructor( n11, n12, n21, n22 ) {
  39736. /**
  39737. * This flag can be used for type testing.
  39738. *
  39739. * @type {boolean}
  39740. * @readonly
  39741. * @default true
  39742. */
  39743. Matrix2.prototype.isMatrix2 = true;
  39744. /**
  39745. * A column-major list of matrix values.
  39746. *
  39747. * @type {Array<number>}
  39748. */
  39749. this.elements = [
  39750. 1, 0,
  39751. 0, 1,
  39752. ];
  39753. if ( n11 !== undefined ) {
  39754. this.set( n11, n12, n21, n22 );
  39755. }
  39756. }
  39757. /**
  39758. * Sets this matrix to the 2x2 identity matrix.
  39759. *
  39760. * @return {Matrix2} A reference to this matrix.
  39761. */
  39762. identity() {
  39763. this.set(
  39764. 1, 0,
  39765. 0, 1,
  39766. );
  39767. return this;
  39768. }
  39769. /**
  39770. * Sets the elements of the matrix from the given array.
  39771. *
  39772. * @param {Array<number>} array - The matrix elements in column-major order.
  39773. * @param {number} [offset=0] - Index of the first element in the array.
  39774. * @return {Matrix2} A reference to this matrix.
  39775. */
  39776. fromArray( array, offset = 0 ) {
  39777. for ( let i = 0; i < 4; i ++ ) {
  39778. this.elements[ i ] = array[ i + offset ];
  39779. }
  39780. return this;
  39781. }
  39782. /**
  39783. * Sets the elements of the matrix.The arguments are supposed to be
  39784. * in row-major order.
  39785. *
  39786. * @param {number} n11 - 1-1 matrix element.
  39787. * @param {number} n12 - 1-2 matrix element.
  39788. * @param {number} n21 - 2-1 matrix element.
  39789. * @param {number} n22 - 2-2 matrix element.
  39790. * @return {Matrix2} A reference to this matrix.
  39791. */
  39792. set( n11, n12, n21, n22 ) {
  39793. const te = this.elements;
  39794. te[ 0 ] = n11; te[ 2 ] = n12;
  39795. te[ 1 ] = n21; te[ 3 ] = n22;
  39796. return this;
  39797. }
  39798. }
  39799. const _vector$4 = /*@__PURE__*/ new Vector2();
  39800. /**
  39801. * Represents an axis-aligned bounding box (AABB) in 2D space.
  39802. */
  39803. class Box2 {
  39804. /**
  39805. * Constructs a new bounding box.
  39806. *
  39807. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  39808. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  39809. */
  39810. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  39811. /**
  39812. * This flag can be used for type testing.
  39813. *
  39814. * @type {boolean}
  39815. * @readonly
  39816. * @default true
  39817. */
  39818. this.isBox2 = true;
  39819. /**
  39820. * The lower boundary of the box.
  39821. *
  39822. * @type {Vector2}
  39823. */
  39824. this.min = min;
  39825. /**
  39826. * The upper boundary of the box.
  39827. *
  39828. * @type {Vector2}
  39829. */
  39830. this.max = max;
  39831. }
  39832. /**
  39833. * Sets the lower and upper boundaries of this box.
  39834. * Please note that this method only copies the values from the given objects.
  39835. *
  39836. * @param {Vector2} min - The lower boundary of the box.
  39837. * @param {Vector2} max - The upper boundary of the box.
  39838. * @return {Box2} A reference to this bounding box.
  39839. */
  39840. set( min, max ) {
  39841. this.min.copy( min );
  39842. this.max.copy( max );
  39843. return this;
  39844. }
  39845. /**
  39846. * Sets the upper and lower bounds of this box so it encloses the position data
  39847. * in the given array.
  39848. *
  39849. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  39850. * @return {Box2} A reference to this bounding box.
  39851. */
  39852. setFromPoints( points ) {
  39853. this.makeEmpty();
  39854. for ( let i = 0, il = points.length; i < il; i ++ ) {
  39855. this.expandByPoint( points[ i ] );
  39856. }
  39857. return this;
  39858. }
  39859. /**
  39860. * Centers this box on the given center vector and sets this box's width, height and
  39861. * depth to the given size values.
  39862. *
  39863. * @param {Vector2} center - The center of the box.
  39864. * @param {Vector2} size - The x and y dimensions of the box.
  39865. * @return {Box2} A reference to this bounding box.
  39866. */
  39867. setFromCenterAndSize( center, size ) {
  39868. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  39869. this.min.copy( center ).sub( halfSize );
  39870. this.max.copy( center ).add( halfSize );
  39871. return this;
  39872. }
  39873. /**
  39874. * Returns a new box with copied values from this instance.
  39875. *
  39876. * @return {Box2} A clone of this instance.
  39877. */
  39878. clone() {
  39879. return new this.constructor().copy( this );
  39880. }
  39881. /**
  39882. * Copies the values of the given box to this instance.
  39883. *
  39884. * @param {Box2} box - The box to copy.
  39885. * @return {Box2} A reference to this bounding box.
  39886. */
  39887. copy( box ) {
  39888. this.min.copy( box.min );
  39889. this.max.copy( box.max );
  39890. return this;
  39891. }
  39892. /**
  39893. * Makes this box empty which means in encloses a zero space in 2D.
  39894. *
  39895. * @return {Box2} A reference to this bounding box.
  39896. */
  39897. makeEmpty() {
  39898. this.min.x = this.min.y = + Infinity;
  39899. this.max.x = this.max.y = - Infinity;
  39900. return this;
  39901. }
  39902. /**
  39903. * Returns true if this box includes zero points within its bounds.
  39904. * Note that a box with equal lower and upper bounds still includes one
  39905. * point, the one both bounds share.
  39906. *
  39907. * @return {boolean} Whether this box is empty or not.
  39908. */
  39909. isEmpty() {
  39910. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  39911. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  39912. }
  39913. /**
  39914. * Returns the center point of this box.
  39915. *
  39916. * @param {Vector2} target - The target vector that is used to store the method's result.
  39917. * @return {Vector2} The center point.
  39918. */
  39919. getCenter( target ) {
  39920. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  39921. }
  39922. /**
  39923. * Returns the dimensions of this box.
  39924. *
  39925. * @param {Vector2} target - The target vector that is used to store the method's result.
  39926. * @return {Vector2} The size.
  39927. */
  39928. getSize( target ) {
  39929. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  39930. }
  39931. /**
  39932. * Expands the boundaries of this box to include the given point.
  39933. *
  39934. * @param {Vector2} point - The point that should be included by the bounding box.
  39935. * @return {Box2} A reference to this bounding box.
  39936. */
  39937. expandByPoint( point ) {
  39938. this.min.min( point );
  39939. this.max.max( point );
  39940. return this;
  39941. }
  39942. /**
  39943. * Expands this box equilaterally by the given vector. The width of this
  39944. * box will be expanded by the x component of the vector in both
  39945. * directions. The height of this box will be expanded by the y component of
  39946. * the vector in both directions.
  39947. *
  39948. * @param {Vector2} vector - The vector that should expand the bounding box.
  39949. * @return {Box2} A reference to this bounding box.
  39950. */
  39951. expandByVector( vector ) {
  39952. this.min.sub( vector );
  39953. this.max.add( vector );
  39954. return this;
  39955. }
  39956. /**
  39957. * Expands each dimension of the box by the given scalar. If negative, the
  39958. * dimensions of the box will be contracted.
  39959. *
  39960. * @param {number} scalar - The scalar value that should expand the bounding box.
  39961. * @return {Box2} A reference to this bounding box.
  39962. */
  39963. expandByScalar( scalar ) {
  39964. this.min.addScalar( - scalar );
  39965. this.max.addScalar( scalar );
  39966. return this;
  39967. }
  39968. /**
  39969. * Returns `true` if the given point lies within or on the boundaries of this box.
  39970. *
  39971. * @param {Vector2} point - The point to test.
  39972. * @return {boolean} Whether the bounding box contains the given point or not.
  39973. */
  39974. containsPoint( point ) {
  39975. return point.x >= this.min.x && point.x <= this.max.x &&
  39976. point.y >= this.min.y && point.y <= this.max.y;
  39977. }
  39978. /**
  39979. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  39980. * If this box and the given one are identical, this function also returns `true`.
  39981. *
  39982. * @param {Box2} box - The bounding box to test.
  39983. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  39984. */
  39985. containsBox( box ) {
  39986. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  39987. this.min.y <= box.min.y && box.max.y <= this.max.y;
  39988. }
  39989. /**
  39990. * Returns a point as a proportion of this box's width and height.
  39991. *
  39992. * @param {Vector2} point - A point in 2D space.
  39993. * @param {Vector2} target - The target vector that is used to store the method's result.
  39994. * @return {Vector2} A point as a proportion of this box's width and height.
  39995. */
  39996. getParameter( point, target ) {
  39997. // This can potentially have a divide by zero if the box
  39998. // has a size dimension of 0.
  39999. return target.set(
  40000. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40001. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40002. );
  40003. }
  40004. /**
  40005. * Returns `true` if the given bounding box intersects with this bounding box.
  40006. *
  40007. * @param {Box2} box - The bounding box to test.
  40008. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40009. */
  40010. intersectsBox( box ) {
  40011. // using 4 splitting planes to rule out intersections
  40012. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40013. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40014. }
  40015. /**
  40016. * Clamps the given point within the bounds of this box.
  40017. *
  40018. * @param {Vector2} point - The point to clamp.
  40019. * @param {Vector2} target - The target vector that is used to store the method's result.
  40020. * @return {Vector2} The clamped point.
  40021. */
  40022. clampPoint( point, target ) {
  40023. return target.copy( point ).clamp( this.min, this.max );
  40024. }
  40025. /**
  40026. * Returns the euclidean distance from any edge of this box to the specified point. If
  40027. * the given point lies inside of this box, the distance will be `0`.
  40028. *
  40029. * @param {Vector2} point - The point to compute the distance to.
  40030. * @return {number} The euclidean distance.
  40031. */
  40032. distanceToPoint( point ) {
  40033. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40034. }
  40035. /**
  40036. * Computes the intersection of this bounding box and the given one, setting the upper
  40037. * bound of this box to the lesser of the two boxes' upper bounds and the
  40038. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40039. * there's no overlap, makes this box empty.
  40040. *
  40041. * @param {Box2} box - The bounding box to intersect with.
  40042. * @return {Box2} A reference to this bounding box.
  40043. */
  40044. intersect( box ) {
  40045. this.min.max( box.min );
  40046. this.max.min( box.max );
  40047. if ( this.isEmpty() ) this.makeEmpty();
  40048. return this;
  40049. }
  40050. /**
  40051. * Computes the union of this box and another and the given one, setting the upper
  40052. * bound of this box to the greater of the two boxes' upper bounds and the
  40053. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40054. *
  40055. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40056. * @return {Box2} A reference to this bounding box.
  40057. */
  40058. union( box ) {
  40059. this.min.min( box.min );
  40060. this.max.max( box.max );
  40061. return this;
  40062. }
  40063. /**
  40064. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40065. * effectively moving it in 2D space.
  40066. *
  40067. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40068. * @return {Box2} A reference to this bounding box.
  40069. */
  40070. translate( offset ) {
  40071. this.min.add( offset );
  40072. this.max.add( offset );
  40073. return this;
  40074. }
  40075. /**
  40076. * Returns `true` if this bounding box is equal with the given one.
  40077. *
  40078. * @param {Box2} box - The box to test for equality.
  40079. * @return {boolean} Whether this bounding box is equal with the given one.
  40080. */
  40081. equals( box ) {
  40082. return box.min.equals( this.min ) && box.max.equals( this.max );
  40083. }
  40084. }
  40085. const _startP = /*@__PURE__*/ new Vector3();
  40086. const _startEnd = /*@__PURE__*/ new Vector3();
  40087. /**
  40088. * An analytical line segment in 3D space represented by a start and end point.
  40089. */
  40090. class Line3 {
  40091. /**
  40092. * Constructs a new line segment.
  40093. *
  40094. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40095. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40096. */
  40097. constructor( start = new Vector3(), end = new Vector3() ) {
  40098. /**
  40099. * Start of the line segment.
  40100. *
  40101. * @type {Vector3}
  40102. */
  40103. this.start = start;
  40104. /**
  40105. * End of the line segment.
  40106. *
  40107. * @type {Vector3}
  40108. */
  40109. this.end = end;
  40110. }
  40111. /**
  40112. * Sets the start and end values by copying the given vectors.
  40113. *
  40114. * @param {Vector3} start - The start point.
  40115. * @param {Vector3} end - The end point.
  40116. * @return {Line3} A reference to this line segment.
  40117. */
  40118. set( start, end ) {
  40119. this.start.copy( start );
  40120. this.end.copy( end );
  40121. return this;
  40122. }
  40123. /**
  40124. * Copies the values of the given line segment to this instance.
  40125. *
  40126. * @param {Line3} line - The line segment to copy.
  40127. * @return {Line3} A reference to this line segment.
  40128. */
  40129. copy( line ) {
  40130. this.start.copy( line.start );
  40131. this.end.copy( line.end );
  40132. return this;
  40133. }
  40134. /**
  40135. * Returns the center of the line segment.
  40136. *
  40137. * @param {Vector3} target - The target vector that is used to store the method's result.
  40138. * @return {Vector3} The center point.
  40139. */
  40140. getCenter( target ) {
  40141. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40142. }
  40143. /**
  40144. * Returns the delta vector of the line segment's start and end point.
  40145. *
  40146. * @param {Vector3} target - The target vector that is used to store the method's result.
  40147. * @return {Vector3} The delta vector.
  40148. */
  40149. delta( target ) {
  40150. return target.subVectors( this.end, this.start );
  40151. }
  40152. /**
  40153. * Returns the squared Euclidean distance between the line' start and end point.
  40154. *
  40155. * @return {number} The squared Euclidean distance.
  40156. */
  40157. distanceSq() {
  40158. return this.start.distanceToSquared( this.end );
  40159. }
  40160. /**
  40161. * Returns the Euclidean distance between the line' start and end point.
  40162. *
  40163. * @return {number} The Euclidean distance.
  40164. */
  40165. distance() {
  40166. return this.start.distanceTo( this.end );
  40167. }
  40168. /**
  40169. * Returns a vector at a certain position along the line segment.
  40170. *
  40171. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40172. * @param {Vector3} target - The target vector that is used to store the method's result.
  40173. * @return {Vector3} The delta vector.
  40174. */
  40175. at( t, target ) {
  40176. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40177. }
  40178. /**
  40179. * Returns a point parameter based on the closest point as projected on the line segment.
  40180. *
  40181. * @param {Vector3} point - The point for which to return a point parameter.
  40182. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40183. * @return {number} The point parameter.
  40184. */
  40185. closestPointToPointParameter( point, clampToLine ) {
  40186. _startP.subVectors( point, this.start );
  40187. _startEnd.subVectors( this.end, this.start );
  40188. const startEnd2 = _startEnd.dot( _startEnd );
  40189. const startEnd_startP = _startEnd.dot( _startP );
  40190. let t = startEnd_startP / startEnd2;
  40191. if ( clampToLine ) {
  40192. t = clamp( t, 0, 1 );
  40193. }
  40194. return t;
  40195. }
  40196. /**
  40197. * Returns the closets point on the line for a given point.
  40198. *
  40199. * @param {Vector3} point - The point to compute the closest point on the line for.
  40200. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40201. * @param {Vector3} target - The target vector that is used to store the method's result.
  40202. * @return {Vector3} The closest point on the line.
  40203. */
  40204. closestPointToPoint( point, clampToLine, target ) {
  40205. const t = this.closestPointToPointParameter( point, clampToLine );
  40206. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40207. }
  40208. /**
  40209. * Applies a 4x4 transformation matrix to this line segment.
  40210. *
  40211. * @param {Matrix4} matrix - The transformation matrix.
  40212. * @return {Line3} A reference to this line segment.
  40213. */
  40214. applyMatrix4( matrix ) {
  40215. this.start.applyMatrix4( matrix );
  40216. this.end.applyMatrix4( matrix );
  40217. return this;
  40218. }
  40219. /**
  40220. * Returns `true` if this line segment is equal with the given one.
  40221. *
  40222. * @param {Line3} line - The line segment to test for equality.
  40223. * @return {boolean} Whether this line segment is equal with the given one.
  40224. */
  40225. equals( line ) {
  40226. return line.start.equals( this.start ) && line.end.equals( this.end );
  40227. }
  40228. /**
  40229. * Returns a new line segment with copied values from this instance.
  40230. *
  40231. * @return {Line3} A clone of this instance.
  40232. */
  40233. clone() {
  40234. return new this.constructor().copy( this );
  40235. }
  40236. }
  40237. const _vector$3 = /*@__PURE__*/ new Vector3();
  40238. /**
  40239. * This displays a cone shaped helper object for a {@link SpotLight}.
  40240. *
  40241. * ```js
  40242. * const spotLight = new THREE.SpotLight( 0xffffff );
  40243. * spotLight.position.set( 10, 10, 10 );
  40244. * scene.add( spotLight );
  40245. *
  40246. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40247. * scene.add( spotLightHelper );
  40248. * ```
  40249. *
  40250. * @augments Object3D
  40251. */
  40252. class SpotLightHelper extends Object3D {
  40253. /**
  40254. * Constructs a new spot light helper.
  40255. *
  40256. * @param {HemisphereLight} light - The light to be visualized.
  40257. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40258. * the color of the light.
  40259. */
  40260. constructor( light, color ) {
  40261. super();
  40262. /**
  40263. * The light being visualized.
  40264. *
  40265. * @type {SpotLight}
  40266. */
  40267. this.light = light;
  40268. this.matrixAutoUpdate = false;
  40269. /**
  40270. * The color parameter passed in the constructor.
  40271. * If not set, the helper will take the color of the light.
  40272. *
  40273. * @type {number|Color|string}
  40274. */
  40275. this.color = color;
  40276. this.type = 'SpotLightHelper';
  40277. const geometry = new BufferGeometry();
  40278. const positions = [
  40279. 0, 0, 0, 0, 0, 1,
  40280. 0, 0, 0, 1, 0, 1,
  40281. 0, 0, 0, -1, 0, 1,
  40282. 0, 0, 0, 0, 1, 1,
  40283. 0, 0, 0, 0, -1, 1
  40284. ];
  40285. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40286. const p1 = ( i / l ) * Math.PI * 2;
  40287. const p2 = ( j / l ) * Math.PI * 2;
  40288. positions.push(
  40289. Math.cos( p1 ), Math.sin( p1 ), 1,
  40290. Math.cos( p2 ), Math.sin( p2 ), 1
  40291. );
  40292. }
  40293. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40294. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40295. this.cone = new LineSegments( geometry, material );
  40296. this.add( this.cone );
  40297. this.update();
  40298. }
  40299. /**
  40300. * Frees the GPU-related resources allocated by this instance. Call this
  40301. * method whenever this instance is no longer used in your app.
  40302. */
  40303. dispose() {
  40304. this.cone.geometry.dispose();
  40305. this.cone.material.dispose();
  40306. }
  40307. /**
  40308. * Updates the helper to match the position and direction of the
  40309. * light being visualized.
  40310. */
  40311. update() {
  40312. this.light.updateWorldMatrix( true, false );
  40313. this.light.target.updateWorldMatrix( true, false );
  40314. // update the local matrix based on the parent and light target transforms
  40315. if ( this.parent ) {
  40316. this.parent.updateWorldMatrix( true );
  40317. this.matrix
  40318. .copy( this.parent.matrixWorld )
  40319. .invert()
  40320. .multiply( this.light.matrixWorld );
  40321. } else {
  40322. this.matrix.copy( this.light.matrixWorld );
  40323. }
  40324. this.matrixWorld.copy( this.light.matrixWorld );
  40325. const coneLength = this.light.distance ? this.light.distance : 1000;
  40326. const coneWidth = coneLength * Math.tan( this.light.angle );
  40327. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  40328. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  40329. this.cone.lookAt( _vector$3 );
  40330. if ( this.color !== undefined ) {
  40331. this.cone.material.color.set( this.color );
  40332. } else {
  40333. this.cone.material.color.copy( this.light.color );
  40334. }
  40335. }
  40336. }
  40337. const _vector$2 = /*@__PURE__*/ new Vector3();
  40338. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  40339. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  40340. /**
  40341. * A helper object to assist with visualizing a {@link Skeleton}.
  40342. *
  40343. * ```js
  40344. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  40345. * scene.add( helper );
  40346. * ```
  40347. *
  40348. * @augments LineSegments
  40349. */
  40350. class SkeletonHelper extends LineSegments {
  40351. /**
  40352. * Constructs a new hemisphere light helper.
  40353. *
  40354. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  40355. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  40356. */
  40357. constructor( object ) {
  40358. const bones = getBoneList( object );
  40359. const geometry = new BufferGeometry();
  40360. const vertices = [];
  40361. const colors = [];
  40362. const color1 = new Color( 0, 0, 1 );
  40363. const color2 = new Color( 0, 1, 0 );
  40364. for ( let i = 0; i < bones.length; i ++ ) {
  40365. const bone = bones[ i ];
  40366. if ( bone.parent && bone.parent.isBone ) {
  40367. vertices.push( 0, 0, 0 );
  40368. vertices.push( 0, 0, 0 );
  40369. colors.push( color1.r, color1.g, color1.b );
  40370. colors.push( color2.r, color2.g, color2.b );
  40371. }
  40372. }
  40373. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40374. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40375. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  40376. super( geometry, material );
  40377. /**
  40378. * This flag can be used for type testing.
  40379. *
  40380. * @type {boolean}
  40381. * @readonly
  40382. * @default true
  40383. */
  40384. this.isSkeletonHelper = true;
  40385. this.type = 'SkeletonHelper';
  40386. /**
  40387. * The object being visualized.
  40388. *
  40389. * @type {Object3D}
  40390. */
  40391. this.root = object;
  40392. /**
  40393. * he list of bones that the helper visualizes.
  40394. *
  40395. * @type {Array<Bone>}
  40396. */
  40397. this.bones = bones;
  40398. this.matrix = object.matrixWorld;
  40399. this.matrixAutoUpdate = false;
  40400. }
  40401. updateMatrixWorld( force ) {
  40402. const bones = this.bones;
  40403. const geometry = this.geometry;
  40404. const position = geometry.getAttribute( 'position' );
  40405. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  40406. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  40407. const bone = bones[ i ];
  40408. if ( bone.parent && bone.parent.isBone ) {
  40409. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  40410. _vector$2.setFromMatrixPosition( _boneMatrix );
  40411. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  40412. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  40413. _vector$2.setFromMatrixPosition( _boneMatrix );
  40414. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  40415. j += 2;
  40416. }
  40417. }
  40418. geometry.getAttribute( 'position' ).needsUpdate = true;
  40419. super.updateMatrixWorld( force );
  40420. }
  40421. /**
  40422. * Frees the GPU-related resources allocated by this instance. Call this
  40423. * method whenever this instance is no longer used in your app.
  40424. */
  40425. dispose() {
  40426. this.geometry.dispose();
  40427. this.material.dispose();
  40428. }
  40429. }
  40430. function getBoneList( object ) {
  40431. const boneList = [];
  40432. if ( object.isBone === true ) {
  40433. boneList.push( object );
  40434. }
  40435. for ( let i = 0; i < object.children.length; i ++ ) {
  40436. boneList.push( ...getBoneList( object.children[ i ] ) );
  40437. }
  40438. return boneList;
  40439. }
  40440. /**
  40441. * This displays a helper object consisting of a spherical mesh for
  40442. * visualizing an instance of {@link PointLight}.
  40443. *
  40444. * ```js
  40445. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  40446. * pointLight.position.set( 10, 10, 10 );
  40447. * scene.add( pointLight );
  40448. *
  40449. * const sphereSize = 1;
  40450. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  40451. * scene.add( pointLightHelper );
  40452. * ```
  40453. *
  40454. * @augments Mesh
  40455. */
  40456. class PointLightHelper extends Mesh {
  40457. /**
  40458. * Constructs a new point light helper.
  40459. *
  40460. * @param {PointLight} light - The light to be visualized.
  40461. * @param {number} [sphereSize=1] - The size of the sphere helper.
  40462. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40463. * the color of the light.
  40464. */
  40465. constructor( light, sphereSize, color ) {
  40466. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  40467. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  40468. super( geometry, material );
  40469. /**
  40470. * The light being visualized.
  40471. *
  40472. * @type {HemisphereLight}
  40473. */
  40474. this.light = light;
  40475. /**
  40476. * The color parameter passed in the constructor.
  40477. * If not set, the helper will take the color of the light.
  40478. *
  40479. * @type {number|Color|string}
  40480. */
  40481. this.color = color;
  40482. this.type = 'PointLightHelper';
  40483. this.matrix = this.light.matrixWorld;
  40484. this.matrixAutoUpdate = false;
  40485. this.update();
  40486. /*
  40487. // TODO: delete this comment?
  40488. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  40489. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  40490. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  40491. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  40492. const d = light.distance;
  40493. if ( d === 0.0 ) {
  40494. this.lightDistance.visible = false;
  40495. } else {
  40496. this.lightDistance.scale.set( d, d, d );
  40497. }
  40498. this.add( this.lightDistance );
  40499. */
  40500. }
  40501. /**
  40502. * Frees the GPU-related resources allocated by this instance. Call this
  40503. * method whenever this instance is no longer used in your app.
  40504. */
  40505. dispose() {
  40506. this.geometry.dispose();
  40507. this.material.dispose();
  40508. }
  40509. /**
  40510. * Updates the helper to match the position of the
  40511. * light being visualized.
  40512. */
  40513. update() {
  40514. this.light.updateWorldMatrix( true, false );
  40515. if ( this.color !== undefined ) {
  40516. this.material.color.set( this.color );
  40517. } else {
  40518. this.material.color.copy( this.light.color );
  40519. }
  40520. /*
  40521. const d = this.light.distance;
  40522. if ( d === 0.0 ) {
  40523. this.lightDistance.visible = false;
  40524. } else {
  40525. this.lightDistance.visible = true;
  40526. this.lightDistance.scale.set( d, d, d );
  40527. }
  40528. */
  40529. }
  40530. }
  40531. const _vector$1 = /*@__PURE__*/ new Vector3();
  40532. const _color1 = /*@__PURE__*/ new Color();
  40533. const _color2 = /*@__PURE__*/ new Color();
  40534. /**
  40535. * Creates a visual aid consisting of a spherical mesh for a
  40536. * given {@link HemisphereLight}.
  40537. *
  40538. * ```js
  40539. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  40540. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  40541. * scene.add( helper );
  40542. * ```
  40543. *
  40544. * @augments Object3D
  40545. */
  40546. class HemisphereLightHelper extends Object3D {
  40547. /**
  40548. * Constructs a new hemisphere light helper.
  40549. *
  40550. * @param {HemisphereLight} light - The light to be visualized.
  40551. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  40552. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40553. * the color of the light.
  40554. */
  40555. constructor( light, size, color ) {
  40556. super();
  40557. /**
  40558. * The light being visualized.
  40559. *
  40560. * @type {HemisphereLight}
  40561. */
  40562. this.light = light;
  40563. this.matrix = light.matrixWorld;
  40564. this.matrixAutoUpdate = false;
  40565. /**
  40566. * The color parameter passed in the constructor.
  40567. * If not set, the helper will take the color of the light.
  40568. *
  40569. * @type {number|Color|string}
  40570. */
  40571. this.color = color;
  40572. this.type = 'HemisphereLightHelper';
  40573. const geometry = new OctahedronGeometry( size );
  40574. geometry.rotateY( Math.PI * 0.5 );
  40575. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  40576. if ( this.color === undefined ) this.material.vertexColors = true;
  40577. const position = geometry.getAttribute( 'position' );
  40578. const colors = new Float32Array( position.count * 3 );
  40579. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  40580. this.add( new Mesh( geometry, this.material ) );
  40581. this.update();
  40582. }
  40583. /**
  40584. * Frees the GPU-related resources allocated by this instance. Call this
  40585. * method whenever this instance is no longer used in your app.
  40586. */
  40587. dispose() {
  40588. this.children[ 0 ].geometry.dispose();
  40589. this.children[ 0 ].material.dispose();
  40590. }
  40591. /**
  40592. * Updates the helper to match the position and direction of the
  40593. * light being visualized.
  40594. */
  40595. update() {
  40596. const mesh = this.children[ 0 ];
  40597. if ( this.color !== undefined ) {
  40598. this.material.color.set( this.color );
  40599. } else {
  40600. const colors = mesh.geometry.getAttribute( 'color' );
  40601. _color1.copy( this.light.color );
  40602. _color2.copy( this.light.groundColor );
  40603. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  40604. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  40605. colors.setXYZ( i, color.r, color.g, color.b );
  40606. }
  40607. colors.needsUpdate = true;
  40608. }
  40609. this.light.updateWorldMatrix( true, false );
  40610. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  40611. }
  40612. }
  40613. /**
  40614. * The helper is an object to define grids. Grids are two-dimensional
  40615. * arrays of lines.
  40616. *
  40617. * ```js
  40618. * const size = 10;
  40619. * const divisions = 10;
  40620. *
  40621. * const gridHelper = new THREE.GridHelper( size, divisions );
  40622. * scene.add( gridHelper );
  40623. * ```
  40624. *
  40625. * @augments LineSegments
  40626. */
  40627. class GridHelper extends LineSegments {
  40628. /**
  40629. * Constructs a new grid helper.
  40630. *
  40631. * @param {number} [size=10] - The size of the grid.
  40632. * @param {number} [divisions=10] - The number of divisions across the grid.
  40633. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  40634. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  40635. */
  40636. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  40637. color1 = new Color( color1 );
  40638. color2 = new Color( color2 );
  40639. const center = divisions / 2;
  40640. const step = size / divisions;
  40641. const halfSize = size / 2;
  40642. const vertices = [], colors = [];
  40643. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  40644. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  40645. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  40646. const color = i === center ? color1 : color2;
  40647. color.toArray( colors, j ); j += 3;
  40648. color.toArray( colors, j ); j += 3;
  40649. color.toArray( colors, j ); j += 3;
  40650. color.toArray( colors, j ); j += 3;
  40651. }
  40652. const geometry = new BufferGeometry();
  40653. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40654. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40655. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  40656. super( geometry, material );
  40657. this.type = 'GridHelper';
  40658. }
  40659. /**
  40660. * Frees the GPU-related resources allocated by this instance. Call this
  40661. * method whenever this instance is no longer used in your app.
  40662. */
  40663. dispose() {
  40664. this.geometry.dispose();
  40665. this.material.dispose();
  40666. }
  40667. }
  40668. /**
  40669. * This helper is an object to define polar grids. Grids are
  40670. * two-dimensional arrays of lines.
  40671. *
  40672. * ```js
  40673. * const radius = 10;
  40674. * const sectors = 16;
  40675. * const rings = 8;
  40676. * const divisions = 64;
  40677. *
  40678. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  40679. * scene.add( helper );
  40680. * ```
  40681. *
  40682. * @augments LineSegments
  40683. */
  40684. class PolarGridHelper extends LineSegments {
  40685. /**
  40686. * Constructs a new polar grid helper.
  40687. *
  40688. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  40689. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  40690. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  40691. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  40692. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  40693. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  40694. */
  40695. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  40696. color1 = new Color( color1 );
  40697. color2 = new Color( color2 );
  40698. const vertices = [];
  40699. const colors = [];
  40700. // create the sectors
  40701. if ( sectors > 1 ) {
  40702. for ( let i = 0; i < sectors; i ++ ) {
  40703. const v = ( i / sectors ) * ( Math.PI * 2 );
  40704. const x = Math.sin( v ) * radius;
  40705. const z = Math.cos( v ) * radius;
  40706. vertices.push( 0, 0, 0 );
  40707. vertices.push( x, 0, z );
  40708. const color = ( i & 1 ) ? color1 : color2;
  40709. colors.push( color.r, color.g, color.b );
  40710. colors.push( color.r, color.g, color.b );
  40711. }
  40712. }
  40713. // create the rings
  40714. for ( let i = 0; i < rings; i ++ ) {
  40715. const color = ( i & 1 ) ? color1 : color2;
  40716. const r = radius - ( radius / rings * i );
  40717. for ( let j = 0; j < divisions; j ++ ) {
  40718. // first vertex
  40719. let v = ( j / divisions ) * ( Math.PI * 2 );
  40720. let x = Math.sin( v ) * r;
  40721. let z = Math.cos( v ) * r;
  40722. vertices.push( x, 0, z );
  40723. colors.push( color.r, color.g, color.b );
  40724. // second vertex
  40725. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  40726. x = Math.sin( v ) * r;
  40727. z = Math.cos( v ) * r;
  40728. vertices.push( x, 0, z );
  40729. colors.push( color.r, color.g, color.b );
  40730. }
  40731. }
  40732. const geometry = new BufferGeometry();
  40733. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40734. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40735. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  40736. super( geometry, material );
  40737. this.type = 'PolarGridHelper';
  40738. }
  40739. /**
  40740. * Frees the GPU-related resources allocated by this instance. Call this
  40741. * method whenever this instance is no longer used in your app.
  40742. */
  40743. dispose() {
  40744. this.geometry.dispose();
  40745. this.material.dispose();
  40746. }
  40747. }
  40748. const _v1 = /*@__PURE__*/ new Vector3();
  40749. const _v2 = /*@__PURE__*/ new Vector3();
  40750. const _v3 = /*@__PURE__*/ new Vector3();
  40751. /**
  40752. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  40753. * effect on the scene. This consists of plane and a line representing the
  40754. * light's position and direction.
  40755. *
  40756. * ```js
  40757. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  40758. * scene.add( light );
  40759. *
  40760. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  40761. * scene.add( helper );
  40762. * ```
  40763. *
  40764. * @augments Object3D
  40765. */
  40766. class DirectionalLightHelper extends Object3D {
  40767. /**
  40768. * Constructs a new directional light helper.
  40769. *
  40770. * @param {DirectionalLight} light - The light to be visualized.
  40771. * @param {number} [size=1] - The dimensions of the plane.
  40772. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40773. * the color of the light.
  40774. */
  40775. constructor( light, size, color ) {
  40776. super();
  40777. /**
  40778. * The light being visualized.
  40779. *
  40780. * @type {DirectionalLight}
  40781. */
  40782. this.light = light;
  40783. this.matrix = light.matrixWorld;
  40784. this.matrixAutoUpdate = false;
  40785. /**
  40786. * The color parameter passed in the constructor.
  40787. * If not set, the helper will take the color of the light.
  40788. *
  40789. * @type {number|Color|string}
  40790. */
  40791. this.color = color;
  40792. this.type = 'DirectionalLightHelper';
  40793. if ( size === undefined ) size = 1;
  40794. let geometry = new BufferGeometry();
  40795. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  40796. - size, size, 0,
  40797. size, size, 0,
  40798. size, - size, 0,
  40799. - size, - size, 0,
  40800. - size, size, 0
  40801. ], 3 ) );
  40802. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40803. /**
  40804. * Contains the line showing the location of the directional light.
  40805. *
  40806. * @type {Line}
  40807. */
  40808. this.lightPlane = new Line( geometry, material );
  40809. this.add( this.lightPlane );
  40810. geometry = new BufferGeometry();
  40811. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  40812. /**
  40813. * Represents the target line of the directional light.
  40814. *
  40815. * @type {Line}
  40816. */
  40817. this.targetLine = new Line( geometry, material );
  40818. this.add( this.targetLine );
  40819. this.update();
  40820. }
  40821. /**
  40822. * Frees the GPU-related resources allocated by this instance. Call this
  40823. * method whenever this instance is no longer used in your app.
  40824. */
  40825. dispose() {
  40826. this.lightPlane.geometry.dispose();
  40827. this.lightPlane.material.dispose();
  40828. this.targetLine.geometry.dispose();
  40829. this.targetLine.material.dispose();
  40830. }
  40831. /**
  40832. * Updates the helper to match the position and direction of the
  40833. * light being visualized.
  40834. */
  40835. update() {
  40836. this.light.updateWorldMatrix( true, false );
  40837. this.light.target.updateWorldMatrix( true, false );
  40838. _v1.setFromMatrixPosition( this.light.matrixWorld );
  40839. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  40840. _v3.subVectors( _v2, _v1 );
  40841. this.lightPlane.lookAt( _v2 );
  40842. if ( this.color !== undefined ) {
  40843. this.lightPlane.material.color.set( this.color );
  40844. this.targetLine.material.color.set( this.color );
  40845. } else {
  40846. this.lightPlane.material.color.copy( this.light.color );
  40847. this.targetLine.material.color.copy( this.light.color );
  40848. }
  40849. this.targetLine.lookAt( _v2 );
  40850. this.targetLine.scale.z = _v3.length();
  40851. }
  40852. }
  40853. const _vector = /*@__PURE__*/ new Vector3();
  40854. const _camera = /*@__PURE__*/ new Camera();
  40855. /**
  40856. * This helps with visualizing what a camera contains in its frustum. It
  40857. * visualizes the frustum of a camera using a line segments.
  40858. *
  40859. * Based on frustum visualization in [lightgl.js shadowmap example]{@link https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html}.
  40860. *
  40861. * `CameraHelper` must be a child of the scene.
  40862. *
  40863. * ```js
  40864. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  40865. * const helper = new THREE.CameraHelper( camera );
  40866. * scene.add( helper );
  40867. * ```
  40868. *
  40869. * @augments LineSegments
  40870. */
  40871. class CameraHelper extends LineSegments {
  40872. /**
  40873. * Constructs a new arrow helper.
  40874. *
  40875. * @param {Camera} camera - The camera to visualize.
  40876. */
  40877. constructor( camera ) {
  40878. const geometry = new BufferGeometry();
  40879. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  40880. const vertices = [];
  40881. const colors = [];
  40882. const pointMap = {};
  40883. // near
  40884. addLine( 'n1', 'n2' );
  40885. addLine( 'n2', 'n4' );
  40886. addLine( 'n4', 'n3' );
  40887. addLine( 'n3', 'n1' );
  40888. // far
  40889. addLine( 'f1', 'f2' );
  40890. addLine( 'f2', 'f4' );
  40891. addLine( 'f4', 'f3' );
  40892. addLine( 'f3', 'f1' );
  40893. // sides
  40894. addLine( 'n1', 'f1' );
  40895. addLine( 'n2', 'f2' );
  40896. addLine( 'n3', 'f3' );
  40897. addLine( 'n4', 'f4' );
  40898. // cone
  40899. addLine( 'p', 'n1' );
  40900. addLine( 'p', 'n2' );
  40901. addLine( 'p', 'n3' );
  40902. addLine( 'p', 'n4' );
  40903. // up
  40904. addLine( 'u1', 'u2' );
  40905. addLine( 'u2', 'u3' );
  40906. addLine( 'u3', 'u1' );
  40907. // target
  40908. addLine( 'c', 't' );
  40909. addLine( 'p', 'c' );
  40910. // cross
  40911. addLine( 'cn1', 'cn2' );
  40912. addLine( 'cn3', 'cn4' );
  40913. addLine( 'cf1', 'cf2' );
  40914. addLine( 'cf3', 'cf4' );
  40915. function addLine( a, b ) {
  40916. addPoint( a );
  40917. addPoint( b );
  40918. }
  40919. function addPoint( id ) {
  40920. vertices.push( 0, 0, 0 );
  40921. colors.push( 0, 0, 0 );
  40922. if ( pointMap[ id ] === undefined ) {
  40923. pointMap[ id ] = [];
  40924. }
  40925. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  40926. }
  40927. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40928. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40929. super( geometry, material );
  40930. this.type = 'CameraHelper';
  40931. /**
  40932. * The camera being visualized.
  40933. *
  40934. * @type {Camera}
  40935. */
  40936. this.camera = camera;
  40937. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  40938. this.matrix = camera.matrixWorld;
  40939. this.matrixAutoUpdate = false;
  40940. /**
  40941. * This contains the points used to visualize the camera.
  40942. *
  40943. * @type {Object<string,Array<number>>}
  40944. */
  40945. this.pointMap = pointMap;
  40946. this.update();
  40947. // colors
  40948. const colorFrustum = new Color( 0xffaa00 );
  40949. const colorCone = new Color( 0xff0000 );
  40950. const colorUp = new Color( 0x00aaff );
  40951. const colorTarget = new Color( 0xffffff );
  40952. const colorCross = new Color( 0x333333 );
  40953. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  40954. }
  40955. /**
  40956. * Defines the colors of the helper.
  40957. *
  40958. * @param {Color} frustum - The frustum line color.
  40959. * @param {Color} cone - The cone line color.
  40960. * @param {Color} up - The up line color.
  40961. * @param {Color} target - The target line color.
  40962. * @param {Color} cross - The cross line color.
  40963. */
  40964. setColors( frustum, cone, up, target, cross ) {
  40965. const geometry = this.geometry;
  40966. const colorAttribute = geometry.getAttribute( 'color' );
  40967. // near
  40968. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  40969. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  40970. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  40971. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  40972. // far
  40973. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  40974. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  40975. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  40976. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  40977. // sides
  40978. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  40979. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  40980. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  40981. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  40982. // cone
  40983. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  40984. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  40985. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  40986. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  40987. // up
  40988. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  40989. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  40990. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  40991. // target
  40992. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  40993. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  40994. // cross
  40995. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  40996. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  40997. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  40998. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  40999. colorAttribute.needsUpdate = true;
  41000. }
  41001. /**
  41002. * Updates the helper based on the projection matrix of the camera.
  41003. */
  41004. update() {
  41005. const geometry = this.geometry;
  41006. const pointMap = this.pointMap;
  41007. const w = 1, h = 1;
  41008. // we need just camera projection matrix inverse
  41009. // world matrix must be identity
  41010. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41011. // Adjust z values based on coordinate system
  41012. const nearZ = this.camera.coordinateSystem === WebGLCoordinateSystem ? -1 : 0;
  41013. // center / target
  41014. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41015. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  41016. // near
  41017. setPoint( 'n1', pointMap, geometry, _camera, -1, -1, nearZ );
  41018. setPoint( 'n2', pointMap, geometry, _camera, w, -1, nearZ );
  41019. setPoint( 'n3', pointMap, geometry, _camera, -1, h, nearZ );
  41020. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41021. // far
  41022. setPoint( 'f1', pointMap, geometry, _camera, -1, -1, 1 );
  41023. setPoint( 'f2', pointMap, geometry, _camera, w, -1, 1 );
  41024. setPoint( 'f3', pointMap, geometry, _camera, -1, h, 1 );
  41025. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  41026. // up
  41027. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41028. setPoint( 'u2', pointMap, geometry, _camera, -1 * 0.7, h * 1.1, nearZ );
  41029. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41030. // cross
  41031. setPoint( 'cf1', pointMap, geometry, _camera, -1, 0, 1 );
  41032. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  41033. setPoint( 'cf3', pointMap, geometry, _camera, 0, -1, 1 );
  41034. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  41035. setPoint( 'cn1', pointMap, geometry, _camera, -1, 0, nearZ );
  41036. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41037. setPoint( 'cn3', pointMap, geometry, _camera, 0, -1, nearZ );
  41038. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41039. geometry.getAttribute( 'position' ).needsUpdate = true;
  41040. }
  41041. /**
  41042. * Frees the GPU-related resources allocated by this instance. Call this
  41043. * method whenever this instance is no longer used in your app.
  41044. */
  41045. dispose() {
  41046. this.geometry.dispose();
  41047. this.material.dispose();
  41048. }
  41049. }
  41050. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41051. _vector.set( x, y, z ).unproject( camera );
  41052. const points = pointMap[ point ];
  41053. if ( points !== undefined ) {
  41054. const position = geometry.getAttribute( 'position' );
  41055. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41056. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41057. }
  41058. }
  41059. }
  41060. const _box = /*@__PURE__*/ new Box3();
  41061. /**
  41062. * Helper object to graphically show the world-axis-aligned bounding box
  41063. * around an object. The actual bounding box is handled with {@link Box3},
  41064. * this is just a visual helper for debugging. It can be automatically
  41065. * resized with {@link BoxHelper#update} when the object it's created from
  41066. * is transformed. Note that the object must have a geometry for this to work,
  41067. * so it won't work with sprites.
  41068. *
  41069. * ```js
  41070. * const sphere = new THREE.SphereGeometry();
  41071. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41072. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41073. * scene.add( box );
  41074. * ```
  41075. *
  41076. * @augments LineSegments
  41077. */
  41078. class BoxHelper extends LineSegments {
  41079. /**
  41080. * Constructs a new box helper.
  41081. *
  41082. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41083. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41084. */
  41085. constructor( object, color = 0xffff00 ) {
  41086. 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 ] );
  41087. const positions = new Float32Array( 8 * 3 );
  41088. const geometry = new BufferGeometry();
  41089. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41090. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41091. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41092. /**
  41093. * The 3D object being visualized.
  41094. *
  41095. * @type {Object3D}
  41096. */
  41097. this.object = object;
  41098. this.type = 'BoxHelper';
  41099. this.matrixAutoUpdate = false;
  41100. this.update();
  41101. }
  41102. /**
  41103. * Updates the helper's geometry to match the dimensions of the object,
  41104. * including any children.
  41105. */
  41106. update() {
  41107. if ( this.object !== undefined ) {
  41108. _box.setFromObject( this.object );
  41109. }
  41110. if ( _box.isEmpty() ) return;
  41111. const min = _box.min;
  41112. const max = _box.max;
  41113. /*
  41114. 5____4
  41115. 1/___0/|
  41116. | 6__|_7
  41117. 2/___3/
  41118. 0: max.x, max.y, max.z
  41119. 1: min.x, max.y, max.z
  41120. 2: min.x, min.y, max.z
  41121. 3: max.x, min.y, max.z
  41122. 4: max.x, max.y, min.z
  41123. 5: min.x, max.y, min.z
  41124. 6: min.x, min.y, min.z
  41125. 7: max.x, min.y, min.z
  41126. */
  41127. const position = this.geometry.attributes.position;
  41128. const array = position.array;
  41129. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41130. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41131. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41132. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41133. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41134. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41135. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41136. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41137. position.needsUpdate = true;
  41138. this.geometry.computeBoundingSphere();
  41139. }
  41140. /**
  41141. * Updates the wireframe box for the passed object.
  41142. *
  41143. * @param {Object3D} object - The 3D object to create the helper for.
  41144. * @return {BoxHelper} A reference to this instance.
  41145. */
  41146. setFromObject( object ) {
  41147. this.object = object;
  41148. this.update();
  41149. return this;
  41150. }
  41151. copy( source, recursive ) {
  41152. super.copy( source, recursive );
  41153. this.object = source.object;
  41154. return this;
  41155. }
  41156. /**
  41157. * Frees the GPU-related resources allocated by this instance. Call this
  41158. * method whenever this instance is no longer used in your app.
  41159. */
  41160. dispose() {
  41161. this.geometry.dispose();
  41162. this.material.dispose();
  41163. }
  41164. }
  41165. /**
  41166. * A helper object to visualize an instance of {@link Box3}.
  41167. *
  41168. * ```js
  41169. * const box = new THREE.Box3();
  41170. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41171. *
  41172. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41173. * scene.add( helper )
  41174. * ```
  41175. *
  41176. * @augments LineSegments
  41177. */
  41178. class Box3Helper extends LineSegments {
  41179. /**
  41180. * Constructs a new box3 helper.
  41181. *
  41182. * @param {Box3} box - The box to visualize.
  41183. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41184. */
  41185. constructor( box, color = 0xffff00 ) {
  41186. 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 ] );
  41187. 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 ];
  41188. const geometry = new BufferGeometry();
  41189. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41190. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41191. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41192. /**
  41193. * The box being visualized.
  41194. *
  41195. * @type {Box3}
  41196. */
  41197. this.box = box;
  41198. this.type = 'Box3Helper';
  41199. this.geometry.computeBoundingSphere();
  41200. }
  41201. updateMatrixWorld( force ) {
  41202. const box = this.box;
  41203. if ( box.isEmpty() ) return;
  41204. box.getCenter( this.position );
  41205. box.getSize( this.scale );
  41206. this.scale.multiplyScalar( 0.5 );
  41207. super.updateMatrixWorld( force );
  41208. }
  41209. /**
  41210. * Frees the GPU-related resources allocated by this instance. Call this
  41211. * method whenever this instance is no longer used in your app.
  41212. */
  41213. dispose() {
  41214. this.geometry.dispose();
  41215. this.material.dispose();
  41216. }
  41217. }
  41218. /**
  41219. * A helper object to visualize an instance of {@link Plane}.
  41220. *
  41221. * ```js
  41222. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41223. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41224. * scene.add( helper );
  41225. * ```
  41226. *
  41227. * @augments Line
  41228. */
  41229. class PlaneHelper extends Line {
  41230. /**
  41231. * Constructs a new plane helper.
  41232. *
  41233. * @param {Plane} plane - The plane to be visualized.
  41234. * @param {number} [size=1] - The side length of plane helper.
  41235. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41236. */
  41237. constructor( plane, size = 1, hex = 0xffff00 ) {
  41238. const color = hex;
  41239. 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 ];
  41240. const geometry = new BufferGeometry();
  41241. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41242. geometry.computeBoundingSphere();
  41243. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41244. this.type = 'PlaneHelper';
  41245. /**
  41246. * The plane being visualized.
  41247. *
  41248. * @type {Plane}
  41249. */
  41250. this.plane = plane;
  41251. /**
  41252. * The side length of plane helper.
  41253. *
  41254. * @type {number}
  41255. * @default 1
  41256. */
  41257. this.size = size;
  41258. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41259. const geometry2 = new BufferGeometry();
  41260. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41261. geometry2.computeBoundingSphere();
  41262. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41263. }
  41264. updateMatrixWorld( force ) {
  41265. this.position.set( 0, 0, 0 );
  41266. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41267. this.lookAt( this.plane.normal );
  41268. this.translateZ( - this.plane.constant );
  41269. super.updateMatrixWorld( force );
  41270. }
  41271. /**
  41272. * Updates the helper to match the position and direction of the
  41273. * light being visualized.
  41274. */
  41275. dispose() {
  41276. this.geometry.dispose();
  41277. this.material.dispose();
  41278. this.children[ 0 ].geometry.dispose();
  41279. this.children[ 0 ].material.dispose();
  41280. }
  41281. }
  41282. const _axis = /*@__PURE__*/ new Vector3();
  41283. let _lineGeometry, _coneGeometry;
  41284. /**
  41285. * An 3D arrow object for visualizing directions.
  41286. *
  41287. * ```js
  41288. * const dir = new THREE.Vector3( 1, 2, 0 );
  41289. *
  41290. * //normalize the direction vector (convert to vector of length 1)
  41291. * dir.normalize();
  41292. *
  41293. * const origin = new THREE.Vector3( 0, 0, 0 );
  41294. * const length = 1;
  41295. * const hex = 0xffff00;
  41296. *
  41297. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  41298. * scene.add( arrowHelper );
  41299. * ```
  41300. *
  41301. * @augments Object3D
  41302. */
  41303. class ArrowHelper extends Object3D {
  41304. /**
  41305. * Constructs a new arrow helper.
  41306. *
  41307. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  41308. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  41309. * @param {number} [length=1] - Length of the arrow in world units.
  41310. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  41311. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41312. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41313. */
  41314. 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 ) {
  41315. super();
  41316. this.type = 'ArrowHelper';
  41317. if ( _lineGeometry === undefined ) {
  41318. _lineGeometry = new BufferGeometry();
  41319. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  41320. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  41321. _coneGeometry.translate( 0, -0.5, 0 );
  41322. }
  41323. this.position.copy( origin );
  41324. /**
  41325. * The line part of the arrow helper.
  41326. *
  41327. * @type {Line}
  41328. */
  41329. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41330. this.line.matrixAutoUpdate = false;
  41331. this.add( this.line );
  41332. /**
  41333. * The cone part of the arrow helper.
  41334. *
  41335. * @type {Mesh}
  41336. */
  41337. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  41338. this.cone.matrixAutoUpdate = false;
  41339. this.add( this.cone );
  41340. this.setDirection( dir );
  41341. this.setLength( length, headLength, headWidth );
  41342. }
  41343. /**
  41344. * Sets the direction of the helper.
  41345. *
  41346. * @param {Vector3} dir - The normalized direction vector.
  41347. */
  41348. setDirection( dir ) {
  41349. // dir is assumed to be normalized
  41350. if ( dir.y > 0.99999 ) {
  41351. this.quaternion.set( 0, 0, 0, 1 );
  41352. } else if ( dir.y < -0.99999 ) {
  41353. this.quaternion.set( 1, 0, 0, 0 );
  41354. } else {
  41355. _axis.set( dir.z, 0, - dir.x ).normalize();
  41356. const radians = Math.acos( dir.y );
  41357. this.quaternion.setFromAxisAngle( _axis, radians );
  41358. }
  41359. }
  41360. /**
  41361. * Sets the length of the helper.
  41362. *
  41363. * @param {number} length - Length of the arrow in world units.
  41364. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41365. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41366. */
  41367. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  41368. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  41369. this.line.updateMatrix();
  41370. this.cone.scale.set( headWidth, headLength, headWidth );
  41371. this.cone.position.y = length;
  41372. this.cone.updateMatrix();
  41373. }
  41374. /**
  41375. * Sets the color of the helper.
  41376. *
  41377. * @param {number|Color|string} color - The color to set.
  41378. */
  41379. setColor( color ) {
  41380. this.line.material.color.set( color );
  41381. this.cone.material.color.set( color );
  41382. }
  41383. copy( source ) {
  41384. super.copy( source, false );
  41385. this.line.copy( source.line );
  41386. this.cone.copy( source.cone );
  41387. return this;
  41388. }
  41389. /**
  41390. * Frees the GPU-related resources allocated by this instance. Call this
  41391. * method whenever this instance is no longer used in your app.
  41392. */
  41393. dispose() {
  41394. this.line.geometry.dispose();
  41395. this.line.material.dispose();
  41396. this.cone.geometry.dispose();
  41397. this.cone.material.dispose();
  41398. }
  41399. }
  41400. /**
  41401. * An axis object to visualize the 3 axes in a simple way.
  41402. * The X axis is red. The Y axis is green. The Z axis is blue.
  41403. *
  41404. * ```js
  41405. * const axesHelper = new THREE.AxesHelper( 5 );
  41406. * scene.add( axesHelper );
  41407. * ```
  41408. *
  41409. * @augments LineSegments
  41410. */
  41411. class AxesHelper extends LineSegments {
  41412. /**
  41413. * Constructs a new axes helper.
  41414. *
  41415. * @param {number} [size=1] - Size of the lines representing the axes.
  41416. */
  41417. constructor( size = 1 ) {
  41418. const vertices = [
  41419. 0, 0, 0, size, 0, 0,
  41420. 0, 0, 0, 0, size, 0,
  41421. 0, 0, 0, 0, 0, size
  41422. ];
  41423. const colors = [
  41424. 1, 0, 0, 1, 0.6, 0,
  41425. 0, 1, 0, 0.6, 1, 0,
  41426. 0, 0, 1, 0, 0.6, 1
  41427. ];
  41428. const geometry = new BufferGeometry();
  41429. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41430. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41431. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41432. super( geometry, material );
  41433. this.type = 'AxesHelper';
  41434. }
  41435. /**
  41436. * Defines the colors of the axes helper.
  41437. *
  41438. * @param {number|Color|string} xAxisColor - The color for the x axis.
  41439. * @param {number|Color|string} yAxisColor - The color for the y axis.
  41440. * @param {number|Color|string} zAxisColor - The color for the z axis.
  41441. * @return {AxesHelper} A reference to this axes helper.
  41442. */
  41443. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  41444. const color = new Color();
  41445. const array = this.geometry.attributes.color.array;
  41446. color.set( xAxisColor );
  41447. color.toArray( array, 0 );
  41448. color.toArray( array, 3 );
  41449. color.set( yAxisColor );
  41450. color.toArray( array, 6 );
  41451. color.toArray( array, 9 );
  41452. color.set( zAxisColor );
  41453. color.toArray( array, 12 );
  41454. color.toArray( array, 15 );
  41455. this.geometry.attributes.color.needsUpdate = true;
  41456. return this;
  41457. }
  41458. /**
  41459. * Frees the GPU-related resources allocated by this instance. Call this
  41460. * method whenever this instance is no longer used in your app.
  41461. */
  41462. dispose() {
  41463. this.geometry.dispose();
  41464. this.material.dispose();
  41465. }
  41466. }
  41467. /**
  41468. * This class is used to convert a series of paths to an array of
  41469. * shapes. It is specifically used in context of fonts and SVG.
  41470. */
  41471. class ShapePath {
  41472. /**
  41473. * Constructs a new shape path.
  41474. */
  41475. constructor() {
  41476. this.type = 'ShapePath';
  41477. /**
  41478. * The color of the shape.
  41479. *
  41480. * @type {Color}
  41481. */
  41482. this.color = new Color();
  41483. /**
  41484. * The paths that have been generated for this shape.
  41485. *
  41486. * @type {Array<Path>}
  41487. * @default null
  41488. */
  41489. this.subPaths = [];
  41490. /**
  41491. * The current path that is being generated.
  41492. *
  41493. * @type {?Path}
  41494. * @default null
  41495. */
  41496. this.currentPath = null;
  41497. }
  41498. /**
  41499. * Creates a new path and moves it current point to the given one.
  41500. *
  41501. * @param {number} x - The x coordinate.
  41502. * @param {number} y - The y coordinate.
  41503. * @return {ShapePath} A reference to this shape path.
  41504. */
  41505. moveTo( x, y ) {
  41506. this.currentPath = new Path();
  41507. this.subPaths.push( this.currentPath );
  41508. this.currentPath.moveTo( x, y );
  41509. return this;
  41510. }
  41511. /**
  41512. * Adds an instance of {@link LineCurve} to the path by connecting
  41513. * the current point with the given one.
  41514. *
  41515. * @param {number} x - The x coordinate of the end point.
  41516. * @param {number} y - The y coordinate of the end point.
  41517. * @return {ShapePath} A reference to this shape path.
  41518. */
  41519. lineTo( x, y ) {
  41520. this.currentPath.lineTo( x, y );
  41521. return this;
  41522. }
  41523. /**
  41524. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  41525. * the current point with the given one.
  41526. *
  41527. * @param {number} aCPx - The x coordinate of the control point.
  41528. * @param {number} aCPy - The y coordinate of the control point.
  41529. * @param {number} aX - The x coordinate of the end point.
  41530. * @param {number} aY - The y coordinate of the end point.
  41531. * @return {ShapePath} A reference to this shape path.
  41532. */
  41533. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  41534. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  41535. return this;
  41536. }
  41537. /**
  41538. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  41539. * the current point with the given one.
  41540. *
  41541. * @param {number} aCP1x - The x coordinate of the first control point.
  41542. * @param {number} aCP1y - The y coordinate of the first control point.
  41543. * @param {number} aCP2x - The x coordinate of the second control point.
  41544. * @param {number} aCP2y - The y coordinate of the second control point.
  41545. * @param {number} aX - The x coordinate of the end point.
  41546. * @param {number} aY - The y coordinate of the end point.
  41547. * @return {ShapePath} A reference to this shape path.
  41548. */
  41549. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  41550. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  41551. return this;
  41552. }
  41553. /**
  41554. * Adds an instance of {@link SplineCurve} to the path by connecting
  41555. * the current point with the given list of points.
  41556. *
  41557. * @param {Array<Vector2>} pts - An array of points in 2D space.
  41558. * @return {ShapePath} A reference to this shape path.
  41559. */
  41560. splineThru( pts ) {
  41561. this.currentPath.splineThru( pts );
  41562. return this;
  41563. }
  41564. /**
  41565. * Converts the paths into an array of shapes.
  41566. *
  41567. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  41568. * If this flag is set to `true`, then those are flipped.
  41569. * @return {Array<Shape>} An array of shapes.
  41570. */
  41571. toShapes( isCCW ) {
  41572. function toShapesNoHoles( inSubpaths ) {
  41573. const shapes = [];
  41574. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  41575. const tmpPath = inSubpaths[ i ];
  41576. const tmpShape = new Shape();
  41577. tmpShape.curves = tmpPath.curves;
  41578. shapes.push( tmpShape );
  41579. }
  41580. return shapes;
  41581. }
  41582. function isPointInsidePolygon( inPt, inPolygon ) {
  41583. const polyLen = inPolygon.length;
  41584. // inPt on polygon contour => immediate success or
  41585. // toggling of inside/outside at every single! intersection point of an edge
  41586. // with the horizontal line through inPt, left of inPt
  41587. // not counting lowerY endpoints of edges and whole edges on that line
  41588. let inside = false;
  41589. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  41590. let edgeLowPt = inPolygon[ p ];
  41591. let edgeHighPt = inPolygon[ q ];
  41592. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  41593. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  41594. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  41595. // not parallel
  41596. if ( edgeDy < 0 ) {
  41597. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  41598. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  41599. }
  41600. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  41601. if ( inPt.y === edgeLowPt.y ) {
  41602. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  41603. // continue; // no intersection or edgeLowPt => doesn't count !!!
  41604. } else {
  41605. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  41606. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  41607. if ( perpEdge < 0 ) continue;
  41608. inside = ! inside; // true intersection left of inPt
  41609. }
  41610. } else {
  41611. // parallel or collinear
  41612. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  41613. // edge lies on the same horizontal line as inPt
  41614. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  41615. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  41616. // continue;
  41617. }
  41618. }
  41619. return inside;
  41620. }
  41621. const isClockWise = ShapeUtils.isClockWise;
  41622. const subPaths = this.subPaths;
  41623. if ( subPaths.length === 0 ) return [];
  41624. let solid, tmpPath, tmpShape;
  41625. const shapes = [];
  41626. if ( subPaths.length === 1 ) {
  41627. tmpPath = subPaths[ 0 ];
  41628. tmpShape = new Shape();
  41629. tmpShape.curves = tmpPath.curves;
  41630. shapes.push( tmpShape );
  41631. return shapes;
  41632. }
  41633. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  41634. holesFirst = isCCW ? ! holesFirst : holesFirst;
  41635. // console.log("Holes first", holesFirst);
  41636. const betterShapeHoles = [];
  41637. const newShapes = [];
  41638. let newShapeHoles = [];
  41639. let mainIdx = 0;
  41640. let tmpPoints;
  41641. newShapes[ mainIdx ] = undefined;
  41642. newShapeHoles[ mainIdx ] = [];
  41643. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  41644. tmpPath = subPaths[ i ];
  41645. tmpPoints = tmpPath.getPoints();
  41646. solid = isClockWise( tmpPoints );
  41647. solid = isCCW ? ! solid : solid;
  41648. if ( solid ) {
  41649. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  41650. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  41651. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  41652. if ( holesFirst ) mainIdx ++;
  41653. newShapeHoles[ mainIdx ] = [];
  41654. //console.log('cw', i);
  41655. } else {
  41656. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  41657. //console.log('ccw', i);
  41658. }
  41659. }
  41660. // only Holes? -> probably all Shapes with wrong orientation
  41661. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  41662. if ( newShapes.length > 1 ) {
  41663. let ambiguous = false;
  41664. let toChange = 0;
  41665. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  41666. betterShapeHoles[ sIdx ] = [];
  41667. }
  41668. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  41669. const sho = newShapeHoles[ sIdx ];
  41670. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  41671. const ho = sho[ hIdx ];
  41672. let hole_unassigned = true;
  41673. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  41674. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  41675. if ( sIdx !== s2Idx ) toChange ++;
  41676. if ( hole_unassigned ) {
  41677. hole_unassigned = false;
  41678. betterShapeHoles[ s2Idx ].push( ho );
  41679. } else {
  41680. ambiguous = true;
  41681. }
  41682. }
  41683. }
  41684. if ( hole_unassigned ) {
  41685. betterShapeHoles[ sIdx ].push( ho );
  41686. }
  41687. }
  41688. }
  41689. if ( toChange > 0 && ambiguous === false ) {
  41690. newShapeHoles = betterShapeHoles;
  41691. }
  41692. }
  41693. let tmpHoles;
  41694. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  41695. tmpShape = newShapes[ i ].s;
  41696. shapes.push( tmpShape );
  41697. tmpHoles = newShapeHoles[ i ];
  41698. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  41699. tmpShape.holes.push( tmpHoles[ j ].h );
  41700. }
  41701. }
  41702. //console.log("shape", shapes);
  41703. return shapes;
  41704. }
  41705. }
  41706. /**
  41707. * Abstract base class for controls.
  41708. *
  41709. * @abstract
  41710. * @augments EventDispatcher
  41711. */
  41712. class Controls extends EventDispatcher {
  41713. /**
  41714. * Constructs a new controls instance.
  41715. *
  41716. * @param {Object3D} object - The object that is managed by the controls.
  41717. * @param {?HTMLDOMElement} domElement - The HTML element used for event listeners.
  41718. */
  41719. constructor( object, domElement = null ) {
  41720. super();
  41721. /**
  41722. * The object that is managed by the controls.
  41723. *
  41724. * @type {Object3D}
  41725. */
  41726. this.object = object;
  41727. /**
  41728. * The HTML element used for event listeners.
  41729. *
  41730. * @type {?HTMLDOMElement}
  41731. * @default null
  41732. */
  41733. this.domElement = domElement;
  41734. /**
  41735. * Whether the controls responds to user input or not.
  41736. *
  41737. * @type {boolean}
  41738. * @default true
  41739. */
  41740. this.enabled = true;
  41741. /**
  41742. * The internal state of the controls.
  41743. *
  41744. * @type {number}
  41745. * @default -1
  41746. */
  41747. this.state = -1;
  41748. /**
  41749. * This object defines the keyboard input of the controls.
  41750. *
  41751. * @type {Object}
  41752. */
  41753. this.keys = {};
  41754. /**
  41755. * This object defines what type of actions are assigned to the available mouse buttons.
  41756. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  41757. *
  41758. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  41759. */
  41760. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  41761. /**
  41762. * This object defines what type of actions are assigned to what kind of touch interaction.
  41763. * It depends on the control implementation what kind of touch interaction and actions are supported.
  41764. *
  41765. * @type {{ONE: ?number, TWO: ?number}}
  41766. */
  41767. this.touches = { ONE: null, TWO: null };
  41768. }
  41769. /**
  41770. * Connects the controls to the DOM. This method has so called "side effects" since
  41771. * it adds the module's event listeners to the DOM.
  41772. *
  41773. * @param {HTMLDOMElement} element - The DOM element to connect to.
  41774. */
  41775. connect( element ) {
  41776. if ( element === undefined ) {
  41777. console.warn( 'THREE.Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  41778. return;
  41779. }
  41780. if ( this.domElement !== null ) this.disconnect();
  41781. this.domElement = element;
  41782. }
  41783. /**
  41784. * Disconnects the controls from the DOM.
  41785. */
  41786. disconnect() {}
  41787. /**
  41788. * Call this method if you no longer want use to the controls. It frees all internal
  41789. * resources and removes all event listeners.
  41790. */
  41791. dispose() {}
  41792. /**
  41793. * Controls should implement this method if they have to update their internal state
  41794. * per simulation step.
  41795. *
  41796. * @param {number} [delta] - The time delta in seconds.
  41797. */
  41798. update( /* delta */ ) {}
  41799. }
  41800. /**
  41801. * Scales the texture as large as possible within its surface without cropping
  41802. * or stretching the texture. The method preserves the original aspect ratio of
  41803. * the texture. Akin to CSS `object-fit: contain`
  41804. *
  41805. * @param {Texture} texture - The texture.
  41806. * @param {number} aspect - The texture's aspect ratio.
  41807. * @return {Texture} The updated texture.
  41808. */
  41809. function contain( texture, aspect ) {
  41810. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  41811. if ( imageAspect > aspect ) {
  41812. texture.repeat.x = 1;
  41813. texture.repeat.y = imageAspect / aspect;
  41814. texture.offset.x = 0;
  41815. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  41816. } else {
  41817. texture.repeat.x = aspect / imageAspect;
  41818. texture.repeat.y = 1;
  41819. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  41820. texture.offset.y = 0;
  41821. }
  41822. return texture;
  41823. }
  41824. /**
  41825. * Scales the texture to the smallest possible size to fill the surface, leaving
  41826. * no empty space. The method preserves the original aspect ratio of the texture.
  41827. * Akin to CSS `object-fit: cover`.
  41828. *
  41829. * @param {Texture} texture - The texture.
  41830. * @param {number} aspect - The texture's aspect ratio.
  41831. * @return {Texture} The updated texture.
  41832. */
  41833. function cover( texture, aspect ) {
  41834. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  41835. if ( imageAspect > aspect ) {
  41836. texture.repeat.x = aspect / imageAspect;
  41837. texture.repeat.y = 1;
  41838. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  41839. texture.offset.y = 0;
  41840. } else {
  41841. texture.repeat.x = 1;
  41842. texture.repeat.y = imageAspect / aspect;
  41843. texture.offset.x = 0;
  41844. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  41845. }
  41846. return texture;
  41847. }
  41848. /**
  41849. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  41850. *
  41851. * @param {Texture} texture - The texture.
  41852. * @return {Texture} The updated texture.
  41853. */
  41854. function fill( texture ) {
  41855. texture.repeat.x = 1;
  41856. texture.repeat.y = 1;
  41857. texture.offset.x = 0;
  41858. texture.offset.y = 0;
  41859. return texture;
  41860. }
  41861. /**
  41862. * Determines how many bytes must be used to represent the texture.
  41863. *
  41864. * @param {number} width - The width of the texture.
  41865. * @param {number} height - The height of the texture.
  41866. * @param {number} format - The texture's format.
  41867. * @param {number} type - The texture's type.
  41868. * @return {number} The byte length.
  41869. */
  41870. function getByteLength( width, height, format, type ) {
  41871. const typeByteLength = getTextureTypeByteLength( type );
  41872. switch ( format ) {
  41873. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  41874. case AlphaFormat:
  41875. return width * height;
  41876. case RedFormat:
  41877. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  41878. case RedIntegerFormat:
  41879. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  41880. case RGFormat:
  41881. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41882. case RGIntegerFormat:
  41883. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41884. case RGBFormat:
  41885. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41886. case RGBAFormat:
  41887. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41888. case RGBAIntegerFormat:
  41889. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41890. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  41891. case RGB_S3TC_DXT1_Format:
  41892. case RGBA_S3TC_DXT1_Format:
  41893. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  41894. case RGBA_S3TC_DXT3_Format:
  41895. case RGBA_S3TC_DXT5_Format:
  41896. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41897. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  41898. case RGB_PVRTC_2BPPV1_Format:
  41899. case RGBA_PVRTC_2BPPV1_Format:
  41900. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  41901. case RGB_PVRTC_4BPPV1_Format:
  41902. case RGBA_PVRTC_4BPPV1_Format:
  41903. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  41904. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  41905. case RGB_ETC1_Format:
  41906. case RGB_ETC2_Format:
  41907. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  41908. case RGBA_ETC2_EAC_Format:
  41909. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41910. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  41911. case RGBA_ASTC_4x4_Format:
  41912. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41913. case RGBA_ASTC_5x4_Format:
  41914. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41915. case RGBA_ASTC_5x5_Format:
  41916. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  41917. case RGBA_ASTC_6x5_Format:
  41918. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  41919. case RGBA_ASTC_6x6_Format:
  41920. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  41921. case RGBA_ASTC_8x5_Format:
  41922. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  41923. case RGBA_ASTC_8x6_Format:
  41924. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  41925. case RGBA_ASTC_8x8_Format:
  41926. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  41927. case RGBA_ASTC_10x5_Format:
  41928. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  41929. case RGBA_ASTC_10x6_Format:
  41930. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  41931. case RGBA_ASTC_10x8_Format:
  41932. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  41933. case RGBA_ASTC_10x10_Format:
  41934. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  41935. case RGBA_ASTC_12x10_Format:
  41936. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  41937. case RGBA_ASTC_12x12_Format:
  41938. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  41939. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  41940. case RGBA_BPTC_Format:
  41941. case RGB_BPTC_SIGNED_Format:
  41942. case RGB_BPTC_UNSIGNED_Format:
  41943. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  41944. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  41945. case RED_RGTC1_Format:
  41946. case SIGNED_RED_RGTC1_Format:
  41947. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  41948. case RED_GREEN_RGTC2_Format:
  41949. case SIGNED_RED_GREEN_RGTC2_Format:
  41950. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  41951. }
  41952. throw new Error(
  41953. `Unable to determine texture byte length for ${format} format.`,
  41954. );
  41955. }
  41956. function getTextureTypeByteLength( type ) {
  41957. switch ( type ) {
  41958. case UnsignedByteType:
  41959. case ByteType:
  41960. return { byteLength: 1, components: 1 };
  41961. case UnsignedShortType:
  41962. case ShortType:
  41963. case HalfFloatType:
  41964. return { byteLength: 2, components: 1 };
  41965. case UnsignedShort4444Type:
  41966. case UnsignedShort5551Type:
  41967. return { byteLength: 2, components: 4 };
  41968. case UnsignedIntType:
  41969. case IntType:
  41970. case FloatType:
  41971. return { byteLength: 4, components: 1 };
  41972. case UnsignedInt5999Type:
  41973. return { byteLength: 4, components: 3 };
  41974. }
  41975. throw new Error( `Unknown texture type ${type}.` );
  41976. }
  41977. /**
  41978. * A class containing utility functions for textures.
  41979. *
  41980. * @hideconstructor
  41981. */
  41982. class TextureUtils {
  41983. /**
  41984. * Scales the texture as large as possible within its surface without cropping
  41985. * or stretching the texture. The method preserves the original aspect ratio of
  41986. * the texture. Akin to CSS `object-fit: contain`
  41987. *
  41988. * @param {Texture} texture - The texture.
  41989. * @param {number} aspect - The texture's aspect ratio.
  41990. * @return {Texture} The updated texture.
  41991. */
  41992. static contain( texture, aspect ) {
  41993. return contain( texture, aspect );
  41994. }
  41995. /**
  41996. * Scales the texture to the smallest possible size to fill the surface, leaving
  41997. * no empty space. The method preserves the original aspect ratio of the texture.
  41998. * Akin to CSS `object-fit: cover`.
  41999. *
  42000. * @param {Texture} texture - The texture.
  42001. * @param {number} aspect - The texture's aspect ratio.
  42002. * @return {Texture} The updated texture.
  42003. */
  42004. static cover( texture, aspect ) {
  42005. return cover( texture, aspect );
  42006. }
  42007. /**
  42008. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42009. *
  42010. * @param {Texture} texture - The texture.
  42011. * @return {Texture} The updated texture.
  42012. */
  42013. static fill( texture ) {
  42014. return fill( texture );
  42015. }
  42016. /**
  42017. * Determines how many bytes must be used to represent the texture.
  42018. *
  42019. * @param {number} width - The width of the texture.
  42020. * @param {number} height - The height of the texture.
  42021. * @param {number} format - The texture's format.
  42022. * @param {number} type - The texture's type.
  42023. * @return {number} The byte length.
  42024. */
  42025. static getByteLength( width, height, format, type ) {
  42026. return getByteLength( width, height, format, type );
  42027. }
  42028. }
  42029. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42030. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42031. revision: REVISION,
  42032. } } ) );
  42033. }
  42034. if ( typeof window !== 'undefined' ) {
  42035. if ( window.__THREE__ ) {
  42036. console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42037. } else {
  42038. window.__THREE__ = REVISION;
  42039. }
  42040. }
  42041. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthArrayTexture, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RenderTargetArray, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, getByteLength, getUnlitUniformColorSpace, mergeUniforms, probeAsync, toNormalizedProjectionMatrix, toReversedProjectionMatrix, warnOnce };